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Dwarf Fortress => DF Modding => Topic started by: Deon on February 14, 2012, 09:03:10 am

Title: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on February 14, 2012, 09:03:10 am
I feel like we should start a new thread, with a lot of new features thrown in our face.

My questions:
1) Did anyone manage to make a polymorph spell?

This:
Code: [Select]
[INTERACTION:POLYMORPH]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:target]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:transformed]
[CE_BODY_TRANSFORMATION:START:0:END:50]
[CE:CREATURE:BIRD_EAGLE:DEFAULT]
crashes the game.

The crash comes from adding the CE_BODY_TRANSFORMATION there.

2) Did you find out how can you limit a spell to target YOURSELF only?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on February 14, 2012, 09:08:41 am
Nevermind, I figured out how to transform yourself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EmperorJon on February 14, 2012, 09:13:00 am
An interaction targetting yourself has a line about target:self_only or similar.

So how do we polymorph!? :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 14, 2012, 09:22:40 am
NVM, figured it out >_<
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on February 14, 2012, 09:26:01 am
An interaction targetting yourself has a line about target:self_only or similar.

So how do we polymorph!? :D
Check the witcher mod. You can replace the eagle with any creature which has EQUIPS to leave your gear on.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EmperorJon on February 14, 2012, 09:29:03 am
I'm also attempting to see if I can get a god to only curse certain castes/creatures, if it's possible to get other sources rather than passed on and cursed by deity, and if I can get people to turn into a creature and be shunned until they turn back but not hostile. Lovin' these new toys.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vherid on February 14, 2012, 11:03:11 am
Any changes to tile representation?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 14, 2012, 11:07:28 am
Code: [Select]
*** Error(s) finalizing the creature TROLL_PUTNAM
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS
Unrecognized Color Token: IRIS

What? This worked perfectly fine in 31.25. Is there a change I'm unaware of?

EDIT: There appears to have been. I've fixed it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MasterMorality on February 14, 2012, 02:00:40 pm
Clarify something for me:

We need a tag for were-beast and vampire, etc, candidates, right?
What are the tags? I can't find them in the default creature raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on February 14, 2012, 02:34:40 pm
Clarify something for me:

We need a tag for were-beast and vampire, etc, candidates, right?
What are the tags? I can't find them in the default creature raws.
Right now only living creatures with CAN_LEARN (or INTELLIGENT) which do not already have a werewolf or a vampire curse are eligible for a werewolf curse.

I'm also attempting to see if I can get a god to only curse certain castes/creatures, if it's possible to get other sources rather than passed on and cursed by deity, and if I can get people to turn into a creature and be shunned until they turn back but not hostile. Lovin' these new toys.
Yes, you can add [IT_AFFECTED_CLASS:*CUSTOM*] to the interaction and then add an appropriate creature class only to a single caste.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on February 14, 2012, 02:47:44 pm
Wow, to discover a polymorph ability.. You're a genius, Deon. Now I can satisfy my dream of becoming a giant cave spider when I need to.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ieb on February 14, 2012, 06:05:53 pm
Okay, a question because it's nearly 1 AM, I'm tired and just shocked at the shitload of errors the game churned out when I checked how much things broke from the last version of the game where my mod ran fine.

Anyway.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pikdome on February 14, 2012, 06:40:34 pm
Can we make creatures at workshops yet?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 14, 2012, 07:28:39 pm
How can I make a self-affecting syndrome/interaction thing to, say, make myself a necromancer or a vampire?  I don't really get the syntax of the new interactions yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 14, 2012, 07:36:09 pm
Can we make creatures at workshops yet?

You can transform creatures into other ones at workshops.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on February 14, 2012, 07:37:06 pm
For vampire interactions check the example interactions in the /raw/ folder.

To target self use [CDI:TARGET:A:SELF_ONLY].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 14, 2012, 07:43:51 pm
Can we make creatures at workshops yet?

You can transform creatures into other ones at workshops.

Can a vermin say, be polymorphed by an interaction into a full sized creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 14, 2012, 07:48:21 pm
Can we make creatures at workshops yet?

You can transform creatures into other ones at workshops.

Can a vermin say, be polymorphed by an interaction into a full sized creature?

Very good question. If so, that means that we can, in fact, create creatures at workshops.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 14, 2012, 08:06:33 pm
Very good question. If so, that means that we can, in fact, create creatures at workshops.
No, i just tried this, with the artificial bees mod, tried to turn bees in dwarves, didn't work. But, they did gain a Caste (Honey Bee => Honey Bee Worker) which i'm sure we couldn't do before. Also, it might be possible to turn one type of vermin into another.

It seems there's an insurmountable wall between "vermin" and "creatures" in the code.

But we can change caste / species of any existing "creature" at will.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lost_Deep on February 14, 2012, 08:10:44 pm
Is it possible to make what is effectively a one-gender race? I would think that it would require the usage of [MALE] and [FEMALE] tags in one caste... but I don't know how that would effect the pronouns. All I really want to do is trick the player into thinking there's only one gender, if it was technically two it might not really matter.

What happens to the pronouns if you use both tags? Does it go to the first tag? Does it ignore the second tag entirely? Do you get some kind of heshe wording?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 14, 2012, 08:22:24 pm
Good idea on making a new thread. Posting to watch and to most likely come with questions later in the future.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 14, 2012, 09:03:03 pm
How would an intermittent reaction (E.G were transformations) be applied to a creature by default?

Also, how would one change colors of various things with the new syndrome system?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GaxkangtheUnbound on February 14, 2012, 09:07:31 pm
Is there a specific syndrome tag that makes something enthralled by YOU? I'm hoping to finally start my eggman empire mod by converting animals (read: flickies) into robots.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tehsapper on February 15, 2012, 12:00:19 am
Is this possible to change material of certain item (or at least a creature) through interaction? Of course you can make it using reaction, but transmute secret would be awesome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Black_Legion on February 15, 2012, 12:51:55 am
if the new interactions can take a specific caste of creature I could have something like: a snotling; which would be a small, fast breeding creature and at a Spawning pool and have them take 3 pieces of meat and produce an Orc? this shall make developing green skins for the war hammer mod more fun... And possible replace the snotlings with cheap sentient "fungus spores" that get around the female Orc issue. Being as tru Orc ( the waaaaghin' ) ones are far too busy bashing and crumping things to give a care about the gibbinz they have. I like what is in store!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 15, 2012, 12:59:08 am
Very good question. If so, that means that we can, in fact, create creatures at workshops.
No, i just tried this, with the artificial bees mod, tried to turn bees in dwarves, didn't work. But, they did gain a Caste (Honey Bee => Honey Bee Worker) which i'm sure we couldn't do before. Also, it might be possible to turn one type of vermin into another.

It seems there's an insurmountable wall between "vermin" and "creatures" in the code.

But we can change caste / species of any existing "creature" at will.
What if you remove all the tokens that make them vermin first?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2012, 01:00:56 am
Very good question. If so, that means that we can, in fact, create creatures at workshops.
No, i just tried this, with the artificial bees mod, tried to turn bees in dwarves, didn't work. But, they did gain a Caste (Honey Bee => Honey Bee Worker) which i'm sure we couldn't do before. Also, it might be possible to turn one type of vermin into another.

It seems there's an insurmountable wall between "vermin" and "creatures" in the code.

But we can change caste / species of any existing "creature" at will.
What if you remove all the tokens that make them vermin first?

Then you can't make them at workshops >_>
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 15, 2012, 01:06:44 am
...Clearly I meant using the interaction/syndrome system.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 15, 2012, 04:42:13 am
Posting to watch, and contribute (but not now... need sleep).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 06:38:30 am
Then you can't make them at workshops >_>
Well, you CAN actually, make e.g. a "tame dwarf" or anything else at a workshop...but it's a "vermin" dwarf apparently, and lacks all the properties.

But i used were-beast transformation to try and turn those into regular dwarves. Didn't seem to work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Minnakht on February 15, 2012, 06:55:18 am
I've got a different question - how does regeneration work? Or rather, does it work at all?

Is it possible to regrow limbs yet? I'd assume that at worst you can transform a cripple into a werecreature and the alternate form isn't lacking any limbs, but is it possible to simply restore them somehow?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rumrusher on February 15, 2012, 07:32:43 am
I've got a different question - how does regeneration work? Or rather, does it work at all?

Is it possible to regrow limbs yet? I'd assume that at worst you can transform a cripple into a werecreature and the alternate form isn't lacking any limbs, but is it possible to simply restore them somehow?
chop an arm off then grow a dwarf with it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ieb on February 15, 2012, 08:53:12 am
All morning I fight against my router just to figure out that it's apparently dead and hook up my wire to the modem. And then I come to this thread and what do I see?

>ask for advice on modding problem
>told to go check the text file instructions
>implying that's not what I did and it still didn't work

You guys really should care a little for us retards who can't tell the difference between raws and our asses. I'm sad. : (

I guess I'll just wait for someone else to post functional interaction code, find it and blatantly steal fix my code fuckup's based on it then.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2012, 09:54:18 am
...Clearly I meant using the interaction/syndrome system.

I've found that the interactions system disallows a lot of tags from being added/removed. Here's a snippet from my permanent error log:

Code: [Select]
Unsupported CE remove tag: LIKES_FIGHTING
BLOOD_HULK_OUT:Unrecognized Interaction Token: IT_CANNOT_TARGET_IF_ALREAD_AFFECTED
Unsupported CE add tag: FLEEQUICK
Unsupported CE remove tag: LIKES_FIGHTING

Also unsupported are INTELLIGENT, CAN_LEARN, and CAN_SPEAK.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 15, 2012, 09:58:43 am
...Clearly I meant using the interaction/syndrome system.

I've found that the interactions system disallows a lot of tags from being added/removed. Here's a snippet from my permanent error log:

Code: [Select]
Unsupported CE remove tag: LIKES_FIGHTING
BLOOD_HULK_OUT:Unrecognized Interaction Token: IT_CANNOT_TARGET_IF_ALREAD_AFFECTED
Unsupported CE add tag: FLEEQUICK
Unsupported CE remove tag: LIKES_FIGHTING

Also unsupported are INTELLIGENT, CAN_LEARN, and CAN_SPEAK.

And NATURAL_SKILL, FLIER, etc.

On another topic, is there a way to make zombies use 'acquired powers' when given to them via the same revivification interaction?

E: Does OPPOSED_TO_LIFE work with living creatures (transforming a creature into a living creature with the aforementioned tag)?

I need to see if I can transform outlaws into explosive spores and make them fight each other.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rumrusher on February 15, 2012, 11:17:52 am
so could we make golems through statues?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 15, 2012, 11:30:06 am
...Clearly I meant using the interaction/syndrome system.

I've found that the interactions system disallows a lot of tags from being added/removed. Here's a snippet from my permanent error log:

Code: [Select]
Unsupported CE remove tag: LIKES_FIGHTING
BLOOD_HULK_OUT:Unrecognized Interaction Token: IT_CANNOT_TARGET_IF_ALREAD_AFFECTED
Unsupported CE add tag: FLEEQUICK
Unsupported CE remove tag: LIKES_FIGHTING

Also unsupported are INTELLIGENT, CAN_LEARN, and CAN_SPEAK.

*scraps the Greater Demon of Cowardice*

[DEPRESSED]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rumrusher on February 15, 2012, 11:37:10 am
wait had any one try their luck on reanimating bogeymen?
if anything like how I did then you can have a walking smoke factory.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Robosaur on February 15, 2012, 12:38:32 pm
okay I have a question:

How do you make an interaction give a creature feathery wings if they don't already have one?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 15, 2012, 12:48:13 pm
Disregard this post.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 15, 2012, 01:01:40 pm
I've found that the interactions system disallows a lot of tags from being added/removed. Here's a snippet from my permanent error log:

From file_changes.txt:

Code: [Select]
CE_ADD_TAG -- It's a pretty zombie-centric list (basically whatever came up for us).  Support for other creature tags will be added.
EXTRAVISION
OPPOSED_TO_LIFE
SUPERNATURAL
NOT_LIVING
NOEXERT
CRAZED
BLOODSUCKER
NOPAIN
NOBREATHE
HAS_BLOOD
NOSTUN
NONAUSEA
NO_DIZZINESS
NO_FEVERS
TRANCES
NOEMOTION
LIKESFIGHTING
PARALYZEIMMUNE
NOFEAR
NO_EAT
NO_DRINK
NO_SLEEP
MISCHIEVOUS
NO_PHYS_ATT_GAIN
NO_PHYS_ATT_RUST
NOTHOUGHT
NO_THOUGHT_CENTER_FOR_MOVEMENT
NO_CONNECTIONS_FOR_MOVEMENT
CAN_SPEAK
CAN_LEARN
UTTERANCES
MORTAL
NO_AGING
STERILE
FIT_FOR_ANIMATION
FIT_FOR_RESURRECTION

Hopefully getting it fleshed out is more of a short-term thing than a long-term one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 15, 2012, 01:19:45 pm
I've found that the interactions system disallows a lot of tags from being added/removed. Here's a snippet from my permanent error log:

From file_changes.txt:

Code: [Select]
CE_ADD_TAG -- It's a pretty zombie-centric list (basically whatever came up for us).  Support for other creature tags will be added.
EXTRAVISION
OPPOSED_TO_LIFE
SUPERNATURAL
NOT_LIVING
NOEXERT
CRAZED
BLOODSUCKER
NOPAIN
NOBREATHE
HAS_BLOOD
NOSTUN
NONAUSEA
NO_DIZZINESS
NO_FEVERS
TRANCES
NOEMOTION
LIKESFIGHTING
PARALYZEIMMUNE
NOFEAR
NO_EAT
NO_DRINK
NO_SLEEP
MISCHIEVOUS
NO_PHYS_ATT_GAIN
NO_PHYS_ATT_RUST
NOTHOUGHT
NO_THOUGHT_CENTER_FOR_MOVEMENT
NO_CONNECTIONS_FOR_MOVEMENT
CAN_SPEAK
CAN_LEARN
UTTERANCES
MORTAL
NO_AGING
STERILE
FIT_FOR_ANIMATION
FIT_FOR_RESURRECTION

Hopefully getting it fleshed out is more of a short-term thing than a long-term one.

I really hope [CRAZED] does what I think it does.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Robosaur on February 15, 2012, 03:12:34 pm
I found out something odd

I tried making a Ducklord, whose bite is supposed to turn people into ducks. It's not working yet, giving me errors, BUT people in the arena who I set to be effected by it immediately transform into toads. Weird, huh?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: freeformschooler on February 15, 2012, 03:25:08 pm
I found out something odd

I tried making a Ducklord, whose bite is supposed to turn people into ducks. It's not working yet, giving me errors, BUT people in the arena who I set to be effected by it immediately transform into toads. Weird, huh?

I'm having this problem too when trying to make an immediate werebeast self-polymorph. I always just get turned into a toad. What's up here?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 15, 2012, 03:28:07 pm
I tried making a Ducklord, whose bite is supposed to turn people into ducks. It's not working yet, giving me errors, BUT people in the arena who I set to be effected by it immediately transform into toads. Weird, huh?
Not really, when you consider it.  Toads are the first entry in the raws; creature index 0.

@Both of you: Do you actually HAVE werebeast creatures defined that you're transforming into?
Otherwise, post the actual errors it spits out, not just that it's spitting out errors...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 03:35:23 pm
I found out something odd

I tried making a Ducklord, whose bite is supposed to turn people into ducks. It's not working yet, giving me errors, BUT people in the arena who I set to be effected by it immediately transform into toads. Weird, huh?

I'm having this problem too when trying to make an immediate werebeast self-polymorph. I always just get turned into a toad. What's up here?

Spoiler (click to show/hide)
WEREBEAST:DEFAULT just checking you actually made a creature token called "WEREBEAST"? you can try using any creature here, just go RACE:CASTE, e.g. ELF:FEMALE should work
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: freeformschooler on February 15, 2012, 03:37:08 pm
That's the thing: there's no errors, just the toad transformation. As for the werebeast creature, I can't find it in my RAWs, so I'm guessing that's the problem.

But there's a conflict here:

1) The werebeast interaction uses the same logic the werebeast curse uses in-game. Seriously, I just stole the transformation part of the interaction from the vanilla interactions. So wouldn't it use one of the "werebeast types" generated in worldgen (see advanced worldgen), which is what the old devlogs seemed to imply?
2) If it doesn't, then why does the vanilla game come with no werebeast creature RAWs (unless I'm not seeing them)? By that logic werebeast curses would just turn you into a toad every appropriate phase.

Note that I'm not doing this in the testing arena, I'm doing it in-game in a world with generated werebeast types.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EmperorJon on February 15, 2012, 03:38:45 pm
Because the werebeast creatures aren't special creatures; they're either the person, or the beast, at seperate times, randomly defined. For example, my adventurer got bitten. Every full moon he turns into a cat for a bit. Then turns back. So I have to hole up in a lair.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 15, 2012, 03:39:22 pm
[CDI_USAGE_HINT:xxx]

I would like to know what the available parameters are for this token.  So far, I've seen GREETING, ATTACK, CLEAN_SELF, and CLEAN_FRIEND, but I'm trying to get the AI to actively cast buffs on allies, and I don't know if there are any more arguments I can give it.

I really wish there was a RANDOM_TIMES or FOR_TEH_LULZ token for it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 03:39:31 pm
The word "WEREBEAST" only appears in the directory "interaction examples" along with this disclaimer from toady :

"Note: This assumes there's a casteless beast "WEREBEAST".  Inside of its bite attack, you'd put:
      (SPECIALATTACK_INTERACTION:WEREBEAST_BITE) with square brackets."

Not in the main raws directory. you need to replace Toady's "example" with an actual "race".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 15, 2012, 03:40:43 pm
1) The werebeast interaction uses the same logic the werebeast curse uses in-game. Seriously, I just stole the transformation part of the interaction from the vanilla interactions. So wouldn't it use one of the "werebeast types" generated in worldgen (see advanced worldgen)?
No.  They are, for the most part, generated with a variety of, well, variations between each of the 10+ types a world will get. Why would it- no, HOW would it generate the werebeast types using the exact same ID?  It follows the same logic that the raws do.  Use the same ID twice and you get hilariously broken games.  There's no WEREBEAST defined because they're given unique IDs.
Quote
2) If it doesn't, then why does the vanilla game come with no werebeast creature RAWs (unless I'm not seeing them)? By that logic werebeast curses would just turn you into a toad every appropriate phase.
Because that.  They're randomized, not in the raws.

Because the werebeast creatures aren't special creatures
Definitionswise, they are.  They are NOT, however, named WEREBEAST, and they are not in the raws, because they're randomly generated.
If you could open up the world.sav, you'd see all of the random definitions for that world.  If you were to use one of the IDs from that list, I -guess- it would work, though that's a bit ridiculous.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Robosaur on February 15, 2012, 03:41:36 pm
I fixed it; it works.

I had to create a new casteless version of the duck, but it's all good.

It's hilarious watching "Dwarf 1 has turned into a duck!"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 03:45:16 pm
Same as Forgotten Beasts etc, they have dynamically generated "raws" embedded in the save files themselves. If you knew the dynamic name of the were beasts (e.g. WEREWOLF, WEREPIG or whatever name toady's given them) you might be able to use that in the game (perhaps even transforming into Forgotten Beasts etc), but there's no singular "WEREBEAST" because as stated, that's just an "example name".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 03:46:02 pm
I fixed it; it works.

I had to create a new casteless version of the duck, but it's all good.

It's hilarious watching "Dwarf 1 has turned into a duck!"
What about DUCK:FEMALE as the target? that worked for me in Fortress Mode syndromes.

Dwarven sex-change potion anyone?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 15, 2012, 03:47:44 pm
I had to create a new casteless version of the duck, but it's all good.
The tag has two tokens attached -- CREATURE, and CASTE.
DUCK:STANDARD would net you a casteless DUCK.
DUCK:MALE would retrieve a male DUCK.

You'd not have a way to pass on the curse, though, going that route.
As the example raw states, the creature to transform into should have an attack that performs the cursing interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: freeformschooler on February 15, 2012, 03:49:02 pm
Ohhh, I think I get it now. What's being generated at worldgen when you set the number of werebeast types is the actual interactions for turning you into any number of werebeasts, plus the werebeast types. Am I correct here? That would explain why the werebeast interaction examples are... well, in the examples folder.

So is there any way to mod in a spell that turns you into a werebeast instantly? I remember you can be one of the demon types by adding a DEMON_7 or whatever entry as a playable civ. Can you do the same with werebeasts? (Obviously this would be easier if they were WEREBEAST_1 etc, which I'm not certain it is as opposed to WEREWOLF or WERETOAD like Reelya said)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 15, 2012, 03:50:23 pm
I fixed it; it works.

I had to create a new casteless version of the duck, but it's all good.

It's hilarious watching "Dwarf 1 has turned into a duck!"
What about DUCK:FEMALE as the target? that worked for me in Fortress Mode syndromes.

Dwarven sex-change potion anyone?

I wrote the raws for this as soon as the info about the interaction tokens was leaked.  ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 03:51:26 pm
I added a transforming syndrome into a drink, based on Deon's Witcher ideas.

Dwarven Wine which turns the drinker into a plump helmet man (female) etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 03:53:16 pm
I fixed it; it works.

I had to create a new casteless version of the duck, but it's all good.

It's hilarious watching "Dwarf 1 has turned into a duck!"
What about DUCK:FEMALE as the target? that worked for me in Fortress Mode syndromes.

Dwarven sex-change potion anyone?

I wrote the raws for this as soon as the info about the interaction tokens was leaked.  ;)
Well, i'm having a problem with my version: it's set with 2 syndromes 1 affects MALE and the other FEMALE, to swap castes, but while drinking dwarven wine with the syndrome, they rapidly get changed back and forth. Without making "dummy" castes I can't see how to make it "stick". I know it's easy to make the "transformed" castes but i like to find the most elegant solution if i've missed it.

EDIT: I guess i can delay the "START" to be longer than 1 drink takes!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Robosaur on February 15, 2012, 03:55:21 pm
Ducks don't pass on the curse. Only ducklords.


It's really fun. Sick an elephant on a ducklord. A long battle later (ducklords ARE pretty tough), I get the message "Ducklord 1 has been slain!" Check back in 5 minutes, "The elephant has turned into a duck!"


But I can actually turn a person into a casteless duck by using STANDARD?
The werebeast uses caste:default, so I tried using that on a non-casteless duck and that broke it, which is why I created a new duck with no castes in it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 15, 2012, 03:59:01 pm
What's being generated at worldgen when you set the number of werebeast types is the actual interactions for turning you into any number of werebeasts, plus the werebeast types
I think this is what you're saying, but you're a little ambiguous, so let me make absolutely sure.
You set a number of random interactions, each of which has a corresponding werebeast of varying type/etc.
RE: names
I'm sure a quick look at a non-compressed save would verify their naming conventions, though WEREBEAST_# sounds apt enough to me.

Quote
So is there any way to mod in a spell that turns you into a werebeast instantly?
Err...  Yes?  The whole point of interactions is that it's a centralized system for performing such a wide variety of things, like breath attacks, attack effects, diety effects, secrets, material rains, etc.  Any interaction effect/etc can be used with any interaction source.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: freeformschooler on February 15, 2012, 04:05:07 pm
Yes, that's exactly what I'm saying. Now I'm going to either dive into an uncompressed save to see if I can get a werebeast insta-morph. Thanks Jay!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 04:08:28 pm
Technically there should be whole raws for all FB's, Demons and, now, Werebeasts in the world.sav file.

You can copy those and actually make them creatures in the regular files.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Drawde on February 15, 2012, 04:47:01 pm
What do you need to change when converting a custom creature from the previous version to the new one?  Just adding the old version results in intantly dead creatures.  They bleed to death, which I know can mean several things.

The tissue and material templates haven't changed, so it looks like it's in the creature raw.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EmperorJon on February 15, 2012, 04:50:18 pm
Yes, that's exactly what I'm saying. Now I'm going to either dive into an uncompressed save to see if I can get a werebeast insta-morph. Thanks Jay!

You don't need to... just use the transform thingy...?

   [CE_BODY_TRANSFORMATION:START:*time, 0 for instant*]
      [CE:CREATURE:*creature*:*caste*]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 15, 2012, 04:50:59 pm
Spoiler: xD (click to show/hide)

Well, I wouldn't quite call it balanced for adventure mode, but it's a working proof of concept... and it's very, very amusing.  Now I don't have to worry about friendly fire anymore, since it only affects the attack target.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: freeformschooler on February 15, 2012, 05:02:46 pm
Well... turns out Werebeasts use NIGHT_CREATURE_X for their naming convention. That's interesting. But at least I made an instant were-something spell that works!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EmperorJon on February 15, 2012, 05:04:23 pm
So you always get turned into whatever were creature was generated in X slot?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 15, 2012, 05:06:36 pm

"Unsupported CE add tag: FIREIMMUNE"

/cries
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Robosaur on February 15, 2012, 05:11:17 pm
*Unsupported CE tag: Flier

noooooooo

I need a way for my champions to grow a pair of wings when the learn the secrets of battle
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Minnakht on February 15, 2012, 05:21:25 pm
*Unsupported CE tag: Flier

noooooooo

I need a way for my champions to grow a pair of wings when the learn the secrets of battle

Turn them into something that can fly, and preferably, can equip as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 05:23:55 pm
Make winged castes (male and female version) and a pair of syndromes to morph them that only affect the correct gender. Presto, winged champions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Robosaur on February 15, 2012, 05:43:37 pm
Problem is, any sentient species can become a champion. Like a necromancer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 15, 2012, 05:48:22 pm
Problem is, any sentient species can become a champion. Like a necromancer.
Generic humanoid creature with wings, then.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Robosaur on February 15, 2012, 06:04:59 pm
I think I'd rather them be non-winged for now, until Toady adds support for this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GaxkangtheUnbound on February 15, 2012, 06:08:48 pm
Has any update come on how enthrallment exactly works?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NobodyPro on February 15, 2012, 06:23:38 pm
[CDI_USAGE_HINT:xxx]

I would like to know what the available parameters are for this token.  So far, I've seen GREETING, ATTACK, CLEAN_SELF, and CLEAN_FRIEND, but I'm trying to get the AI to actively cast buffs on allies, and I don't know if there are any more arguments I can give it.

I really wish there was a RANDOM_TIMES or FOR_TEH_LULZ token for it.
FLEEING, on the squid.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dalkar on February 15, 2012, 07:00:45 pm
Trying to make a muscle replacement (got the template and material for it) for some new creatures and it seems to act as bone; in combat it shatters/chips rather than tears, even with cutting weapons.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2012, 07:03:21 pm
Trying to make a muscle replacement (got the template and material for it) for some new creatures and it seems to act as bone; in combat it shatters/chips rather than tears, even with cutting weapons.

If your IMPACT_STRAIN_AT_YIELD is below 25000 (IIRC), then it'll chip, shatter etc.

If it's equal to or more than that, it'll tear, etc.

EDIT: Would this interaction work for body (limb, etc.) regeneration? (Assuming, of course, that there is a NAMEK creature with a MALE caste that is using this)

Code: [Select]
[INTERACTION:NAMEK_REGENERATE_MALE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_MANUAL_INPUT:yourself, dunkass]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
  [CE:CREATURE:NAMEK:MALE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 15, 2012, 07:30:05 pm
Anyone have any good ideas on mortality tweaks for sponges? There's a giant one in my current fort that refuses to die. Adding [AQUATIC] doesn't work because it's already a water creature, and its body is too simple to remove a brain or something...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 07:37:00 pm
Replace the ENTIRE creature definition bar the title, with a cat or something. You're not changing enough. Make it an air-breather since it's in water...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dalkar on February 15, 2012, 07:40:55 pm
Trying to make an interaction that lobs a big lump of rock/metal at something. Seems quite trivial but there's nothing on the wiki about interactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2012, 07:44:27 pm
Trying to make an interaction that lobs a big lump of rock/metal at something. Seems quite trivial but there's nothing on the wiki about interactions.

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
     [CDI:ADV_NAME:Lob metal]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
   [CDI:MATERIAL:INORGANIC:IRON]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:20]
   [CDI:MAX_TARGET_NUMBER:C:1]
   [CDI:WAIT_PERIOD:30]

Just put that into the creature you want to.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: skywerewolf on February 15, 2012, 07:45:30 pm
Well, I missed something. how do you mod a creature to be adventure mode material? I can't find it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2012, 07:47:34 pm
Well, I missed something. how do you mod a creature to be adventure mode material? I can't find it.

Code: [Select]
[ENTITY:WHATEVER_YOU_WANT_HERE]
   [INDIV_CONTROLLABLE]
   [CREATURE:INSERT_CREATURE_HERE]
   [ADVENTURE_TIER:7]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: skywerewolf on February 15, 2012, 08:01:10 pm
Remembered now. But, to make sure, interations go on the creatures? Or do you put them in interactions and then the creatures?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dalkar on February 15, 2012, 08:04:53 pm
You put it in entity_default, hence the [ENTITY] tag.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 08:09:38 pm
Remembered now. But, to make sure, interations go on the creatures? Or do you put them in interactions and then the creatures?
I think interaction types get their own file, so the part shown should only need to be in the creature.

[INTERACTION:MATERIAL_EMISSION] is already defined.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: casino.doug on February 15, 2012, 08:14:42 pm
anybody know if it is possible to create a necromancer table via a reaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 15, 2012, 08:18:06 pm
Would this interaction work for body (limb, etc.) regeneration? (Assuming, of course, that there is a NAMEK creature with a MALE caste that is using this)

Code: [Select]
[INTERACTION:NAMEK_REGENERATE_MALE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_MANUAL_INPUT:yourself, dunkass]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
  [CE:CREATURE:NAMEK:MALE]
No it doesn't seem to work if they become the same creature. I spent my last hour or so testing this. But I wonder if just different castes...

Edit:Different caste transformation does it!!! So if you could have 2 castes of each sex if you wanted to make the namek regenerate.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GaxkangtheUnbound on February 15, 2012, 08:29:56 pm
This is a great disappointment.
I embark with dwarves modified with [OPPOSED_TO_LIFE] tag, and immediately crumble to my end.
And here I was, hoping to make murderous dwarves.
EDIT:On the plus side, adding [OPPOSED_TO_LIFE] to any domestic animal has satisfying results, as the dogs are currently ripping apart the starting seven as I speak.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on February 15, 2012, 08:50:39 pm
This is a great disappointment.
I embark with dwarves modified with [OPPOSED_TO_LIFE] tag, and immediately crumble to my end.
And here I was, hoping to make murderous dwarves.
EDIT:On the plus side, adding [OPPOSED_TO_LIFE] to any domestic animal has satisfying results, as the dogs are currently ripping apart the starting seven as I speak.
You just proved that a 100% vampire dwarf fort is impossible because it would crumble.

EDIT: did you try the werecreature [CRAZED] token?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 3 on February 15, 2012, 08:52:01 pm
Some of the default interactions seem really bizarrely implemented.

For instance, the ink effect used by squid:

Code: [Select]
[INTERACTION:MATERIAL_EMISSION_WITH_HIDE_EFFECT]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:CONTEXT_MATERIAL]
[I_TARGET:B:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:C:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:D:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_TARGET:C]
[IE_IMMEDIATE]
[I_EFFECT:HIDE]
[IE_TARGET:D]
[IE_IMMEDIATE]
[IE_LOCATION:IN_WATER]

What's the point of IN_WATER being there at all? Surely that can be defined at the creature level. Right now the only creatures that can use the hide effect are waterborne ones... even though the rest of the interaction is defined for general use. Am I missing something here?

If I'm not, then surely the first thing on everyone's list should be to define a series of framework interactions ranging from extremely abstract to simply general, if only for ease-of-use.

Then there's interactions like BP_BUMP, which aren't anywhere near as specific as their titles seem to be (BP_BUMP is basically "make contact with target body part in some abstract way").
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Logic on February 15, 2012, 08:58:05 pm
In the werewolf interaction, it has this:

[CE:PERIODIC:MOON_PHASE:27:0]

Does the 27 mean amount of days? Could I put something in that isn't MOON_PHASE or PERIODIC?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: skywerewolf on February 15, 2012, 09:01:19 pm
I can't really get the hang of the interaction on a creature. Coudl somebody show me a template?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 09:04:07 pm
This is a great disappointment.
I embark with dwarves modified with [OPPOSED_TO_LIFE] tag, and immediately crumble to my end.
And here I was, hoping to make murderous dwarves.
EDIT:On the plus side, adding [OPPOSED_TO_LIFE] to any domestic animal has satisfying results, as the dogs are currently ripping apart the starting seven as I speak.
Try modding only 1 caste with [OPPOSED_TO_LIFE]

You can also mod drinks so they add that tag, it's on the changelog's  list of allowable tags to be added by interactions. (http://www.bay12forums.com/smf/index.php?topic=100707.msg2990531#msg2990531)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 15, 2012, 09:34:37 pm
So how exactly does one mod in the usage of these things for adventure mode?

Better yet: How might I go about creating an adventure mode reaction that outputs a book that teaches a power?
Or an adventure mode reaction that just straight-up uses an interaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DrKillPatient on February 15, 2012, 09:36:26 pm
Can the identity-assimilation effect be applied when a creature attacks another creature? I.e., something kills a dwarf and assumes his identity?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 09:44:09 pm
So how exactly does one mod in the usage of these things for adventure mode?

Better yet: How might I go about creating an adventure mode reaction that outputs a book that teaches a power?
Or an adventure mode reaction that just straight-up uses an interaction?
Look at the potions/effects in Deon's Witcher mod, you make a drink with syndromes and such.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 15, 2012, 09:44:57 pm
Gee, I feel like an idiot. Almost everything is explained over at file changes.txt. I'll just post the relevant text for reference here.

Code: [Select]
Auxiliary file changes for 0.34.01:

interactions
interaction_standard.txt has some basic processes
the examples are in "raw/interaction examples"
creatures
ability to do the interactions, using [CAN_DO_INTERACTION:<token>] -- this includes cleaning, ink spray, and physical social stuff
[CAN_DO_INTERACTION:MATERIAL_EMISSION] taken from fire imp, MATERIAL_EMISSION is defined in interaction_standard.txt
[CDI:ADV_NAME:Hurl fireball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[CAN_DO_INTERACTION:MATERIAL_EMISSION_WITH_HIDE_EFFECT] taken from squid
[CDI:ADV_NAME:Squirt ink]
[CDI:USAGE_HINT:FLEEING]
[CDI:LOCATION_HINT:IN_WATER]
[CDI:BP_REQUIRED:BY_TYPE:UPPERBODY]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:INK:SPATTER_LIQUID] <-- SPATTER_LIQUID is a new "breath" attack, SPATTER_POWDER too
[CDI:VERB:squirt ink:squirts ink:NA]
[CDI:TARGET:C:SELF_ONLY] <-- this is basically book-keeping for the two effects in the interaction
[CDI:TARGET:D:SELF_ONLY]
[CDI:WAIT_PERIOD:200]
[CDI:FREE_ACTION] <-- they can spray ink and also move away
[CAN_DO_INTERACTION:CLEANING] taken from cat
[CDI:ADV_NAME:Clean]
[CDI:USAGE_HINT:CLEAN_SELF]
[CDI:USAGE_HINT:CLEAN_FRIEND]
[CDI:BP_REQUIRED:BY_CATEGORY:TONGUE]
[CDI:VERB:lick:licks:lick each other]
[CDI:CAN_BE_MUTUAL] <-- not yet implemented
[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE] <-- so the animal can lick themselves or anybody nearby
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:10]
[CAN_DO_INTERACTION:BP_BUMP] taken from cat
[CDI:ADV_NAME:Head bump]
[CDI:USAGE_HINT:GREETING]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:VERB:head-bump:head-bumps:bump heads]
[CDI:CAN_BE_MUTUAL] <-- not yet implemented
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET:B:TOUCHABLE]
[CDI:TARGET_RANGE:B:1]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:20]
they can retract into bodyparts/roll into balls using RETRACT_INTO_BP
[RETRACT_INTO_BP:BY_CATEGORY:BODY_UPPER:roll into a ball:rolls into a ball:unroll:unrolls]
they will retract when they are frightened and near to an enemy
attacks while retracted will be much more likely to hit the retract part
they can root around and stir up vermin using ROOT_AROUND
[ROOT_AROUND:BY_CATEGORY:BILL:root around in:roots around in]
they can be made to eat vermin using GOBBLE_VERMIN_CREATURE and GOBBLE_VERMIN_CLASS
[GOBBLE_VERMIN_CREATURE:<creature>:<caste>] where <caste> can be ALL
[GOBBLE_VERMIN_CLASS:<class>] where class is a CREATURE_CLASS like the new EDIBLE_GROUND_BUG
they can drop extra objects during butchery with EXTRA_BUTCHER_OBJECT
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:SMALLGEM:NONE:ANY_HARD_STONE] <-- ANY_HARD_STONE is special, but you can use the standard material token list too
[EBO_SHAPE:GIZZARD_STONE] <-- this is a shape for a gem from descriptor_shape_standard.txt
DIVE_HUNTS_VERMIN is a new vermin hunting behavior, although it is limited for fortress pets because of the known flier troubles there
removed werewolf and whale and some redundant animal people from the old files
a ton of new sponsorship creatures -- the eight that got new tags are in the old files, the 112 that didn't get their own tags are in probationary new files, although I don't promise to give every one of them a special tag over time
NOT_LIVING replaces CANNOT_UNDEAD
material force multiplier, general material force multiplier
syndromes
SYN_INGESTED will work now
there are new tags here -- see the interaction examples in "raw/interaction examples" for syntax, here are some examples:
CE_ADD_TAG -- It's a pretty zombie-centric list (basically whatever came up for us).  Support for other creature tags will be added.
EXTRAVISION
OPPOSED_TO_LIFE
SUPERNATURAL
NOT_LIVING
NOEXERT
CRAZED
BLOODSUCKER
NOPAIN
NOBREATHE
HAS_BLOOD
NOSTUN
NONAUSEA
NO_DIZZINESS
NO_FEVERS
TRANCES
NOEMOTION
LIKESFIGHTING
PARALYZEIMMUNE
NOFEAR
NO_EAT
NO_DRINK
NO_SLEEP
MISCHIEVOUS
NO_PHYS_ATT_GAIN
NO_PHYS_ATT_RUST
NOTHOUGHT
NO_THOUGHT_CENTER_FOR_MOVEMENT
NO_CONNECTIONS_FOR_MOVEMENT
CAN_SPEAK
CAN_LEARN
UTTERANCES
MORTAL
NO_AGING
STERILE
FIT_FOR_ANIMATION
FIT_FOR_RESURRECTION
CE_REMOVE_TAG
CE_DISPLAY_TILE
CE_DISPLAY_NAME
CE_FLASH_TILE
CE_PHYS_ATT_CHANGE
CE_MENT_ATT_CHANGE
CE_BODY_APPEARANCE_MODIFIER
CE_BP_APPEARANCE_MODIFIER
CE_MATERIAL_FORCE_MULTIPLIER
CE_SPEED_CHANGE
CE_BODY_MAT_INTERACTION -- only works on hist figs, causes that hist figs body material to cause interaction as a syndrome mat.
CE_CAN_DO_INTERACTION
CE_BODY_TRANSFORMATION
CE_SKILL_ROLL_ADJUST
xml
the legends xml has a lot of new info for historical figures
entities
PLAINS gets BUILDS_OUTDOOR_TOMBS
PLAINS gets all the trap comps
world gen params
some have been replaced, here are the new ones (might be missing some):
NIGHT_TROLL_NUMBER -- all of the following control how many random definitions are created, if set to zero that world won't have any
BOGEYMAN_NUMBER
VAMPIRE_NUMBER
WEREBEAST_NUMBER
SECRET_NUMBER
REGIONAL_INTERACTION_NUMBER
DISTURBANCE_INTERACTION_NUMBER
EVIL_CLOUD_NUMBER
EVIL_RAIN_NUMBER
graphics
SKELETON/ZOMBIE -> ANIMATED
announcements
there are some new ones, mostly or all at the bottom of the file
reactions
you can make BOOK items in reactions, and add PAGES improvements to them
pages are always blank though
new keys (this might not be it, but it wasn't many)
A_ACTION_ABILITY:A
A_ACTION_POWER:P
changed keys
A_BARTER_CURRENCY_2 -> O
removed keys
A_BARTER_CURRENCY_3 to 9
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Robosaur on February 15, 2012, 09:47:28 pm
How do I make a creature that is female only species that does not require a male to make children?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on February 15, 2012, 09:48:58 pm
True Resurrection (as opposed to the mummy "resurrection"):

Target is unchanged except for being alive again. Note it doesn't prevent the target from dying instantly of the wounds that originally caused them to die. Hopefully someone can cram a rapid healing fix in here.

Tested with elves in the arena. Elves that originally suffocated get to suffocate again before dying. Elves that bled to death die of bleeding instantly. Headless elves are strangely valid targets, but die of suffocation after a few seconds (similar to spine damage victims). Headless/brainless/lowerbodyless resurrected also remember to be dead once they take damage anywhere (such as to a finger), dying instantly. Killing the same creature twice counts as two seperate kills on the weapon's and killer's histories.

Code: [Select]
[CAN_DO_INTERACTION:UDVRES]
[CDI:ADV_NAME:True Resurrection]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:return to life:returns to life]
[CDI:WAIT_PERIOD:10]


[INTERACTION:UDVRES]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Resurrected]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 15, 2012, 09:51:58 pm
A couple of questions:

1) Weres/Vamps can be weak to specific materials, right? How could I make a given creature weak to, say, silver?

2) Related to 1, could the kitty headbump interaction be modified to work at a distance, so a silver bodypart could make "contact" with the silver-weak creature from a distance?

3) If I wanted an interaction that would spray water at a target (say, for firefighting) how would I go about doing that?

And information on where you actually found this info would probably stop me from asking additional stupid questions :P

FAKEDIT: @ Urist Da Vinci, do victims that died of drowning fare any better?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Black_Legion on February 15, 2012, 09:53:18 pm
Is there a way to have a creature's homotherm value increase via a reaction? Essentially I'm trying to have a touch attack that sets the target creature on fire... or covers it in very hot fire like substance.

Any suggestions?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 09:55:14 pm
How do I make a creature that is female only species that does not require a male to make children?
That's not possible, you need a male on map for any females to get pregnant, and intelligent species females will only get pregnant if married.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2012, 09:59:07 pm
Why aren't these working? They turns my creature into a toad when used (it worked before, oddly enough):

Code: [Select]
[INTERACTION:NAMEK_REGENERATE_MALE_1]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_MANUAL_INPUT:yourself, dunkass]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
  [CE:CREATURE:NAMEK:MALE_2]
[CE_CAN_DO_INTERACTION:START:0]
   [CDI:INTERACTION:NAMEK_REGENERATE_MALE_2]
           [CDI:ADV_NAME:regenerate]
   [CDI_TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:FLEEING]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:regain all your limbs:has fully regenerated]
   [CDI:WAIT_PERIOD:300]

[INTERACTION:NAMEK_REGENERATE_FEMALE_1]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_MANUAL_INPUT:yourself, dunkass]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
  [CE:CREATURE:NAMEK:FEMALE_2]
[CE_CAN_DO_INTERACTION:START:0]
   [CDI:INTERACTION:NAMEK_REGENERATE_FEMALE_2]
           [CDI:ADV_NAME:regenerate]
   [CDI_TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:FLEEING]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:regain all your limbs:has fully regenerated]
   [CDI:WAIT_PERIOD:300]

[INTERACTION:NAMEK_REGENERATE_MALE_2]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_MANUAL_INPUT:yourself, dunkass]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
  [CE:CREATURE:NAMEK:MALE_1]
[CE_CAN_DO_INTERACTION:START:0]
   [CDI:INTERACTION:NAMEK_REGENERATE_MALE_1]
           [CDI:ADV_NAME:regenerate]
   [CDI_TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:FLEEING]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:regain all your limbs:has fully regenerated]
   [CDI:WAIT_PERIOD:300]


[INTERACTION:NAMEK_REGENERATE_FEMALE_2]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_MANUAL_INPUT:yourself, dunkass]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
  [CE:CREATURE:NAMEK:FEMALE_1]
[CE_CAN_DO_INTERACTION:START:0]
   [CDI:INTERACTION:NAMEK_REGENERATE_FEMALE_2]
           [CDI:ADV_NAME:regenerate]
   [CDI_TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:FLEEING]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:regain all your limbs:has fully regenerated]
   [CDI:WAIT_PERIOD:300]

And the creature in question that they transform into:

Code: [Select]
creature_namek

[OBJECT:CREATURE]

[CREATURE:NAMEK]
[NAME:namekian:namekians:namekian]
[CASTE_NAME:namekian:namekians:namekian]
[DESCRIPTION:A medium-large creature with regenerative powers and great fighting skills.]
[CREATURE_TILE:'N'][COLOR:2:0:0]
[INTELLIGENT]
[CANOPENDOORS]
[BENIGN]
[PREFSTRING:green skin]
[BODY:HUMANOID:2EYES:2EARS:RCP_ANTENNAE:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:SAIYAN_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[FLIER]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:155]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:135]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires. Yes, saiyan vampires. Fuck. Yeah.
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[MAX_AGE:2000:3000]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_VELOCITY_MODIFIER:5000]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_VELOCITY_MODIFIER:5000]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]
[CASTE:FEMALE_1]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CAN_DO_INTERACTION:NAMEK_REGENERATE_FEMALE_1]
   [CDI:ADV_NAME:regenerate]
   [CDI_TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:FLEEING]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:regain all your limbs:has fully regenerated]
   [CDI:WAIT_PERIOD:300]
[CASTE:MALE_1]
[MALE]
[CAN_DO_INTERACTION:NAMEK_REGENERATE_MALE_1]
   [CDI:ADV_NAME:regenerate]
   [CDI_TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:FLEEING]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:regain all your limbs:has fully regenerated]
   [CDI:WAIT_PERIOD:300]
[CASTE:FEMALE_2]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CAN_DO_INTERACTION:NAMEK_REGENERATE_FEMALE_2]
   [CDI:ADV_NAME:regenerate]
   [CDI_TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:FLEEING]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:regain all your limbs:has fully regenerated]
   [CDI:WAIT_PERIOD:300]
[CASTE:MALE_1]
[MALE]
[CAN_DO_INTERACTION:NAMEK_REGENERATE_MALE_2]
   [CDI:ADV_NAME:regenerate]
   [CDI_TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:FLEEING]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:regain all your limbs:has fully regenerated]
   [CDI:WAIT_PERIOD:300]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:GREEN:100000:PEACH:1] A rare albino namekian!


[USE_MATERIAL_TEMPLATE:KI:ENERGY_TEMPLATE]
[STATE_COLOR:ALL_SOLID:YELLOW]
[COLOR:6:0:1]
[SYNDROME]
[CE_PAIN:SEV:20:PROB:100:LOCALIZED:START:0:END:1000]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
     [CDI:ADV_NAME:makohou]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
   [CDI:MATERIAL:LOCAL_CREATURE_MAT:KI:SOLID_GLOB]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:20]
   [CDI:MAX_TARGET_NUMBER:C:1]
   [CDI:WAIT_PERIOD:30]
[CAN_DO_INTERACTION:FLASHSTEP]
   [CDI:ADV_NAME:flash step]
   [CDI_TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:are moving incredibly fast:suddenly disappears]
   [CDI:WAIT_PERIOD:300]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 15, 2012, 10:00:46 pm
How do I make a creature that is female only species that does not require a male to make children?
That's not possible, you need a male on map for any females to get pregnant, and intelligent species females will only get pregnant if married.
Actually, it technically is possible, although the starting batch spawned during worldgen will be the only ones who exist. No children = no eventual community.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 10:01:33 pm
@putnam: You missed MALE_2 in the castes. i looked and u got FEMALE_2 but no MALE_2

That seems to be the answer in ALL these "toad" events, stuffed up and the race or caste does not exist.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2012, 10:02:46 pm
You missed MALE_2 in the castes. i looked and u got FEMALE_2 but no MALE_2

Ah, yes, the "botched copy+paste job", the one mistake every modder has made with no exception and will continue to make for all their life :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 10:06:24 pm
How do I make a creature that is female only species that does not require a male to make children?
That's not possible, you need a male on map for any females to get pregnant, and intelligent species females will only get pregnant if married.
Actually, it technically is possible, although the starting batch spawned during worldgen will be the only ones who exist. No children = no eventual community.
Hey with syndromes now, you could make a tough all-female race (to survive worldgen), and a syndrome to change other species into more members. Not quite what he was after though.

Or, one new idea i had was a MALE caste which sprays itself with a "FEMALE" syndrome. That should "trick" worldgen into think there are males. but "on-site" they'll always be female. That should get migrant population but won't really allow breeding on-site without mucking with caste transformations. Though you could make both females and males switch gender in a "cyclic" fashion, to simulate a hermaphroditic race.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: skywerewolf on February 15, 2012, 10:15:01 pm
Is there any rosoure I can use to learn how to work with interactions?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 3 on February 15, 2012, 10:18:26 pm
Or, one new idea i had was a MALE caste which sprays itself with a "FEMALE" syndrome.

Only certain tags can be applied to syndromes; FEMALE isn't one of them. They're listed in file_changes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 10:19:59 pm
@3 : Dude, syndromes can target a caste. We already have gender-swap potions working this way.

Reelya's Dwarven Gender-Swap Wine (http://www.bay12forums.com/smf/index.php?topic=100709.msg2986878#msg2986878)

I can modify that syndrome to be emitted by a caste, to switch itself.

[SYN_AFFECTED_CREATURE:DWARF:MALE]
[SYN_IMMUNE_CREATURE:DWARF:FEMALE]

^ That's how it targets them. And it changes them into the opposite caste with Transformation.
Actually the potion carries two syndromes, with opposite effects and immunities.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Black_Legion on February 15, 2012, 10:28:22 pm
This appears to do the trick nicely... I may try to add a syndrome inducing fever and causing temporary insanity. Should be entertaining when faced with undead (disregarding the syndrome).

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 15, 2012, 10:31:34 pm
@3 : Dude, syndromes can target a caste. We already have gender-swap potions working this way.

Reelya's Dwarven Gender-Swap Wine (http://www.bay12forums.com/smf/index.php?topic=100709.msg2986878#msg2986878)

I can modify that syndrome to be emitted by a caste, to switch itself.

[SYN_AFFECTED_CREATURE:DWARF:MALE]
[SYN_IMMUNE_CREATURE:DWARF:FEMALE]

^ That's how it targets them. And it changes them into the opposite caste with Transformation.
Actually the potion carries two syndromes, with opposite effects and immunities.

You just inspired me to make a potion of ethereality or something like that. Basically makes the person drinking it invulnerable and untouchable.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2012, 10:33:39 pm
I'm getting this:

Code: [Select]
Unrecognized Physical Attribute Token: 0
Unrecognized CE_PHYS_ATT_CHANGE token: 0
Unrecognized Physical Attribute Token: 0
Unrecognized CE_PHYS_ATT_CHANGE token: 0
Unrecognized Physical Attribute Token: 0
Unrecognized CE_PHYS_ATT_CHANGE token: 0
Unrecognized Physical Attribute Token: 0
Unrecognized CE_PHYS_ATT_CHANGE token: 0
Unrecognized Mental Attribute Token: 0
Unrecognized CE_MENT_ATT_CHANGE token: 0
Unrecognized Mental Attribute Token: 0
Unrecognized CE_MENT_ATT_CHANGE token: 0
Unrecognized Mental Attribute Token: 0
Unrecognized CE_MENT_ATT_CHANGE token: 0

From this:

Code: [Select]
[INTERACTION:SUPER_SAIYAN]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:super]
[SYNDROME]
[CE_PHYS_ATT_CHANGE:AGILITY:4000:START:0:END:5000]
[CE_PHYS_ATT_CHANGE:STRENGTH:4000:START:0:END:5000]
[CE_PHYS_ATT_CHANGE:TOUGHNESS:4000:START:0:END:5000]
[CE_PHYS_ATT_CHANGE:ENDURANCE:4000:START:0:END:5000]
[CE_MENT_ATT_CHANGE:WILLPOWER:2000:START:0:END:5000]
[CE_MENT_ATT_CHANGE:SPATIAL_SENSE:4000:START:0:END:5000]
[CE_MENT_ATT_CHANGE:KINESTHETIC_SENSE:4000:START:0:END:5000]

Any reason for that? It must be noted that the interaction works; before the transformation, the saiyan may be described as "short", but after, he's "short with huge muscles".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 3 on February 15, 2012, 10:39:12 pm
@3 : Dude, syndromes can target a caste. We already have gender-swap potions working this way.

Yeah, this shows exactly how rusty I am and how suited I am to answering questions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 15, 2012, 10:40:05 pm
So how exactly does one mod in the usage of these things for adventure mode?

Better yet: How might I go about creating an adventure mode reaction that outputs a book that teaches a power?
Or an adventure mode reaction that just straight-up uses an interaction?
Look at the potions/effects in Deon's Witcher mod, you make a drink with syndromes and such.
Thanks

I was more interested in directly producing the effect, though, rather than producing something that needs to be consumed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 10:40:12 pm
Putnam, download Deon's examples in Witcher mod, you're not checking your work as you go!

"[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]"

^ That's how Deon's ones are laid out. Don't ask me the details, but what you've got doesn't look right.

"START" is actually the time delay before the change kick in, (i think, not sure), but you pack all the PHYS and MENT attributes into single lines.


@3: Gender swap etc only became possible 2 days ago with the next version, not that rusty.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Black_Legion on February 15, 2012, 10:43:09 pm
FIREJET still cause a stream of fire... even if it only has a range of 1. FIREBALL it will be then!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 15, 2012, 10:46:09 pm
A couple of questions:

1) Weres/Vamps can be weak to specific materials, right? How could I make a given creature weak to, say, silver?

2) Related to 1, could the kitty headbump interaction be modified to work at a distance, so a silver bodypart could make "contact" with the silver-weak creature from a distance?

3) If I wanted an interaction that would spray water at a target (say, for firefighting) how would I go about doing that?

And information on where you actually found this info would probably stop me from asking additional stupid questions :P


Bump for justice?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 10:50:00 pm
monk, none of those things sound possible from what i know...you'd have to give the material a syndrome which only affected the particular creature i think.

Distance bumps, not happening.

Firefighting, maybe emit materials with a low set temparature to put out fires.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 15, 2012, 10:52:58 pm
Spoiler (click to show/hide)
From Vampire:
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0]
You seemed to have missed some numbers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 15, 2012, 10:57:54 pm
Distance bumps, not happening.
And why not?
Have you tried it?

      [CDI:TARGET:B:TOUCHABLE]
      [CDI:TARGET_RANGE:B:1]

Should be able to change that to LINE_OF_SIGHT and a number greater than 1 just fine, near as I can tell.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 11:01:31 pm
Hmm ok i missed that possibility.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 15, 2012, 11:04:38 pm
you'd have to give the material a syndrome which only affected the particular creature i think.


So material weakness is handled via syndrome? Do you know where there is an example of this for me to spy on?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 11:06:48 pm
you'd have to give the material a syndrome which only affected the particular creature i think.


So material weakness is handled via syndrome? Do you know where there is an example of this for me to spy on?
Gnomeblight only affects Gnomes, classic example.

For your mod, you can add a syndrome to silver that affects e.g. Vampires and then, it's just a matter of stabbing a vampire with a weapon made of the new silver.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2012, 11:07:25 pm
Putnam, download Deon's examples in Witcher mod, you're not checking your work as you go!

"[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]"

^ That's how Deon's ones are laid out. Don't ask me the details, but what you've got doesn't look right.

"START" is actually the time delay before the change kick in, (i think, not sure), but you pack all the PHYS and MENT attributes into single lines.


@3: Gender swap etc only became possible 2 days ago with the next version, not that rusty.

...I directly used Deon's witcher mod as an example >_>

I didn't see that, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nicolo on February 15, 2012, 11:08:30 pm
Hi, trying to make a Medusa here and, while I can't figure out how to make victims statues yet, am still trying to inflict a bad fate on a divinely cursed creature.

Spoiler (click to show/hide)
Now while things like a speed mod work, I simply can't get the paralysis effect to go.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 11:14:04 pm
Don't you need  SYN_INJECTED, SYN_CONTACT, SYN_INHALED etc for the syndrome?

Maybe they're no longer needed for interation ones i guess.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 15, 2012, 11:15:26 pm
you'd have to give the material a syndrome which only affected the particular creature i think.


So material weakness is handled via syndrome? Do you know where there is an example of this for me to spy on?
Gnomeblight only affects Gnomes, classic example.

For your mod, you can add a syndrome to silver that affects e.g. Vampires and then, it's just a matter of stabbing a vampire with a weapon made of the new silver.

Thank you! That's very helpful. You too, @Jay
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Canary on February 15, 2012, 11:17:48 pm
Hey guys, long time player, first time poster.

One of the first things I did when the new version hit was to make dragons playable in adventure mode and melt some dudes.
After adding the [CANOPENDOORS] and [NO_EAT] tags, I was in business. (I added the [NO_EAT] tag because, somewhat funnily, dragons can't grip things and will starve since it's unthinkable to eat things off the ground directly. No problems with drinking the blood splattered all over them, though.)

However, I noticed that melting dudes doesn't count towards your kills and won't make people hostile towards you. So you can casually walk into a market and burn everyone to death and no one will care:

Spoiler (click to show/hide)

So yeah, any way to have incinerating people make their neighbors hostile (and also count towards your kills)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nicolo on February 15, 2012, 11:23:30 pm
Don't you need  SYN_INJECTED, SYN_CONTACT, SYN_INHALED etc for the syndrome?

Maybe they're no longer needed for interation ones i guess.
Well I'm just going off of the Witcher mod, which doesn't have them.
Edit - CE_SPEED_PERC can't reduce the speed of a target creature below 99 either.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 15, 2012, 11:25:52 pm
Gnomeblight only affects Gnomes, classic example.

For your mod, you can add a syndrome to silver that affects e.g. Vampires and then, it's just a matter of stabbing a vampire with a weapon made of the new silver.

I'm almost certain that this is not how werebeast material weaknesses work and that it's something at the creature level, rather than the material level. I don't really have anything to show as a counterexample, though.

The thing that you're describing with silver definitely did not work in the last version, as [SYN_CONTACT] only worked with contaminants, and I don't think that's been changed.

Don't you need  SYN_INJECTED, SYN_CONTACT, SYN_INHALED etc for the syndrome?

This is definitely false. Take a look at the sample interactions in raw\interaction examples\.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wirevix on February 15, 2012, 11:34:22 pm
Material weaknesses are currently only used by the generated vampires and werebeasts I believe, so that's why there's no examples in the raws.  You'd want to dig into an uncompressed save to see if there's any tag showing on the generated raws for specific ones.

It's definitely not a syndrome thing; it's something new just for night creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanguine on February 15, 2012, 11:41:16 pm
1) How would I go about making a syndrome affect an area around the caster? Basically I want to give a caste an ability to paralyse surrounding enemies for a short time.

2) Can you increase skills temporarily?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 15, 2012, 11:42:20 pm
I was actually thinking of how some syndromes were previously applied with SYN_INJECTED as the way to go, for a home-brew syndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 15, 2012, 11:44:04 pm
1) How would I go about making a syndrome affect an area around the caster? Basically I want to give a caste an ability to paralyse surrounding enemies for a short time.

2) Can you increase skills temporarily?

I know that second one can be done, and Deon's Witcher mod has several examples you can peek at/steal
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on February 15, 2012, 11:44:28 pm
...
FAKEDIT: @ Urist Da Vinci, do victims that died of drowning fare any better?

Good idea. I created two dwarves in the arena with the "True Resurrection" ability, only one of which could swim. I had the non-swimmer drown himself in the deep end, and then controlled the swimmer to retrieve the body and bring it to shore. I then used the ability to bring him back to life, and he was completely unharmed. I wonder how this works in dwarf mode with regard to happiness, relationships, and coffin designations - I doubt Toady anticipated Lazarus dwarves.

Doesn't shapeshifting fully repair the body? Could someone help me incorporate a very brief shape change into my "True Resurrection" ability to actually bring back people who would otherwise die quickly? This could be fun in adventure mode to bring back your own living henchmen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanguine on February 15, 2012, 11:46:07 pm
1) How would I go about making a syndrome affect an area around the caster? Basically I want to give a caste an ability to paralyse surrounding enemies for a short time.

2) Can you increase skills temporarily?

I know that second one can be done, and Deon's Witcher mod has several examples you can peek at/steal

Deon's mod only affects abilities :\
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 15, 2012, 11:46:23 pm
Material weaknesses are currently only used by the generated vampires and werebeasts I believe, so that's why there's no examples in the raws.  You'd want to dig into an uncompressed save to see if there's any tag showing on the generated raws for specific ones.

It's definitely not a syndrome thing; it's something new just for night creatures.

Here's the best I can fish out of a world.dat. I am most certainly doing something wrong, but I'm posting it here anyway because it's somewhat relevant.

Spoiler: It's a mess. (click to show/hide)

Here we go!

Code: [Select]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:COPPER:10:1]
E: It seems Quietust has already made a script for this (http://df.magmawiki.com/index.php/User:Quietust/beastextract_34.php). I'm sure it will be useful to you all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: skywerewolf on February 15, 2012, 11:54:56 pm
I tried the revival interaction but it didn't work via coding error. Could somebody help me code it in?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 16, 2012, 12:03:34 am
Material weaknesses are currently only used by the generated vampires and werebeasts I believe, so that's why there's no examples in the raws.  You'd want to dig into an uncompressed save to see if there's any tag showing on the generated raws for specific ones.

It's definitely not a syndrome thing; it's something new just for night creatures.

Here's the best I can fish out of a world.dat. I am most certainly doing something wrong, but I'm posting it here anyway because it's somewhat relevant.

Spoiler: It's a mess. (click to show/hide)

Here we go!

Code: [Select]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:COPPER:10:1]
E: It seems Quietust has already made a script for this (http://df.magmawiki.com/index.php/User:Quietust/beastextract_34.php). I'm sure it will be useful to you all.

It rather looks like that is what I was looking for- I'll have to run more tests to make sure, but I think you've got it. Thanks!

EDIT: Sure, know that I know what I'm looking for I find it in the Vampire example.
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nicolo on February 16, 2012, 12:24:04 am
Okay I made the Medusa's gaze work by creating a [CREATURE:MEDUSA_VICTIM] that is a rough copy of a gabbro man except with the [BENIGN] and [IMMOBILE] tags added and most combat-related tags removed. I then added [ITEMCORPSE] and changed the creature tile to that of a statue's. Not my favorite solution but until the mysteries of [CE:CREATURE:___:___] can be delved into, it'll do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 16, 2012, 12:33:37 am
what do you mean mysteries?

[CE:CREATURE:DWARF:MALE] to make a male dwarf
[CE:CREATURE:DWARF:FEMALE] to make a female dwarf

etc

I think that's pretty straight forward: RACE:CASTE

Not much more you could do with that tag than you've already done.

Too bad it's not possible to extract the species from the victim though and make the statue have some related material
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rumrusher on February 16, 2012, 03:10:32 am
How do I make a creature that is female only species that does not require a male to make children?
That's not possible, you need a male on map for any females to get pregnant, and intelligent species females will only get pregnant if married.
well if you make them lay eggs then you could to hatch them into fully grown folks. though I could only do so with Dfusion
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dub on February 16, 2012, 06:38:42 am
Any ideas how to create the NEW creature in Fort or Adv mode (reaction, syndrom, polymorph, animate and etc)?

It can be usefull for:
- Summon spell
- Frankenstein's workshop (create pets from different bodyparts)
- Reaction of making robots (butchered brain + armor set + gem)
and etc
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dalkar on February 16, 2012, 07:07:10 am
Making a reaction that makes 3 random bodyparts start to rot quite badly.
Code: [Select]
[INTERACTION:NURGLEWRATH]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[CE_NECROSIS:SEV:500:PROB:100:BP:BY_CATEGORY:ALL:BRAIN:START:0:PEAK:50:END:100000]
That's what I've got so far, but I'm not sure how to make it damage random bodyparts. Thanks for the help guys.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Montague on February 16, 2012, 08:30:26 am
Is there anyway to alter the bonus modifiers for item quality or is it hard-coded?

I'd like there to be a performance difference between no-quality and exceptional quality weapons and armor, at least.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 16, 2012, 08:31:19 am
There is. Exceptional weapons are more likely to hit and, IIRC, exceptional shields and helmets are more likely to block. (Not sure about the helmets).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Montague on February 16, 2012, 08:38:10 am
There is. Exceptional weapons are more likely to hit and, IIRC, exceptional shields and helmets are more likely to block. (Not sure about the helmets).

So the other qualities below masterwork actually have a performance bonus now? Neat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dalkar on February 16, 2012, 09:31:37 am
For some reason my fireball interaction just creates a substantial cloud of boiling iron.
Here's the raws:
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Conjure fireball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:VERB:call forth a ball of searing fire:calls forth a ball of searing fire:NA]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:150]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Conjure fireblast]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREJET]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:VERB:call forth a blast of flame:calls forth a blast of flame:NA]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:300]
Any idea what has gone wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 16, 2012, 09:34:23 am
a search showed you might need :-

[CDI:MATERIAL:material token:material subtoken:type of attack]

I haven't started playing with the interactions really yet, but if it's defaulting to iron, either you need to do fireballs some other way, or set a material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arek on February 16, 2012, 01:41:48 pm
      [IS_SECRET_GOAL:IMMORTALITY]

Are there any other possible tags besides immortality?

Also, can be interactions or syndromes tied to items? ( and i mean items, not materials the items are made of)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 16, 2012, 01:47:34 pm
Quote from: Toady One
More sponsorship tests -- retracted into my giant tortoise shell and let a tapir kick at me for a while and various other silliness.

So, I know that turtles have an interaction to retract into their shell, and I tested this exact scenario in the arena- it works. I just can't find the information for this interaction anywhere.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Krantz86 on February 16, 2012, 01:49:15 pm
hello i've created a plant that can be brewed in potions of regeneration, work for elves,Humans,dwarves, what do you think?


Spoiler (click to show/hide)

there is a better way?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EmperorJon on February 16, 2012, 02:00:11 pm
Quote from: Toady One
More sponsorship tests -- retracted into my giant tortoise shell and let a tapir kick at me for a while and various other silliness.

So, I know that turtles have an interaction to retract into their shell, and I tested this exact scenario in the arena- it works. I just can't find the information for this interaction anywhere.

A seperate line as opposed to an interaction:

[RETRACT_INTO_BP:BY_CATEGORY:SHELL:retract into <pro_pos> shell:retracts into <pro_pos> shell:come out of <pro_pos> shell:comes out of <pro_pos> shell]

Limited, but still useful. Kinetic shielding anyone?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on February 16, 2012, 02:25:40 pm
Would it be possible to make an interaction that sends the enemy flying, kinda like Unrelenting Force?

I'm also working on a minimod. I'm making a plant called the magma leaf, and I want the booze to have a syndrome that grants you NOFEAR. How would I do this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Krantz86 on February 16, 2012, 03:17:54 pm
i have a questoin i was reading the vampire interaction, so what's it this
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2]
what it does?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 16, 2012, 03:20:14 pm
I'm also working on a minimod. I'm making a plant called the magma leaf, and I want the booze to have a syndrome that grants you NOFEAR. How would I do this?

Give it a syndrome with [SYN_INGESTED] and [CE_ADD_TAG:NOFEAR:START:0:END:1000] (used arbitrary numbers, doesn't have to be immediate and doesn't have to end)

-------

Ok...  curious.  I've been playing around with CE_BODY_TRANSFORMATION, and here's what I've come up with...

1) Changing a dwarf to a dwarf of a different caste works.  However, the dwarf will not inherit any caste-specific appearance modifiers from the new caste (i.e. eye color, etc), but will inherit interactions.  Appearance modifiers must be handled by the syndrome.  Useful for spell-casting "classes."

2) Changing a dwarf into a human works, and even allows you to view the updated status screen and assign labors to the human, but they are flagged as "tame" and will not ever actually perform any labors. 

(http://i.imgur.com/iVTrN.png)

Slightly disappointing.


More updates to come.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: KaelGotDwarves on February 16, 2012, 03:29:36 pm
I haven't had much time for this. Where are necromancers and mummies in the RAWs? I want to play around with them in arena mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 16, 2012, 03:39:21 pm
I haven't had much time for this. Where are necromancers and mummies in the RAWs? I want to play around with them in arena mode.
The RCP.

That is to say, they're not.
Necromancy is a secret; not tied to creatures whatsoever.  The RCP generates several necromantic secrets within the world file, and gives them slabs for worldgen people/yourself to find.
Mummies, I think, are similarly created based on the raws of the creature type it's supposed to be a mummy of.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: KaelGotDwarves on February 16, 2012, 03:43:27 pm
Blast. I got pumped when Toady talked about playing around with them in arena mode on the blog and figured it would be open to us as well.

Well, guess I'll just do a few dozen terrifying embarks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 16, 2012, 03:48:26 pm
Doesn't shapeshifting fully repair the body? Could someone help me incorporate a very brief shape change into my "True Resurrection" ability to actually bring back people who would otherwise die quickly? This could be fun in adventure mode to bring back your own living henchmen.
Took me a while but I made something close. Unfortunately the shape change can't be incorporated into the resurrection but I've made it to where you can fully heal only after you resurrect someone.
Spoiler (click to show/hide)
I gave it a decently long recharge because it's pretty powerful, if the resurrected aren't killed as crows. Unfortunately crows can't carry so your companions drop all their equipment.


Blast. I got pumped when Toady talked about playing around with them in arena mode on the blog and figured it would be open to us as well.

Well, guess I'll just do a few dozen terrifying embarks.
What generally happens is in Interaction Examples, if you want mess with them, just move them into your raw folder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on February 16, 2012, 03:51:40 pm
Blast. I got pumped when Toady talked about playing around with them in arena mode on the blog and figured it would be open to us as well.

Well, guess I'll just do a few dozen terrifying embarks.
Copy everything from the interaction examples folder into objects and then you can play with them in the arena. I made a huge zombie army as a necromancer dragon.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 16, 2012, 03:54:04 pm
Unfortunately the shape change can't be incorporated into the resurrection but I've made it to where you can fully heal only after you resurrect someone.
It can't?  How would everything ELSE work but not that?  Seems a little...  odd.
Code: [Select]
[INTERACTION:UDVRES]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:B]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:BIRD_CROW:MALE]---Well they are said to be the souls of the dead :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 16, 2012, 04:27:05 pm
Unfortunately the shape change can't be incorporated into the resurrection but I've made it to where you can fully heal only after you resurrect someone.
It can't?  How would everything ELSE work but not that?  Seems a little...  odd.
After you pick the corpse it isn't raised and can't be changed into something else. Once it's raised the interaction is over. After the interaction is over you need to start another one to get anything done.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zared on February 16, 2012, 05:07:59 pm
I posted this !!SCIENCE!! discovery in the Dwarf Mode Discussion forums, but it's pretty modding related so I'll duplicate it here.

You can have your reactions/interactions/anything else reference the generated materials raws, if you know what they will be called.  For example, evil rains are all called EVIL_RAIN_#, forgotten beasts get a similar naming scheme, and so on. 

So, if you like the random rains/fogs, but want to adjust how the reanimation works in evil biomes, you can set worldgen to create 0 regional interactions, then create your own regional interactions,  but still have said interactions refer to the randomly generated evil weather.  For example, if you set generated regional interactions to 0 (but leave the fog and rain counts as not-zero), and then have this in an interaction_.txt file

Code: [Select]
[OBJECT:INTERACTION]
[INTERACTION:EXAMPLE EVIL RAIN REGION]
[I_SOURCE:REGION]
[IS_REGION:EVIL_ONLY]
[IS_REGION:SAVAGE_ALLOWED]
[IS_REGION:ANY_TERRAIN]
[IS_FREQUENCY:100]
[I_TARGET:C:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:EVIL_RAIN_1:WEATHER_FALLING_MATERIAL]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:C]
[IE_INTERMITTENT:WEEKLY]
Then if that's the only regional interaction, all evil regions in your world will use whatever EVIL_RAIN_1 is as their falling material interaction, and it will be different for each world.  Now the error log will constantly complain about your raws having invalid materials, but it works all the same.

Why do this?  Well, it lets you customize the animation regional interactions without losing the randomness of the generated weather effects making each world unpredictable ;)  Of course a better way is probably to write your own script to generate random weather materials/syndromes, but this is WAY faster :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rumrusher on February 16, 2012, 05:16:31 pm
Hmm race changing so far race changing to heal way back before work only if you change the person to a bronze colossus then wait a few ticks so the wounds restart then you change them back.
Though I wonder had any one found a way to bring back someone as a ghost? Or is that still out of modders grasp and can only be done through creature flag hacking ala Dfusion?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: UltraValican on February 16, 2012, 05:46:12 pm
Anyone know the material tag for Adamantine "cloth"?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 16, 2012, 06:00:06 pm
Anyone know the material tag for Adamantine "cloth"?
Cloth is an item type.
[PRODUCT:100:1:CLOTH:NONE:INORGANIC:ADAMANTINE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GaxkangtheUnbound on February 16, 2012, 06:01:53 pm
More disappointment.
The [CRAZED] tag seems to be exactly like [OPPOSED_TO_LIFE], except possibly countering each other? (needs verification).
Next up: evil glacier mist that flash-freezes creatures into random statues.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: UltraValican on February 16, 2012, 06:03:00 pm
Anyone know the material tag for Adamantine "cloth"?
Cloth is an item type.
[PRODUCT:100:1:CLOTH:NONE:INORGANIC:ADAMANTINE]
I want clothes, socks, robes etc. made from adamantine.
Edit-And of course, Thank You.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 16, 2012, 06:06:13 pm
I just want to say that I am back, I love this thread, will make a reaction that transforms a live dwarf into a live golem, dragon age-style, and wanted to ask:

There a no bad thoughts about tranformations, right ? As in: Oh, sry, your husband will be a giant metal construct for... like... however, but dont feel sry, there is a masterwork table nearby.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GaxkangtheUnbound on February 16, 2012, 06:29:48 pm
Oh, and I have a question:
Is there any way to change a creature material? Hopefully, I'd have frozen creatures just have their whole body turn to ice, with them still alive, unable to do anything until merciful melting comes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 16, 2012, 06:31:15 pm
You might change them into ice, but they will still move as always. And will melt like normal ice.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GaxkangtheUnbound on February 16, 2012, 06:32:13 pm
You might change them into ice, but they will still move as always. And will melt like normal ice.
The moving part can be easily fixed by permanent paralysis and NOBREATHE added.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 16, 2012, 06:54:55 pm
Has anyone tried giving something IMMOBILE_LAND and a material emission interaction?  You might be able to kludge together your own little "siege engine" creatures, that could probably be hauled around using pen/pasture designations.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arek on February 16, 2012, 07:03:50 pm
Trying to make an interaction that lobs a big lump of rock/metal at something. Seems quite trivial but there's nothing on the wiki about interactions.

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
     [CDI:ADV_NAME:Lob metal]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
   [CDI:MATERIAL:INORGANIC:IRON]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:20]
   [CDI:MAX_TARGET_NUMBER:C:1]
   [CDI:WAIT_PERIOD:30]

Just put that into the creature you want to.
Added this to iron man, work perfectly.
Spoiler (click to show/hide)

Added this as gained ability to wizards, dont work, any idea why?
Spoiler (click to show/hide)

Also, any way to emit sharp objects?


Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 16, 2012, 07:59:30 pm
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 16, 2012, 08:01:27 pm
I want to make both a spray of freezing gas/liquid and the ability to shoot ice spikes, but I still don't really get how interactions work.  Could someone either a) put up abilities that would do these or b) explain in great detail what I would need to do to make them?  I know that I'd probably have to make my own new materials, especially for the spray.  If it had a boiling point well below freezing, then shooting it as a liquid would make it really cold, and as a solid even colder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on February 16, 2012, 08:58:38 pm
Unfortunately the shape change can't be incorporated into the resurrection but I've made it to where you can fully heal only after you resurrect someone.
It can't?  How would everything ELSE work but not that?  Seems a little...  odd.
After you pick the corpse it isn't raised and can't be changed into something else. Once it's raised the interaction is over. After the interaction is over you need to start another one to get anything done.

Thanks, your idea works very well!

I discovered in arena mode that the AI tries to use the ability badly, so this power should only be given to the player character (not an entire species!). The AI uses the first ability automatically on all corpses, and the second ability randomly on anyone. Endless neglect of the repeatedly dead and random living crows often result.

I want to make both a spray of freezing gas/liquid and the ability to shoot ice spikes, but I still don't really get how interactions work.  Could someone either a) put up abilities that would do these or b) explain in great detail what I would need to do to make them?  I know that I'd probably have to make my own new materials, especially for the spray.  If it had a boiling point well below freezing, then shooting it as a liquid would make it really cold, and as a solid even colder.

Cribbed from the Magma Crabs:
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit molten rock]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:INORGANIC:BASALT:LIQUID_GLOB]
[CDI:VERB:spit a glob of molten rock:spits a glob of molten rock:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
You can probably just change the material and wording around to get what you want for the spikes, but they won't be sharp.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Black_Legion on February 16, 2012, 09:20:11 pm

I'm having quite a few problems getting this interaction to work. It's supposed to make the creature spontaneously start vomiting blood, coughing blood, and bleeding... with some extreme pain added to the mix. I try it in the arena and it appears to do absolutely nothing...

 Am I doing anything wrong?

Interaction:
Spoiler (click to show/hide)
Creature:
Spoiler (click to show/hide)
The unbracketed token in the interaction was for testing when it was a material emission that I seemingly never changed...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 16, 2012, 09:31:50 pm

I'm having quite a few problems getting this interaction to work. It's supposed to make the creature spontaneously start vomiting blood, coughing blood, and bleeding... with some extreme pain added to the mix. I try it in the arena and it appears to do absolutely nothing...

 Am I doing anything wrong?

Interaction:
Spoiler (click to show/hide)
Creature:
Spoiler (click to show/hide)
The unbracketed token in the interaction was for testing when it was a material emission that I seemingly never changed...
Try:
Code: [Select]
      [CAN_DO_INTERACTION:BALE_TOUCH]---Not a part of Syndrome so START/END
         [CDI:ADV_NAME:Use baleful touch]
         [CDI:INTERACTION:BALE_TOUCH]
         [CDI:TARGET:A:LINE_OF_SIGHT]
         [CDI:TARGET_RANGE:A:1]
         [CDI:VERB:focus baleful energy:focuses baleful energies:NA]
         [CDI:TARGET_VERB:are engulfed by baleful energies:is engulfed by baleful energy]
         [CDI:WAIT_PERIOD:75]
You should also probably move the
:BP:BY_CATEGORY:ALL:VASCULAR_ONLY:MUSCULAR_ONLY
before the START tag.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 16, 2012, 09:53:44 pm
I want to make both a spray of freezing gas/liquid and the ability to shoot ice spikes, but I still don't really get how interactions work.  Could someone either a) put up abilities that would do these or b) explain in great detail what I would need to do to make them?  I know that I'd probably have to make my own new materials, especially for the spray.  If it had a boiling point well below freezing, then shooting it as a liquid would make it really cold, and as a solid even colder.

Cribbed from the Magma Crabs:
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit molten rock]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:INORGANIC:BASALT:LIQUID_GLOB]
[CDI:VERB:spit a glob of molten rock:spits a glob of molten rock:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
You can probably just change the material and wording around to get what you want for the spikes, but they won't be sharp.

So this:
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Shoot icy ball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:INORGANIC:CRYO:LIQUID_GLOB] -- where CRYO is a custom material with a really low freezing point
[CDI:VERB:spit a glob of ice:spits a glob of ice:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
should work?  I'll get right to testing.

What about a spray of ice (probably more like liquid nitrogen)?  Is that possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Black_Legion on February 16, 2012, 10:03:25 pm

I'm having quite a few problems getting this interaction to work. It's supposed to make the creature spontaneously start vomiting blood, coughing blood, and bleeding... with some extreme pain added to the mix. I try it in the arena and it appears to do absolutely nothing...

 Am I doing anything wrong?

Interaction:
Spoiler (click to show/hide)
Creature:
Spoiler (click to show/hide)
The unbracketed token in the interaction was for testing when it was a material emission that I seemingly never changed...
Try:
Code: [Select]
      [CAN_DO_INTERACTION:BALE_TOUCH]---Not a part of Syndrome so START/END
         [CDI:ADV_NAME:Use baleful touch]
         [CDI:INTERACTION:BALE_TOUCH]
         [CDI:TARGET:A:LINE_OF_SIGHT]
         [CDI:TARGET_RANGE:A:1]
         [CDI:VERB:focus baleful energy:focuses baleful energies:NA]
         [CDI:TARGET_VERB:are engulfed by baleful energies:is engulfed by baleful energy]
         [CDI:WAIT_PERIOD:75]
You should also probably move the
:BP:BY_CATEGORY:ALL:VASCULAR_ONLY:MUSCULAR_ONLY
before the START tag.

 I made the changes... strangely when a wound is created the victim seems to have a small blood explosion. I'll take that. Yet I don't see any bloody vomit, coughing, or really any vomit at all. Are those tags deprecated?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 16, 2012, 10:06:50 pm
I made the changes... strangely when a wound is created the victim seems to have a small blood explosion. I'll take that. Yet I don't see any bloody vomit, coughing, or really any vomit at all. Are those tags deprecated?
Those things happen over a period of time, the symptoms probably end before they really take effect (END:2/5).
Edit: Misspoke.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 16, 2012, 10:09:45 pm
Okay, so
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Shoot icy ball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:INORGANIC:CRYO:LIQUID_GLOB] -- where CRYO is a custom material with a really low freezing point
[CDI:VERB:spit a glob of ice:spits a glob of ice:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

sorta works.  It launches a ball of ice, but does so like shooting an arrow, where it leaves the broken arrow tile on the ground.  It also doesn't really have the cold effect I want.  I'm going to try a slightly different tack.  Does anyone know the interaction for a cloud of vapor or dust, such as that which a titan/FB/demon might have?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlueAnchorite on February 16, 2012, 10:35:50 pm
Been wanting to try modding DF for a while, and now that the new release is here with the new powers, decided to jump in :P
So, question time,
Has anyone played around with new books, such as replacing things like [IS_SPHERE:DEATH], or [IS_SECRET_GOAL:IMMORTALITY]?
And also adding new powers that can be gained by reading?
These are my main questions, however, is it possible to add new skills in adventure mode to base off what can be used for powers (ie something like mana as an example, just as a limiting quantity)
Hope that all makes sense, as this is new to me.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Prologue on February 17, 2012, 12:09:58 am
Since the 0.31 thread is almost dead, I'll post this here:

Quote
I want to remove all the stones in the game and make a generic type. What reaction should I make so that I don't lose any items? The reaction will be free and be given to other civs so I'm limited to trade them instead of making them.

I already have a list: metals, gypsum powder and gems. Am I missing anything else?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 17, 2012, 01:20:46 am
Okay, so
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Shoot icy ball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:INORGANIC:CRYO:LIQUID_GLOB] -- where CRYO is a custom material with a really low freezing point
[CDI:VERB:spit a glob of ice:spits a glob of ice:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

sorta works.  It launches a ball of ice, but does so like shooting an arrow, where it leaves the broken arrow tile on the ground.  It also doesn't really have the cold effect I want.  I'm going to try a slightly different tack.  Does anyone know the interaction for a cloud of vapor or dust, such as that which a titan/FB/demon might have?
Well, I see your problem.
You're shooting a LIQUID glob, which won't be...  cold in the first place.
You could just use WATER:SOLID_GLOB, which shoots a solid ball of ice, but still doesn't do a whole lot.
As far as syntax goes, that STATE tag is pretty much identical to the 0.31 breath attacks' state tag, with the addition of WEB_SPRAY for, well, webs.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gabeux on February 17, 2012, 01:40:24 am
Hey. I don't know if this is the right thread, but anyway..
Is there any mod that disables the "auto civ regen"? I keep killing humans and stuff and they just keep respawning, preventing me from wiping off any city.

Any ideas/mods on how to disable this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 17, 2012, 05:29:09 am
Will polymorphing actually restore lost limbs?

If so, what will happen if you hold your lopped-off limb until the polymorph spell wears off?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 17, 2012, 06:56:37 am
Will polymorphing actually restore lost limbs?

If so, what will happen if you hold your lopped-off limb until the polymorph spell wears off?
It will and you'll probably be carrying around your lopped off limb, while you have them all... ???


Hey. I don't know if this is the right thread, but anyway..
Is there any mod that disables the "auto civ regen"? I keep killing humans and stuff and they just keep respawning, preventing me from wiping off any city.

Any ideas/mods on how to disable this?
There isn't a mod, and I think they'll stop respawning once you kill all of them. A lot of people live in those cities, and I think they stop respawning once you hit that number. Could be wrong though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: miauw62 on February 17, 2012, 07:15:27 am
DANGER! noob question incoming.

How do i make bronze colossi a playable race in adventure mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Starmantis on February 17, 2012, 08:22:15 am
DANGER! noob question incoming.

How do i make bronze colossi a playable race in adventure mode?

Easy, just make a civ with them as a creature type and have them [Indiv_playable]
----

Who here thinks we should make a thread that is just pretty much a place to post interactions we created, like a spellbook?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EmperorJon on February 17, 2012, 08:36:09 am
Done. :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Starmantis on February 17, 2012, 08:46:44 am
Awesome!

now a question, is there a way to make a spell require an item? like say a wand or...in my current project, a laser rifle.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EmperorJon on February 17, 2012, 09:10:25 am
Not that I can work out... :(

It's here (http://www.bay12forums.com/smf/index.php?topic=101264.0) by the way. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on February 17, 2012, 12:18:09 pm
Hello Gents, a few questions...

1. How do I make humans keep certain interactions secret like the vampire interaction?

2. How do I make interactions have a chance of happening? Saying this doesn't work
      [SPECIALATTACK_INTERACTION:PROB:#:name]

3. How do I make a creature weak to a certain kind of metal?

Any help is appreciated!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arek on February 17, 2012, 12:26:04 pm
Any idea, why custom wizards never ever take aprentices or write books?
Despite those tags being present?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 17, 2012, 12:46:37 pm
Hello Gents, a few questions...

1. How do I make humans keep certain interactions secret like the vampire interaction?

2. How do I make interactions have a chance of happening? Saying this doesn't work
      [SPECIALATTACK_INTERACTION:PROB:#:name]

3. How do I make a creature weak to a certain kind of metal?

Any help is appreciated!

First 2 I don't know, but 3 is [MATERIAL_FORCE_MULTIPLIER:INORGANIC:GRASS_ENERGY:100:1]  Substitute the metal where GRASS_ENERGY is. That makes them (I think) 100x weaker- 10x weakness to Copper would be [MATERIAL_FORCE_MULTIPLIER:INORGANIC:COPPER:10:1] and 10x resistance to Copper would be [MATERIAL_FORCE_MULTIPLIER:INORGANIC:COPPER:1:10]

I arrived at that conclusion after making turtles resistant to adamantine, giving a human an adamantine warhammer and withdrawing into my shell- the human was completely unable to harm me. Making turtles weak to adamantine made the warhammer sever the shell in 2 blows.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 17, 2012, 12:53:09 pm
2. How do I make interactions have a chance of happening? Saying this doesn't work
      [SPECIALATTACK_INTERACTION:PROB:#:name]

Can't you define probability in the syndrome? Try that.

3. How do I make a creature weak to a certain kind of metal?

[MATERIAL_FORCE_MULTIPLIER:INORGANIC:SILVER:10:1]

I think this means silver is 10x more effective than any other material. Another handy token:

[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]

This halves the force of all blows to the creature, unless it's using a weapon of the specified material.

Also, I got Quietust's script (http://df.magmawiki.com/index.php/User:Quietust/beastextract_34.php) to work. Here's some sample stuff in a more readable form.

Spoiler (click to show/hide)

It seems that there are no differences between each vampire, werebeast or mummy curse created during world gen, by the way. I guess that will come later.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 17, 2012, 01:03:07 pm
Does anyone know how to stop yourself from dropping everything upon transformation?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 17, 2012, 01:16:46 pm
Can anyone think of a way to make a creature polymorph after a certain amount of time? Something like a caterpillar that can turn into a butterfly- maybe a syndrome that takes a hella long time to kick in? Ideally the butterfly would lay eggs that turn into caterpillars, but one step at a time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on February 17, 2012, 01:19:12 pm
Thanks for the help trees and Monk  :) .
 
Quote
Can't you define probability in the syndrome? Try that.

Here's an example raw.

Spoiler (click to show/hide)

but there are three syndromes attached, all of which should affect the creature if the interaction has taken place. Plus, they would still go berserk. I've turned bite (that's how the creature infects) to SECOND but that seems like a kludge way to do it and is still easy to detect in fortress mode.  :-\

Does anyone know how to stop yourself from dropping everything upon transformation?

I don't know for sure, but try to give the beast you're were-ing into the [GRASP] tag. (or hands)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 17, 2012, 01:22:31 pm
The creature I'm trying to turn into is almost identical to the one I'm starting with, but with different body materials and new spells.  It has all the same body parts (plus wings), [EQUIPS], [INTELLIGENT], and all those tags.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on February 17, 2012, 01:32:29 pm
Interesting, sounds like something that might be hardcoded. Check to see if you can pick up the items and re equip them. If you can it's probably hardcoded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 17, 2012, 02:04:28 pm
Yeah, I can pick them back up and re-equip them, but that sort of defeats the purpose of an emergency escape transformation.

Anyway, I have a new question, that's actually twofold:
1) In what form am I most likely to find milk in adventure mode?  In barrels?
2) How can I make a reaction require a specific creature's milk (cows' milk, for example) that's in a container (if a barrel is the most common milk container, then I'll use that)?

I'm working on a small mod, and I want to make what's basically a narcotic using a new creature's milk.  It'll require the milk, a new plant or two, and an empty flask, and it'll put the new substance (done as another new plant's drink form) in the flask.  Problem is, I don't really know how to do any of that.

EDIT: Okay, so I have this so far:

[REACTION:BREW_FLUFF_POTION]
   [NAME:brew fluff potion]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:container:1:FLASK:NONE:NONE:NONE]
      [EMPTY]
      [NOT_IMPROVED]
      [PRESERVE_REAGENT]
   [REAGENT:milk:1:
      [UNROTTEN]
   [REAGENT:milk container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:milk]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:A:1:PLANT:NONE:PLANT_MAT:HERB_VALLEY:PLANT]
   [PRODUCT:100:3:DRINK:NONE:PLANT_MAT:POTION_FLUFF:DRINK]
   [PRODUCT_TO_CONTAINER:container]
   [SKILL:BREWING]

I just need the tags to specify that the milk is coming from [CREATURE:FLUFFBALL].  Within the fluffball's info, the milk is just LOCAL_CREATURE_MAT:MILK, but I don't know how to reference it outside of that for a reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 17, 2012, 02:22:06 pm
Ok, I add to the questions in this thread. I want to make a reaction that turns intelligent dwarves into mindless golems.

Here we go:
      [SYNDROME]
         [SYN_NAME:golem]
         [SYN_CONTACT]
         [SYN_INHALED]
         [SYN_CLASS:WERECURSE]
         [CE_BODY_TRANSFORMATION:START:0:END:999999999]
            [CE:CREATURE:GOLEM:MALE]

I would add the syndrome to a boiling stone produced in a reaction (any better ideas ?) that also requires a lot of metal and some custom reagents. I would make several ones for different metal types. Is the tranformation unlimited ? This would be the goal. (again, any better ideas then 999999999 ?)
How does the creature react, is it a tame pet ?  hostile/friendly ? so many questions, so little time ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 17, 2012, 02:23:04 pm
Just remove the END:X completely.

      [SYNDROME]
         [SYN_NAME:golem]
         [SYN_CONTACT]
         [SYN_INHALED]
         [SYN_CLASS:WERECURSE]
         [CE_BODY_TRANSFORMATION:START:0]
            [CE:CREATURE:GOLEM:MALE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on February 17, 2012, 02:25:49 pm
I just need the tags to specify that the milk is coming from [CREATURE:FLUFFBALL].  Within the fluffball's info, the milk is just LOCAL_CREATURE_MAT:MILK, but I don't know how to reference it outside of that for a reaction.

Try [REAGENT:milk:1:LIQUID:NONE:CREATURE_MAT:FLUFFBALL:MILK]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 17, 2012, 02:43:43 pm
I just need the tags to specify that the milk is coming from [CREATURE:FLUFFBALL].  Within the fluffball's info, the milk is just LOCAL_CREATURE_MAT:MILK, but I don't know how to reference it outside of that for a reaction.

Try [REAGENT:milk:1:LIQUID:NONE:CREATURE_MAT:FLUFFBALL:MILK]

I tried that, but now I'm getting these errors:
Code: [Select]
*** Error(s) finalizing the reaction FLASK_FLUFF_MILK
FLASK_FLUFF_MILK:Unrecognized Item Token: LIQUID
*** Error(s) finalizing the reaction BREW_FLUFF_POTION
BREW_FLUFF_POTION:Unrecognized Item Token: LIQUID

the first reaction just fills a flask with the fluff milk so that I can test it in the arena.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 17, 2012, 02:44:22 pm
LIQUID_MISC iirc, not LIQUID.
http://df.magmawiki.com/index.php/Item_tokens
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on February 17, 2012, 02:51:22 pm
Yeah, I should have checked the item tags.  Was going by memory.  It's LIQUID_MISC.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 17, 2012, 02:52:06 pm
I can make a flask and fill it with milk, but my reaction to use it won't recognize that I have the milk.

Code: [Select]
[REACTION:BREW_FLUFF_POTION]
[NAME:brew fluff potion]
[ADVENTURE_MODE_ENABLED]
[REAGENT:container:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[REAGENT:milk container:1:NONE:NONE:NONE:NONE]
[CONTAINS:milk]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:milk:1:LIQUID_MISC:NONE:CREATURE_MAT:FLUFFBALL:MILK]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:HERB_VALLEY:PLANT]
[PRODUCT:100:3:DRINK:NONE:PLANT_MAT:POTION_FLUFF:DRINK]
[PRODUCT_TO_CONTAINER:container]
[SKILL:BREWING]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rumrusher on February 17, 2012, 02:54:41 pm
So any one going to make a Necromon mod?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on February 17, 2012, 02:58:39 pm
I can make a flask and fill it with milk, but my reaction to use it won't recognize that I have the milk.

Does it work if you have the milk in a barrel instead of a flask?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 17, 2012, 03:01:23 pm
I've been trying with a barrel, but then it just creates the milk and puts it in my hand instead of in a barrel.

What if I tried it with cheese instead?  What are the tags to use cheese in a reaction?
It'd be [REAGENT:cheese:1:<something>:<something>:CREATURE_MAT:FLUFFBALL:CHEESE].

Okay, if I just remove the milk requirement, it works perfectly.  I'm going to make it require cheese instead, because milk is far too complicated.  I still need those tags, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 17, 2012, 03:21:46 pm
Thanks. I got everything set up properly and it works as planned. I will now make my golem smith :)
They turn out to be friendly pets with all skills as they are, and loose all equipment btw.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 17, 2012, 03:27:57 pm
Can anyone think of a way to make a creature polymorph after a certain amount of time? Something like a caterpillar that can turn into a butterfly- maybe a syndrome that takes a hella long time to kick in? Ideally the butterfly would lay eggs that turn into caterpillars, but one step at a time.

Justice bump!

I think I can do something like make an interaction that would metamorphosize the caterpillar IF it has a requisite Syndrome, and that syndrome... well, that's the rub. I could make an interaction to grant the syndrome, but then there's nothing to prevent it from being used immediately. Would it be possible to make the syndrome itself grant the "Metamorph" interaction, after a set period of time? Then the creature would have an interaction to give itself the ability to transform, and then would eventually be able to use that transformation to continue on its life cycle.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 17, 2012, 03:39:09 pm
I've been trying with a barrel, but then it just creates the milk and puts it in my hand instead of in a barrel.

What if I tried it with cheese instead?  What are the tags to use cheese in a reaction?
It'd be [REAGENT:cheese:1:<something>:<something>:CREATURE_MAT:FLUFFBALL:CHEESE].

Okay, if I just remove the milk requirement, it works perfectly.  I'm going to make it require cheese instead, because milk is far too complicated.  I still need those tags, though.

Got it!
Code: [Select]
[REACTION:BREW_FLUFF_POTION]
[NAME:brew fluff potion]
[ADVENTURE_MODE_ENABLED]
[REAGENT:container:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:HERB_VALLEY:PLANT]
[REAGENT:B:1:CHEESE:NONE:CREATURE_MAT:FLUFFBALL:CHEESE]
[PRODUCT:100:3:DRINK:NONE:PLANT_MAT:POTION_FLUFF:DRINK]
[PRODUCT_TO_CONTAINER:container]
[SKILL:BREWING]

Now I need to make more plants and potions and things!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zach123b on February 17, 2012, 04:34:53 pm
i haven't modded much yet but i'm wondering if it's possible to make a reaction that creates a corpse, say a cow corpse, in a workshop? ~haunting moo~
if so could you bring the corpse to life? i read earlier in this topic that someone had such a spell to raise the fallen
even if u made a skeleton and raised it could u then use a reaction to make it into something else? like a cow?

btw is it possible to make a caterpillar>cocoon>moth>lay eggs>caterpillar>etc through interactions?
maybe a interaction that requires an amount of kills?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mutant mell on February 17, 2012, 04:57:04 pm
So, what aspects of Necromancy are still hard coded?  For example, I don't see any tags or anything to allow them to break free from their civ and form a tower, so is that hard-coded behavior, or is it possible to replicate.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 17, 2012, 05:03:40 pm
Alright, newb question time.

You can make different castes of the same creature use different tiles, right? Because I can't figure it out for the life of me- my critters have different Castes, Caste Names, and Regular Names, and different tiles/colors, but it will only use the last one entered for all of them, and I haven't the foggiest idea why. I have confirmed their abilities/body parts are unique like they're supposed to be, the descriptions are right, and selecting them from the Arena menu they have the right name (although it is tucked next to the others for whatever reason.) It is only when they hit the Arena that they all have the same name and tile as the last caste in the creature definition.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on February 17, 2012, 05:06:07 pm
How do I get a reaction to use silk from a specific creature?

Alright, newb question time.

You can make different castes of the same creature use different tiles, right? Because I can't figure it out for the life of me- my critters have different Castes, Caste Names, and Regular Names, and different tiles/colors, but it will only use the last one entered for all of them, and I haven't the foggiest idea why. I have confirmed their abilities/body parts are unique like they're supposed to be, the descriptions are right, and selecting them from the Arena menu they have the right name (although it is tucked next to the others for whatever reason.) It is only when they hit the Arena that they all have the same name and tile as the last caste in the creature definition.

Not possible.

See tree's post
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 17, 2012, 05:14:22 pm
i haven't modded much yet but i'm wondering if it's possible to make a reaction that creates a corpse, say a cow corpse, in a workshop? ~haunting moo~
if so could you bring the corpse to life? i read earlier in this topic that someone had such a spell to raise the fallen
even if u made a skeleton and raised it could u then use a reaction to make it into something else? like a cow?

btw is it possible to make a caterpillar>cocoon>moth>lay eggs>caterpillar>etc through interactions?
maybe a interaction that requires an amount of kills?

Timed interaction/syndrome that when the creature is born is turned into the lowest form then after a set amount of time the next level so on and so forth until it reaches final form.

How do I get a reaction to use silk from a specific creature?

[REAGENT:A:15000:CLOTH/THREAD:NONE:CREATURE_MAT:(creature):SILK] - note if the "SILK" is not the thread material in the critter just change it
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 17, 2012, 05:18:03 pm
Question: I heard several times that the new version should make "boiling-stone" tricks obsolete, since you can apply a syndrome directly. Is this true, and if yes, how ?

I want a dwarf to use a reaction, and automatically apply a syndrome to him.

Unrelated: I could make alcohol with positive syndromes, and whenever a dwarf drinks it he is affected, right ? I was thinking about adding the positive syndromes from deons witchfraft mod, with a longer runtime, to plants that can be brewed in fortress mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 17, 2012, 05:18:26 pm
You can make different castes of the same creature use different tiles, right? Because I can't figure it out for the life of me- my critters have different Castes, Caste Names, and Regular Names, and different tiles/colors, but it will only use the last one entered for all of them, and I haven't the foggiest idea why. I have confirmed their abilities/body parts are unique like they're supposed to be, the descriptions are right, and selecting them from the Arena menu they have the right name (although it is tucked next to the others for whatever reason.) It is only when they hit the Arena that they all have the same name and tile as the last caste in the creature definition.

Use (http://df.magmawiki.com/index.php/v0.31:Creature_token#C) CASTE_TILE and CASTE_COLOR. NAME is a creature-level token.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 17, 2012, 05:34:18 pm
You can make different castes of the same creature use different tiles, right? Because I can't figure it out for the life of me- my critters have different Castes, Caste Names, and Regular Names, and different tiles/colors, but it will only use the last one entered for all of them, and I haven't the foggiest idea why. I have confirmed their abilities/body parts are unique like they're supposed to be, the descriptions are right, and selecting them from the Arena menu they have the right name (although it is tucked next to the others for whatever reason.) It is only when they hit the Arena that they all have the same name and tile as the last caste in the creature definition.

Use (http://df.magmawiki.com/index.php/v0.31:Creature_token#C) CASTE_TILE and CASTE_COLOR. NAME is a creature-level token.

Thank you! Very helpful. Am I correct that the creature as a whole still needs a NAME? If I don't have one at the start, they are named Nothing1, Nothing2, etc. I'd like the combat reports to refer to them by the caste name if possible, instead of a generic (I plan on having Loads and Loads of castes in this mod.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 17, 2012, 05:41:32 pm
Question: I heard several times that the new version should make "boiling-stone" tricks obsolete, since you can apply a syndrome directly. Is this true, and if yes, how ?
Through interactions.  Which reactions cannot perform.
Quote
I want a dwarf to use a reaction, and automatically apply a syndrome to him.
Still requires boiling stones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 17, 2012, 05:43:30 pm
Am I correct that the creature as a whole still needs a NAME? If I don't have one at the start, they are named Nothing1, Nothing2, etc. I'd like the combat reports to refer to them by the caste name if possible, instead of a generic (I plan on having Loads and Loads of castes in this mod.)

Yeah, creature names are still used for certain things. I don't think you can make combat reports use the caste name, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 17, 2012, 05:48:50 pm
Thanks to the masterwork tech pony then. I will dive into interactions, and abandon reactions for now. Quick and helpful answer. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 17, 2012, 06:08:10 pm
Ok, I add to the questions in this thread. I want to make a reaction that turns intelligent dwarves into mindless golems.

Here we go:
      [SYNDROME]
         [SYN_NAME:golem]
         [SYN_CONTACT]
         [SYN_INHALED]
         [SYN_CLASS:WERECURSE]
         [CE_BODY_TRANSFORMATION:START:0:END:999999999]
            [CE:CREATURE:GOLEM:MALE]

I would add the syndrome to a boiling stone produced in a reaction (any better ideas ?) that also requires a lot of metal and some custom reagents. I would make several ones for different metal types. Is the tranformation unlimited ? This would be the goal. (again, any better ideas then 999999999 ?)
How does the creature react, is it a tame pet ?  hostile/friendly ? so many questions, so little time ;)

The creature is tame by default.  If you want it to go crazy and attack its creators, use [CE_ADD_TAG] and give it CRAZED or OPPOSED_TO_LIFE or something.  Remove the END token completely to make it permanent.

Here's an example of one that I've tested pretty thoroughly.

Spoiler (click to show/hide)

I used a caste of dwarves with POP_RATIO:0, which has the interactions as a natural ability.  Transforming into other sentient races doesn't seem to work properly in fortress mode (they are flagged as "tame," even though they appear on the citizens screen, and the game crashes if you try to view their details).

Source: ~24 hours of screwing around.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on February 17, 2012, 06:17:04 pm
This has probably been answered before. But How do I give a creature the ability to innately raise the dead? I tried to copy what was in the interaction file, but it didn't work
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 17, 2012, 06:23:44 pm
@ narhiril: Nice one. But people would need to see the actual caste, to know what the emberlight warrior can do ;)

@kilroy: sry, cant help with that, but check deons witchcraft mod. I am sure I saw it in the raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 17, 2012, 06:41:21 pm
This has probably been answered before. But How do I give a creature the ability to innately raise the dead? I tried to copy what was in the interaction file, but it didn't work
Code: (interaction file) [Select]
[INTERACTION:RAISE_CORPSE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKESFIGHTING:MISCHIEVIOUS:START:0]
Code: (in creature) [Select]
[CAN_DO_INTERACTION:RAISE_CORPSE]
[CDI:ADV_NAME:Animate corpse]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]
The Witcher probably has the same thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 17, 2012, 06:42:34 pm
@ narhiril: Nice one. But people would need to see the actual caste, to know what the emberlight warrior can do ;)

@kilroy: sry, cant help with that, but check deons witchcraft mod. I am sure I saw it in the raws.


   [CASTE:EMBERLIGHT_WARRIOR_MALE]
      [MALE]
      [CASTE_NAME:dwarven emberlight warrior:dwarven emberlight warriors:dwarven]
      [DESCRIPTION:A short, sturdy creature fond of drink and industry.  He has been baptized in Zalkor's flames.]
      [FIREIMMUNE_SUPER]
      [POP_RATIO:0] does not occur naturally, must be transformed into
      [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
         [NATURAL_SKILL:COOK:8]
      [CAN_DO_INTERACTION:MATERIAL_EMISSION]
         [CDI:ADV_NAME:Hurl fireball]
         [CDI:USAGE_HINT:ATTACK]
         [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
         [CDI:FLOW:FIREBALL]
         [CDI:TARGET:C:LINE_OF_SIGHT]
         [CDI:TARGET_RANGE:C:15]
         [CDI:MAX_TARGET_NUMBER:C:1]
         [CDI:WAIT_PERIOD:3000]
      [CAN_DO_INTERACTION:MATERIAL_EMISSION]
         [CDI:ADV_NAME:Zalkor's flames]
         [CDI:USAGE_HINT:ATTACK]
         [CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
         [CDI:FLOW:FIREJET]
         [CDI:TARGET:C:LINE_OF_SIGHT]
         [CDI:TARGET_RANGE:C:5]
         [CDI:MAX_TARGET_NUMBER:C:1]
         [CDI:WAIT_PERIOD:300]
   [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
   [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:BLACK:1]
         [TLCM_NOUN:skin:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:IRIS_EYE_RED:1]
         [TLCM_NOUN:eyes:PLURAL]
   [SELECT_MATERIAL:ALL]
      [COLDDAM_POINT:NONE]
      [HEATDAM_POINT:NONE]
      [IGNITE_POINT:NONE]
      [IF_EXISTS_SET_MELTING_POINT:55000]
      [IF_EXISTS_SET_BOILING_POINT:57000]
      [SPEC_HEAT:30000]
   [SELECT_MATERIAL:BLOOD]
    [PLUS_MATERIAL:PUS]
      [MELTING_POINT:10000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 17, 2012, 06:49:47 pm
Wow, heavy friendly fire from that one ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 17, 2012, 06:51:25 pm
Wow, heavy friendly fire from that one ;)

Zalkor doesn't make many friends, and neither shall his disciples.  More of a "blow it up and ask questions later" unit.  ;)

Also, NATURAL_SKILL:COOK seemed appropriate.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Weaselcake on February 17, 2012, 06:54:43 pm
Is there a raw I can change in order to increase the frequency in which I embark on top of iron ores? If so, what parts of the file do I change and what do I change it to?

I'm not really a modder, I just want to stop embarking on top of Tin and Nickel...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 17, 2012, 07:00:54 pm
Go to the inorganic_stone_mineral, search for every entry that has this line: [METAL_ORE:IRON:100] and then raise the occurence. You can find it here: [ENVIRONMENT:something:VEIN:100]

Replace it with [ENVIRONMENT:ALL_STONE:VEIN:100] and you have a lot more iron.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 17, 2012, 07:19:22 pm
Looking at [IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]

...can we define our own Syndrom Classes somehow? Or do our syndromes have to conform to a list someplace?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Demonic Gophers on February 17, 2012, 07:28:58 pm
Does anyone know an interaction that will cover a creature with a coating of water?  I'm hoping to use it both to clean off other contaminants and to resist damage from fire.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 17, 2012, 07:40:28 pm
Has anyone done any testing with this yet? From the mummy's disturbance curse.

Code: [Select]
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0]
Not sure what the PERC:0 and PERC_ON:20 mean.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 17, 2012, 08:16:40 pm
I have not been able to make [IT_FORBIDDEN:X] work at all. Does it only work on certain tags? Am I putting it in the wrong place?

Code: [Select]
[INTERACTION:QUEEN_EVOLUTION]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_FORBIDDEN:NOFEAR]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:ANT_MAN:QUEEN]

I think what is supposed to happen in that case is that a creature with the NOFEAR tag will be unable to use the interaction, but I gave the caste both that interaction and the NOFEAR tag and it could use it fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GaxkangtheUnbound on February 17, 2012, 08:22:01 pm
Does anybody know the tag for happiness/unhappiness? I want a good rain that causes elation in its victims.
EDIT:Also, I'm trying to make affected creatures emit a syndrome that does the above(without changing the creature itself). Any ideas on how to do this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 17, 2012, 08:29:08 pm
I have not been able to make [IT_FORBIDDEN:X] work at all. Does it only work on certain tags? Am I putting it in the wrong place?

Code: [Select]
[INTERACTION:QUEEN_EVOLUTION]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_FORBIDDEN:NOFEAR]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:ANT_MAN:QUEEN]

I think what is supposed to happen in that case is that a creature with the NOFEAR tag will be unable to use the interaction, but I gave the caste both that interaction and the NOFEAR tag and it could use it fine.
A creature with the NOFEAR tag will be unable to be TARGETED by the interaction.
SELF_ONLY targeting probably doesn't check that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: UltraValican on February 17, 2012, 08:33:46 pm
Why is this crashing the game?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 17, 2012, 09:03:50 pm
I have not been able to make [IT_FORBIDDEN:X] work at all. Does it only work on certain tags? Am I putting it in the wrong place?

Code: [Select]
[INTERACTION:QUEEN_EVOLUTION]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_FORBIDDEN:NOFEAR]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:ANT_MAN:QUEEN]

I think what is supposed to happen in that case is that a creature with the NOFEAR tag will be unable to use the interaction, but I gave the caste both that interaction and the NOFEAR tag and it could use it fine.
A creature with the NOFEAR tag will be unable to be TARGETED by the interaction.
SELF_ONLY targeting probably doesn't check that.

That's it! Although it appears to be a "little from column A, little from column B" situation. NOFEAR and SUPERNATURAL worked, but STERILE didn't for some reason. Now, two follow-up questions.

1) Does anybody know what the SUPERNATURAL tag controls? I only used it because it was on this list (http://www.bay12forums.com/smf/index.php?topic=100707.msg2990531#msg2990531) and didn't seem obviously important.

2) What am I doing wrong here?

Code: [Select]
[INTERACTION:PRE_QUEEN_EVOLUTION]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_ADD_TAG:SUPERNATURAL:START:1:END:100]

This should give the creature a syndrome that bestows the SUPERNATURAL tag for a certain amount of time. I can tell it does not because I used this, then used the other interaction that should fail if it is present. In theory, if I can get this to work I can force a creature to wait months before they can use the transformation interaction, thereby simulating a complex caterpillar->butterfly life cycle.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ieb on February 17, 2012, 09:44:17 pm
It's nce to crawl back here after that hilaaaarious last post.
Turns out, I didn't think of making an interaction txt file on the objects folder, hur hur i so crazy

Anyway. While doing SCIENCE I'm getting somewhere, but fieldtesting a bite-converting semimegabeastie has turned up a thing where the game ends up crashing when you try to view the converted creature. There's nothing wrong with the actual converter, that one can be viewed just fine. Is there something wrong with how arena handles converted targets or is this horrible code to blame?

Spoiler (click to show/hide)

I bet I did this and again will realize it tomorrow.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: A Spoony Bard on February 17, 2012, 09:50:51 pm
So I decided that I would try a little modding with this newest version. I decided to do a Dragon Quest themed mod, and decided that, for some arbitrary reason, I wanted the slimes to be a civilization of clever assholes, so I made them export berries that turn whoever eats them into a slime, will the following raws work?
Spoiler: Transformation berry (click to show/hide)
also, is it possible to make the syndrome exclude slimes, so they don't turn into themselves after eating their own berries?
also, will these raws work to make the creature made of a fat like material:
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Prologue on February 17, 2012, 10:01:48 pm
Since this was ignored I'll ask this again:

Quote
I want to remove all the stones in the game and make a generic type. What reaction should I make so that I don't lose any items? The reaction will be free and be given to other civs so I'm limited to trade them instead of making them.

I already have a list: metals, gypsum powder and gems. Am I missing anything else?

Also we all know that in some biomes, it rains blood. Is it possible to mod a syndrome in the blood? (Yes I know blood is random, but I still want to know if it's possible.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 17, 2012, 10:31:49 pm
         [CE:CREATURE:WEREPYRE:DEFAULT]

Is the werepyre a casteless creature? Only thing that sticks out to me.

Also we all know that in some biomes, it rains blood. Is it possible to mod a syndrome in the blood? (Yes I know blood is random, but I still want to know if it's possible.)

If you give goblin blood a contact syndrome, and it rains goblin blood, your dwarves will be affected by the syndrome when stepping in the puddles of goblin blood.

I'm really not sure what you're asking about for the first thing. If you just want there to be one layer stone, just remove all but one of them. You don't have to do anything with reactions for that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Prologue on February 17, 2012, 10:35:47 pm
Basically I want to remove all the stones, including flux and gems. If I do this it'll be impossible to find gems or make metals. I'm trying to make a custom reaction to fix these problems. I'm asking if I missed any other ones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 17, 2012, 10:37:19 pm
I think he wants to know whether any non-mineral stones have specialized uses, and how to make sure he doesn't lose any items as a result. Off the top of my head, Kaolinite is just a regular stone I think, but is used to make porcelain. Gypsum is used for Plaster, and I think Alabaster is too. No, I don't have any clue how I'd make those things exist.

I think I'll take a break from modding for the night, as I still haven't figured out my previous problem. Stupid bloody interactions...


EDIT: NINJA!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EveryZig on February 18, 2012, 12:17:37 am
Kobold necromancers. How do I make this so? (Not just the raising dead; the towers and sieges and everything.)


Also, is there a way to make reactions shoot actual items instead of just LIQUID_GLOB, SOLID_GLOB, fireballs or dust? I am trying to build turrets that can shoot bolt-like items (or maybe serrated discs) as opposed to just chunks of stone/metal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on February 18, 2012, 02:24:43 am
I found that if you attempt to apply several shape changes to a creature before the first has expired, that the second change won't take effect until the first has worn off. If you turn from a dwarf into a dog with a duration of 5, and then attempt to turn from a dog into a parrot with a duration of 100, you won't change immediately into a parrot, but will change from the dog to the parrot after the dog's duration is up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlueAnchorite on February 18, 2012, 02:29:35 am
Just wanting to ask this again,
Been wanting to try modding DF for a while, and now that the new release is here with the new powers, decided to jump in :P
So, question time,
Has anyone played around with new books, such as replacing things like [IS_SPHERE:DEATH], or [IS_SECRET_GOAL:IMMORTALITY]?
And also adding new powers that can be gained by reading?
These are my main questions, however, is it possible to add new skills in adventure mode to base off what can be used for powers (ie something like mana as an example, just as a limiting quantity)
Hope that all makes sense, as this is new to me.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ieb on February 18, 2012, 03:48:01 am
         [CE:CREATURE:WEREPYRE:DEFAULT]

Is the werepyre a casteless creature? Only thing that sticks out to me.

Yeah, it's casteless. The game throws a fit and errorlog mentions if you have a werecreature with caste mentions, actually.

Spoiler (click to show/hide)

There's the critter raws in case they offer any new insight about an obvious mistake I've done and failed to notice.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 18, 2012, 04:25:35 am
Three quick questions;

1. Reading through these posts it seems that it is not possible to change a dwarf into a human, but changing castes work fine correct?

2. Along the same lines, is it possible to change dwarves into other creatures that aren't sentient? (Changing a dwarf into a pet for instance)

3. Completely different. Is there a way to test reactions from Fortress Mode in Arena?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LostCosmonaut on February 18, 2012, 04:27:02 am
Well... turns out Werebeasts use NIGHT_CREATURE_X for their naming convention. That's interesting. But at least I made an instant were-something spell that works!

Sorry to drag back something from a while back, but would you mind posting how you did this? I'm trying to do something similar, and I'm stuck with where to go after getting the interactions out of the save file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 18, 2012, 04:34:36 am
Three quick questions;

1. Reading through these posts it seems that it is not possible to change a dwarf into a human, but changing castes work fine correct?

2. Along the same lines, is it possible to change dwarves into other creatures that aren't sentient? (Changing a dwarf into a pet for instance)

3. Completely different. Is there a way to test reactions from Fortress Mode in Arena?

1. Yes and no.  You can change them into humans, but they don't work properly in fortress mode.  Changing them into other castes of dwarves works fine, however.

2. Yes.

3. No.  Try creating a custom building with a "free" reaction to produce the product you want immediately after embark, for test purposes.  Remember to bring whatever build materials you specify, and remember to add both building and reaction to entity_default permissions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 18, 2012, 04:37:55 am
Three quick questions;

1. Reading through these posts it seems that it is not possible to change a dwarf into a human, but changing castes work fine correct?

2. Along the same lines, is it possible to change dwarves into other creatures that aren't sentient? (Changing a dwarf into a pet for instance)

3. Completely different. Is there a way to test reactions from Fortress Mode in Arena?

1. Yes and no.  You can change them into humans, but they don't work properly in fortress mode.  Changing them into other castes of dwarves works fine, however.

2. Yes.

3. No.  Try creating a custom building with a "free" reaction to produce the product you want immediately after embark, for test purposes.  Remember to bring whatever build materials you specify, and remember to add both building and reaction to entity_default permissions.

Thanks narhiril. One last question;

Does setting POP_RATIO to 0 actually give 0 (meaning you will never see them) or can you still sometimes get them from migrant waves or births?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 18, 2012, 04:38:17 am
         [CE:CREATURE:WEREPYRE:DEFAULT]

Is the werepyre a casteless creature? Only thing that sticks out to me.

Yeah, it's casteless. The game throws a fit and errorlog mentions if you have a werecreature with caste mentions, actually.

Spoiler (click to show/hide)

There's the critter raws in case they offer any new insight about an obvious mistake I've done and failed to notice.

A quick hackfix to stop the error spam is just adding an empty caste in the creature, then assigning that caste name in place of the DEFAULT at the polymorph parts. That should keep things from screaming at you.

I like keeping things clean though, so I add [SELECT_CASTE:ALL] after that, even if unnecessary.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 18, 2012, 04:42:47 am

Thanks narhiril. One last question;

Does setting POP_RATIO to 0 actually give 0 (meaning you will never see them) or can you still sometimes get them from migrant waves or births?

You won't get them from births.  Not sure about migrant waves, but I haven't seen one show up yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Aachen on February 18, 2012, 04:52:15 am
So, search fu failed me. the ART_FACET_MODIFIER and related tags take a numeric argument.

Lower --> Higher  is  More Common --> Rarer

What do the values correspond to?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on February 18, 2012, 04:55:24 am
Looking at [IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]

...can we define our own Syndrom Classes somehow? Or do our syndromes have to conform to a list someplace?

I got an error message from attempting that, so I think not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ieb on February 18, 2012, 08:47:50 am
Okay so I found out what was causing the converted creature to crash DF.
It was because of the hair and eye color definitions. With those out, the converted critter can be viewed perfectly fine.

Any idea why that happens? I noticed some guy had a werewolf transform interaction with hair, skin and eye color definitions in the creature part, and I assume they don't have sudden crash issues with their code.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 18, 2012, 08:51:29 am
Three quick questions;

1. Reading through these posts it seems that it is not possible to change a dwarf into a human, but changing castes work fine correct?

2. Along the same lines, is it possible to change dwarves into other creatures that aren't sentient? (Changing a dwarf into a pet for instance)

3. Completely different. Is there a way to test reactions from Fortress Mode in Arena?

1. Yes and no.  You can change them into humans, but they don't work properly in fortress mode.  Changing them into other castes of dwarves works fine, however.
Let's see how dfusion copes with #1 (I assume this isn't updated yet, i'm playing without any tools), non-main species civ members always get treated like animals / can't work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 18, 2012, 08:54:08 am
Looking at [IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]

...can we define our own Syndrom Classes somehow? Or do our syndromes have to conform to a list someplace?

I got an error message from attempting that, so I think not.


Thanks narhiril. One last question;

Does setting POP_RATIO to 0 actually give 0 (meaning you will never see them) or can you still sometimes get them from migrant waves or births?

You won't get them from births.  Not sure about migrant waves, but I haven't seen one show up yet.
None from birth etc, though Deon reports they still appear in towns/villages. And if you add [PET][COMMON_DOMESTIC] to a caste (at least during worldgen), they're buyable at embark and can be ordered from caravans. Each buyable caste acts like a separate buyable entity. Though the caravan bought ones act a bit buggy, the embark ones are fairly normal except for "tame" after the name.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zach123b on February 18, 2012, 10:04:53 am
is it possible to make a corpse at a workshop and use the revive interaction on the corpse?
would allow making creatures at workshops..
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 18, 2012, 10:30:54 am
Maybe, in a clutchy sort of way.

You can use corpsepieces, but no way to control if they are just a bone, or a complete part that can be reanimated. Use preserve_reagent on the corpsepiece, then temporarely turning the dwarf in the workshop in a necromancer. He should reanimate the nearby corpsepiece. Problem with this: reanimated corpses are hostile.


A question of my own:
Has anyone tested the behavior of interaction-using dwarves in fortress mode ? If I give a pyromancer 5 fire interactions, will he use all of them in combat, with preferences ? A dwarf-necromancer, will he raise ALL reanimated-fit corpses ? If a dwarf has the interaction that makes a creature faster, will he use it on allies, or enemies, or both, or not at all ? After all, dwarves are stupid, and have no way of knowing if a syndrome is benefitial or not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Balistic604 on February 18, 2012, 10:43:18 am
You can keep reanimated corpses from being hostile by removing the OPPOSED_TO_LIFE tag from the reanimate interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 18, 2012, 10:59:46 am
For anyone who is interested: This is the list of changed files for 34.2


For people who are interested:
Dwarf Fortress.exe
Release notes.txt
file changes.txt
c_variation_deafult.txt
creature_domestic.txt
creature_subterranean.txt
creature_standart.txt
creature_tropical_new.txt
language_SYM.txt
inorganic_metal.txt

announcements and worldgen are also new, but no changes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 18, 2012, 11:11:25 am
Okay so I found out what was causing the converted creature to crash DF.
It was because of the hair and eye color definitions. With those out, the converted critter can be viewed perfectly fine.

Any idea why that happens? I noticed some guy had a werewolf transform interaction with hair, skin and eye color definitions in the creature part, and I assume they don't have sudden crash issues with their code.
If it has more than one color possible for each part it may crash, because (I assume) it needs to keep randomly picking colors for the transformed creature or (more likely) tries to pick the same colors and can't find them. My own werewolf interaction sometimes crashes do to this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 18, 2012, 11:18:55 am
For anyone who is interested: This is the list of changed files for 34.2


For people who are interested:
Dwarf Fortress.exe
Release notes.txt
file changes.txt
c_variation_deafult.txt
creature_domestic.txt
creature_subterranean.txt
creature_standart.txt
creature_tropical_new.txt
language_SYM.txt
inorganic_metal.txt

announcements and worldgen are also new, but no changes.

Thanks, that is informative. I'll keep this in mind.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 18, 2012, 11:23:57 am
I also get crashes at worldgen, no idea way. I added most changes from the new raws, and copied over all other files. Checked everything by hand with beyond compare, but still, the game crashes every time. No errorlog. I will restart now, see if that solves something.

EDIT: Narrowed it down, file by file, till I found and exterminated it. Was an truetype/phoebus issue... quite difficult to find I might add. ;)

NON Raw changes for the new version:
In the data folder:
index
init/interface.txt
help/ a lot of files
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ieb on February 18, 2012, 12:48:22 pm
If it has more than one color possible for each part it may crash, because (I assume) it needs to keep randomly picking colors for the transformed creature or (more likely) tries to pick the same colors and can't find them. My own werewolf interaction sometimes crashes do to this.

I tried limiting the colors of specific bodyparts down to 1, but it still crashed.
Screw it, who needs to know what color my creatures are anyway, amirite?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: A Spoony Bard on February 18, 2012, 01:27:32 pm
So I decided that I would try a little modding with this newest version. I decided to do a Dragon Quest themed mod, and decided that, for some arbitrary reason, I wanted the slimes to be a civilization of clever assholes, so I made them export berries that turn whoever eats them into a slime, will the following raws work?
Spoiler: Transformation berry (click to show/hide)
also, is it possible to make the syndrome exclude slimes, so they don't turn into themselves after eating their own berries?
also, will these raws work to make the creature made of a fat like material:
Reposting this is hopes of answers, as it was ignored when I originally posted it...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 18, 2012, 02:00:20 pm
So I decided that I would try a little modding with this newest version. I decided to do a Dragon Quest themed mod, and decided that, for some arbitrary reason, I wanted the slimes to be a civilization of clever assholes, so I made them export berries that turn whoever eats them into a slime, will the following raws work?
Spoiler: Transformation berry (click to show/hide)
also, is it possible to make the syndrome exclude slimes, so they don't turn into themselves after eating their own berries?
also, will these raws work to make the creature made of a fat like material:
Reposting this is hopes of answers, as it was ignored when I originally posted it...
1.It should work

2.I'm still not sure if I can help but let's see.
Spoiler: Curse (click to show/hide)
and use
   [SYNDROME]
   [IE_ARENA_NAME:slime]
   [SYN_INGESTED]
   [CE:INTERACTION:SLIMECURSE]
on the berry instead. This is so anything without blood and has those other forbiddens won't be turned into slimes (ie animated undead/vampires), this includes the slimes themselves. Or that is what I think think it will do. To test these things make an adventure reaction to spawn the plant, go into the arena, and eat the berries.

3.That won't make the creature made of fat, just give it fatty materials. You'll need to specify what materials go where yourself. There's many ways to make a slime creature and I can't really help unless I've got an idea of how you're trying to get there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on February 18, 2012, 02:47:44 pm
Spoiler (click to show/hide)
Small problem, every zombie I raise attacks me for whatever reason.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 18, 2012, 03:08:51 pm
Spoiler (click to show/hide)
Small problem, every zombie I raise attacks me for whatever reason.

Spoiler (click to show/hide)

Get rid of that and you should be golden.  Also curious, do OPPOSED_TO_LIFE creatures attack each other?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zared on February 18, 2012, 03:11:03 pm
Been wanting to try modding DF for a while, and now that the new release is here with the new powers, decided to jump in :P
So, question time,
Has anyone played around with new books, such as replacing things like [IS_SPHERE:DEATH], or [IS_SECRET_GOAL:IMMORTALITY]?
And also adding new powers that can be gained by reading?
These are my main questions, however, is it possible to add new skills in adventure mode to base off what can be used for powers (ie something like mana as an example, just as a limiting quantity)
Hope that all makes sense, as this is new to me.

You can change the sphere to any of the spheres, which (as far as I know) just controls what god creates the slab engraved with the secret (or grants it directly).  You cannot use other secret goals, IMMORTALITY is the only secret goal in the latest string dump.  As Toady adds to the interaction system, he will be adding new goals to go with the new secrets. 

People have added other secrets that give different interactions (powers/syndromes), but the default worldgens make dozens of identical necromancy secrets, so you have to turn the parameters way down, or make many duplicates of your new secret, otherwise necromancy will dominate and you won't really stumble across it without a lot of luck.  You can follow the sample secret interaction Toady included in the "raw\sample interactions" directory.  Learning the secret lets you add a syndrome to the creature that learns it. 

You cannot add new skills, mana, or anything like that.  Interactions can have a cooldown (for example, necromancy's animate power has [CDI:WAIT_PERIOD:10]) .
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 18, 2012, 03:24:03 pm
Not really a question but I did learn that not only gods can grant slabs. For a hydra granted a human the power of rebirth. So a colossus could grant a secret with the sphere "WAR". Though the person still has to worship them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mutant mell on February 18, 2012, 04:28:45 pm
Asking this again:

What parts of necromancers are still hardcoded?  I didn't see any tags for going off and forming their own side (towers), or that they have legions of undead as their minions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arek on February 18, 2012, 05:06:33 pm
Another question:
Anyone figured out, how to make custom-made wizards take aprentices/write books?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GaxkangtheUnbound on February 18, 2012, 05:09:11 pm
Does anybody know the tag for happiness/unhappiness? I want a good rain that causes elation in its victims.
EDIT:Also, I'm trying to make affected creatures emit a syndrome that does the above(without changing the creature itself). Any ideas on how to do this?
Sorry for reposting, but I feel like many people's questions are being ignored.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 18, 2012, 05:11:00 pm
There's no way to adjust happiness via a syndrome.

Another question:
Anyone figured out, how to make custom-made wizards take aprentices/write books?

Code: (from necromancer example) [Select]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]

If you already have that, try lowering the number of random secrets generated in advanced world parameters.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 18, 2012, 05:22:20 pm
Does anybody know the tag for happiness/unhappiness? I want a good rain that causes elation in its victims.
EDIT:Also, I'm trying to make affected creatures emit a syndrome that does the above(without changing the creature itself). Any ideas on how to do this?
Sorry for reposting, but I feel like many people's questions are being ignored.
People aren't going to respond if they don't know the answer.
That said, there is no way to affect happiness.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EveryZig on February 18, 2012, 05:22:54 pm
To restate a previous unanswered question, does anyone know how can I make it so beings that are not humans or dwarfs will become necromancers with towers and such?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 18, 2012, 05:34:01 pm
To restate a previous unanswered question, does anyone know how can I make it so beings that are not humans or dwarfs will become necromancers with towers and such?
As far as I can tell, they just have to be a member of a civilization with an active reason to seek immortality out.  Elves and goblins don't because they're already immortal.
The creatures/entity I modded in just do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EveryZig on February 18, 2012, 05:49:37 pm
To restate a previous unanswered question, does anyone know how can I make it so beings that are not humans or dwarfs will become necromancers with towers and such?
As far as I can tell, they just have to be a member of a civilization with an active reason to seek immortality out.  Elves and goblins don't because they're already immortal.
The creatures/entity I modded in just do.
What about Kobolds? They have more need of immortality than anyone.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 18, 2012, 05:49:45 pm
To restate a previous unanswered question, does anyone know how can I make it so beings that are not humans or dwarfs will become necromancers with towers and such?
As far as I can tell, they just have to be a member of a civilization with an active reason to seek immortality out.  Elves and goblins don't because they're already immortal.
The creatures/entity I modded in just do.
Well, knowing what tokens affect that would be very handy, i just went through the entity_default.txt and nothing noteworthy in dwarf or human jumped out...but elves can already be members of those civs, so i think it's in the creature def's.

Possibly it's [MAXAGE:XXX:YYY] - only dwarves, humans, kobolds (they live 1000 years!) have this defined out of the regular entity races. Also, kobolds have [CANLEARN] but not [INTELLIGENT]

Try setting [MAXAGE] for elves/goblins and [INTELLIGENT] for kobolds, see if you get necromancers of those races.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 18, 2012, 05:55:19 pm
What about Kobolds? They have more need of immortality than anyone.
Kobolds don't have the implied CAN_SPEAK of INTELLIGENT, just UTTERANCES, which doesn't provision for a written language.  Ergo, they can't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EveryZig on February 18, 2012, 06:42:07 pm
Possibly it's [MAXAGE:XXX:YYY] - only dwarves, humans, kobolds (they live 1000 years!) have this defined out of the regular entity races. Also, kobolds have [CANLEARN] but not [INTELLIGENT]
Actually kobold's have [MAXAGE:150:170] (same as a dwarf). Of course, since they are kobolds I doubt it matters much for their actual lifespan...

Anyway, I added [INTELLIGENT] to kobolds and replaced their [UTTERANCES] with [CAN_SPEAK], but still no towers.
There are also no noticalbe results from adding a MAXAGE to elves and goblins (though I did give them very long lifespans...)


[edit:]
In unrelated news, you can make immobile creatures and then have your dwarfs put them in a pasture, so turret creatures are possible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 18, 2012, 07:15:20 pm
After some testing with secrets I've concluded that to make a tower and get apprentices (because they always go to the tower) the secret must give some way to animate the dead. I tried a bunch of duplicate necromancy secrets with and without the animation. I then put animation for secrets that didn't originally make towers or take apprentices. They did after adding it. To test further I gave them the ability for 1 tick to see if they'd build a tower anyway, and they didn't.
To conclude: For a Secret Learner to build a tower they must be able to animate (not resurrect) the dead.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 18, 2012, 07:23:06 pm
Does anyone know how a dwarf with the interaction to raise the dead acts ? Will he activly run around in fortress mode, resurrecting your refuse stockpile? Will raised creatures be friendly, or do they keep their old alliances ? (goblin corpse = hostile, horse corpse = tame pet)  Of course you would remove the [OPPOSED TO LIFE] tag first.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 18, 2012, 09:05:01 pm
Does anyone know how a dwarf with the interaction to raise the dead acts ? Will he activly run around in fortress mode, resurrecting your refuse stockpile? Will raised creatures be friendly, or do they keep their old alliances ? (goblin corpse = hostile, horse corpse = tame pet)  Of course you would remove the [OPPOSED TO LIFE] tag first.
Animated pets without OPPOSED_TO_LIFE are friendly but scare dwarves and dwarves scare them, same without NOT_LIVING. If they get true resurrection they move about perfectly fine (if they survive ten seconds). I saw a dwarf lose a pet to tragedy, and adopt that same pet once it was raised. Dwarfs also come back fine from true resurrection.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 18, 2012, 09:19:00 pm
DP For new content.

Seems I was too hasty to dismiss transformation upon resurrection as how to do it hit me like a storm after the above post.

Code: [Select]
[INTERACTION:UDVRAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:BIRD_CROW:MALE]
Seems to apply the change to the resurrected creature. I'd thought that the effect would have to be ADD_SYNDROME. I was wrong  :-[
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 18, 2012, 09:39:54 pm
Why is this:

Code: [Select]
[BODY_DETAIL_PLAN:CELL_MATERIALS]
[BODY_DETAIL_PLAN:CELL_TISSUES]
[BODY_DETAIL_PLAN:CELL_TISSUE_LAYERS:ARMOR:SKIN:INNARDS:BONE]

Plus this:

Code: [Select]

[BODY_DETAIL_PLAN:CELL_MATERIALS]
[ADD_MATERIAL:ARMOR:METAL_TEMPLATE] Yeah, that's going to be defined further.
[ADD_MATERIAL:SKIN:SUPERSKIN_TEMPLATE]
[ADD_MATERIAL:INNARDS:SYNTH_TEMPLATE]
[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]
[ADD_MATERIAL:EYE:SYNTH_TEMPLATE]
[ADD_MATERIAL:BONE:SUPERBONE_TEMPLATE]
[ADD_MATERIAL:LEATHER:SUPERLEATHER_TEMPLATE]

[BODY_DETAIL_PLAN:CELL_TISSUES]
[ADD_TISSUE:SKIN:SYNTHSKIN_TEMPLATE]
[ADD_TISSUE:ARMOR:SYNTHARMOR_TEMPLATE]
[ADD_TISSUE:INNARDS:INNERSYNTH_TEMPLATE]
[ADD_TISSUE:TOOTH:TOOTH_TEMPLATE]
[ADD_TISSUE:EYE:SYNTHEYE_TEMPLATE]
[ADD_TISSUE:BRAIN:BRAIN_TEMPLATE]
[ADD_TISSUE:BONE:SYNTHBONE_TEMPLATE]

[BODY_DETAIL_PLAN:CELL_TISSUE_LAYERS]
[BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:GROWTH:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:ARM_LOWER:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:HAND:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:LEG:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:LEG_UPPER:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:LEG_LOWER:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:LEG_FRONT:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:LEG_REAR:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:FOOT:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:FOOT_FRONT:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:FOOT_REAR:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:HEAD:ARG3:50:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:NECK:ARG3:50:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:WING:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:TAIL:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:STINGER:ARG4:100]
[BP_LAYERS:BY_CATEGORY:EAR:ARG1:4:ARG2:1]
[BP_LAYERS:BY_CATEGORY:MOUTH:ARG3:10:ARG2:1]
[BP_LAYERS:BY_CATEGORY:RIB_TRUE:ARG4:100]
[BP_LAYERS:BY_CATEGORY:RIB_FALSE:ARG4:100]
[BP_LAYERS:BY_CATEGORY:RIB_FLOATING:ARG4:100]
[BP_LAYERS:BY_CATEGORY:BRAIN:BRAIN:100]
[BP_LAYERS:BY_CATEGORY:FINGER:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:TOE:ARG4:25:ARG3:25:ARG2:1:ARG1:5]
[BP_LAYERS:BY_CATEGORY:THROAT:ARG2:100]
[BP_LAYERS:BY_CATEGORY:SKULL:ARG4:50:ARG1:100]

Giving me this?

Code: [Select]
CELL:DEFAULT_ONE:right eye: No tissue thickness
CELL:DEFAULT_ONE:left eye: No tissue thickness
CELL:DEFAULT_ONE:nose: No tissue thickness
CELL:DEFAULT_ONE:right shoulder: No tissue thickness
CELL:DEFAULT_ONE:left shoulder: No tissue thickness
CELL:DEFAULT_ONE:right elbow: No tissue thickness
CELL:DEFAULT_ONE:left elbow: No tissue thickness
CELL:DEFAULT_ONE:right wrist: No tissue thickness
CELL:DEFAULT_ONE:left wrist: No tissue thickness
CELL:DEFAULT_ONE:right hip: No tissue thickness
CELL:DEFAULT_ONE:left hip: No tissue thickness
CELL:DEFAULT_ONE:right knee: No tissue thickness
CELL:DEFAULT_ONE:left knee: No tissue thickness
CELL:DEFAULT_ONE:right ankle: No tissue thickness
CELL:DEFAULT_ONE:left ankle: No tissue thickness
CELL:DEFAULT_ONE:tongue: No tissue thickness
CELL:DEFAULT_ONE:left cheek: No tissue thickness
CELL:DEFAULT_ONE:right cheek: No tissue thickness
CELL:DEFAULT_ONE:left eyelid: No tissue thickness
CELL:DEFAULT_ONE:right eyelid: No tissue thickness
CELL:DEFAULT_ONE:lower lip: No tissue thickness
CELL:DEFAULT_ONE:upper lip: No tissue thickness
CELL:DEFAULT_ONE:upper front tooth: No tissue thickness
CELL:DEFAULT_ONE:lower front tooth: No tissue thickness
CELL:DEFAULT_ONE:upper right back tooth: No tissue thickness
CELL:DEFAULT_ONE:lower right back tooth: No tissue thickness
CELL:DEFAULT_ONE:upper left back tooth: No tissue thickness
CELL:DEFAULT_ONE:lower left back tooth: No tissue thickness
CELL:DEFAULT_TWO:right eye: No tissue thickness
CELL:DEFAULT_TWO:left eye: No tissue thickness
CELL:DEFAULT_TWO:nose: No tissue thickness
CELL:DEFAULT_TWO:right shoulder: No tissue thickness
CELL:DEFAULT_TWO:left shoulder: No tissue thickness
CELL:DEFAULT_TWO:right elbow: No tissue thickness
CELL:DEFAULT_TWO:left elbow: No tissue thickness
CELL:DEFAULT_TWO:right wrist: No tissue thickness
CELL:DEFAULT_TWO:left wrist: No tissue thickness
CELL:DEFAULT_TWO:right hip: No tissue thickness
CELL:DEFAULT_TWO:left hip: No tissue thickness
CELL:DEFAULT_TWO:right knee: No tissue thickness
CELL:DEFAULT_TWO:left knee: No tissue thickness
CELL:DEFAULT_TWO:right ankle: No tissue thickness
CELL:DEFAULT_TWO:left ankle: No tissue thickness
CELL:DEFAULT_TWO:tongue: No tissue thickness
CELL:DEFAULT_TWO:left cheek: No tissue thickness
CELL:DEFAULT_TWO:right cheek: No tissue thickness
CELL:DEFAULT_TWO:left eyelid: No tissue thickness
CELL:DEFAULT_TWO:right eyelid: No tissue thickness
CELL:DEFAULT_TWO:lower lip: No tissue thickness
CELL:DEFAULT_TWO:upper lip: No tissue thickness
CELL:DEFAULT_TWO:upper front tooth: No tissue thickness
CELL:DEFAULT_TWO:lower front tooth: No tissue thickness
CELL:DEFAULT_TWO:upper right back tooth: No tissue thickness
CELL:DEFAULT_TWO:lower right back tooth: No tissue thickness
CELL:DEFAULT_TWO:upper left back tooth: No tissue thickness
CELL:DEFAULT_TWO:lower left back tooth: No tissue thickness

EDIT: Here's a custom body definition I'm using for it:

Code: [Select]
[BODY:CELL]
[BP:HD:head:STP][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:UB:upper body:upper bodies][CON:HD][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[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:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 18, 2012, 09:48:26 pm
Why is this:

Code: [Select]
[BODY_DETAIL_PLAN:CELL_TISSUE_LAYERS:ARMOR:SKIN:INNARDS:BONE]
Plus this:

Giving me this?


EDIT: Here's a custom body definition I'm using for it:
Do they still have 2EYES, NOSE, HUMANOID_JOINTS, MOUTH, TONGUE, FACIAL_FEATURES, and TEETH as BPs? None of those things are in your detail plan so it spits out those errors.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 18, 2012, 09:51:25 pm
Why is this:

Code: [Select]
[BODY_DETAIL_PLAN:CELL_TISSUE_LAYERS:ARMOR:SKIN:INNARDS:BONE]
Plus this:

Giving me this?


EDIT: Here's a custom body definition I'm using for it:
Do they still have 2EYES, NOSE, HUMANOID_JOINTS, MOUTH, TONGUE, FACIAL_FEATURES, and TEETH as BPs? None of those things are in your detail plan so it spits out those errors.

Whoops, sorry.

Code: [Select]
[BODY:CELL:2EYES:CELL_2EARS:NOSE:HUMANOID_JOINTS:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:TAIL:TAIL_STINGER:FACIAL_FEATURES:TEETH:2WINGS_FUNCTIONLESS]
[BODYGLOSS:NUCLEUS]

Note that the CELL_2EARS is defined, and 2WINGS_FUNCTIONLESS is to be defined soon enough anyway.

EDIT: Oh, wait. No, none of those things you mentioned go in the DETAIL_PLAN at all, they just go in the BODY tag. ARMOR, SKIN, INNARDS and BONE are ARG1, ARG2, ARG3 and ARG4 respectively.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 18, 2012, 10:21:34 pm
Spoiler: Previous Question (click to show/hide)

Asking this one again as I think it was lost in the shuffle- hopefully an answer exists. I think my mod is going to go in another direction (essentially ignore fort mode) so it doesn't matter as much, but I'd still like to be able to have the technique in my repertoire.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 18, 2012, 10:22:34 pm
Whoops, sorry.
Code: [Select]
[BODY:CELL:2EYES:CELL_2EARS:NOSE:HUMANOID_JOINTS:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:TAIL:TAIL_STINGER:FACIAL_FEATURES:TEETH:2WINGS_FUNCTIONLESS]
[BODYGLOSS:NUCLEUS]
Note that the CELL_2EARS is defined, and 2WINGS_FUNCTIONLESS is to be defined soon enough anyway.
EDIT: Oh, wait. No, none of those things you mentioned go in the DETAIL_PLAN at all, they just go in the BODY tag. ARMOR, SKIN, INNARDS and BONE are ARG1, ARG2, ARG3 and ARG4 respectively.
But the bodyparts aren't defined in it either. That's what I was getting at.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 18, 2012, 10:29:34 pm
...Oh, you weren't quoting the part you were trying to point out to me at all, so I got confused >_>
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 18, 2012, 10:37:22 pm
...Oh, you weren't quoting the part you were trying to point out to me at all, so I got confused >_>
Sorry, I was trying to cut down on space.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Igfig on February 18, 2012, 10:41:34 pm
Has anybody figured out the difference between [IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE] and [IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]? At first I thought the first one meant the secret could be learned from slabs created by gods and the second one didn't do anything yet, but then I turned up a slab for a secret that only had MUNDANE_RESEARCH_POSSIBLE. I've also never seen anybody discover a secret on their own. Any clue how those tokens work?

Also, how do FIT_FOR_RESURRECTION and FIT_FOR_ANIMATION work exactly? They look like they're supposed to be creature tags, but they don't appear on any creatures. I tried slapping CE_REMOVE_TAG:FIT_FOR_ANIMATION on the animation interaction, hoping it would keep the corpses from being animated a second time... didn't work, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zared on February 18, 2012, 10:51:57 pm
Has anybody got [IE_INTERMITTENT] working with anything other then :WEEKLY?  I've tried DAILY and MONTHLY, and in either case it just disables the effect completely.  Looking like regional interactions are hard coded to be near constant.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on February 18, 2012, 11:03:41 pm
Would it be possible to make a venom that changes an animal into a different animal, then after a set amount of time, change into something else?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 18, 2012, 11:06:05 pm
Simple question. This part of an interaction:

Code: [Select]
[CE_IMPAIR_FUNCTION:SEV:2000:PROB:100:BP:BY_CATEGORY:EYE:START:0:END:50]
Is causing this in my error log:

Code: [Select]
Unrecognized CE_IMPAIR_FUNCTION token: 0
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ydaraishy on February 18, 2012, 11:13:23 pm
Has anyone figured out what the numbers in the CE_PHYS_ATT_CHANGE tag mean? Taking an example from the vampire syndrome,

Code: [Select]
CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0
I'm guessing that the number immediately after the attribute (here "200") is a percentage, which, being above 100% here makes the affected creature stronger. The one after that ("0"), I'm guessing is a delay of some sort, meaning here that it immediately takes effect. I'm not sure of the details or if that's right, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 18, 2012, 11:16:29 pm
Would it be possible to make a venom that changes an animal into a different animal, then after a set amount of time, change into something else?

Hm. Try making a syndrome that turns the animal into two different animals with two different lengths of time on       [CE_BODY_TRANSFORMATION:START:#:END:#]  Maybe if the first entry is shorter than the last one, it'll start with the first one and then default to the second? Worth a try, anyhow.


Also, somebody with knowledge of how to wiki needs to get our collective knowledge of interactions and the new tokens up on the wiki now that it's unlocked. Mostly so I don't have to keep referring to this post (http://www.bay12forums.com/smf/index.php?topic=101161.msg2996705#msg2996705)

EDIT:

Has anyone figured out what the numbers in the CE_PHYS_ATT_CHANGE tag mean? Taking an example from the vampire syndrome,

Code: [Select]
CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0
I'm guessing that the number immediately after the attribute (here "200") is a percentage, which, being above 100% here makes the affected creature stronger. The one after that ("0"), I'm guessing is a delay of some sort, meaning here that it immediately takes effect. I'm not sure of the details or if that's right, though.

Actually, and this is pure speculation based on my experiments with the MATERIAL_WEAKNESS tag, but I believe it is a ratio. So STRENGTH:200:0 would be 200 times as strong, STRENGTH:0:200 would be 200 times as weak, and STRENGTH:3:2 would be 1.5 times as strong. I think- it needs testing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 18, 2012, 11:17:58 pm
Oh man, if it's a ratio, that means I've been making my super saiyans 4000 times stronger instead of the 40 times I was hoping for...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jordan~ on February 18, 2012, 11:25:34 pm
Pretty sure I've seen this asked about before, but it might be worth asking for an update. Is there any workaround for the reaction-made glove problem? I'm making armorsmithing reactions for adventurer mode, but gauntlets made aren't marked left or right and can't be equipped. To my understanding, dwarves can equip reaction-made gloves in fortress mode even though they lack the 'left' or 'right' descriptor. Is it possible to make a reaction produce 'handed' gloves, or to remove the requirement for 'handedness'?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 18, 2012, 11:26:30 pm
Oh man, if it's a ratio, that means I've been making my super saiyans 4000 times stronger instead of the 40 times I was hoping for...

If so, I chuckle heartily. Try pitting a Saiyan in the arena against a fairly durable punching bag, and see how thoroughly you can pulp it. Then make it STRENGTH:4000:4000 and let the game run a while- if it's a delay, eventually the Saiyan will punch as strong as ever. If it is a ratio, then he'll be distinctly underwhelming.

It is entirely possible that it is a percentage/delay kinda thing, and completely separate from MATERIAL_WEAKNESS. But, maybe not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on February 18, 2012, 11:33:46 pm
Does anyone know that are the "[IS_SECRET_GOAL:x]"? Are there any besides immortality?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 18, 2012, 11:34:30 pm
Does anyone know that are the "[IS_SECRET_GOAL:x]"? Are there any besides immortality?

Footkerchief had a string dump, and in it, IMMORTALITY is the only one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on February 18, 2012, 11:37:27 pm
Does anyone know that are the "[IS_SECRET_GOAL:x]"? Are there any besides immortality?

Footkerchief had a string dump, and in it, IMMORTALITY is the only one.

Would the tag still work, even if the secret didn't give them immortality?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 18, 2012, 11:38:03 pm
Does anyone know that are the "[IS_SECRET_GOAL:x]"? Are there any besides immortality?

Footkerchief had a string dump, and in it, IMMORTALITY is the only one.

Would the tag still work, even if the secret didn't give them immortality?

Probably. I'm pretty sure you don't need a goal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on February 18, 2012, 11:41:07 pm
Does anyone know that are the "[IS_SECRET_GOAL:x]"? Are there any besides immortality?

Footkerchief had a string dump, and in it, IMMORTALITY is the only one.

Would the tag still work, even if the secret didn't give them immortality?

Probably. I'm pretty sure you don't need a goal.

I place everything in the Interaction_secret file, right? I'm having a hard time wading through all this new information.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 18, 2012, 11:50:43 pm
Also, how do FIT_FOR_RESURRECTION and FIT_FOR_ANIMATION work exactly? They look like they're supposed to be creature tags, but they don't appear on any creatures. I tried slapping CE_REMOVE_TAG:FIT_FOR_ANIMATION on the animation interaction, hoping it would keep the corpses from being animated a second time... didn't work, though.
It is FIT_FOR_RESURRECTION if it has an upperbody (really all it needs to be) and it is FIT_FOR_ANIMATION if it is connected to hands or a head.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on February 18, 2012, 11:57:10 pm
Would it be possible to make a venom that changes an animal into a different animal, then after a set amount of time, change into something else?

Hm. Try making a syndrome that turns the animal into two different animals with two different lengths of time on       [CE_BODY_TRANSFORMATION:START:#:END:#]  Maybe if the first entry is shorter than the last one, it'll start with the first one and then default to the second? Worth a try, anyhow.


Also, somebody with knowledge of how to wiki needs to get our collective knowledge of interactions and the new tokens up on the wiki now that it's unlocked. Mostly so I don't have to keep referring to this post (http://www.bay12forums.com/smf/index.php?topic=101161.msg2996705#msg2996705)

I've been doing some !!science!! on transformations.  If you want to make a transformation happen, followed immediately by a second one, you can set it up like this:
Code: [Select]
[CE_BODY_TRANSFORMATION:START:0:END:30]
[CE:CREATURE:DOG:MALE]
[CE_BODY_TRANSFORMATION:START:30:END:60]
[CE:CREATURE:CAT:MALE]

The start and end times can be anything you want, just as long as the end of the first and start of the second are the same value.  The second transformation can even be permanent.  And you can obviously replace dog and cat with whatever animals you want.

Everything I've discovered about transformations so far is compiled in this thread:
http://www.bay12forums.com/smf/index.php?topic=101538.0
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 19, 2012, 12:00:36 am
Oh man, if it's a ratio, that means I've been making my super saiyans 4000 times stronger instead of the 40 times I was hoping for...

If so, I chuckle heartily. Try pitting a Saiyan in the arena against a fairly durable punching bag, and see how thoroughly you can pulp it. Then make it STRENGTH:4000:4000 and let the game run a while- if it's a delay, eventually the Saiyan will punch as strong as ever. If it is a ratio, then he'll be distinctly underwhelming.

It is entirely possible that it is a percentage/delay kinda thing, and completely separate from MATERIAL_WEAKNESS. But, maybe not.

It's not so; I tried making AGILITY 2:0, and it cut my test creature's agility by 1/50th. It's percentage based.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Igfig on February 19, 2012, 12:05:25 am
Also, how do FIT_FOR_RESURRECTION and FIT_FOR_ANIMATION work exactly? They look like they're supposed to be creature tags, but they don't appear on any creatures. I tried slapping CE_REMOVE_TAG:FIT_FOR_ANIMATION on the animation interaction, hoping it would keep the corpses from being animated a second time... didn't work, though.
It is FIT_FOR_RESURRECTION if it has an upperbody (really all it needs to be) and it is FIT_FOR_ANIMATION if it is connected to hands or a head.

Ah, so we could prevent creatures from being animated a second time by transforming them into something without explicit hand or head body parts? Neat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 19, 2012, 12:12:16 am
Not a terribly important question but does anyone know what PERC and PERC_ON do (ie [CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:300:START:#:END:#])?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 19, 2012, 12:24:17 am
Would it be possible to make a venom that changes an animal into a different animal, then after a set amount of time, change into something else?

Hm. Try making a syndrome that turns the animal into two different animals with two different lengths of time on       [CE_BODY_TRANSFORMATION:START:#:END:#]  Maybe if the first entry is shorter than the last one, it'll start with the first one and then default to the second? Worth a try, anyhow.


Also, somebody with knowledge of how to wiki needs to get our collective knowledge of interactions and the new tokens up on the wiki now that it's unlocked. Mostly so I don't have to keep referring to this post (http://www.bay12forums.com/smf/index.php?topic=101161.msg2996705#msg2996705)

I've been doing some !!science!! on transformations.  If you want to make a transformation happen, followed immediately by a second one, you can set it up like this:
Code: [Select]
[CE_BODY_TRANSFORMATION:START:0:END:30]
[CE:CREATURE:DOG:MALE]
[CE_BODY_TRANSFORMATION:START:30:END:60]
[CE:CREATURE:CAT:MALE]

The start and end times can be anything you want, just as long as the end of the first and start of the second are the same value.  The second transformation can even be permanent.  And you can obviously replace dog and cat with whatever animals you want.

Everything I've discovered about transformations so far is compiled in this thread:
http://www.bay12forums.com/smf/index.php?topic=101538.0

Way cool, and a hell of a first post! I think I can use that for my caterpillar problem, although there is still the issue of keeping the caterpillar from being able to transform immediately after birth/spawn.

Oh man, if it's a ratio, that means I've been making my super saiyans 4000 times stronger instead of the 40 times I was hoping for...

If so, I chuckle heartily. Try pitting a Saiyan in the arena against a fairly durable punching bag, and see how thoroughly you can pulp it. Then make it STRENGTH:4000:4000 and let the game run a while- if it's a delay, eventually the Saiyan will punch as strong as ever. If it is a ratio, then he'll be distinctly underwhelming.

It is entirely possible that it is a percentage/delay kinda thing, and completely separate from MATERIAL_WEAKNESS. But, maybe not.

It's not so; I tried making AGILITY 2:0, and it cut my test creature's agility by 1/50th. It's percentage based.

Well, nuts, now I have to double-check my methodology on the MATERIAL_WEAKNESS. Did you check to see if altering the second variable induced a delay, or do we still not know exactly what that does?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on February 19, 2012, 12:29:25 am
Way cool, and a hell of a first post! I think I can use that for my caterpillar problem, although there is still the issue of keeping the caterpillar from being able to transform immediately after birth/spawn.

Thanks! I've been lurking a while, but all this new information I've discovered made me decide to sign up and post.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EveryZig on February 19, 2012, 12:35:01 am
Way cool, and a hell of a first post! I think I can use that for my caterpillar problem, although there is still the issue of keeping the caterpillar from being able to transform immediately after birth/spawn.
The code said
Code: [Select]
[CE_BODY_TRANSFORMATION:START:0:END:30]
[CE:CREATURE:DOG:MALE]
[CE_BODY_TRANSFORMATION:START:30:END:60]
[CE:CREATURE:CAT:MALE]
which seems to mean that you can delay the first transformation by editing its START:# value.

If that does not work, you could have two delayed transformations by actually having three transformations, with the creature originally born as an egg or something which immediately transforms into your first intended form.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on February 19, 2012, 12:47:37 am
Way cool, and a hell of a first post! I think I can use that for my caterpillar problem, although there is still the issue of keeping the caterpillar from being able to transform immediately after birth/spawn.
The code said
Code: [Select]
[CE_BODY_TRANSFORMATION:START:0:END:30]
[CE:CREATURE:DOG:MALE]
[CE_BODY_TRANSFORMATION:START:30:END:60]
[CE:CREATURE:CAT:MALE]
which seems to mean that you can delay the first transformation by editing its START:# value.

If that does not work, you could have two delayed transformations by actually having three transformations, with the creature originally born as an egg or something which immediately transforms into your first intended form.
Yes, if you edit the tags to something like START:100:END:200 and START:200:END:300, it would have a 100 time-unit delay before the first transformation.  I don't know how long a time unit is, exactly, so you'll have to do some testing to find out good values.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 19, 2012, 12:55:50 am
Way cool, and a hell of a first post! I think I can use that for my caterpillar problem, although there is still the issue of keeping the caterpillar from being able to transform immediately after birth/spawn.
The code said
Code: [Select]
[CE_BODY_TRANSFORMATION:START:0:END:30]
[CE:CREATURE:DOG:MALE]
[CE_BODY_TRANSFORMATION:START:30:END:60]
[CE:CREATURE:CAT:MALE]
which seems to mean that you can delay the first transformation by editing its START:# value.

If that does not work, you could have two delayed transformations by actually having three transformations, with the creature originally born as an egg or something which immediately transforms into your first intended form.

:facepalm:

After I went and read the other thread, too. Yes, that should do nicely- ideally the transformation would be tied to skill or kill count or something, but I'll settle for time. Make the USAGE_HINT:ATTACK and it'll at least require the creature to have seen some combat.

All in all, a good way to kludge a more elaborate life cycle than "small sized version -> adult sized version" Now to suck at editing its body parts...

EDIT: @RadHazard, Time is one "tick" of the game simulation- in fortress mode, there are 1200 time units in a day; in adventurer mode, there are 86400 time units in a day. So, optimized for fort mode, you can make a creature take a year to transform after using the interaction by setting START:403200. In adventure mode, that would be a bit more than four and a half days, to give you an idea of the time scale difference at work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Angel Of Death on February 19, 2012, 07:56:10 am
Although this really isn't a 0.34 question, how do I make humans naturally legendary in the shield skill? [NATURAL_SKILL:SHIELD:15] isn't working.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 19, 2012, 09:31:26 am
I'm not really sure, but wasn't the shield proficiency tag SHIELD_USER?

And I guess, in order to get to legendary status, you need to put 16 or higher.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 19, 2012, 09:53:27 am
I'm not really sure, but wasn't the shield proficiency tag SHIELD_USER?
Correct

And I guess, in order to get to legendary status, you need to put 16 or higher.
15 is legendary (unless this has changed)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 19, 2012, 10:09:13 am
15 is legendary? I guess I was one point off the maximum, or beyond the maximum, rather.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on February 19, 2012, 10:35:17 am
DP For new content.

Seems I was too hasty to dismiss transformation upon resurrection as how to do it hit me like a storm after the above post.

Code: [Select]
[INTERACTION:UDVRAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:BIRD_CROW:MALE]
Seems to apply the change to the resurrected creature. I'd thought that the effect would have to be ADD_SYNDROME. I was wrong  :-[

Thanks! Now that the ability is one-use only on corpses, the AI can use it now...

- The AI will target ANY corpse with the resurrection ability, even enemies. This results in endless fighting unless all the casters die (at the same time!).
- If YOU die, you get the "you are deceased" message, but doing anything to advance the game clock (such as the mouse swirl) results in the creature you were using being resurrected. However, you simultaneously body-swap out of the formerly dead creature. In the arena case, I ended up in the bronze colossus that my group of caster-dwarves were attacking.

Again, the ability is trouble unless in the hands of the player.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Starmantis on February 19, 2012, 12:26:55 pm
what would be the best way to make a "magic missile" spell
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 19, 2012, 01:21:23 pm
Simple question. This part of an interaction:

Code: [Select]
[CE_IMPAIR_FUNCTION:SEV:2000:PROB:100:BP:BY_CATEGORY:EYE:START:0:END:50]
Is causing this in my error log:

Code: [Select]
Unrecognized CE_IMPAIR_FUNCTION token: 0

[CE_IMPAIR_FUNCTION:SEV:2000:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:0:END:50]

This was changed to include a tissue argument.  Took me a little while to hunt this one down, myself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 19, 2012, 04:01:05 pm
what would be the best way to make a "magic missile" spell

Make a new material (or use an existing rock or something), then create a material emission to shoot it.

Here are a couple that would use a material named MAGIC:

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Magic Bolt]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:INORGANIC:MAGIC:LIQUID_GLOB]
[CDI:VERB:launch a magic bolt:launches a magic bolt:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Magic Barrage]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:INORGANIC:MAGIC:LIQUID_GLOB]
[CDI:VERB:launch a magic bolt:launches a magic bolt:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:15]
[CDI:WAIT_PERIOD:300]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 19, 2012, 04:15:19 pm
Short correction: 20 is maximum, not 15. 15 = legendary, but you have legendary +X with X going up till 5.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 19, 2012, 05:03:39 pm
Sorry for the double post, but a question did arise:

Is it possible to make f antasic trees, which drop items upon "death" instead of wood ?
[tree:local_plant_mat:wood] to [tree:inorganic:namehere] this creates logs of the material. But I cant make them drop items, or several logs/mats. Any chance that it is possible ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 19, 2012, 05:07:58 pm
The trees are hard-coded to drop logs, sorry. The best you can do is a workshop where the "log" of a rare material is taken, and an item spits out. Or you can take the Ents from My Little Pony Mod and modify those.

EDIT: Just thought of something that might work ... a boiling log with a syndrome attached.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 19, 2012, 05:10:10 pm
Sorry for the double post, but a question did arise:

Is it possible to make f antasic trees, which drop items upon "death" instead of wood ?
[tree:local_plant_mat:wood] to [tree:inorganic:namehere] this creates logs of the material. But I cant make them drop items, or several logs/mats. Any chance that it is possible ?

I think trees are hard coded for logs, but you could probably do a secondary reaction to turn them into something else.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 19, 2012, 05:27:01 pm

Thanks! Now that the ability is one-use only on corpses, the AI can use it now...

- The AI will target ANY corpse with the resurrection ability, even enemies. This results in endless fighting unless all the casters die (at the same time!).
- If YOU die, you get the "you are deceased" message, but doing anything to advance the game clock (such as the mouse swirl) results in the creature you were using being resurrected. However, you simultaneously body-swap out of the formerly dead creature. In the arena case, I ended up in the bronze colossus that my group of caster-dwarves were attacking.

Again, the ability is trouble unless in the hands of the player.

Is it possible to add a further specification that it targets a specific races corpses only?

How does this effect fortress mode with death notices and coffins designation and such?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 19, 2012, 05:33:38 pm
Code: [Select]
a boiling log with a syndrome attached.How did I miss that ? I use this trick all the time anyway.

And a custom workshop for special trees could be done, although the rarity is a lot more difficult to do for trees, then with stone/gem. A lot of testing needs to be done, but I already have 3 good ideas for trees now, thanks.

EDIT: I also tried to add interactions to nobles, but it only creates error-logs. Would have been nice to have undead-killing priests... anyone knows a workaround for that ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 19, 2012, 06:29:49 pm
Code: [Select]
a boiling log with a syndrome attached.How did I miss that ? I use this trick all the time anyway.

And a custom workshop for special trees could be done, although the rarity is a lot more difficult to do for trees, then with stone/gem. A lot of testing needs to be done, but I already have 3 good ideas for trees now, thanks.

EDIT: I also tried to add interactions to nobles, but it only creates error-logs. Would have been nice to have undead-killing priests... anyone knows a workaround for that ?

Restrict the position to a certain caste, give that caste an interaction, set pop ratio to zero, make an "initiation rite" to transform a dwarf into that caste.  That's about the best I can do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 19, 2012, 06:41:53 pm

Thanks! Now that the ability is one-use only on corpses, the AI can use it now...

- The AI will target ANY corpse with the resurrection ability, even enemies. This results in endless fighting unless all the casters die (at the same time!).
- If YOU die, you get the "you are deceased" message, but doing anything to advance the game clock (such as the mouse swirl) results in the creature you were using being resurrected. However, you simultaneously body-swap out of the formerly dead creature. In the arena case, I ended up in the bronze colossus that my group of caster-dwarves were attacking.

Again, the ability is trouble unless in the hands of the player.
Is it possible to add a further specification that it targets a specific races corpses only?

How does this effect fortress mode with death notices and coffins designation and such?
you could put [IT_AFFECTED_CLASS:UNIQUEID] in the res target def and put the same [CREATURE_CLASS:UNIQUEID] in the creature.

Their friends will be saddened at their death and then happy to make a new friend, so you should try to keep them alive if you're worried about moods. I don't know about coffin designations. And I wonder if they can resurrect a corpse already buried?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 19, 2012, 06:46:41 pm
I will have to try it out! Thanks.

Also, can these interactions be put on materials? For example can I put an interaction on a metal and then if you craft a sword out of that metal it will cause the interaction when it touches the opponent?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on February 19, 2012, 11:23:58 pm
I will have to try it out! Thanks.

Also, can these interactions be put on materials? For example can I put an interaction on a metal and then if you craft a sword out of that metal it will cause the interaction when it touches the opponent?

Some quick arena mode testing reveals that solid items don't transfer syndromes of their materials. You can lick a sword, stab people with it, or handle it with your bare hands, but no-one gets the syndrome. Exposure to the material in its liquid, gas, or dust forms can transfer the syndrome.

It looks like interactions can be attached to creature attacks (e.g. werewolf bite).

For the record, the most lethal syndrome I have seen/created uses[CE_BLEEDING:SEV:30000:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:60]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 19, 2012, 11:35:32 pm
I will have to try it out! Thanks.

Also, can these interactions be put on materials? For example can I put an interaction on a metal and then if you craft a sword out of that metal it will cause the interaction when it touches the opponent?

Some quick arena mode testing reveals that solid items don't transfer syndromes of their materials. You can lick a sword, stab people with it, or handle it with your bare hands, but no-one gets the syndrome. Exposure to the material in its liquid, gas, or dust forms can transfer the syndrome.

It looks like interactions can be attached to creature attacks (e.g. werewolf bite).

For the record, the most lethal syndrome I have seen/created uses[CE_BLEEDING:SEV:30000:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:60]

Hmmm, drats. I suppose you could do the arrow melts at a lower temperature than the body trick though for arrows at least still, but not quite the same. Oh well.

Edit: Polymorphing bolts?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 20, 2012, 12:15:13 am
Alright, in my quest to know all things moddery, I stumbled across [APP_MOD_IMPORTANCE]. According to the wiki, it "Determines how important the appearance modifier is, for determining whether it shows up in the creature description." Which makes sense and all, except it doesn't tell me what that number means, or is supposed to represent. Dwarves in creatures_standard (where I encountered it) have that value set to 500- 500 what? Is that big or small?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 20, 2012, 12:16:32 am
Anyone know what tokens affect dwarves and humans learning the secret of necromancy? I'd like elf and goblin towers too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 20, 2012, 12:18:09 am
Alright, in my quest to know all things moddery, I stumbled across [APP_MOD_IMPORTANCE]. According to the wiki, it "Determines how important the appearance modifier is, for determining whether it shows up in the creature description." Which makes sense and all, except it doesn't tell me what that number means, or is supposed to represent. Dwarves in creatures_standard (where I encountered it) have that value set to 500- 500 what? Is that big or small?

I think it's covered in this (http://www.bay12games.com/media/Creature%20Tags.mp3), from around the time of DF Talk #6.

Anyone know what tokens affect dwarves and humans learning the secret of necromancy? I'd like elf and goblin towers too.

Dwarves and humans are mortal - they have a MAXAGE:x:y token. Give elves and goblins those and they should have the ability to become necromancers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 20, 2012, 12:20:30 am
I tried that as soon as i got 34.02 and spawned dozens of worlds, still only see human and dwarves towers around...I tried long maxages (800:1000) and recently tried again giving elves/goblins maxage of 160:200. No luck yet.

Also, kobolds have maxage yet no necromancers, i gave them [INTELLIGENT] token, but that didn't help.

Maybe I'll spawn a few dozen more worlds, see if it was a fluke.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 20, 2012, 12:29:38 am
I really don't know what to tell you.  The races I've modded in just do.
"The Jayman: Fact or Fiction?"
(an artifact from when I was testing them, before they got proper names)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 20, 2012, 12:38:40 am
Alright, in my quest to know all things moddery, I stumbled across [APP_MOD_IMPORTANCE]. According to the wiki, it "Determines how important the appearance modifier is, for determining whether it shows up in the creature description." Which makes sense and all, except it doesn't tell me what that number means, or is supposed to represent. Dwarves in creatures_standard (where I encountered it) have that value set to 500- 500 what? Is that big or small?

I think it's covered in this (http://www.bay12games.com/media/Creature%20Tags.mp3), from around the time of DF Talk #6.


Oooh, fancy! I'll have to listen to that tomorrow. Another random question(s), is the reason you don't see preferences for sentient creatures (likes elves for their grace, etc) merely a side-effect of the relative dearth of civilized races, or is there something else at work there? And is PREFSTRING a creature level tag, or a caste level? Can a particular caste even be preferred?

EDIT: What about PERSONALITY? MANNERISM? Hell, is there a handy chart somewhere that shows what works at caste level and what doesn't?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 20, 2012, 12:59:14 am
Hey i just tried changing mountain and plains entity races to elves, and now I'm getting Elven necromancer towers. Checked with goblins and kobolds, and got those happening. It definitely needs [MAXAGE] in the creature, but there's some entity-level tokens which are lacking in the non-human and dwarf civilizations too. MAXAGE alone won't give those towers. Need more testing to find what those entity tokens are.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 20, 2012, 01:09:08 am
Okay, so how would I go about making an attack suck blood AND apply a syndrome to the attacking creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ves on February 20, 2012, 08:51:10 am
Suppose I wanted a "Dwarven Stasis Chamber" to turn the worthless rabble into immobile Dwarfsicles that don't need food or drink, but could be defrosted promptly when I had need of a larger workforce. How would I go about that?

I was thinking a lockable room containing a workshop with a reaction that generates gas that transforms dwarfs for a month (how many time units is that?), set on repeat. Then suspend the reaction when I need the dwarfs. Would that work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 20, 2012, 08:59:09 am
Okay, so how would I go about making an attack suck blood AND apply a syndrome to the attacking creature?
I'd imagine
[SPECIALATTACK_SUCK_BLOOD:#:#]
[SPECIALATTACK_INTERACTION:ID]
in the same attack definition.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 20, 2012, 10:47:07 am
Suppose I wanted a "Dwarven Stasis Chamber" to turn the worthless rabble into immobile Dwarfsicles that don't need food or drink, but could be defrosted promptly when I had need of a larger workforce. How would I go about that?

I was thinking a lockable room containing a workshop with a reaction that generates gas that transforms dwarfs for a month (how many time units is that?), set on repeat. Then suspend the reaction when I need the dwarfs. Would that work?
Maybe, but you could also have two transforms, one to store them, and a "defrost" which converts back to regular dwarves. Another dwarf would have to defrost the stored ones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 20, 2012, 10:51:07 am
Suppose I wanted a "Dwarven Stasis Chamber" to turn the worthless rabble into immobile Dwarfsicles that don't need food or drink, but could be defrosted promptly when I had need of a larger workforce. How would I go about that?

I was thinking a lockable room containing a workshop with a reaction that generates gas that transforms dwarfs for a month (how many time units is that?), set on repeat. Then suspend the reaction when I need the dwarfs. Would that work?
Maybe, but you could also have two transforms, one to store them, and a "defrost" which converts back to regular dwarves. Another dwarf would have to defrost the stored ones.

I'm anticipating problems with the way the game handles multiple transformations.  It might be best for this concept to just give the syndrome a set duration.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zared on February 20, 2012, 11:49:35 am
It's not so; I tried making AGILITY 2:0, and it cut my test creature's agility by 1/50th. It's percentage based.
Well, nuts, now I have to double-check my methodology on the MATERIAL_WEAKNESS. Did you check to see if altering the second variable induced a delay, or do we still not know exactly what that does?

I just tested a bunch of stat changes in dwarf mode.  The first number is a percentage, and the second is a fixed boost.  I put EMPATHY:0:1000 and it reset everybody's empathy to no adjective, WILLPOWER:0:1500 set everybody to "a lot of willpower".  100:0 leaves their stats as is, 100:250 bumps it up by one adjective level, 100:500 by two.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on February 20, 2012, 01:58:18 pm
Suppose I wanted a "Dwarven Stasis Chamber" to turn the worthless rabble into immobile Dwarfsicles that don't need food or drink, but could be defrosted promptly when I had need of a larger workforce. How would I go about that?

I was thinking a lockable room containing a workshop with a reaction that generates gas that transforms dwarfs for a month (how many time units is that?), set on repeat. Then suspend the reaction when I need the dwarfs. Would that work?
Maybe, but you could also have two transforms, one to store them, and a "defrost" which converts back to regular dwarves. Another dwarf would have to defrost the stored ones.

I'm anticipating problems with the way the game handles multiple transformations.  It might be best for this concept to just give the syndrome a set duration.

You don't need to transform them; just add a syndrome that makes them unconscious with severity 100 as well as the [NO_EAT][NO_DRINK][NO_AGING] tags, which basically sets them in a state of permanent sleep. And as far as I'm aware, you can't transform a single creature twice, and removing syndromes that have been contracted may not be possible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 20, 2012, 02:06:57 pm
You don't need to transform them; just add a syndrome that makes them unconscious with severity 100 as well as the [NO_EAT][NO_DRINK][NO_AGING] tags, which basically sets them in a state of permanent sleep. And as far as I'm aware, you can't transform a single creature twice, and removing syndromes that have been contracted may not be possible.
I was thinking the same thing, But have different boiling rocks that have different durations of time (I think somewhere said 4048 is 1 year?) Of course that means you have to be absolutly sure on how long you want that peon to be frozen. Also I wonder if that will work with children (does NO_AGING stop a child from growing up?) put a kid into a 12 year stasis until he becomes an adult (stops kidnapping and accidental death)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on February 20, 2012, 02:16:25 pm
Another small question. I tried to make dwarfs have towns instead of mountain halls, what I get is absolutely nothing.

Spoiler (click to show/hide)

Can cities not form in the mountains, or something?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ves on February 20, 2012, 03:35:14 pm
Can an unconcious dwarf still enter a Strange Mood? I seem to remember back when we lacked a healthcare system, a bedridden dwarf with a broken spine used to be able to suddenly jump up and run to a craftsdwarf's workshop because he had a brilliant idea for a new wooden chair, but I don't know if that's still true.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Splint on February 20, 2012, 03:37:35 pm
I'm trying to mod in  a group of slavers for a succesion game. Here are the raws.

Spoiler (click to show/hide)

They're largely copied over from humans both in entities and creatures, but they aren't named accoridingly

Here's the creature raws. if someone can tell me how to make them immune to undeath that'd be great.

Spoiler (click to show/hide)

Any help would be appreciated, as I'd like to try and get my game going early in the week.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on February 20, 2012, 04:15:44 pm
Can an unconcious dwarf still enter a Strange Mood? I seem to remember back when we lacked a healthcare system, a bedridden dwarf with a broken spine used to be able to suddenly jump up and run to a craftsdwarf's workshop because he had a brilliant idea for a new wooden chair, but I don't know if that's still true.

That can be fixed by removing the [TRANCES] tag, which allows mooding, also for the duration of the sleep.

As for child aging...if you don't add the [NO_AGING] tag and set the duration for 12 years, then yes, they should grow up by the time they awake, though this isn't really what stasis does. It may be a problem getting them in contact with the inhalation syndrome as they can't do the reaction at the workshop themselves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 20, 2012, 05:23:15 pm
Okay, so how would I go about making an attack suck blood AND apply a syndrome to the attacking creature?
I'd imagine
[SPECIALATTACK_SUCK_BLOOD:#:#]
[SPECIALATTACK_INTERACTION:ID]
in the same attack definition.

Wouldn't that apply the interaction to the attacked, though?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shooer on February 20, 2012, 05:27:17 pm
My test stasis syndrome
Code: [Select]
[SYNDROME]
[SYN_NAME:stasis]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_DROWSINESS:SEV:100:PROB:100:START:50:PEAK:100:END:403200]
[CE_SPEED_CHANGE:SPEED_PERC:10:START:0:END:403200]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA::NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST::START:1000:END:403200]
[CE_REMOVE_TAG:TRANCES:LIKESFIGHTING:START:1000:END:403200]

Put's anything into sleep/inactivity for a year in fortress mode.  Just make sure you have a large hospital to house the knocked out dwarves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 20, 2012, 05:42:36 pm
Okay, so how would I go about making an attack suck blood AND apply a syndrome to the attacking creature?
I'd imagine
[SPECIALATTACK_SUCK_BLOOD:#:#]
[SPECIALATTACK_INTERACTION:ID]
in the same attack definition.

Wouldn't that apply the interaction to the attacked, though?
Whoops. I mis-understood/read the post. But maybe if the interaction's target is self?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 20, 2012, 05:44:35 pm
The target is defined in the [CAN_DO_INTERACTION], though...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 20, 2012, 06:34:49 pm
The target is defined in the [CAN_DO_INTERACTION], though...
. . . And I'm all out of ideas. Out of curiosity what is this for?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EveryZig on February 20, 2012, 07:04:17 pm
This is a pixel-bound post entitled "First the Kobold, then the World". It concerns the secrets of the secrets of life and death.

Necromancer SCIENCE:
Creature tags: (all changes made on humans for purposes of reverse-engineering necromancers. Each change was made individually then reverted after testing.)
-Removing [INTELLIGENT] does prevent towers, as expected
-Adding [UTTERANCES] (they still have CAN_SPEAK) to Humans does not stop them from making towers.
- Setting human [MAXAGE:60:120] to [MAXAGE:60999:120999] does not stop them from making towers
- Removing  MAXAGE does prevent human towers
- Removing [SPOUSE_CONVERSION_TARGET] does not prevent towers

Entity Tags:
- Changed elves from [RELIGION:REGIONAL_FORCE] to [RELIGION:PANTHEON] (after giving them [MAXAGE:4000:5000] in their creature definition). Success!; elves start building towers.
- Giving kobolds [RELIGION:PANTHEON] is not sufficient to make them build towers (after giving them [MAXAGE:110:150] in their creature definition {which was not strictly necessary, as they have a default max age already}). Kobolds need both [RELIGION:PANTHEON] and [WANDERER] added to their entity section to start building towers.
- The same entity changes work for goblins as for kobolds (after goblins are given a MAXAGE).

Summary of tags needed which are not in all intelligent species by default:
In creature definition:
- [INTELLIGENT] or [CAN_SPEAK] and [CAN_LEARN] (needs to be added to kobolds)
- [MAXAGE:minOldAgeDeath:maxOldAgeDeath] (needs to be added to elves and goblins)
In entity definition:
- [RELIGION:PANTHEON] (needs to be added to elves, goblins, and kobolds)
- [WANDERER] (needs to be added to goblins and kobolds)

Additional notes:
- Subterranean animal people were not tested for this post.
- With towers enabled for all species, humans are still the most common necromancers, followed by elves (likely due to population).
- Kobold towers have been observed after the changes, but are quite rare (again, likely due to population).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 3 on February 20, 2012, 07:11:13 pm
Can cities not form in the mountains, or something?

Right. You'll have to move the START_BIOME to elsewhere.

That can be fixed by removing the [TRANCES] tag, which allows mooding, also for the duration of the sleep.

TRANCES has no effect on moods. Moods occur in the player race no matter what, unless artifacts are turned off in the init.

-Removing [INTELLIGENT] does prevent towers, as expected

Given that INTELLIGENT is mostly just CAN_SPEAK + CAN_LEARN, what about removing INTELLIGENT and adding CAN_LEARN?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ieb on February 20, 2012, 07:17:20 pm
Okay so I got a little situation.

Code: [Select]
[INTERACTION:MAGENUMB]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_FORBIDDEN:SUPERNATURAL]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
           [SYN_NAME:mage drowsiness spell effect]
           [SYN_AFFECTED_CLASS:GENERAL_POISON]
           [SYN_IMMUNE_CREATURE:ADVENTURER:ALL]
            [CE_NUMBNESS:SEV:100:PROB:100:RESISTABLE:START:1:PEAK:1:END:250]

There's the interaction. Here's stuff from the creature part of what I'm working on.


Code: [Select]
[CAN_DO_INTERACTION:MAGENUMB]
[CDI:ADV_NAME:Cast Numb spell]
  [CDI:USAGE_HINT:ATTACK]
  [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:2]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:750]
[CDI:VERB:chant the incantation for the Numb spell:chants an incantation:NA]
    [CDI:TARGET_VERB:suddenly can't feel anything:suddenly looks like they can't feel anything]

The problem is 2-tiered. First, in Adventurer mode, you can't use this skill on enemies, instead you use it on yourself if you try.
Second, in fort mode, people with access to this interaction keep using it. All the time. Even when they have no line of sight to the targets. It's like they got X-ray that goes all the way down to the caverns. Cave fish men being zapped all the time is fun, but sort of tiring to see all the combat reports.

Is it possible to fix this to make it work on picked targets on Adventurer, and to take away the x-ray abilities?


Solved.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 20, 2012, 07:19:25 pm
Since no one reacted to my seperate thread about it: I found out the new material size in 34.2 With it you can make weapons and armor require a specific amount of bars

All details in the spoiler:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 20, 2012, 07:49:28 pm
Okay so I got a little situation.

Code: [Select]
[INTERACTION:MAGENUMB]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_FORBIDDEN:SUPERNATURAL]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
           [SYN_NAME:mage drowsiness spell effect]
           [SYN_AFFECTED_CLASS:GENERAL_POISON]
           [SYN_IMMUNE_CREATURE:ADVENTURER:ALL]
            [CE_NUMBNESS:SEV:100:PROB:100:RESISTABLE:START:1:PEAK:1:END:250]

The problem is 2-tiered. First, in Adventurer mode, you can't use this skill on enemies, instead you use it on yourself if you try.
Second, in fort mode, people with access to this interaction keep using it. All the time. Even when they have no line of sight to the targets. It's like they got X-ray that goes all the way down to the caverns. Cave fish men being zapped all the time is fun, but sort of tiring to see all the combat reports.

Is it possible to fix this to make it work on picked targets on Adventurer, and to take away the x-ray abilities?
For picking other targets put [IT_MANUAL_INPUT:stringtext] under target.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: EveryZig on February 20, 2012, 08:02:34 pm
-Removing [INTELLIGENT] does prevent towers, as expected

Given that INTELLIGENT is mostly just CAN_SPEAK + CAN_LEARN, what about removing INTELLIGENT and adding CAN_LEARN?
You seem to be correct, I replaced INTELLIGENT with CAN_SPEAK and CAN_LEARN in humans and there were still human towers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 20, 2012, 08:26:58 pm
Is there a Time Unit conversion chart anywhere?
For example, how many time units are in a "day"?
How many time units in a "month"? A season?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 20, 2012, 08:31:25 pm
http://dwarffortresswiki.org/index.php/Time

1200 time units in a (fortress mode) day.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ieb on February 20, 2012, 09:38:09 pm
Quote
For picking other targets put [IT_MANUAL_INPUT:stringtext] under target.

Thanks mang, that fixed it right up.
I also figured out why in fort-mode the interaction was being used like a sonar.
The target ID's weren't the same for the creature interaction mention and the interaction.

WHOOPS. Now it works like it should, when attacking. SLING STATUS EFFECTS ALL DAY ERRY DAY.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 612DwarfAvenue on February 20, 2012, 09:42:01 pm
Quick question: What are the base (human's) numbers for Attributes (xx:xx:xx:xx:xx etc.)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 20, 2012, 10:00:40 pm
"Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000. "
"Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000. "

Humans are the default- take a peek in creature_standard.txt and you can see how the elves and dwarves diverge from that range. The above is taken from the wiki (and I hope to god it is accurate or I just wasted a hell of a lot of time.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on February 20, 2012, 10:37:28 pm
Concerning mists. Is there anyway to easily test them out? Anything i can change to make them show up frequently? Or do I just have to embark and hope for the best.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 20, 2012, 10:45:54 pm
Is there a way to make non-english alphabets appear in-game? Say, if I wanted to mod in a Japanese civ with city names in Japanese characters?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 20, 2012, 10:50:59 pm
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 20, 2012, 10:53:37 pm
Nuts. Oh well, I'll figure something out. Thanks for the quick reply!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 20, 2012, 11:11:10 pm
with the new syndroms, when it says CE_PHYS_ATT_CHANGE, can you increase the soul attributes this way too?

Are there any attributes that can't be increased with this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 20, 2012, 11:16:01 pm
Bye bye, dwarved guidance counselor and hello, clone-gas chamber.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 20, 2012, 11:17:59 pm
with the new syndroms, when it says CE_PHYS_ATT_CHANGE, can you increase the soul attributes this way too?

Are there any attributes that can't be increased with this?

Soul attributes are increased with CE_MENT_ATT_CHANGE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rumrusher on February 21, 2012, 03:06:46 am
Okay I'm working on the idea of a bogeyman could become a vampire.

but the way to pull this off is if I could either turn one into a vampire through interactions, or turn one into a human through interactions , then befriend it then take it to a fort so I can add them to the civ that way I could get it to feast on vampire blood lace meals.

the issue I'm having is making a spell that turns others into a creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MaximumZero on February 21, 2012, 03:21:59 am
You guys are awesome, you know that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NonconsensualSurgery on February 21, 2012, 04:09:09 am
Concerning mists. Is there anyway to easily test them out? Anything i can change to make them show up frequently? Or do I just have to embark and hope for the best.

Mists are considered a kind breath attack. Unfortunately, I can't figure out the interaction syntax needed to make a creature that can control the weather at will. Learning how would be relevant to my interests; I could set FIRE TO THE RAIN.

http://dwarffortresswiki.org/index.php/DF2012:Syndrome#Breath_Attack_Types (http://dwarffortresswiki.org/index.php/DF2012:Syndrome#Breath_Attack_Types)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 21, 2012, 06:47:13 am
Not really a question but an interesting observation I've made through modding.
If you replace the True Resurrection spell's FIT_FOR_RESURRECTION with FIT_FOR_ANIMATION and raise something not attached to an upperbody, you create an entirely new creature of the same creature type (without a name). I haven't tested whether they gain new personalities in fort mode, but if they don't... Clones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 21, 2012, 07:22:44 am
So... I'm making a secret-type interaction (the ones like necromancy). Does one secret interaction = one tower? Do I have to duplicate the secret many times to make a lot of towers appear?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 21, 2012, 07:26:59 am
Just tossing a hypothetical out here...
If you're anything like me, you probably wish you could butcher intelligents in adventure mode. After all, every true badass wears rings made of their fallen foe's bones. However, this isn't currently possible regardless of civ ethics.
However, what if there were a secret that allowed you to do so? What I have in mind is an interaction which effects corpses. It either removes the intelligent tag from them OR turns them into the corpse of an identical creature which is lacking that tag. (HUMAN:MALE to HUMAN_BUTCHER:MALE)
Is there any reason either of these workarounds should not work?

Further, is the IS_SECRET:IMMORTALITY tag necessary for books to be made regarding the secret? Or will NPCs seek out in world gen regardless?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Samech on February 21, 2012, 08:31:21 am
Hi, I recently fiddled about with the raws and came up with a race of my own, but I ran into some difficulties I do not know how to overcome.

1. The caste lacking [INTELLIGENT] keeps getting professions and positions, even king, at least during world-gen. Is there a way to stop that?

2. The matron caste rarely breeds and if they do, they have about 3 offspring at most. I tried it with this:
Spoiler (click to show/hide)

3. The drone caste is reproducing. I added gender tags for the pronouns, and tried [CE_ADD_TAG:STERILE], which obviously didn't work. Any known way to keep the pronouns but prevent them from reproducing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zared on February 21, 2012, 09:40:08 am
with the new syndroms, when it says CE_PHYS_ATT_CHANGE, can you increase the soul attributes this way too?

Are there any attributes that can't be increased with this?

You use CE_MENT_ATT_CHANGE for soul attributes.  There aren't any that can't be changed that I know of.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dienes on February 21, 2012, 12:05:34 pm
Not a question but I haven't seen this mentioned anywhere, when doing a RESURRECT interaction on a corpse you have to add NOTHOUGHT to the target or it retains its old allegiance and will remain hostile to the caster if it was hostile before getting resurrected. This is important if you want the raised creature to keep its skills since ANIMATE doesn't save the skills for the target.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 21, 2012, 12:14:47 pm
If I transform a creature to another creature that has: NOPAIN and NOFEAR, LIKE_FIGHTING and so on... does it automatically apply, or do I have to add these tags in the syndrome as well ? (CE_addwhatever tags are needed)

I transformed dwarves into golems, but they act like civilians, fleeing the enemy, instead of acting like the unemotional pet it is.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 21, 2012, 01:10:28 pm
Not sure about that. However, I have seen my bronze devastator golems go berserk due to the [PRONE_TO_RAGE] tag on the golem creature.

Note that I used those golems as polymorph forms, so yeah.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 21, 2012, 01:32:36 pm
If I transform a creature to another creature that has: NOPAIN and NOFEAR, LIKE_FIGHTING and so on... does it automatically apply, or do I have to add these tags in the syndrome as well ? (CE_addwhatever tags are needed)

I transformed dwarves into golems, but they act like civilians, fleeing the enemy, instead of acting like the unemotional pet it is.
Does the Golems have [LARGE-PRED] [NATURAL] mainly the [NATURAL] tag makes them act like dogs (has aggresiveness) also make sure there is no [BENIGN] tag as a added bonus make the golems have [SAVAGE] (cats have [NATURAL] but also have [BENIGN] and [AT_PEACE_WITH_WILDLIFE] but I think the [BENIGN] softens the creatures aggression.

I don't have that issue as my Golems are a caste of dwarf (allowing complete military control)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 21, 2012, 02:06:03 pm
So with the previous version my soul mod was working just fine. I was able to butcher an animal, get its soul essence, and then turn that essence into a gem to be used for other interactions.

All of that still works now, except that the animal is also dropping a "Stray Dog, right false rib, soul bone". What is changed in the new raws that might cause this? Nothing I could see would be a reason.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on February 21, 2012, 02:39:07 pm
So with the previous version my soul mod was working just fine. I was able to butcher an animal, get its soul essence, and then turn that essence into a gem to be used for other interactions.

All of that still works now, except that the animal is also dropping a "Stray Dog, right false rib, soul bone". What is changed in the new raws that might cause this? Nothing I could see would be a reason.
Even though Butcher Special is still used in the raws for stuff like meat, you might want to switch to EBO or Extra Butcher Object and specify what type of cut you'd like your soul gem to have, which can even be a shape you make up and add to descriptor_shapes.

Also before anyone spends too much time on an English language file for the new words, I'd like to post my complete language_ENGLISH file...
Spoiler (click to show/hide)
Oh and It works fine in any version.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 21, 2012, 02:42:00 pm
So with the previous version my soul mod was working just fine. I was able to butcher an animal, get its soul essence, and then turn that essence into a gem to be used for other interactions.

All of that still works now, except that the animal is also dropping a "Stray Dog, right false rib, soul bone". What is changed in the new raws that might cause this? Nothing I could see would be a reason.
Even though Butcher Special is still used in the raws for stuff like meat, you might want to switch to EBO or Extra Butcher Object and specify what type of cut you'd like your soul gem to have, which can even be a shape you make up and add to descriptor_shapes.

Also before anyone spends too much time on an English language file for the new words, I'd like to post my complete language_ENGLISH file...
Spoiler (click to show/hide)
Oh and It works fine in any version.

Theres an EXTRA_BUTCHER_OBJECT now?! Oh happy day!

Edit: Forgive my naivety, where might I see examples of this use? Nevermind found it!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 21, 2012, 02:43:56 pm
I've been wondering -- how would I go about making a tree which dropped a log which had the same properties as Copper or Bronze, and then turning that log into a weapon?

I have plans for a bigger mod coming, but this is one of the first hurdles I need to jump to start it up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 21, 2012, 02:49:14 pm
I've been wondering -- how would I go about making a tree which dropped a log which had the same properties as Copper or Bronze, and then turning that log into a weapon?

I have plans for a bigger mod coming, but this is one of the first hurdles I need to jump to start it up.

   [TREE:LOCAL_PLANT_MAT:WOOD]

change it too

   [TREE:INORGANIC:COPPER]

if that fails then go this route

Code: [Select]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:willow]
[STATE_ADJ:ALL_SOLID:willow]
[PREFIX:NONE]
[DISPLAY_COLOR:6:4:0]
[BUILD_COLOR:6:4:0]
[MATERIAL_VALUE:2]
[SPEC_HEAT:385]
[MELTING_POINT:11952]
[BOILING_POINT:14611]
[SOLID_DENSITY:8930]
[LIQUID_DENSITY:8020]
[MOLAR_MASS:63546]
[IMPACT_YIELD:245000]
[IMPACT_FRACTURE:770000]
[IMPACT_STRAIN_AT_YIELD:175]
[COMPRESSIVE_YIELD:245000]
[COMPRESSIVE_FRACTURE:770000]
[COMPRESSIVE_STRAIN_AT_YIELD:175] 140
[TENSILE_YIELD:70000]
[TENSILE_FRACTURE:220000]
[TENSILE_STRAIN_AT_YIELD:58] 120
[TORSION_YIELD:70000]
[TORSION_FRACTURE:220000]
[TORSION_STRAIN_AT_YIELD:145]
[SHEAR_YIELD:70000]
[SHEAR_FRACTURE:220000]
[SHEAR_STRAIN_AT_YIELD:145] 48
[BENDING_YIELD:70000]
[BENDING_FRACTURE:220000]
[BENDING_STRAIN_AT_YIELD:58]
[MAX_EDGE:10000]
[TREE:LOCAL_PLANT_MAT:WOOD]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 21, 2012, 03:01:09 pm
Hmm, if I change the specific tree to  [TREE:INORGANIC:COPPER], would that mean that it left a bar of copper or a "wood" log that had the properties of copper. Need to test that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 21, 2012, 03:17:13 pm
Concerning EXTRA_BUTCHER_OBJECT the wiki states that it can be BY_CATEGORY, BY_TYPE, or BY_TOKEN. What is the difference between these?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 21, 2012, 03:23:06 pm
Concerning EXTRA_BUTCHER_OBJECT the wiki states that it can be BY_CATEGORY, BY_TYPE, or BY_TOKEN. What is the difference between these?
I assume it is refering to Body Parts

BY_CATEGORY = would be HAND which would include (Left Hand, Right Hand)
BY_TYPE = would be STANCE which would be any bodypart with a STANCE tag
BY_TOKEN = would be the bodyparts ID so RUA would be Right Upper Arm

EDIT:
this is from the file changes:
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
   [EBO_ITEM:SMALLGEM:NONE:ANY_HARD_STONE] <-- ANY_HARD_STONE is special, but you can use the standard material token list too
   [EBO_SHAPE:GIZZARD_STONE] <-- this is a shape for a gem from descriptor_shape_standard.txt

So for every bodypart that falls into the GIZZARD category would drop this item apon butchering
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 21, 2012, 03:25:01 pm
Trees always drop logs. You can make special logs that can be "refined" in a special reaction to metal, OR make wooden weapons/trapparts out of them. No other way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 21, 2012, 03:29:51 pm
Trees always drop logs. You can make special logs that can be "refined" in a special reaction to metal, OR make wooden weapons/trapparts out of them. No other way.
So would
[TREE:INORGANIC:(metal/stone)] make a log that has the same properties as (metal/stone) thus dropping a "(metal/stone) log(s)"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 21, 2012, 03:37:31 pm
Trees always drop logs. You can make special logs that can be "refined" in a special reaction to metal, OR make wooden weapons/trapparts out of them. No other way.

So, if I were to replace the specific trees material with Copper, as per Hugos suggestion, would the tree provide a log with the same materials as copper?

If I were to make a custom reaction in a workshop that let me turned one log into a weapon, say a spear, and I used one of the "copper wood logs" would the spear have the properties of a copper spear?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 21, 2012, 03:39:03 pm
As far as my testing goes, yes. A log, made of a material of choice. Unfortunately vanilla DF has not many uses for weapon grade wood. Arrows should be good though, but I do believe that they will not be used properly, but this is a rather random science. And high value furniture of course.

I would have loved to do things like a thorn-tree that drops a couple of "menacing spike" thorns, or a apple-tree that drops a stack of 5 apples upon being cut down, but Df does not support it. Only workaround is the custom reaction I mentioned. Boiling logs with syndromes also work btw. Found no use for them yet though.

@bobsnewaddress: Yes, exactly. But the forge does not accept logs, you would need a custom reaction, OR a wooden spear. If it is... copper wood, then the spear is as good as a copper spear :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 21, 2012, 03:43:50 pm
As far as my testing goes, yes. A log, made of a material of choice. Unfortunately vanilla DF has not many uses for weapon grade wood. Arrows should be good though, but I do believe that they will not be used properly, but this is a rather random science. And high value furniture of course.

I would have loved to do things like a thorn-tree that drops a couple of "menacing spike" thorns, or a apple-tree that drops a stack of 5 apples upon being cut down, but Df does not support it. Only workaround is the custom reaction I mentioned. Boiling logs with syndromes also work btw. Found no use for them yet though.

@bobsnewaddress: Yes, exactly. But the forge does not accept logs, you would need a custom reaction, OR a wooden spear. If it is... copper wood, then the spear is as good as a copper spear :)

Excellent, thanks!

I'm trying to come up with a few "Metal Trees" in order to give Elves more of a fighting chance. I plan on making a mod where all the Vanilla races (Dwarf, Elf, Goblin, Human, Kobold) are playable but each have access to different levels of technology, clothing and materials.

I wasn't going to give Elves access to picks or mining equipment and wanted to make them live aboveground, but still have a chance of surviving in battle, so I thought that certain rare trees for weapons and armor would make a good compromise.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 21, 2012, 03:47:46 pm
I am planning/working on the exact same thing for my mod. :)

Elves have steeloak and ironbark, 4 new bows, and 6 new ammo types in my mod, making them a tiny bit more sturdier then the vanilla ones ;)

If you like we could pool resources, do you have a mod thread somewhere?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 21, 2012, 03:58:14 pm
I am planning/working on the exact same thing for my mod. :)

Elves have steeloak and ironbark, 4 new bows, and 6 new ammo types in my mod, making them a tiny bit more sturdier then the vanilla ones ;)

If you like we could pool resources, do you have a mod thread somewhere?

I don't have a thread yet, barely started brainstorming a few days ago on paper and haven't gotten to work on anything digital yet but I'd happily contribute in any way I can.

How are you doing the steeloak and ironbark? Are they specific trees, or were you going to use a custom reaction? My first instinct was to follow the example of the Tsurrani from the "Riftwar Saga", who lived in a world with almost no metal, and have them instead make wooden weapons which are treated with a selection of chemicals and lacquers till they are almost metal-hard. I was going to simulate it by having a crop which could be extracted in a custom workshop and combined with wood logs to make a bronze propertied custom material which could be made into weapons, but felt that this may have been too complex for the way the Elf civilization is normally presented in DF.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 21, 2012, 04:09:21 pm
Well, see this: It is for dwarves and very un-elven. Elves currently just have a free reaction to produce it, since I dont play them yet, only trade with them.

Also this: Flavor for my mod - brainstorming (http://www.bay12forums.com/smf/index.php?topic=100544.msg2976663#msg2976663)
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 21, 2012, 04:17:52 pm
Actually, on a similar note -- is it possible to create a custom reaction which transmutes a finished items material?

For instance, would it be possible to create a custom reaction to transform a Copper Sword into an Iron Sword using the reagents of: 1 Copper Sword and 1 Iron Ore at a custom workshop? I know that modders have done some pretty wild things in the past, but I was never to sure about things like this involving finished items. If this is possible, would the newly created Iron Sword always be average, or would it have quality modifiers based on the skill of the dwarf tasked with it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jay on February 21, 2012, 04:23:44 pm
Actually, on a similar note -- is it possible to create a custom reaction which transmutes a finished items material?
You can require a weapon as a reagent and produce a weapon as a product, so there's that, with all the associated pratfalls.

Works the same as any other reaction does, now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 21, 2012, 04:28:15 pm
the new weapon will lose its old qualitiy, and will be based upon the skill of the worker changing the material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 21, 2012, 04:46:52 pm
the new weapon will lose its old qualitiy, and will be based upon the skill of the worker changing the material.

Yeah, theres no known way currently to simply change a weapons material without destroying old weapon -> making new weapon. Similarly, as far as I can tell, there isn't a way to change a weapons stats without destroy/create (i.e. no changing the velocity multiplier and such)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 21, 2012, 04:56:11 pm
Concerning EXTRA_BUTCHER_OBJECT the wiki states that it can be BY_CATEGORY, BY_TYPE, or BY_TOKEN. What is the difference between these?
I assume it is refering to Body Parts

BY_CATEGORY = would be HAND which would include (Left Hand, Right Hand)
BY_TYPE = would be STANCE which would be any bodypart with a STANCE tag
BY_TOKEN = would be the bodyparts ID so RUA would be Right Upper Arm

EDIT:
this is from the file changes:
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
   [EBO_ITEM:SMALLGEM:NONE:ANY_HARD_STONE] <-- ANY_HARD_STONE is special, but you can use the standard material token list too
   [EBO_SHAPE:GIZZARD_STONE] <-- this is a shape for a gem from descriptor_shape_standard.txt

So for every bodypart that falls into the GIZZARD category would drop this item apon butchering

Ah I understand now. Was thinking about it totally wrong, thank you!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 21, 2012, 05:00:45 pm
Mh.. I tested with this: [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:TAIL]
      [EBO_ITEM:WEAPON:ITEM_WEAPON_HALBERD:INORGANIC:STEEL] on my dogs, but it does not work. You guys know whats wrong with it ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 21, 2012, 05:24:00 pm
Is it possible to reduce the rate at which a creature becomes hungry? Is that all just hardcoded? And does anybody know what will happen if you have an adventurer with the GRAZER tag?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on February 21, 2012, 05:44:48 pm
Mh.. I tested with this: [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:TAIL]
      [EBO_ITEM:WEAPON:ITEM_WEAPON_HALBERD:INORGANIC:STEEL] on my dogs, but it does not work. You guys know whats wrong with it ?
It seems that one problem is Category Tail, even though it should work, it doesn't drop anything.

Another Problem is it won't drop a WEAPON:ITEM_WEAPON_HALBERD, the closest I can get is
      [EBO_ITEM:BAR:NONE:INORGANIC:STEEL]
I've also confirmed it will drop a rough gemstone.  I'll just chalk this up to a bug, because it's suposed to drop items. I guess it's good that the old token is still somewhat functional for now.
[BUTCHER_SPECIAL:WEAPON:ITEM_WEAPON_HALBERD:INORGANIC:STEEL] it has to be added to a material instead of the ceature though, and you'll probably have some sort of leek of that material, so I'd suggest a variation of bone.(from what I've seen)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on February 21, 2012, 05:49:34 pm
The Grazer tag only affects how much grass the grazer needs to consume in order to not starve. I'm not aware of any comparable tags creatures that eat food other than grass.

Is it possible for a creature to have more than one functional [CREATURE_CLASS:TOKEN] without them overwriting each other? Application of multiple [CREATURE_CLASS] tokens would allow much more varied interactions (Though I don't have access to a means of testing atm).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 21, 2012, 06:09:43 pm
Mh.. I tested with this: [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:TAIL]
      [EBO_ITEM:WEAPON:ITEM_WEAPON_HALBERD:INORGANIC:STEEL] on my dogs, but it does not work. You guys know whats wrong with it ?

That is strange. Is the tail of the dog to small to be butchered? What if you used a different category?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 21, 2012, 06:22:31 pm
So... I'm making a secret-type interaction (the ones like necromancy). Does one secret interaction = one tower? Do I have to duplicate the secret many times to make a lot of towers appear?

Hope I'm not annoying anyone by bumping this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 21, 2012, 06:24:07 pm
So... I'm making a secret-type interaction (the ones like necromancy). Does one secret interaction = one tower? Do I have to duplicate the secret many times to make a lot of towers appear?

Hope I'm not annoying anyone by bumping this.
They seem to only build towers if they can animate corpses. But yes necromancers with "different" secrets will build other towers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on February 21, 2012, 06:26:38 pm
Mh.. I tested with this: [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:TAIL]
      [EBO_ITEM:WEAPON:ITEM_WEAPON_HALBERD:INORGANIC:STEEL] on my dogs, but it does not work. You guys know whats wrong with it ?

That is strange. Is the tail of the dog to small to be butchered? What if you used a different category?

I used gizzard since it already worked in other creatures, however I had to add gizzard to the creature I used.  I'll try a custom bodypart named purse, thats butchered to coins.
My a tail in everything but name works, I think my creature is buggy,
Spoiler (click to show/hide)
and I've got it to drop a random weapon
Spoiler (click to show/hide)

Now I got it to drop a pike, Does it just not like halberds?  ...Now It'll drop the halberd, though I see no difference from when I tried to get it to drop one from it's gizzard or for that matter from the code above
Spoiler (click to show/hide)
but it drops a steel halberd!  Just had a thought, maybe there is a percentage chance built in for use when oysters drop pearls.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rumrusher on February 21, 2012, 07:19:48 pm
Looks like Dfusion race changing still a problem in normal run throughs.
Because my companion who turn into a intern, just converted a honey badger to one mid attack and I look at it's descriptions needless to say the game crashed.
I guess that glitch still exist in game.

Hell looks like you can't even race change bogeymen with out crashing.
You could after you kill and reanimate them as a zombie but by then their not even the same creature any more.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 21, 2012, 08:52:04 pm
Alright, I'm in the process of creating a creature with a plant growing out of its back. The problem is, in combat it seems that just about any blow will sever the plant. I changed its material properties from STANDARD_PLANT to a custom material that was basically a copy of LEATHER, then to STONE with with no luck. Any idea what's up?

For reference:

Spoiler: The Material Template (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Abregado on February 21, 2012, 09:42:18 pm
Having issues with this Bucket -> barrel reaction. Here the dwarf changes 10 buckets containing a drink item into one barrel containing 10 drink items.

First off I had it so the buckets of drink were preserved, but it only consumes one drink item, leaving 9 buckets full of drink and a barrel of 10 drinks. So I changed it to this, which destroys all buckets and makes new one. Problem now is the new buckets are super high quality as the Brewer gets a lot of EXP.

Code: [Select]
[REACTION:COMBINE_BUCKETS]
[NAME:combine buckets to barrel]
[BUILDING:BREWERY:NONE]
[REAGENT:liquid:1:DRINK:NONE:NONE:NONE][REACTION_CLASS:PURE_WATER]
[REAGENT:liquid container:10:BUCKET:NONE:NONE:NONE]
[CONTAINS:liquid]
[REAGENT:new container:1:NONE:NONE:NONE:NONE][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][EMPTY]
[PRODUCT:100:10:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:liquid:NONE][PRODUCT_TO_CONTAINER:new container]
[PRODUCT:100:10:BUCKET:NONE:GET_MATERIAL_FROM_REAGENT:liquid container:NONE]
[SKILL:BREWING]
[AUTOMATIC]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 21, 2012, 10:01:17 pm
Having issues with this Bucket -> barrel reaction. Here the dwarf changes 10 buckets containing a drink item into one barrel containing 10 drink items.

First off I had it so the buckets of drink were preserved, but it only consumes one drink item, leaving 9 buckets full of drink and a barrel of 10 drinks. So I changed it to this, which destroys all buckets and makes new one. Problem now is the new buckets are super high quality as the Brewer gets a lot of EXP.

Code: [Select]
[REACTION:COMBINE_BUCKETS]
[NAME:combine buckets to barrel]
[BUILDING:BREWERY:NONE]
[REAGENT:liquid:1:DRINK:NONE:NONE:NONE][REACTION_CLASS:PURE_WATER]
[REAGENT:liquid container:10:BUCKET:NONE:NONE:NONE]
[CONTAINS:liquid]
[REAGENT:new container:1:NONE:NONE:NONE:NONE][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][EMPTY]
[PRODUCT:100:10:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:liquid:NONE][PRODUCT_TO_CONTAINER:new container]
[PRODUCT:100:10:BUCKET:NONE:GET_MATERIAL_FROM_REAGENT:liquid container:NONE]
[SKILL:BREWING]
[AUTOMATIC]

Not sure if this'll work, but yeah, here's my take on your raws:

Spoiler (click to show/hide)

The above reaction will require 10 separate buckets filled with pure water, and will consume the contents of the buckets, and transfer them to the new container.

In the off chance that the buckets used aren't all pure water, then the first bucket's contents will be used as a material to put in the barrel.

Product dimension of a drink is 150, hence the 150 drinks requirement in each of the buckets. If it conflicts with other stuff, set the drinks back to 1.

The raws should work, in theory. If it does not, I'll check it later.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on February 21, 2012, 10:55:03 pm
Alright, I'm in the process of creating a creature with a plant growing out of its back. The problem is, in combat it seems that just about any blow will sever the plant. I changed its material properties from STANDARD_PLANT to a custom material that was basically a copy of LEATHER, then to STONE with with no luck. Any idea what's up?

For reference:

Spoiler: The Material Template (click to show/hide)
Try adding thickness to the tissue layers [TL_RELATIVE_THICKNESS:25]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 21, 2012, 11:51:09 pm
Alright, I'm in the process of creating a creature with a plant growing out of its back. The problem is, in combat it seems that just about any blow will sever the plant. I changed its material properties from STANDARD_PLANT to a custom material that was basically a copy of LEATHER, then to STONE with with no luck. Any idea what's up?

For reference:

Spoiler: The Material Template (click to show/hide)
Try adding thickness to the tissue layers [TL_RELATIVE_THICKNESS:25]

That did it! Well, that and actually making the bulb be made of a tissue instead of just a material.  ::)  Wouldn't have seen it but for you, so thank you very much!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on February 22, 2012, 12:08:29 am
Alright, I'm in the process of creating a creature with a plant growing out of its back. The problem is, in combat it seems that just about any blow will sever the plant. I changed its material properties from STANDARD_PLANT to a custom material that was basically a copy of LEATHER, then to STONE with with no luck. Any idea what's up?

For reference:

Spoiler: The Material Template (click to show/hide)
Try adding thickness to the tissue layers [TL_RELATIVE_THICKNESS:25]

That did it! Well, that and actually making the bulb be made of a tissue instead of just a material.  ::)  Wouldn't have seen it but for you, so thank you very much!

Thanks are not neccesary, I didn't really see the tissues weren't defined. I guess you're making a bulbasaur for the new version, right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 22, 2012, 12:30:20 am
I guess you're making a bulbasaur for the new version, right?

Right the first time! But not just Bulbasaur- my goal is to implement the original 151 plus items, unique civs, etc. Now that that bulb nonsense is straightened out I can do some more thorough Arena Mode testing in preparation for a release with the Kanto Starters.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: drivec on February 22, 2012, 03:13:21 am
just wondering how if there is an easy way to mod out clothing and if it would effect current saves

edit: or change clothing to armor would also work
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RAKninja on February 22, 2012, 04:44:07 am
just wondering, are necro towers hardcoded?

was planning on "cheating" the lack of true dark fortresses, and replacing with necro towers, but a quick glance at the raws does not include anything about necros aside from the syndrome/interaction...  nothing about the towers.

failing that, with the way human towns sprawl now, i am not going to use those for goblins, is it possible to only use the keeps?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Keldane on February 22, 2012, 05:15:19 am
just wondering, are necro towers hardcoded?

was planning on "cheating" the lack of true dark fortresses, and replacing with necro towers, but a quick glance at the raws does not include anything about necros aside from the syndrome/interaction...  nothing about the towers.

failing that, with the way human towns sprawl now, i am not going to use those for goblins, is it possible to only use the keeps?

I think the tag you want, if you want Goblins to build human-style fortresses, is [BUILDS_OUTDOOR_FORTIFICATIONS].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Starmantis on February 22, 2012, 08:00:02 am
How would I best make an "Acid" liquid
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 22, 2012, 09:52:20 am
How would I best make an "Acid" liquid

I would start by looking at gnomeblight.  I don't have the raws available presently, but gnomeblight (specifically the syndrome attached to it) would be a good starting point.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: T-Mick on February 22, 2012, 10:36:20 am
Are there files for skeletal creatures, or are they just attributes added to normal animals that allow them to become skeletal?  Looking to make a skeleton adventurer of some sort.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 22, 2012, 10:55:20 am
How would I best make an "Acid" liquid

Look at my Sulfuric Acid to give you a idea on how it works

Spoiler: Sulfuric Acid (click to show/hide)
It's effect is acaully untested, but from what I see in it. It will probally kill whoever touches it. Dangerous stuff

EDIT:
The ingame name for it is what it was known as in the old'en days
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Starmantis on February 22, 2012, 10:57:01 am
A bit more powerful than I was hoping, perhaps I should lower the necrosis.

Also, can armor be engraved with images?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 22, 2012, 11:17:56 am
Has anyone else had problems with caste-level materials since the update?  I had a caste of a creature with toxic blood that worked just fine in 0.31.25, but now if I try to change the blood of a caste, it "bleeds over" (pardon the pun) to every other caste of the creature.

Nevermind, fixed it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 22, 2012, 11:23:46 am
A bit more powerful than I was hoping, perhaps I should lower the necrosis.
I think the bleeding will kill them before the rot does, as rotting starts after the bleeding and pain is gone. But yes It's a bit overkill, But I like to imagin is like acid in the "Movies" where it can insta melt someones face off
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 22, 2012, 12:14:10 pm
Is there a way to specify where on the body a piece of armor goes? I'd like to make a custom piece of armor that specifically protects a custom body part attached to the upper body (the aforementioned bulb.) From what I can tell, what body part a piece of armor goes to is determined by item type, so the best I could do is define a piece of armor with the appropriate LBSTEP (or UBSTEP, I'm unclear which direction it'll need to go.) Is there a more elegant solution to this problem? I'd be ok with the LBSTEP solution if I could keep anything that wasn't Bulbasaur from wearing it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 22, 2012, 01:05:01 pm
Since 0.34 I have the FPS counter in the upper left corner and it blocks the view of the PAUSE. think that truetype is responsible. Anyone else has that problem and found a fix ? I use Phoebus, although that souldnt interfere with this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RAKninja on February 22, 2012, 01:33:20 pm
just wondering, are necro towers hardcoded?

was planning on "cheating" the lack of true dark fortresses, and replacing with necro towers, but a quick glance at the raws does not include anything about necros aside from the syndrome/interaction...  nothing about the towers.

failing that, with the way human towns sprawl now, i am not going to use those for goblins, is it possible to only use the keeps?

I think the tag you want, if you want Goblins to build human-style fortresses, is [BUILDS_OUTDOOR_FORTIFICATIONS].
thanks for that...  but nothing about the towers?

lol, figures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: irdsm on February 22, 2012, 02:23:52 pm
I'm trying to make an interaction that resembles a lightning strike in effect. For some reason none of the syndromes seem to be applied. I can't figure out what I'm doing wrong

Interaction (located in a custom human caste)
Spoiler (click to show/hide)

Material:
Spoiler (click to show/hide)

I've tried making the fixed temp the boiling temp so that it's boiling when it comes out, I've tried making the fixed temp above boiling. No syndromes. The density might be a little high, it keeps shattering leg bones but I figure I'll worry about that once the syndrome works. The framework for the interaction/material was stolen from Gizogin's ice spike spell.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RAKninja on February 22, 2012, 02:29:38 pm
Since 0.34 I have the FPS counter in the upper left corner and it blocks the view of the PAUSE. think that truetype is responsible. Anyone else has that problem and found a fix ? I use Phoebus, although that souldnt interfere with this.
isnt fps counter enable/disablable in an ini?  /data/init ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Robosaur on February 22, 2012, 02:46:23 pm
When changing a stat using a syndrome, like so:
         [CE_SPEED_CHANGE:SPEED_PERC:180:START:0]
or stuff like strength and toughness

is it possible to do this?
         [CE_SPEED_CHANGE:SPEED_PERC:180:START:0:PEAK:1000:END:1200]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 22, 2012, 02:46:58 pm
This might be a bit of a long shot, but is there any way to make a workshop reaction require a pet be brought to it, a la Kennel? The raws seem to be pretty cagey about the inner workings of the kennel, otherwise I'd just copypasta.

Failing that, any ideas as to how to efficiently and reliably add syndromes to pets? The best I can come up with is to have a 1x1 workshop that creates the low boiling point stone, and just tell people to restrain a pet next to it :P

Also, re: irdsm, the syndrome currently works by [SYN_INJECTED], and I'm not sure there's a way for it to enter the bloodstream. Try [SYN_INHALED]. Also, if you get it working, mind if I use it on my own mod? I've been looking for a functional lightning analogue.

2nd edit: Whoops, I didn't notice it was a liquid. [SYN_CONTACT], then.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: irdsm on February 22, 2012, 03:01:25 pm
Also, re: irdsm, the syndrome currently works by [SYN_INJECTED], and I'm not sure there's a way for it to enter the bloodstream. Try [SYN_INHALED]. Also, if you get it working, mind if I use it on my own mod? I've been looking for a functional lightning analogue.

2nd edit: Whoops, I didn't notice it was a liquid. [SYN_CONTACT], then.
It's already got syn_contact. I figured injection wouldn't interfere with the syndrome. Just tried removing injection, doesn't seem to help.

If I can get it working I'll put it in the spellbook and anybody who wants to use it can. A lightning spell seems like something that absolutely has to exist.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 22, 2012, 03:03:19 pm
Hm. Yeah, overlooked that, whoops. Maybe it's just the formatting of the site, but is the interaction correctly "tabbed" under the syndrome?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 22, 2012, 03:07:29 pm
@old greg: 1x1 workshop with boiling stone and inhaled syndrome is the only way I found as well. I use it to transform pets into armored versions. If you happen to discover a better solution, I am all ears. Otherwise, pastures it is. Both kennels and butcher use pets a reagent though, but there is no tag/reaction token for it...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 22, 2012, 03:30:06 pm
Phooey, that'll be quite awkward if I ever release this mod. Oh well, thanks for clearing it up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on February 22, 2012, 04:22:41 pm
I'm trying to make an interaction that resembles a lightning strike in effect. For some reason none of the syndromes seem to be applied. I can't figure out what I'm doing wrong

Interaction (located in a custom human caste)
Spoiler (click to show/hide)

Material:
Spoiler (click to show/hide)

I've tried making the fixed temp the boiling temp so that it's boiling when it comes out, I've tried making the fixed temp above boiling. No syndromes. The density might be a little high, it keeps shattering leg bones but I figure I'll worry about that once the syndrome works. The framework for the interaction/material was stolen from Gizogin's ice spike spell.
You need to use a custom MATERIAL_EMISSION_WITH_SYNDROME
Spoiler (click to show/hide)
added to your own interactions.  The only way I can get a syndrome applied with an interaction is to just go ahead and apply the syndrome, it's how the mists and rains really do it in the world.dat file.
Spoiler (click to show/hide)
as an example they use the ie_animate to effect the corpse, but they define and apply the syndrome in the code. the syndrome attached to the material is only used when somedwarf comes by and steps in it. The material doesn't seem to acknowledge an interaction as injected or contact where syndromes are concerned.

There is an alternative way to do it.. If you make your interaction part of an attack like in the werewolf example, the material does count as being injected.  Whichever way suits your style.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 22, 2012, 04:54:19 pm
Aw nuts. I tried to give a creature a tail made of flame (MAT_FIXED_TEMP:10800) and use the BP_Bump interaction to be able to apply it directly to items to ignite them, or creatures to melt their face off- didn't work. Oh well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on February 22, 2012, 05:08:32 pm
I tried to ingest a syndrome using the cleaning interaction modded with a tounge bodypart and it didn't work, but "licking" something under the Eat command even without a modified toungue does.  It seems interactions don't really make contact, and are limited to what creatures already use them for, and what we can twist out of that, I've given my basalisk a death glare that just applies the syndrome without a material, my bloodbender can puke my opponents blood without touching them and then animate it on the floor, but an attempt to combine the two causes the game to crash, and my thaumaturgist can apply a syndrome to undead creatures, but can't target them specifically without modding them to have a tag, and they ignore the syndromes effects even if I change their tags.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on February 22, 2012, 05:11:23 pm
Hmm, just a question

Is it possible to make custom workshops require power?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 22, 2012, 05:42:46 pm
Quick answer: Sadly no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Abregado on February 22, 2012, 07:25:10 pm
The above reaction will require 10 separate buckets filled with pure water, and will consume the contents of the buckets, and transfer them to the new container.

This becomes a problem while i have the [AUTOMATIC] token. Since when I have one bucket with the liquid, it thinks that all prereqs have been filled and queues up the job, which gets cancelled as soon as the one bucket gets moved. This creates EPIC amounts of job cancellations.

Thanks for the attempt anyway
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 22, 2012, 08:15:10 pm
I currently use these two reaction for teaching/training skills:

Spoiler (click to show/hide)

I have a seperate reaction for each skill I want to train, and the training effect derives from the used skill and the prodcut that is created, with the product amount affecting the trainingseffect.

Cant I do this more elegantly/smoothly with the new interactions/features ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ydaraishy on February 22, 2012, 11:04:02 pm
How exactly do the IS_HIST_STRING_1 and _2 strings show up, and can one be used alone as opposed to in pairs? I'm working on a Leyak (http://en.wikipedia.org/wiki/Leyak) spell, and in this interaction,

Spoiler (click to show/hide)

I want the history to say "<historical figure> partook in the dark, shrouded art of black magic and was corrupted by it, transforming into a bloodthirsty leyak on moonless nights". In this context, is the IS_HIST_STRING_1 used or IS_NAME?

Also, I want the leyaks to transform on moonless nights.  How do I do that with CE:PERIODIC:MOON_PHASE? I don't quite know what the numbers mean.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The Grackle on February 23, 2012, 01:00:45 am
How exactly do the IS_HIST_STRING_1 and _2 strings show up, and can one be used alone as opposed to in pairs? I'm working on a Leyak (http://en.wikipedia.org/wiki/Leyak) spell, and in this interaction,
I want the history to say "<historical figure> partook in the dark, shrouded art of black magic and was corrupted by it, transforming into a bloodthirsty leyak on moonless nights". In this context, is the IS_HIST_STRING_1 used or IS_NAME?

Also, I want the leyaks to transform on moonless nights.  How do I do that with CE:PERIODIC:MOON_PHASE? I don't quite know what the numbers mean.

I don't know if IS_HIST_STRING would work with a Secret.  For a curse, 1 is the god and 2 is the vampire. For a were-bite, 1 is the were-creature and 2 is the victim.  For a secret? 2 would be the vamp? and 1 would be I don't know what. You'll have to test it by genning worlds. 

Assuming Dwarf Fort uses a 28-day month, numbered 0 to 27, a moonless night would be: 
   [CE:PERIODIC:MOON_PHASE:13:0]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arthinas on February 23, 2012, 02:23:20 am
I've been trying to create arrows or bolts that inject a toxin into their victims or set them on fire, but so far it only seems to work if the projectiles get stuck in their victims. Is there any way to ensure that projectiles get stuck in whatever they hit, or to actually inflict syndromes the instant they hit?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 23, 2012, 02:51:48 am
I've been trying to create arrows or bolts that inject a toxin into their victims or set them on fire, but so far it only seems to work if the projectiles get stuck in their victims. Is there any way to ensure that projectiles get stuck in whatever they hit, or to actually inflict syndromes the instant they hit?

How did you manage to get them to work when stuck in the first place? I've been trying to figure that out myself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ydaraishy on February 23, 2012, 02:57:14 am
How exactly do the IS_HIST_STRING_1 and _2 strings show up, and can one be used alone as opposed to in pairs? I'm working on a Leyak (http://en.wikipedia.org/wiki/Leyak) spell, and in this interaction,
I want the history to say "<historical figure> partook in the dark, shrouded art of black magic and was corrupted by it, transforming into a bloodthirsty leyak on moonless nights". In this context, is the IS_HIST_STRING_1 used or IS_NAME?

Also, I want the leyaks to transform on moonless nights.  How do I do that with CE:PERIODIC:MOON_PHASE? I don't quite know what the numbers mean.

I don't know if IS_HIST_STRING would work with a Secret.  For a curse, 1 is the god and 2 is the vampire. For a were-bite, 1 is the were-creature and 2 is the victim.  For a secret? 2 would be the vamp? and 1 would be I don't know what. You'll have to test it by genning worlds. 

Assuming Dwarf Fort uses a 28-day month, numbered 0 to 27, a moonless night would be: 
   [CE:PERIODIC:MOON_PHASE:13:0]

I've just tested it, and it seems that secrets always use IS_NAME, ignoring IS_HIST_STRING_x entirely. 

Also, I've just found out that secrets can't share spheres.  For a while I couldn't even get this one to work properly because another interaction shared the IS_SPHERE:DARKNESS tag, so I had to change it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RAKninja on February 23, 2012, 03:41:24 am
just wondering, are necro towers hardcoded?

was planning on "cheating" the lack of true dark fortresses, and replacing with necro towers, but a quick glance at the raws does not include anything about necros aside from the syndrome/interaction...  nothing about the towers.

failing that, with the way human towns sprawl now, i am not going to use those for goblins, is it possible to only use the keeps?

I think the tag you want, if you want Goblins to build human-style fortresses, is [BUILDS_OUTDOOR_FORTIFICATIONS].

looking again, no, this is not the tag i want.  this will have goblins build forts identical to humans, AND blank dark fortresses.  now, there is more than likely no way to replace dark fortresses with another site while retaining the graphics, and there is no way to differentiate copied site types, aside from visiting the site and checking out the population, and with the way populations are more cosmopolitan now, even that is no guarantee.

providing goblins snatch well enough, replacing dark fortresses with cities will result in entire towns hostile to an adventurer "for no reason" (gotta love the babysnatcher tag)

my hope is that someone has seen something pretaining to necrmancers and their towers, so then perhaps i can give goblins a syndrome that mimics the way the necro syndrome causes towers to be built.

i have a sinking feeling, however, that it is hardcoded.

perhaps, instead, i can copy from kobolds, and have goblins living in caves.

and just another idea i had while posting this...  would it be possible to have a syndrome that over time permanently transforms a member of one race to another?  i was thinking of introducing "goblinifacation", a process by which captured sentients are tortured, exposed to clown fumes, etc etc, until they become a fully functional members of the goblin tower, or are dead.  50-50 shot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Koji on February 23, 2012, 06:23:35 am
I am trying to mod in an interaction where the user mind-controls a living target and turns them against their enemies. After a lot of testing, I determined that the opposed_to_life and crazed tags are not good for any of this. I then decided to try using transformation to turn the victims of the power into hostile creatures, but they don't seem to turn on their old allies.

So far, it works in arena mode to a point--I can turn people into other creatures, but they don't attack, they just mill around.

Also, I'm trying to do this as a secret. I want these guys to form little conclaves like the Necromancers do, but they're not writing books or building towers or seeming to show up at all. I reduced the number of secrets to 0 during world gen. Why aren't my revolutionary leaders showing up and why aren't my revolutionaries violent?

Code: [Select]
[INTERACTION:REVOLUTIONARY]
[I_SOURCE:SECRET]
[IS_NAME:the true extent of Nanotransen's heartless greed]
[IS_SPHERE:FREEDOM]
[IS_SPHERE:JUSTICE]
[IS_SPHERE:LABOR]
[IS_SPHERE:MERCY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_revolution.txt:objects/text/secret_revolution.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Revolutionary Leader]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:revolutionary leader:revolutionary leaders:revolutionary:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[SYN_CLASS:REVOLUTIONARY]
[CDI:ADV_NAME:Convert a Revolutionary]
[CDI:INTERACTION:REVFLASH]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:TOUCHABLE]
[CDI:TARGET_RANGE:REVFLASH:1]
[CDI:MAX_TARGET_NUMBER:REVFLASH:1]
[CDI:VERB:flash:flashes:NA]
[CDI:TARGET_VERB:gets a strange look in their eye]
[CDI:WAIT_PERIOD:100]

[INTERACTION:REVFLASH]
[I_SOURCE:CREATURE_ACTION]
[IS_HIST_STRING_1: brainwashed ]
[IS_HIST_STRING_2:, turning them into a blood-crazed lackey for the revolution.]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:CAN_LEARN]
[IT_CANNOT_HAVE_SYNDROME_CLASS:REVOLUTIONARY]
[IT_MANUAL_INPUT:person to convert]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
  [SYNDROME]
[SYN_NAME:revolutionary brainwashing]
[SYN_CLASS:REVOLUTIONARY]
[CE_BODY_TRANSFORMATION:START:0:END:60000]
[CE:CREATURE:REVOLUTIONARY:DEFAULT]


And the creature itself

Code: [Select]
[CREATURE:REVOLUTIONARY]
[DESCRIPTION:A brainwashed minion of the revolution, nearly feral, and craving destruction.]
[NAME:revolutionary:revolutionaries:human]
[CREATURE_TILE:1][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:2]
[LARGE_PREDATOR][NOFEAR][LIKES_FIGHTING][CRAZED]
[TRANCES]
[ALCOHOL_DEPENDENT]
[BENIGN]
[CANOPENDOORS]
[GENERAL_BABY_NAME:baby:babies]
[GENERAL_CHILD_NAME:child:children]
[EQUIPS]
[DIURNAL]
[SPEECH:general.txt]
[PREFSTRING:bloodlust]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[CASTE:DEFAULT]
[CASTE_NAME:revolutionary:revolutionaries:human]
[MAXAGE:65:100]
[BABY:1]
[CHILD:14]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:80000]
[SELECT_CASTE:ALL]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Starmantis on February 23, 2012, 08:25:50 am
Stupid question but is there any way to make Secret users write down their secret more often? so that wizards and such would be more common.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 23, 2012, 11:44:37 am
I'm not too well versed in making workshops, could someone let me know what's wrong with this? The error log is giving me nothing, but it doesn't show up when I go to build it.

Spoiler: "Evolution Shrine" (click to show/hide)

I basically just copied the screw press and changed the name, so I don't exactly know what could be non-functional. Brewing's just a placeholder skill for now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shooer on February 23, 2012, 11:57:35 am
I'm not too well versed in making workshops, could someone let me know what's wrong with this? The error log is giving me nothing, but it doesn't show up when I go to build it.

Spoiler: "Evolution Shrine" (click to show/hide)

I basically just copied the screw press and changed the name, so I don't exactly know what could be non-functional. Brewing's just a placeholder skill for now.
Did you add the building as available in the entity file for the civs you want to build it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arthinas on February 23, 2012, 11:57:40 am
I've been trying to create arrows or bolts that inject a toxin into their victims or set them on fire, but so far it only seems to work if the projectiles get stuck in their victims. Is there any way to ensure that projectiles get stuck in whatever they hit, or to actually inflict syndromes the instant they hit?

How did you manage to get them to work when stuck in the first place? I've been trying to figure that out myself.

I set the bolts to use this inorganic substance. It doesn't set people on fire per se, but if it gets stuck in someone there's a burst of boiling blood and then the affected body parts begin to melt, bleed heavily, and smoke. They usually die not too long after that. But if it doesn't get stuck in someone it just acts like a normal bolt. Adding a syndrome to this inorganic substance and setting its melting point below its fixed temperature will also ensure that the syndrome affects anyone the bolt gets stuck in, and also seems to prevent them from getting burned.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 23, 2012, 11:58:56 am
I'm not too well versed in making workshops, could someone let me know what's wrong with this? The error log is giving me nothing, but it doesn't show up when I go to build it.

Spoiler: "Evolution Shrine" (click to show/hide)

I basically just copied the screw press and changed the name, so I don't exactly know what could be non-functional. Brewing's just a placeholder skill for now.

I think you need to go to the entity.txt and add [PERMITTED_BUILDING:EVOLUTION_SHRINE] to the Dwarf entry. When you get around to making a custom reaction you'll need to add PERMITTED_REACTION as well, I think.

EDIT: NINJA'D!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 23, 2012, 12:03:26 pm
You need to mod the ammo, not the inorganic mat you use in the special ammo. The more velocity they, have, the sharper they are, and the smaller the contact area, and the deeper the penetration... all this adds to the chance that it gets stuck.

I was just testing a polymoprh arrow  (tunring hit enemies into hamsters) but they melt in the hands of the archer in arena mode (maybe the temperature in arena is too high ?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 23, 2012, 12:04:21 pm
Ah. Right-o, that'll do it. Thanks guys :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 23, 2012, 01:05:44 pm
You need to mod the ammo, not the inorganic mat you use in the special ammo. The more velocity they, have, the sharper they are, and the smaller the contact area, and the deeper the penetration... all this adds to the chance that it gets stuck.

I was just testing a polymoprh arrow  (tunring hit enemies into hamsters) but they melt in the hands of the archer in arena mode (maybe the temperature in arena is too high ?)

Arena temp is higher than standard world temp, or that's what I heard from others. Tedious to go generating a world each time you want to test the arrows, but yeah, you'll have to do that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 23, 2012, 02:52:54 pm
Hopefully somebody can give me a hand with this.

Spoiler: Interaction (click to show/hide)

This interaction works perfectly, and is really only included to demonstrate exactly what I am doing. Basically it is a positive effect for the caster, and a negative effect for the target.

Spoiler: CDI (click to show/hide)

Again, it works perfectly mechanically- I'm having issues communicating what is happening to the player. Since the caster is considered a target, he gets the "Target is seeded! Your recuperation greatly rises!" message AND "You are seeded! Your physical stats drop!" Is there a way to make it so the player caster only sees the first message, or am I going to have to rely on the players just knowing what Leech Seed does?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 23, 2012, 02:54:43 pm
Yeah, unfortunately, TARGET_VERB affects every target, including the caster, and VERB affects the caster. This is how it works, and you'll have to go with one or the other.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 23, 2012, 03:16:14 pm
Well, I changed it to [CDI:TARGET_VERB:see vitality flow from the seeds to the bulb:is seeded], which really isn't much more information than was given just in VERB and you get the "see vitality flow" bit twice if you are the target. Guess I'll just stick to VERB.

Thanks for the quick feedback!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dynastia on February 23, 2012, 03:50:32 pm
Quick question, if anybody knows this it'll save me a lot of testing ; I wanted to change the pick to AXE skill to keep miners from being legendary soldiers, and to restrict dorfs to using civilian picks and axes to mine and chop wood. When deciding if a weapon can mine/chop does the game check for PICK or AXE in the name like I vaguely remember it does, or does it check the skill associated for MINING or AXEMAN?

And if it's the naming string check, does anyone know if it checks for AXE or AX, so that I could presumably have "Battle Ax" and "Great Ax" instead of having to use cultural battle-axe names like Dolabra and Valashka and so on?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 23, 2012, 04:04:22 pm
Quick question, if anybody knows this it'll save me a lot of testing ; I wanted to change the pick to AXE skill to keep miners from being legendary soldiers, and to restrict dorfs to using civilian picks and axes to mine and chop wood. When deciding if a weapon can mine/chop does the game check for PICK or AXE in the name like I vaguely remember it does, or does it check the skill associated for MINING or AXEMAN?

And if it's the naming string check, does anyone know if it checks for AXE or AX, so that I could presumably have "Battle Ax" and "Great Ax" instead of having to use cultural battle-axe names like Dolabra and Valashka and so on?
Picks are used for mining because the skill they use is MINING and axes are used for cutting because their used skill is AXE. There is no string searching in names, DF reads what skill the weapon uses and that is how it handles picks and axes. If you gave a long sword MINING instead of SWORD the creature will mine with the sword
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The Grackle on February 23, 2012, 04:09:06 pm
*pokemon stuff*
That's really cool. I hadn't thought of giving different targets different syndromes like that. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 23, 2012, 04:31:19 pm
*pokemon stuff*
That's really cool. I hadn't thought of giving different targets different syndromes like that.

Thank you, but I can hardly take all the credit- SethCreiyd in the Spellbook thread got the ball rolling with his drain life spell. Pokemon moves are a ripe environment for a variety of effects, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Durins Bane on February 23, 2012, 05:01:20 pm
Quick question: Anyone know where the file that specifies things like fireballs and dragonfire is? I've checked a bunch of different material folders and can't find it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ydaraishy on February 23, 2012, 05:23:12 pm
Quick question: Anyone know where the file that specifies things like fireballs and dragonfire is? I've checked a bunch of different material folders and can't find it.

I believe fireballs and dragonfire are hardcoded as breath attacks.

Code: [Select]
[CDI:FLOW:DRAGONFIRE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Durins Bane on February 23, 2012, 05:33:29 pm

I believe fireballs and dragonfire are hardcoded as breath attacks.

Code: [Select]
[CDI:FLOW:DRAGONFIRE]
Damn...so I guess that means making a dragonfire fireball is out of the question?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 23, 2012, 05:48:06 pm
Is there a way to make a particular caste less likely to worship a Sphere? I've got a Squirtle companion who describes himself as a "servant of lightning," which is kinda strange.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on February 23, 2012, 06:00:18 pm
Sphere worship is an entity-level setting, not a caste-level setting.  I don't think you can, other than by making the civilization not worship that sphere.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 23, 2012, 06:08:30 pm
Code: [Select]
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned body modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned body modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned body modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.
Unit has misaligned bp modifiers.  Adjusting.

?????

It also seems to cause a crash every time...

Google search comes up with a few bugs from 31.17 and earlier that cause crashes that happen to have these very messages in the errorlog.

EDIT: I found the culprit:

Code: [Select]
creature_cell

[OBJECT:CREATURE]

[CREATURE:CELL]
[NAME:bionic android:bionic androids:android]
[DESCRIPTION:A bionic android, called "Cell" by some. It contains the DNA and abilities of the universe's greatest fighters. It can only be killed through the destruction of its nucleus.]
[MEGABEAST]
[CREATURE_TILE:'C'][COLOR:2:0:1]
[CASTE_NAME:bionic android:bionic androids:android]
[INTELLIGENT]
[CANOPENDOORS]
[PREFSTRING:range of abilities]
[BODY:CELL:2EYES:CELL_2EARS:NOSE:HUMANOID_JOINTS:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:TAIL_CELL:TAIL_STINGER:FACIAL_FEATURES:TEETH:2WINGS_FUNCTIONLESS]
[BODYGLOSS:NUCLEUS]
[BODY_DETAIL_PLAN:CELL_MATERIALS]
[BODY_DETAIL_PLAN:CELL_TISSUES]
[BODY_DETAIL_PLAN:CELL_TISSUE_LAYERS:ARMOR:SKIN:INNARDS:BONE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[CREATURE_CLASS:ANDROID]
[SELECT_MATERIAL:ARMOR] All this is copied from narhiril's mithril.
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:500000]
[BENDING_FRACTURE:800000]
[BENDING_STRAIN_AT_YIELD:315]
[FLIER]
[PHYS_ATT_RANGE:STRENGTH:4000:4000:4000:4000:4000:4000:4000]            Not full power, but still very strong.
[PHYS_ATT_RANGE:AGILITY:4000:4000:4000:4000:4000:4000:4000]             
[PHYS_ATT_RANGE:TOUGHNESS:4000:4000:4000:4000:4000:4000:4000]             
[MENT_ATT_RANGE:SPATIAL_SENSE:4000:4000:4000:4000:4000:4000:4000] 
[NATURAL_SKILL:GRASP_STRIKE:20]
[NATURAL_SKILL:STANCE_STRIKE:20]
[NATURAL_SKILL:DODGING:20]
[NATURAL_SKILL:WRESTLING:20]
[NATURAL_SKILL:RANGED_COMBAT:20]
[NATURAL_SKILL:MELEE_COMBAT:20]
[NATURAL_SKILL:PROSE:20]     
[BODY_SIZE:0:0:80000] Larger than humans.
[BIOME:NOT_FREEZING]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_VELOCITY_MODIFIER:10000]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_VELOCITY_MODIFIER:10000]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[APPLY_CREATURE_VARIATION:TOOTH_BITE_ATTACK]
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:sting:stings]
[ATTACK_CONTACT_PERC:5]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[SPECIALATTACK_SUCK_BLOOD:80:100]
[EQUIPS]
[LAIR:LABYRINTH:100]
[LAIR_HUNTER]
[LAIR_HUNTER_SPEECH:cell.txt]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[CASTE:DEFAULT_ONE]
[NO_GENDER]
[CAN_DO_INTERACTION:CELL_REGENERATE_1]
   [CDI:ADV_NAME:regenerate]
   [CDI:TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:FLEEING]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:regenerate:has fully regenerated]
   [CDI:WAIT_PERIOD:300]

[CASTE:DEFAULT_TWO]
[NO_GENDER]
[CAN_DO_INTERACTION:CELL_REGENERATE_2]
   [CDI:ADV_NAME:regenerate]
   [CDI:TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:FLEEING]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:regenerate:has fully regenerated]
   [CDI:WAIT_PERIOD:300]
[SELECT_CASTE:ALL]
[USE_MATERIAL_TEMPLATE:KI:ENERGY_TEMPLATE]
[STATE_COLOR:ALL_SOLID:RED]
[STATE_COLOR:GAS:RED]
[SYNDROME]
[CE_PAIN:SEV:20:PROB:100:LOCALIZED:START:0:END:1000]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
     [CDI:ADV_NAME:Big bang crash]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
   [CDI:MATERIAL:LOCAL_CREATURE_MAT:KI:SOLID_GLOB]
   [CDI:VERB:fire a big bang crash:fires a big bang crash:NA]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:20]
   [CDI:MAX_TARGET_NUMBER:C:1]
   [CDI:WAIT_PERIOD:30]
[CAN_DO_INTERACTION:FLASHSTEP]
   [CDI:ADV_NAME:flash step]
   [CDI:TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:are moving incredibly fast:suddenly disappears]
   [CDI:WAIT_PERIOD:1000]
[CAN_DO_INTERACTION:SOLAR_FLARE]
   [CDI:ADV_NAME:solar flare]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:TARGET:A:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:A:5]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:VERB:yell "solar flare":yells "solar flare":NA]
   [CDI:TARGET_VERB:are blinded:is blinded]
   [CDI:WAIT_PERIOD:100]
[CAN_DO_INTERACTION:POWER_UP]
   [CDI:ADV_NAME:Power up!]
   [CDI:TARGET:A:SELF_ONLY]
   [CDI:TARGET_RANGE:A:5]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:feel much stronger:suddenly appears much stronger]
   [CDI:WAIT_PERIOD:100]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
     [CDI:ADV_NAME:Ki blast volley]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
   [CDI:MATERIAL:LOCAL_CREATURE_MAT:KI:SOLID_GLOB]
   [CDI:VERB:fire many ki blasts:fires many ki blasts:NA]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:10]
   [CDI:MAX_TARGET_NUMBER:C:20]
   [CDI:WAIT_PERIOD:500]

Now what the hell in there do you think is causing that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Abregado on February 23, 2012, 09:36:46 pm
anyone have a full body armor template I can use? I heard it cant cover feet, hands and head but thats ok.

Making mesh armor suits for the Necromunda 40k mod.

Also, there are prizes for anyone that can use the new creature attacks to simulate an enemy with a plasmagun. Happy for it to either be instant destroy target or severe burning. I realise it will have to be on a caste as an attack interaction and not linked to a weapon, thats ok.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: irdsm on February 23, 2012, 10:35:12 pm
Is there a way to make a particular caste less likely to worship a Sphere? I've got a Squirtle companion who describes himself as a "servant of lightning," which is kinda strange.

hm. I don't know how you're grouping your pocket monsters, but you could make pokemon belong to entities based on their element IE a water/ice entity, a fire entity, ground/rock entity (maybe grass would fit there too), lightning entity, flying entity, lightning entity, ghost/psychic/darkness entity, and of course a normal type entity. Would help lessen weird cross-breeding. Might get a little cluttery but it might be manageable.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on February 24, 2012, 12:09:34 am
Is there any reason why the members of this custom race instantly swarm and murder an adventurer of the same species if he goes to a different town than his hometown?

Creature:
Spoiler (click to show/hide)

Entity_default:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 24, 2012, 12:15:54 am
Nothing really jumps out at me there- are you sure you just didn't wander into a nearby, hostile civ? It's pretty common to get racial cross-pollination these days, it seems.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NobodyPro on February 24, 2012, 12:18:15 am
[LOCAL_BANDITRY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on February 24, 2012, 12:19:00 am
Every single villager was a 'k', so I don't think that's it.
It doesn't have any tags that other races don't have, other than appearance things, so it must be something missing?

What does [LOCAL_BANDITRY] do, exactly?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on February 24, 2012, 12:26:03 am
Allows civs to have bandit camps?

That's probably why you don't find elven bandits.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on February 24, 2012, 12:46:47 am
Okay, That fixed it, how the heck does that tag not make other races commit self genocide?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NobodyPro on February 24, 2012, 12:54:21 am
[BANDITRY:x] controls how many bandits can come from a civ. IIRC
[LOCAL_BANDITRY] causes non-bandit goblins and kobolds to attack the player's adventurer on sight.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 24, 2012, 01:07:53 am
Is it possible for a creature to have an UNDIRECTED_DUST attack that doesn't send itself flying?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 24, 2012, 01:08:22 am
UNDIRECTED_VAPOR

>_>
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 24, 2012, 01:11:46 am
Also, there are prizes for anyone that can use the new creature attacks to simulate an enemy with a plasmagun. Happy for it to either be instant destroy target or severe burning. I realise it will have to be on a caste as an attack interaction and not linked to a weapon, thats ok.

Hm. How about something like...

Spoiler: "Plasma Gun" (click to show/hide)

Spoiler: "Plasma material" (click to show/hide)

I haven't tested it, but that should do it. Replace YOUR_CREATURE_NAME_HERE of course. If it doesn't, try changing it so that it's a gas at room temperature. That'll do it, though it will become more of a plasma spray.

Also, if it's not blistery enough, just up the SEV: number.

Dammit, OG, stop procrastinating...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NobodyPro on February 24, 2012, 01:14:53 am
Is it possible for a creature to have an UNDIRECTED_DUST attack that doesn't send itself flying?
If you mean "sends everyone flying but itself" then no. All breath attacks have the unfortunate effect or getting the user caught in them too, that's why the user has to be immune to it's attacks (or not :P).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 24, 2012, 01:20:13 am
Is it possible for a creature to have an UNDIRECTED_DUST attack that doesn't send itself flying?
If you mean "sends everyone flying but itself" then no. All breath attacks have the unfortunate effect or getting the user caught in them too, that's why the user has to be immune to it's attacks (or not :P).

Damn. So much for Shockwave Stomp. Or at least for it's use in fort mode. Could still be useful to bring others down with you when mortally wounded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: irdsm on February 24, 2012, 02:30:26 am
Alright, I've made some progress on my lightning spell. The syndrome needs to be tweaked severely. I've been butchering and pasting this thing back together over and over again and I've afraid I've hit a wall. I can't seem to get the interaction to use both material emission and syndrome. When syndrome works material emission won't, and I can't identify why.


Spoiler (click to show/hide)


Spoiler (click to show/hide)

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on February 24, 2012, 03:52:17 am
So, I'm making enhanced necromancers, who will have more powerful interactions, but must still eat, drink and sleep. I already have a greater animate corpse interaction, which works pretty darn well. Now, I'm making a "throw bone ball" interaction. Trouble is, I don't know how to make the attack's material human bone.

EDIT: Nevermind, CREATURE_MAT:HUMAN:BONE worked.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: kaijyuu on February 24, 2012, 04:59:30 am
Newbie messing with mods here.

I want all the civs to stop wearing clothes. I'm tired of socks being all over the place. I don't mind clothes existing, I definitely still want to be able to make them, but I only want dwarves equipping them if it's part of a uniform (military or otherwise).

Do I have to go through all the different clothing raws, or mess with some entity raws, or mess with the creature raws?


EDIT: Found the [clothing] and [subterranean_clothing] tags in the entities raw, but deleting those does nothing. Changed it in DF/raw/objects/entity_default.txt, genned a new world, embarked, and they were all wearing mittens and junk still.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on February 24, 2012, 08:03:03 am
Also get rid of the tags specifying which clothing they wear, that should do it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 24, 2012, 09:34:01 am
anyone have a full body armor template I can use? I heard it cant cover feet, hands and head but thats ok.

Making mesh armor suits for the Necromunda 40k mod.
What do you mean by armor template? Like natural Full Body Armor? or ITEM_ARMOR armor? As I got a natural full body humonid body template complete with joints.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FunctionZero on February 24, 2012, 11:00:16 am
I'm trying to make a female-only race, though I don't exactly know how to pull off reproduction.
I've thought of a possible way, but I don't know if it's actually viable.

Idea was to have the race capture male slaves from the human race. Is such slavery and reproduction even possible?
Expanding on that, how about an interaction which would turn the male humans into a caste that is never naturally born? How different can castes, physically, even be?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 24, 2012, 11:09:34 am
Turning them into a not naturally-born caste should work. Just use [POP_RATIO:1] on the females, and [POP_RATIO:0] on the males. I think that'll do it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 24, 2012, 11:56:07 am
I've noticed that when I was doing some heavy beekeeping that my Dwarves were constantly getting stung (the hives were placed in the statue garden because I felt like being a jerk to the party crowd). I know that being stung doesn't cause an unhappy thought, but when I was reading their raws I noticed that they actually do inject a venom thats supposed to cause pain and swelling -- is there a reason why stung dwarves don't feel pain from bee-sting? Would it be possible to make beestings more painful or inject a more serious venom, but still make them otherwise identical to the bees as they are now?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shooer on February 24, 2012, 11:57:57 am
I've noticed that when I was doing some heavy beekeeping that my Dwarves were constantly getting stung (the hives were placed in the statue garden because I felt like being a jerk to the party crowd). I know that being stung doesn't cause an unhappy thought, but when I was reading their raws I noticed that they actually do inject a venom thats supposed to cause pain and swelling -- is there a reason why stung dwarves don't feel pain from bee-sting? Would it be possible to make beestings more painful or inject a more serious venom, but still make them otherwise identical to the bees as they are now?
Size, it has to do with size.  The size dependency on severity can be changed but it's why FB caused syndromes and GCS's venom are so deadly/potent.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 24, 2012, 12:07:32 pm
I've noticed that when I was doing some heavy beekeeping that my Dwarves were constantly getting stung (the hives were placed in the statue garden because I felt like being a jerk to the party crowd). I know that being stung doesn't cause an unhappy thought, but when I was reading their raws I noticed that they actually do inject a venom thats supposed to cause pain and swelling -- is there a reason why stung dwarves don't feel pain from bee-sting? Would it be possible to make beestings more painful or inject a more serious venom, but still make them otherwise identical to the bees as they are now?
Size, it has to do with size.  The size dependency on severity can be changed but it's why FB caused syndromes and GCS's venom are so deadly/potent.

So what would I have to modify in order to make a bee sting cause Necrosis of the Brain in whatever creature got stung? Would it be as simple as removing the [SIZE_DILUTES] and [RESISTABLE] tag from the syndrome raws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shooer on February 24, 2012, 12:17:15 pm
Yep, you can also increase the SEV to make it stronger as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: UnkemptArmada on February 24, 2012, 12:22:04 pm
I'm trying to make a set of six custom plants always available to a civilization. I've tried putting in a custom metal, with a reaction to break down the metal into the seeds for the plant, but then I can't seem to plant those seeds (apparently a long-standing bug with the way farm plots find potential plants for growing).

Does anyone know of a way to accomplish this? I don't want the plants to be naturally occuring, if at all possible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 24, 2012, 12:25:20 pm
Cant you make the plant naturally occuring, in all biomes, BUT give them a frequency of 0 ? This way framplots should detect them, but they dont actually grow in the wild.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: UnkemptArmada on February 24, 2012, 12:40:23 pm
Cant you make the plant naturally occuring, in all biomes, BUT give them a frequency of 0 ? This way framplots should detect them, but they dont actually grow in the wild.

I'll try that, but it may have the downside of making them available to other civilizations, which I'd like to avoid. I'll post back here after I've tried.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: UnkemptArmada on February 24, 2012, 12:49:36 pm
Cant you make the plant naturally occuring, in all biomes, BUT give them a frequency of 0 ? This way framplots should detect them, but they dont actually grow in the wild.

I'll try that, but it may have the downside of making them available to other civilizations, which I'd like to avoid. I'll post back here after I've tried.

Ya, that did it, but the humans and elves had it too. Blech. I'll see if I can find some way to restrict it from them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 24, 2012, 12:54:30 pm
I have an (untested) idea, but I am fairly certain that it will work.

If you want your transformed pets to do labor, make a new entity file that uses these creatures. Give them the permitted labors you want them to do (lets say: lobotomized slave, can only do hauling)

Make sure the civ does not show up in the world, you can do this by not giving them a starting biome/site.

Once transformed they should have access to the selected labors, and only those.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RAKninja on February 24, 2012, 12:58:25 pm
quick question, as i have not tried fortress mode in the new update:

does the sheriff/ captain of the guard handle justice for vampires, or has the hammerer been re-added?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 24, 2012, 12:59:02 pm
I have an (untested) idea, but I am fairly certain that it will work.

If you want your transformed pets to do labor, make a new entity file that uses these creatures. Give them the permitted labors you want them to do (lets say: lobotomized slave, can only do hauling)

Make sure the civ does not show up in the world, you can do this by not giving them a starting biome/site.

Once transformed they should have access to the selected labors, and only those.

I take it this would only work for creatures transformed using a reaction or possibly an interaction then?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MaximumZero on February 24, 2012, 01:00:49 pm
This is probably going to sound really dumb, but I have a question.

Is there a way to take a plant, press the oil out of it (I know how to do that part,) and then use the refuse to collect more seeds from? I haven't done any digging at all with new reactions, and I wasn't terribly good at it to begin with.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 24, 2012, 01:01:41 pm
I have an (untested) idea, but I am fairly certain that it will work.

If you want your transformed pets to do labor, make a new entity file that uses these creatures. Give them the permitted labors you want them to do (lets say: lobotomized slave, can only do hauling)

Make sure the civ does not show up in the world, you can do this by not giving them a starting biome/site.

Once transformed they should have access to the selected labors, and only those.

Let me know if this works, please.  ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 24, 2012, 01:09:05 pm
I have an (untested) idea, but I am fairly certain that it will work.

If you want your transformed pets to do labor, make a new entity file that uses these creatures. Give them the permitted labors you want them to do (lets say: lobotomized slave, can only do hauling)

Make sure the civ does not show up in the world, you can do this by not giving them a starting biome/site.

Once transformed they should have access to the selected labors, and only those.

Let me know if this works, please.  ;)

Relevant to my interests.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 24, 2012, 01:25:11 pm
Tested on dogs. Made an entity file, restricted some jobs, turned dogs into dogs_labor. The transformation adds the can_peak and can_learn tag as well.

Resulst: A dog that can perform labors. All labors. Sry, did not work, I had hoped to restrict labor by it, but it seems that the dog that is friendly to you uses the same profession list as the dwarven civ, since it is a pet owned by you.

Maybe it will work on a bought pets from other civs, but I dont know if bought pets join civs or not.

Still Slaves do work. Buy pets (lobotomized thrall/soulless trent and make a reaction that transforms, add brain/add soul or something. I guess the best way to do labor-restriction is with skill_learn_rates and natural_skills in the creature file itself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MaximumZero on February 24, 2012, 01:27:01 pm
It is time for Dwarven Automatons!?  :o
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 24, 2012, 01:32:18 pm
Tested on dogs. Made an entity file, restricted some jobs, turned dogs into dogs_labor. The transformation adds the can_peak and can_learn tag as well.

Resulst: A dog that can perform labors. All labors. Sry, did not work, I had hoped to restrict labor by it, but it seems that the dog that is friendly to you uses the same profession list as the dwarven civ, since it is a pet owned by you.

Maybe it will work on a bought pets from other civs, but I dont know if bought pets join civs or not.

Still Slaves do work. Buy pets (lobotomized thrall/soulless trent and make a reaction that transforms, add brain/add soul or something. I guess the best way to do labor-restriction is with skill_learn_rates and natural_skills in the creature file itself.

Wait, pets can do work !!IF!! the transformed pet creature is a part of a civ (private slave entity)

Can you assign them to military? Can you sent me (or post here) the raws of the dog_labor? and maybe the entity?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RAKninja on February 24, 2012, 01:32:33 pm
my last question was answered...

new one

for a noble with the execution responsibility, changing skill to "AXE" should work, right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 24, 2012, 01:53:03 pm
Calm down hugo ^^

Here is the part of the dog that I changed, the rest is a carbon-copy:
Creature:
Spoiler (click to show/hide)

Reaction:
Spoiler (click to show/hide)

Inorganic:
Spoiler (click to show/hide)

Entity file is useless, so I wont post it. It doesnt change anything.

Here are the dogs thoughts btw:
(https://lh6.googleusercontent.com/-4Do7shJGXC0/T0fcb3uPnSI/AAAAAAAAKF8/9nZ4Nd4Rnss/s780/error.JPG)

EDIT: They count as citizens, but can still be pastured. Can also be war/hunt trained, but lose the ability to learn/perfom labors then. They cant be assigned as nobles or soldiers. I guess they could be elected to nobles though, if their social skills are high enough.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 24, 2012, 01:58:09 pm
Calm down hugo ^^

Here is the part of the dog that I changed, the rest is a carbon-copy:
Creature:
Spoiler (click to show/hide)

Reaction:
Spoiler (click to show/hide)

Inorganic:
Spoiler (click to show/hide)
Ok I am calm now :P these findings will greatly forword my planned advance for Regen :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 24, 2012, 02:34:55 pm
Calm down hugo ^^

Here is the part of the dog that I changed, the rest is a carbon-copy:
Creature:
Spoiler (click to show/hide)

Reaction:
Spoiler (click to show/hide)

Inorganic:
Spoiler (click to show/hide)

Entity file is useless, so I wont post it. It doesnt change anything.

Here are the dogs thoughts btw:
(https://lh6.googleusercontent.com/-4Do7shJGXC0/T0fcb3uPnSI/AAAAAAAAKF8/9nZ4Nd4Rnss/s780/error.JPG)

EDIT: They count as citizens, but can still be pastured. Can also be war/hunt trained, but lose the ability to learn/perfom labors then. They cant be assigned as nobles or soldiers. I guess they could be elected to nobles though, if their social skills are high enough.

Would they still perform labors if the [CAN_SPEAK] and [INTELLIGENT] tags were removed but [CAN_LEARN] was retained, but they still had an entity file?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 24, 2012, 02:44:33 pm
Dont know, do some testing ;) The entity file doesn matter, you dont need it at all.

I made some "enslaved elves" which are a copy of elves. I have only one question: Will they be hostile, or friendly and how can I affect it ? I want to transform captured sentient being into "enslaved" versions, but they have to be friendly. Adding pet tags maybe ? If someone knows that would be great, since testing would be slow... waiting for caravans, capturing, transforming.

Inorganic mats:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Giygas on February 24, 2012, 02:56:56 pm
i have some questions:
1) can weapon use magic(i need to create a flamethrower)?
2) can people learn magic linked to a skill(higher the skill bigger the damage)?
3) can people learn magic in fortress mode without creating a caste and transforming people in that caste?
4) dropping a boiling rock instead of the body is the only way to make things "explode" on death?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 24, 2012, 03:00:11 pm
i have some questions:
1) can weapon use magic(i need to create a flamethrower)?
2) can people learn magic linked to a skill(higher the skill bigger the damage)?
3) can people learn magic in fortress mode without creating a caste and transforming people in that caste?
4) dropping a boiling rock instead of the body is the only way to make things "explode" on death?

1. Not really - you probably could make arrows that set things on fire, or give a creature a flamethrower power, but not affix it to an item.
2. I'm not sure - some material emissions raise Archer and Throwing, but I'm not sure if they're made more powerful by it.
3. Basically, outside of buggy migrants, no.
4. That's certainly the best way. If you do it right, it should pretty well match whatever your want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 24, 2012, 03:25:23 pm
@hugo, narhiril and more: I encountered one problem. The new citizens dont have a "no job" line in the unit list, but it says: "tame" instead. They have a labor list, and can be assigned labors, but they dont do anything. Not even deconstruct walls, like children do. This has to do with the PET tag. I tried to remove it in the syndrome, but I get this line: Unsupported CE remove tag: PET

This means that pets cant by made to workers, not with my idea at least. Every creature that has no pet tag, like captured hostiles, can still be used however. Problem: They are hostile.

This brings me to the questions: How can I transform a hostile creature into a friendly creature ? (even if I have to create a seperate creature file for the friendly version)

EDIT: Second question: What properties do cause lignite/bituminous to burn all the time again ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shooer on February 24, 2012, 04:39:18 pm
EDIT: Second question: What properties do cause lignite/bituminous to burn all the time again ?
[HEATDAM_POINT:NONE] makes it so even when on fire an object doesn't take damage from heat.  It will still eventually be destroyed, eventually.

Also as far as I can tell body transformations change the physical body but the metal tags and attributes stay the same.  I wish we could go further with the transformation, I want the victims of my fungal zombie spores to join the fungus's civ instead of just being a [CRAZED] member of their old one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 24, 2012, 05:01:24 pm
Well, making friendly creatures hostile is easy enough, with the CRAZED tag. But making a hostile creature friendly, that is the question at hand.

I cant have buyable slaves, since the PET tag is not supported by CE_ADD_ or CE_REMOVE_, so I thought I can at least use caged invaders. turns out they are hostile, even as slaves. damn.

Unrelated:

Could somebody please explain to me why this stone leaves RED slime instead of blue one?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Cheveux on February 24, 2012, 05:27:11 pm
How do what number is what color in the creatures COLOR tag? I know it goes like this : [COLOR:foreground:background:brightness], but how do I know what to put in to have certain colors? Is there a list somewhere?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 24, 2012, 05:30:56 pm
How do what number is what color in the creatures COLOR tag? I know it goes like this : [COLOR:foreground:background:brightness], but how do I know what to put in to have certain colors? Is there a list somewhere?

http://dwarffortresswiki.org/index.php/v0.31:Color
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Cheveux on February 24, 2012, 05:33:32 pm
http://dwarffortresswiki.org/index.php/v0.31:Color

Thanks!
I thought the page didn't exist since I tried looking for it in the DF2012 section, I'll try the older version of pages I can't find in the wiki next time I need something.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on February 24, 2012, 06:27:42 pm
i have some questions:
1) can weapon use magic(i need to create a flamethrower)?
2) can people learn magic linked to a skill(higher the skill bigger the damage)?
3) can people learn magic in fortress mode without creating a caste and transforming people in that caste?
4) dropping a boiling rock instead of the body is the only way to make things "explode" on death?

1. Not really - you probably could make arrows that set things on fire, or give a creature a flamethrower power, but not affix it to an item.
2. I'm not sure - some material emissions raise Archer and Throwing, but I'm not sure if they're made more powerful by it.
3. Basically, outside of buggy migrants, no.
4. That's certainly the best way. If you do it right, it should pretty well match whatever your want.

Actually, for number 3, you could do a custom reaction that dropped a boiling stone.  Just make it have a syndrome that adds [CE_CAN_DO_INTERACTION], like in the necromancer example file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on February 24, 2012, 06:54:11 pm
So I'm trying to make a custom character in adventure mode that can right off the bat breathe dragonfire. I tried adding the lines from the entry for a dragon but it only breathes fire in arena mode when I am not in control of it. If I assume control and press [A] to attack something I have no option anywhere to breathe fire. Is it still not possible to do this or will I have to somehow make something that can be consumed to create a syndrome for dragonfire breathe? Here's what I have so far in case anyone can point me in the right direction.

creature_standard.txt
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Balistic604 on February 24, 2012, 07:05:31 pm
So I'm trying to make a custom character in adventure mode that can right off the bat breathe dragonfire. I tried adding the lines from the entry for a dragon but it only breathes fire in arena mode when I am not in control of it. If I assume control and press [A] to attack something I have no option anywhere to breathe fire. Is it still not possible to do this or will I have to somehow make something that can be consumed to create a syndrome for dragonfire breathe? Here's what I have so far in case anyone can point me in the right direction.

creature_standard.txt
Spoiler (click to show/hide)

You need to press x to use interactions. It should be below crafting and butchering.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on February 24, 2012, 07:08:57 pm
I feel sort of silly now. Thanks for the info though. Highly appreciated.

Would I be correct in assuming that if I add a few other breathe attacks I would be able to select which ones to use?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on February 24, 2012, 07:54:38 pm
Would it be possible to make a creature with a lifecycle through a series of interactions causing transformations?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shooer on February 24, 2012, 08:49:49 pm
You could do a single syndrome with several transformations, each with a start time of when you want it to happen and an end time of when the next one will take effect.  The problem is getting the entire race to be effected by it.  Has anyone tried giving a syndrome to a races blood that they aren't immune to?

Just remember though that at the last stage they will be completely immune to further transformations.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 24, 2012, 08:54:57 pm
Has anyone tried giving a syndrome to a races blood that they aren't immune to?

BRILLIANT trying right now
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shooer on February 24, 2012, 09:00:35 pm
Just tried infecting via own blood and it doesn't actually bring the blood into existence until they bleed.  It works but not for what I want.  Trying skin next.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 24, 2012, 09:17:53 pm
It probably won't work unless it's some sort of secretion.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 24, 2012, 09:22:27 pm
It probably won't work unless it's some sort of secretion.
Yes it has to be a secreation, Contact Syndrome. I use that to make my Zombies Rot
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shooer on February 24, 2012, 09:24:18 pm
And even then it's not going to have an effect during world gen.  So you won't see anything happen until they show up at your fort or during adventure mode.  But I may be wrong.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on February 24, 2012, 10:37:56 pm
I want to breathe a vapor that when breathed in (I would also like it if it worked on contact with skin as well) causes syndromes. I started this but nothing seems to happen when I actually use it. I have a feeling I am just using the wrong material. Is this even possible?

Spoiler (click to show/hide)

Thanks again for any help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 24, 2012, 10:47:40 pm
You need to attach that syndrome to the material you are exhaling- remember to make yourself immune (or not, if you like dying.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on February 24, 2012, 11:19:50 pm
You need to attach that syndrome to the material you are exhaling- remember to make yourself immune (or not, if you like dying.)

I added a new material (copied from CREATURE_EXTRACT_TEMPLATE) that should boil the moment it hits air. I also added the syndromes to it.

Spoiler (click to show/hide)

And then this is the attack for the creature:

Spoiler (click to show/hide)

Still nothing happens when I perform the attack. I feel like I'm missing something very obvious. This would be way easier if I had some base to work from.

Edit: Okay, I applied some changes and the creature now uses the attack and something comes out. Sadly it seems to be magma vapor. Is there any reason why? This causes any fleshy enemies to get partially melted and they seem to die from that and not the syndromes. I just want it to be a gas that is a low temperature so it doesn't cause damage itself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 24, 2012, 11:50:24 pm
I'm trying to make a female-only race, though I don't exactly know how to pull off reproduction.
I've thought of a possible way, but I don't know if it's actually viable.

Idea was to have the race capture male slaves from the human race. Is such slavery and reproduction even possible?
Expanding on that, how about an interaction which would turn the male humans into a caste that is never naturally born? How different can castes, physically, even be?

This was possible even in 31.25
Just give the creature the [NIGHT_CREATURE_HUNTER] tag, and make a male caste with the [CONVERTED_SPOUSE] tag. This will cause the females to hunt for male humans (and elves and dwarves, but not goblins or kobolds), abduct them, and transform them into males of it's own species. The males of your species will not be placed during worldgen, except through conversion.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Keldane on February 25, 2012, 12:40:10 am
I'm trying to make a female-only race, though I don't exactly know how to pull off reproduction.
I've thought of a possible way, but I don't know if it's actually viable.

Idea was to have the race capture male slaves from the human race. Is such slavery and reproduction even possible?
Expanding on that, how about an interaction which would turn the male humans into a caste that is never naturally born? How different can castes, physically, even be?

This was possible even in 31.25
Just give the creature the [NIGHT_CREATURE_HUNTER] tag, and make a male caste with the [CONVERTED_SPOUSE] tag. This will cause the females to hunt for male humans (and elves and dwarves, but not goblins or kobolds), abduct them, and transform them into males of it's own species. The males of your species will not be placed during worldgen, except through conversion.

Have you tried this yourself? I did, but my results were, if memory serves, that the civilization failed to appear entirely no matter what settings I used.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 25, 2012, 01:01:25 am
I'm trying to make a female-only race, though I don't exactly know how to pull off reproduction.
I've thought of a possible way, but I don't know if it's actually viable.

Idea was to have the race capture male slaves from the human race. Is such slavery and reproduction even possible?
Expanding on that, how about an interaction which would turn the male humans into a caste that is never naturally born? How different can castes, physically, even be?

This was possible even in 31.25
Just give the creature the [NIGHT_CREATURE_HUNTER] tag, and make a male caste with the [CONVERTED_SPOUSE] tag. This will cause the females to hunt for male humans (and elves and dwarves, but not goblins or kobolds), abduct them, and transform them into males of it's own species. The males of your species will not be placed during worldgen, except through conversion.

Have you tried this yourself? I did, but my results were, if memory serves, that the civilization failed to appear entirely no matter what settings I used.

Yes, with humans. I changed the male to converted spouse, and watched legends fill up with "McMann was abducted. McMann was imprisoned. McMann was changed from a human to a human"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Strabonic on February 25, 2012, 02:35:05 am
Can somebody please help me? I'm trying to make an acidic breath weapon. It works partially - expels acid, covers creatures in it, but does not causes any syndromes. What is wrong?

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The Grackle on February 25, 2012, 02:47:27 am
Can somebody please help me? I'm trying to make an acidic breath weapon. It works partially - expels acid, covers creatures in it, but does not causes any syndromes. What is wrong?

Spoiler (click to show/hide)

Spoiler (click to show/hide)
That's a very very low severity and it's a contact poison only affecting vascular tissues. 
Try starting with something like this, and adjusting the numbers.
[CE_PAIN:SEV:1000:PROB:100:RESISTABLE:START:0:PEAK:1:END:200][CE_BLISTERS:SEV:5000:PROB:100:LOCALIZED:BP:BY_CATEGORY:ALL:SKIN:START:0:PEAK:10:END:2000]
[CE_NECROSIS:SEV:1000:PROB:100:LOCALIZED:BP:BY_CATEGORY:ALL:SKIN:START:0:PEAK:50:END:2000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The Grackle on February 25, 2012, 02:54:40 am
Has anyone tried adding CE_DROWSINESS to an interaction's syndrome? It seems to work for material-contaminant syndromes, but not for interactions. It might be bugged. 

I discovered that, if you inflict an intense amount of drowsiness on a target, they will instantly go insane. They randomly go mad, melancholy, or berserk.  (It probably has to do with how liaisons and traders will go insane if they're stuck on your map too long. Like drowsiness is being used as the timer for that.) It's a cool effect, to see a dozen guys start flashing !!!!!!!, but I'd like to do it directly rather than through a cloud of boiling gas. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Strabonic on February 25, 2012, 02:58:17 am
Can somebody please help me? I'm trying to make an acidic breath weapon. It works partially - expels acid, covers creatures in it, but does not causes any syndromes. What is wrong?

Spoiler (click to show/hide)

Spoiler (click to show/hide)
That's a very very low severity and it's a contact poison only affecting vascular tissues. 
Try starting with something like this, and adjusting the numbers.
[CE_PAIN:SEV:1000:PROB:100:RESISTABLE:START:0:PEAK:1:END:200][CE_BLISTERS:SEV:5000:PROB:100:LOCALIZED:BP:BY_CATEGORY:ALL:SKIN:START:0:PEAK:10:END:2000]
[CE_NECROSIS:SEV:1000:PROB:100:LOCALIZED:BP:BY_CATEGORY:ALL:SKIN:START:0:PEAK:50:END:2000]

Thanks! Now my zerg roaches will be fine!  ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on February 25, 2012, 05:22:28 am
Is there a way to modify amount of damage done by material emission? Like making colossuses throw fireballs more dangerous than those of imps?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NobodyPro on February 25, 2012, 05:38:44 am
I discovered that, if you inflict an intense amount of drowsiness on a target, they will instantly go insane. They randomly go mad, melancholy, or berserk.  (It probably has to do with how liaisons and traders will go insane if they're stuck on your map too long. Like drowsiness is being used as the timer for that.) It's a cool effect, to see a dozen guys start flashing !!!!!!!, but I'd like to do it directly rather than through a cloud of boiling gas.
Even dead gods dream...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 25, 2012, 09:44:46 am
I have a necromancer in fortress mode. My own dwarven one. I removed opposed-to-life from the raise-corpse reaction.

He now runs around and raises everything in his reach. Dwarven/pet corpses are friendly, invader corpses are hostile. Any idea how he can only raise friendly corpses ? The way it is he is fun, but useless.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 25, 2012, 11:00:28 am
I have a necromancer in fortress mode. My own dwarven one. I removed opposed-to-life from the raise-corpse reaction.

He now runs around and raises everything in his reach. Dwarven/pet corpses are friendly, invader corpses are hostile. Any idea how he can only raise friendly corpses ? The way it is he is fun, but useless.
Add a tag to hostiles that is FORBIDDEN or have something consumed in the fortress that gives firendly civ members/pets a syndrom class of FRIENDLY_ANIMATE and have only bodies that have that class be animated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 25, 2012, 11:07:01 am
You mean a SYN_AFFECTED_CREATURE:FRIENDLY and a SYN_IMMUNE_CREATURE:HOSTILE ?

That wouldnt work, since a horse can be hostile (berserk trader horse) or docile (a bought horse) Same goes for sentient beings. Friendly human traders, hostile human invaders.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NecroRebel on February 25, 2012, 03:26:57 pm
Does anyone know if a single body part, in body_default, can have multiple CATEGORY tags? The wiki doesn't say and it'll make the mod I'm making vastly easier to make and vastly more likely to be compatible with other mods they can.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 25, 2012, 04:24:42 pm
I have a necromancer in fortress mode. My own dwarven one. I removed opposed-to-life from the raise-corpse reaction.

He now runs around and raises everything in his reach. Dwarven/pet corpses are friendly, invader corpses are hostile. Any idea how he can only raise friendly corpses ? The way it is he is fun, but useless.

I was thinking about this Meph, the best I could come up with is giving your dwarves a certain class, then allowing the raise ability to only target that class. It means you won't be able to raise pets and such, but you will only be raising your dwarves instead of every dead thing on the map.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 25, 2012, 04:55:33 pm
Well, I have him running around raising everything he wants. It is up to the player to micromanage him. It is more another evil test for the people who play my mod I'd say.

Once I get into the whole interactions/curses/spells thing I set up a proper magic system, with blood-sacrifices for Vampires and Demons, Black Magic for evil spells and necros, White Magic for healing, undead-killing and priests, and elemental magic for warriors. Ice/Fire/Earth/Air, something like that.

But I digress, thanks for the help. Only raising dwarves would make him more of a Jesus-dude, resurrecting your fallen dead citizens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 25, 2012, 05:05:51 pm
Yeah, it would make it pretty overpowered.

I was actually thinking about adding a class to all animals, and then making spells that only effect that class, making a sort of animal-mancer. Raise animals, buff animals. Stuff like that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 25, 2012, 05:10:03 pm
Yeah, it would make it pretty overpowered.

I was actually thinking about adding a class to all animals, and then making spells that only effect that class, making a sort of animal-mancer. Raise animals, buff animals. Stuff like that.

You mean... a druid?

Ooh, we need a diablo mod.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Giygas on February 25, 2012, 05:19:22 pm
i have modded the "fireball" and "jet of fire" spells found here (http://www.bay12forums.com/smf/index.php?topic=101264.msg3004116#msg3004116) changing this: [CDI:BP_REQUIRED:BY_CATEGORY:HAND] into this: [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH] but they stopped working.
can somebody explain me why?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 25, 2012, 05:47:33 pm
So I'm trying to create a secret that will allow you to butcher an intelligent corpse.
I can't use CE_REMOVE_TAG:INTELLIGENT
But I think I might be able to use CE_BODY_TRANSFORMATION to turn them into an unintelligent version of their current race. The only issue I'm having here is figure out how to ensure that the transformation syndrome only affects those of a certain species. Anyone know what I need to do?

(And also: Any idea how I could cover all of the animalmen with this without creating, like, four thousand different powers?)

Edit: This is the interaction I'm currently using. For some reason I can't get the caste right (DWARF:DEFAULT and DWARF_BUTCHERABLE:DEFAULT bring back errors)
Code: [Select]
[INTERACTION:PREPARE_DWARF]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CREATURE:DWARF]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:dwarf corpses]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Prepared corpse]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DWARF_BUTCHERABLE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 25, 2012, 06:04:01 pm
The INTELLIGENT tag is sadly not supported by CE-ADD or CE-REMOVE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 25, 2012, 06:11:13 pm
The INTELLIGENT tag is sadly not supported by CE-ADD or CE-REMOVE.
Yep. So I've created a copy of the DWARF raws, removed the INTELLIGENT tag from there, and renamed it DWARF_BUTCHERABLE
Now the issue is in getting the corpses to change.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 25, 2012, 06:20:49 pm
A quick question: If I give a goblin the interaction to add the flier tag for a few seconds to himself, would that mean that he can jump over my moat, fall down 1z-lvl, be stunned, recovers, and then wrecks havoc ? 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shooer on February 25, 2012, 06:26:36 pm
Probably, yeah.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 25, 2012, 06:28:59 pm
FLIER isn't supported by CE_ADD_TAG.

That wouldn't work anyway, because pathfinding in Dwarf mode is still borked for fliers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 25, 2012, 06:37:00 pm
The following interaction will not transform corpses. Anyone know what I need to do?
Code: [Select]
[INTERACTION:PREPARE_DWARF]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CREATURE:DWARF]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:dwarf corpses]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Prepared corpse]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DWARF_BUTCHERABLE:DEFAULT]

I'm considering temporarily resurrecting the corpse, but I can't think of a way to do that.

E: Now it's just an issue of getting them to die as soon as they resurrect.
Code: [Select]
[INTERACTION:PREPARE_DWARF]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CREATURE:DWARF:MALE]
[IT_AFFECTED_CREATURE:DWARF:FEMALE]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:dwarf corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Prepared dwarf corpse]
[SYNDROME]
[CE_UNCONSCIOUSNESS:SEV:1000:PROB:100:START:0:PEAK:1:END:100000]
[CE_BLEEDING:SEV:5000000:PROB:100:START:0:PEAK:1:END:100000]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DWARF_BUTCHERABLE:DEFAULT]
For some reason they won't start bleeding at all, and will only sort of fall unconscious from this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The Grackle on February 25, 2012, 06:46:54 pm
FLIER isn't supported by CE_ADD_TAG.

That wouldn't work anyway, because pathfinding in Dwarf mode is still borked for fliers.

Yeah. They would just fly up in the air and then drop to their deaths.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on February 25, 2012, 07:41:23 pm
You need to attach that syndrome to the material you are exhaling- remember to make yourself immune (or not, if you like dying.)

I added a new material (copied from CREATURE_EXTRACT_TEMPLATE) that should boil the moment it hits air. I also added the syndromes to it.

Spoiler (click to show/hide)

And then this is the attack for the creature:

Spoiler (click to show/hide)

Still nothing happens when I perform the attack. I feel like I'm missing something very obvious. This would be way easier if I had some base to work from.

Edit: Okay, I applied some changes and the creature now uses the attack and something comes out. Sadly it seems to be magma vapor. Is there any reason why? This causes any fleshy enemies to get partially melted and they seem to die from that and not the syndromes. I just want it to be a gas that is a low temperature so it doesn't cause damage itself.

I figured it would be okay to bump this because I didn't get a reply and it's already two pages back.

I edited some more stuff copying the posts just after mine to see if I could at least get something working. I breathe something but it instantly turns into either a magma vapor or just flat out burns/melts everything to death. It also never seems to cause any syndromes. I can't for the life of me figure out why this happens though. Here is what I have set up now. If anyone can help me out I would really appreciate it.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

I just want to have an attack that breathes some kind of gas that on contact and/or (preferably and) inhalation will cause whatever syndromes I add.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pwnzerfaust on February 25, 2012, 07:52:26 pm
Apologies if this has been asked before, but a cursory search didn't turn up anything.

Is it possible to mod the raws to allow one to play as a dragon or other beast in adventure mode? If so, how?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 25, 2012, 07:53:07 pm
Apologies if this has been asked before, but a cursory search didn't turn up anything.

Is it possible to mod the raws to allow one to play as a dragon or other beast in adventure mode? If so, how?
Entity file with only the creature input. Have that creature be the dragon.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pwnzerfaust on February 25, 2012, 07:55:24 pm
So like....

Code: [Select]
[ENTITY:DRAGON]
[INDIV_CONTROLLABLE]
[CREATURE:DRAGON]

Or no?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 25, 2012, 08:04:21 pm
So like....

Code: [Select]
[ENTITY:DRAGON]
[INDIV_CONTROLLABLE]
[CREATURE:DRAGON]

Or no?
Yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rip0k on February 25, 2012, 08:50:38 pm
I wonder does anybody know, what would I have to transform to (via interactions) to be able, to butcher Elfs (sapient) in adventure mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 25, 2012, 08:59:28 pm
The following interaction will not transform corpses. Anyone know what I need to do?
Code: [Select]
[INTERACTION:PREPARE_DWARF]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CREATURE:DWARF]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:dwarf corpses]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Prepared corpse]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DWARF_BUTCHERABLE:DEFAULT]

I'm considering temporarily resurrecting the corpse, but I can't think of a way to do that.

E: Now it's just an issue of getting them to die as soon as they resurrect.
Code: [Select]
[INTERACTION:PREPARE_DWARF]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CREATURE:DWARF:MALE]
[IT_AFFECTED_CREATURE:DWARF:FEMALE]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:dwarf corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Prepared dwarf corpse]
[SYNDROME]
[CE_UNCONSCIOUSNESS:SEV:1000:PROB:100:START:0:PEAK:1:END:100000]
[CE_BLEEDING:SEV:5000000:PROB:100:START:0:PEAK:1:END:100000]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DWARF_BUTCHERABLE:DEFAULT]
For some reason they won't start bleeding at all, and will only sort of fall unconscious from this.
Your BLEEDING needs to target a BP or organ, right now its just saying "BLEED!!" and the creature is like "Where?" then the syndrome says "Ah forget it"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 25, 2012, 09:26:31 pm
The following interaction will not transform corpses. Anyone know what I need to do?
Code: [Select]
[INTERACTION:PREPARE_DWARF]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CREATURE:DWARF]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:dwarf corpses]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Prepared corpse]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DWARF_BUTCHERABLE:DEFAULT]

I'm considering temporarily resurrecting the corpse, but I can't think of a way to do that.

E: Now it's just an issue of getting them to die as soon as they resurrect.
Code: [Select]
[INTERACTION:PREPARE_DWARF]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CREATURE:DWARF:MALE]
[IT_AFFECTED_CREATURE:DWARF:FEMALE]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:dwarf corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Prepared dwarf corpse]
[SYNDROME]
[CE_UNCONSCIOUSNESS:SEV:1000:PROB:100:START:0:PEAK:1:END:100000]
[CE_BLEEDING:SEV:5000000:PROB:100:START:0:PEAK:1:END:100000]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DWARF_BUTCHERABLE:DEFAULT]
For some reason they won't start bleeding at all, and will only sort of fall unconscious from this.
Your BLEEDING needs to target a BP or organ, right now its just saying "BLEED!!" and the creature is like "Where?" then the syndrome says "Ah forget it"
Are you sure? In the last version they would just bleed EVERYWHERE if no body part was specified.
I've changed it to necrosis, and still nothing happens. I should point out that they also do not remain unconscious. I wonder if it has anything to do with CE_BODY_TRANSFORMATION and its regenerative properties?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 25, 2012, 10:29:37 pm
Ok, I got that working. It doesn't kill them, because for some reason even when I had them bleeding from their lungs, upper body, and lower body at severity 50000 they would still live for quite a while and it just got messy. But it does paralyze them permanently, so the adventurer can finish them off with no effort.

Does anyone know how to IT_AFFECTED_CREATURE to affect any caste of a creature, without needing to make a separate entry of it for every caste? Or is this not possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 25, 2012, 10:32:47 pm
This will work.

Code: [Select]
[IT_AFFECTED_CREATURE:DWARF:ALL]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 25, 2012, 10:34:26 pm
This will work.

Code: [Select]
[IT_AFFECTED_CREATURE:DWARF:ALL]
Thanks a ton! :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xira on February 26, 2012, 12:22:18 am
How do I disable ghosts please?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tryrar on February 26, 2012, 12:31:26 am
So, I'm partial to having swords thematically for my dorfs, so to that end I want to change the Hammerer positon to something called Executioner, with swords being the skill used for ultimate justice. Would this work?

Code: [Select]
[POSITION:EXECUTIONER]
[NAME:executioner:executioners]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:EXECUTIONS]
[EXECUTION_SKILL:SWORD]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:150]
[DO_NOT_CULL]
[COLOR:0:0:1]
[DUTY_BOUND]

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 26, 2012, 12:36:10 am
So, I'm partial to having swords thematically for my dorfs, so to that end I want to change the Hammerer positon to something called Executioner, with swords being the skill used for ultimate justice. Would this work?

Code: [Select]
[POSITION:EXECUTIONER]
[NAME:executioner:executioners]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:EXECUTIONS]
[EXECUTION_SKILL:SWORD]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:150]
[DO_NOT_CULL]
[COLOR:0:0:1]
[DUTY_BOUND]
The best way to find out would be to test it. I don't know if there's been a lot of study done about this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 26, 2012, 12:38:56 am
Xira: I don't think ghosts can be disabled through modding, but you can make coffins and/or slabs and dedicate them to the dead, which stops ghosts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tryrar on February 26, 2012, 01:02:45 am
well it appears to work so far( I mean, I only changed the position name and the skill used!), though I have yet to need my executioner for anything related to justice. I'm satisfied enough though to keep the change for now
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on February 26, 2012, 01:05:29 am
Where did the modding page on the wiki go? It's blank for some reason.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 26, 2012, 01:19:12 am
Damn, someone could have failed at edit to cause that :/

Any way to revert versions on that, i'm not so wiki-literate myself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on February 26, 2012, 01:45:05 am
Ok, I got that working. It doesn't kill them, because for some reason even when I had them bleeding from their lungs, upper body, and lower body at severity 50000 they would still live for quite a while and it just got messy. But it does paralyze them permanently, so the adventurer can finish them off with no effort.
...

[CE_BLEEDING:SEV:30000:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:60]

This bleeding effect can kill dwarves before they can take 3-5 steps, as tested in the arena just now. It works because they bleed a bit from every conceivable body part, causing them to run out of blood rapidly. AFAIK you can't put the peak time too close to the start time because there is some hidden maximum slope to the peak value.

Also, I wouldn't use a severity higher than 32767 because Toady is known to not defend the raw files against integer overflow. Very large numbers may wrap around or be truncated, causing the same effects as very small or negative numbers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Abregado on February 26, 2012, 04:12:38 am
Having trouble getting these civs to attack/trade with me. They are basically copies of one another. They send no caravans, snatchers or theives and dont seige even with the lowest seige prereqs (20 dwarves). WHHHHYYY? :(

Guilder traders
Code: [Select]
[ENTITY:GUILD]
[INDIV_CONTROLLABLE]
[CREATURE:GUILDER]
[TRANSLATION:LATIN]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_RIFLE]
[AMMO:ITEM_AMMO_BULLETS]
[WEAPON:ITEM_WEAPON_PISTOL]
[AMMO:ITEM_AMMO_BULLETS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_MAUL]
[CURRENCY:CARBIDE:1]
[CURRENCY:FERROPLAS:5]
[CURRENCY:PLASTEEL:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:UNTOWARD]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:WAR:512]
[ART_FACET_MODIFIER:FANCIFUL:640]
[ART_FACET_MODIFIER:OWN_RACE:512]
[ADVENTURE_TIER:1]
[FRIENDLY_COLOR:7:0:1]
[UNDEAD_CANDIDATE]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_GRASSLAND]
[START_BIOME:ANY_SAVANNA]
[START_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_OCEAN:12]
[BIOME_SUPPORT:ANY_LAKE:3]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:4]
[MERCHANT_NOBILITY]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[PROGRESS_TRIGGER_POPULATION:0]
[PROGRESS_TRIGGER_PRODUCTION:0]
[PROGRESS_TRIGGER_TRADE:0]
[ACTIVE_SEASON:AUTUMN]
[MAX_STARTING_CIV_NUMBER:20]
[MAX_POP_NUMBER:20]
[MAX_SITE_POP_NUMBER:20]
[RELIGION:PANTHEON]
[WANDERER]
[SCOUT]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_REACTION:GEN_FREE_ITEMS]
[WORLD_CONSTRUCTION:WALL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]
[ETHIC:KILL_NEUTRAL:ONLY_IF_SANCTIONED]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:UNTHINKABLE]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:PUNISH_SERIOUS]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:PUNISH_CAPITAL]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:APPALLING]
[ETHIC:MAKE_TROPHY_SAPIENT:SHUN]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[WILL_ACCEPT_TRIBUTE]

Outlaw Hivers
Code: [Select]
[ENTITY:OUTLAW]
[INDIV_CONTROLLABLE]
[CREATURE:OUTLAW]
[TRANSLATION:GOBLIN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_RIFLE]
[AMMO:ITEM_AMMO_BULLETS]
[WEAPON:ITEM_WEAPON_PISTOL]
[AMMO:ITEM_AMMO_BULLETS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TOOL:ITEM_TOOL_CAULDRON]
[TOOL:ITEM_TOOL_LADLE]
[TOOL:ITEM_TOOL_BOWL]
[TOOL:ITEM_TOOL_MORTAR]
[TOOL:ITEM_TOOL_PESTLE]
[TOOL:ITEM_TOOL_KNIFE_CARVING]
[TOOL:ITEM_TOOL_KNIFE_BONING]
[TOOL:ITEM_TOOL_KNIFE_SLICING]
[TOOL:ITEM_TOOL_KNIFE_MEAT_CLEAVER]
[TOOL:ITEM_TOOL_FORK_CARVING]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[CURRENCY:CARBIDE:1]
[CURRENCY:FERROPLAS:5]
[CURRENCY:PLASTEEL:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:UNTOWARD]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:WAR:512]
[ART_FACET_MODIFIER:FANCIFUL:640]
[ART_FACET_MODIFIER:OWN_RACE:512]
[ADVENTURE_TIER:1]
[FRIENDLY_COLOR:7:0:1]
[UNDEAD_CANDIDATE]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_GRASSLAND]
[START_BIOME:ANY_SAVANNA]
[START_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_OCEAN:12]
[BIOME_SUPPORT:ANY_LAKE:3]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:4]
[MERCHANT_NOBILITY]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[PROGRESS_TRIGGER_POPULATION:0]
[PROGRESS_TRIGGER_PRODUCTION:0]
[PROGRESS_TRIGGER_TRADE:0]
[PROGRESS_TRIGGER_POP_SIEGE:1]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[ABUSE_BODIES]
[SKULKING]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[WANDERER]
[BABYSNATCHER]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[WORLD_CONSTRUCTION:WALL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:PERSONAL_MATTER]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PERSONAL_MATTER]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PERSONAL_MATTER]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:THEFT:PERSONAL_MATTER]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_KILL:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VARIABLE_POSITIONS:ALL]
[BANDITRY:50]
[LOCAL_BANDITRY]

Scavvy Mutants
Code: [Select]
[ENTITY:SCAVVY]
[INDIV_CONTROLLABLE]
[CREATURE:SCAVVY]
[TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_RIFLE]
[AMMO:ITEM_AMMO_BULLETS]
[WEAPON:ITEM_WEAPON_PISTOL]
[AMMO:ITEM_AMMO_BULLETS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TOOL:ITEM_TOOL_CAULDRON]
[TOOL:ITEM_TOOL_LADLE]
[TOOL:ITEM_TOOL_BOWL]
[TOOL:ITEM_TOOL_MORTAR]
[TOOL:ITEM_TOOL_PESTLE]
[TOOL:ITEM_TOOL_KNIFE_CARVING]
[TOOL:ITEM_TOOL_KNIFE_BONING]
[TOOL:ITEM_TOOL_KNIFE_SLICING]
[TOOL:ITEM_TOOL_KNIFE_MEAT_CLEAVER]
[TOOL:ITEM_TOOL_FORK_CARVING]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[CURRENCY:CARBIDE:1]
[CURRENCY:FERROPLAS:5]
[CURRENCY:PLASTEEL:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:UNTOWARD]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:WAR:512]
[ART_FACET_MODIFIER:FANCIFUL:640]
[ART_FACET_MODIFIER:OWN_RACE:512]
[ADVENTURE_TIER:1]
[FRIENDLY_COLOR:7:0:1]
[UNDEAD_CANDIDATE]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_GRASSLAND]
[START_BIOME:ANY_SAVANNA]
[START_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_OCEAN:12]
[BIOME_SUPPORT:ANY_LAKE:3]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:4]
[MERCHANT_NOBILITY]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[PROGRESS_TRIGGER_POPULATION:2]
[PROGRESS_TRIGGER_PRODUCTION:2]
[PROGRESS_TRIGGER_TRADE:2]
[PROGRESS_TRIGGER_POP_SIEGE:1]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[ABUSE_BODIES]
[SKULKING]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[WANDERER]
[BABYSNATCHER]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[WORLD_CONSTRUCTION:WALL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:PERSONAL_MATTER]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PERSONAL_MATTER]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PERSONAL_MATTER]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:THEFT:PERSONAL_MATTER]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_KILL:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VARIABLE_POSITIONS:ALL]
[BANDITRY:50]
[LOCAL_BANDITRY]
[AMBUSHER]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: rephikul on February 26, 2012, 05:03:08 am
Also, I wouldn't use a severity higher than 32767.
You can however safely use many duplicating effects for increased effectiveness.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NobodyPro on February 26, 2012, 05:29:04 am
Code: (interaction_40k.txt) [Select]
...
[INTERACTION:COLLAR_DETONATION]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_IMMEDIATE]
...
Code: (creature_40k_penal_legion) [Select]
...
[SELECT_CASTE:FEMALE]
[SELECT_ADDITIONAL_CASTE:MALE]
[CAN_DO_INTERACTION:COLLAR_DETONATION]
[CDI:ADV_NAME:Try to remove collar]
[CDI:USAGE_HINT:FLEEING]
[CDI:BP_REQUIRED:BY_CATEGORY:COLLAR]
[CDI:FLOW:UNDIRECTED_DUST]
[CDI:TARGET:A:SELF_ONLY]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[CDI:FREE_ACTION]
...
Doesn't work in arena or adventure mode no matter how much I tamper with my collar. Errorlog is clean. Explosive collar is attached.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DrNightKOT on February 26, 2012, 07:15:21 am
I have a plan for dream interaction for any dwarf, but can't find out how I can do this.

Basically, I want creature to be made entierly out of booze and drop barrel of booze on death. And yes, it must melt in normal conditions. But how can I do it? Can't find a way, reading raws didn't help.

Kind of booze and barrel tree type doesn't matter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 26, 2012, 07:35:43 am
A barrel and the booze are two objects, they can both be created with a workshop reaction and the token which makes one of the products go into a named container, but a creature can only drop a single object on death, so you won't get this working directly. You could make a booze puddle drop out, or maybe have them milkable for booze if you tame them.

You could alternatively make a custom object dropped on death, with an automatic workshop job which turns it into any booze barrel you like. Maybe a "raw boozeman barrel", and you have to "tap" it at a brewery (or custom wine-cellar workshop) to make it drinkable
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DrNightKOT on February 26, 2012, 08:28:45 am
Trying with that. Testing this creature in arena and gave it bodyparts generic "booze" material. It's liquid. Can't attack it. I've added increased temperature to body of that creature and send my brave dorf to hack it with axe.

Rezult was !!AMUSING!!. Cremated dwarf.

I need to get it to die somehow, but I don't know how. Causing it to bleed doesn't work at all.

EDIT: Managed to get it to die of the old age. Now I am going with turning the item it drops (raw boozestone XD) to booze in barrel through reactions!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 26, 2012, 10:52:52 am
Ok, I got that working. It doesn't kill them, because for some reason even when I had them bleeding from their lungs, upper body, and lower body at severity 50000 they would still live for quite a while and it just got messy. But it does paralyze them permanently, so the adventurer can finish them off with no effort.
...

[CE_BLEEDING:SEV:30000:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:60]

This bleeding effect can kill dwarves before they can take 3-5 steps, as tested in the arena just now. It works because they bleed a bit from every conceivable body part, causing them to run out of blood rapidly. AFAIK you can't put the peak time too close to the start time because there is some hidden maximum slope to the peak value.

Also, I wouldn't use a severity higher than 32767 because Toady is known to not defend the raw files against integer overflow. Very large numbers may wrap around or be truncated, causing the same effects as very small or negative numbers.
Hm
Interesting. Thanks for the info! :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 26, 2012, 11:52:38 am
Can a dwarf noble with the Executioner duty also be part of the military structure? By which I mean, would I be able to make it so the position of Militia commander also comes with the responsibility of both doing Justice like the sheriff, and also performing executions like the Hammerer?

I was wondering if there would be an equipment tag conflict between his military uniform and the hammerers mandated weapon.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 26, 2012, 12:22:48 pm
So hey, I'm trying to make an adventure mode reaction that allows for the creation of glass. Anyone know how to require a bag of sand as a reagent? Misc_Powder seems to be the way to go, but I'm not sure where to go from there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 26, 2012, 01:05:44 pm
So hey, I'm trying to make an adventure mode reaction that allows for the creation of glass. Anyone know how to require a bag of sand as a reagent? Misc_Powder seems to be the way to go, but I'm not sure where to go from there.

Look at the reactions for making glass, I believe some of them are in the raws somewhere as opposed to hardcoded
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 26, 2012, 01:18:46 pm
So hey, I'm trying to make an adventure mode reaction that allows for the creation of glass. Anyone know how to require a bag of sand as a reagent? Misc_Powder seems to be the way to go, but I'm not sure where to go from there.

Look at the reactions for making glass, I believe some of them are in the raws somewhere as opposed to hardcoded
Sand reactions are hard-coded, but what the reactions require is

[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:(sand)]
[REAGENT:sandbag:NONE:NONE:NONE:NONE][BAG][PRESERVE_REAGENT]
      [CONTAINS:sand]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[FUEL]

and that produces green glass (raw/items) there is no raws for glass production

EDIT:
this should help with the PRODUCT part

Material Tokens

0  INORGANIC  Placeholder for rock, used in arena mode. When given a subtype, selects a user-defined inorganic material. 
1  AMBER  Amber 
2  CORAL  Coral 
3  GLASS_GREEN  Green glass 
4  GLASS_CLEAR  Clear glass 
5  GLASS_CRYSTAL  Crystal glass 
6  WATER  Water, when placed in buckets or when mining out ice. 
7  COAL  Coal - subtype is either COKE or CHARCOAL. 
8  POTASH  Potash 
9  ASH  Ash 
10  PEARLASH  Pearlash 
11  LYE  Lye 
12  MUD  Mud 
13  VOMIT  Vomit 
14  SALT  Salt 
15  FILTH_B  Filth (brown, solid) 
16  FILTH_Y  Filth (yellow, liquid) 
17  UNKNOWN_SUBSTANCE  Unknown substance (white, liquid) 
18  GRIME  Grime 

so this would make 1 green glass bolt (in theory) and function as the hardcoded reaction would:
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:(sand)]
[REAGENT:sandbag:NONE:NONE:NONE:NONE][BAG][PRESERVE_REAGENT]
      [CONTAINS:sand]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:AMMO:ITEM_AMMO_BOLTS:GLASS_GREEN:NONE] (not sure if it will accept NONE at the end for GLASS_GREEEN)
[FUEL]

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 26, 2012, 01:28:33 pm
Code: (interaction_40k.txt) [Select]
...
[INTERACTION:COLLAR_DETONATION]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_IMMEDIATE]
...
Code: (creature_40k_penal_legion) [Select]
...
[SELECT_CASTE:FEMALE]
[SELECT_ADDITIONAL_CASTE:MALE]
[CAN_DO_INTERACTION:COLLAR_DETONATION]
[CDI:ADV_NAME:Try to remove collar]
[CDI:USAGE_HINT:FLEEING]
[CDI:BP_REQUIRED:BY_CATEGORY:COLLAR]
[CDI:FLOW:UNDIRECTED_DUST]
[CDI:TARGET:A:SELF_ONLY]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[CDI:FREE_ACTION]
...
Doesn't work in arena or adventure mode no matter how much I tamper with my collar. Errorlog is clean. Explosive collar is attached.

Well, for one thing, MATERIAL_EMISSION isn't an effect at all--it's its own interaction. What you want is this:

Code: [Select]
[SELECT_CASTE:FEMALE]
[SELECT_ADDITIONAL_CASTE:MALE]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Try to remove collar]
[CDI:USAGE_HINT:FLEEING]
[CDI:BP_REQUIRED:BY_CATEGORY:COLLAR]
[CDI:FLOW:UNDIRECTED_DUST]
[CDI:TARGET:A:SELF_ONLY]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[CDI:FREE_ACTION]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Samech on February 26, 2012, 02:01:39 pm
Is there a way to make a workshop only work on the surface?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 26, 2012, 02:03:43 pm
So hey, I'm trying to make an adventure mode reaction that allows for the creation of glass. Anyone know how to require a bag of sand as a reagent? Misc_Powder seems to be the way to go, but I'm not sure where to go from there.

Look at the reactions for making glass, I believe some of them are in the raws somewhere as opposed to hardcoded
Sand reactions are hard-coded, but what the reactions require is

[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:(sand)]
[REAGENT:sandbag:NONE:NONE:NONE:NONE][BAG][PRESERVE_REAGENT]
      [CONTAINS:sand]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[FUEL]

and that produces green glass (raw/items) there is no raws for glass production

EDIT:
this should help with the PRODUCT part

Material Tokens

0  INORGANIC  Placeholder for rock, used in arena mode. When given a subtype, selects a user-defined inorganic material. 
1  AMBER  Amber 
2  CORAL  Coral 
3  GLASS_GREEN  Green glass 
4  GLASS_CLEAR  Clear glass 
5  GLASS_CRYSTAL  Crystal glass 
6  WATER  Water, when placed in buckets or when mining out ice. 
7  COAL  Coal - subtype is either COKE or CHARCOAL. 
8  POTASH  Potash 
9  ASH  Ash 
10  PEARLASH  Pearlash 
11  LYE  Lye 
12  MUD  Mud 
13  VOMIT  Vomit 
14  SALT  Salt 
15  FILTH_B  Filth (brown, solid) 
16  FILTH_Y  Filth (yellow, liquid) 
17  UNKNOWN_SUBSTANCE  Unknown substance (white, liquid) 
18  GRIME  Grime 

so this would make 1 green glass bolt (in theory) and function as the hardcoded reaction would:
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:(sand)]
[REAGENT:sandbag:NONE:NONE:NONE:NONE][BAG][PRESERVE_REAGENT]
      [CONTAINS:sand]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:AMMO:ITEM_AMMO_BOLTS:GLASS_GREEN:NONE] (not sure if it will accept NONE at the end for GLASS_GREEEN)
[FUEL]
Thanks a ton, man.

One step closer to finishing this personal mod of mine...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 26, 2012, 05:14:25 pm
Urk. Having issues with my Evolution Shrine. It currently evolves the creature... maybe 1 out of 10 times. That won't fly.

Spoiler: "Reaction" (click to show/hide)

Spoiler: "Evo Boulder" (click to show/hide)

I've tried making the reaction create 10 such stones, and that didn't seem to do much, aside from make it take longer. It's awkward enough to have to pasture the Charmander right on top of the shrine, I don't want to have to set the action on repeat as well.

Thoughts?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 26, 2012, 05:16:35 pm
No thoughts. Both me, hugo and narhiril have the same problem and cant find a fix. I make the reactions preserve the reagent, while narhiril tells people to station/pasture several targets near the reaction.

Currently, there is no fix for this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Balistic604 on February 26, 2012, 05:24:29 pm
Wouldn't it be possible to make it produce multiple stones, so you get more gasses? This would cause it to have a higher chance of transformation.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 26, 2012, 05:28:22 pm
[SOLID_DENSITY:20] - make that higher, higher = more dense, more dense = more gas, more gas = more chance of infection

But yes just as Meph said, there is no other way yet (aside from trying to feed it a liquid and transform that way, I believe the cat cleaning interaction make it "eat/drink" the contents it cleans)

But trying to get a contact syndrom/ ingestion is even harder then pasture with gas (only funny way would to make the creature secreate the contact transformation on its skin, but that means it will always transform instantly)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 26, 2012, 05:35:21 pm
Thanks for the help. I might just give the creature the ability to transform itself, with a reeeeally long start time on the interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 26, 2012, 05:51:10 pm
Thanks for the help. I might just give the creature the ability to transform itself, with a reeeeally long start time on the interaction.
I know an Idea if your using interactions. Everytime it goes into combat it uses an interaction on itself, that gives it another interaction say 6 months later, and when it uses that one in combat it get another interaction. do that for like 5 interactions and the 6th one will evolve it in 6 months?

Cool idea eh? if you won't use it im using it anyways :P

EDIT:
This forces it to only evolve through combat (or a source of combat every X time)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 26, 2012, 05:58:33 pm
That's... pretty damn perfect. I very well might use that, thanks a bunch!

And to stop it from using the earlier-tiered interactions, give them all something like, [CDI:WAIT_PERIOD:100000000000]!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 26, 2012, 06:00:07 pm
That's... pretty damn perfect. I very well might use that, thanks a bunch!

And to stop it from using the earlier-tiered interactions, give them all something like, [CDI:WAIT_PERIOD:100000000000]!
Or the effect never wears off :P and have CANNOT USE IF ALREADY AFFECTED

but either or will work (do note I haven't had anytime to touch interactions yet :P But I still read up on them for the day I do :) )
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 26, 2012, 07:13:39 pm
Thanks for the help. I might just give the creature the ability to transform itself, with a reeeeally long start time on the interaction.
I know an Idea if your using interactions. Everytime it goes into combat it uses an interaction on itself, that gives it another interaction say 6 months later, and when it uses that one in combat it get another interaction. do that for like 5 interactions and the 6th one will evolve it in 6 months?

Cool idea eh? if you won't use it im using it anyways :P

EDIT:
This forces it to only evolve through combat (or a source of combat every X time)

Holy shit I love you that's great
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 26, 2012, 07:15:47 pm
*leans back and waits for hugo to finish his fancy idea*

Well done. Any progress on the broodmothers/pet/dwarf/transform non-sense we were up to ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 26, 2012, 07:18:35 pm
Idea of transforming people at workshops makes me want to mod Cybermen. Do you take people to workshops, or do you make boiling syndrome boulders at the workshop and put them next to people?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 26, 2012, 07:22:43 pm
Take people, create boiling stone.  OR Pasture a ton of pets nearby, create boiling stone.

What hugo just proposed is something else, a nice timer for a transformation, but preset for each creature of its kind. Would be nice to add it to invaders. Kill them quickly, or they transform into hulks, making your life harder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 26, 2012, 07:27:29 pm
Kinda kills my idea of a Cyber conversion chamber, but gives me the idea of megabeasts with life-cycles or an infectious mutation with several phases
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 26, 2012, 07:34:37 pm
Several phases will be difficult, since only one transformation can affect a creature at a certain time.

You cant do Creature A => Creature B => Creature C. Sadly.

Might work with: Creature A => B, then nicely timed back to A, then A => C
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 26, 2012, 07:35:53 pm
Maybe creature B secretes a material on it's skin that gives it syndrome for becoming creature C, and so on?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 26, 2012, 07:39:29 pm
Does not work, since it is not Creature B, but Creature A transformed to Creature B. The game still knows it is Creature A.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 26, 2012, 07:47:07 pm
Is that why, if you butcher the corpse of a transformed creature, the products are of the original form but in the amount the new form should return? Tested by butchering a human transformed into a dragon.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Abregado on February 26, 2012, 08:46:05 pm
having issues with [MATERIAL_REACTION_PRODUCTS] and seed production... It changes the plant into the next stage but only produces generic "seeds". If i change the reaction to produce a specific seed (rather than GET_MATERIAL_FROM_REAGENT) it works perfectly. Trying to avoid making new reactions for every new plant i add.

Code: [Select]
[PLANT:BLOOD_FUNGUS]
[NAME:blood fungus][NAME_PLURAL:blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT:PLANT_MAT:BLOOD_FUNGUS_STAGE2:STRUCTURAL]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[PICKED_TILE:161]
[PICKED_COLOR:6:13:0]
[GROWDUR:10][VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[SEED:blood fungus mucus:blood fungus mucii:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:90]
[CLUSTERSIZE:5]
[PREFSTRING:surprising ichor]
[WET]
[BIOME:ANY_LAND]
[SHRUB_TILE:142]
[DEAD_SHRUB_TILE:28]
[SHRUB_COLOR:5:11:0]
[DEAD_SHRUB_COLOR:5:6:0]

Code: [Select]
[REACTION:PREPARE_PLANTS]
[NAME:prepare harvest]
[BUILDING:CULTIVATORIUM:NONE]
[REAGENT:produce:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT]
[PRODUCT:100:10:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:produce:SEED]
[PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:produce:PLANT_PREP_MAT]
[SKILL:PROCESSPLANTS]
[AUTOMATIC]

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 26, 2012, 09:17:45 pm
@HugoLuman & Meph: Several phases honestly wouldn't be hard to implement. If you want it to change into different things one after another just use queued transformation as shown here (http://www.bay12forums.com/smf/index.php?topic=101538.msg3004907#msg3004907). It could begin the queue during a fight with the queued transformation interaction or hugo's tiered idea which ends in the queued transformations.

If the phases are enhancements just use repeating and delayed attribute modifiers, because they stack.

having issues with [MATERIAL_REACTION_PRODUCTS] and seed production... It changes the plant into the next stage but only produces generic "seeds". If i change the reaction to produce a specific seed (rather than GET_MATERIAL_FROM_REAGENT) it works perfectly. Trying to avoid making new reactions for every new plant i add.

Code: [Select]
[PLANT:BLOOD_FUNGUS]
[NAME:blood fungus][NAME_PLURAL:blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT:PLANT_MAT:BLOOD_FUNGUS_STAGE2:STRUCTURAL]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[PICKED_TILE:161]
[PICKED_COLOR:6:13:0]
[GROWDUR:10][VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[SEED:blood fungus mucus:blood fungus mucii:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:90]
[CLUSTERSIZE:5]
[PREFSTRING:surprising ichor]
[WET]
[BIOME:ANY_LAND]
[SHRUB_TILE:142]
[DEAD_SHRUB_TILE:28]
[SHRUB_COLOR:5:11:0]
[DEAD_SHRUB_COLOR:5:6:0]
Try putting [MATERIAL_REACTION_PRODUCT:SEED:PLANT_MAT:BLOOD_FUNGUS_STAGE2:SEED] under your PLANT_PREP_MAT one.
Currently it is looking for a material reaction product entry matching the string "SEED" in your plant material and can't find it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Abregado on February 26, 2012, 09:26:52 pm
Quote
Try putting [MATERIAL_REACTION_PRODUCT:SEED:PLANT_MAT:BLOOD_FUNGUS_STAGE2:SEED] under your PLANT_PREP_MAT one.
Currently it is looking for a material reaction product entry matching the string "SEED" in your plant material and can't find it.

So once a HAS_MATERIAL_REACTION_PRODUCT tag is used in a reaction you cant reference LOCAL_PLANT_MATs with a GET_MATERIAL_FROM_REAGENT tag anymore?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 26, 2012, 09:31:20 pm
Quote
Try putting [MATERIAL_REACTION_PRODUCT:SEED:PLANT_MAT:BLOOD_FUNGUS_STAGE2:SEED] under your PLANT_PREP_MAT one.
Currently it is looking for a material reaction product entry matching the string "SEED" in your plant material and can't find it.

So once a HAS_MATERIAL_REACTION_PRODUCT tag is used in a reaction you cant reference LOCAL_PLANT_MATs with a GET_MATERIAL_FROM_REAGENT tag anymore?
I'm pretty sure you can but you didn't didn't mention a local_plant_mat in the reaction so it didn't look for one... and I didn't post that product line because I don't remember the format for it :-[
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Abregado on February 26, 2012, 09:44:15 pm
well in this case the reagent already has a SEED plant mat, but it wont reference it in any reaction I make that includes a HAS_REACTION_MATERIAL_PRODUCT.

Tried with your method but same result. This this what you meant?

Code: [Select]
[PLANT:BLOOD_FUNGUS]
[NAME:blood fungus][NAME_PLURAL:blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT:PLANT_MAT:BLOOD_FUNGUS_STAGE2:STRUCTURAL]
[MATERIAL_REACTION_PRODUCT:SEED:PLANT_MAT:BLOOD_FUNGUS:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[PICKED_TILE:161]
[PICKED_COLOR:6:13:0]
[GROWDUR:10][VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[SEED:blood fungus mucus:blood fungus mucii:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:90]
[CLUSTERSIZE:5]
[PREFSTRING:surprising ichor]
[WET]
[BIOME:ANY_LAND]
[SHRUB_TILE:142]
[DEAD_SHRUB_TILE:28]
[SHRUB_COLOR:5:11:0]
[DEAD_SHRUB_COLOR:5:6:0]

[PLANT:BLOOD_FUNGUS_STAGE2]
[NAME:prepared blood fungus][NAME_PLURAL:prepared blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[MATERIAL_VALUE:1]
[EDIBLE_COOKED]
[PICKED_TILE:161]
[PICKED_COLOR:6:13:0]

Code: [Select]
[REACTION:PREPARE_PLANTS]
[NAME:prepare harvest]
[BUILDING:CULTIVATORIUM:NONE]
[REAGENT:produce:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT]
[PRODUCT:100:10:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:produce:SEED]
[PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:produce:PLANT_PREP_MAT]
[SKILL:PROCESSPLANTS]
[AUTOMATIC]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 26, 2012, 10:10:12 pm
well in this case the reagent already has a SEED plant mat, but it wont reference it in any reaction I make that includes a HAS_REACTION_MATERIAL_PRODUCT.

Tried with your method but same result. This this what you meant?

Code: [Select]
[PLANT:BLOOD_FUNGUS]
[NAME:blood fungus][NAME_PLURAL:blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT:PLANT_MAT:BLOOD_FUNGUS_STAGE2:STRUCTURAL]
[MATERIAL_REACTION_PRODUCT:SEED:PLANT_MAT:BLOOD_FUNGUS:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[PICKED_TILE:161]
[PICKED_COLOR:6:13:0]
[GROWDUR:10][VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[SEED:blood fungus mucus:blood fungus mucii:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:90]
[CLUSTERSIZE:5]
[PREFSTRING:surprising ichor]
[WET]
[BIOME:ANY_LAND]
[SHRUB_TILE:142]
[DEAD_SHRUB_TILE:28]
[SHRUB_COLOR:5:11:0]
[DEAD_SHRUB_COLOR:5:6:0]

[PLANT:BLOOD_FUNGUS_STAGE2]
[NAME:prepared blood fungus][NAME_PLURAL:prepared blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[MATERIAL_VALUE:1]
[EDIBLE_COOKED]
[PICKED_TILE:161]
[PICKED_COLOR:6:13:0]

Code: [Select]
[REACTION:PREPARE_PLANTS]
[NAME:prepare harvest]
[BUILDING:CULTIVATORIUM:NONE]
[REAGENT:produce:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT]
[PRODUCT:100:10:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:produce:SEED]
[PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:produce:PLANT_PREP_MAT]
[SKILL:PROCESSPLANTS]
[AUTOMATIC]
It is. But I'm stumped on why the plant production works but the seeds don't. Try using
[MATERIAL_REACTION_PRODUCT:SEED:PLANT_MAT:BLOOD_FUNGUS_STAGE:STRUCTURAL]
instead just to see what happens. If that doesn't work I'm sorry to have wasted your time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Abregado on February 26, 2012, 10:22:39 pm
even when i do this, it still creates generic seeds..

Code: [Select]
[REACTION:PREPARE_PLANTS]
[NAME:prepare harvest]
[BUILDING:CULTIVATORIUM:NONE]
[REAGENT:produce:1:PLANT:NONE:NONE:NONE]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:produce:SEED]
[SKILL:PROCESSPLANTS]
[AUTOMATIC]

which is strange because this other one works
Code: [Select]
[REACTION:CULTIVATE_BLOOD_FUNGUS]
[NAME:cultivate blood fungus]
[BUILDING:CULTIVATORIUM:NONE]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BLOOD_FUNGUS:STRUCTURAL]
[PRODUCT:100:3:SEEDS:NONE:PLANT_MAT:BLOOD_FUNGUS:SEED]
[SKILL:HERBALISM]

this one doesnt work either
Code: [Select]
[REACTION:PREPARE_PLANTS]
[NAME:prepare harvest]
[BUILDING:CULTIVATORIUM:NONE]
[REAGENT:produce:1:PLANT:NONE:PLANT_MAT:BLOOD_FUNGUS:STRUCTURAL]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:produce:SEED]
[SKILL:PROCESSPLANTS]
[AUTOMATIC]

So i guess you can only produce seeds using a specific target, rather than through GET_MATERIAL_FROM_REAGENT
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on February 26, 2012, 10:52:26 pm
[SOLID_DENSITY:20] - make that higher, higher = more dense, more dense = more gas, more gas = more chance of infection

But yes just as Meph said, there is no other way yet (aside from trying to feed it a liquid and transform that way, I believe the cat cleaning interaction make it "eat/drink" the contents it cleans)

But trying to get a contact syndrom/ ingestion is even harder then pasture with gas (only funny way would to make the creature secreate the contact transformation on its skin, but that means it will always transform instantly)

I can definitely say that yes, the cat cleaning interaction makes them ingest the contaminants on their skin. I've had cats become infected from eating the blood from a custom werecreature I made :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 27, 2012, 07:57:56 am
well in this case the reagent already has a SEED plant mat, but it wont reference it in any reaction I make that includes a HAS_REACTION_MATERIAL_PRODUCT.

Tried with your method but same result. This this what you meant?

Code: [Select]
[PLANT:BLOOD_FUNGUS]
[NAME:blood fungus][NAME_PLURAL:blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT:PLANT_MAT:BLOOD_FUNGUS_STAGE2:STRUCTURAL]
[MATERIAL_REACTION_PRODUCT:SEED:PLANT_MAT:BLOOD_FUNGUS:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[PICKED_TILE:161]
[PICKED_COLOR:6:13:0]
[GROWDUR:10][VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[SEED:blood fungus mucus:blood fungus mucii:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:90]
[CLUSTERSIZE:5]
[PREFSTRING:surprising ichor]
[WET]
[BIOME:ANY_LAND]
[SHRUB_TILE:142]
[DEAD_SHRUB_TILE:28]
[SHRUB_COLOR:5:11:0]
[DEAD_SHRUB_COLOR:5:6:0]

[PLANT:BLOOD_FUNGUS_STAGE2]
[NAME:prepared blood fungus][NAME_PLURAL:prepared blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[MATERIAL_VALUE:1]
[EDIBLE_COOKED]
[PICKED_TILE:161]
[PICKED_COLOR:6:13:0]

Code: [Select]
[REACTION:PREPARE_PLANTS]
[NAME:prepare harvest]
[BUILDING:CULTIVATORIUM:NONE]
[REAGENT:produce:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT]
[PRODUCT:100:10:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:produce:SEED]
[PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:produce:PLANT_PREP_MAT]
[SKILL:PROCESSPLANTS]
[AUTOMATIC]

Allow me to help?

inside the plant arrange your HAS_MATERIAL_PRODUCTS like this:
Quote
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
      [MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT:PLANT_MAT:BLOOD_FUNGUS_STAGE2:STRUCTURAL]
      [MATERIAL_REACTION_PRODUCT:SEED:LOCAL_PLANT_MAT:SEED] -- changed this for nicity

Now your seeds shall work in your reaction? Somehow placing MATERIAL_REACTION_PRODUCT anywhere else "other" then right under [BASIC_MAT...] seems to make it be ignored :/

Thanks for the help. I might just give the creature the ability to transform itself, with a reeeeally long start time on the interaction.
I know an Idea if your using interactions. Everytime it goes into combat it uses an interaction on itself, that gives it another interaction say 6 months later, and when it uses that one in combat it get another interaction. do that for like 5 interactions and the 6th one will evolve it in 6 months?

Cool idea eh? if you won't use it im using it anyways :P

EDIT:
This forces it to only evolve through combat (or a source of combat every X time)

Holy shit I love you that's great
:) also if you make them last forever (the syndrom they apply) you can have small little bonuses (kinda like RPG lvl ups)

*leans back and waits for hugo to finish his fancy idea*

Well done. Any progress on the broodmothers/pet/dwarf/transform non-sense we were up to ?
Not as of yet, was thinking of doing a story fort about the !!SCIENCE!! involved, hopefully will start that today at some point.

EDIT:
@Progressiving Interaction Leveling (PIL)
Make sure that any "evolved" formed in between are on timers and they cannot be recast (in case lvl up not possible in one go) if the next lvl is ready to be "evolved" into. And of course the final "Evolve" would be forever. Have fun with all your devious plans for a "Evoluvtion" system/ Leveling system
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 27, 2012, 11:29:03 am
Quick question gents, I'm almost done with the initial testing build of my mod, but I'm still new at reactions.

Can anyone tell me how to make a reaction that would make a Large Dagger from specific stones (native copper and obsidian in this case)?

I've already built a custom workshop for it called the CRUDE_ANVIL, but I'm still not sure how to do the reaction itself.

- So far here's what I have for the reaction:

[REACTION:MAKE_COPPER_SWORD]
   [NAME:make native copper Sword]
   [BUILDING:CRUDE_ANVIL:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_COPPER]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:GET_MATERIAL_FROM_REAGENT:INORGANIC:NATIVE_COPPER]
   [SKILL:WEAPONSMITH]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 27, 2012, 01:11:57 pm
Quick question gents, I'm almost done with the initial testing build of my mod, but I'm still new at reactions.

Can anyone tell me how to make a reaction that would make a Large Dagger from specific stones (native copper and obsidian in this case)?

I've already built a custom workshop for it called the CRUDE_ANVIL, but I'm still not sure how to do the reaction itself.

- So far here's what I have for the reaction:

[REACTION:MAKE_COPPER_SWORD]
   [NAME:make native copper Sword]
   [BUILDING:CRUDE_ANVIL:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_COPPER]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:GET_MATERIAL_FROM_REAGENT:INORGANIC:NATIVE_COPPER]
   [SKILL:WEAPONSMITH]
Add a reaction class called CRUDE_METAL and add that to the reaction. so [REACTION_CLASS:CRUDE_METAL] on all the stones you want, then the reagent would be
[REAGENT:raw ore:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:CRUDE_METAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:GET_MATERIAL_FROM_REAGENT:raw ore:NONE]

do note that the weapon ID may be wrong
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 27, 2012, 01:15:21 pm
Quick question gents, I'm almost done with the initial testing build of my mod, but I'm still new at reactions.

Can anyone tell me how to make a reaction that would make a Large Dagger from specific stones (native copper and obsidian in this case)?

I've already built a custom workshop for it called the CRUDE_ANVIL, but I'm still not sure how to do the reaction itself.

- So far here's what I have for the reaction:

[REACTION:MAKE_COPPER_SWORD]
   [NAME:make native copper Sword]
   [BUILDING:CRUDE_ANVIL:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_COPPER]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:GET_MATERIAL_FROM_REAGENT:INORGANIC:NATIVE_COPPER]
   [SKILL:WEAPONSMITH]
Add a reaction class called CRUDE_METAL and add that to the reaction. so [REACTION_CLASS:CRUDE_METAL] on all the stones you want, then the reagent would be
[REAGENT:raw ore:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:CRUDE_METAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:GET_MATERIAL_FROM_REAGENT:raw ore:NONE]

do note that the weapon ID may be wrong

Is the CRUDE_METAL reaction necessary to make it work?

OK, I tested out the custom workshop and while it did make a short sword from the ore, as I requested, the item was just called "short sword" with no material listed or quality/value, and it weighed only 1. It wasn't placed in a weapon stockpile and my militia didn't pick it up...

What did I do wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Krakarn on February 27, 2012, 02:22:17 pm
I have a question: My custom reaction that takes 1 plant and 1 stone tablet (custom item) as reagents does not work as intended. The dwarves take a stack of 5 plants (or up to 5) and uses them all in one reaction. What am I doing wrong here?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 27, 2012, 02:53:36 pm
You are doing nothing wrong, it is a normal DF issue.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 27, 2012, 02:55:23 pm
I have a question: My custom reaction that takes 1 plant and 1 stone tablet (custom item) as reagents does not work as intended. The dwarves take a stack of 5 plants (or up to 5) and uses them all in one reaction. What am I doing wrong here?
So far custom reactions don't respect stack sizes (so a Plump Helmet and a Plump Helmet [5] are the same to the reaction) if you want to get stack sizes to work you need a workaround. And to do that you need something to have [MATERIAL_REACTION_PRODUCT:STUCTURE_MAT:LOCAL_PLANT_MAT:STRUCTURAL] right under your plant's [BASIC_MAT.....] and your reaction would look something like this:

[REACTION:PROCESS_PLANT_TOKEN]
   [NAME:make plant tokens]
   [BUILDING:(custom workshop):NONE]
   [REAGENT:A:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:STUCTURE_MAT]
   [PRODUCT:100:1:TOY:ITEM_TOY_TOKEN:GET_MATERIAL_FROM_REAGENT:A:STUCTURE_MAT] - Note you will have to make a toy item with the Ref ID
   [SKILL:(whatever skill)]

^^^^ this reaction will make a token based on stack, so a single plant will make one token where as a stack [5] will make 5 tokens.

SO then alter your current reaction to accept TOY:ITEM_TOY_TOKEN and all will be well with the workaround. also if you want the conversion to give seeds you need this on the plant as well
   [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]

and this product line on the PLANT_TOKEN reaction

   [PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT]

Add a reaction class called CRUDE_METAL and add that to the reaction. so [REACTION_CLASS:CRUDE_METAL] on all the stones you want, then the reagent would be
[REAGENT:raw ore:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:CRUDE_METAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:GET_MATERIAL_FROM_REAGENT:raw ore:NONE]

do note that the weapon ID may be wrong

Is the CRUDE_METAL reaction necessary to make it work?

OK, I tested out the custom workshop and while it did make a short sword from the ore, as I requested, the item was just called "short sword" with no material listed or quality/value, and it weighed only 1. It wasn't placed in a weapon stockpile and my militia didn't pick it up...

What did I do wrong?
Check the errorlog it will tell you the issues, and this is why (sorry I missed it, I was more concerned on your reaction to make stone daggers)
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:GET_MATERIAL_FROM_REAGENT:INORGANIC:NATIVE_COPPER]

it should be:
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:NATIVE_COPPER]

Also stone weapons/ammo and other things don't get stockpiled
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 27, 2012, 03:02:11 pm
Just wanted to throw in a random bit of science:

Ghostly (whatevers) can still do interactions. This means that a ghostly necromancer can still raise the dead. Be sure to slab/bury them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 27, 2012, 03:05:33 pm
Just wanted to throw in a random bit of science:

Ghostly (whatevers) can still do interactions. This means that a ghostly necromancer can still raise the dead. Be sure to slab/bury them.
D: oh noes, the !!FUN!! :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on February 27, 2012, 03:20:36 pm
My custom interactions like this:
Spoiler (click to show/hide)
this
Spoiler (click to show/hide)
or similar one with transformation effect are performed on any amount of targets no matter the distance or line of sight. Can someone post an example where the range of such interaction is limited or they're broken?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on February 27, 2012, 03:34:50 pm
I have a question: My custom reaction that takes 1 plant and 1 stone tablet (custom item) as reagents does not work as intended. The dwarves take a stack of 5 plants (or up to 5) and uses them all in one reaction. What am I doing wrong here?
So far custom reactions don't respect stack sizes (so a Plump Helmet and a Plump Helmet [5] are the same to the reaction) if you want to get stack sizes to work you need a workaround. And to do that you need something to have [MATERIAL_REACTION_PRODUCT:STUCTURE_MAT:LOCAL_PLANT_MAT:STRUCTURAL] right under your plant's [BASIC_MAT.....] and your reaction would look something like this:

[REACTION:PROCESS_PLANT_TOKEN]
   [NAME:make plant tokens]
   [BUILDING:(custom workshop):NONE]
   [REAGENT:A:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:STUCTURE_MAT]
   [PRODUCT:100:1:TOY:ITEM_TOY_TOKEN:GET_MATERIAL_FROM_REAGENT:A:STUCTURE_MAT] - Note you will have to make a toy item with the Ref ID
   [SKILL:(whatever skill)]

^^^^ this reaction will make a token based on stack, so a single plant will make one token where as a stack [5] will make 5 tokens.

SO then alter your current reaction to accept TOY:ITEM_TOY_TOKEN and all will be well with the workaround. also if you want the conversion to give seeds you need this on the plant as well
   [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]

and this product line on the PLANT_TOKEN reaction

   [PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT]

Add a reaction class called CRUDE_METAL and add that to the reaction. so [REACTION_CLASS:CRUDE_METAL] on all the stones you want, then the reagent would be
[REAGENT:raw ore:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:CRUDE_METAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:GET_MATERIAL_FROM_REAGENT:raw ore:NONE]

do note that the weapon ID may be wrong

Is the CRUDE_METAL reaction necessary to make it work?

OK, I tested out the custom workshop and while it did make a short sword from the ore, as I requested, the item was just called "short sword" with no material listed or quality/value, and it weighed only 1. It wasn't placed in a weapon stockpile and my militia didn't pick it up...

What did I do wrong?
Check the errorlog it will tell you the issues, and this is why (sorry I missed it, I was more concerned on your reaction to make stone daggers)
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:GET_MATERIAL_FROM_REAGENT:INORGANIC:NATIVE_COPPER]

it should be:
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:NATIVE_COPPER]

Also stone weapons/ammo and other things don't get stockpiled


Thanks a lot Hugo, it worked like a charm! Since Native copper/silver/gold (and my custom Meteor Iron) all share the same properties as the metal they are ores for it should be perfect for the Kobold civilizations cold forging tecniques.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on February 27, 2012, 04:28:58 pm
[SOLID_DENSITY:20] - make that higher, higher = more dense, more dense = more gas, more gas = more chance of infection

But yes just as Meph said, there is no other way yet (aside from trying to feed it a liquid and transform that way, I believe the cat cleaning interaction make it "eat/drink" the contents it cleans)

But trying to get a contact syndrom/ ingestion is even harder then pasture with gas (only funny way would to make the creature secreate the contact transformation on its skin, but that means it will always transform instantly)

I can definitely say that yes, the cat cleaning interaction makes them ingest the contaminants on their skin. I've had cats become infected from eating the blood from a custom werecreature I made :D
  You helped me find a bug, my modified cleaning interaction using a tongue wasn't transferring syndromes, so I opened it up to post here, so you could tell me what I messed up, but I saw it myself.  I had given the creature a lick (creature_file.txt)interaction that referenced the tongue, but I didn't change the original (interaction_file.txt)interaction to require it and that was causing my lick interaction to not ingest syndromes.  That was an interaction I made when I didn't really know what I was doing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Abregado on February 27, 2012, 05:31:15 pm
Quote
Allow me to help?

inside the plant arrange your HAS_MATERIAL_PRODUCTS like this:
Quote
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
      [MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT:PLANT_MAT:BLOOD_FUNGUS_STAGE2:STRUCTURAL]
      [MATERIAL_REACTION_PRODUCT:SEED:LOCAL_PLANT_MAT:SEED] -- changed this for nicity

Now your seeds shall work in your reaction? Somehow placing MATERIAL_REACTION_PRODUCT anywhere else "other" then right under [BASIC_MAT...] seems to make it be ignored :/

Just thought I'd mention that the MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT tag works wherever I put it in the plant, but the MATERIAL_REACTION_PRODUCT:SEED doesnt, no matter where I put it in the plant token.

I dont think I even need the second MATERIAL_REACTION_PRODUCT as SEED is already defined in the plant. That was just a hacky idea to make it work. Of course trying without it doesnt work either. Its worth noting that the plant produces seeds normally when Threshing in the farmers workshop
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 27, 2012, 05:34:37 pm
So I've been using a reaction to permanently transform a regular dwarf into a new caste of dwarf...  The thing works perfectly, except for one little thing.  When I try to view the thoughts and preferences of a transformed dwarf, the game crashes.

I'm just wondering, is anyone else having this issue?  I want to know if this is a DF issue or a mod issue.  Errorlog is blank.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 27, 2012, 05:37:54 pm
Quote
Allow me to help?

inside the plant arrange your HAS_MATERIAL_PRODUCTS like this:
Quote
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
      [MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT:PLANT_MAT:BLOOD_FUNGUS_STAGE2:STRUCTURAL]
      [MATERIAL_REACTION_PRODUCT:SEED:LOCAL_PLANT_MAT:SEED] -- changed this for nicity

Now your seeds shall work in your reaction? Somehow placing MATERIAL_REACTION_PRODUCT anywhere else "other" then right under [BASIC_MAT...] seems to make it be ignored :/

Just thought I'd mention that the MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT tag works wherever I put it in the plant, but the MATERIAL_REACTION_PRODUCT:SEED doesnt, no matter where I put it in the plant token.

I dont think I even need the second MATERIAL_REACTION_PRODUCT as SEED is already defined in the plant. That was just a hacky idea to make it work. Of course trying without it doesnt work either. Its worth noting that the plant produces seeds normally when Threshing in the farmers workshop

*cough* ahem *Hugo looks around* I have made an error in this case

[MATERIAL_REACTION_PRODUCT:SEED:LOCAL_PLANT_MAT:SEED]
Damn they are the same it must be this:
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]

Derrr I should have noticed that instantly. Then again I think when I was looking at it, it was 1am where I was (think it was 1am O.O)

So I've been using a reaction to permanently transform a regular dwarf into a new caste of dwarf...  The thing works perfectly, except for one little thing.  When I try to view the thoughts and preferences of a transformed dwarf, the game crashes.

I'm just wondering, is anyone else having this issue?  I want to know if this is a DF issue or a mod issue.  Errorlog is blank.
Common issue, I'm not %100 sure if its a clash of descriptors (one caste has a beard and the other lacks it) or the lack of a DECRIPTION tag within the castes. Someone will correct me on this I know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Abregado on February 27, 2012, 05:46:37 pm
Quote
*cough* ahem *Hugo looks around* I have made an error in this case

[MATERIAL_REACTION_PRODUCT:SEED:LOCAL_PLANT_MAT:SEED]
Damn they are the same it must be this:
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]

Derrr I should have noticed that instantly. Then again I think when I was looking at it, it was 1am where I was (think it was 1am O.O)

The word you use there actually doesn't matter as long as its not the same as any other declared material. SEED for this plant is already defined. We shouldnt even need a second material reaction product as the reaction is just calling the SEED material (defined sometime ago i imagine) from the PLANT.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 27, 2012, 05:50:35 pm
Quote
*cough* ahem *Hugo looks around* I have made an error in this case

[MATERIAL_REACTION_PRODUCT:SEED:LOCAL_PLANT_MAT:SEED]
Damn they are the same it must be this:
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]

Derrr I should have noticed that instantly. Then again I think when I was looking at it, it was 1am where I was (think it was 1am O.O)

The word you use there actually doesn't matter as long as its not the same as any other declared material. SEED for this plant is already defined. We shouldnt even need a second material reaction product as the reaction is just calling the SEED material (defined sometime ago i imagine) from the PLANT.
Well then I shall leave these items here then:
Spoiler: Plant (click to show/hide)
Spoiler: Reaction (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Abregado on February 27, 2012, 06:02:17 pm
just solved it then with this. My problem was that when redirecting a MATERIAL_REACTION_PRODUCT to an internal material you have to use LOCAL_PLANT_MAT.. DUH ME! Thanks for your help hugo

Code: [Select]
[REACTION:PREPARE_PLANTS]
[NAME:prepare harvest]
[BUILDING:CULTIVATORIUM:NONE]
[REAGENT:produce:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:produce:PLANT_PREP_SEED]
[PRODUCT:100:1:PLANT:NONE:GET_MATERIAL_FROM_REAGENT:produce:PLANT_PREP_MAT]
[SKILL:PROCESSPLANTS]
[AUTOMATIC]

Code: [Select]
[PLANT:BLOOD_FUNGUS]
[NAME:blood fungus][NAME_PLURAL:blood fungi][ADJ:blood fungus]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[MATERIAL_REACTION_PRODUCT:PLANT_PREP_SEED:LOCAL_PLANT_MAT:SEED]
[MATERIAL_REACTION_PRODUCT:PLANT_PREP_MAT:PLANT_MAT:BLOOD_FUNGUS_STAGE2:STRUCTURAL]
[EDIBLE_VERMIN]

Edit: Just saw your post there. Thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on February 27, 2012, 06:16:40 pm
So I've been using a reaction to permanently transform a regular dwarf into a new caste of dwarf...  The thing works perfectly, except for one little thing.  When I try to view the thoughts and preferences of a transformed dwarf, the game crashes.

I'm just wondering, is anyone else having this issue?  I want to know if this is a DF issue or a mod issue.  Errorlog is blank.

I've had the same issue with transformations, as have several other people.  According to this (http://www.bay12forums.com/smf/index.php?topic=101508.0) thread, using caste-level description tags will fix it, although I haven't tested it myself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on February 27, 2012, 08:08:23 pm
What is the BUILDING tag for a mason's workshop?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 27, 2012, 08:19:08 pm
What is the BUILDING tag for a mason's workshop?
This is all what we can touch

KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 27, 2012, 08:20:13 pm
What is the BUILDING tag for a mason's workshop?

There is none.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on February 27, 2012, 08:21:27 pm
Wait, so I can't make a reaction for the stonemason's shop that makes stone beds? I have to make a new workshop?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 27, 2012, 08:38:00 pm
Wait, so I can't make a reaction for the stonemason's shop that makes stone beds? I have to make a new workshop?

Or you could put it into the craftsman's workshop.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on February 27, 2012, 10:18:43 pm
I have a question: My custom reaction that takes 1 plant and 1 stone tablet (custom item) as reagents does not work as intended. The dwarves take a stack of 5 plants (or up to 5) and uses them all in one reaction. What am I doing wrong here?
So far custom reactions don't respect stack sizes (so a Plump Helmet and a Plump Helmet [5] are the same to the reaction) if you want to get stack sizes to work you need a workaround. And to do that you need something to have
 ...

The following reaction DOES respect the stack size when creating milled flour and seeds in a bag:

Code: [Select]
[REACTION:MILL_GRASS_WHEAT_CAVE]
[NAME:mill cave wheat to flour]
[BUILDING:QUERN:CUSTOM_C]
[BUILDING:MILLSTONE:CUSTOM_C]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:STRUCTURAL]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:MILL][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
[SKILL:MILLING]

Source: http://www.bay12forums.com/smf/index.php?topic=96679.0

You need to put [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] on the bag (or in your case, the tablet).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on February 27, 2012, 10:19:40 pm
Can I make Dwarves bleed alcohol?

I imagine they drink so much of it that their blood is basically diluted alcohol.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on February 28, 2012, 01:42:58 am
Can I make Dwarves bleed alcohol?

I imagine they drink so much of it that their blood is basically diluted alcohol.

Simply go to the [CREATURE:DWARF] entry in creature_standard.txt and make this change:

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:CREATURE_ALCOHOL_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

If you want it to actually be named like blood and so on, other changes are required.

I take no responsibility for the consequences of this change, especially with regards to the favorite drinks of your dwarves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kipi on February 28, 2012, 03:26:05 am
Few questions which I didn't find answer anywhere.

I have a creature made for my mod, called vargouille. Bellow is the creature raw
Spoiler: Vargouille (click to show/hide)

First question:
I have tested the creature in arena, and the syndrome works. The problem is, when I try to view the z-screen of the new vargouille (a dwarf that was transformed dye the syndrome), the game crashes. No errors in the log, it just crashes. So far I haven't been able to determine the reason, when viewing the z-screen of normal vargouille everything works fine.

Second question:
Is it possible edit the probability of the transformation? Right now each bite that spreads the syndrome automatically transforms the victim.

EDIT:
Third question:
It seems that the dwarf which was turned to vargouille dies almost immediately after being turned, even if the wounds the dwarf had just before the transformation shouldn't cause death. I think this problem relates to the fact that Vargouille is basically a flying head but I haven't been able to determine the problem yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 28, 2012, 06:51:50 am
So I've been using a reaction to permanently transform a regular dwarf into a new caste of dwarf...  The thing works perfectly, except for one little thing.  When I try to view the thoughts and preferences of a transformed dwarf, the game crashes.

I'm just wondering, is anyone else having this issue?  I want to know if this is a DF issue or a mod issue.  Errorlog is blank.

I've had the same issue with transformations, as have several other people.  According to this (http://www.bay12forums.com/smf/index.php?topic=101508.0) thread, using caste-level description tags will fix it, although I haven't tested it myself.
Didn't work for me so I ripped off all the TL_COLOR_MODIFIERs. I don't experience those crashes anymore 8)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on February 28, 2012, 12:31:11 pm
Second question:
Is it possible edit the probability of the transformation? Right now each bite that spreads the syndrome automatically transforms the victim.
Try something like this: [CE_BODY_TRANSFORMATION:PROB:##:START:600] where ## is chance of transformation.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dbuhos on February 28, 2012, 01:18:57 pm
What happens if I remove ALCOHOL_DEPENDENT  from dorfs ? Will I not need to brew alcohol anymore and let them live off river water/ponds ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on February 28, 2012, 01:44:36 pm
Will I not need to brew alcohol anymore and let them live off river water/ponds ?
Yes.

It seems that the dwarf which was turned to vargouille dies almost immediately after being turned, even if the wounds the dwarf had just before the transformation shouldn't cause death. I think this problem relates to the fact that Vargouille is basically a flying head but I haven't been able to determine the problem yet.
Are you sure it's after turning? I've tried your beasts and dorfs suffocated when paralysis kicked in. I've also tried octopus transformations which have even simpler anatomy an there weren't any deaths beside airdrowning.

Also, bump to my question:
My custom interactions like this:
Spoiler (click to show/hide)
this
Spoiler (click to show/hide)
or similar one with transformation effect are performed on any amount of targets no matter the distance or line of sight. Can someone post an example where the range of such interaction is limited or they're broken?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kipi on February 28, 2012, 01:56:31 pm
Second question:
Is it possible edit the probability of the transformation? Right now each bite that spreads the syndrome automatically transforms the victim.
Try something like this: [CE_BODY_TRANSFORMATION:PROB:##:START:600] where ## is chance of transformation.

Silly me, why I didn't think of that?  ::)

It seems that the dwarf which was turned to vargouille dies almost immediately after being turned, even if the wounds the dwarf had just before the transformation shouldn't cause death. I think this problem relates to the fact that Vargouille is basically a flying head but I haven't been able to determine the problem yet.
Are you sure it's after turning? I've tried your beasts and dorfs suffocated when paralysis kicked in. I've also tried octopus transformations which have even simpler anatomy an there weren't any deaths beside airdrowning.

Yeah, apparently the paralyze caused most of the deaths. Now it works fine...


So, the only thing which remains is the strange crashing when "v"iewing the turned vargouille and pressing 'z'. Haven't tested this in new DF yet though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The Grackle on February 28, 2012, 03:18:50 pm

Also, bump to my question:
My custom interactions like this:
Spoiler (click to show/hide)
this
Spoiler (click to show/hide)
or similar one with transformation effect are performed on any amount of targets no matter the distance or line of sight. Can someone post an example where the range of such interaction is limited or they're broken?

I don't think I understand your question.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lofn on February 28, 2012, 03:19:53 pm
As far as I can tell with my limited testing, range is generally broken.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on February 28, 2012, 03:47:04 pm
I don't think I understand your question.
In the spoilers are parts of raw which define interactions used by creatures, but, no matter what I try to limit the range of interactions they use it all over the map. I was wondering if anyone succeed in making them work correctly.

As far as I can tell with my limited testing, range is generally broken.
It's not generally broken as material emission interactions respect it, but, alas, for anything else this seems to be the case.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 28, 2012, 03:57:24 pm
"You sting the Giant Cave Spider in the abdomen, tearing the fat, bruising the muscle and bruising the guts!"
"Weedle n/a splatters over the abdomen!"

Well that ain't right. Further investigation of the "Weedle n/a" reveals it to be... Weedle eggshell covering? Something is borked here, and I'm not sure what. The poison also fails to inject, so that needs fiddling too.

Spoiler: Weedle (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lofn on February 28, 2012, 04:00:21 pm
The sting attack is injecting POISON when your material is defined as VENOM. Hence it's going for the first material in the list, eggshell.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 28, 2012, 04:05:18 pm
The sting attack is injecting POISON when your material is defined as VENOM. Hence it's going for the first material in the list, eggshell.

Yes! Thank you!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 28, 2012, 04:07:23 pm
Ack, my bad, I'd forgotten that bug. I think I have a solution though. The poison "extract" material template is labeled as VENOM, while the attacks inject the local creature mat POISON. Changing VENOM to POISON should fix it up.

Fake Edit: ninja'd :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on February 28, 2012, 04:11:11 pm
Just a quick question. When making custom metals is there some limit to the values listed below? I know some things (like temperature) get kind of weird if you go above certain values.

[SOLID_DENSITY]
[*_Fracture]
[*_YIELD]
[MAX_EDGE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on February 28, 2012, 07:08:58 pm
my brother is wanting an animal that an help dwarfs haul stuff so how can i make this happen?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 28, 2012, 09:11:07 pm
Hey there

How might I go about requiring a specific creature's heart for a reaction? Preferably without using a reaction class. I know I've done it with a spine before, but I can't remember how.

Code: [Select]
[REAGENT:heart:1:NONE:NONE:CREATURE_MAT:WOLF:HEART]does not work. Nor does
Code: [Select]
[REAGENT:heart:1:CORPSEPIECE:NONE:CREATURE_MAT:WOLF:HEART]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on February 28, 2012, 09:23:39 pm
Just a quick question. When making custom metals is there some limit to the values listed below? I know some things (like temperature) get kind of weird if you go above certain values.

[SOLID_DENSITY]
[*_Fracture]
[*_YIELD]
[MAX_EDGE]

[SOLID_DENSITY:200000]
[IMPACT_YIELD:4000000]
[IMPACT_FRACTURE:5000000]
[MAX_EDGE:100000]

We know that material properties will work at least to those limits.

Some numbers are stored in the game as various sizes of integer. Temperatures are likely unsigned short integers. I wouldn't make those material properties higher than 2,147,483,646.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 28, 2012, 10:16:20 pm
Does anyone else's game crash when trying to view the description of a transformed creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 28, 2012, 10:49:52 pm
Does anyone else's game crash when trying to view the description of a transformed creature?

Yes, in fact, there are no less than 2 other independent accounts of the same thing on the very page you just posted it on >_>
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 28, 2012, 10:52:28 pm
Does anyone else's game crash when trying to view the description of a transformed creature?

Yes, in fact, there are no less than 2 other independent accounts of the same thing on the very page you just posted it on >_>

So I take it that's a yes
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 28, 2012, 10:55:39 pm
I'm getting a really baffling problem with a custom syndrome.
Spoiler: the material (click to show/hide)
Spoiler: errorlog (click to show/hide)

The bleeding part of the syndrome actually seems to be working, although it doesn't last nearly as long as it should.  Messing around with the START, PEAK, and END times hasn't done anything to change either the necrosis (it won't happen at all) or the bleeding (it causes severe bleeding for a very brief period, the length/occurrence of which I cannot change), at least that I've been able to determine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on February 28, 2012, 11:06:40 pm
I'm getting a really baffling problem with a custom syndrome.
Spoiler: the material (click to show/hide)
Spoiler: errorlog (click to show/hide)

The bleeding part of the syndrome actually seems to be working, although it doesn't last nearly as long as it should.  Messing around with the START, PEAK, and END times hasn't done anything to change either the necrosis (it won't happen at all) or the bleeding (it causes severe bleeding for a very brief period, the length/occurrence of which I cannot change), at least that I've been able to determine.

Hmm. The "Unrecognized CE_BLEEDING token: 10" error makes me think it's not recognizing the "START" token.  I think it may be because you might be missing a token for BP:BY_CATEGORY:ALL.  Try making it BP:BY_CATEGORY:ALL:ALL.  As another note, I think the LOCALIZED token overwrites the BP token anyway, and just makes it so the syndrome only affects the body parts that the material comes into contact with, so you could just remove BP:BY_CATEGORY:ALL entirely if that's what you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on February 28, 2012, 11:07:32 pm
I'm getting a really baffling problem with a custom syndrome.
Spoiler: the material (click to show/hide)
Spoiler: errorlog (click to show/hide)

The bleeding part of the syndrome actually seems to be working, although it doesn't last nearly as long as it should.  Messing around with the START, PEAK, and END times hasn't done anything to change either the necrosis (it won't happen at all) or the bleeding (it causes severe bleeding for a very brief period, the length/occurrence of which I cannot change), at least that I've been able to determine.


[CE_BLEEDING:SEV:200:PROB:100:SIZE_DILUTES:LOCALIZED:BP:BY_CATEGORY:ALL:ALL:START:10:PEAK:11:END:300]

[CE_NECROSIS:SEV:500:PROB:100:SIZE_DILUTES:LOCALIZED:BP:BY_CATEGORY:ALL:ALL:START:10:PEAK:11:END:300]

These tokens received a tissue argument in 0.34.  Add those "ALL"s and it should clear up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 28, 2012, 11:23:05 pm
Okay, that did the trick.  At least, it got rid of the errorlog.  After I removed the LOCALIZED tags, it's now working as intended.  Thanks for the help!

EDIT: New question:
I have the following plant and reaction:
Spoiler: fluff potion plant (click to show/hide)
Spoiler: brew fluff potion (click to show/hide)

Right now, the reaction puts the drink in a flask/waterskin/vial.  Will my dwarves be able/willing to drink it in this form, or do I need to put it in a barrel instead?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kipi on February 29, 2012, 02:39:31 am
Does anyone else's game crash when trying to view the description of a transformed creature?

Yes, in fact, there are no less than 2 other independent accounts of the same thing on the very page you just posted it on >_>

So, it really is a bug in DF and not in mods? While that's good to hear it means I can't fix my vargouille problem yet. Oh well, let's hope Toady fixes this bug.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lovechild on February 29, 2012, 03:42:30 am
The viewing-transformed-creature-description-crash can be avoided if you don't put anything "descriptive" in the creature raws; as in, all the colors and stuff usually found below the caste definitions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 29, 2012, 10:49:52 am
I'm trying to do some stuff with potions and alchemy, and I want to make it so that you have to make one of several "bases" for potions.  The process would go something like this:

Empty flask/flask filled with water + some plant material -> potion base
potion base + ingredient(s) -> potion

My question is this:
How can I make a reaction require a plant's DRINK to be in a flask, and then put the product back in that same flask?  I want it to be usable in adventure mode, and I've been having some trouble getting adventure mode reactions to respect ingredients in containers.
Also, can I require a flask full of water for the first step?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on February 29, 2012, 11:20:17 am
Question!

Is there any way to mod in a civ that can build workshops/constructions/etc. out of ceramic bricks and glass blocks, but that also can't use the mason's workshop or construct things out of stone?

I'm trying to mod a civ that uses clay and glass, but that doesn't use stone, and I'm not seeing a solution to this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: robertheinrich on February 29, 2012, 11:29:00 am
Does anybody else have the problem that letters in the interface start missing with 0.34.04 ?

I am using:
DFHack
DwarfTherapist
Phoebus graphics pack
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on February 29, 2012, 11:33:07 am
Question!

Is there any way to mod in a civ that can build workshops/constructions/etc. out of ceramic bricks and glass blocks, but that also can't use the mason's workshop or construct things out of stone?

I'm trying to mod a civ that uses clay and glass, but that doesn't use stone, and I'm not seeing a solution to this.

I feel like this would be really annoying.  You could make a bunch of custom workshops with custom reactions that mimic the functionality of regular workshops and make it so they can't be made of stone (somehow).  Then remove all the vanilla workshops and reactions from your entity, and replace them with the custom ones.  I don't think there's any way to stop your civilization making actual constructions out of stone, unless you don't give them access to digging implements or something.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on February 29, 2012, 11:44:50 am
Turns out disabling masonry as a permitted job has no effect in fortress mode anyhow.

The best I could do, I guess, is give the creatures themselves a skill gain/rust adjustment so that they're never good masons, but that has issues of its own.

It's kind of frustrating how little actual entity modding we can do at this point without running into brick walls (pun intended).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 29, 2012, 04:19:06 pm
Alright. Finalizing evolution is giving me a slight hurdle.

Here's the CDI I give our female Charmander guinea pig:
Spoiler: "Evolve Goddammit" (click to show/hide)

And here's the interactions I put in interaction_standard. Wait times are going to be a lot longer, this is just so I can test it in the arena.


Again, thanks to Hugo for the idea.

The ability is showing up on the Charmander's powers when I assume control in the arena, but when I use it, nothing happens. It doesn't seem to automatically use it when put in combat either. Error logs are empty. What silly thing have I done wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The Grackle on February 29, 2012, 06:16:35 pm
The ability is showing up on the Charmander's powers when I assume control in the arena, but when I use it, nothing happens. It doesn't seem to automatically use it when put in combat either. Error logs are empty. What silly thing have I done wrong?
USAGE_HINT:ATTACK
TARGET:A:SELF_ONLY
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 29, 2012, 07:06:18 pm
Grr. Of course those have to be mutually exclusive. I'll figure out a workaround, thanks.

Edit: I can come up with some rather awkward solutions... Anyone have an elegant way to make this happen only during combat, but still target the self? The best I can think of is to turn it into a breath weapon that only affects the user. Not pretty, and a lot more legwork.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 29, 2012, 07:27:27 pm
Grr. Of course those have to be mutually exclusive. I'll figure out a workaround, thanks.

Edit: I can come up with some rather awkward solutions... Anyone have an elegant way to make this happen only during combat, but still target the self? The best I can think of is to turn it into a breath weapon that only affects the user. Not pretty, and a lot more legwork.

They're not mutually exclusive, I'm pretty sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 29, 2012, 07:53:47 pm
Hm. What's my problem, then?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 29, 2012, 08:24:11 pm
Hm. What's my problem, then?
I guess your having difficulties with Adv. Mode aspect of evolution? My intended thoughts on the evolution was that the creature woulf only function in fortress mode (AI controls the usaged of evolution stage casting) perhaps you need to make a "fake" target? that maybe does something that is not really noticeable for like 1 tick.

Damn my inexperience with interactions
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 29, 2012, 08:55:14 pm
Well, it's not for Adv mode necessarily. Throwing chinchillas at it in the arena without me being in control should be a pretty good stand-in for fort mode combat.

Is it possible to link two interactions that have different targets? So that when she uses a normal material_emission ember, it would also set off this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 29, 2012, 09:02:24 pm
does your interaction need: [I_SOURCE:CREATURE_ACTION]???

It's on all the vanilla interactions:

[INTERACTION:CLEANING]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_MANUAL_INPUT:creature]
   [I_EFFECT:CLEAN]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_GRIME_LEVEL:2]
      [IE_SYNDROME_TAG:SYN_INGESTED]

EDIT:
Please bear with me if I'm wrong this is basically my first time trying my hand at debugging interactions
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 29, 2012, 09:15:32 pm
That was promising, but unfortunately did not do the trick :/ Really appreciate it though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on February 29, 2012, 09:25:01 pm
Are there any notes/tests that have been done on the results of including a non-intelligent/pet caste within a creature definition? I'm really curious how that works out in worldgen/legends and in fortress mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 29, 2012, 09:33:14 pm
@Old Greg
Spoiler (click to show/hide)
The bottom ref material was from: http://www.bay12forums.com/smf/index.php?topic=101264.msg3000472#msg3000472 (http://www.bay12forums.com/smf/index.php?topic=101264.msg3000472#msg3000472)

Why does the interaction have interaction commands jammed into as well?
P.S. I wished I knew more about interactions so I could help better then this nooby crap :(

Are there any notes/tests that have been done on the results of including a non-intelligent/pet caste within a creature definition? I'm really curious how that works out in worldgen/legends and in fortress mode.
I am doing tests of Pets to Dwarf (main race caste) and it is going well. I have almost got it done %100 what do you want to know?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 29, 2012, 09:36:45 pm
You could set two targets.
Target A, and Target B.

Target A would be your regular attack target, and Target B would be yourself.

[CDI:A:LINE_OF_SIGHT]
[CDI:B:SELF_ONLY]

and
Code: [Select]
[I_TARGET:A:CREATURE]
[I_TARGET:B:CREATURE]
 [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [SYNDROME]
         [CE_CAN_DO_INTERACTION:START:50]
            [CDI:ADV_NAME:Gain a bit more experience]
            [CDI:TARGET:A:SELF_ONLY]
                [CDI:USAGE_HINT:ATTACK]
            [CDI:INTERACTION:CHARMANDER_FEMALE_EVO_B]
            [CDI:VERB:have a glint in your eye:has a glint in your eye:NA]
            [CDI:WAIT_PERIOD:1000000000000000]
 [I_EFFECT:MATERIAL_EMISSION]
      [IE_TARGET:A]
      ...rest of the ember stuff...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on February 29, 2012, 09:42:13 pm
@Hugo: It's how I'm handling the nesting. The creature uses EVO_A, which references the interaction file there. EVO_A causes a syndrome that allows EVO_B to be used, which references the next interaction... etc.

Or at least that's how it should work.

@thatkid: That looks real nice. Obligations are making me take my face off of this computer for a bit, but when I get back I'll give that a whirl.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on February 29, 2012, 09:46:19 pm
I am doing tests of Pets to Dwarf (main race caste) and it is going well. I have almost got it done %100 what do you want to know?

Well, it seems that unintelligent castes will still take up jobs during worldgen, which is unfortunate.
My other questions:

That's it, as far as I can think of at the moment.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 29, 2012, 09:51:42 pm
If I remember correctly, someone did experiments regarding having a caste be a livestock-like animal that could be butchered a while ago in the old modding workshop thread. They would not be able to form relationships on site, as they lacked the ability to speak, but they could still arrive as a friend of the intelligent caste due to world gen quirkiness. In the situation that this was tested in (0.31.25), this wasn't much of a problem as the only pre-generated relationships were the starting seven being acquainted, but now that we have historical migrants... yeah.
We have the [STERILE] tag now, though, so that could help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Flying Dice on February 29, 2012, 09:52:18 pm
On a completely unrelated note, a dabbling raw crafter could use a bit of advice:


I've been working on some homebrewed additions recently, including a number of additional entity entries. None of them are completely finished, and I want to be able to run some test games to fine tune them, but I've been running into an issue, namely that one of the three completely fails to gen at that stage of worldgen. (The other two do fine. Possibly unrelated: the problem is the only one that isn't [EVIL], [BABYSNATCHER], or [AMBUSHER].)

My initial thought was that it wasn't referencing the creature entry properly due to a typo. I checked, and this was not the case (also, the creature entry itself is a straight copy of the human one, save for slight differences in child age and maxage, as this particular entity is a human variant, so the creature file itself shouldn't be the problem).

My next thought was that the biome preferences and starting biomes wouldn't allow the formation of civlizations, or that all members were starving, so I changed the biomes to match the human ones and added [NO_EAT] and [NO_DRINK] to the creature raws, and genned new worlds for each combination of those, to no effect. At this point, I checked the Legends files for each of the test worlds, and found that no individual or civilization for that entity had ever existed.

I fiddled around with [MAX_STARTING_CIV_NUMBER] both for the trouble entity and all other entities with no result. I went back through the entire entry looking for typos and found none, and reread the entity modding and entity token sections of magmawiki, to see if I'd missed something, but didn't notice anything.

So basically I'm asking if anyone here knows what could be preventing this entity from genning properly, because I am utterly stumped. (Now watch it be something stupidly simple...)

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on February 29, 2012, 10:02:17 pm
We have the [STERILE] tag now, though, so that could help.

What's the point of a STERILE tag, though? You can already make castes genderless, so I'm a little confused.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 29, 2012, 10:04:53 pm
@G-FLEX
I am doing tests of Pets to Dwarf (main race caste) and it is going well. I have almost got it done %100 what do you want to know?

Well, it seems that unintelligent castes will still take up jobs during worldgen, which is unfortunate.
My other questions:
  • Will unintelligent castes get married?
  • Can unintelligent castes with [PET] be kept as pets by the intelligent caste?
  • Will unintelligent castes perform the sort of labors children do (like harvesting and deconstruction), and can they be assigned labors?
  • Can unintelligent castes be butchered by the intelligent caste during play?

That's it, as far as I can think of at the moment.

1. I believe [CAN_SPEAK] is needed for mariage, this question I am uncertain of
2. an unintelligent caste with pet would simply be a stupid caste with a "stray [creature] (tame)" and since it counts as the MAIN RACE no pet ownership would be made (altho I wounder what happens if you have [ADOPTS_OWNER] on the unintelligent caste...)
3. Yes they will be able to do labor, but lacking the [INTELLIGENT] (CAN_LEARN and CAN_SPEAK in one) they will not learn skills thus, making them only useful for:
-Deconstuction (like you mentioned)
-Construction (micro-manage workshops to only allow NOVICE and up skilled workers)
-Harvesting (not good since they will always pick a single stack of the plant)
-Hauling
4. Yes unintelligent castes with [PET] can be butchered, but will not be eaten/used (unless the ethics say its cool) since they count as the MAIN RACE

My tests involve taking a PET like a Dog and giving it a CASTE that is intelligent and lacking the PET tag which transforms into a dwarf. And this dwarf with some training can join the army (the is some work to do this but I found out 3 ways to do this) and all labors can be assigned.

@Old Greg
Yea "thatkid"s answer looks promising, I had mentioned that before hadn't I?
perhaps you need to make a "fake" target? that maybe does something that is not really noticeable for like 1 tick.
I guess it was very vague I should have said "fake" target aims at the enemy without doing anything.

@Flying Dice
[CREATURE:wESTERLING]
DF is Case senstive so
[CREATURE:WESTERLING]
might do it... have you checked the error log?
P.S. still looking at the entity

@G-Flex (again)
STERILE is something so you can still have a MALE but cannot breed. say you made a vampire syndrom but you wanted the victum to retain their gender but stop breeding the add STERILE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on February 29, 2012, 10:05:48 pm
What's the point of a STERILE tag, though? You can already make castes genderless, so I'm a little confused.

Having gendered pronouns, I guess. It might not even be an actual creature token, I think it's just used in interactions in vanilla. I'm not sure if genderless castes will marry at all, actually, so what I said earlier may not apply.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Flying Dice on February 29, 2012, 10:09:52 pm

@Flying Dice
[CREATURE:wESTERLING]
DF is Case senstive so
[CREATURE:WESTERLING]
might do it... have you checked the error log?
P.S. still looking at the entity


Yep, that was it. Totally called it, by the way: stupid, obvious issue that I should have noticed. I'll consider it notice that my vision has gone even farther to shit and I should get new glasses.

Thanks.  :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 29, 2012, 10:12:42 pm

@Flying Dice
[CREATURE:wESTERLING]
DF is Case senstive so
[CREATURE:WESTERLING]
might do it... have you checked the error log?
P.S. still looking at the entity


Yep, that was it. Totally called it, by the way: stupid, obvious issue that I should have noticed. I'll consider it notice that my vision has gone even farther to shit and I should get new glasses.

Thanks.  :)
No problem also my vision is shit aswell, I've needed glasses for years. But im too broke to buy some glasses :/ I think I just need them for reading (and far sight reading)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 29, 2012, 10:57:28 pm
Good news! I got an Evolution mechanic up based on thatkid's model!

Bad news! I seem to be giving the ability to evolve to my foes as well, and I'm not sure why it is happening.

Spoiler: The Interactions (click to show/hide)
Spoiler: The Creature (click to show/hide)

The real humdinger is that I can't replicate what is happening by taking control of the Pokemon personally. It only happens if I let the mon go nuts on a chinchilla or whatever- suddenly there's 2 squirtles fighting. I suspect it has something to do with the lack of TARGET:SELF_ONLY, but when I add [CDI:TARGET:B:SELF_ONLY] to EVOLVE_FINAL the mon is perfectly willing to use EVOLVE_FINAL, but never uses EVOLVE.

This could be problematic since the same thing might be happening with my Leech Seed interaction and I hadn't noticed it before since that is just a status effect thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on February 29, 2012, 11:39:35 pm
Good news! I got an Evolution mechanic up based on thatkid's model!

Bad news! I seem to be giving the ability to evolve to my foes as well, and I'm not sure why it is happening.

Spoiler: The Interactions (click to show/hide)
Spoiler: The Creature (click to show/hide)

The real humdinger is that I can't replicate what is happening by taking control of the Pokemon personally. It only happens if I let the mon go nuts on a chinchilla or whatever- suddenly there's 2 squirtles fighting. I suspect it has something to do with the lack of TARGET:SELF_ONLY, but when I add [CDI:TARGET:B:SELF_ONLY] to EVOLVE_FINAL the mon is perfectly willing to use EVOLVE_FINAL, but never uses EVOLVE.

This could be problematic since the same thing might be happening with my Leech Seed interaction and I hadn't noticed it before since that is just a status effect thing.
I'm not good enough to understand how your evolution works at all, but I do see that it gives you the ability to evolve to the next level in the same reaction, if you had to target an enemy to get your pokemon to use the ability, it's probably giving the ability to the enemy as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on February 29, 2012, 11:49:26 pm
It shouldn't, though, because the effect only targets "B"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tyman2007 on February 29, 2012, 11:52:05 pm
Sorry to interrupt, but I am a noob at modding DF. So.. My question is, how do I add in categories into workshops? Like how, say, the metalsmith forge has a bunch of categories. How would I go about doing that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on February 29, 2012, 11:58:38 pm
I just tried giving a dummy effect that happens to TARGET:A, on the off chance it was a case that the lack of a explicitly defined effect that was causing it. No dice. I also tried giving TARGET:B a range of 0, but in that case the AI just wouldn't use it, same as if I'd given it TARGET:SELF_ONLY

What steams me is that if I put a Pokemon up against a Roc and take control of the Roc, the Pokemon gives me the Evolve interaction. If I take control of the Pokemon, however, I can't for the life of me figure out how to give the Roc the Evolve interaction- I can only affect myself. Since I don't know how the AI is doing it, I can't figure out how to stop it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The Grackle on March 01, 2012, 02:33:58 am
Spoiler: The Interactions (click to show/hide)
Spoiler: The Creature (click to show/hide)

try that
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lovechild on March 01, 2012, 02:48:36 am
Sorry to interrupt, but I am a noob at modding DF. So.. My question is, how do I add in categories into workshops? Like how, say, the metalsmith forge has a bunch of categories. How would I go about doing that?
Sadly, it is impossible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on March 01, 2012, 04:51:49 am
@G-FLEX
I am doing tests of Pets to Dwarf (main race caste) and it is going well. I have almost got it done %100 what do you want to know?

Well, it seems that unintelligent castes will still take up jobs during worldgen, which is unfortunate.
My other questions:
  • Will unintelligent castes get married?
  • Can unintelligent castes with [PET] be kept as pets by the intelligent caste?
  • Will unintelligent castes perform the sort of labors children do (like harvesting and deconstruction), and can they be assigned labors?
  • Can unintelligent castes be butchered by the intelligent caste during play?
That's it, as far as I can think of at the moment.
I've also done some research in this thread (http://www.bay12forums.com/smf/index.php?topic=91442.msg2547793#msg2547793). It can be somewhat informative.
From my latest researches I can say:
1. I have seen a free dwarf list [pet] one as lover, I hadn't play long enough but I guess they'd marry someday.
2. Honestly I don't know.
3. They're basically peasants, if my memory serves me, [pet] disables labor menu.
Also, they don't need to be able to speak in order to get friends, just being there is enough. I once had butchered one of two unintelligent drones who used to hang out together and second one went melancholy.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 01, 2012, 06:54:53 am
@G-FLEX
I am doing tests of Pets to Dwarf (main race caste) and it is going well. I have almost got it done %100 what do you want to know?

Well, it seems that unintelligent castes will still take up jobs during worldgen, which is unfortunate.
My other questions:
  • Will unintelligent castes get married?
  • Can unintelligent castes with [PET] be kept as pets by the intelligent caste?
  • Will unintelligent castes perform the sort of labors children do (like harvesting and deconstruction), and can they be assigned labors?
  • Can unintelligent castes be butchered by the intelligent caste during play?
That's it, as far as I can think of at the moment.
I've also done some research in this thread (http://www.bay12forums.com/smf/index.php?topic=91442.msg2547793#msg2547793). It can be somewhat informative.
From my latest researches I can say:
1. I have seen a free dwarf list [pet] one as lover, I hadn't play long enough but I guess they'd marry someday.
2. Honestly I don't know.
3. They're basically peasants, if my memory serves me, [pet] disables labor menu.
Also, they don't need to be able to speak in order to get friends, just being there is enough. I once had butchered one of two unintelligent drones who used to hang out together and second one went melancholy.
Damn how did I miss this research it would have made This (http://www.bay12forums.com/smf/index.php?topic=102929.0) slightly easier

so:

Quote from: Di's Research Summary
[pet] - makes creature show up on animals z-list, allows premarital impregnation and trading creatures.
Creature without [can_learn] and [can_speak] tags is simply friendly unit contributing only to breeding. You can assign rooms to any creature of the main race, creatures will develop relationships to any members of their race even not speaking ones.
[can_learn] - allows drafting and nobling provided you have someone who [can_speak] in your civ.
[can_speak] - enables labor menu. You can't view nobles mandates if he cannot speak.

If I had an INTELLIGENT, PET, female she would be like every other dwarf. only she would give birth normally without mariage?
Now what happens if you make a normal Female dwarf transform into the PET caste? Would this freedom of breeding get applied
and ignore the fact that she is/was married?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Starmantis on March 01, 2012, 10:43:04 am
A question, is there any way to increase somethings speed yet have it still "move" at a slowed pace, I want to do this so I can make an interaction to increase a creatures rate of fire with ranged weapons without making them run circles around things.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 01, 2012, 10:52:39 am
A question, is there any way to increase somethings speed yet have it still "move" at a slowed pace, I want to do this so I can make an interaction to increase a creatures rate of fire with ranged weapons without making them run circles around things.
Make the ranged attack temporally give it a speed boost everytime it uses it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist McGyver on March 01, 2012, 11:29:53 am
Ok, so vampires don't need do sleep. That means that when a vampire falls unconscious and is brough back to the hospital, he'll receive treatment and take a nap on the bed. (Correct me if I'm wrong)

My point is: if I add the NO_SLEEP tag on the dorfs and they get injured, will they no longer sleep forever when they are carried to the hospital?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 01, 2012, 12:09:55 pm
A question, is there any way to increase somethings speed yet have it still "move" at a slowed pace, I want to do this so I can make an interaction to increase a creatures rate of fire with ranged weapons without making them run circles around things.
Make the ranged attack temporally give it a speed boost everytime it uses it?
You could have the interaction improve their agility, which would be a slight boost as opposed to the dramatic effect of altering the SPEED tag.

I can't think of a particularly satisfying way to handle this, so I'll just say that the combat move/speed split is Release 7 (http://www.bay12games.com/dwarves/dev.html) on the current list of short-term goals. Hopefully we'll be clipping through the rest of those faster than 1/year

Ok, so vampires don't need do sleep. That means that when a vampire falls unconscious and is brough back to the hospital, he'll receive treatment and take a nap on the bed. (Correct me if I'm wrong)

My point is: if I add the NO_SLEEP tag on the dorfs and they get injured, will they no longer sleep forever when they are carried to the hospital?

I believe the eternal resting is a byproduct of your lazy doctor not diagnosing/healing them- I normally burrow the bastard there year-round and lock him in when there's wounded to insure speedy treatment.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 01, 2012, 12:59:43 pm
Spoiler: The Interactions (click to show/hide)
Spoiler: The Creature (click to show/hide)

try that

No dice, I'm afraid. Apparently having any target of the interaction being SELF_ONLY disallows it from being used in conjunction with USAGE_HINT:ATTACK. Removing just the      [CDI:TARGET:B:SELF_ONLY] from the creature's EVOLVE_FINAL interaction resulted in the test turkey receiving the EVOLVE interaction, and promptly transforming into a Squirtle. Unless somebody gets a clever idea, it looks like we're back to the "Pokemon just evolve randomly" plan.

Now I have to go check if Leech Seed is really working the way I think it is working.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Starmantis on March 01, 2012, 01:08:41 pm
how much can I increase the agility?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 01, 2012, 01:13:14 pm
Spoiler: The Interactions (click to show/hide)
Spoiler: The Creature (click to show/hide)

try that

No dice, I'm afraid. Apparently having any target of the interaction being SELF_ONLY disallows it from being used in conjunction with USAGE_HINT:ATTACK. Removing just the      [CDI:TARGET:B:SELF_ONLY] from the creature's EVOLVE_FINAL interaction resulted in the test turkey receiving the EVOLVE interaction, and promptly transforming into a Squirtle. Unless somebody gets a clever idea, it looks like we're back to the "Pokemon just evolve randomly" plan.

Now I have to go check if Leech Seed is really working the way I think it is working.

Have the syndrome only effect the pokemon (so SYN_AFFECT_CREATURE:(pokemon):ALL) and that the evolve can only be cast on the pokemon if it HAS the required levels SYN_CLASS:stage1,2,3,4,etc..

Thus making sure that when two pokemon of the same type (one almost ready to evolve, and one fresh) don't evolve at the same time (even if it got the evoultion power early)

Of course there has to be a way that is not needed. Mayhaps post this in the Spellbook? Maybe someone that vists there often will know. http://www.bay12forums.com/smf/index.php?topic=101264.0 (http://www.bay12forums.com/smf/index.php?topic=101264.0)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mephansteras on March 01, 2012, 02:17:06 pm
Am I missing something, or are Books not actually in the raws anywhere as objects? I see the text for them, but nothing about the book itself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on March 01, 2012, 02:31:06 pm
Am I missing something, or are Books not actually in the raws anywhere as objects? I see the text for them, but nothing about the book itself.
I believe someone said that the item is called "TOME"
But...uh...I doubt you'd be able to make a reaction for it that works like you probably want it too.

This secret crashes the game whenever I try to load the arena with it (haven't yet bothered to risk genning a world with it), so no error log. Anyone know what's up?
Spoiler: Hexcrafter (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 01, 2012, 02:48:16 pm
Spoiler: The Interactions (click to show/hide)
Spoiler: The Creature (click to show/hide)

try that

No dice, I'm afraid. Apparently having any target of the interaction being SELF_ONLY disallows it from being used in conjunction with USAGE_HINT:ATTACK. Removing just the      [CDI:TARGET:B:SELF_ONLY] from the creature's EVOLVE_FINAL interaction resulted in the test turkey receiving the EVOLVE interaction, and promptly transforming into a Squirtle. Unless somebody gets a clever idea, it looks like we're back to the "Pokemon just evolve randomly" plan.

Now I have to go check if Leech Seed is really working the way I think it is working.

Have the syndrome only effect the pokemon (so SYN_AFFECT_CREATURE:(pokemon):ALL) and that the evolve can only be cast on the pokemon if it HAS the required levels SYN_CLASS:stage1,2,3,4,etc..

Thus making sure that when two pokemon of the same type (one almost ready to evolve, and one fresh) don't evolve at the same time (even if it got the evoultion power early)

Of course there has to be a way that is not needed. Mayhaps post this in the Spellbook? Maybe someone that vists there often will know. http://www.bay12forums.com/smf/index.php?topic=101264.0 (http://www.bay12forums.com/smf/index.php?topic=101264.0)

Can we define our own SYN_CLASS? I tried that before and it didn't work, but maybe I was just going about it the wrong way. The main problem is that unattended, the creature never learns the Evolve interaction itself, it just gives it to the foe. It'd be kludgy as hell to just rely on the enemy always targeting the creature who used that interaction.

New developments arose while testing Leech Seed, however!

Spoiler: The Interaction (click to show/hide)
Spoiler: The Creature (click to show/hide)

So, normally this ability causes a slight debuff to the foe, and a big recuperation buff to the user- I switched it to Agility since that is easier to measure the effect. Now, if you take control of Bulbasaur and use Leech Seed, the foe takes his debuff and you get your big speed boost. BUT, if you spawn a Bulbasaur and take control of, say, a Roc, then when Bulbasaur uses Leech Seed the ROC gets the speed boost and (presumably) the debuff as well.

This is the same operating principle as the Evolve interaction, just with different effects. Given the difference in functionality between direct control and being the recipient, I don't know if this is an unexpected merger of features or a straight up bug or what. I'll go cross-post in the Spellbook thread, since that's where the initial idea for Leech Seed came from.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on March 01, 2012, 02:51:23 pm
Spoiler: The Interactions (click to show/hide)
Spoiler: The Creature (click to show/hide)

try that

No dice, I'm afraid. Apparently having any target of the interaction being SELF_ONLY disallows it from being used in conjunction with USAGE_HINT:ATTACK. Removing just the      [CDI:TARGET:B:SELF_ONLY] from the creature's EVOLVE_FINAL interaction resulted in the test turkey receiving the EVOLVE interaction, and promptly transforming into a Squirtle. Unless somebody gets a clever idea, it looks like we're back to the "Pokemon just evolve randomly" plan.

Now I have to go check if Leech Seed is really working the way I think it is working.

Have the syndrome only effect the pokemon (so SYN_AFFECT_CREATURE:(pokemon):ALL) and that the evolve can only be cast on the pokemon if it HAS the required levels SYN_CLASS:stage1,2,3,4,etc..

Thus making sure that when two pokemon of the same type (one almost ready to evolve, and one fresh) don't evolve at the same time (even if it got the evoultion power early)

Of course there has to be a way that is not needed. Mayhaps post this in the Spellbook? Maybe someone that vists there often will know. http://www.bay12forums.com/smf/index.php?topic=101264.0 (http://www.bay12forums.com/smf/index.php?topic=101264.0)
I have an ugly hack idea, put wartortle and blastoise as castes in squirtle and change caste not creature when you evolve.  It won't keep them from giving the interaction to others, but unless the other creature has a wartortle caste , it couldn't change into one as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 01, 2012, 03:07:58 pm
Again, the problem with that hack is that the AI never targets itself with the beneficial effect, even though it is just supposed to default to the user. So I can trick the target into attempting to evolve one of the enemies it faces (hopefully the user,) but I can't get the user to just straight receive the benefit.

how much can I increase the agility?

[CE_PHYS_ATT_CHANGE:AGILITY:100:0] is percentage based- that's 100, which should mean that the agility remains unchanged. [CE_PHYS_ATT_CHANGE:AGILITY:500:0] would be 5 times the agility, which factors into the assorted other variables that determine speed to make the creature faster. I don't know what the cap is, but I imagine it is quite large, more than you're likely to hit.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 01, 2012, 03:39:11 pm
Then how the hell does:
Quote from: interaction_standard.txt
[INTERACTION:MATERIAL_EMISSION]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:MATERIAL]
      [IT_MATERIAL:CONTEXT_MATERIAL]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION] <-- this is always the emitter for now
   [I_TARGET:C:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
      [IT_MANUAL_INPUT:target]
   [I_EFFECT:MATERIAL_EMISSION]
      [IE_TARGET:A]
      [IE_TARGET:B]
      [IE_TARGET:C]
      [IE_IMMEDIATE]

Quote from: creature_subterranean.txt : IMP_FIRE
   [CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Hurl fireball]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
      [CDI:FLOW:FIREBALL]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:30]
I only really see TARGET:C being used am I failing to see what uses TARGET:A and TARGET:B?

do the two mentioned TARGETs aim at stuff within the creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 01, 2012, 03:51:47 pm
That's... a really good question. Especially given the note about "this is always the emitter." I'm assuming that the EFFECT:MATERIAL_EMISSION is hardcoded to take 3 arguments- material, emitter, and target. The first two are drawn from the user, and C is obviously the thing you want to burn. Based on my Leech Seed tests, however, I would have assumed that A and B would be used on the target as well since they aren't explicitly SELF_ONLY.

I'm about a hair from dropping an email to Toady to see if he can make some sense of this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thatkid on March 01, 2012, 04:09:59 pm
Does anyone know if an inorganic can have multiple reaction classes?

And also, is it possible to have the product be a random item from a reaction class?
Would INORGANIC:ANY:REACTION_CLASS work?

E: The answer to the first question is yes.
The answer to the second question is: "I'm still trying to hack out a way to do it"
And the answer to the third question is a resounding no.

So I guess my new question here is this:
I have a series of INORGANIC items with the same reaction_class and reaction product. I would like the reaction to only output one item of this class. I would like the items material to be randomly chosen from the potential INORGANIC items of this reaction_class or reaction product. Anyone have any ideas on how to go about this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on March 01, 2012, 06:00:05 pm
Has anyone figured out how the [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2] tag works?  I know that the 1:2 part tells it to multiply the weapon force by 1/2, but I can't figure out how to make it use a specific material. [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:METAL:SILVER:10:1] still seems to affect all materials rather than just silver, whereas [CE_MATERIAL_FORCE_MULTIPLIER:METAL:SILVER:10:1] just gives me errors.  I'm assuming there's probably a token I have to use instead of MAT_MULT, but I can't figure out what it might be.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 01, 2012, 06:29:08 pm
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:GRASS_ENERGY:100:1] gives 100:1 weakness to my custom energy material. [MATERIAL_FORCE_MULTIPLIER:INORGANIC:SILVER:100:1] would do the same for iron.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The Grackle on March 01, 2012, 06:47:10 pm
Then how the hell does:
Quote from: interaction_standard.txt
[INTERACTION:MATERIAL_EMISSION]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:MATERIAL]
      [IT_MATERIAL:CONTEXT_MATERIAL]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION] <-- this is always the emitter for now
   [I_TARGET:C:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
      [IT_MANUAL_INPUT:target]
   [I_EFFECT:MATERIAL_EMISSION]
      [IE_TARGET:A]
      [IE_TARGET:B]
      [IE_TARGET:C]
      [IE_IMMEDIATE]

Quote from: creature_subterranean.txt : IMP_FIRE
   [CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Hurl fireball]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
      [CDI:FLOW:FIREBALL]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:30]
I only really see TARGET:C being used am I failing to see what uses TARGET:A and TARGET:B?

do the two mentioned TARGETs aim at stuff within the creature?

Target A is the material to be emitted, defined by the CDI
Target B is the source square, defined by context_location
Target C is the target square, defined by manual input

The above CDI uses a flow where it would usually define the material.
There's no target_self in the CDI so it works. 

Yeah, it must be something with material emissions.  Remember, Toady made material emissions first, and then updated them to fit in the newer interactions-system, so they might be quirky.  Well, it's all quirky, but they might be extra quirky.

Has anyone figured out how the [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2] tag works?  I know that the 1:2 part tells it to multiply the weapon force by 1/2, but I can't figure out how to make it use a specific material. [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:METAL:SILVER:10:1] still seems to affect all materials rather than just silver, whereas [CE_MATERIAL_FORCE_MULTIPLIER:METAL:SILVER:10:1] just gives me errors.  I'm assuming there's probably a token I have to use instead of MAT_MULT, but I can't figure out what it might be.
INORGANIC:SILVER
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 01, 2012, 06:50:40 pm
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:GRASS_ENERGY:100:1] gives 100:1 weakness to my custom energy material. [MATERIAL_FORCE_MULTIPLIER:INORGANIC:SILVER:100:1] would do the same for iron.

...or I guess silver >_>
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on March 01, 2012, 06:51:58 pm
Do any of you lovely individuals know much about head bumps, or the GREETING usage hint in general? Is it just a random thing that occasionally happens when a cat is next to a dorf?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 01, 2012, 06:53:13 pm
Do any of you lovely individuals know much about head bumps, or the GREETING usage hint in general? Is it just a random thing that occasionally happens when a cat is next to a dorf?

Or another cat, I think. Pretty much whatever's friendly.

I figure it could create some very interesting interactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on March 01, 2012, 06:56:29 pm
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:GRASS_ENERGY:100:1] gives 100:1 weakness to my custom energy material. [MATERIAL_FORCE_MULTIPLIER:INORGANIC:SILVER:100:1] would do the same for iron.

The MATERIAL_FORCE_MULTIPLIER tag is the one that goes in creature definitions, and I understand how that one works.  I'm specifically trying to get the CE_MATERIAL_FORCE_MULTIPLIER tag that syndromes use to work.  For some reason, the CE_ version uses a different syntax.  Thanks anyway, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on March 01, 2012, 07:00:31 pm
Quote
Quote from: Old Greg on Today at 06:51:58 pm
Do any of you lovely individuals know much about head bumps, or the GREETING usage hint in general? Is it just a random thing that occasionally happens when a cat is next to a dorf?

Or another cat, I think. Pretty much whatever's friendly.

I figure it could create some very interesting interactions.
I modded in shaking hands and kissing with it, doesn't do much except give a message.  Doesn't even follow tradition as you can shake hands and still attack someone, and you can kiss enemies as well as friends, from a distance to boot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 01, 2012, 07:23:10 pm
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:GRASS_ENERGY:100:1] gives 100:1 weakness to my custom energy material. [MATERIAL_FORCE_MULTIPLIER:INORGANIC:SILVER:100:1] would do the same for iron.

...or I guess silver >_>

Whoops! Stupid typos, many an hour I've wasted on a problem only to discover they are the culprit...

[MATERIAL_FORCE_MULTIPLIER:INORGANIC:GRASS_ENERGY:100:1] gives 100:1 weakness to my custom energy material. [MATERIAL_FORCE_MULTIPLIER:INORGANIC:SILVER:100:1] would do the same for iron.

The MATERIAL_FORCE_MULTIPLIER tag is the one that goes in creature definitions, and I understand how that one works.  I'm specifically trying to get the CE_MATERIAL_FORCE_MULTIPLIER tag that syndromes use to work.  For some reason, the CE_ version uses a different syntax.  Thanks anyway, though.

My guess is replace METAL with INORGANIC. Which as it happens is what The Grackle said, somewhat difficult to see under the rest of his post.


Speaking of @THE_GRACKLE, that was my thought as well (B being the source square,) and I was hoping to figure out how to crib that function to make the secondary effect target the source square, maybe releasing a gas that the user can inhale to reap the benefits or something. Best I figure is that it is hardcoded. Oh well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on March 01, 2012, 07:31:07 pm
Yeah, I already tried INORGANIC:SILVER as well. Unfortunately, it just spams the errorlog with

Code: [Select]
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: INORGANIC
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: SILVER
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: 10
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: 1

MAT_MULT:INORGANIC:SILVER results in all materials being affected, rather than just silver.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on March 01, 2012, 09:45:59 pm
Yeah, I already tried INORGANIC:SILVER as well. Unfortunately, it just spams the errorlog with

Code: [Select]
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: INORGANIC
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: SILVER
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: 10
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: 1

MAT_MULT:INORGANIC:SILVER results in all materials being affected, rather than just silver.
I have problems with certain materials too, in order to get blood I had to use
[CDI:MATERIAL:CREATURE_MAT:ELF:INDEX024:SPATTER_LIQUID] as Local Creature Material wouldn't work outside of a creature even if you had one selected.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 01, 2012, 09:59:06 pm
@Rad, what happens if you replace MAT_MULT with SILVER and leave the NONE's as is?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 01, 2012, 10:55:58 pm
"You scratch Pokemon 1 in the upper arm, chipping the muscle and chipping the left lung!"
"The spinning Fire Energy strikes you in the left upper leg from behind, shattering the muscle!"

Well that ain't right. I have no idea what I did to bugger up my creatures, but suddenly they all seem to be made of brittle not-flesh. The error log is rather cryptic:
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_pokemon.txt"
Unrecognized Word Property Token: SKIN

I can't for the life of my figure out what I did. Any ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 01, 2012, 11:01:29 pm
"You scratch Pokemon 1 in the upper arm, chipping the muscle and chipping the left lung!"
"The spinning Fire Energy strikes you in the left upper leg from behind, shattering the muscle!"

Well that ain't right. I have no idea what I did to bugger up my creatures, but suddenly they all seem to be made of brittle not-flesh. The error log is rather cryptic:
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_pokemon.txt"
Unrecognized Word Property Token: SKIN

I can't for the life of my figure out what I did. Any ideas?

*Remembers own failure with "left eyebrow's lung tissue burnt, spleen tissue missing"*

EDIT: Fk! typed my post within the quote
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on March 01, 2012, 11:12:49 pm
@Rad, what happens if you replace MAT_MULT with SILVER and leave the NONE's as is?

That didn't work either, unfortunately.

This is what the errorlog spits at me, although I don't know how useful it'll be:
Code: [Select]
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: SILVER
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: NONE
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: NONE
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: 10
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token: 1
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 01, 2012, 11:50:49 pm
I'm currently copying the castes back into the game one at a time to find the culprit. Still haven't hit my previous error, but I found a new one. The following creature appears to bleed "unknown frozen creature substance." I do not know why.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 01, 2012, 11:53:49 pm
I have a syndrome that only affects certain pets, but war/hunting trained version are unaffected. Guess it is the caste token, since: DOG:MALE and DOG:FEMALE are targeted. I only found the profession token for them, TRAINED_HUNTER and TRAINED_WAR.

Anyone has an idea how the reaction can also affect trained animals ? Giving them a class maybe and make the syndrome target only the class ? It should be transfered to the new, trained animals from all that I know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 02, 2012, 12:10:35 am
Aha! It's Squirtle, the blue bastard!

Add the following creature, and all my Pokemon (not just Squirtle) start having their muscles fracture and organs shatter. Take him back out, and flesh goes back to flesh. Error log is white as the driven snow. What gives? There isn't a limit on how many castes a creature can have, right?

Spoiler: Squirtle (click to show/hide)

Comes with a healthy dose of "unknown frozen creature substance" instead of blood, too.

EDIT: Playing with Charmander while Squirtle's entry is messing him up screws up the tail flame- normally, smacking the tail flame generates a "burst of flame," but now it generates a "burst of unknown boiling creature substance!" Today has not been a good day for solving my modding woes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Strabonic on March 02, 2012, 12:27:20 am
I'm trying to make a reaction to smelt glasssteel from steel bars and rough clear glass. Can someone correct this, if it has any mistakes?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The Grackle on March 02, 2012, 12:35:22 am
I have problems with certain materials too, in order to get blood I had to use
[CDI:MATERIAL:CREATURE_MAT:ELF:INDEX024:SPATTER_LIQUID] as Local Creature Material wouldn't work outside of a creature even if you had one selected.

Same problem. Local_creature_mat works for CDI s in the creature's definition, but it didn't work in a syndrome's ce_can_do_interaction, presumably because it couldn't find what the local creature was. 

I was trying to get vamps to spit their own blood, b/c generic blood won't carry the curse.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The Grackle on March 02, 2012, 12:42:33 am
Aha! It's Squirtle, the blue bastard!

Add the following creature, and all my Pokemon (not just Squirtle) start having their muscles fracture and organs shatter. Take him back out, and flesh goes back to flesh. Error log is white as the driven snow. What gives? There isn't a limit on how many castes a creature can have, right?

I haven't really played with creatures enough to figure them out, but I know some things must be defined at the caste-level and some at the creature-level.  Maybe there's a mix up there.  Try making it it's own creature to see if it still messes up. If it doesn't, then it's a caste-related problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 02, 2012, 01:00:23 am
IIRC, materials are now creature-defined instead of caste-defined. narhiril got mixed up with this; check LFR's raws to see how to work around that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ieb on March 02, 2012, 04:27:43 am
Okay so I need to clear this up. FIREIMMUNE tag, after Toady fixed firebreathing stuff is set on fire again, right? Well I noticed something interesting with fire-immune creatures a while back. Breathe fire on 'em? They're allright, no matter how many times you do that.

They have clothes on or are on grass which is then set on fire? They end up bleeding to death.

Either there's something I'm not getting about being fire-immune and bleeding to death from standing on fire/having your clothes on fire, or there's an issue somewhere. I'm guessing the best solution on this is to put up heat damage to none. I assume that'd solve it, at least.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on March 02, 2012, 09:47:38 am
From my experiments with playing a FIREIMMUNE race in adventure mode, FIREIMMUNE prevents you from catching on fire, but it doesn't prevent your fat from melting from the heat.  Being exposed to fire alone won't melt you, but if you are wearing clothing that can catch on fire, or metal armor that can heat up, your fat will start melting.  This will lead to bleeding to death if enough happens.  HEATDAM:NONE does not prevent this, either - it's not damage that's causing it, it's state-change from melting.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on March 02, 2012, 12:16:37 pm
Perhaps you could define a new fat material with no melting point for those creatures? That should prevent you from melting to death.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on March 02, 2012, 12:30:31 pm
[SELECT_MATERIAL:FAT]
   [MELTING_POINT:<some high number>]

Slap that toward the end of the creature definition. It's basically the same as how dragons do it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on March 02, 2012, 12:38:02 pm
I have a syndrome that only affects certain pets, but war/hunting trained version are unaffected. Guess it is the caste token, since: DOG:MALE and DOG:FEMALE are targeted. I only found the profession token for them, TRAINED_HUNTER and TRAINED_WAR.

Anyone has an idea how the reaction can also affect trained animals ? Giving them a class maybe and make the syndrome target only the class ? It should be transfered to the new, trained animals from all that I know.

This should work just fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on March 02, 2012, 01:04:34 pm
Quote from: Toady from 11.11.2011
I should be starting the cult work tonight (that is, cleaning a few issues and then making them matter in adv mode). There was an aside where I decided to make the vampire teeth lengthen when they are feeding, which I hadn't settled up to this point. After having their hair fall out by accident and having their faces morph around a bit, I got it working. The appearance/size modifier effects for interactions/syndromes are reasonably general, and there are a few conditions that syndromes can check now (such as drinking blood)
This should be it:
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150]
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]
Anyone knows what triggers it accepts and what '1:NONE:REQUIRED' means?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ieb on March 02, 2012, 02:02:59 pm
From my experiments with playing a FIREIMMUNE race in adventure mode, FIREIMMUNE prevents you from catching on fire, but it doesn't prevent your fat from melting from the heat.  Being exposed to fire alone won't melt you, but if you are wearing clothing that can catch on fire, or metal armor that can heat up, your fat will start melting.  This will lead to bleeding to death if enough happens.  HEATDAM:NONE does not prevent this, either - it's not damage that's causing it, it's state-change from melting.

Oh snap.

[SELECT_MATERIAL:FAT]
   [MELTING_POINT:<some high number>]

Slap that toward the end of the creature definition. It's basically the same as how dragons do it.

The more I know. Science shall be driven forward once again! And this time, not even !! can stop us!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dutchling on March 03, 2012, 05:23:15 am
What exactly makes a species fertile?
Will this do:
Code: [Select]
[CHILD:1:4]
[CASTE:FEMALE]
[FEMALE]
[MAXAGE:6:18]
[CASTE:MALE]
[MALE]
[MAXAGE:6:42]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on March 03, 2012, 05:29:00 am
[CHILD] makes a species fertile, assuming there's a male and a female member in a race. [MULTIPLE_LITTER_RARE] makes twin or triplet or so births a rare occurrence. Also, I think [CHILD] works like this:

[CHILD:x]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dutchling on March 03, 2012, 05:29:52 am
But how do I make em get one to four children per lay?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on March 03, 2012, 05:37:57 am
Removing [MULTIPLE_LITTER_RARE] seems to make triplet births very common, and I guess I also had a bunch of four babies born at the same time with that tag removed.

Alternatively, you can go do the chicken-lays-eggs route and specify the amount of eggs layed per batch.
Code: [Select]
[BODY_DETAIL_PLAN:EGG_MATERIALS] <--add at creature level, not caste level.

[LAYS_EGGS] <-- paste this on the female's caste
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID] <-- uses BODY_DETAIL_PLAN:EGG_MATERIALS
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:80] <-- some people said that size is a factor on how quick eggs hatch, but I haven't tried it
[CLUTCH_SIZE:1:4] <-- 1 = min, 4 = max clutch size

Not really sure how to handle intelligent civ member egg layers, so yeah.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dutchling on March 03, 2012, 05:39:46 am
Wouldn't I get more kids consistently just by using [CHILD:3] than? And removing multiple litter rare ofc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on March 03, 2012, 05:41:43 am
[CHILD:3] means that the creature's offspring is a child until his third birthday.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dutchling on March 03, 2012, 05:44:46 am
Ah, I'm retarded as I actually am using that somewhere else in the RAWS for the purpose. I somehow though you could define the amount of kids that way as well.

I'll just remove [CHILD:1:4] from my species and they will be fertile with a good chance of twins and triplets if I got this right.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on March 03, 2012, 05:46:42 am
Removing [CHILD] entirely from a creature will make the creature totally sterile. That is why dragons don't give birth to dragon hatchlings, and why rocs give birth to hatchlings.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on March 03, 2012, 07:56:59 am
Ah, I'm retarded as I actually am using that somewhere else in the RAWS for the purpose. I somehow though you could define the amount of kids that way as well.
http://dwarffortresswiki.org/index.php/DF2012:Creature_token
look for littersize
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dutchling on March 03, 2012, 08:15:47 am
I knew it! Thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 03, 2012, 12:01:12 pm
And how could I have a creature that can give to fully grown offpsring ?

Removing th CHILD tag makes them sterile you say, but Child:1 takes one year to mature. So CHILD:0 would work ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 03, 2012, 12:57:58 pm
And how could I have a creature that can give to fully grown offpsring ?

Removing th CHILD tag makes them sterile you say, but Child:1 takes one year to mature. So CHILD:0 would work ?

[CHILD:0:1] should be better. The second number refers to days.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dbuhos on March 03, 2012, 01:58:37 pm
Hey guys,
 
Spoiler (click to show/hide)
Spoiler (click to show/hide)

How do I make the soul mass not leave behind the projectile "remains", aka the <
(http://i1209.photobucket.com/albums/cc387/Dbuhos/greg.jpg)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 03, 2012, 02:02:17 pm
I don't think the "broken arrow" thing can disappear, unfortunately.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on March 03, 2012, 03:12:54 pm
Has anyone tried adding/removing [can_learn] tag via syndromes? In my tests syndrome gets applied but doesn't change anything. Could someone else verify it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 03, 2012, 03:14:36 pm
It doesn't work, I'm pretty sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on March 03, 2012, 08:18:24 pm
Something screwy is happening with a creature/interaction I have set up.

Bear with me here.

I decided, in a fit of boredom and as a way of figuring out how interactions work, to create a Charlie Sheen creature who can activate his Adonis DNA to transform into a giant bronze version of himself, which can then use his tiger blood to become incredibly powerful and such.

In Arena, though, as the "Adonis" creature, when I activate the interaction that increases stats... even after it wears off, the creature's speed value is still higher than normal, and a lot of stats are listed as "Superhumanly" (or equivalent), even some that weren't affected.

Spoiler: the creature (click to show/hide)

Spoiler: the interaction (click to show/hide)

Anyone have any idea what might be going on here?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alem on March 03, 2012, 10:48:46 pm
A completely random curiosity, is it possible to set up a layer material to form with empty pockets? Hypothetically like say I wanted quartzite to have little mini caves inside of it, is that feasible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on March 03, 2012, 11:15:13 pm
Regarding my problem: Porting from 0.34.2 to 0.34.4 seemed to fix the problem with the speed (guess it was related to the vampire speed bugfix!), and the issue with the superhuman attributes is that the attribute ranges are all set so they don't vary at all, since this is meant to be a sort of singleton creature definition for use in adventure mode or just screwing around (so no variation necessary), so any stat increase through combat brings it up past all normal limits. I'll have to either add natural variation to a significant degree, or prevent them gaining stats at all, either of which is plausible.

A completely random curiosity, is it possible to set up a layer material to form with empty pockets? Hypothetically like say I wanted quartzite to have little mini caves inside of it, is that feasible?

Nope. You could make a mineral that evaporates at lower than room temperature and have that exist inside quartize in small clusters, but I'm not sure that melting/boiling points and such are actually handled for natural stone formations.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on March 04, 2012, 12:11:40 am
You could make a mineral that evaporates at lower than room temperature and have that exist inside quartize in small clusters, but I'm not sure that melting/boiling points and such are actually handled for natural stone formations.

They are not, unfortunately.  If you did that, the only thing that would happen would be that the rocks would melt/evaporate the moment you mined them out.  That's how the coal-dust mod works, I believe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alem on March 04, 2012, 12:16:31 am
Bah, there goes my hopes of cavern-like structures without actually being in the caverns layer. Oh well, thank you all :).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanguine on March 04, 2012, 12:56:57 am
What's the best way to find out if a custom creature is spawning?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 04, 2012, 01:03:45 am
Gen a world and export the world data. You get a txt file with all creatures and a number showing how many life in that world.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanguine on March 04, 2012, 01:09:41 am
That is a hell of a lot easier than starting a billion fortresses...  ::)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on March 04, 2012, 06:05:35 am
Anyone know what folder giants are listed under?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lovechild on March 04, 2012, 06:21:07 am
They're in creature_standard.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on March 04, 2012, 07:32:56 am
Sorry For another question but haw could i make a creature survive without a head?



EDIT, Ive made a new race but it wont show up on the map :-\ Its a Human the can breath fire and has no blood but it wont spawn.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dbuhos on March 04, 2012, 08:06:00 am
I've been trying EVERYTHING. And I still can't get the interactions to work, I tried to test em in arena mode but none of them appears in the acquired power list !
What could I have done wrong here ?

The error log is empty tho.
Spoiler (click to show/hide)

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on March 04, 2012, 09:49:35 am
I've been trying EVERYTHING. And I still can't get the interactions to work, I tried to test em in arena mode but none of them appears in the acquired power list !
What could I have done wrong here ?

The error log is empty tho.
Spoiler (click to show/hide)
All of those interactions are material emissions and need [CDI:INTERACTION:MATERIAL_EMISSION] within each interaction.

EDIT, Ive made a new race but it wont show up on the map :-\ Its a Human the can breath fire and has no blood but it wont spawn.
It's easier to help if we've got RAWs, and what exactly do you mean show up? Are they supposed to show as wild animals or show up as a civilization.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dbuhos on March 04, 2012, 09:54:27 am
Oh dear, may Armok have mercy on your soul, thanks you Ark.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tryrar on March 04, 2012, 11:10:18 am
So, a bit back I modded the hammerer position to use swords instead of hammers, and I've got a vamp to test it on. However, my executioner canceled the execution due to not having the proper weapon, even though he had a sword on hand. Any clues why?(He's also my militia commander, if that helps)

Here's the raw:
Code: [Select]
[POSITION:EXECUTIONER]
[NAME:executioner:executioners]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:EXECUTIONS]
[EXECUTION_SKILL:SWORD]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:150]
[DO_NOT_CULL]
[COLOR:0:0:1]
[DUTY_BOUND]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on March 04, 2012, 01:54:31 pm
(He's also my militia commander, if that helps)
It was combat sword not execution one. (uniforms conflict)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tryrar on March 04, 2012, 01:59:45 pm
ah so assigning him another sword should do it
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on March 04, 2012, 02:19:35 pm
Did you make that change before or after generating the world? Entity file changes don't take effect until a new world is generated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tryrar on March 04, 2012, 02:20:39 pm
Before genning, of course. I know about entity file changes needing a new world
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RysanMarquise on March 04, 2012, 03:42:37 pm
What do people here know about Lairs and how they work?

Are they created by the creature or merely taken up?

SHRINE, and LABYRINTH - what are they exactly?


Can the tokens be added to creatures with the SYNDOME effects? Do creatures transformed into being with these tags actually make lairs?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nighthawk on March 04, 2012, 03:48:52 pm
Hugo threw this thing onto some thread or other about piling stone and wood into smaller spaces. I know you can dump stone to pile it, but the idea of using a building seems a helluva lot easier.

So could anyone tell me how I should use THIS:
Code: [Select]
[BUILDING_WORKSHOP:REGEN_STONE_PILE]
[NAME:Stone Pile]
[NAME_COLOR:7:0:1]
[BUILD_KEY:NONE]
[WORK_LOCATION:1:1]
[DIM:1:1]
[BLOCK:1:0]
[TILE:0:1:236]
[COLOR:0:1:7:0:0]
[TILE:1:1:236]
[COLOR:1:1:7:0:0]
[TILE:2:1:236]
[COLOR:2:1:7:0:0]
[TILE:3:1:236]
[COLOR:3:1:7:0:0]
[BUILD_ITEM:25:BOULDER:NONE:NONE:NONE]

[BUILDING_WORKSHOP:REGEN_WOOD_PILE]
[NAME:Wood Pile]
[NAME_COLOR:7:0:1]
[BUILD_KEY:NONE]
[WORK_LOCATION:1:1]
[DIM:1:1]
[BLOCK:1:0]
[TILE:0:1:22]
[COLOR:0:1:6:0:0]
[TILE:1:1:22]
[COLOR:1:1:6:0:0]
[TILE:2:1:22]
[COLOR:2:1:6:0:0]
[TILE:3:1:22]
[COLOR:3:1:6:0:0]
[BUILD_ITEM:25:WOOD:NONE:NONE:NONE]

I frankly have no idea what to do with it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on March 04, 2012, 07:42:30 pm
EDIT, Ive made a new race but it wont show up on the map :-\ Its a Human the can breath fire and has no blood but it wont spawn.
It's easier to help if we've got RAWs, and what exactly do you mean show up? Are they supposed to show as wild animals or show up as a civilization.
[/quote]

Ok Here are the raws
Spoiler (click to show/hide)

And what I mean by show up is they wont build citys.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 04, 2012, 07:45:12 pm
It needs a biome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on March 04, 2012, 07:46:16 pm
Where would i put that in?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 04, 2012, 07:51:31 pm
Pretty much anywhere. Just something like [BIOME:NOT_FREEZING]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on March 04, 2012, 08:03:39 pm
It needs a biome.

I think you misunderstood the question. Fishybang said he wants them to build cities, meaning they need an entity definition.


Fishybang: Other, minor problems with the creature definition aside, I suggest you look at entity_standard.txt (where civilization types are defined), and look at the wiki's articles concerning entity tokens. Probably use the humans' entity definition as a basis for your own.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 04, 2012, 08:06:18 pm
With an uncompressed save, what program do you use to open the world.dat file? Are the FB's, weres, and mist raws stored there, or somewhere else?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on March 04, 2012, 08:08:43 pm
With an uncompressed save, what program do you use to open the world.dat file? Are the FB's, weres, and mist raws stored there, or somewhere else?

Anything that's in raw format (like creatures) is stored there, yeah. Open it up in a hex editor, or probably any text editor that's actually good at opening large files without choking (i.e. "not Windows Notepad", at least in WinXP).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 04, 2012, 08:17:08 pm
With an uncompressed save, what program do you use to open the world.dat file? Are the FB's, weres, and mist raws stored there, or somewhere else?

Anything that's in raw format (like creatures) is stored there, yeah. Open it up in a hex editor, or probably any text editor that's actually good at opening large files without choking (i.e. "not Windows Notepad", at least in WinXP).

Specifically, what program? Both windows notepad and the hex editor I have (XVI32) display everything as one unending string, with some barely legible raw tokens mixed in with chaotic symbols.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on March 04, 2012, 08:22:22 pm
I think I read that any strings in the files are prefixed with 16(?)-bit integers representing their length.

Looking at some in a text editor, that appears to be the case: I'm seeing perfectly legible raw files (albeit lacking whitespace) with a couple garbage characters in between the tokens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on March 04, 2012, 08:24:00 pm
Quietust made a PHP script (http://dwarffortresswiki.org/index.php/User:Quietust/beastextract_34.php) for extracting generated raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 04, 2012, 08:26:18 pm
Quietust made a PHP script (http://dwarffortresswiki.org/index.php/User:Quietust/beastextract_34.php) for extracting generated raws.
How to use?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on March 04, 2012, 08:29:20 pm
Run it with PHP (http://www.php.net/downloads.php).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 04, 2012, 08:35:01 pm
Thank you!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 04, 2012, 09:43:58 pm
Hugo threw this thing onto some thread or other about piling stone and wood into smaller spaces. I know you can dump stone to pile it, but the idea of using a building seems a helluva lot easier.

So could anyone tell me how I should use THIS:
Spoiler (click to show/hide)

I frankly have no idea what to do with it.
You could have PM'd me :P I would have responded sooner or later. Ok how to use (step by step)

-Go into the DF raw/objects foulder (not the save because new buildings need a regen to be added)
-create a "*.txt" file and name it "building_XXXX.txt" where the XXXX is your custom name for the file
-Inside the now empty file add this at the very top:
Quote
building_XXXX

[OBJECT:BUILDING]
-Insert the new buildings in there
-Add this the the MOUNTIAN entity in the "entity_default.txt":
   [PERMITTED_BUILDING:REGEN_STONE_PILE]
   [PERMITTED_BUILDING:REGEN_WOOD_PILE]
-Gen a World and enjoy your new buildings that require 25 boulders/logs to build

Now if you want to use those resources simply deconstruct the "pile" of course these are only intended for forts that have a large amount of these reasources (im sure someone can stand to have a stockpile large enough to hole 1-24 boulders/logs) :p

Hope this helps you.

EDIT:
also these are completely customizable. You can make them take 10, or 50. Whatever your fancy is. Or you can copy/paste them and afix a # to the ID name and have different sized piles.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on March 04, 2012, 11:41:36 pm
Ok so i did the entity
Spoiler (click to show/hide)

So how do i link the two together?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 05, 2012, 12:17:26 am
Run it with PHP (http://www.php.net/downloads.php).

Okay, call me a noob, but I can't figure out how to run a PHP script. Do I copy this to a text file or something?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on March 05, 2012, 12:41:45 am
Is the OP around? Deon, where are you?

I highly suggest linking to the following wiki pages in the OP, because it seems that a lot of the questions going around are answered by them:

http://dwarffortresswiki.org/index.php/Creature_token
http://dwarffortresswiki.org/index.php/Entity_token
http://dwarffortresswiki.org/index.php/Syndrome

Not sure which others might apply, but I think it's worth posting some common reading material so that we don't get as many questions that are answered via trivial research and by looking up individual tokens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on March 05, 2012, 05:08:22 am
Are you serious? Everyone knows about wiki but still this doesn't stop them from asking the answered questions. Also, it's rather unlikely that one would start from a first page of 50. If we want to try that anyway it'd be better if every person that starts a new page would edit those into his message.

Also http://dwarffortresswiki.org/index.php/v0.31:Modding_guide should be listed as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on March 05, 2012, 06:24:59 am
Ok so i did the entity
Spoiler (click to show/hide)

So how do i link the two together?
You can just slap it down at the bottom of entity_default but change ENTITY:PLAIN to something not already used.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on March 05, 2012, 12:16:35 pm
Are you serious? Everyone knows about wiki but still this doesn't stop them from asking the answered questions. Also, it's rather unlikely that one would start from a first page of 50.

Even if that's the case, it's still a lot easier to refer them to the OP than to post the same links and stuff over and over again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on March 05, 2012, 04:18:05 pm
Why is it saying none of them work?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on March 05, 2012, 04:26:51 pm
Why is it saying none of them work?
Spoiler (click to show/hide)
You should move your creatures from entity_default into some file beginning with [OBJECT:CREATURE] preferably in the one in which RASPY_VOICE is located.
I mean to creature_standard.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on March 05, 2012, 04:39:04 pm
Why is it saying none of them work?
Spoiler (click to show/hide)
You should move your creatures from entity_default into some file beginning with [OBJECT:CREATURE] preferably in the one in which RASPY_VOICE is located.
I mean to creature_standard.

But how does the creature and the entity link together then?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on March 05, 2012, 04:45:08 pm
Why is it saying none of them work?
Spoiler (click to show/hide)
You should move your creatures from entity_default into some file beginning with [OBJECT:CREATURE] preferably in the one in which RASPY_VOICE is located.
I mean to creature_standard.

But how does the creature and the entity link together then?
In the entity is
   [CREATURE:DRUMEDER]
That means that this entity will be established by the DRUMEDER.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 05, 2012, 08:11:20 pm
Hey peeps, I seem to be having a little reaction problem I'm hoping you could help me with.

[REACTION:APPLEBUCK]
   [NAME:Buck Apples]
   [BUILDING:PONY_APPLETREE:CUSTOM_B]
   [PRODUCT:100:1:PLANT:PONY_APPLE:NONE:NONE:NONE]
   [SKILL:STANCE_STRIKE]

I can't seem to get anything but "plants" as an output, am i missing something, did i get the product line wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on March 05, 2012, 08:26:27 pm
Hey peeps, I seem to be having a little reaction problem I'm hoping you could help me with.

[REACTION:APPLEBUCK]
   [NAME:Buck Apples]
   [BUILDING:PONY_APPLETREE:CUSTOM_B]
   [PRODUCT:100:1:PLANT:PONY_APPLE:NONE:NONE:NONE]
   [SKILL:STANCE_STRIKE]

I can't seem to get anything but "plants" as an output, am i missing something, did i get the product line wrong?
[PRODUCT:100:1:PLANT:PONY_APPLE:PLANT_MAT:PONY_APPLE:PLANT] or [PRODUCT:100:1:PLANT:PONY_APPLE:PLANT_MAT:PONY_APPLE:STRUCTURAL] should make it work
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 05, 2012, 08:28:32 pm
That did the trick! Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: kompressormight on March 05, 2012, 09:08:11 pm
after making goblins playable as a race, in adventure mode, my goblin will attack other friendly goblins without warning rather than stopping as usual or moving through them otherwise. is there anything i can do to change this behavior? is this related to [babysnatcher]? ethics?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: wozit on March 05, 2012, 09:23:39 pm
What do I need to change so that the game will pause when a child turns into an adult like it does for babies being born? By the time this starts happening, fps is slowed down and I don't watch the fort at all times and I hate it when those lazy teens slip through the cracks by pretending to be "farmers" based on picking mushrooms out of the mud when they felt like it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on March 05, 2012, 09:29:42 pm
after making goblins playable as a race, in adventure mode, my goblin will attack other friendly goblins without warning rather than stopping as usual or moving through them otherwise. is there anything i can do to change this behavior? is this related to [babysnatcher]? ethics?
Probably has something to do with LOCAL_BANDITRY. If you've ever walked into a seemingly friendly town (even your start town) and get attacked by the residents, that is LOCAL_BANDITRY. Of course if you removed their ability to talk, walking into someone would also make you attack them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: kompressormight on March 05, 2012, 09:34:18 pm
after making goblins playable as a race, in adventure mode, my goblin will attack other friendly goblins without warning rather than stopping as usual or moving through them otherwise. is there anything i can do to change this behavior? is this related to [babysnatcher]? ethics?
Probably has something to do with LOCAL_BANDITRY. If you've ever walked into a seemingly friendly town (even your start town) and get attacked by the residents, that is LOCAL_BANDITRY. Of course if you removed their ability to talk, walking into someone would also make you attack them.

There it goes. Got confused between the two banditry flags. Yeah, local_banditry did it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Starmantis on March 06, 2012, 09:43:35 am
I need a bit of help for an Exalted mod Im making

1.Are weather spells doable yet?
2.Can you have an adventurer begin in the underworld/playable underworld civ?
3.any way to do "charm" style spells, to make an enemy either join you or stop attacking?
4.Any way to have either A.race specific adventure reactions or B.Interactions that create items such as weapons.
5.Any way to make some castes within a race more likely to do crime?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: gordogomez on March 06, 2012, 10:07:36 am
Is there any way to make an interaction check for creature status before applying a syndrome? like, for example, check if the creature is conscious, bleeding, in pain, etc? 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on March 06, 2012, 10:36:09 am
What do I need to change so that the game will pause when a child turns into an adult like it does for babies being born? By the time this starts happening, fps is slowed down and I don't watch the fort at all times and I hate it when those lazy teens slip through the cracks by pretending to be "farmers" based on picking mushrooms out of the mud when they felt like it.
All adjustable announcements are in /data/init/announcements.txt but I couldn't notice anything related.

I need a bit of help for an Exalted mod Im making
1.Are weather spells doable yet?
2.Can you have an adventurer begin in the underworld/playable underworld civ?
3.any way to do "charm" style spells, to make an enemy either join you or stop attacking?
4.Any way to have either A.race specific adventure reactions or B.Interactions that create items such as weapons.
5.Any way to make some castes within a race more likely to do crime?
1.No
2.No
3. Apart from paralysis or transformation into sponge no.
4. Shouldn't those be placed into entity related to adventurer? Not of much help here.
5. Here too but doubtfully.

Is there any way to make an interaction check for creature status before applying a syndrome? like, for example, check if the creature is conscious, bleeding, in pain, etc? 
There's no such examples in vanilla apart from vampire's teeth but how the related tags work is unknown.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: JDRingo on March 06, 2012, 11:39:01 am
So I had an idea just now and had to come here to get some tips on getting it done. I need to know how to add another limb so my wrestler can use his beard while fighting, as if it were another arm.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Igfig on March 06, 2012, 04:04:51 pm
This is kind of a basic question, but I don't remember the answer offhand and it'd probably be faster to ask than to figure out the answer myself.

What's the simplest way to get a creature that instantly dies as soon as it appears? There are a bunch of different ways, I know, but which is the fastest and most effective?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nil Athelion on March 06, 2012, 05:54:23 pm
From the wiki:
Quote
ATTACK_VELOCITY_MODIFIER    | Caste | number | Modifies the attack velocity. Believed to be percent based (so 100 would be "normal"). May be on same scale as weapon velocity (where 1000 is "normal")."

HOW DO WE NOT KNOW THIS YET?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RysanMarquise on March 06, 2012, 06:36:04 pm
Is it possible to grant interactions to targets through animation?

If so what is the proper way to do this. I know how to do it via attack transfers, but not animation applied syndromes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on March 06, 2012, 07:00:12 pm
So I had an idea just now and had to come here to get some tips on getting it done. I need to know how to add another limb so my wrestler can use his beard while fighting, as if it were another arm.
You'd have to make a BEARD(beard) bodypart with [GRASP] and add it to your creature.

This is kind of a basic question, but I don't remember the answer offhand and it'd probably be faster to ask than to figure out the answer myself.

What's the simplest way to get a creature that instantly dies as soon as it appears? There are a bunch of different ways, I know, but which is the fastest and most effective?
Removing the brain's probably the best bet, but adding [AQUATIC] to a land animal works too.
    [SELECT_MATERIAL:ALL]
        [MELTING_POINT:10000]
is pretty cool but my favorite is
    [SELECT_MATERIAL:ALL]
        [BOILING_POINT:10000]
and adding
   [MAT_FIXED_TEMP:10075]
makes it a sure thing.

From the wiki:
Quote
ATTACK_VELOCITY_MODIFIER    | Caste | number | Modifies the attack velocity. Believed to be percent based (so 100 would be "normal"). May be on same scale as weapon velocity (where 1000 is "normal")."

HOW DO WE NOT KNOW THIS YET?
Because we don't fully understand weapon attacks. There's too many variables involved in testing: Skill rolls, attacks of chance (from back,side,etc), individual creatures, etc. Because of this most things relating to attacks are hypothesis and guesswork. Even now ATTACK_VELOCITY_MODIFIER only pops up twice in the RAWs (one of those files is new) and then they both use the same modifier number. Seeing as when it is used it is for high-velocity kicks at 3000, 1000's probably the norm.

Is it possible to grant interactions to targets through animation?

If so what is the proper way to do this. I know how to do it via attack transfers, but not animation applied syndromes.
It isn't possible if your talking about the ones made during worldgen but if you're using a custom animation interaction just slap the CE_CAN_DO_INTERACTION stuff on, like so:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on March 06, 2012, 08:15:09 pm
Hey guys!

Ran into a bit of a snag when playtesting our next Pokemon release. I've been putting all the evolutionary "families" of pokemon into the same creature file, and making each evolution a distinct caste (two for each gender), in the interest of them being able to interbreed. In order to ensure that the offspring are only the lowest evolution, I gave the lowest ones [POP_RATIO:1], and all the evolutions [POP_RATIO:0]. I was a bit dismayed to see the weedle eggs hatch into Kakunas and Beedrills, however. The result was similar for all the other species, and though it certainly wasn't statistically significant, I did see a preference for the lower forms.

Any ideas? Does POP_RATIO refuse to accept a null value? I'm about to playtest giving the evolutions [POP_RATIO:1] and the base forms [POP_RATIO:100000000], but I'm on the lookout for a more elegant fix.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 06, 2012, 08:28:04 pm
Meph has found that it doesn't accept null, so 1:4000000000 should be a good ratio to work with.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on March 06, 2012, 08:35:59 pm
Alright, thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RysanMarquise on March 06, 2012, 09:48:13 pm
It isn't possible if your talking about the ones made during worldgen but if you're using a custom animation interaction just slap the CE_CAN_DO_INTERACTION stuff on, like so:

Tried that, but perhaps my syntax was wrong somewhere. Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 06, 2012, 09:55:33 pm
Why is the B target not working here?

Code: [Select]
[INTERACTION:SUPER_SAIYAN]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_AFFECTED_CLASS:SUPER_SAIYAN]
[IT_CANNOT_HAVE_SYNDROME_CLASS:SUPER_SAIYAN_2]
[IT_CANNOT_HAVE_SYNDROME_CLASS:SUPER_SAIYAN_3]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_PHYS_ATT_CHANGE:AGILITY:4000:0:STRENGTH:4000:0:TOUGHNESS:4000:0:ENDURANCE:4000:0:START:0:END:5000]
[CE_MENT_ATT_CHANGE:WILLPOWER:2000:0:SPATIAL_SENSE:4000:0:KINESTHETIC_SENSE:4000:0:START:0:END:5000]
[SYN_CLASS:SUPER_SAIYAN_1]
[CE_CAN_DO_INTERACTION:START:1296000] 3 years and ~2.5 months in fortress mode, what is apparently an arbitrarily low (probably first fast travel) in adventurer. Fortress mode progresses 72 times faster than adventurer.
[CDI:ADV_NAME:Transform into a super saiyan 2!]
[CDI:INTERACTION:SUPER_SAIYAN_2]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET:B:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:1]
[CDI:TARGET_RANGE:B:20]
[CDI:MAX_TARGET_NUMBER:B:10]
[CDI:VERBAL]
[CDI:VERBAL_SPEECH:supersaiyan.txt]
[CDI:VERB:feel an incredible power flow through you--more than has ever been felt before--as your hair lifts almost entirely above your head and lightning sparks fill your ki aura. This is the feeling of true power:suddenly explodes with a power unlike any ever known in history:NA] Since super saiyan 2s can't happen in worldgen, as far as I know of this writing, the incredible power thing should work.
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:B]
[IE_IMMEDIATE]
[SYNDROME]
[CE_MENT_ATT_CHANGE:WILLPOWER:90:0:START:0:END:20]
[CDI:WAIT_PERIOD:5000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on March 06, 2012, 10:16:55 pm
Another question. Is there any way to make a certain creature immune to curses from mummies?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nil Athelion on March 07, 2012, 12:57:02 am
From the wiki:
Quote
ATTACK_VELOCITY_MODIFIER    | Caste | number | Modifies the attack velocity. Believed to be percent based (so 100 would be "normal"). May be on same scale as weapon velocity (where 1000 is "normal")."

HOW DO WE NOT KNOW THIS YET?
Because we don't fully understand weapon attacks. There's too many variables involved in testing: Skill rolls, attacks of chance (from back,side,etc), individual creatures, etc. Because of this most things relating to attacks are hypothesis and guesswork. Even now ATTACK_VELOCITY_MODIFIER only pops up twice in the RAWs (one of those files is new) and then they both use the same modifier number. Seeing as when it is used it is for high-velocity kicks at 3000, 1000's probably the norm.
That aggravates me.  So I decided to do !!science!! to it.

Hippos:
Spoiler (click to show/hide)
As you can see, the only difference between Hippo and Hippo2 is name and the addition of [ATTACK_VELOCITY_MODIFIER:500] to all of Hippo2's attacks.

If ATTACK_VELOCITY_MODIFIER is percentage, Hippo2 should hit five times harder than Hippo.  If out of 1000, it should hit half as strongly.

I tested ten arena duels of a single hippo versus a single hippo2.  After each battle, I euthanize the survivor with water and lava.  I picked Hippos because they are big, have no [Grasp] to pick up the teeth that were everywhere, and their bite is a gore which does not latch.

Hippo beat hippo2 ten times in a row.  All battles ended after ~50 pages with a skull-crushing kick to the head by Hippo.

This leaves two possibilities.  Either [ATTACK_VELOCITY_MODIFIER:500] is out of 1000 (or some large value), or larger values are worse (like speed).  I find it being out of 1000 as being the more likely option, since I have already experienced stupidly high attack velocities sending things across rooms.

Should I post this to the wiki, or shall I do more !!science!! to it?[/code]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 07, 2012, 01:10:30 am
Do more science, but post to the wiki anyway.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nil Athelion on March 07, 2012, 02:40:22 am
Do more science, but post to the wiki anyway.
Did more science.  Tested 15 more hippo/hippo2 duels.  Hippo beat hippo2 in all of them.

Made Hippo3.  Has [ATTACK_VELOCITY_MODIFIER:2000].

Tested 15 battles.  Almost even wins on either side, with original hippo winning 8-7.  It appears that the inequality in the original test stemmed from Hippo2 being unable to fatally hit the head, while the battles between hippo and hippo3 revolved around who would hit the head first.

Overall, however, [ATTACK_VELOCITY_MODIFIER:2000] was not demonstrably better than the normal Hippo.  One would expect it to be twice as good, however we would need to find a creature with a head hard enough to not be broken by its own normal attacks, and then give it an AVM of 2000, and see if that makes a difference.

If someone would be so kind as to replicate my results, I will put it on the wiki.

(Hippo 4 with AVM of 9000 wins in seconds every time.  High AVM does matter... just hard to quantify.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Steele on March 07, 2012, 04:28:32 am
I'm currently in the process of updating my personal mod to 34.05 from 31.25, and up until now everything has been going smoothly.
All but one of my creatures are working without errors appearing in the log, and though I managed to stop the error for the creature in question I have absolutely no idea why doing what I did fixed the problem, nor any idea why there was a problem in the first place.

Here is a C&P of the error;
Spoiler (click to show/hide)

After a bit of testing this seems to have been caused by the eye colors of the creature. They worked fine in 31.25 and none of the colors have been modified in 34.05.
Here is a C&P of the creatures eye colors which generate the error;
Spoiler (click to show/hide)

Now, this is the strangest part.. I placed the last three colors closer to the front, and for whatever reason the error ceased.
Here is the working edit;
Spoiler (click to show/hide)

Does anyone have any idea why there was an error, and/or why the edit stopped it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on March 07, 2012, 04:30:18 am
Not sure if this has anything to do with it, but in both you have:

Code: [Select]
IRIS_EYE_LIGHT_BROWN:IRIS_EYE_PALE_BROWN:1
Missing a "1:" in there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on March 07, 2012, 05:26:05 am
Is it possable to make a creature that can live with out a head (Without slumping down to the ground)
And if so how?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on March 07, 2012, 06:32:44 am
Why is the B target not working here?

Code: [Select]
[INTERACTION:SUPER_SAIYAN]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_AFFECTED_CLASS:SUPER_SAIYAN]
[IT_CANNOT_HAVE_SYNDROME_CLASS:SUPER_SAIYAN_2]
[IT_CANNOT_HAVE_SYNDROME_CLASS:SUPER_SAIYAN_3]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_PHYS_ATT_CHANGE:AGILITY:4000:0:STRENGTH:4000:0:TOUGHNESS:4000:0:ENDURANCE:4000:0:START:0:END:5000]
[CE_MENT_ATT_CHANGE:WILLPOWER:2000:0:SPATIAL_SENSE:4000:0:KINESTHETIC_SENSE:4000:0:START:0:END:5000]
[SYN_CLASS:SUPER_SAIYAN_1]
[CE_CAN_DO_INTERACTION:START:1296000] 3 years and ~2.5 months in fortress mode, what is apparently an arbitrarily low (probably first fast travel) in adventurer. Fortress mode progresses 72 times faster than adventurer.
[CDI:ADV_NAME:Transform into a super saiyan 2!]
[CDI:INTERACTION:SUPER_SAIYAN_2]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET:B:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:1]
[CDI:TARGET_RANGE:B:20]
[CDI:MAX_TARGET_NUMBER:B:10]
[CDI:VERBAL]
[CDI:VERBAL_SPEECH:supersaiyan.txt]
[CDI:VERB:feel an incredible power flow through you--more than has ever been felt before--as your hair lifts almost entirely above your head and lightning sparks fill your ki aura. This is the feeling of true power:suddenly explodes with a power unlike any ever known in history:NA] Since super saiyan 2s can't happen in worldgen, as far as I know of this writing, the incredible power thing should work.
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:B]
[IE_IMMEDIATE]
[SYNDROME]
[CE_MENT_ATT_CHANGE:WILLPOWER:90:0:START:0:END:20]
[CDI:WAIT_PERIOD:5000]
Give target B an IT_MANUAL_INPUT.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on March 07, 2012, 10:03:16 am
Is it possable to make a creature that can live with out a head (Without slumping down to the ground)
And if so how?

Give it [NO_THOUGHT], [NO_BREATHE] and [NO_THOUGHT_CENTER_FOR_MOVEMENT] - I think that's all that's required.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 07, 2012, 11:08:45 am
Is it possable to make a creature that can live with out a head (Without slumping down to the ground)
And if so how?

Give it [NO_THOUGHT], [NO_BREATHE] and [NO_THOUGHT_CENTER_FOR_MOVEMENT] - I think that's all that's required.
Just remember to remove the things assoiated with the Head from the BODY call
Eyes
nose
ears
teeth
neck
skull
brain
etc...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on March 07, 2012, 03:01:49 pm
Is it possable to make a creature that can live with out a head (Without slumping down to the ground)
And if so how?

Give it [NO_THOUGHT], [NO_BREATHE] and [NO_THOUGHT_CENTER_FOR_MOVEMENT] - I think that's all that's required.
Just remember to remove the things assoiated with the Head from the BODY call
Eyes
nose
ears
teeth
neck
skull
brain
etc...

... Why? He doesn't want to remove the head. He just wants the creature to be able to live without it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RogueArchivist on March 07, 2012, 04:11:16 pm
What the hell is this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Steele on March 07, 2012, 04:35:02 pm
Not sure if this has anything to do with it, but in both you have:

Code: [Select]
IRIS_EYE_LIGHT_BROWN:IRIS_EYE_PALE_BROWN:1
Missing a "1:" in there.

Ah, good eye. That missing "1:" was the cause.
I'm surprised the error log never reported that in 31.25..
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nate McCloud on March 07, 2012, 04:38:35 pm
Okay, so, possibly dumb question...

Do I have to put all my modifications into the appropriate files (for instance, reactions to pulverize ore into multiple bags of metal dust and to smelt the dust into bars into reaction_smelter, and the ability for dwarves to use those two reactions into entity_default) each time I download a new version, or is there a way for me to put all that stuff into a separate file(s) and transfer them between versions so I don't have to copy-paste each individual change?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 07, 2012, 04:51:00 pm
You can put them in a seperate file, no problem. :)


Question: Can I restrict a weapon to a specific creature/caste ? Lets say: Holy dwarf, Holy Warhammer. Only holy dwarf can use holy warhammer im combat. Only thing I can think of is bodysize. Make holy dwarves bigger, make holy warhammer bigger. Still a workaround, not a real solution.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 07, 2012, 05:36:01 pm
What the hell is this?
Its a spam image poster who is posting this all over the forums. You can add him to your ignore list by going to profile->modify profile->buddies/ignore list and that should remove all of his posts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: HySh777 on March 07, 2012, 05:51:15 pm
Hmm. I have a strange problem. Every civ, modded or non-modded, has a huge majority of the population as, well, nude. Civilized adventurers? Nude, starting with a spear and a copper dagger, regardless of military expertise, similar to how an outsider is. The odd thing is, I've genned two worlds and it's not a set-in-stone thing. But it's incredibly high on both worlds, around 85% of the population. I encountered an Elite Bowman in a camp. No weapons, no armor.

Thing is, I haven't modded weapons or armor, not even entity_default.

I don't understand why this would be happening.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 07, 2012, 07:37:21 pm
Why is the B target not working here?

Give target B an IT_MANUAL_INPUT.

*taps head* D'Oh!

EDIT: The interaction that I posted earlier now has a manual input for target B, but the creature still won't use it unless it's an adventurer. Here's the CDI:

Code: [Select]
[CAN_DO_INTERACTION:SUPER_SAIYAN]
     [CDI:ADV_NAME:Transform into a super saiyan!]
   [CDI:TARGET:A:SELF_ONLY]
   [CDI:TARGET:B:LINE_OF_SIGHT]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_RANGE:B:20]
   [CDI:MAX_TARGET_NUMBER:B:1]
   [CDI:VERBAL]
   [CDI:VERBAL_SPEECH:supersaiyan.txt]
   [CDI:VERB:feel an incredible power flowing through you, as your hair turns yellow, your eyes turn green, and rocks slowly start flying from the ground:suddenly has blonde hair, green eyes, and incredible power]
   [CDI:WAIT_PERIOD:10000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pride on March 07, 2012, 09:09:26 pm
Could you add the [CE_ADD_TAG:CRAZED: ...] to an injected syndrome (think like a poison) in order to potentially create the rage virus from 28 Days Later?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 07, 2012, 09:14:51 pm
Yes. But each crazed guy fights all crazed guys, therefore it would be very shortlived.

Short question: Can I add [MATERIAL_FORCE_MULTIPLIER:INORGANIC:material:XX:XX] by a syndrome or interaction to someone ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pride on March 07, 2012, 09:45:07 pm
Yes. But each crazed guy fights all crazed guys, therefore it would be very shortlived.

Is there a potentially better way to achieve the same results? Scrap the poison idea and just go the interaction/transformation route?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 07, 2012, 10:42:15 pm
Opposed to life. They attack everything, except undead being. Give them an undead tag as well, and all the transformed rage-dudes will stick together.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on March 07, 2012, 11:19:11 pm
Opposed to life. They attack everything, except undead being. Give them an undead tag as well, and all the transformed rage-dudes will stick together.
By undead tag do you mean any tag that the undead or given, or just certain ones, I've always thought it was the Not-Living itself, but my creatures kill their creator, even when he's given a team.  However the unmodified mummies and necromancer's don't get slain by their creations.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on March 08, 2012, 12:23:46 am
Yes. But each crazed guy fights all crazed guys, therefore it would be very shortlived.

Short question: Can I add [MATERIAL_FORCE_MULTIPLIER:INORGANIC:material:XX:XX] by a syndrome or interaction to someone ?
Time for me to help you out now :P, You can, but it needs to be formatted like [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:INORGANIC:material:XX:XX].

I used this for my red werewolves, to make their human forms weak to silver as well as their wolf forms.

the MAT_MULT is required apparently.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on March 08, 2012, 12:38:37 am
So, I have a question. I'm planning on making an immobile creature to act as a turret of sorts. I was wondering how to make it shoot projectiles that carry a syndrome that makes the hit creature turn crazed and bleed from the hit limb. I was also wondering how to make the turret have a stone shell that it will retreat into when an enemy gets to close.
Any help will be appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on March 08, 2012, 12:48:45 am
So, I have a question. I'm planning on making an immobile creature to act as a turret of sorts. I was wondering how to make it shoot projectiles that carry a syndrome that makes the hit creature turn crazed and bleed from the hit limb. I was also wondering how to make the turret have a stone shell that it will retreat into when an enemy gets to close.
Any help will be appreciated.

the syndrome should look like this
[SYNDROME]
        [CE_BLEEDING:SEV:75:PROB:100:LOCALIZED:START:0:PEAK:50:END:100]
        [CE_ADD_TAG:CRAZED]
(you can change the severity and duration)

Put that as a contact syndrome on whatever projectile you're using.

to retract in, use this token...

[RETRACT_INTO_BP:BY_CATEGORY:BODY_UPPER:roll into a ball:rolls into a ball:unroll:unrolls]
(^^that's from the file changes.txt^^)

...in an interaction, though doing it when an enemy gets close is probably not possible, if you figure a way to do it, post it, I'd like to see. You can make them do it when hurt though, just add [CDI:USAGE_HINT:FLEEING] to the CAN_DO_INTERACTION statement.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 08, 2012, 12:53:13 am
So, I have a question. I'm planning on making an immobile creature to act as a turret of sorts. I was wondering how to make it shoot projectiles that carry a syndrome that makes the hit creature turn crazed and bleed from the hit limb. I was also wondering how to make the turret have a stone shell that it will retreat into when an enemy gets to close.
Any help will be appreciated.

There's a simple tag for the shell and you can make bodyparts. For the syndrome, make material it fires have a melting point higher than the fixed temp, but lower than the boiling point (though that may just cause ground contamination) and attach the syndrome to that. Meph's Masterwork mod already has turrets in it, so you could use that as an example.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: HySh777 on March 08, 2012, 10:08:08 am
So does nobody have anything for me? I've tried troubleshooting it, but there's no errorlog message, no... nothing. And I can't figure out what would've changed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: druid91 on March 08, 2012, 11:16:42 am
I have a question. How often can you make were-beast style transformations happen?

Would it be theoretically possible to set up a were-beast transformation as some sort of insane regeneration power?

Oh I lost an arm? *Regenerate* Etc..

And would a resurrect interaction in a creatures blood cause it's blood to resurrect it's own corpse?

Is that even possible? Sorry I just have little knowledge as to where to even begin, my normal computer being busted isn't helping either.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on March 08, 2012, 01:09:13 pm
Can anyone tell me why this doesn't counter a mummy's curse of missing most of the time?

interation_standard.txt
Spoiler (click to show/hide)

creature_standard.txt
Spoiler (click to show/hide)

I can't find the mummy curse interaction anywhere to just make something immune to it there. If anyone knows where that is it would be even more helpful. Thanks in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on March 08, 2012, 01:42:19 pm
Can anyone tell me why this doesn't counter a mummy's curse of missing most of the time?

interation_standard.txt
Spoiler (click to show/hide)

creature_standard.txt
Spoiler (click to show/hide)

I can't find the mummy curse interaction anywhere to just make something immune to it there. If anyone knows where that is it would be even more helpful. Thanks in advance.
It's generated in the world, but an example of it's in interaction_disturbance.txt in the interaction examples folder.

As to why it might not work, some tags when added to a creature, can't be gotten rid of.  I've tried to make animated corpses vulnerable to syndromes, and they ignore it, I've also tried to get syndromes to end early with no success.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on March 08, 2012, 02:04:49 pm
Can anyone tell me why this doesn't counter a mummy's curse of missing most of the time?

interation_standard.txt
Spoiler (click to show/hide)

creature_standard.txt
Spoiler (click to show/hide)

I can't find the mummy curse interaction anywhere to just make something immune to it there. If anyone knows where that is it would be even more helpful. Thanks in advance.
It's generated in the world, but an example of it's in interaction_disturbance.txt in the interaction examples folder.

As to why it might not work, some tags when added to a creature, can't be gotten rid of.  I've tried to make animated corpses vulnerable to syndromes, and they ignore it, I've also tried to get syndromes to end early with no success.

I noticed the mummy reaction example but just assumed it wasn't the actual one used in the game because it said example. If it's made during the world gen I guess it probably isn't possible to do anything about it. I suppose I'll just have to send in some companions as curse sponges. Thanks for the reply though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on March 08, 2012, 02:26:05 pm
I have a question. How often can you make were-beast style transformations happen?

Would it be theoretically possible to set up a were-beast transformation as some sort of insane regeneration power?

Oh I lost an arm? *Regenerate* Etc..

And would a resurrect interaction in a creatures blood cause it's blood to resurrect it's own corpse?

Is that even possible? Sorry I just have little knowledge as to where to even begin, my normal computer being busted isn't helping either.
For the first part, you could just reduce the time between transformations in a custom curse by adjusting [CE:PERIODIC:XXX], and yes you can use it as a regen power, I did. The resurrect syndrome thing, maybe, but I don't know if syndromes can perform interactions, though it does work the other way around.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on March 08, 2012, 02:26:28 pm
Spoiler (click to show/hide)

creature_standard.txt
Spoiler (click to show/hide)

I can't find the mummy curse interaction anywhere to just make something immune to it there. If anyone knows where that is it would be even more helpful. Thanks in advance.
It's generated in the world, but an example of it's in interaction_disturbance.txt in the interaction examples folder.

As to why it might not work, some tags when added to a creature, can't be gotten rid of.  I've tried to make animated corpses vulnerable to syndromes, and they ignore it, I've also tried to get syndromes to end early with no success.
[/quote]

I noticed the mummy reaction example but just assumed it wasn't the actual one used in the game because it said example. If it's made during the world gen I guess it probably isn't possible to do anything about it. I suppose I'll just have to send in some companions as curse sponges. Thanks for the reply though.[/spoiler]
[/quote]My guess would be that any parameter cannot be changed by two effects at a time, just like with body transformations. I'd suggest countering it with adjusting physical attributes directly or with all-targeting-insta-death paralyze spell  :)

I've tried to make animated corpses vulnerable to syndromes, and they ignore it
Zombies aren't fully legit creatures as far as i get it, interactions requiring [not_living] or [opposed_to_life] can't target them for some reason. I guess they're some weird mix of procedurally generating a creature and changing the raws with their actual raws stored out of reach of syndromes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 08, 2012, 06:34:40 pm
Hello! It's me again!
Trying to wrap my brain around some slightly more advanced reaction modding.
Im currently trying to make the following reaction chain:

Apple tree -> basket of apples -> apple sauce -> apple cider / apple pie

But I am having some difficulties with the apple sauce reaction, it refuses to even show up in my custom workshop.
I assume this is because i did something wrong, but as the errorlog is not giving me any errors i am struggling to find out what.

reaction_apples.txt
Spoiler (click to show/hide)
plant_pony_apple.txt - The relevant part is the PONY_APPLE_BASKET
Spoiler (click to show/hide)

Any pointers?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pride on March 08, 2012, 07:32:17 pm
Opposed to life. They attack everything, except undead being. Give them an undead tag as well, and all the transformed rage-dudes will stick together.

I added the OPPOSED_TO_LIFE tag and was looking through the different creature tokens and the only "undead" tag I could locate was the NOT_LIVING tag. When I applied this to my syndrome it appeared to have no effect on the creatures I infected in the arena as the infected would still attack each other. Is there a different tag I should use in order to cause the infected individuals to behave as allies?

This is what I used:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 08, 2012, 07:45:28 pm
Opposed to life. They attack everything, except undead being. Give them an undead tag as well, and all the transformed rage-dudes will stick together.

I added the OPPOSED_TO_LIFE tag and was looking through the different creature tokens and the only "undead" tag I could locate was the NOT_LIVING tag. When I applied this to my syndrome it appeared to have no effect on the creatures I infected in the arena as the infected would still attack each other. Is there a different tag I should use in order to cause the infected individuals to behave as allies?

This is what I used:
Spoiler (click to show/hide)

I'm pretty sure the "sides" in the arena override any loyalties associated with tags. Did you try it out in a generated world?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pride on March 08, 2012, 07:59:25 pm
I'm pretty sure the "sides" in the arena override any loyalties associated with tags. Did you try it out in a generated world?

Going off your idea I gen'd a world and the first infected character I came across in Legends ended up becoming a lawgiver and ruling for a decade or two before being killed by a werecreature. Unfortunately it didn't list her fighting or killing living creatures at any point after she became infected with the syndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on March 08, 2012, 09:32:31 pm
I'm pretty sure the "sides" in the arena override any loyalties associated with tags. Did you try it out in a generated world?

Going off your idea I gen'd a world and the first infected character I came across in Legends ended up becoming a lawgiver and ruling for a decade or two before being killed by a werecreature. Unfortunately it didn't list her fighting or killing living creatures at any point after she became infected with the syndrome.
Do you have "CAN_BE_HIDDEN" on anything to do with the curse? Also, adding [NIGHT_CREATURE_HUNTER] will make a creature actively convert people to its kind, so maybe have the rage virus morph people into a slightly different creature with the appropriate tags? Just make a version for each creature (human male, human female, elf male, elf female etc.) that you want to be infected.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on March 09, 2012, 02:36:18 am
I have a question. I'm making a species of half-dragon half-human people called dragos, and I want them to have an interaction to fly for a short period of time to escape from things. I have no idea how to make such interactions, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 09, 2012, 09:47:06 am
Impossible. [FLIER] is not supported by [CE_ADD_TAG].

Once it is, you'll be able to have [CE_ADD_TAG:FLIER:START:0:END:100]

With the end being whatever you want, of course.

You'd also need the usage hint in the CDI to be FLEEING.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Starmantis on March 09, 2012, 09:52:31 am
Is there any way for a creature with a secret to be a "healer" and search for wounded and use their powers on them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 09, 2012, 09:54:30 am
No searching for wounded, but Meph, Hugo and narhiril are all working on healers and trying to figure out how they can get the healers to only do their magic on injured dwarves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 09, 2012, 01:12:57 pm
I have a question. I'm making a species of half-dragon half-human people called dragos, and I want them to have an interaction to fly for a short period of time to escape from things. I have no idea how to make such interactions, though.

The best you could do is have them transform into another creature with wings and the flier tag- create a dummy entry for "winged dragos" with no population information, and then something like

Code: [Select]
[CE_BODY_TRANSFORMATION:START:0:END:120]
[CE:CREATURE:DRAGO_WINGED:DEFAULT]

to the relevant interaction. Fiddle with the duration until it gets someplace you like. The downside to this approach is that it will also heal the creature, which likely makes it inappropriate for a "run away" interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on March 09, 2012, 01:16:58 pm
Meh, I'll just wait until I can use CE_ADD_TAG:FLIER.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Yaotzin on March 09, 2012, 02:33:28 pm
Is there any way to mod it so sensory & motor nerve damage can heal?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on March 09, 2012, 03:21:14 pm
Is there any way to mod it so sensory & motor nerve damage can heal?
No but you can use CE TRANSFORMATION to temporarily transform a creature, which will heal all of its injuries. Just make the duration 1 and it'll take 1 time unit to heal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nihilist on March 09, 2012, 03:24:38 pm
Can you add an attack with a syndrome?
My quest for a proper zombie virus hinges on adding a [SPECIALATTACK_INTERACTION:ZOMBIE_BITE] to an affected creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on March 09, 2012, 03:32:19 pm
Can you add an attack with a syndrome?
My quest for a proper zombie virus hinges on adding a [SPECIALATTACK_INTERACTION:ZOMBIE_BITE] to an affected creature.
Yes, you CAN add attacks with syndromes. How do you think animals inject their venom?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 09, 2012, 03:36:34 pm
Is there any way to mod it so sensory & motor nerve damage can heal?

tissue_template_default.txt

find the NERVE_TEMPLATE, and give it a healing rate. Lower numbers are faster- skin heals at 100 for comparison, but if you want nerve damage to be difficult to recover from (but non-debilitating) you can plug in a higher number.


Can you add an attack with a syndrome?
My quest for a proper zombie virus hinges on adding a [SPECIALATTACK_INTERACTION:ZOMBIE_BITE] to an affected creature.
Yes, you CAN add attacks with syndromes. How do you think animals inject their venom?

I think he was looking for something that didn't require an intermediary medium like venom to work, which I don't know how it would work. Maybe make a special material for zombie teeth that spread the syndrome on contact?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nihilist on March 09, 2012, 03:52:07 pm
Can you add an attack with a syndrome?
My quest for a proper zombie virus hinges on adding a [SPECIALATTACK_INTERACTION:ZOMBIE_BITE] to an affected creature.
Yes, you CAN add attacks with syndromes. How do you think animals inject their venom?

I should be more specific, my zombie curse is modeled off the vampire/necro curse so no [CE_BODY_TRANSFORMATION], I don't want my zombies healing, and i don't want a generic zombie body for all the zombies.

I don't want a contact based contaminant for spreading to avoid husk-like issues, so the ideal method would be to spread it like a werecurse with [SPECIALATTACK_INTERACTION:ZOMBIE_BITE].
   
lets take a dwarf for an example, here is the dwarfs bite attack.
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_CANLATCH]

for the syndrome to work I'd need the curse to either add [SPECIALATTACK_INTERACTION:ZOMBIE_BITE] to that attack(and preferably change [ATTACK_PRIORITY:SECOND] to [ATTACK_PRIORITY:MAIN]) or just have it add in a new bite attack.

That is what I'm trying to figure out.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Audioworm333 on March 09, 2012, 04:03:53 pm
Sorry if this has already been asked, but I am basically clueless to modding and would like to know how to make an adamantine sword appear(and possibly disappear) at will in adventurer mode. How do I do this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 09, 2012, 04:46:37 pm
Adamantine sword in adventure mode:
[REACTION:ADAMANTINE_SWORD]
[NAME:free candy sword]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:ADAMANTINE]

3 QUESTIONS:

#1. Did anyone got this: [EXTRA_BUTCHER_OBJECT:BODY_TOKEN][EBO_ITEM:ITEM_TOKEN:MATERIAL_TOKEN] to work, and if yes, how ?

#2. How can I sort the list of the pets at embark screen ? Just the order top to bottom they appear in the creature raws ? Or alphabetically, after creature ID, or after creature name ?

#3. When is a stone marked as economic and when a non-economic ? I have olivine as economic for example, it is maddening to set the stone stocks every time I embark.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 09, 2012, 04:55:21 pm
Is there any way to mod it so sensory & motor nerve damage can heal?

tissue_template_default.txt

find the NERVE_TEMPLATE, and give it a healing rate. Lower numbers are faster- skin heals at 100 for comparison, but if you want nerve damage to be difficult to recover from (but non-debilitating) you can plug in a higher number.
That only works for NERVOUS tissue in the spines and whatever else uses NERVE, Sensory and Motor Nerves are 'severed' thus gone for good. S and M nerves are brought on by the [HAS_NERVES] tag and they show up in all tissues that have [MUSCUALR] only way to create your own type of motor nerves would me make a new tissue that gets placed under the muscle layer in the limbs. to do that you need to make a few slight changes to the ABS (advanced bone structure) (http://www.bay12forums.com/smf/index.php?topic=104093.0) that I created
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on March 09, 2012, 05:04:02 pm
Is there any way to mod it so sensory & motor nerve damage can heal?

tissue_template_default.txt

find the NERVE_TEMPLATE, and give it a healing rate. Lower numbers are faster- skin heals at 100 for comparison, but if you want nerve damage to be difficult to recover from (but non-debilitating) you can plug in a higher number.

Unfortunately, this only works for spinal injuries, not severed nerves.  I modded my custom race to have healing nervous tissue because I was tired of having to retire every time I got a nervous system injury (this was before healing transformations were possible).  They heal from a broken spine easily enough, but if they get a severed motor nerve, they're still crippled for life.  I don't think nerves work quite the same way as tissues, so I'm not sure if it's possible to heal them, apart from transformations.

Ninja'd :P

Can you add an attack with a syndrome?
My quest for a proper zombie virus hinges on adding a [SPECIALATTACK_INTERACTION:ZOMBIE_BITE] to an affected creature.
Yes, you CAN add attacks with syndromes. How do you think animals inject their venom?

I think he was looking for something that didn't require an intermediary medium like venom to work, which I don't know how it would work. Maybe make a special material for zombie teeth that spread the syndrome on contact?

[SPECIALATTACK_INTERACTION:ZOMBIE_BITE] causes the interaction (and whatever syndrome it may have) directly.
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100] is how venom injections are done.

The first one magically affects the bitten creature with the interaction syndrome, whereas the second injects syndrome-laced venom.  I'm not sure how much of a difference it makes, though, since I believe they both work in pretty much the same circumstances.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shooer on March 09, 2012, 05:04:17 pm
Can you add an attack with a syndrome?
My quest for a proper zombie virus hinges on adding a [SPECIALATTACK_INTERACTION:ZOMBIE_BITE] to an affected creature.
Yes, you CAN add attacks with syndromes. How do you think animals inject their venom?

I should be more specific, my zombie curse is modeled off the vampire/necro curse so no [CE_BODY_TRANSFORMATION], I don't want my zombies healing, and i don't want a generic zombie body for all the zombies.

I don't want a contact based contaminant for spreading to avoid husk-like issues, so the ideal method would be to spread it like a werecurse with [SPECIALATTACK_INTERACTION:ZOMBIE_BITE].
   
lets take a dwarf for an example, here is the dwarfs bite attack.
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_CANLATCH]

for the syndrome to work I'd need the curse to either add [SPECIALATTACK_INTERACTION:ZOMBIE_BITE] to that attack(and preferably change [ATTACK_PRIORITY:SECOND] to [ATTACK_PRIORITY:MAIN]) or just have it add in a new bite attack.

That is what I'm trying to figure out.
http://www.bay12forums.com/smf/index.php?topic=100969.0

There was whole topic on this exact subject.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on March 09, 2012, 05:04:49 pm
Is there a way to make a creature transform at will? Not just full moon.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on March 09, 2012, 05:17:01 pm
Is there a way to make a creature transform at will? Not just full moon.

Absolutely! I have a sample interaction that does just that.  It's based off of a randomly-generated werepanther.

Here's the download. (http://dffd.wimbli.com/file.php?id=5771)  Feel free to play around with the raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nihilist on March 09, 2012, 05:35:52 pm
Can you add an attack with a syndrome?
My quest for a proper zombie virus hinges on adding a [SPECIALATTACK_INTERACTION:ZOMBIE_BITE] to an affected creature.
Yes, you CAN add attacks with syndromes. How do you think animals inject their venom?

I should be more specific, my zombie curse is modeled off the vampire/necro curse so no [CE_BODY_TRANSFORMATION], I don't want my zombies healing, and i don't want a generic zombie body for all the zombies.

I don't want a contact based contaminant for spreading to avoid husk-like issues, so the ideal method would be to spread it like a werecurse with [SPECIALATTACK_INTERACTION:ZOMBIE_BITE].
   
lets take a dwarf for an example, here is the dwarfs bite attack.
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_CANLATCH]

for the syndrome to work I'd need the curse to either add [SPECIALATTACK_INTERACTION:ZOMBIE_BITE] to that attack(and preferably change [ATTACK_PRIORITY:SECOND] to [ATTACK_PRIORITY:MAIN]) or just have it add in a new bite attack.

That is what I'm trying to figure out.
http://www.bay12forums.com/smf/index.php?topic=100969.0

There was whole topic on this exact subject.
Brilliant! that's what I was looking for hehe, don't know how I missed that mod. I have a hierarchical were/vamp/zombie mod in the works and this was the missing piece.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 09, 2012, 06:34:46 pm
If you need more help on that my mod has zombies that turn people by biting them into zombies.

Repeat:
Quote
#1. Did anyone got this: [EXTRA_BUTCHER_OBJECT:BODY_TOKEN][EBO_ITEM:ITEM_TOKEN:MATERIAL_TOKEN] to work, and if yes, how ?

#2. How can I sort the list of the pets at embark screen ? Just the order top to bottom they appear in the creature raws ? Or alphabetically, after creature ID, or after creature name ?

#3. When is a stone marked as economic and when a non-economic ? I have olivine as economic for example, it is maddening to set the stone stocks every time I embark.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on March 09, 2012, 06:54:14 pm
#1. Did anyone got this: [EXTRA_BUTCHER_OBJECT:BODY_TOKEN][EBO_ITEM:ITEM_TOKEN:MATERIAL_TOKEN] to work, and if yes, how ?

Yes.  Just look at how it's done in the raws to see how it works.  For example,

Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:SMALLGEM:NONE:ANY_HARD_STONE]
[EBO_SHAPE:GIZZARD_STONE]

causes every GIZZARD body part to drop a small gem made of any hard stone, with the gizzard stone shape.  The EBO_SHAPE line is probably only meaningful for small gems, but EBO_ITEM can take any item and material tokens.

Quote
#2. How can I sort the list of the pets at embark screen ? Just the order top to bottom they appear in the creature raws ? Or alphabetically, after creature ID, or after creature name ?

You probably need to reorder them in the raws to change the order they appear in the game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on March 09, 2012, 07:31:51 pm
#3. When is a stone marked as economic and when a non-economic ? I have olivine as economic for example, it is maddening to set the stone stocks every time I embark.

Any stone that is used in a reaction, is a metal ore, or has a high enough MAX_EDGE to make swords out of is automatically marked as economic. Flux stones are marked as economic because they're used in steel production, for example.

If you have a layer of the stone it will not be marked as economic, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Yaotzin on March 09, 2012, 07:42:06 pm
Is there any way to mod it so sensory & motor nerve damage can heal?

tissue_template_default.txt

find the NERVE_TEMPLATE, and give it a healing rate. Lower numbers are faster- skin heals at 100 for comparison, but if you want nerve damage to be difficult to recover from (but non-debilitating) you can plug in a higher number.
That only works for NERVOUS tissue in the spines and whatever else uses NERVE, Sensory and Motor Nerves are 'severed' thus gone for good. S and M nerves are brought on by the [HAS_NERVES] tag and they show up in all tissues that have [MUSCUALR] only way to create your own type of motor nerves would me make a new tissue that gets placed under the muscle layer in the limbs. to do that you need to make a few slight changes to the ABS (advanced bone structure) (http://www.bay12forums.com/smf/index.php?topic=104093.0) that I created
Hm, a bit too complex for my tastes. Would removing HAS_NERVES make such injuries impossible, or would it have other bad side effects?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vherid on March 09, 2012, 08:14:04 pm
After messing around with the ABS modding, it occured to me that there is not lower spine/upper spine, but lower and upper spine, as parts of the the spine, and then upper spine that is the neck. After looking at a real spine chart and what it controls and so on, simply the neck controls the upper body and diaphragm, the upper spine controls torso muscles, and the lower spine controls the lower body as in legs. Therefore breaking the neck should indeed cause, Suffocation, and inability to use arms/legs etc. However breaking the "middle spine" should technically only cause the legs to stop working in game. It currently causes as much damage as the neck does.

Can I just delete the

Spoiler (click to show/hide)

part of the thing, and basically fix this issue and cause no issues?

EDIT: Also I don't understand the point of having both NECK and NECK_SPINE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 09, 2012, 08:19:31 pm
I would just remove the [NERVOUS] from the upper spine
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vherid on March 09, 2012, 08:20:09 pm
I would just remove the [NERVOUS] from the upper spine

Oh yeah, duh.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on March 09, 2012, 09:03:09 pm
EDIT: Also I don't understand the point of having both NECK and NECK_SPINE
The spinal cord runs through the lower head to the lower body. NECK is the spine in the lower head and NECK_SPINE is the spine in the neck.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vherid on March 09, 2012, 09:13:08 pm
I would just remove the [NERVOUS] from the upper spine

Oh yeah, duh.

Well wait actually though, like then if it gets affected the legs don't die, which they should. I'd rather just remove it, so would that be fine?

Then we could change the name of Neck to neck, and then have the lower spine still be the lower spine
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nihilist on March 09, 2012, 09:20:08 pm
NECK_SPINE is used for non humanoid creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on March 09, 2012, 09:26:01 pm
NECK_SPINE is useful if you use the HUMANOID_NECK basic body, which is actually better than what most/all humanoids in DF actually use.

If you check out what most (again, or all, I'm not sure) DF humanoids use... their heads are corrected directly to their upper bodies, with the neck dangling off the head.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nihilist on March 09, 2012, 09:35:56 pm
Yea it through me off when i started with the brainstem project, Lowerspine is lowerspine, upperspine is middlespine, neck is upperspine. I assume its done to make the neck harder to hit.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vherid on March 09, 2012, 09:39:24 pm
or what if we made the middle spine also contype with the lower body. That seems like it would fix everything despite in the notes that means the spine splits into two.

Edit: Though I suppose that makes the middle spine only damageable from attacks to the lower body.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on March 09, 2012, 10:30:41 pm
Ok, I have 2 questions:

1. How would I go about making a mono-gendered race survive its first couple hundred years of world gen
2. How do i make a race's offspring turn out about 10% as female?

Any help is appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on March 09, 2012, 10:59:38 pm
Ok, I have 2 questions:

1. How would I go about making a mono-gendered race survive its first couple hundred years of world gen
2. How do i make a race's offspring turn out about 10% as female?

Any help is appreciated.
1. Well, you could make the creature itself live for a few hundred years, but I get the feeling that's not what you're looking for.
2. use [POP_RATIO:9] for the males and [POP_RATIO:1] for the females (put them where it defines each class, like under the [MALE] or [FEMALE] tags)


My question:
I want to make a custom brewing reaction for adventure mode, so that I can get my delicious alcohol without having to actually buy it.
This is what I have so far:
Code: [Select]
[REACTION:BREW_TEST]
[NAME:Brew drink]
[ADVENTURE_MODE_ENABLED]
[REAGENT:container:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[PRODUCT:100:3:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:PLANT_MAT:DRINK]
[PRODUCT_TO_CONTAINER:container]
[SKILL:BREWING]

The product line is what I need help with.  No matter how I arrange it, I can only get some generic "drink" to be made.

EDIT: also, how do I make it so that the reaction only takes plants that are actually brewable?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: inspiredsimji on March 10, 2012, 12:07:55 am
Hey all, I'm a beginner to modding in Dwarf Fortress and wanted to ask if any of you guys knew what I'm doing wrong? I'm trying to make a reaction for a corpse throne, btw:

[REACTION:MAKE_CORPSE_THRONE]
   [NAME:make corpse throne]
   {BUILDING:KITCHEN:CUSTOM_S]
   [REAGENT:corpse:1:CORPSE:NONE:NONE:NONE]
   [PRODUCT:100:1:CHAIR:NONE:INORGANIC:CORPSE:NONE:NONE]
   [SKILL:MASONRY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NecroRebel on March 10, 2012, 12:19:26 am
Hey all, I'm a beginner to modding in Dwarf Fortress and wanted to ask if any of you guys knew what I'm doing wrong? I'm trying to make a reaction for a corpse throne, btw:
Have you added the reaction to the dwarf entity? That's the first mistake new modders often make when trying to make reactions.

The BUILDING assignment line also uses a curly bracket { instead of a square bracket [, so the game isn't recognizing that line so isn't assigning the reaction to any building, thus making it impossible to use.

I'm not sure if the game accepts corpses as reagents, but the reagent line looks fine if it does.

The product line is very wrong. It has too many arguments, for one, and is trying to make a throne out of a stone or metal whose IDName is "CORPSE." Since that doesn't exist, it can't do it. What you were probably trying to do is get the material from the corpse and make it inorganic, which wouldn't actually work. If you wanted to make the chair out of... I guess meat, probably, the line would be

[PRODUCT:100:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:corpse:NONE]

as this would tell it to take the material from the product from the reagent line labeled corpse (it's not labeled CORPSE, by the way) and make it out of the same material as that reagent. To make it turn into an inorganic, or at least rot-proof, material type, you'd need to give corpses in general a reaction product that you used, but I'm not entirely sure how to do that, and that would be beyond the scope of a single reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 10, 2012, 12:20:18 am
Quote
1. How would I go about making a mono-gendered race survive its first couple hundred years of world gen
Will be very hard, I had steelskinned, poisoned blooded, exploding, gun wielding automatons with nosleep, noeat and nodrink, and they still get killed. No offspring...

Quote
[REACTION:MAKE_CORPSE_THRONE]
   [NAME:make corpse throne]
   {BUILDING:KITCHEN:CUSTOM_S]
   [REAGENT:corpse:1:CORPSE:NONE:NONE:NONE]
   [PRODUCT:100:1:CHAIR:NONE:INORGANIC:CORPSE:NONE:NONE]
   [SKILL:MASONRY]
Corpse token is broken as far as I know, but you can do bodyparts. Or bones. They do rot btw and the item is destroyed after a short time. Same for buildings made from bodyparts that can rot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 10, 2012, 12:22:34 am
Do genderless creatures that can still reproduce via assimilation survive worldgen? Or do they only do it rarely?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 10, 2012, 12:24:23 am
You mean nightcreatures that convert spouses ? they are not genderless, but mono-gendered and get mating partner by abductions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 10, 2012, 12:28:42 am
You mean nightcreatures that convert spouses ? they are not genderless, but mono-gendered and get mating partner by abductions.

As in with an entity creature, like say an assimilating cyborg race with the normal caste and the converted caste.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on March 10, 2012, 12:33:14 am
Question bump:
My question:
I want to make a custom brewing reaction for adventure mode, so that I can get my delicious alcohol without having to actually buy it.
This is what I have so far:
Code: [Select]
[REACTION:BREW_TEST]
[NAME:Brew drink]
[ADVENTURE_MODE_ENABLED]
[REAGENT:container:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[PRODUCT:100:3:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:PLANT_MAT:DRINK]
[PRODUCT_TO_CONTAINER:container]
[SKILL:BREWING]

The product line is what I need help with.  No matter how I arrange it, I can only get some generic "drink" to be made.

EDIT: also, how do I make it so that the reaction only takes plants that are actually brewable?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on March 10, 2012, 12:42:21 am
@Gizogin's edit:

Add a reaction class tag to all the plants that can be brewed ([REACTION_CLASS:BREWABLE]), and add the same tag to the reaction that uses the plant as a material to brew.

Not really sure how to make a drink, might want to check the Witcher/Witchcraft mod, or Wanderer's friend for that.

E: Try removing plant mat, since the product line has 5 tags (limit is 4).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on March 10, 2012, 12:50:39 am
@Gizogin's edit:

Add a reaction class tag to all the plants that can be brewed ([REACTION_CLASS:BREWABLE]), and add the same tag to the reaction that uses the plant as a material to brew.

Not really sure how to make a drink, might want to check the Witcher/Witchcraft mod, or Wanderer's friend for that.

E: Try removing plant mat, since the product line has 5 tags (limit is 4).
I can make drinks just fine, as long as I specify which type of plant I'm using.  The problem comes in when I try to make a more general brewing reaction.
For example:
Code: [Select]
[REACTION:BREW_FLUFF_POTION]
[NAME:brew fluff potion]
[ADVENTURE_MODE_ENABLED]
[REAGENT:container:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:HERB_VALLEY:PLANT]
[REAGENT:B:1:CHEESE:NONE:CREATURE_MAT:FLUFFBALL:CHEESE]
[REAGENT:C:1:PLANT:NONE:PLANT_MAT:ALL_PURPOSE_WHITE:PLANT]
[PRODUCT:100:3:DRINK:NONE:PLANT_MAT:POTION_FLUFF:DRINK]
[PRODUCT_TO_CONTAINER:container]
[SKILL:BREWING]
works exactly as intended.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Darekun on March 10, 2012, 01:07:57 am
But I am having some difficulties with the apple sauce reaction, it refuses to even show up in my custom workshop.
I assume this is because i did something wrong, but as the errorlog is not giving me any errors i am struggling to find out what.
One trick to test reactions is to separate them - in this case, GET_MATERIAL_FROM_REAGENT makes it trickier, but you can make a reaction that takes the same reagent and whose product is 1 granite(or something simple like that). If that reaction shows up, what's killing it is in the product.

In this case, I see several issues with the basket plant:

These should show up in the errorlog, but I'm not exactly surprised they don't. (Also, you added it to your entity, right?)

1. How would I go about making a mono-gendered race survive its first couple hundred years of world gen
Giving them an interaction that converted some other species to theirs might work. My catgirls that uplift cats survived, though that might just be [PET_DOMESTIC]'s doing(the cat has no biomes, after all).

The product line is what I need help with.  No matter how I arrange it, I can only get some generic "drink" to be made.
I think GET_MATERIAL_FROM_REAGENT doesn't use PLANT_MAT. It's looking on the reagent, so you don't need to tell it to look in the plants section.

EDIT: also, how do I make it so that the reaction only takes plants that are actually brewable?

[HAS_MATERIAL_REACTION_PRODUCT:DRINK] on the reagent, I think.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 10, 2012, 01:09:09 am
You mean nightcreatures that convert spouses ? they are not genderless, but mono-gendered and get mating partner by abductions.

As in with an entity creature, like say an assimilating cyborg race with the normal caste and the converted caste.

I am not completely sure that I understand you, but if they are genderless, they cant reproduce. End of story ^^ Even with multiple castes. IF one caste is male, one caste is femals, and a third caste is genderless, then Yes, it would work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on March 10, 2012, 01:22:31 am
The product line is what I need help with.  No matter how I arrange it, I can only get some generic "drink" to be made.
I think GET_MATERIAL_FROM_REAGENT doesn't use PLANT_MAT. It's looking on the reagent, so you don't need to tell it to look in the plants section.
I tried it with and without the PLANT_MAT, and it still doesn't work.

EDIT: also, how do I make it so that the reaction only takes plants that are actually brewable?

[HAS_MATERIAL_REACTION_PRODUCT:DRINK] on the reagent, I think.
That just makes it refuse to take any plant.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Splint on March 10, 2012, 05:22:55 am
I'm having issues with three reactions I was able to use in 34.02, but they've broken in 34.05.

Anvil casting and stone war hammers.

Here are the reactions

Code: [Select]
[REACTION:CAST_BRONZE_ANVIL]
[NAME:cast bronze anvil (use bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:300:BAR:NONE:INORGANIC:BRONZE] - 2 bars
[PRODUCT:100:1:ANVIL:NONE:INORGANIC:BRONZE]
[FUEL]
[SKILL:SMELT]

[REACTION:CAST_IRON_ANVIL]
[NAME:cast iron anvil (use bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:300:BAR:NONE:INORGANIC:IRON] - 2 bars
[PRODUCT:100:1:ANVIL:NONE:INORGANIC:IRON]
[FUEL]
[SKILL:SMELT]

Stonehammers

Code: [Select]
[REACTION:MAKE_STONE_W_HAMMER]
[NAME:make stone warhammer]
[BUILDING:CRAFTSMAN:NONE] - might want to place this in the craftshop or custom workshop
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_WAR:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

It sucks cause I was able to save a ton of points just brining a few bars and fuel at embark, and Pitchblende hammers were absolutly devestating. Had a group of three untrainined hammer dwarves feed a fortress for a year and half with these first-swing bone crushing hammers. Now they don't work and it's buggin the shit out of me.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on March 10, 2012, 05:31:08 am
Nothing's wrong with them, AFAIK.

Did you forget to allow the reactions in the entities file?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Splint on March 10, 2012, 05:41:06 am
....I'm not exactly sure where I should put the following. Of all things I forget to do....
Thanks for pointing that out. I feel like a fuckin' moron, but thank you.

-headesk
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 10, 2012, 08:28:56 am
Okay, so i made some progress on the applesauce, but i hit a new snag.
I can now successfully press a basket of apples into a jug, but the end result is not exactly what i had in mind, as i end up with "basket of apples none" instead of applesauce.

The apple basket "plant"
Code: [Select]
[PLANT:PONY_APPLE_BASKET]
[NAME:basket of apples][NAME_PLURAL:baskets of apples][ADJ:apple]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[MATERIAL_REACTION_PRODUCT:PONY_SAUCE:LOCAL_PLANT_MAT:SAUCE]
[USE_MATERIAL_TEMPLATE:SAUCE:SAUCE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen applesauce]
[STATE_NAME_ADJ:LIQUID:applesauce]
[STATE_NAME_ADJ:GAS:boiling applesauce]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]
[STATE_NAME_ADJ:LIQUID:apple cider]
[STATE_NAME_ADJ:GAS:boiling apple cider]
[MATERIAL_VALUE:5]
[DISPLAY_COLOR:5:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MATERIAL_REACTION_PRODUCT:PONY_SAUCE:LOCAL_PLANT_MAT:SAUCE]
[MATERIAL_VALUE:5]
[PICKED_TILE:135]
[PICKED_COLOR:6:0:0]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]

Code: [Select]
[REACTION:MAKE_APPLE_SAUCE]
[NAME:Make Apple Sauce]
[BUILDING:PONY_APPLECONTROL:CUSTOM_s]
[REAGENT:apples:1:PLANT:PONY_APPLE_BASKET:PLANT_MAT:PONY_APPLE_BASKET:PLANT]
[HAS_MATERIAL_REACTION_PRODUCT:PONY_SAUCE]
[REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:apples:PONY_SAUCE][PRODUCT_TO_CONTAINER:liquid container]
[SKILL:PRESSING]

I copied PLANT_OIL_TEMPLATE to make SAUCE_TEMPLATE so that SHOULD be working...
do i have the order wrong or something?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 10, 2012, 12:47:41 pm
Question bump:
My question:
I want to make a custom brewing reaction for adventure mode, so that I can get my delicious alcohol without having to actually buy it.
This is what I have so far:
Code: [Select]
[REACTION:BREW_TEST]
[NAME:Brew drink]
[ADVENTURE_MODE_ENABLED]
[REAGENT:container:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[PRODUCT:100:3:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:PLANT_MAT:DRINK]
[PRODUCT_TO_CONTAINER:container]
[SKILL:BREWING]

The product line is what I need help with.  No matter how I arrange it, I can only get some generic "drink" to be made.

EDIT: also, how do I make it so that the reaction only takes plants that are actually brewable?
For every plant that is brewable add:
[MATERIAL_REACTION_PRODUCT:BOOZE_MAT:LOCAL_PLANT_MAT:DRINK]

and then your reaction would have this:

[PRODUCT:100:3:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:BOOZE_MAT]

This should do the trick for generic brewing

EDIT:
@sorcerer
you have two [MATERIAL_REACTION_PRODUCT:PONY_SAUCE:LOCAL_PLANT_MAT:SAUCE]
in your plant.
Remove the second one at the bottem. DF sees a dupe and thus refuses to use either of the for safetys sake
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kromgar on March 10, 2012, 05:42:47 pm
How could i make it so humans are more prone to war with dwarves? Or just make them entirely at war against dwarves? Also how do I make it so I can butcher goblins and humans?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NecroRebel on March 10, 2012, 06:03:22 pm
How could i make it so humans are more prone to war with dwarves?
Look at the mountain entity's ethics, look at the plains entity's ethics, and make it so that they are very, very much different.
Quote
Or just make them entirely at war against dwarves?
Several methods work. The easiest is typically going into creature_standard, finding humans, and swapping their [INTELLIGENT] tag for [CAN_LEARN]. Creatures that can't speak are automatically hostile to those that can. Alternatively, add the [BABYSNATCHER] or [ITEM_THIEF] tokens to the plains entity. The former will make them send ambush squads and they won't be hostile to goblins.
Quote
Also how do I make it so I can butcher goblins and humans?
Alter the mountain entity's ethics such that EAT_SAPIENT_KILL and EAT_SAPIENT_OTHER are ACCEPTABLE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kromgar on March 10, 2012, 07:25:01 pm
How could i make it so humans are more prone to war with dwarves?
Look at the mountain entity's ethics, look at the plains entity's ethics, and make it so that they are very, very much different.
Quote
Or just make them entirely at war against dwarves?
Several methods work. The easiest is typically going into creature_standard, finding humans, and swapping their [INTELLIGENT] tag for [CAN_LEARN]. Creatures that can't speak are automatically hostile to those that can. Alternatively, add the [BABYSNATCHER] or [ITEM_THIEF] tokens to the plains entity. The former will make them send ambush squads and they won't be hostile to goblins.
Quote
Also how do I make it so I can butcher goblins and humans?
Alter the mountain entity's ethics such that EAT_SAPIENT_KILL and EAT_SAPIENT_OTHER are ACCEPTABLE.
Ok so I got the warring to go on but peace agreements were met... anyway to stop that from happening that you know of?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on March 10, 2012, 07:29:14 pm
Ok, I have 2 questions:

1. How would I go about making a mono-gendered race survive its first couple hundred years of world gen
2. How do i make a race's offspring turn out about 10% as female?

Any help is appreciated.
1. Well, you could make the creature itself live for a few hundred years, but I get the feeling that's not what you're looking for.
2. use [POP_RATIO:9] for the males and [POP_RATIO:1] for the females (put them where it defines each class, like under the [MALE] or [FEMALE] tags)

Well they will live for about a long, but i want them to be able to produce offspring thats monogendered... maybe i could make it possible for them to use any species as viable genetic material, like the Asari from mass effect(im more or less making the races from it...)
as for the second race they will be egg layers, sorta like the Salarians...

ok, for some more questions i need answers for:

1. how can i make a race that loves to fight among itself?
2. how do i make a race have a military heirachy?

thanks for everyone that answered my previous questions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kromgar on March 10, 2012, 09:24:59 pm
So I am creating a Megabeast
The Great Destroyer
I plan to make its blood be made of Iron its shell and the rest of the body steel. Now I am unsure If I need all of what I have below does anyone know where I can find a good tutorial for this kind of thing?


Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 10, 2012, 09:44:52 pm
So I am creating a Megabeast
The Great Destroyer
I plan to make its blood be made of Iron its shell and the rest of the body steel. Now I am unsure If I need all of what I have below does anyone know where I can find a good tutorial for this kind of thing?


Spoiler (click to show/hide)
Look at ELEMETNAL_IRON or the BRONZE_COLLSI (bad spelling on both creature id's)

as for blood
[BLOOD:INORGANIC:IRON:LIQUID] which when spilled might horribly burn it's attackers (if it is made of steel)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kromgar on March 10, 2012, 10:02:09 pm
So I am creating a Megabeast
The Great Destroyer
I plan to make its blood be made of Iron its shell and the rest of the body steel. Now I am unsure If I need all of what I have below does anyone know where I can find a good tutorial for this kind of thing?


Spoiler (click to show/hide)
Look at ELEMETNAL_IRON or the BRONZE_COLLSI (bad spelling on both creature id's)

as for blood
[BLOOD:INORGANIC:IRON:LIQUID] which when spilled might horribly burn it's attackers (if it is made of steel)
Another Question I forgot what would I change quadraped to, to make it six legged?

I also thought of another... So I heard its possible to polymorph creatures now is this true? If so would it be possible to create a workshop that would create a material that would turn into gas and create a polymorphing syndrome? I had an idea about transforming dwarves into stone is all hehe(Turning to stone would then cause infertility :D)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 10, 2012, 10:18:28 pm
I also thought of another... So I heard its possible to polymorph creatures now is this true? If so would it be possible to create a workshop that would create a material that would turn into gas and create a polymorphing syndrome? I had an idea about transforming dwarves into stone is all hehe(Turning to stone would then cause infertility :D)

Already mentioned in this thread many, many times. In short; yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on March 10, 2012, 10:23:28 pm
Adamantine sword in adventure mode:
[REACTION:ADAMANTINE_SWORD]
[NAME:free candy sword]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:ADAMANTINE]

3 QUESTIONS:

#1. Did anyone got this: [EXTRA_BUTCHER_OBJECT:BODY_TOKEN][EBO_ITEM:ITEM_TOKEN:MATERIAL_TOKEN] to work, and if yes, how ?

#2. How can I sort the list of the pets at embark screen ? Just the order top to bottom they appear in the creature raws ? Or alphabetically, after creature ID, or after creature name ?

#3. When is a stone marked as economic and when a non-economic ? I have olivine as economic for example, it is maddening to set the stone stocks every time I embark.
#1 I actually did get it to work, but I accidently deleted it when transferring to a later version,  but I posted what I added to my creature here...
[urlhttp://www.bay12forums.com/smf/index.php?topic=100707.msg3018485#msg3018485][/url]
#2 Yes the pets show up by the order the creatures/castes themselves are in the raws, but if you move them around without regenning you may get weird pets.
#3  In earlier versions it was determined by which stones had a value multiplier, but that may have changed.

Quote
Another Question I forgot what would I change quadraped to, to make it six legged?
BODY:INSECT if you want the whole pckage, but if you just want the six legs you either make your own hexapod body, or use my cheat which is to add both QUADRUPED and ARMS_STANCE ...oh no that don't exist anymore, but it's eisier to add than hexapod and helps backwards compatability.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on March 10, 2012, 11:08:11 pm
Question bump:
My question:
I want to make a custom brewing reaction for adventure mode, so that I can get my delicious alcohol without having to actually buy it.
This is what I have so far:
Code: [Select]
[REACTION:BREW_TEST]
[NAME:Brew drink]
[ADVENTURE_MODE_ENABLED]
[REAGENT:container:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[PRODUCT:100:3:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:PLANT_MAT:DRINK]
[PRODUCT_TO_CONTAINER:container]
[SKILL:BREWING]

The product line is what I need help with.  No matter how I arrange it, I can only get some generic "drink" to be made.

EDIT: also, how do I make it so that the reaction only takes plants that are actually brewable?
For every plant that is brewable add:
[MATERIAL_REACTION_PRODUCT:BOOZE_MAT:LOCAL_PLANT_MAT:DRINK]

and then your reaction would have this:

[PRODUCT:100:3:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:BOOZE_MAT]

This should do the trick for generic brewing

Blargh, I was hoping I would just be able to use the existing DRINK stuff.  Oh well, if it's unavoidable, I'll have to give your method a try.  Thanks for the help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 10, 2012, 11:20:10 pm
@Gizogin
This will use the exsisting DRINK stuff from the plant. But you need to define a MATERIAL_REACTION_PRODUCT on each brewable plant. Why? because just using a
[PRODUCT:100:3:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:PLANT_MAT:DRINK]

will probally give any error (if it didn't I'd be damned)

think of
GET_MATERIAL_FROM_REAGENT:(reagent id):(material)
the same as
DRINK:NONE:PLANT_MAT:(plant id):(material)

how your first try went was:
GET_MATERIAL_FROM_REAGENT:plant:PLANT_MAT(material):DRINK(material??)
which might have generated a errorlog

even just using GET_MATERIAL_FROM_REAGENT:plant:DRINK will simply give you some generic drink (I have no idea why it just does, or at least for me it does)
and by adding a MATERIAL_REACTION_PRODUCT:BOOZE_MAT:LOCAL_PLANT_MAT:DRINK just think of this as "Zipping" the DRINK material into a nice little file called "BOOZE_MAT" and GET_MATERIAL_FROM_REAGENT can look at "BOOZE_MAT" and 'exstract' DRINK material and then use it.

With this you can now make a 'generic' brew reaction
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on March 10, 2012, 11:37:20 pm
Yeah, I got it working.  For some bizarre reason, it only works if I place the [MATERIAL_REACTION_PRODUCT:] thing before the actual drink definition, but now I can have things like this:
Code: [Select]
[PLANT:BEAN_ELF_KILL]
[NAME:laughing bean][NAME_PLURAL:laughing beans][ADJ:laughing bean]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_COOKED]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:13][PICKED_COLOR:2:0:0]
[GROWDUR:600][VALUE:1][MATERIAL_REACTION_PRODUCT:BOOZE_MAT:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen joy brew]
[STATE_NAME_ADJ:LIQUID:joy brew]
[STATE_NAME_ADJ:GAS:boiling joy brew]
[MATERIAL_VALUE:3]
[DISPLAY_COLOR:3:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[SYNDROME]
[SYN_NAME:elfblight]
[SYN_INGESTED]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_AFFECTED_CREATURE:ELF:ALL]
        [CE_NECROSIS:SEV:300:PROB:100:START:1:PEAK:40:END:50]

        [CE_PARALYSIS:SEV:300:PROB:100:START:3:PEAK:40:END:50]
[SYNDROME]
[SYN_NAME:joy rush]
[SYN_INGESTED]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_IMMUNE_CREATURE:ELF:ALL]
[CE_PHYS_ATT_CHANGE:AGILITY:200:0:START:0:END:30]

[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:START:0:END:30]

[CE_ADD_TAG:NOEXERT:NOPAIN:NOSTUN:NONAUSEA:PARALYZEIMMUNE:START:0:END:30]


[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:happy flour]
[STATE_COLOR:ALL_SOLID:GREEN]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:15]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:laughing bean seed:laughing bean seeds:1:0:1:LOCAL_PLANT_MAT:SEED]
[SUMMER][AUTUMN][WINTER]
[FREQUENCY:10]
[CLUSTERSIZE:3]
[PREFSTRING:poisons]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:3:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:2:0:1]
[DEAD_SHRUB_COLOR:0:0:1]

With this reaction:
Code: [Select]
[REACTION:BREW_TEST]
[NAME:Brew drink]
[ADVENTURE_MODE_ENABLED]
[REAGENT:container:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:BOOZE_MAT]
[PRODUCT:100:3:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:BOOZE_MAT]
[PRODUCT_TO_CONTAINER:container]
[SKILL:BREWING]

Now I can make a special drink that kills elves, but provides massive boosts to anything else.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 10, 2012, 11:40:23 pm
Yea I don't understand why the MATERIAL_REACTION_PRODUCT has to be "before" the ref material. To me as a programmer just blows my mind, because I can't call a variable before I define it. That just causes bad juju
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Darekun on March 12, 2012, 02:48:45 am
Yea I don't understand why the MATERIAL_REACTION_PRODUCT has to be "before" the ref material. To me as a programmer just blows my mind, because I can't call a variable before I define it. That just causes bad juju
Well, that's a one-pass way of looking at it. One-pass has been perpetuated in modern programming languages for cargo-cult reasons.

I got into DF during 40d, so I dunno about earlier, but 40d was very two-pass; to a great extent order didn't matter. The current revs are… less two-pass, with this as an effect. Order matters sometimes, but which way it matters is an accident of history. It does seem to be "funky two-pass", rather than having actual one-pass-ness.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kipi on March 12, 2012, 03:34:38 am
I have encountered a strange problem.

I have several reactions in my mod that requires certain toy to be available. The problem is that the game doesn't make a difference between any toys. So even if I don't have the specific toy (in this case a thing called "tablet") as long as I have any toys available I can run the reaction.

Here are the raws:

Spoiler: Items (click to show/hide)

Spoiler: reactions (click to show/hide)

The usage of term TOOL, ie. ITEM_TOOL_TABLET_ACLHEMY, is leftover from the time when all the items were actually under the tools category. The same problem occurred back then as well as after turning all those to toys.

Any ideas what is causing this? I tried to look several other mods how those handled this situation and so far I haven't noticed any difference. The reactions just accept any toy instead of the specific ones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 12, 2012, 02:22:43 pm
@kipi: Sorry, but I cant find a fault in your raws. Looks ok...


 Did anyone manage to give a creature an interaction or syndrome that can add interactions to others ? Somehow I fail to do so. I cant get the syntax right, the IT_ CDI_ and so forth. I cant name the interaction given by the syndrome and only write: (CE_CAN_DO_INTERACTION) and thats it. Usually you do (CAN_DO_INTERACTION:interaction name) and that confuses the hell out of me.

EDIT: Solved it. The syntax is (CDI:INTERACTION:interaction)

PS: I will now test if a immobile creature can initiate FLEEING thoughts, and active an interaction that way, when badly hurt/damaged.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GaxkangtheUnbound on March 12, 2012, 05:17:10 pm
I have encountered a strange problem.

I have several reactions in my mod that requires certain toy to be available. The problem is that the game doesn't make a difference between any toys. So even if I don't have the specific toy (in this case a thing called "tablet") as long as I have any toys available I can run the reaction.

Here are the raws:

Spoiler: Items (click to show/hide)

Spoiler: reactions (click to show/hide)

The usage of term TOOL, ie. ITEM_TOOL_TABLET_ACLHEMY, is leftover from the time when all the items were actually under the tools category. The same problem occurred back then as well as after turning all those to toys.

Any ideas what is causing this? I tried to look several other mods how those handled this situation and so far I haven't noticed any difference. The reactions just accept any toy instead of the specific ones.
On a side note, I've noticed that the 'pray for steel' and 'pray for adamantine' both use an ACHEMY tablet. I'm pretty sure that's a typo.

And as for the item itself, see if making it ITEM_TOY instead of ITEM_TOOL changes it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 12, 2012, 10:56:27 pm
So with the previous version my soul mod was working just fine. I was able to butcher an animal, get its soul essence, and then turn that essence into a gem to be used for other interactions.

All of that still works now, except that the animal is also dropping a "Stray Dog, right false rib, soul bone". What is changed in the new raws that might cause this? Nothing I could see would be a reason.
Even though Butcher Special is still used in the raws for stuff like meat, you might want to switch to EBO or Extra Butcher Object and specify what type of cut you'd like your soul gem to have, which can even be a shape you make up and add to descriptor_shapes.

Also before anyone spends too much time on an English language file for the new words, I'd like to post my complete language_ENGLISH file...
Spoiler (click to show/hide)
Oh and It works fine in any version.

Just tried this; it doesn't work at all. Gets me nothing but empty strings.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on March 12, 2012, 11:39:03 pm
Is it possible to make a curse interaction, similar to the Necromancer transformation, which turns the affected creature into a spouse taker/converter, and also gives them flight and a breath weapon?

Basically I want to make the Ice King :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tobias the Red on March 13, 2012, 12:10:44 am
I want to be able to embark with certain animals, and if possible 100% of the time, but i don't know what tags to add to the creature RAWS. I tried [COMMON_DOMESTIC], which didn't seem to work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 13, 2012, 12:27:32 am
[COMMON_DOMESTIC] should be working, unless it's also biome dependent.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tobias the Red on March 13, 2012, 12:44:43 am
Yes, that was it, wrong biome.

Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lordinquisitor on March 13, 2012, 03:52:39 pm
Has anyone done any SCIENCE! On the [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2] tag yet? I`m kinda wondering what the numbers mean. My guess would be that the first number indicates how many materials the creature is weak against, while the second number indicates by which factor. Or could the first number indicate against how many metals the creature is weak, and the second one how many materials are not as strong as usual against it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nihilist on March 13, 2012, 03:57:52 pm
my understanding is that MAT_MULT  sets it to acept more than one material, and the NONE NONE gives a blank definition means all materials are affected. the 1:2 mean a 1 to 2 force ratio, aka every 2 force is treated as 1.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 13, 2012, 04:25:12 pm
Quick question: Can I make a civ hostile by default, without using baybsnatcher ? I only know about "utterances" or removing "can_speak" but that also removes their nobles and names. I dont want "evil dude 1 the evil dude" attacking, but invaders with names.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on March 13, 2012, 04:28:46 pm
@Lordinquisitor: Nihilist has it, we've been using it in the pogeymans mod. 1:2 is resistant, 2:1 would be weak. In practice, you seem to have to jack the numbers up quite a bit to get a dramatic effect, though (we've been using factors of 100).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 13, 2012, 04:45:20 pm
Okay, after lots of back and forth i have now managed to make applesauce from apples..
now.. is there any way to make applesauce brewable while leaving the source apples unbrewable. If this is impossible, how would i go about making a barrel of drink as the result of a reaction?

Edit: okay i figured most of it out by looking at the mead raws, however, when i produce the cider all i get are DRINKS [5]

Brewing reaction
Spoiler (click to show/hide)

Source Plant
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 13, 2012, 07:40:10 pm
Yeah, thats easy, just change  [PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:applesauce:DRINK_MAT] to
 [PRODUCT:100:5:DRINK:NONE:PLANT_MAT:APPLESAUCE:DRINK_MAT]

Then make a fake plant called applesauce with no natural occurence and an alcoholic drink to it.

Quote
Quick question: Can I make a civ hostile by default, without using baybsnatcher ? I only know about "utterances" or removing "can_speak" but that also removes their nobles and names. I dont want "evil dude 1 the evil dude" attacking, but invaders with names.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on March 13, 2012, 07:50:11 pm
[ITEM_THIEF] will also force hostility.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 13, 2012, 07:54:47 pm
clever! cheers meph!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nihilist on March 13, 2012, 07:56:10 pm
[ITEM_THIEF] will also force hostility.
ooo good to know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on March 13, 2012, 08:51:59 pm
Sup gang. I'm a little stumped by an interaction modification that I know is possible. How do you make a normal material emission, solid glob style, fire multiple globs at the same target?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alem on March 13, 2012, 09:29:40 pm
I think I have a case of trying to be too fancy for myself, but here it goes. My goal is to make a reaction that randomly produces 1 item from a specific grouping of items. Specifically, I am intending a reaction to the effect of "make rune stone" and it produce any one of (currently) 3 different runes, all of which are currently toys with the only difference being name. I was attempting to avoid having multiple products with different probability if it could be helped (which I don't think it can unfortunately), but I was curious if anyone had any knowledge/ideas to try. My attempts with REACTION_CLASS gave me a handy instant crash DF reaction, and I am afraid to admit I don't understand the reaction class product tag well enough to experiment with it. Any ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 13, 2012, 10:05:59 pm
Currently you can't really do that unfortunately, you can give a percentile chance of succeeding in each of the seperate outputs, not choosing between them
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 13, 2012, 10:34:58 pm
Been trying to figure this out but it seems to be rather random depending on the reaction...

What exactly determines the time it takes to complete a reaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 13, 2012, 10:42:37 pm
Clutter, skill, and number of products.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NW_Kohaku on March 14, 2012, 12:17:14 am
I have some questions about some rather unusual reactions I want to create.

Basically, I want to create some reactions with a custom workshop that do the following:

1. Do nothing - takes no reagents, has no products, and simply wastes dwarven time. (A reagent that is not consumed is fine, too.)
2. Creates something from nothing - has no reagents, but has a product. Preferable, it creates a LOT of something, as in, has a dozen or so products.
3. Destroys a lot of reagents to create nothing - plenty of reagents, but no product.

I'm not all that familiar with the workshop systems, so I'm asking for confirmation before I start doing some of this extreme modding.

So, for example, I want to know if this:

Code: [Select]
[REACTION:DO_NOTHING]
[NAME:do nothing]
[BUILDING:SWEATSHOP:CUSTOM_N]
[SKILL:MASON]

Is actually valid code?  Do I need to do more, and am missing something, or does this actually work?  It just seems too short to work...

If I have similar code that consists entirely of reagents or else entirely of products, does that still work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Darekun on March 14, 2012, 12:44:05 am
Clutter, skill, and number of products.
Hm, are you sure number of products matters? I've been experimenting with a "labor magic" reaction at the (custom) magma cauldron, which has a 1% chance of producing 1 refined magic bars but otherwise does nothing. For the skill-ups I added random(average 3.5 per task) vaporizing stones which just have pretty colors, and the reaction time didn't seem to change(until the skill-ups kicked in).

1. Do nothing - takes no reagents, has no products, and simply wastes dwarven time. (A reagent that is not consumed is fine, too.)
2. Creates something from nothing - has no reagents, but has a product. Preferable, it creates a LOT of something, as in, has a dozen or so products.
3. Destroys a lot of reagents to create nothing - plenty of reagents, but no product.
These are easy, just delete the reagents and products from "regular" reactions. "Something from nothing" reactions are popular modder debug tools.

So, for example, I want to know if this:

Code: [Select]
[REACTION:DO_NOTHING]
[NAME:do nothing]
[BUILDING:SWEATSHOP:CUSTOM_N]
[SKILL:MASON]

Is actually valid code?
Looks good :J I've actually been considering something like that to let me pseudo-station civilians, now that the military interface is so much worse…
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 14, 2012, 06:14:15 am
huh... that's... odd

I have one reaction, buck apples, which takes from 8-15 seconds at 100fps

[REACTION:APPLEBUCK]
   [NAME:Buck Apples]
   [BUILDING:PONY_APPLETREE:CUSTOM_B]
   [PRODUCT:100:1:PLANT:PONY_APPLE:PLANT_MAT:PONY_APPLE:PLANT]
   [SKILL:STANCE_STRIKE]

whereas this one, a slightly more advanced reaction is instant

[REACTION:PONY_CHOCO]
   [NAME:Make Chocolate]
   [BUILDING:KITCHEN:CUSTOM_C]
   [REAGENT:A:1:PLANT:COCOA:PLANT_MAT:COCOA:PLANT]
   [REAGENT:B:1:BOX:NONE:NONE:NONE][CONTAINS:A][BAG][PRESERVE_REAGENT]
   [PRODUCT:100:1:PLANT:CHOCOLATE:PLANT_MAT:CHOCOLATE:PLANT]

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on March 14, 2012, 06:15:15 am
huh... that's... odd

I have one reaction, buck apples, which takes from 8-15 seconds at 100fps

[REACTION:APPLEBUCK]
   [NAME:Buck Apples]
   [BUILDING:PONY_APPLETREE:CUSTOM_B]
   [PRODUCT:100:1:PLANT:PONY_APPLE:PLANT_MAT:PONY_APPLE:PLANT]
   [SKILL:STANCE_STRIKE]

whereas this one, a slightly more advanced reaction is instant

[REACTION:PONY_CHOCO]
   [NAME:Make Chocolate]
   [BUILDING:KITCHEN:CUSTOM_C]
   [REAGENT:A:1:PLANT:COCOA:PLANT_MAT:COCOA:PLANT]
   [REAGENT:B:1:BOX:NONE:NONE:NONE][CONTAINS:A][BAG][PRESERVE_REAGENT]
   [PRODUCT:100:1:PLANT:CHOCOLATE:PLANT_MAT:CHOCOLATE:PLANT]
The second one has no skill. Skills are a factor.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 14, 2012, 06:35:26 am
aha! that explains why it's instant! cheers!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 14, 2012, 07:23:12 pm
What is the exact difference between a semimegabeast and a megabeast ? I cant find any infos on that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 14, 2012, 09:10:41 pm
Okay.. i got a question...
Is it possible to get a syndrome from wearing a piece of clothing?

My idea is thusly: I make a spellbook item in a library, then equip it to my mage dwarf via soldier equipment screen, the material departs its knowledge of  the spell via syndrome and the dwarf can, as long as the syndrome is in effect, cast a spell..

Will this work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 14, 2012, 09:11:36 pm
No, I don't think so.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 14, 2012, 09:15:40 pm
hmmmm, no, i guess it needs to be liquid to impart syndromes.. ohwell.. I just want a bit more control over who has my awesome spells... I guess CE_DISPLAY_NAME will have to do
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: monk12 on March 14, 2012, 10:14:34 pm
What is the exact difference between a semimegabeast and a megabeast ? I cant find any infos on that.

Semi-s are less deadly, but also appear at your fort faster than the bigger guys. Though, I thought that was hardcoded, but glancing at the RAWS reveals all the vanilla semis have their attack trigger specified there. So I guess I don't know of any difference between the Megabeast and Semimegabeast tags themselves (not that I'm an expert.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Darekun on March 15, 2012, 12:15:26 am
hmmmm, no, i guess it needs to be liquid to impart syndromes.. ohwell.. I just want a bit more control over who has my awesome spells... I guess CE_DISPLAY_NAME will have to do
More accurately, it needs to be fluid — the standard hack is a reaction that creates a BOULDER whose boiling point causes it to promptly gas the dwarf who did the job, imparting the spell via inhalation syndrome. This does "miss" sometimes, however, and can affect innocent bystanders.



What is the exact difference between a semimegabeast and a megabeast ? I cant find any infos on that.
My guess is semis spawn like wild animals(instead of using the funky unique spawn system and being tracked by things like Percentage Beasts Dead For Stoppage), but they still attack like a full mega. It is, however, a pretty uninformed guess.



Edit: Some weird accidental science I want to report.

I made "stone dwarves", intended to simplify out some of the combat crud(since even 40d had too much). For "fluff" reasons, I removed body hair.

Over the course of several forts, I noticed they were having some real trouble with kobold thieves. Now, kobold thieves routinely outrun dwarves(especially since they tend to get spotted outside, well, everything), but this was "woodcutter kills thief with axe, only after taking unusual damage" kind of trouble.

So I did some arena testing. Turns out, dwarves with no nerves and such, but also no hair, lose 1-on-1 to regular dwarves more than 2/3 of the time.

I just added stone's combat properties to all their materials and now they do fine, but for those who want [DAMBLOCK] back, thicken the body hair. IIRC the hair layer has a base thickness of 1, crank that to 10 or so and you should get some significant but not overpowered damage blocking.



I also thought of the ultimate test of the "worldgen doesn't care about amounts" hypothesis: mod out all [ENVIRONMENT]s from all iron ores, then add [ITEMCORPSE:BOULDER:NONE:INORGANIC:HEMATITE] to one of the megabeast types. Gen a world, set to stop at year 100, and check legends; if only one megabeast of that type was killed, you've got the right kind of world.

Then start to embark from the various civs, and see if the one that killed it has all the iron/steel tools you can afford.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kipi on March 15, 2012, 06:40:29 am
Solved the tablet problem, it seems it was caused by misspelling of the specific item.

But I have another question:
Which material tags affect how effective weapons are in combat? So far my searches have resulted some general guidelines, like "this tag affects blunt combat" but nowhere I can find is mentioned which tags and numbers I should edit to make the material better in weapons. The wiki doesn't offer this specific information either.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alem on March 15, 2012, 01:33:39 pm
As far as I am aware of for blunt damage, its a factor of the weapon's size, the material density of the material, the contact size of the weapon, and the force multiplier. And past that, I am not certain all the exact effects, I was surprised once to find a mace made of a material of 3210 density appeared more lethal than an iron mace, but an iron hammer waaaay out performed hammers of the same material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on March 15, 2012, 02:12:43 pm
My guess is semis spawn like wild animals(instead of using the funky unique spawn system and being tracked by things like Percentage Beasts Dead For Stoppage), but they still attack like a full mega. It is, however, a pretty uninformed guess.

Almost certain that this is false. Giants, cyclopes, ettins, and minotaurs (the four vanilla semimegabeasts) show up as individuals in legends mode all the time.

So I guess I don't know of any difference between the Megabeast and Semimegabeast tags themselves (not that I'm an expert.)

My guess is that there used to be more hardcoded aspects of the two tokens that got moved out in to different things over time (like attack triggers and difficulty). However, there are these two world gen parameters (http://dwarffortresswiki.org/index.php/v0.31:Advanced_world_generation#Max_Megabeast_Caves) that specifically reference semis and megas as different things.

Code: [Select]
[MEGABEAST_CAP:<number>]
[SEMIMEGABEAST_CAP:<number>]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Darekun on March 15, 2012, 06:12:33 pm
Which material tags affect how effective weapons are in combat?
In general *_YIELD high is good, *_FRACTURE high is good, *_STRAIN_AT_YIELD low is good. Doubling *_YIELD & *_FRACTURE while halving *_STRAIN_AT_YIELD produces a significantly-better material for the specified type, but I think in detail this is an area where we don't know and Toady hasn't told us, so science would be welcome. There are significant differences from reality, for example silver war hammers don't actually yield.

In addition to "impact for blunt, shear for sharp, others for wrestling", I've heard a rumor that torsion affects penetration of impaling attacks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on March 15, 2012, 08:12:52 pm
My guess is semis spawn like wild animals(instead of using the funky unique spawn system and being tracked by things like Percentage Beasts Dead For Stoppage), but they still attack like a full mega. It is, however, a pretty uninformed guess.

Almost certain that this is false. Giants, cyclopes, ettins, and minotaurs (the four vanilla semimegabeasts) show up as individuals in legends mode all the time.

So I guess I don't know of any difference between the Megabeast and Semimegabeast tags themselves (not that I'm an expert.)

My guess is that there used to be more hardcoded aspects of the two tokens that got moved out in to different things over time (like attack triggers and difficulty). However, there are these two world gen parameters (http://dwarffortresswiki.org/index.php/v0.31:Advanced_world_generation#Max_Megabeast_Caves) that specifically reference semis and megas as different things.

Code: [Select]
[MEGABEAST_CAP:<number>]
[SEMIMEGABEAST_CAP:<number>]
the extracted semi-megabeast and megabeast have the following tags:
semi-megabeast [FEATURE_BEAST] - can't be used in raws[ATTACK_TRIGGER:0:0:50000] - sets it to attack earlier than the next.

megabeast [TITAN] - can't be used in raws [ATTACK_TRIGGER:80:0:100000] - sets it to attack twice as late as the other.

Can someone explain how I'm getting "skin chops" from my carving reaction?

http://dffd.wimbli.com/file.php?id=5897 (http://dffd.wimbli.com/file.php?id=5897)

It's too large to post it all here.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smokebubble on March 15, 2012, 08:17:41 pm
So I guess I don't know of any difference between the Megabeast and Semimegabeast tags themselves
The wiki says Mega's can be worshiped. It doesn't say the same for Semi's.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smokebubble on March 15, 2012, 09:42:12 pm
Since how [INTELLIGENT] seems to be what keeps you from butchering other races in adventure mode. I was wondering would it be possible to use [CE_REMOVE_TAG] to remove that tag? I know it doesn't list it on the wiki but I figured it might work since [INTELLIGENT] is a stand in for [CAN_SPEAK] and [CAN_LEARN].

If so how would one go about getting that done?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 16, 2012, 12:51:42 am
It doesn't work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Destroid on March 16, 2012, 07:15:51 pm
How does DF decide what equipment siegers and ambushers come with?  Is there any way to control the frequency of the various weapons and armour?  Can a sieger arrive with two one handed weapons?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 16, 2012, 07:36:00 pm
1. Takes them from the entity's available weapons and organizes them into archer and melee squads.
2. No, it's either they have them or they don't.
3. No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on March 16, 2012, 08:54:48 pm
      [CE:PERIODIC:MOON_PHASE:27:0]

Anybody know what these two numbers mean?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 16, 2012, 09:01:43 pm
I'm assuming that the first number refers to the day of the month, since the calendar in DF is lunar; 27 would be a full moon, I believe. The second number I have no idea.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Destroid on March 17, 2012, 12:23:22 am
1. Takes them from the entity's available weapons and organizes them into archer and melee squads.
2. No, it's either they have them or they don't.
3. No.

Is there a fixed melee/archer ratio or does it go by the weapons?  Like if a civ has swords, axes and bows as the only available weapons, what proportions would the squads field them in?  And for armour does that mean if the civ has armour, the soldiers will always come with armour?  How does it decide what sort if there are multiple armours available?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Di on March 17, 2012, 02:52:30 am
Is there a fixed melee/archer ratio or does it go by the weapons?  Like if a civ has swords, axes and bows as the only available weapons, what proportions would the squads field them in?  And for armour does that mean if the civ has armour, the soldiers will always come with armour?  How does it decide what sort if there are multiple armours available?
There are [COMMON], [RARE], [UNCOMMON] tags for equipment, vanilla has them on every armour and clothing, but you could try placing those on weapons too. If fails, try changing skill learn rates a bit so more desirable weapon would be trained slightly faster.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CaptainFatty on March 17, 2012, 04:33:47 am
I'm just getting into modding and thought I'd start by adding a new race/civ. I tried to make it so their starting biome is ANY_DESERT, but I can't generate a map with a playable civilization, even though there are deserts on the map. Is it impossible to have a civ in the desert or am I missing something?

Edit: Nevermind, I forgot to put [CIV_CONTROLLABLE] unter the entity entry.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on March 17, 2012, 08:29:36 am
There are [COMMON], [RARE], [UNCOMMON] tags for equipment, vanilla has them on every armour and clothing, but you could try placing those on weapons too. If fails, try changing skill learn rates a bit so more desirable weapon would be trained slightly faster.

Those tags only work correctly with armor or clothing, not weapons. Furthermore, they just determine the likelihood that a civilization has access to that piece of equipment, not the frequency with which they are used.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on March 17, 2012, 12:19:27 pm
I'm assuming that the first number refers to the day of the month, since the calendar in DF is lunar; 27 would be a full moon, I believe. The second number I have no idea.

I think I figured it out, there are 28 days in a dwarven month, thus there are 28 phases of the moon (one for each day)

0-27 = 28 numbers, each one representing a day (0 = 1st of month ; 27 = 28th of month etc)

27 is when it starts, the full moon.
0 is when it ends, a new moon.

So in theory 0:27 should result in a permanent change.

I haven't done any testing yet, but I will soon as this is the most plausible idea I can come up with thus far.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Radiant_Phoenix on March 17, 2012, 12:43:00 pm
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on March 17, 2012, 12:46:02 pm
Posting some of my modding experiment results:
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on March 17, 2012, 01:44:04 pm
  • What tags classify a creature as vermin? Is it just any [VERMIN_*]?
  • What effects does being a vermin have on a civ, both in fortress mode and in worldgen?
  • Is it possible to make a plant that poisons creatures without them attempting to interact with it?
  • Is it possible to make such a plant affect worldgen?
  • Does a COVERAGE value over 100 have any effect?

1. Yep.
2. Not sure. I believe I read somewhere someone was trying it, and it didn't work well, but I can't find the topic right now.
3. They have to have some sort of contact with it. EX Gnomes and Gnomebllight.
4. Nope.
5. Nope. Coverage is a percent, 100% means it tries to block all attacks, 50 means it tries to block 50% of attacks, 0 means it doesn't block anything.



Now why does this Interaction crash?

Spoiler: Interaction (click to show/hide)

Bolded = problem

Spoiler: Creature (click to show/hide)

* The Interaction turns the person into a vampire-like creature for several ticks, then turns him into the Scrawn. All syndromes are copied from the interaction examples.
* The interaction works, the creature appears as a Scrawn. However, attempting to 'v' -> 'z' the creature crashes the game.
* I haven't tried it in fort mode, but this happens in arena mode, so I would assume it would happen in fort mode as well.
* Oddly, it only crashes when I apply it to certain creatures, such as intelligent humanoid creatures and domestic creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on March 17, 2012, 02:13:43 pm
Now why does this Interaction crash?

Spoiler: Interaction (click to show/hide)

Bolded = problem

Spoiler: Creature (click to show/hide)

* The Interaction turns the person into a vampire-like creature for several ticks, then turns him into the Scrawn. All syndromes are copied from the interaction examples.
* The interaction works, the creature appears as a Scrawn. However, attempting to 'v' -> 'z' the creature crashes the game.
* I haven't tried it in fort mode, but this happens in arena mode, so I would assume it would happen in fort mode as well.
* Oddly, it only crashes when I apply it to certain creatures, such as intelligent humanoid creatures and domestic creatures.
Found a typo in the creature
Spoiler (click to show/hide)
needs a SET_TL_GROUP, and transformations with multiple color modifiers (BROWN:1:BURNT_UMBER:1, etc) seem to crash the creature for many people. I've found just removing the modifiers fixes the problem 9/10 times (1/10 it is a different problem or typo).

You can remove [CE:PERIODIC:MOON_PHASE:0:27], if the transformation has no END they'll always be transformed regardless. And you may also want to add [IT_CANNOT_HAVE_SYNDROME_CLASS:THE_INFECTION] else you infect the carriers repeatedly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on March 17, 2012, 02:25:28 pm
That fixed it! Thanks ArKFallen!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on March 17, 2012, 03:26:40 pm
Does a COVERAGE value over 100 have any effect?

Along with what IT 000 said, COVERAGE also contributes to the armor's weight. COVERAGE values over 100 can be used to make a piece of armor exceptionally heavy.

A little note about this that I found while testing something a while ago:
The impact that the armor has on the creature's speed seems to depend on its size. To clarify that, a dwarf will have a significant drop in speed upon wearing a dwarf-sized piece of armor with a COVERAGE of 500, while the speed drop that a kobold experiences upon wearing the same type of armor will be much smaller.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Radiant_Phoenix on March 17, 2012, 03:31:42 pm
More questions:

What are the results of [ELECTED] plus [SUCCESSION:something] in fortress mode? Do they:

Also, is it possible to have a non-military [SQUAD:*]?

EDIT: Also, #3: [ELECTED] plus [APPPOINTED_BY:*] = ?

EDIT2: #4 [APPOINTED_BY:offsite noble] = ?
EDIT3: derp. ^= doesn't appear until that noble does.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alem on March 17, 2012, 07:24:16 pm
I recall there are some quirks with this thought, but I forget what I read about accomplishing it.

My goal is to have a set of animals that as much as possible are limited to being brought via trade by one entity. I recall that the only way to accomplish that is some tag-fu with [GOOD]/[EVIL] tags but I do not quite remember how to do that. Anyone know how and or have a better method to accomplish this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 17, 2012, 07:55:19 pm
I recall there are some quirks with this thought, but I forget what I read about accomplishing it.

My goal is to have a set of animals that as much as possible are limited to being brought via trade by one entity. I recall that the only way to accomplish that is some tag-fu with [GOOD]/[EVIL] tags but I do not quite remember how to do that. Anyone know how and or have a better method to accomplish this?
Adding COMMON_DOMESTIC, PET, NO_(season names here), and a BIOME tag that places them in the same spots as the civ in question should do the trick. But if say human civ took over that civs town then those humans would have access to those pets
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 17, 2012, 09:37:35 pm
Okay, I'm having a slightly weird bug here...
I decided to restructure my MLP pony file to be a bit more... sane... as it uses 11 copies of each of the 8 castes for genetic diversity, and i had every single caste wrote out in full the end result was a creature file for one creature coming in at nearly a meg in size.

The new file is more condensed, but it also came with a problem. Ponies now refuse to wield things with their [GRASP] mouth.
They can still carry things, but no weapons, axes or picks in fortress mode. Which means no lumberjacking and no mining.

Are there any special considerations i need to be aware of when using the [GRASP] tag?
the interresting thing is that the old version of the creature file works fine, despite using the same body file and the same BP layout.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 17, 2012, 09:46:21 pm
does the creature have [EQUIPS]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 17, 2012, 09:49:45 pm
Aha! that did the trick! Silly oversight on my part i guess, thanks for the quick reply!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 17, 2012, 10:13:36 pm
ooor so i thought! tho it seems i had the old file active when i did my test -_-

new file has [equips] and still won't pick up anything... They are wearing tons of clothes tho.

I guess there might be an issue with the BP or something, but the two files are using identical [BODY:] tags, but in the new file i use alot of [SELECT_ADDITIONAL_CASTE] to set em up.
Any other ideas as to what might be causing my ponies lack of wanting to mine?

EDIT:

Oh wow.. that was a silly bug...

Turns out i had forgotten a zero in the [BODY_SIZE:] Tag for adults, and as they matured they actually shrunk down to 15000 units, too small to weild an axe XD
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dbuhos on March 18, 2012, 11:48:48 am
Hello again comrades.

Is it possible to make sure civilizations will always be at war with each other? Like a constant deathmatch/everyone for himself ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Radiant_Phoenix on March 18, 2012, 12:13:07 pm
Hello again comrades.

Is it possible to make sure civilizations will always be at war with each other? Like a constant deathmatch/everyone for himself ?
For two civilizations, just give one of all the [ETHIC:*:ACCEPTABLE] tags, and the other all of the [ETHIC:*:UNTHINKABLE] tags for the same issue. This will cause them to make war with each other whenever they feel they can.

For more civs, you would have to find a balance.

See here for more info on ethics: http://dwarffortresswiki.org/index.php/Ethic

Also, spheres might do something, and making the civ like the other civ's sites might make them conquer more.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 18, 2012, 12:16:11 pm
Hello again comrades.

Is it possible to make sure civilizations will always be at war with each other? Like a constant deathmatch/everyone for himself ?

Remove CAN_SPEAK or give UTTERACNES (causes no names or gibberish names)
Add BABYSNACHER, ITEM_THEIF to the civ for them to be hated by all

or can play russian roulette with setting ethics to complete opposites and hope they wage war and hope they don't sign a peace treating during your time of play
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lord Allagon on March 18, 2012, 05:11:53 pm
What does the [MATERIAL_SIZE] tag do? I'm trying to make small weapons for my squirrel civ, but can't seem to figure that out.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 18, 2012, 06:18:03 pm
MATERIAL_SIZE changes the amount of bars required to make the item, at a rate of size/3
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 18, 2012, 06:39:15 pm
What does the [MATERIAL_SIZE] tag do? I'm trying to make small weapons for my squirrel civ, but can't seem to figure that out.

Worn equipment (clothes/armor/jewelry etc.) will automatically be sized, you'll want to make a small version of weapons tho. The tag you'll want to adjust is [SIZE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lord Allagon on March 18, 2012, 07:22:01 pm
OK, thanks. Is there a [GRASP] tag like it was in 31.25? I can't seem to find it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 18, 2012, 07:37:35 pm
OK, thanks. Is there a [GRASP] tag like it was in 31.25? I can't seem to find it.

Yes. It is on body parts
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lord Allagon on March 18, 2012, 07:51:30 pm
You mean body_default? I was asking where to put it, actually. Sorry if that wasn't clear.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 18, 2012, 08:17:27 pm
You mean body_default? I was asking where to put it, actually. Sorry if that wasn't clear.
I meant yes, it's still there in this version
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Radiant_Phoenix on March 19, 2012, 09:56:30 am
Questions about [PET] and entities:

Also, can I:
If not, how do I generate a random material product?

EDIT: I checked; [PET] castes do migrate.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kellnaved on March 19, 2012, 11:50:30 am
Is there a way to mod vampires so that they kill less dwarfes per year or only seldom kill them and only send their victim´s to the hospital due to blood loss? I actually like to have 1 or 2 vampires living hidden in my fort but 20-30 dead dwarfes per year from vampires is a little bit to much for my taste. Thx and keep up the good work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shooer on March 19, 2012, 01:11:45 pm
Is there a way to mod vampires so that they kill less dwarfes per year or only seldom kill them and only send their victim´s to the hospital due to blood loss? I actually like to have 1 or 2 vampires living hidden in my fort but 20-30 dead dwarfes per year from vampires is a little bit to much for my taste. Thx and keep up the good work.
FYI Vampires don't usually kill with just one feeding, they just target the same dwarf for each subsequent feedings.  But to answer you're question, no.  There is no way to lower the amount of that a vampire drinks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Radiant_Phoenix on March 19, 2012, 02:47:05 pm
What factors besides size influence falling damage? Density?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: daishi5 on March 19, 2012, 06:27:57 pm
How can I make adamantine a layer stone?  What I want to try to do is make all of the bottom layers of a world adamantine, so that I can have all that I want, and at the same time I hopefully make it a lot harder to avoid the hollow tubes. 

Do I copy it over to inorganic_stone_layer and just define what layers it can go in, or do i leave it in place and define where it can go?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on March 20, 2012, 05:41:12 pm
Can I give trees fruits?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on March 20, 2012, 07:00:32 pm
Here's a bit of a nasty interaction problem that I haven't been able to solve...

Spoiler: Interaction raws... (click to show/hide)

Here's the thing - everything works perfectly except for the one thing that the entire premise is hinging on.  I have bolded the two problematic lines...

How it SHOULD work is for the "create spy" interaction to occur during worldgen as a curse, adding the mischievous tag to the victim, which is used in the "expose spy" interaction to look for a suitable target.  Here's the problem - I cannot for the life of me get the second interaction to recognize the token added by the first.  Is this a hard-coded problem with how the IT_REQUIRES token checks for tags or is there a problem with my interaction that both myself and the errorlog are missing?

Any help here would be most appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Darekun on March 21, 2012, 01:32:36 am
Also, can I:
  • Generate a product from a workshop based on the workshop's material?
If not, how do I generate a random material product?
I'm pretty sure the only way to do the first is to have a bunch of custom workshops identical except for the material they require and produce, and the second is not possible. You can generate a product with a garbage material(i.e. "metal" but not any particular metal, stats presumably from the template), you can make a reaction with a 20% chance each for five different products(and get none a third of the time or all five rarely), but there's no way to specify a REACTION_CLASS or the like for a product's material.

How can I make adamantine a layer stone?  What I want to try to do is make all of the bottom layers of a world adamantine, so that I can have all that I want, and at the same time I hopefully make it a lot harder to avoid the hollow tubes.
It's probably best to duplicate it, change the [INORGANIC:RAW_ADAMANTINE] to something else(maybe [INORGANIC:ADAMANTITE]) so it won't collide, remove [DEEP_SPECIAL], and add layer tags like [METAMORPHIC].

However, it's possible you just need to add layer tags. The wiki page on defining inorganics (http://dwarffortresswiki.org/index.php/DF2012:Inorganic_material_definition_token) doesn't indicate any other hardcoded behavior of [DEEP_SPECIAL], but I wouldn't be surprised.

The duplication results in two stone types, both called "raw adamantine" and from which threads of the same metal are extracted, but you'll probably start getting preferences for the layer one.

Can I give trees fruits?
Not as such. You can create a tree with a second woody material defined, and make a custom reaction that produces some fruit as it converts regular wood of that tree to the second wood, but that's about as close as it gets. (You might alternately look in the pony mod threads for discussion of applebucking, which basically has workshops instead of trees.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on March 21, 2012, 02:12:52 am
Does anybody know if GROWDUR affects trees, and what the default GROWDUR for tress is?

Also is there any way I can make a interaction only available to an adventurer, but not in fort mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on March 21, 2012, 02:21:26 am
I tried to make incendiary rounds by changing the homotherm of goblins to 1076, and magnesium to 1080. When the goblin picks up something made from it they get melted, but when a bolt is stuck in them nothing happens. Will I have to alter the tissue templates to get them to burn to death properly?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on March 21, 2012, 02:25:13 am
Also is there any way I can make a interaction only available to an adventurer, but not in fort mode?
Don't include the usage hint. The creature will still have the interaction, but never use it in fort mode because they have no reason to.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Cyroth on March 21, 2012, 04:07:52 am
Dabbling modder could use a little help here.
I wanted to give humans and gobbos armored robes, but somehow I can't make it work.
That said, I actually have no idea what I'm doing, I just scrapped something together from what I can see in the RAWs and the wiki and some things I copied.  :-X

I added this to the reaction_test.txt. I want it to use a leather robe and 2 bars of iron.
Code: [Select]
[REACTION:CRAFT_FORTROBE]
[NAME:craft iron fortified robe]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:1:ARMOR:ITEM_ARMOR_ROBE:NONE:NONE][ANY_LEATHER_MATERIAL]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_FORTROBE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[FUEL]
[SKILL:LEATHERWORK]

Added this to item_test.txt (Just the robe entry with the cloth and leather related tags exchanged for chainmail armor ones)
Code: [Select]
[ITEM_ARMOR:ITEM_ARMOR_FORTROBE]
[NAME:fortified robe:fortified robes]
[UBSTEP:MAX]
[LBSTEP:MAX]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:6]
[ARMORLEVEL:2]
[HARD]
[METAL]
[STRUCTURAL_ELASTICITY_CHAIN_ALL]

And I added those 2 to the plains, mountain and evil entities (will delete mountain once I get this working)
Code: [Select]
[PERMITTED_REACTION:CRAFT_FORTROBE]
[ARMOR:ITEM_ARMOR_FORTROBE:COMMON]

I can't order it on the embark screen and I can't make them in my craftdwarf workshop.
I'm pretty sure that its the reaction thats wrong  :-\
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 21, 2012, 09:51:54 am
in the reagent say INORGANIC:IRON not METAL:IRON

also if you want to craft it, it must be permitted in the entity
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on March 21, 2012, 09:57:33 am
METAL:IRON should work just as well as INORGANIC:IRON - the game considers METAL an acceptable substitute when specifying material.

Did you make these changes to the raws before making a new world?  Adding reactions requires a world regen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 21, 2012, 10:23:03 am
Anyone know why this reaction works even without reagents?
I tried two different versions of the reagent

[REACTION:MAKE_STRAW_BEDDING]
   [NAME:make straw bedding]
   [BUILDING:CRAFTSMAN:CUSTOM_SHIFT_B]
   [SKILL:WOODCRAFT]
   [REAGENT:straw:BLOCKS:NONE:NONE:NONE][REACTION_CLASS:STRAW]
   [PRODUCT:100:1:BED:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:straw:STRAW]

[REACTION:MAKE_STRAW_BASKET]
   [NAME:weave straw basket]
   [BUILDING:CRAFTSMAN:CUSTOM_B]
   [SKILL:WOODCRAFT]
   [REAGENT:straw:BLOCKS:PONY_STRAW:PLANT_MAT:PONY_STRAW:STRAW]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_LARGE_BASKET:GET_MATERIAL_FROM_REAGENT:straw:STRAW]
   
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on March 21, 2012, 10:30:01 am
METAL:IRON should work just as well as INORGANIC:IRON - the game considers METAL an acceptable substitute when specifying material.

Did you make these changes to the raws before making a new world?  Adding reactions requires a world regen.

Correct me if I'm wrong, but I think that's a leftover from an early version when metals and minerals were different objects.  When the two were merged into "inorganics," STONE and METAL were simply re-pointed to the same place as INORGANIC, so they're literally the same thing.  That's why dwarves in strange moods ask for "rock bars" - the pointer for METAL:NONE was moved to the newer "inorganic" object class and "rock" is the default name for inorganic materials, while "metal" was the default name for the old "metal" objects.

I'm also guessing that's why Toady hasn't bothered to fix it - for such a minor issue, it's a hell of a lot more complicated than just changing a string somewhere.  If he changed "rock" to "metal," you'd get dwarves asking for "metal blocks," and if he changed it to "inorganic," both would sound awkward.  In order to fix it, he'd probably need to make the mood look for the IS_METAL token within inorganic materials for bars, and it really just isn't important enough to warrant the time needed to do that when there are so many other things to do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darklord92 on March 21, 2012, 10:36:43 am
I'm getting a complete crash on my third attempt to get my night creature working x.x

Only the original terror can abduct and convert others( and only into slaves of the terror ), there is an interaction but that turns them into a converted terror(takes over the victims body etc etc etc ). I'm getting a crash bug during world gen, i'm going to try removeing caste names i think it's trying to apply "wife" of the yellow eye terror instead of "the terrors slave"


Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on March 21, 2012, 11:45:24 am
Anyone know why this reaction works even without reagents?
I tried two different versions of the reagent

[REACTION:MAKE_STRAW_BEDDING]
   [NAME:make straw bedding]
   [BUILDING:CRAFTSMAN:CUSTOM_SHIFT_B]
   [SKILL:WOODCRAFT]
   [REAGENT:straw:BLOCKS:NONE:NONE:NONE][REACTION_CLASS:STRAW]
   [PRODUCT:100:1:BED:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:straw:STRAW]

[REACTION:MAKE_STRAW_BASKET]
   [NAME:weave straw basket]
   [BUILDING:CRAFTSMAN:CUSTOM_B]
   [SKILL:WOODCRAFT]
   [REAGENT:straw:BLOCKS:PONY_STRAW:PLANT_MAT:PONY_STRAW:STRAW]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_LARGE_BASKET:GET_MATERIAL_FROM_REAGENT:straw:STRAW]

Your REAGENT line has too few tokens in it, you left out the one that indicates the quantity.  You probably want it to be:

[REAGENT:straw:1:BLOCKS:NONE:NONE:NONE]

assuming you only want it to require 1 unit of straw for the reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 21, 2012, 11:59:52 am
Doh! I keep missing such simple things... Thanks :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on March 21, 2012, 01:33:49 pm
Doh! I keep missing such simple things... Thanks :P

If we didn't all do it at some point, there wouldn't be any posts in this thread.  ^_^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 21, 2012, 01:43:16 pm
Heh, fair enough.. It's kinda silly tho, just as i think im getting the hang of this, a new problem arises.

How would i go about producing seeds from a reaction?

I tried
   [PROCUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:wheat:SEEDS] with [MATERIAL_REACTION_PRODUCT:SEEDS:LOCAL_PLANT_MAT:SEED] defined in the plant

I tried
   [PROCUCT:100:1:SEEDS:NONE:PONY_GRASS_WHEAT:SEED]

usually you get a generic material item out of the process but with this there's just nothing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on March 21, 2012, 02:02:38 pm
Heh, fair enough.. It's kinda silly tho, just as i think im getting the hang of this, a new problem arises.

How would i go about producing seeds from a reaction?

I tried
   [PROCUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:wheat:SEEDS] with [MATERIAL_REACTION_PRODUCT:SEEDS:LOCAL_PLANT_MAT:SEED] defined in the plant

I tried
   [PROCUCT:100:1:SEEDS:NONE:PONY_GRASS_WHEAT:SEED]

usually you get a generic material item out of the process but with this there's just nothing.

"Product" is typically spelled with a "d" in there somewhere.  ^_^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 21, 2012, 02:07:50 pm
just shoot me now...

I think i need to add a spellchecker to my NP++
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on March 21, 2012, 02:39:56 pm
just shoot me now...

I think i need to add a spellchecker to my NP++

The errorlog is your friend, it tends to catch most of these little issues.  In your DF directory, look for a file named "errorlog.txt" - every time you load up a world or arena, this spits out any issues it finds in the raws.  It doesn't catch everything, but it's good about catching spelling or context errors.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 21, 2012, 02:53:32 pm
ohyeah, i try my best to keep my errorlog non-existant. It doesn't seem to catch my bad spelling tho.

Thanks for all the help btw to everyone in this thread. Mightily helpful and I've gone from having NO idea what to do with most of this, to actually making interresting stuff that works (my spelling aside) without referencing other objects now, so yay :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 22, 2012, 09:33:08 am
I've been looking around trying to find the fabled vapourstone for stone-gas, but I can't seem to find any templates. Does anyone have one handy, or give me some temperature values that will create non-scalding gas at room temperature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Radiant_Phoenix on March 22, 2012, 10:17:41 am
[BOILING_POINT:10040]+[MAT_FIXED_TEMP:10050] should work; 10066 or 10067 is normal body temperature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NW_Kohaku on March 22, 2012, 12:24:21 pm
All you need is boiling point that is low.  Setting it to 10000 means that stone sublimates at 0 degrees Celsius/32 Fahrenheit.  I currently have my test fort vaporizing millions of stones at this setting, and it works just fine.

If the stones combust, they raise the temperature, but if they just vaporize at a given temperature, they don't do any harm.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on March 22, 2012, 12:55:33 pm
I'm getting a complete crash on my third attempt to get my night creature working x.x

Only the original terror can abduct and convert others( and only into slaves of the terror ), there is an interaction but that turns them into a converted terror(takes over the victims body etc etc etc ). I'm getting a crash bug during world gen, i'm going to try removeing caste names i think it's trying to apply "wife" of the yellow eye terror instead of "the terrors slave"


Spoiler (click to show/hide)

You have a [CONVERTED_SPOUSE] twice in one case with no [NIGHT_CREATURE_HUNTER] in the main or [SPOUSE_CONVERTER] in another caste.  Since you use a bite attack, you don't actually need a converted spouse or spouse converter, but if you want to have them you should put the night creature hunter in the main part oof the raws and spouse converter in your Yellow Feral Caste.  I'm not sure that would help with getting them to convert by bite, as I have WereCougar Creatures in my game with a bite Attack, and Spouse Conversion, and they only show up as a wild population, no bites in worldgen, and no abductions either.(The bite attack only targets females, and turns them into the hunter, they are then supposed to abduct males.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hydrall on March 24, 2012, 10:05:26 am
So I'm an absolute newbie to modding reactions, and I'm trying to make stone bolts as both a test and because I'm tired of the keas that are sitting on my fort's front yard.

Code: [Select]
[REACTION:MAKE_STONE_BOLTS]
[NAME:make stone bolts]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_O]
[REAGENT:stone:1:STONE:NONE:NONE:NONE]
[REACTION_CLASS:STONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:AMMO:BOLTS:GET_MATERIAL_FROM_REAGENT:bolts:NONE]
[SKILL:STONE_CRAFTING]

This is what I've got so far, but it stubbornly refuses to show up in-game. Am I messing something up? Do reactions require a whole world regen? If that's the case, is there any way to make something like this work in a current file?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on March 24, 2012, 10:40:39 am
So I'm an absolute newbie to modding reactions, and I'm trying to make stone bolts as both a test and because I'm tired of the keas that are sitting on my fort's front yard.

Code: [Select]
[REACTION:MAKE_STONE_BOLTS]
[NAME:make stone bolts]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_O]
[REAGENT:stone:1:STONE:NONE:NONE:NONE]
[REACTION_CLASS:STONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:AMMO:BOLTS:GET_MATERIAL_FROM_REAGENT:bolts:NONE]
[SKILL:STONE_CRAFTING]

This is what I've got so far, but it stubbornly refuses to show up in-game. Am I messing something up? Do reactions require a whole world regen? If that's the case, is there any way to make something like this work in a current file?

You need to regen the world, also you need to add PERMITTED_REACTION:MAKE_STONE_BOLTS in the entity_default file.

Finally, the reaction is wrong. Here's a corrected reaction

[REACTION:MAKE_STONE_BOLTS]
   [NAME:make stone bolts]
   [BUILDING:CRAFTSMAN:CUSTOM_SHIFT_O]
   [REAGENT:stone:1:BOULDER:NO_SUBTYPE:INORGANIC:NONE][WORTHLESS_STONE_ONLY] (This should prevent you from taking platinum and such)
   [PRODUCT:100:5:AMMO:ITEM_AMMO_BOLTS:GET_MATERIAL_FROM_REAGENT:stone:NONE]
        [SKILL:STONECRAFT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hydrall on March 24, 2012, 11:06:43 am
Ah, I see. Alright, then.

No other way to get stone bolts, I assume? Oh well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Darekun on March 24, 2012, 11:07:24 am
So I'm an absolute newbie to modding reactions, and I'm trying to make stone bolts as both a test and because I'm tired of the keas that are sitting on my fort's front yard.
While bone bolts suck against armor, I do recommend them against wildlife.

This is what I've got so far, but it stubbornly refuses to show up in-game. Am I messing something up? Do reactions require a whole world regen? If that's the case, is there any way to make something like this work in a current file?
While BUILDING:CRAFTSMAN is supported according to the wiki, I've seen it not work.

Adding a reaction to an entity requires a regen; IIRC creating a new reaction requires a regen. Overwriting an existing reaction works without a regen, though :J

So try overwriting one of the reactions at, say, the screw press, and leaving it at the screw press?

Also, remember to edit the raws of the save, not the "general" raws(which are for genning new worlds).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 24, 2012, 11:28:42 am
I have several reactions that take place in the craftsdwarf workshop in my mod. So it SHOULD be working...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 24, 2012, 12:48:48 pm
It was already resolved by IT 000.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 25, 2012, 02:07:29 am
Ah, just going to bump this thread up a bit to ask why this creature isn't showing up in the arena:

Code: [Select]
creature_scp_682

[OBJECT:CREATURE]

[CREATURE:HARD_TO_DESTROY_REPTILE]
[DESCRIPTION:A hard-to-destroy reptile.]
[NAME:SCP-682:SCP-682s:SCP-682]
[CASTE_NAME:SCP-682:SCP-682s:SCP-682]
[CREATURE_TILE:L][COLOR:2:0:1]
[PETVALUE:100000]
[PET_EXOTIC]
[TRAPAVOID]
[DIFFICULTY:5000]
[CARNIVORE]
[OPPOSED_TO_LIFE]
[MEGABEAST]
[BIOME:NOT_FREEZING]
[PREFSTRING:hard-to-destroy nature]
[BODY:SCP682:2LUNGS:HEART:TEETH_SPECIAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[NOBREATHE]
[NOEMOTION]
[NOEXERT]
[NOFEAR]
[NOSTUN] This makes it impossible to trap, so the pet exotic doesn't quite matter.
[NOTHOUGHT]
[INTELLIGENT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:100000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:BITE:BODYPART:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_CANLATCH]
[DIURNAL]
[SWIMS_INNATE][SWIM_SPEED:2500]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GREEN:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[CAN_DO_INTERACTION:682_REGENERATE]
   [CDI:ADV_NAME:regenerate]
   [CDI:TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:FLEEING]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:regenerate:has fully regenerated]
   [CDI:WAIT_PERIOD:10000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Frog on March 25, 2012, 02:11:41 am
Is the filename correct? (Sort of the "Is it turned on?" of modding)

Does the errorlog spit anything out?

EDIT: Maybe it's because the filename contains a number? Also, prolly should set the HEALING_RATE or whatever of its tissues to 1 to give it fast-healing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 25, 2012, 02:14:55 am
The errorlog has nothing, I renamed it from SCP-682 to AAAAA and it worked, strangely enough.

However, I still have the problem that it can't walk. Here's the body:

Code: [Select]
[BODY:SCP682]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:TAIL:tail:STP][CON:LB][CATEGORY:TAIL]
[DEFAULT_RELSIZE:100]
[BP:REYE:right eye:STP][CON:HD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:LEYE:left eye:STP][CON:HD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:NOSE:nose:STP][CON:HD][SMELL][SMALL][CATEGORY:NOSE]
[DEFAULT_RELSIZE:10]
[BP:GUTS:guts:guts][CON:LB][GUTS][INTERNAL][SMALL][CATEGORY:GUTS]
[DEFAULT_RELSIZE:600]
[UNDER_PRESSURE]
[BP:LIVER:liver:STP][CONTYPE:UPPERBODY][INTERNAL][SMALL][CATEGORY:LIVER]
[DEFAULT_RELSIZE:200]
[BP:STOMACH:stomach:STP][CON:LB][INTERNAL][SMALL][CATEGORY:STOMACH]
[DEFAULT_RELSIZE:200]
[BP:PANCREAS:pancreas:pancreases][CON:LB][INTERNAL][SMALL][CATEGORY:PANCREAS]
[DEFAULT_RELSIZE:100]
[BP:SPLEEN:spleen:STP][CON:LB][INTERNAL][SMALL][CATEGORY:SPLEEN]
[DEFAULT_RELSIZE:100]
[BP:RKIDNEY:right kidney:STP][CON:LB][INTERNAL][SMALL][RIGHT][CATEGORY:KIDNEY]
[DEFAULT_RELSIZE:100]
[BP:LKIDNEY:left kidney:STP][CON:LB][INTERNAL][SMALL][LEFT][CATEGORY:KIDNEY]
[DEFAULT_RELSIZE:100]
[BP:THROAT:throat:STP][CON:HD][THROAT][EMBEDDED][SMALL][CATEGORY:THROAT]
[DEFAULT_RELSIZE:40]
[BP:NECK:upper spine:STP][CON:HD][NERVOUS][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]
[DEFAULT_RELSIZE:100]
[BP:UPPERSPINE:middle spine:STP][CONTYPE:UPPERBODY][NERVOUS][INTERNAL][SMALL][SKELETON][CATEGORY:SPINE]
[DEFAULT_RELSIZE:150]
[BP:LOWERSPINE:lower spine:STP][CON:LB][NERVOUS][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]
[DEFAULT_RELSIZE:150]
[BP:SKULL:skull:STP]
[CON:HD]
[INTERNAL][SMALL]
[CATEGORY:SKULL]
[DEFAULT_RELSIZE:20] -- small until there's a notion of hollowness/etc.
This lets you make a totem out of the part.  The relationship between the skull and the brain is established within body detail plans or the creature itself.
[TOTEMABLE]
[BP:MOUTH:mouth:STP][CONTYPE:HEAD][MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]
[BP:L_TRUE_RIB:left true rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_TRUE][NUMBER:7][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:R_TRUE_RIB:right true rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_TRUE][NUMBER:7][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:L_FALSE_RIB:left false rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FALSE][NUMBER:3][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:R_FALSE_RIB:right false rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FALSE][NUMBER:3][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:L_FLOATING_RIB:left floating rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL][INTERNAL]
[DEFAULT_RELSIZE:20]
[BP:R_FLOATING_RIB:right floating rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL][INTERNAL]
[DEFAULT_RELSIZE:20]

When it spawns, it gets immediate "cannot breathe" and "ability to stand lost" health statuses.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on March 25, 2012, 02:26:52 am
Call me strange, but maybe that's because it has no lungs.

Also, why are you putting all that stuff into a single body token? Most of it already exists and can be added to the creature the same way as other humanoids. You don't need to redefine a bunch of body parts that are already defined elsewhere.

EDIT: Wait, didn't see your post above with the creature definition. I'm honestly not sure what's going on.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 25, 2012, 02:28:18 am
Because it can't die. Or, it shouldn't be able to.

I put in lungs, but now the bastard can't see. Here's the new body file:

Code: [Select]
body_scp

[OBJECT:BODY]

[BODY:SCP682]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:TAIL:tail:STP][CON:LB][CATEGORY:TAIL][BODY:2LUNGS]
[DEFAULT_RELSIZE:100]
[BP:RLUNG:right lung:STP][CON:UB][BREATHE][INTERNAL][SMALL][RIGHT][CATEGORY:LUNG]
[DEFAULT_RELSIZE:200]
[BP:LLUNG:left lung:STP][CON:UB][BREATHE][INTERNAL][SMALL][LEFT][CATEGORY:LUNG]
[DEFAULT_RELSIZE:200]
[BP:REYE:right eye:STP][CON:HD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:LEYE:left eye:STP][CON:HD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:NOSE:nose:STP][CON:HD][SMELL][SMALL][CATEGORY:NOSE]
[DEFAULT_RELSIZE:10]
[BP:GUTS:guts:guts][CON:LB][GUTS][INTERNAL][SMALL][CATEGORY:GUTS]
[DEFAULT_RELSIZE:600]
[UNDER_PRESSURE]
[BP:LIVER:liver:STP][CON:UB][INTERNAL][SMALL][CATEGORY:LIVER]
[DEFAULT_RELSIZE:200]
[BP:STOMACH:stomach:STP][CON:LB][INTERNAL][SMALL][CATEGORY:STOMACH]
[DEFAULT_RELSIZE:200]
[BP:PANCREAS:pancreas:pancreases][CON:LB][INTERNAL][SMALL][CATEGORY:PANCREAS]
[DEFAULT_RELSIZE:100]
[BP:SPLEEN:spleen:STP][CON:LB][INTERNAL][SMALL][CATEGORY:SPLEEN]
[DEFAULT_RELSIZE:100]
[BP:RKIDNEY:right kidney:STP][CON:LB][INTERNAL][SMALL][RIGHT][CATEGORY:KIDNEY]
[DEFAULT_RELSIZE:100]
[BP:LKIDNEY:left kidney:STP][CON:LB][INTERNAL][SMALL][LEFT][CATEGORY:KIDNEY]
[DEFAULT_RELSIZE:100]
[BP:THROAT:throat:STP][CON:HD][THROAT][EMBEDDED][SMALL][CATEGORY:THROAT]
[DEFAULT_RELSIZE:40]
[BP:NECK:upper spine:STP][CON:HD][NERVOUS][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]
[DEFAULT_RELSIZE:100]
[BP:UPPERSPINE:middle spine:STP][CON:UB][NERVOUS][INTERNAL][SMALL][SKELETON][CATEGORY:SPINE]
[DEFAULT_RELSIZE:150]
[BP:LOWERSPINE:lower spine:STP][CON:LB][NERVOUS][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]
[DEFAULT_RELSIZE:150]
[BP:SKULL:skull:STP]
[CON:HD]
[INTERNAL][SMALL]
[CATEGORY:SKULL]
[DEFAULT_RELSIZE:20] -- small until there's a notion of hollowness/etc.
This lets you make a totem out of the part.  The relationship between the skull and the brain is established within body detail plans or the creature itself.
[TOTEMABLE]
[BP:MOUTH:mouth:STP][CONTYPE:HEAD][MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]
[BP:L_TRUE_RIB:left true rib:STP][CON:UB][CATEGORY:RIB_TRUE][NUMBER:7][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:R_TRUE_RIB:right true rib:STP][CON:UB][CATEGORY:RIB_TRUE][NUMBER:7][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:L_FALSE_RIB:left false rib:STP][CON:UB][CATEGORY:RIB_FALSE][NUMBER:3][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:R_FALSE_RIB:right false rib:STP][CON:UB][CATEGORY:RIB_FALSE][NUMBER:3][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:L_FLOATING_RIB:left floating rib:STP][CON:UB][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL][INTERNAL]
[DEFAULT_RELSIZE:20]
[BP:R_FLOATING_RIB:right floating rib:STP][CON:UB][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL][INTERNAL]
[DEFAULT_RELSIZE:20]

[BODY:TEETH_SPECIAL]
[BP:U_F_TOOTH:upper front tooth:upper front teeth][CON:HD][CATEGORY:TOOTH][NUMBER:6][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
Adding individual names tells the game what to call each individual part in a NUMBERed bodypart.  This command replaces "first upper front tooth" for example.
[INDIVIDUAL_NAME:first upper right incisor:STP]
[INDIVIDUAL_NAME:first upper left incisor:STP]
[INDIVIDUAL_NAME:second upper right incisor:STP]
[INDIVIDUAL_NAME:second upper left incisor:STP]
[INDIVIDUAL_NAME:right eye tooth:right eye teeth]
[INDIVIDUAL_NAME:left eye tooth:left eye teeth]
[BP:L_F_TOOTH:lower front tooth:lower front teeth][CON:HD][CATEGORY:TOOTH][NUMBER:6][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first lower right incisor:STP]
[INDIVIDUAL_NAME:first lower left incisor:STP]
[INDIVIDUAL_NAME:second lower right incisor:STP]
[INDIVIDUAL_NAME:second lower left incisor:STP]
[INDIVIDUAL_NAME:lower right canine:STP]
[INDIVIDUAL_NAME:lower left canine:STP]
[BP:U_R_B_TOOTH:upper right back tooth:upper right back teeth][CON:HD][CATEGORY:TOOTH][NUMBER:4][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first upper right premolar:STP]
[INDIVIDUAL_NAME:second upper right premolar:STP]
[INDIVIDUAL_NAME:first upper right molar:STP]
[INDIVIDUAL_NAME:second upper right molar:STP]
[BP:L_R_B_TOOTH:lower right back tooth:lower right back teeth][CON:HD][CATEGORY:TOOTH][NUMBER:4][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first lower right premolar:STP]
[INDIVIDUAL_NAME:second lower right premolar:STP]
[INDIVIDUAL_NAME:first lower right molar:STP]
[INDIVIDUAL_NAME:second lower right molar:STP]
[BP:U_L_B_TOOTH:upper left back tooth:upper left back teeth][CON:HD][CATEGORY:TOOTH][NUMBER:4][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first upper left premolar:STP]
[INDIVIDUAL_NAME:second upper left premolar:STP]
[INDIVIDUAL_NAME:first upper left molar:STP]
[INDIVIDUAL_NAME:second upper left molar:STP]
[BP:L_L_B_TOOTH:lower left back tooth:lower left back teeth][CON:HD][CATEGORY:TOOTH][NUMBER:4][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first lower left premolar:STP]
[INDIVIDUAL_NAME:second lower left premolar:STP]
[INDIVIDUAL_NAME:first lower left molar:STP]
[INDIVIDUAL_NAME:second lower left molar:STP]

This is all of its body.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on March 25, 2012, 02:32:41 am
You have a "[BODY:2LUNGS]" in there that shouldn't be there. The creature definition already specifies lungs. You don't need to put it in the body definition token, and that doesn't properly do so anyway.


   [BP:UPPERSPINE:middle spine:STP][CONTYPE:UPPERBODY][NERVOUS][INTERNAL][SMALL][SKELETON][CATEGORY:SPINE]

This might need [CONNECTOR].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 25, 2012, 08:42:40 am
The [CONNECTOR] might not be the issue, does the creature have a BRAIN or THOUGHT bp? I see NOTHOUGHT on it, but no NO_THOUGHT_CENTER_FOR_MOVEMENT
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on March 25, 2012, 09:20:05 am
Whoa, whoa, whoa. Shouldn't you give it CAN_SPEAK?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 25, 2012, 09:25:39 am
Im still trying to figure out what you expect to gain from building the creature from scratch instead of using the blueprint parts
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 25, 2012, 09:43:47 am
Im still trying to figure out what you expect to gain from building the creature from scratch instead of using the blueprint parts
Sometimes the blueprint bodyparts don't do what you want them to. like setting a tail on the creatures head, blueprints are nice, but sometimes you just need to go full custom.

I'm sure after a bit Putnam will chop that body down and then use blueprints, but for now I think Putnam wants something to test with.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 25, 2012, 09:52:10 am
well yeah, but you can make those blueprints and add contypes yourself.. this body is just copy and pasted together from the blueprint file, exactly what DF already does.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 25, 2012, 09:58:09 am
Also a
[Body:CUSTOM_BODY]
is easier on the eyes then
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]

But hey I usally do a little of both, DF blueprints and sometimes complete bodies in one go.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 25, 2012, 10:05:45 am
that does go both ways tho, having the BP's sperate is also easyer on the eye.
I was just wondering if he had some specific reasoning for doing it in a single creature, since it does seem to cause more issues than it solves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 25, 2012, 02:53:28 pm
I do have specific reasoning. Note that neither the head nor the lower body have HEAD or LOWERBODY tags. This is because I don't want the creature to die. Because of this, any body parts with CONTYPE:HEAD or CONTYPE:LOWERBODY won't work, so I have to add them to the pile, too. I have experience with this; this is the method I used for Lord English. Also, thanks Hugo, it was NO_THOUGHT_CENTER_FOR_MOVEMENT.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Igfig on March 26, 2012, 12:26:49 pm
Bit of an odd question: Can anybody confirm whether or not shell-bearing fish made by reactions actually have shells? I was testing some things with a reaction that gave me free raw turtles, and when I went to clean them at the fishery I found that no shells were being produced. Ocean-caught nautilus gave shells as expected.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Destroid on March 27, 2012, 04:08:42 am
Is there any way to control the price of ranged weapons?  They don't appear to be adjustable by the same method (size) as melee weapons and are all being priced at material * 10.


I'm also having some trouble with the creatures in my mod.  I'm pretty sure all of these were working at some time in the past, but now the Ventlurker, Zombie, Giant Rat and Dome slime are not being created in the world, and I'm not sure why, especially in the case of the Giant Rat (since it is an almost complete copy of the standard giant rat) and the Dome Slime (since it is a copy of the working Pond Slime, but with a different Biome).

Worlds generate no errorlog.


Ventlurker
Spoiler (click to show/hide)

Giant Rat
Spoiler (click to show/hide)

Zombie
Spoiler (click to show/hide)

Dome Slime
Spoiler (click to show/hide)


List of monsters appearing in a sample world:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Leissi on March 27, 2012, 11:18:19 am
Hi!

How possible is it to mod a mod with reactions from another fully-functional (TC?) mod?

Specifically: I kinda wanna play the Legends of Forlorn Realms mod, but I've grown too used to having Stonecutter's workshop producing bins from stone blocks while playing Masterwork and Genesis.

In my opinion it's kinda cheating to want to have easy access to bins and possibly barrels via modding a mod that doesn't have the possibility originally.
but but but.... save the trees and such? It's not like LFR has anthracite with 4 coke per boulder anyway, and digging some 150z deep for magma to start "proper" metal industry is quite a bit of work and !!FUN!!.

TL;DR

How do I mod in Stonecutter's Workshop into LFR? I already failed trying to do this by myself.
I can post the related raws as spoiler text if it's needed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 27, 2012, 11:26:57 am
It's fairly easy to move reactions and buildings from one mod into another, unless the reactions deal with materials or things that exist only in the specific mod, then those need to be copied over as well. For something simple as making bins out of rock you should be able to just copy paste it straight into the new mod. Also remember to add the [PERMITTED_REACTION:XX] tag to the dwarven entity. Also if the reaction occurs in a custom building you will need to copy the building as well and add [PERMITTED_BUILDING:XX] to the dwarven entity.

@Destroid
Do you have this at the top of your text file the creatures are in?
Code: [Select]
creature_xxxx

[OBJECT:CREATURE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Leissi on March 27, 2012, 11:42:57 am
erp
I'm all thumbs with this.

I added the following to entity_default.txt just before the ethics tags.
Spoiler (click to show/hide)

And this to reaction_stonecutter.txt (which was also renamed reaction_grinder.txt to try out, no luck)
Spoiler (click to show/hide)

Do I have to trim these a bit, since I'm not entirely sure those rocktip bolts are in LFR otherwise?
Or is the problem somewhere else?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 27, 2012, 11:48:05 am
Most of those are fine, there is just a few that require extra work, which are the rock tip ones. Those ones either need to be removed, or you also need to copy over the rock tip plant into the new mod. Lastly you need to copy over the grinder building information as well. This should be in a text file labeled "building_xxx.txt" or something like that. Look for [BUILDING_WORKSHOP:GRINDER] and copy the entry that follows over into the new mod.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Leissi on March 27, 2012, 12:19:16 pm
Most of those are fine, there is just a few that require extra work, which are the rock tip ones. Those ones either need to be removed, or you also need to copy over the rock tip plant into the new mod. Lastly you need to copy over the grinder building information as well. This should be in a text file labeled "building_xxx.txt" or something like that. Look for [BUILDING_WORKSHOP:GRINDER] and copy the entry that follows over into the new mod.
Removing the rocktips didn't quite work.
There are now two new files I created for this purpose alone


building_stonecutter.txt
Spoiler (click to show/hide)

and reaction_stonecutter.txt
Spoiler (click to show/hide)

I trimmed the rocktip reactions out of entity_default.txt also.

shouldn't it work now? I mean it's allowed for dwarves, and it's got files to read the info from.
The next thing that's messing things I can think of is different tilesets, Masterwork/Genesis uses Phoebus' tiles, and LFR uses Ironhand.

I'm not really all that sure it'd depend on that though.


Scratch that, I was missing [OBJECT:BUILDING] on building_stonecutter.txt. Works fine now! Thank you for your help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Destroid on March 27, 2012, 12:39:04 pm
@Destroid
Do you have this at the top of your text file the creatures are in?
Code: [Select]
creature_xxxx

[OBJECT:CREATURE]

Yep, all creatures work in the arena, it's a problem with worldgen.  Adjusting worlgen parameters back to standard doesn't help (we use a custom worlgen for the mod).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TerminatorII on March 27, 2012, 01:16:45 pm
Ok quick question.... is there a way to set a minimum amount of time required for a custom reaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on March 27, 2012, 01:31:25 pm
Reaction time seems to be determined only by the skill of the dwarf, and the degree of clutter of the workshop.  You can't set a time that the reaction takes otherwise.

One possible workaround would be to make two reactions.  The first one takes the raw materials and produces a few thousand useless and un-sockpileable items.  The second triggers automatically after the first and consumes those items to make your desired product.  In theory, it should act like one very slow reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Talvieno on March 27, 2012, 01:33:40 pm
Okay, I can't seem to figure this one out. Say I have this code:

Spoiler (click to show/hide)

And say it extends down with bismuth bronze, steel, silver, all of that. Is there any way to get all of that done and use only one reaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TerminatorII on March 27, 2012, 01:36:21 pm
how would that reaction look in RAW format? I know how to make a reaction, but how to make a reaction spawn then consume to make another reagent?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TerminatorII on March 27, 2012, 01:40:55 pm
as all ammo is defined as
Code: [Select]
[ITEM_AMMO:ITEM_AMMO_BOLTS]
[NAME:bolt:bolts]
[CLASS:BOLT]
[SIZE:150]
[ATTACK:EDGE:2:2000:stab:stabs:NO_SUB:1000]

and the inorganic_metal defines waht metals can be made into ammo. However, If you want it in a seperate building? looks to me like you would need each one spelled out seperately.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 27, 2012, 01:43:57 pm
Ok quick question.... is there a way to set a minimum amount of time required for a custom reaction?
No. The only way to increase the amount of time a reaction requires is to make a reaction take multiple steps (so the iron ore becomes "partially processed iron ore", then "mostly processed iron ore", and then finally becomes iron. Alternatively you could limit the skill levels of your dwarves so that they were unable to become skilled in the required skill for the reaction.

how would that reaction look in RAW format? I know how to make a reaction, but how to make a reaction spawn then consume to make another reagent?
You would need multiple reactions. (i.e. part 1, part 2, etc.)

Okay, I can't seem to figure this one out. Say I have this code:
-snip-
And say it extends down with bismuth bronze, steel, silver, all of that. Is there any way to get all of that done and use only one reaction?
You could add a [REACTION_CLASS:XXX] to all of the things you wanted and then have a reaction that calls for something with that given reaction class I believe.

@Destroid:
The only thing that I notice looking at some of them is that you have [BIOME:SUBTERRANEAN_XXX] and then [UNDERGROUND_DEPTH:0:3] when you really only need [UNDERGROUND_DEPTH:1:3] (they have no aboveground biomes so they will never appear at level 0 on the surface.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TerminatorII on March 27, 2012, 01:48:58 pm
ok great multiple reactions.... but how would it look?????? I can't find a guide to raw formatting anywhere and the raws are no where near close to waht they were 2-3 years ago when I last did modding.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 27, 2012, 02:13:12 pm
The raws for my iron ore example would look something like this:

In the inorganic_metal.txt
Code: [Select]
[INORGANIC:PARTIAL_IRON_1]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:partially processed iron]
[STATE_NAME_ADJ:LIQUID:molten partially processed iron]
[STATE_NAME_ADJ:GAS:boiling partially processed iron]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]

[INORGANIC:PARTIAL_IRON_2]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:mostly processed iron]
[STATE_NAME_ADJ:LIQUID:molten mostly processed iron]
[STATE_NAME_ADJ:GAS:boiling mostly processed iron]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]

In the reaction_smelter.txt
Code: [Select]
[REACTION:PROCESS_HEMATITE_1]
[NAME:Process Hematite]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:HEMATITE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:PARTIAL_IRON_1][PRODUCT_DIMENSION:150]

[REACTION:PROCESS_PARTIAL_IRON_1]
[NAME:Process Partially Processed Iron Bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:PARTIAL_IRON_1]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:PARTIAL_IRON_2][PRODUCT_DIMENSION:150]

[REACTION:PROCESS_PARTIAL_IRON_2]
[NAME:Process Mostly Processed Iron Bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:PARTIAL_IRON_2]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]

This will take hematite and convert it into "partially processed iron bars". These are bars of metal that are functionally equivalent to iron but are unable to be used to make anything. The second reaction then takes these and changes them into "mostly processed iron bars". The final reaction then takes these "mostly processed iron bars" and converts them into normal, usable, iron bars.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on March 27, 2012, 02:31:19 pm
You might want to put [AUTOMATIC] on all the reactions after the first one, so they'll be triggered automatically in sequence once the first is done.  Also, at least one of them should have [FUEL], unless you want it to run without needing coal or magma.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 27, 2012, 06:55:39 pm
Im trying to make farming a bit more interresting by introducing domestication of plants. I have created a duplicate of a plant (in this case, carrots) removed the seeds from the original and reduced the frequency of the domesticated one to zero.
I then added a reaction that should technically make a domesticated seed out of the original plant.

Code: [Select]
[REACTION:DOMESTICATE_CARROT]
[NAME:domesticate plant]
[BUILDING:KITCHEN:CUSTOM_C]
[REAGENT:wild plant:1:PLANT:NONE:NONE:NONE][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:DOMESTIC]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:wild plant:DOMESTIC]

I manage to make "domesticated carrot seeds" they are stored in barrels, moved to food depot but they don't show up on the correct stocks and they are not plantable.. I assume i have something backwards in that product line and not creating proper seeds...

The Wild Carrots have
Code: [Select]
[MATERIAL_REACTION_PRODUCT:DOMESTIC:PLANT_MAT:CARROTS_DOMESTIC:SEED]

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on March 27, 2012, 08:14:21 pm
Where do you have CARROTS_DOMESTIC defined?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 27, 2012, 08:21:40 pm
just below the other carrots in the plants file

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TerminatorII on March 27, 2012, 08:28:34 pm
@Sphalerite Thanks for the tag [AUTOMATIC] didn't know that existed, but it's what I was looking for!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: armeggedonCounselor on March 27, 2012, 08:54:23 pm
Is it possible to have a reaction that produces and consumes nothing, but trains a skill?

I am making a cheaparse(tm) adventurer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 27, 2012, 08:56:13 pm
Dwarf Chocolate has some that don't work.

You need a product, I'm pretty sure. You could have, say, a boulder that evaporates at normal outside temperature called "sweat".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: armeggedonCounselor on March 27, 2012, 09:00:00 pm
Dwarf Chocolate has some that don't work.

You need a product, I'm pretty sure. You could have, say, a boulder that evaporates at normal outside temperature called "sweat".

So make a new inorganic something or other?

I think I can do that.

Hopefully this won't will lead to my world evaporating as soon as I start.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on March 27, 2012, 09:16:53 pm
Surprise, surprise, I've run into a bit of a snag with my pogeymans again.

I'd like the pokemon to be able to reproduce, which requires the [CHILD] tag, of course. However, the [CHILD] tag doesn't seem to accept arguments under 1 year (such as [CHILD:0:90], and year-long childhood muck up my evolution system all number of ways. I can have them grow to full size in a matter of days, no problem, but as long as the creature is a child, it still displays as "Ponyta Foal," even if it's evolved into a Rapidash already.

Has anyone found a way to (a) have reproduction without a child stage or (b) shorten the child stage below a year?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on March 27, 2012, 10:58:06 pm
You can set BABYNAME in a caste and it overides GENERAL_BABY_NAME, so you can name it rapidash yearling foal or just rapidash yearling, same with CHILDNAME overiding GENERAL_CHILD_NAME.  And I haven't tried this, but if you move the child tag into the ponyta caste will that work for you?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on March 28, 2012, 12:00:21 am
My problem is more that a "rapidash foal" doesn't make much sense; the Rapidish is the adult. To use a better example, I'd like my Caterpies to evolve into Metapods a little quicker than a whole year, but if this is a caterpie I raised from an egg, it will hatch as a "caterpie larva" and still remain a "caterpie larva" when it evolves into Metapod.

Moving the child tag into the early caste might be worth a shot, though. My only worry is that it'll make higher evolutions sterile, but we'll see.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darklord92 on March 28, 2012, 02:16:25 am
from my knowledge as long as there is a [MALE] and [FEMALE] taged creature it will reproduce int oa randomly chosen caste with children tags.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ydaraishy on March 28, 2012, 02:54:33 am
How do regional interactions function in worldgen?  I made a few custom evil interactions, but I can't seem to get them to take effect anywhere it should.  It seems, from looking at world.dat raws, that the effects are randomly chosen from a pool of interactions for each region at worldgen; do the generated ones take precedence?

Here are my interactions and the creatures used for reference.  (Some things like "Dunekin" are custom races; this is actually part of a (quite modest!) major mod that I'm working on.)

Spoiler: Interactions (click to show/hide)

Spoiler: Creatures (click to show/hide)

Also, how does IS_FREQUENCY work, if the value is less than 100?

EDIT: nvm, it works now
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on March 28, 2012, 11:04:40 am
Is there any way to have a reaction require a skull as a reagent?  I can get them to use skulls, but it also allows other kinds of bone items to be used.

The reason I want to know is that I wanted to mod in a reaction that requires the adventurer to kill a certain number of animals, and skulls are the easiest way to accurately count kills.  If there's not a way to use skulls, I'll just fall back on using prepared hearts, which are almost as good. (Not as good, because some smaller creatures don't drop hearts when you butcher them)

EDIT: I suppose I could use corpses too.  Is it possible to require a corpse as a reagent without allowing severed bodyparts in the reaction? (i.e. allow Foo Corpse and Foo Mutilated Corpse, but not Foo Left Leg)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Foxbyte on March 28, 2012, 12:52:49 pm
I'm trying to add a simple pedestal structure, a basic workshop with no reactions that can be built with an artifact to help boost a room's value [and give a use to pointless artifacts]. I add the entry for it in building_custom.txt and add a permitted_building tag to the entity I want to build it with... but what happens is that the Screw Press gets -replaced- with the pedestal, even though I never touched the screw press's default stuff.

I'd like to be able to build both. Is there something I'm missing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on March 28, 2012, 01:00:18 pm
Corpses aren't good to use in reactions.  I forgot where I saw it but you can make a custom skull material that uses a REACTION_CLASS:SKULL for skulls to be used in reactions,  also teeth can be butchered with BUTCHER_SPECIAL:CORPSEPEICE:NONE which can be used in a reaction that requires the tooth material.  If you just want a count of kills an Extra Butcher Object of a cut gemstone (or a totem item) made of a custom material called whatever you want like "Brownie Point" can be added to the heart, brain, or spleen (whatever organ the creature has only one of) and your reaction can use this material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 28, 2012, 01:09:25 pm
I'm trying to add a simple pedestal structure, a basic workshop with no reactions that can be built with an artifact to help boost a room's value [and give a use to pointless artifacts]. I add the entry for it in building_custom.txt and add a permitted_building tag to the entity I want to build it with... but what happens is that the Screw Press gets -replaced- with the pedestal, even though I never touched the screw press's default stuff.

I'd like to be able to build both. Is there something I'm missing?
Could you post your raws for the pedestal? It's possible you might have forgotten to change either the name or the hotkey for the building and you copied that data from the screw pump. Also does your error log say anything? That is usually a good first place to look for problems.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zace on March 28, 2012, 01:19:26 pm
Code: [Select]
reaction_cannonball

[OBJECT:REACTION]

[REACTION:CAPSULE_000]
[NAME:craft cannonball]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:3:NONE:NONE:NONE:NONE][WORTHLESS_STONE_ONLY][HARD_ITEM_MATERIAL]
[PRODUCT:100:1:ITEM_SEIGEAMMO_CANNONBALL:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MECHANICS]
Is it just me, or when I also have
Code: [Select]
item_cannonball

[OBJECT:ITEM]

[ITEM_SIEGEAMMO:ITEM_SIEGEAMMO_CANNONBALL]
[NAME:cannonball:cannonballs]
[CLASS:BALLISTA]

and
Code: [Select]
[SIEGEAMMO:ITEM_SIEGEAMMO_CANNONBALL]
in their respective&appropriate file, file, and applicable entity definitions that it generates
Code: [Select]
*** Error(s) finalizing the reaction CAPSULE_000
CAPSULE_000:Unrecognized Item Token: ITEM_SEIGEAMMO_CANNONBALL

Did I miss something in my reaction? I have multiple reactions with the reagent as the cannonball, but that is the only reaction with it as the product.
Code: [Select]
[REAGENT:B:ITEM_SEIGEAMMO_CANNONBALL:NONE:NONE:NONE]
I'm at a loss. And will somehow probably magically hopefully find a solution right after I post this.

Oh, and before I post this on the forum, I also have this building in it's own little file:
Code: [Select]
building_ball

[OBJECT:BUILDING]

[BUILDING_WORKSHOP:CANNONBALL_CRAFTER]
[NAME:Cannonball Crafter]
[NAME_COLOR:7:0:1]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BUILD_LABOR:MECHANIC]
[BUILD_KEY:CUSTOM_SHIFT_C]
[BLOCK:1:0]
[TILE:0:1:207]
[COLOR:0:1:0:7:0]
[TILE:1:1:207]
[COLOR:1:1:MAT]
[BUILD_ITEM:2:TRAPPARTS:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:2:BLOCKS:NONE:NONE:NONE][CAN_USE_ARTIFACT]

I attempted to make cannonballs before I attempted to make cannonballs I forcefully shoved things in. I just wanted faster transport of goods. VIA deadly ballistas.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on March 28, 2012, 01:20:47 pm
Corpses aren't good to use in reactions.  I forgot where I saw it but you can make a custom skull material that uses a REACTION_CLASS:SKULL for skulls to be used in reactions,  also teeth can be butchered with BUTCHER_SPECIAL:CORPSEPEICE:NONE which can be used in a reaction that requires the tooth material.  If you just want a count of kills an Extra Butcher Object of a cut gemstone (or a totem item) made of a custom material called whatever you want like "Brownie Point" can be added to the heart, brain, or spleen (whatever organ the creature has only one of) and your reaction can use this material.

I've been trying to post this response for an hour. I just copied the text renavigated to the page and tried again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 28, 2012, 01:24:14 pm
ITEM_SIEGEAMMO_CANNONBALL is not an ITEM type, SIEGEAMMO is
so you would need to change the reaction to

Code: [Select]
[PRODUCT:100:1:SIEGEAMMO:ITEM_SEIGEAMMO_CANNONBALL:GET_MATERIAL_FROM_REAGENT:A:NONE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zace on March 28, 2012, 01:28:07 pm
-FACEPALM- I spelt "SEIGE" wrong.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 28, 2012, 01:30:19 pm
it's always the little things isn't it.. spending two hours trying to figure out a problem and it turns out you forgot a colon or a bracket :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Foxbyte on March 28, 2012, 01:32:37 pm
Could you post your raws for the pedestal? It's possible you might have forgotten to change either the name or the hotkey for the building and you copied that data from the screw pump. Also does your error log say anything? That is usually a good first place to look for problems.

I'm getting an error called 'SCREW_PRESS:Unrecognized Building Definition (Workshop) Token: BUILDING' whenever I load, it seems.

Here's my building_custom.txt. I found this elsewhere, from another mod I think, and just tried to integrate it into my game.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zace on March 28, 2012, 01:56:27 pm
Try modding your pedestal to be a BUILDING_WORKSHOP, as BUILDING is not defined. :B
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 28, 2012, 01:58:31 pm
Yeah. It looks like your pedestal isn't being recognized as a new building so all of it's tags are just overwriting the previous ones in the "entry" (in this case the screw pump building).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 28, 2012, 02:03:09 pm
So I've made SOME progress with the domesticating of carrots, I manage to make seeds, but they refuse to plant them.. So i decided I'd try to increase the chance of the domesticated carrots being picked up by my civ so i could plant with "real" seeds. I plant one, harvest some seeds from a wild carrot and...

(http://dl.dropbox.com/u/3677116/cancelspam.png)

I'm assuming something isn't quite right here...
Does anyone have any experience with using MATERIAL_REACTION_PRODUCT?

Here are the raws again, i tried specifying the MRP a big but to no avail

Spoiler (click to show/hide)

and domestication reaction

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 28, 2012, 02:12:11 pm
I think your [MATERIAL_REACTION_PRODUCT:DOMESTIC:PLANT_MAT:CARROTS_DOMESTIC:PLANT_MAT:SEED] line should be [MATERIAL_REACTION_PRODUCT:DOMESTIC:PLANT_MAT:CARROTS_DOMESTIC:SEED] instead.

And is your error log blank?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 28, 2012, 02:28:08 pm
holy crap i think that did it! i managed to plant the seeds in a field where i had planted some embarked seeds already.
Now to see if i can plant these puppies without embarked seeds.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Foxbyte on March 28, 2012, 02:29:39 pm
Yeah. It looks like your pedestal isn't being recognized as a new building so all of it's tags are just overwriting the previous ones in the "entry" (in this case the screw pump building).
Try modding your pedestal to be a BUILDING_WORKSHOP, as BUILDING is not defined. :B

I knew it was going to be something simple. Thanks a lot guys, that did it!

Looks like I need to regenerate my world though. Bah. I was doing so well too. I didn't notice I couldn't build screw presses until two or more years in.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 28, 2012, 02:35:09 pm
damn, it seems that getting seeds from a reaction will not properly update the fields to accept the seeds, guess I'll have to turn the wild plants into domesticated plants and eat them for seeds.. bit less elegant...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 28, 2012, 03:01:26 pm
damn, it seems that getting seeds from a reaction will not properly update the fields to accept the seeds, guess I'll have to turn the wild plants into domesticated plants and eat them for seeds.. bit less elegant...
This is probably a side effect of the bug where fields won't allow you to plant a plant until you have at least 1 processed good of the plant. You might be able to get around this by bringing or buying a single "domestic carrot" from the traders and then eating it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 28, 2012, 03:09:22 pm
yeah, that's the thing, if you can buy domestic carrots, there's no real point in domesticating it in the first place.
The idea was that not all plants would be available on embark, but instead local and traded plants could be domesticated to be farmable.

EDIT:

Well poop, even seeds recovered from eating food created in a reaction creates unplantable seeds
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on March 28, 2012, 11:09:39 pm
Hey all!

Giving my Slowpokes a "milkable" extract is proving to be problematic. Probably a silly mistake on my part.

Here's the creature, obviously relevant parts bolded:
Spoiler: "Slowpoke Creature" (click to show/hide)


And it references this material definition:
Spoiler: "Slowpoke Goo" (click to show/hide)

Basically just milk with the cheese reaction removed and a syndrome added.

Anyhoo, my dwarves keep saying there's no creature to milk. The item seems to "exist," showing up on the stockpile screen at least. Errorlog is blank. Any bright ideas?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Paramatter on March 29, 2012, 06:10:09 pm
Can creatures that don't actually have a biome or civ attached so that they don't actually spawn anywhere in the game still show up in preferences or as hated vermin?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on March 29, 2012, 06:16:17 pm
i think you can use the [DOES_NOT_EXIST] tag to do something similar.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on March 29, 2012, 07:53:30 pm
i think you can use the [DOES_NOT_EXIST] tag to do something similar.

And if that does not work, then DELETE ALL THE RAWS! I mean, just remove the brackets of that specific creature or just outright remove it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Destroid on March 29, 2012, 11:06:02 pm
[DOES_NOT_EXIST] works, at least for engravings, sculptures and the like, so I imagine it works for likes/dislikes also.  We have a few in the Necromunda mod and it didn't take much engraving for them to show up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on March 29, 2012, 11:10:57 pm
I'm trying to make a caste retract into it's upper body. using RETRACT_INTO_BP. How can I do this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 29, 2012, 11:56:34 pm
Presumably with RETRACTS_INTO_BP:BY_TYPE:UPPER_BODY

I'm trying to make a ray gun attack interaction that will kill anything, even such toughies as colossi, grimelings, or blizzard men.
Presumably I would use an interaction that shoots a high-velocity SOLID_GLOB with extremely high temperature and some kind of syndrome.

How can I ensure maximum lethality? What kind of syndrome should I use, bearing in mind that not specifying as SYN_AFFECTED_CLASS means it can affect anything.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shooer on March 30, 2012, 12:04:01 am
Probably the most reliable kill syndrome you could do would be a transformation interaction in the syndrome that turned them into a creature that dies upon existing.  Like a fluffy wambler copy that has a homotherm higher than the melting point of the material it's whole body is made of.  Call the liquid "Ray Gun Goop" or something for flavor too.
Most of the original syndrome aspects take time to do any damage, let alone kill the target.

Also just make it a contact syndrome, all you need to do is touch them with the infecting object.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 30, 2012, 12:07:12 am
Not wanting to do transformations in this case, though, as corpses of the original creature would be what would be best. Maybe a syndrome that paralyzed the entire body for organics, and the material having the temperature of the sun for everything else would work? Is it possible to change the velocity of interaction projectiles?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on March 30, 2012, 12:09:19 am
SOLID_DENSITY:9000000000 or so on the glob should ensure that whatever it hits is knocked clean off, though that isn't necessarily immediately lethal. Syndromes attached to solid globs have a tendency of not taking effect, though, even with SYN_CONTACT, so be sure to test it and make sure. If it's not taking, I'd recommend tacking an additional I_EFFECT:ADD_SYNDROME onto the interaction for the dangerous effect, though that'll have the problem of working even when the "ray" misses. You could disable brain function, though that'll only insta-kill some creatures.

Hate to do a throwback, but does anyone have any insight into my slowpoke goo woes on the previous page?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on March 30, 2012, 12:20:03 am
Quote
Presumably with RETRACTS_INTO_BP:BY_TYPE:UPPER_BODY

Didn't work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 30, 2012, 12:23:29 am
Try adding a token, like shell for instance, to the upper body, and set that to BY_TOKEN:XTOKEN

And on a minor note, what should Daleks have for [[PREFSTRING]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on March 30, 2012, 12:40:37 am
Well, it turns out it's [RETRACT_INTO_BP:BY_CATEGORY:BODY_UPPER:

Quote
And on a minor note, what should Daleks have for [[PREFSTRING]?

Metal Hulls
Desire to Exterminate
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on March 30, 2012, 12:48:58 am
Vulnerable Eyestalks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 30, 2012, 01:30:29 am
Daleks coming along alright, but I'm scratching my head over how to do the bumps. Because it's just not a dalek without bumps.
Definately CONTYPE:LOWERBODY, aside from that I don't know. Maybe have a [NUMBER] system like teeth do?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on March 30, 2012, 01:49:17 am
Word of warning: Teeth currently don't work very well. It seems that the entire set is always knocked out at once. If you do a similar thing for dalek bumps, a similar thing will probably happen. If you remove [SOCKETED] (I think that's the tag, or something similar) that might improve the situation by causing them to get knocked out less, I suppose.

Really, though, I don't see the bumps as specific body parts. I see them as more of a textural detail that belongs in the descriptions and not much else.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 30, 2012, 01:54:49 am
Word of warning: Teeth currently don't work very well. It seems that the entire set is always knocked out at once. If you do a similar thing for dalek bumps, a similar thing will probably happen. If you remove [SOCKETED] (I think that's the tag, or something similar) that might improve the situation by causing them to get knocked out less, I suppose.

Really, though, I don't see the bumps as specific body parts. I see them as more of a textural detail that belongs in the descriptions and not much else.

Only Arena testing will tell

EDIT: testing with ultra-hot, ultra dense solid glob with no syndrome for beam. It does back quite a punch able to dismember and decapitate a bronze colossus. The BC didn't land many hits on the Dalek, but it did manage to smash some of the bumps (went with embedded BP groups: the tooth approach. No Socket tag on bumps) The fight took a long time. Maybe multiple daleks could exterminate faster.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Macros on March 30, 2012, 06:21:58 am
Hey all!

Giving my Slowpokes a "milkable" extract is proving to be problematic. Probably a silly mistake on my part.

Here's the creature, obviously relevant parts bolded:
Spoiler: "Slowpoke Creature" (click to show/hide)


And it references this material definition:
Spoiler: "Slowpoke Goo" (click to show/hide)

Basically just milk with the cheese reaction removed and a syndrome added.

Anyhoo, my dwarves keep saying there's no creature to milk. The item seems to "exist," showing up on the stockpile screen at least. Errorlog is blank. Any bright ideas?

Try adding [EXTRACT_STORAGE:BARREL] to the material definition and/or [EXTRACT_BARREL] to the creature definition.

Technically speaking, EXTRACT_STORAGE is implied by default and shouldn't need to be in the raw, and EXTRACT_BARREL is a plant token, not a creature token, so I don't know if they'll accomplish anything... let me know how it works, I came here to ask a similar question :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on March 30, 2012, 08:18:04 am
So I am trying to figure out how to alter certain metals and I have a few questions..
1. What parts of the raws should I alter to change metals & stone cluster sizes?
2. How do I make some metals magma-proof?
3. (kinda unrelated to metals), How do I make Obsidian almost as good as adamantite?

I have used the search function, but I mostly found outdated topics.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on March 30, 2012, 08:48:48 am
Not wanting to do transformations in this case, though, as corpses of the original creature would be what would be best. Maybe a syndrome that paralyzed the entire body for organics, and the material having the temperature of the sun for everything else would work? Is it possible to change the velocity of interaction projectiles?

FYI massive full-body bleeding is a faster death for most organics than paralysis. It looks rather gross though and leaves a lot of blood on the floor.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on March 30, 2012, 10:30:09 am
Not wanting to do transformations in this case, though, as corpses of the original creature would be what would be best. Maybe a syndrome that paralyzed the entire body for organics, and the material having the temperature of the sun for everything else would work? Is it possible to change the velocity of interaction projectiles?

FYI massive full-body bleeding is a faster death for most organics than paralysis. It looks rather AWESOME though and leaves OLYMPIC-SIZED POOLS OF BLOOD (FOR THE BLOOD GOD) on the floor.

FTFY.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 30, 2012, 11:51:55 am
So I am trying to figure out how to alter certain metals and I have a few questions..
1. What parts of the raws should I alter to change metals & stone cluster sizes?
2. How do I make some metals magma-proof?
3. (kinda unrelated to metals), How do I make Obsidian almost as good as adamantite?

I have used the search function, but I mostly found outdated topics.

To make magma-proof, set melting/boiling temperature higher than 12000. To make magma proof, set magma to be brewable.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on March 30, 2012, 01:54:39 pm
To make obsidian adamantine-level, copy most of it's numbered properties (solid_density, yields, fractures, etc) on the material definition file.


Upon further testing, I've begun to have remarkable trouble milking any custom creature. I've even tried directly copying and pasting a cow's milk entry into a similar creature, and it doesn't even work then. Is milk ridiculously hardcoded or something?

EDIT: I've also noticed that in the default raws, something weird seems to be going on. Milk uses a [USE_MATERIAL_TEMPLATE] in the female caste, even though that's technically a creature token (I haven't been able to get it to work in castes). What sorcery is this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on March 30, 2012, 02:20:40 pm


To make magma-proof, set melting/boiling temperature higher than 12000. To make magma proof, set magma to be brewable.

I lol'd.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on March 30, 2012, 03:57:24 pm
To make magma-proof, set melting/boiling temperature higher than 12000. To make magma proof, set magma to be brewable.

Sigging this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 30, 2012, 05:18:12 pm
There needs to be a unit equivalent to proofs so we can set how alcoholic drinks are. This is so that (inferior-livered) creatures can get alcohol poisoning if they consume too much high-proof, and so that dwarves can have a threshold for how alcoholic a fluid has to prevent critical sobriety (AKA ethanol/alcohol deficiency syndrome)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on March 30, 2012, 05:21:20 pm
There needs to be a unit equivalent to proofs so we can set how alcoholic drinks are. This is so that (inferior-livered) creatures can get alcohol poisoning if they consume too much high-proof, and so that dwarves can have a threshold for how alcoholic a fluid has to prevent critical sobriety (AKA ethanol/alcohol deficiency syndrome)

"This brew be 100% Urist! Enough to burst th' liver of a thousand elves!"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 30, 2012, 05:57:55 pm
Now comes the tricky part of Daleks as a civ. Should I even have an entity, or should I leave them to randomly spawn in the wilds? How can I ensure maximum extermination. Obviously they need to be constantly at war with every other race, with no chance of trade. The real tricky thing would be to get them to seige without them bringing weapons, as they need to attack only with interactions. If I give a civ no weapons, can it still seige, sending only "wrestlers"?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 30, 2012, 06:05:01 pm
Yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alem on March 30, 2012, 07:49:15 pm
Been playing around with boiling items to try and control the size of the gas clouds produced and I'm not having much luck. My ultimate plan was to try and introduce gas-based traps, but the size of the cloud doesn't leave me very confident that it would be very effective. Anyone have any experience in setting up something like this? Modifying liquid density, solid density, and molar mass all seemed to have no net impact on the cloud produced.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 31, 2012, 03:42:07 pm
Been playing around with boiling items to try and control the size of the gas clouds produced and I'm not having much luck. My ultimate plan was to try and introduce gas-based traps, but the size of the cloud doesn't leave me very confident that it would be very effective. Anyone have any experience in setting up something like this? Modifying liquid density, solid density, and molar mass all seemed to have no net impact on the cloud produced.
I'm afraid the only thing I can say is put more of the material into the traps. On the other hand, you could do the traps as creatures with a suicidal dust attack, who also evaporate into more of the substance when they die. That's how I did nukes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on April 01, 2012, 12:51:05 am
How would i make it so a mineral comes in bigger vain and more frequently?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 01, 2012, 04:24:25 pm
The 100 number in the vein refers to how often it shows up; I'm not sure if it's possible to increase it past 100. You could always just decrease mineral scarcity.


Is there still a problem with fortress mode creatures being unable to use foreign ammo?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on April 01, 2012, 06:26:30 pm
Quote
Is there still a problem with fortress mode creatures being unable to use foreign ammo?

No, in Corrosion, my bullets/shells are technically foreign but they use them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on April 01, 2012, 07:03:47 pm
How would i make it so a mineral comes in bigger vain and more frequently?

Change the value in ENVIRONMENT or ENVIRONMENT_SPEC for that material (in the inorganic files, under INORGANIC:whatever) from VEIN (or whatever) to CLUSTER.  That won't make it more common, but when you do get it it'll be in huge amounts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 01, 2012, 07:49:00 pm
Ah, bullets and guns. I had a top-secret mod I was working on involving those, but they stumped me. I had trouble making them more lethal than arrows, and couldn't figure out how to prevent their making in forges but still let caravans bring them from home (and also for world-gen soldiers to use them).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Macros on April 02, 2012, 05:06:01 am
Child specific behaviors

So I made a custom creature that is capable of reproducing. I want to make the children - and only the children - hunt vermin, like cats. The idea being that as they grow up, they "graduate" into hunting larger pests, such as goblins.

Is this even possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 02, 2012, 10:13:53 am
Unfortunately no, but you could give them interactions (to hunt vermins with those) that expire after a few years (when they are grown up) but I think that would also affect migrants. There is definetly no easy solution.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Radiant_Phoenix on April 02, 2012, 12:01:48 pm
Child specific behaviors

So I made a custom creature that is capable of reproducing. I want to make the children - and only the children - hunt vermin, like cats. The idea being that as they grow up, they "graduate" into hunting larger pests, such as goblins.

Is this even possible?
There's probably a way to do it with CE_BODY_TRANSFORMATION.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 02, 2012, 01:38:17 pm
Child specific behaviors

So I made a custom creature that is capable of reproducing. I want to make the children - and only the children - hunt vermin, like cats. The idea being that as they grow up, they "graduate" into hunting larger pests, such as goblins.

Is this even possible?
There's probably a way to do it with CE_BODY_TRANSFORMATION.

That's probably the best solution; I don't think vermin-hunting tags are valid targets of CE_ADD_TAG syndromes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Macros on April 02, 2012, 03:25:04 pm
There's probably a way to do it with CE_BODY_TRANSFORMATION.

That might work, and could even be explained away as "moulting" (the creatures in question are giant scorpions.)

Three more questions:

When the creature transforms, it keeps its current age, right?

If I leave out SYN_AFFECTED_CLASS and instead only use SYN_AFFECTED_CREATURE:<the scorpions>, will that prevent everything else from being able catch the syndrome, even if a scorpion bleeds all over it/gets eaten/evaporated?

What's the best way to make a creature spawn with a syndrome? My first thought would be to create an organ that carries it. But I'm not sure how to actually transmit the syndrome from the material to the creature. Unless I set the organ to boil explosively... hmmm...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 02, 2012, 04:08:53 pm
I only found those in the wiki, CE_PHYS_ATT_CHANGE    & CE_MENT_ATT_CHANGE, but nothing that would allow natural skills or skill learn rates to be added. Can anyone confirm this, or knows a workaround ?

I currently use transformations to add skills to dwarves, but of course that only works once for each dwarf.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 02, 2012, 06:12:22 pm
When the creature transforms, it keeps its current age, right?

If I leave out SYN_AFFECTED_CLASS and instead only use SYN_AFFECTED_CREATURE:<the scorpions>, will that prevent everything else from being able catch the syndrome, even if a scorpion bleeds all over it/gets eaten/evaporated?

What's the best way to make a creature spawn with a syndrome? My first thought would be to create an organ that carries it. But I'm not sure how to actually transmit the syndrome from the material to the creature. Unless I set the organ to boil explosively... hmmm...

They do keep their current age, and leaving out SYN_AFFECTED_CLASS like that should work. I'd recommend making a custom blood/ichor for them that's identical, but has the syndrome. I think that'll work. Either that or you can make them secrete a liquid that gives them the syndrome.

I only found those in the wiki, CE_PHYS_ATT_CHANGE    & CE_MENT_ATT_CHANGE, but nothing that would allow natural skills or skill learn rates to be added. Can anyone confirm this, or knows a workaround ?

I currently use transformations to add skills to dwarves, but of course that only works once for each dwarf.

So far as I know, transformations are indeed the only way to change natural skills or learn rates.

Oh Great Toady, if only you'd allow more things to be targeted by CE_ADD_TAG, all our troubles would be over...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Foxbyte on April 02, 2012, 08:37:31 pm
I'm trying to create a creature that has chitin, but thicker in some places than others. Can I set the thickness of the chitin thicker in some places than others to create 'weak points' for those creatures? If so, where would I do that? I have a basic working body plan for them, and am going to include multiple organs if possible as well. And if I wanted to make the chitin harder, I'd have to add it as a new material yes?

Edit: also this thread should be stickied. It's so -useful-.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 02, 2012, 09:00:47 pm
I'm trying to create a creature that has chitin, but thicker in some places than others. Can I set the thickness of the chitin thicker in some places than others to create 'weak points' for those creatures? If so, where would I do that? I have a basic working body plan for them, and am going to include multiple organs if possible as well. And if I wanted to make the chitin harder, I'd have to add it as a new material yes?

Edit: also this thread should be stickied. It's so -useful-.

You need to make a BODY_DETAIL_PLAN that sets the relative thickness of each tissue for body parts.

And yes, yes it should
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 02, 2012, 09:24:25 pm
Do IMMOBILE semi/megabeasts still wander on your map ? As in: Megabest X has arrived, and then just stands around the map edge ?

Alternatively is there a way to stop them pathing to your dwarves/fortress ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: D_E on April 02, 2012, 09:43:39 pm
Don't megabeasts use the building_destroyer tag to pathfind?  They used to.  Try taking that off and see if they just stand there. 

And the IMMOBILE tag used to only affect aquatic creatures that were "DROWNING" to death on dry land.  Unless that's changed you can't use it to do anything like that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 02, 2012, 09:49:19 pm
You are speaking of the IMMOBILE_LAND tag. The IMMOBILE tag works, is used on sponges (and my turrets and landmines) It is a new tag since 34. Narhiril had to point me in the direction first as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 02, 2012, 09:58:22 pm
Is there a way to ensure a modded secret appears? Does number of secrets only affect generated necromancer secrets, or will setting it to 0 disable all secrets?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: D_E on April 02, 2012, 09:59:35 pm
You are speaking of the IMMOBILE_LAND tag. The IMMOBILE tag works, is used on sponges (and my turrets and landmines) It is a new tag since 34. Narhiril had to point me in the direction first as well.

New versions are like Christmas every day :D.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on April 02, 2012, 10:01:32 pm
Do IMMOBILE semi/megabeasts still wander on your map ? As in: Megabest X has arrived, and then just stands around the map edge ?

Alternatively is there a way to stop them pathing to your dwarves/fortress ?

Hmm...I wasn't sure about the spawning mechanics for [IMMOBILE] creatures myself, so I used [SPEED:1000000], which I believe is a tile every 10,000 ticks. Unfortunately, that makes everything else they do equally slow.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: D_E on April 02, 2012, 10:14:14 pm
If you aren't sure, give them an interaction that turns them into an identical creature with the immobile tag.  The megabeast will turn up on the edge of the map and plunk down some roots. 

Not sure what you intended for offensive capabilities, but the transformation could also add some drop-off limbs like we were discussing in the other thread, and the creature could animate those.  The whole thing could cycle by wearing off periodically, and if the transformation interaction was ready to go when the beast transformed back it probably wouldn't even take a step.
_______

My hunch, though, is that IMMOBILE isn't checked for by the megabeast code.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 02, 2012, 10:20:02 pm
Yeah, that was the plan. I want a "spawner", a big hunk of useless megabeast that spawns little critters at you. Kill it quick or be overrun. Your idea, so I dont need to explain it ;)

EDIT: Another questions. I have two creatures that use solid glob ranged attacks, made from copper and slade. The problem is that dwarves always run out and try to clean the globs lying on the ground, resulting in them running to the enemy and many job cancelation spams.

Anyone has an idea what causes this, and how I can fix it ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 02, 2012, 11:39:37 pm
If you make clones of the two materials that will vaporize at room temperature, that'll solve the problem of the globs that miss and just lie around. If they're cleaning up the attacks that have "hit" though and leave those broken arrow tiles, I think you're out of luck :/
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 03, 2012, 12:23:38 am
If they vaporize they would never hit a target... and yes, they are like the broken arrow thingies. Some reports I got even mentioned that they are collected in stored in a food stockpile (?)

Very random this is...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on April 03, 2012, 01:52:50 am
Im trying to make elves playable, but when i start they show up in the domestic page. Is there a way to fix this?

Edit, Never mind i got it the elves had the pet tag on them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Destroid on April 03, 2012, 08:54:45 am
Is it possible to have other sorts of secret creature enter your fort than vampires?  For example a hidden necromancer or perhaps a shapeshifter, or any other sort of creature that may cause mischief but is not a vampire (but has a secret, and will commit crimes).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 03, 2012, 09:17:29 am
Yes it is. Check the thread about the Masterwork Mod for pentagram painting dwarves or necromancers in disguise. I had 7 of these secrets, but did trim it down to 4 in this release.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ydaraishy on April 03, 2012, 10:01:55 am
I'm making a hostile civ with a flying caste, but I'm not sure if I should include it.  I know that invaders on flying mounts have pathfinding issues, but does that happen if the invaders themselves fly?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 03, 2012, 11:16:28 am
I have yet another wuestion.. If I would liek to add a new kind of metal, what raws should I edit?
And yet again, how do I change a mineral's frequency?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 03, 2012, 11:46:46 am
I have yet another wuestion.. If I would liek to add a new kind of metal, what raws should I edit?
And yet again, how do I change a mineral's frequency?

1. The inorganic raws.

2.
The 100 number in the vein refers to how often it shows up; I'm not sure if it's possible to increase it past 100. You could always just decrease mineral scarcity.


Is there still a problem with fortress mode creatures being unable to use foreign ammo?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 03, 2012, 11:53:09 am
I have yet another wuestion.. If I would liek to add a new kind of metal, what raws should I edit?
And yet again, how do I change a mineral's frequency?

1. The inorganic raws.


Then what should I change to make them appear in certain types of stone and soil?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 03, 2012, 11:54:14 am
2.
The 100 number in the vein refers to how often it shows up; I'm not sure if it's possible to increase it past 100. You could always just decrease mineral scarcity.

http://dwarffortresswiki.org/index.php/Inorganic_material_definition_token
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 03, 2012, 11:55:25 am
Thank you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Destroid on April 03, 2012, 12:18:17 pm
Yes it is. Check the thread about the Masterwork Mod for pentagram painting dwarves or necromancers in disguise. I had 7 of these secrets, but did trim it down to 4 in this release.

Cheers Meph, I'll check those out!



I managed to get all my creatures working (from an earlier post here (http://www.bay12forums.com/smf/index.php?topic=100707.msg3134897#msg3134897)), in one case it was a biome issue, but in the others I was able to get them working by changing them from [LARGE_PREDATOR] into [LARGE_ROAMING].  I don't understand why this change allowed them to spawn in the world - the only creatures in my mod that seem to be allowed to spawn as large predators are the genestealer (who is disabled at the moment) and the wild grox - both are size 300k+.  But I checked the standard raws and many smaller creatures are large predators so I've no idea what is causing my issue.  It's worked around for now, but I do like to have as many tools to control creature behaviour as possible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 03, 2012, 12:23:24 pm
To make sure I have done stuff right..

Code: [Select]
[INORGANIC:testing]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_ADJ:ALL_SOLID:testing]
[STATE_NAME_ADJ:LIQUID:molten testing]
[STATE_NAME_ADJ:GAS:boiling testing]
[DISPLAY_COLOR:6:6:1] [BUILD_COLOR:6:6:1]
[MATERIAL_VALUE:24]
[ENVIRONMENT:ALL_STONE:VEIN:100]
[SPEC_HEAT:129]
[MELTING_POINT:11915]
[BOILING_POINT:15141]
[SOLID_DENSITY:19320]
[LIQUID_DENSITY:17310]
[MOLAR_MASS:196967]
[IMPACT_YIELD:175000]
[IMPACT_FRACTURE:350000]
[IMPACT_STRAIN_AT_YIELD:97]
[COMPRESSIVE_YIELD:175000]
[COMPRESSIVE_FRACTURE:350000]
[COMPRESSIVE_STRAIN_AT_YIELD:97]
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:100000]
[TENSILE_STRAIN_AT_YIELD:64]
[TORSION_YIELD:50000]
[TORSION_FRACTURE:100000]
[TORSION_STRAIN_AT_YIELD:185]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:100000]
[SHEAR_STRAIN_AT_YIELD:185]
[BENDING_YIELD:50000]
[BENDING_FRACTURE:100000]
[BENDING_STRAIN_AT_YIELD:64]
[MAX_EDGE:10000]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]
[ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STOCKPILE_THREAD_METAL]

Is this going to work or crash my game?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 03, 2012, 12:24:43 pm
If they vaporize they would never hit a target... and yes, they are like the broken arrow thingies. Some reports I got even mentioned that they are collected in stored in a food stockpile (?)

Very random this is...

If the specific heat is non-negligible, it'll take a few ticks for them to vaporize, as the attack will spawn solid. That's how I do it with my pogeymans, works fine for me.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 03, 2012, 12:25:31 pm
You want an ore of the metal in veins, not the metal itself. You can't really use boulders for making metal stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 03, 2012, 12:29:14 pm
You want an ore of the metal in veins, not the metal itself. You can't really use boulders for making metal stuff.

I knew I forgot something..

Code: [Select]
[INORGANIC:testing]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_ADJ:ALL_SOLID:testing]
[STATE_NAME_ADJ:LIQUID:molten testing]
[STATE_NAME_ADJ:GAS:boiling testing]
[DISPLAY_COLOR:6:6:1] [BUILD_COLOR:6:6:1]
[MATERIAL_VALUE:24]
[ENVIRONMENT:ALL_STONE:VEIN:100]
[METAL_ORE:test ore:100]
[SPEC_HEAT:129]
[MELTING_POINT:11915]
[BOILING_POINT:15141]
[SOLID_DENSITY:19320]
[LIQUID_DENSITY:17310]
[MOLAR_MASS:196967]
[IMPACT_YIELD:175000]
[IMPACT_FRACTURE:350000]
[IMPACT_STRAIN_AT_YIELD:97]
[COMPRESSIVE_YIELD:175000]
[COMPRESSIVE_FRACTURE:350000]
[COMPRESSIVE_STRAIN_AT_YIELD:97]
[TENSILE_YIELD:50000]
[TENSILE_FRACTURE:100000]
[TENSILE_STRAIN_AT_YIELD:64]
[TORSION_YIELD:50000]
[TORSION_FRACTURE:100000]
[TORSION_STRAIN_AT_YIELD:185]
[SHEAR_YIELD:50000]
[SHEAR_FRACTURE:100000]
[SHEAR_STRAIN_AT_YIELD:185]
[BENDING_YIELD:50000]
[BENDING_FRACTURE:100000]
[BENDING_STRAIN_AT_YIELD:64]
[MAX_EDGE:10000]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]
[ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STOCKPILE_THREAD_METAL]

Anything else I should be aware of?

edit: By the way.. what is the color scheme of DF?
As I would want a different color for this metal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 03, 2012, 12:31:42 pm
http://dwarffortresswiki.org/index.php/Color'

EDIT: Also, what would be a good method for having killable trees?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Paramatter on April 03, 2012, 05:13:31 pm
Is SELECT_CASTE necessary for anything other than if you want to add something to one or all of the castes after they have been established?  Are there, for instance, tokens that only work with SELECT_CASTE rather than just adding the tokens to the castes while establishing them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 03, 2012, 05:14:43 pm
Nope.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 03, 2012, 10:30:28 pm
Sorry if this seems a silly question, but the search function did not help much.

My goblins and elves arrive with "small" armor items, unuseable by dwarves. This is more or less like intended. I just wanted to know what exactly causes this (since the bodysize is not different) and if there are also "large" versions. Mostly I just want to know what attributes are causing this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 03, 2012, 10:38:57 pm
I don't know what causes it, but I know humans use "large" versions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 03, 2012, 10:40:11 pm
Sorry if this seems a silly question, but the search function did not help much.

My goblins and elves arrive with "small" armor items, unuseable by dwarves. This is more or less like intended. I just wanted to know what exactly causes this (since the bodysize is not different) and if there are also "large" versions. Mostly I just want to know what attributes are causing this.

Interesting, body size is usually the main contributor to this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 03, 2012, 10:50:45 pm
I thought so as well, but gave my elves [BODY_SIZE:12:0:60000], carbon copy of the dwarven size. Still, "small" elven stuff in caravans. Makes them rather useless.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 03, 2012, 11:31:37 pm
goblins usually come with dwarf-sized armor/clothes...

Humans always come with large, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vorpal+5 on April 04, 2012, 02:32:05 am
Total newbie when it comes to modding DF, so please excuse the dumb question.

I would like to mod the requirements for cage, so that a wooden cage needs 12 wood and a metal one 5 metals. I have launched a search on every txt file of DF with the word CAGE, and aside from references in the languages files, I have nothing meaningful.

So, where is the cost of a CAGE, please?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 04, 2012, 02:35:39 am
Nowhere.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vorpal+5 on April 04, 2012, 02:56:18 am
But then, a metal bin needs 3 metal bar. There must be a place where it is indicated, right? I don't get what you say, you mean it is hardcoded?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 04, 2012, 07:55:43 am
I want to bve absolutely sure there is nothing wrong with this..
So.. any hints of what could be wrong or missing?

Quote
inorganic_test_metal

[INORGANIC:TEST_METAL]
   [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
   [STATE_NAME_ADJ:ALL_SOLID:test]
   [STATE_NAME_ADJ:LIQUID:molten test]
   [STATE_NAME_ADJ:GAS:boiling test]
   [DISPLAY_COLOR:250:218:221]   [BUILD_COLOR:250:218:221]
   [MATERIAL_VALUE:8]
   [ENVIRONMENT:ALL_STONE:VEIN:100]
   [METAL_ORE:test ore:100]
   [SPEC_HEAT:230]
   [MELTING_POINT:11731]
   [BOILING_POINT:13892]
   [ITEMS_WEAPON]
   [ITEMS_WEAPON_RANGED]
   [ITEMS_AMMO]
   [ITEMS_DIGGER]
   [ITEMS_ARMOR]
   [ITEMS_ANVIL]
   [ITEMS_HARD]
   [ITEMS_METAL]
   [ITEMS_BARRED]
   [ITEMS_SCALED]
   [SOLID_DENSITY:10490]
   [LIQUID_DENSITY:9320]
   [MOLAR_MASS:107868]
   [IMPACT_YIELD:350000]
   [IMPACT_FRACTURE:595000]
   [IMPACT_STRAIN_AT_YIELD:350]
   [COMPRESSIVE_YIELD:350000]
   [COMPRESSIVE_FRACTURE:595000]
   [COMPRESSIVE_STRAIN_AT_YIELD:350]
   [TENSILE_YIELD:100000]
   [TENSILE_FRACTURE:170000]
   [TENSILE_STRAIN_AT_YIELD:120]
   [TORSION_YIELD:100000]
   [TORSION_FRACTURE:170000]
   [TORSION_STRAIN_AT_YIELD:333]
   [SHEAR_YIELD:100000]
   [SHEAR_FRACTURE:170000]
   [SHEAR_STRAIN_AT_YIELD:333]
   [BENDING_YIELD:100000]
   [BENDING_FRACTURE:170000]
   [BENDING_STRAIN_AT_YIELD:120]
   [MAX_EDGE:10000]
   [STOCKPILE_THREAD_METAL]

edit: Also, would I need a reaction for any speciffic race to use this metal?
If so, please show me how I should proceed making it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on April 04, 2012, 08:02:33 am
But then, a metal bin needs 3 metal bar. There must be a place where it is indicated, right? I don't get what you say, you mean it is hardcoded?

Furniture items (including cages and bins) are hard-coded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on April 04, 2012, 08:07:05 am
I want to bve absolutely sure there is nothing wrong with this..
So.. any hints of what could be wrong or missing?

It's not clear what you are trying to do.  If you want to add a new metal to the game, you can do it one of two ways.  IF you want a metal that can be made from mixing or processing some existing raw materials (like how steel or bronze is make) you would create the metal in the inorganic raws, and then add reactions to make that metal from the raw materials.  You'll need to add the reaction to each entity which you want to be able to make that metal.  Alternately, to make a metal that can be smelted directly from an ore, you'll need to create two new materials:  the metal, and the ore which it is smelted from, and then add METAL_ORE:whatever to the ore definition.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on April 04, 2012, 08:08:08 am
But then, a metal bin needs 3 metal bar. There must be a place where it is indicated, right? I don't get what you say, you mean it is hardcoded?

Yes, these items are hardcoded, rather than in the raws, although if they were the [MATERIAL_SIZE:##] token would control this.  You could make a custom reaction that produced a cage and required whatever items you wanted, but I don't believe there is an easy way to disable the default cage-making reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 04, 2012, 08:19:23 am
I want to bve absolutely sure there is nothing wrong with this..
So.. any hints of what could be wrong or missing?

Alternately, to make a metal that can be smelted directly from an ore, you'll need to create two new materials:  the metal, and the ore which it is smelted from, and then add METAL_ORE:whatever to the ore definition.

This is what I wanted to do, make a metal that could be mined and smelted into bars.
Now what raws should I cange to make this ore?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on April 04, 2012, 09:13:56 am
This is what I wanted to do, make a metal that could be mined and smelted into bars.
Now what raws should I cange to make this ore?

First, you need to make a new stone.  You can look at the examples in inorganic_stone_mineral to see how the existing ones are defined.  Something like this:

Code: [Select]
[INORGANIC:TEST_METAL_ORE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:test metal ore]
[DISPLAY_COLOR:6:7:1]
[TILE:156]
[ENVIRONMENT:SEDIMENTARY:VEIN:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:TEST_METAL:100]
[IS_STONE]

You can add that to inorganic_stone_mineral, or make a new inorganic file just for your ore.

Then, you can create the metal [INORGANIC:TEST_METAL], or whatever you want to call it, with the appropriate material properties.  Note that you do not add ENVIRONMENT or METAL_ORE to the metal, those go on the ore material instead.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 04, 2012, 09:15:47 am
This is what I wanted to do, make a metal that could be mined and smelted into bars.
Now what raws should I cange to make this ore?

First, you need to make a new stone.  You can look at the examples in inorganic_stone_mineral to see how the existing ones are defined.  Something like this:

Code: [Select]
[INORGANIC:TEST_METAL_ORE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:test metal ore]
[DISPLAY_COLOR:6:7:1]
[TILE:156]
[ENVIRONMENT:SEDIMENTARY:VEIN:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:TEST_METAL:100]
[IS_STONE]

You can add that to inorganic_stone_mineral, or make a new inorganic file just for your ore.

Then, you can create the metal [INORGANIC:TEST_METAL], or whatever you want to call it, with the appropriate material properties.  Note that you do not add ENVIRONMENT or METAL_ORE to the metal, those go on the ore material instead.

Ah, thank you for clearing this up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 04, 2012, 11:31:30 pm
Does anyone know how [MISCHIEVOUS] works with a creature that's a pet/part of your civ? If they're "friendly," will they still muck up your levers?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 05, 2012, 12:20:36 am
Does anyone know how [MISCHIEVOUS] works with a creature that's a pet/part of your civ? If they're "friendly," will they still muck up your levers?
No
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blake77 on April 05, 2012, 03:35:25 am
Are these modifications correct?

First are three inorganic materials:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Next, the reaction to create inorganic:Deathbane

Spoiler (click to show/hide)

Then the line [PERMITTED_REACTION:MAKE_DEATHBANE] is added to the mountain entity.

Three new reactions were also added

The intent of the first reaction is to revert dwarves back from vampire status.
Spoiler (click to show/hide)

The intent of the second reaction is to prevent corpses from being raised
Spoiler (click to show/hide)

This one is a material emission with syndrome attached
Spoiler (click to show/hide)

Next are creatures, two creatures that are supposed to act as turrets

The first one is also supposed to reduce the temperature around it. 
Spoiler (click to show/hide)

Spoiler (click to show/hide)

The next creature is an intelligent dog caste called Foo dog
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 05, 2012, 04:00:59 am
Problems with first creature:

Code: [Select]
     [TISSUE:STEEL]
         [TISSUE_NAME:silver:silver]
            [TISSUE_MATERIAL:INORGANIC:SILVER]
            [MUSCULAR]
            [FUNCTIONAL]
            [STRUCTURAL]
            [RELATIVE_THICKNESS:3]
            [CONNECTS]
            [TISSUE_SHAPE:LAYER]
      [TISSUE_LAYER:BY_CATEGORY:ALL:SILVER]

Should be

Code: [Select]
     IMPORTANT-->[TISSUE:SILVER]<--IMPORTANT
         [TISSUE_NAME:silver:silver]
            [TISSUE_MATERIAL:INORGANIC:SILVER]
            [MUSCULAR]
            [FUNCTIONAL]
            [STRUCTURAL]
            [RELATIVE_THICKNESS:3]
            [CONNECTS]
            [TISSUE_SHAPE:LAYER]
      [TISSUE_LAYER:BY_CATEGORY:ALL:SILVER]

Also, it's arctic, not artic :P

For the foo dog, 5000 is the max that attributes go, unless interactions are done to increase them. Also, why is the foo dog only able to learn combat skills?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blake77 on April 05, 2012, 04:21:58 am
If I changed this
Spoiler (click to show/hide)

to this
Spoiler (click to show/hide)
would it be okay, because while testing in the arena, I found out that using silver for tissue allows it to be severed easily.

The reason that I limited the Foo dog to combat skills is to prevent "foo dog weaponsmith", "foo dog farmer" or etc from occurring.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on April 05, 2012, 04:56:24 am
Is it possable to make it so a Intellagent creature doesnt need to have clothes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blake77 on April 05, 2012, 08:49:18 am
Tested the modifications in the arena. Not one of these reactions activated.
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

This was recorded in the error log

*** Error(s) found in the file "raw/objects/creature_tropical_new_dfmm.txt"
GUARDIAN:Unrecognized Creature Token: COLDDAM_POINT
GUARDIAN:Unrecognized Creature Token: HEATDAM_POINT
GUARDIAN:Unrecognized Creature Token: IGNITE_POINT
GUARDIAN:Unrecognized Creature Token: IF_EXISTS_SET_MELTING_POINT
GUARDIAN:Unrecognized Creature Token: IF_EXISTS_SET_BOILING_POINT

even though the same tags was used in arctic wind, here are the raws for both Guardian and Arctic Wind

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: HD23 on April 05, 2012, 10:18:13 am
What is the minimum clothes required for 34.06+ ?

I used to disallow races to use clothes in entity_default.txt,
I would usually disallow everything to reduce clutter and dwarves couldn't equip them anyway.

Now I obviously cannot do it like that.
Dwarves get bad thoughts for "no shoes", "no shirt" and "uncovered".

So I'm asking is it safe to disallow everything except shoes, shirt and trousers?
I'm about to experiment, but I'm asking first in the case someone alredy did some science on this,
and this combination backfires on me later.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 05, 2012, 01:42:04 pm
The minimum required clothes for a dwarf is a covering for the feet, one for the lower body, and one for the upper body. Everything else could potentially be disabled.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on April 05, 2012, 02:07:05 pm

This was recorded in the error log


*** Error(s) found in the file "raw/objects/creature_tropical_new_dfmm.txt"
GUARDIAN:Unrecognized Creature Token: COLDDAM_POINT
GUARDIAN:Unrecognized Creature Token: HEATDAM_POINT
GUARDIAN:Unrecognized Creature Token: IGNITE_POINT
GUARDIAN:Unrecognized Creature Token: IF_EXISTS_SET_MELTING_POINT
GUARDIAN:Unrecognized Creature Token: IF_EXISTS_SET_BOILING_POINT


[snip]

Spoiler (click to show/hide)

I've highlighted the cause of your issue - namely, what is missing from the guardian that is present in the arctic wind.  Your SELECT_MATERIAL token isn't working because there aren't any local creature materials - because you're just pulling the raws for regular inorganic steel for use in the tissue definition.  Neither of these creatures are actually receiving the benefit of the SELECT_MATERIAL lines because neither of them have their metal defined as a local material.  The only reason that the error is coming up for one and not the other is because in the arctic wind statue, SKIN is defined, but never actually used.  The SELECT_MATERIAL token is selecting the unused skin, but not the metal.  In this case, you simply forgot to set a tissue layer token for the skin.

To the arctic wind statue, add this...

Code: [Select]
[TISSUE_LAYER_OVER:BY_CATEGORY:ALL:SKIN]

... that will make your cryo fluid-leaking skin layer work.

For both of them to get the temperature benefits you wanted, remove the (bolded) tissue definition and replace it with this...

Code: [Select]
[USE_MATERIAL_TEMPLATE:STEEL:METAL_TEMPLATE] defines a local material "STEEL" with the given properties (all copied from steel).
[STATE_NAME_ADJ:ALL_SOLID:steel]
[STATE_NAME_ADJ:LIQUID:molten steel]
[STATE_NAME_ADJ:GAS:boiling steel]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[TISSUE:STEEL] defines "STEEL" as a valid local tissue
[TISSUE_NAME:steel:steel]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:STEEL] uses the material previously defined
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

This should clear up those errors.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 05, 2012, 05:10:58 pm
Is there a limit to the ammount of custom workshops in DF?
Or is there something wrong with my own?

Code: [Select]
building_ult

[BUILDING_WORKSHOP:MORPHARIUM]
[NAME:morpharium]
[NAME_COLOR:7:0:1]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BUILD_LABOR:ARCHITECT]
[BUILD_KEY:CUSTOM_A]
[BLOCK:1:0]
[TILE:0:1:207]
[COLOR:0:1:0:7:0]
[TILE:1:1:207]
[COLOR:1:1:MAT]
[BUILD_ITEM:1:SLAB:NONE:NONE:NONE]
[BUILD_ITEM:2:BLOCKS:NONE:NONE:NONE][CAN_USE_ARTIFACT]

I cannot seem to make it appear in the workshop menu and therefore not even able to test if it works.
I have tried tried with and without putting anything in Build_Key.

edit: And yes, It's permitted in the entity file.

edit2: I based it off DF Vanilla's Screw Press.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on April 05, 2012, 05:47:10 pm
You're missing [OBJECT:BUILDING] at the top of the file. It should be below building_ult and above the entry for your workshop.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 05, 2012, 05:48:42 pm
You're missing [OBJECT:BUILDING] at the top of the file. It should be below building_ult and above the entry for your workshop.

Ooh.. so that was it.. I feel kinda dumb now..



edit: IT'S WORKING!
IT'S ALIIIVE! MUWAHAHAHA!


*ahem*

Let's just say.. I made something nice for once.
Now all I have to figure out is what tiles to use for the workshop.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 05, 2012, 06:52:49 pm
Remind me--if two different civilizations have the same creature, can both show up in one world?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 05, 2012, 06:57:48 pm
Remind me--if two different civilizations have the same creature, can both show up in one world?

I would believe so.. I think you have to have slightly different names for the races tough?
Just don't take my word for it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Cocoprimate on April 05, 2012, 07:09:46 pm
Can someone detail to me how can I make it so that there is a secret (like necromancy), passed down by a god, stored in towers, etc, etc, but instead of giving the animate dead power it makes it so that you can breathe fire like a dragon? So I can go in adventure mode, and enter a tower and learn firebreathing from a slab, and other firebreathers write books about that with names related to fire, etc.  And healing?

Because I really want that, but I suck at modding and couldn't find any thread explaining it. I would really appreciate it!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 05, 2012, 07:42:24 pm
Can someone detail to me how can I make it so that there is a secret (like necromancy), passed down by a god, stored in towers, etc, etc, but instead of giving the animate dead power it makes it so that you can breathe fire like a dragon? So I can go in adventure mode, and enter a tower and learn firebreathing from a slab, and other firebreathers write books about that with names related to fire, etc.  And healing?

Because I really want that, but I suck at modding and couldn't find any thread explaining it. I would really appreciate it!

Code: [Select]
[INTERACTION:DRAGONFIRE_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secret of dragonfire]
[IS_SPHERE:FIRE]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Firebreather]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:firebreather:firebreathers:firebreathing:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Cocoprimate on April 05, 2012, 07:49:57 pm
Thanks! Where do I put that in the folders? Also, should the whole "secret_death.txt" line be there?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 05, 2012, 07:51:30 pm
The secret_death is just to refer to the default "book writing" list in the raws. You could potentially customize one specifically for this secret IIRC, but unless you do you need to refer back to the default one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 05, 2012, 08:20:25 pm
Weird, I can't get my custom secret users to build towers
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Cocoprimate on April 05, 2012, 08:29:00 pm
Where does that interaction go? Does it go in the interaction examples folder or in the interaction_standard.txt?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 05, 2012, 08:37:10 pm
Good news everyone!
And thanks for those who have helped.

I have now successfully made my very own workshop.
This beauty can create metal bars from ice and plump helmets!

Now I know how it feel to be a mad scientist! >:D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 05, 2012, 08:46:08 pm
Where does that interaction go? Does it go in the interaction examples folder or in the interaction_standard.txt?

interaction_standard
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Cocoprimate on April 05, 2012, 09:34:39 pm
The interaction is not working :/ . I copypasted it to the bottom of interaction_standard.txt in the original raws, and genned about 6 worlds, checked for slabs in all of them in legends mode and there were only secrets of life and death slabs.

Could someone please look over it and see what is wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 05, 2012, 09:42:19 pm
The problem is that there are too many secrets of life and death interactions around; go into world gen and change the "number of secret interactions" from whatever number it is to 1.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Cocoprimate on April 05, 2012, 10:42:27 pm
Tried that, same problem. It's always the secrets of life and death. I fired up legends viewer and the only ones that appear to know (innately I guess) the secret of dragonfire, are dragons. I thought it maybe was because they had the fire sphere, so I modded the secret to have the Death sphere, and that didn't work either. Any have any clue why is not working?

Could we maybe change it so that you gain the secret by eating a dragon's heart or something, so it bypasses the deity issue?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 05, 2012, 10:53:46 pm
Could we maybe change it so that you gain the secret by eating a dragon's heart or something, so it bypasses the deity issue?
Not with the secret method. Currently secrets are rather limited in what they can do.

What you could do though would be to make it so that eating a dragon's heart gives you a syndrome that gives you the ability to use the Fire Breath interaction. It wouldn't say "learned the secrets of dragon fire" in legends mode, but it should work in-game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Cocoprimate on April 05, 2012, 10:57:43 pm
How would the raws for that be?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 06, 2012, 08:14:27 am
I am now trying something a bit more difficult with reactions.
What should I do to be able to make meat out of rock?
Or would it be easier to do plants instead of meat?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 06, 2012, 03:01:41 pm
Meat and plants are both pretty equally easy. What kind of meat do you want? A specific kind, or rock meat or something like that?

Also, a question: how should beans be implemented? Should I use the STRUCTURAL as the seed, because that makes sense, or would that cause stockpiling etc. problems?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 06, 2012, 03:10:12 pm
Quick question: I've determined that when a "large roaming" creature has multiple castes, the cluster of creatures will be a random assortment of castes, not taking into account any POP_RATIOs I might assign them.

Since sieges don't draw on historical figures yet, would this work similarly when enemy sieges strike, if their creature file had a bunch of castes? For example, if I added a third caste to goblins that was, say, a genderless creature with the body of a duck (with a tiny weighted POP_RATIO), would a siege be composed of 1/3 males, 1/3 females and 1/3 sentient ducks?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 06, 2012, 03:30:27 pm
No, sieges base themselves on pop_ratio.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 06, 2012, 03:46:56 pm
Meat and plants are both pretty equally easy. What kind of meat do you want? A specific kind, or rock meat or something like that?

Also, a question: how should beans be implemented? Should I use the STRUCTURAL as the seed, because that makes sense, or would that cause stockpiling etc. problems?

Rock meat would be preffered.
As to add to the strange nature of this workshop.



edit:
Do the
[NOEXERT][NOSTUN][NOFEAR]
[NOPAIN][NONAUSEA]
[NOEAT][NODRINK][NOSLEEP]
even work any more?
I tried using them in the save's raws but nothing seem to have changed.
They still get thirsty, hungry and sleepy.
Or am I doing something wrong somehow?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LoSboccacc on April 06, 2012, 05:41:18 pm
can't see my reaction at craftdwarf workshop in fortress mode, what am I missing here?

Code: (item) [Select]
[ITEM_WEAPON:ITEM_WEAPON_HATCHET]
[NAME:hatchet:hatchets]
[ADJECTIVE:small]
[SIZE:200]
[SKILL:AXE]
[TWO_HANDED:15000]
[MINIMUM_SIZE:10000]
[MATERIAL_SIZE:1]
[CAN_STONE]
[ATTACK:EDGE:15000:2000:hack:hacks:NO_SUB:1250]
[ATTACK:BLUNT:15000:2000:slap:slaps:flat:1250]
[ATTACK:BLUNT:30:300:strike:strikes:pommel:1000]

Code: (reactions) [Select]
[REACTION:MAKE_ITEM_WEAPON_HATCHET]
[NAME:craft stone hatchet]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:STONE:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[REAGENT:B:1:STONE:NONE:NONE:NONE][NO_EDGE_ALLOWED][PRESERVE_REAGENT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HATCHET:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]


Code: (entity) [Select]
...
[WEAPON:ITEM_WEAPON_HATCHET]
...
[PERMITTED_REACTION:MAKE_ITEM_WEAPON_HATCHET]


I hear about a error log.. is that gamelog.txt? because that doesn't show any error.


edit: I forgot to mention that those are all in custom file (custom_item.txt, custom_reactions.txt) with the relevant headers ([OBJECT:REACTION] and [OBJECT:ITEM])


edit2: I'm an idiot. changing to reaction_custom worked
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on April 06, 2012, 05:43:17 pm
Why did I not find this sooner.

How would I mod in a creature that has a disease in it's skin that causes necrosis without getting the extract all over the place?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ydaraishy on April 06, 2012, 05:50:40 pm
Why did I not find this sooner.

How would I mod in a creature that has a disease in it's skin that causes necrosis without getting the extract all over the place?

A tissue made of gas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blake77 on April 06, 2012, 06:37:53 pm
Why did I not find this sooner.

How would I mod in a creature that has a disease in it's skin that causes necrosis without getting the extract all over the place?


You could check out the cave floater and cave blob raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 07, 2012, 09:36:21 am
Do traders of other races bring tools with them in wagons?

I want to mod in a tradeable item (crate of ***) which you can open and get random loot, and I don't really want it to be a toy/instrument. Although I may have to make it one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pokon on April 07, 2012, 01:52:00 pm
Hello, I am trying to make a contaminent for water. No problem putting it on a creature and making pools of the stuff form in the rivers and pools around the area. The issue is that it's not doing anything, and creatures can go and walk right into gigantic areas contaminated with the stuff and walk out non-crippled.

Code: [Select]
[USE_MATERIAL_TEMPLATE:FLUID:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen toxic waste]
[STATE_NAME_ADJ:ALL_SOLID:frozen toxic waste]
[STATE_NAME:LIQUID:toxic waste]
[STATE_NAME_ADJ:LIQUID:toxic waste]
[STATE_NAME:GAS:toxic vapors]
[STATE_NAME_ADJ:GAS:toxic vapors]
[STATE_COLOR:ALL:ORANGE]
[PREFIX:NONE][ENTERS_BLOOD]

[SYNDROME]
[SYN_NAME:terminal posioning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]

        [SYN_CONTACT]
   [CE_PAIN:SEV:100:PROB:100:START:500:PEAK:1000:END:20000]
        [CE_PARALYSIS:SEV:50:PROB:100:START:1000:PEAK:1500:END:20000]
[CE_OOZING:SEV:50:PROB:100:START:1000:PEAK:5000:END:15000]
                                    [CE_BLEEDING:SEV:50:PROB:100:START:2000:PEAK:5000:END:100000]
       [CE_NECROSIS:SEV:100:PROB:100:START:3000:PEAK:30000:END:600000]
[SECRETION:LOCAL_CREATURE_MAT:FLUID:LIQUID:BY_CATEGORY:ALL:SKIN]

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 07, 2012, 02:43:01 pm
If they are wearing something on their feet then they won't come into contact with the contaminant and be affected. As for water, you might be able to add the [SYN_INGESTED] tag so that if they drank it then they were infected as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on April 07, 2012, 02:48:07 pm
I'm developing a mod to add good and evil weather, and first thing I'm doing is the "miracle dust", which will pretty much resurrect any undead. I need you guys to check if this would work, considering I'm no expert on the new weather.
Spoiler (click to show/hide)

I also have a problem. The errorlog says
Code: [Select]
*** Error(s) found in the file "raw/objects/inorganic_good_ge.txt"
MIR_DUST: Could not locate material template GOOD_TEMPLATE
However I do have the material template and I proofread it. Several times.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 07, 2012, 02:55:54 pm
Let us proofread it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on April 07, 2012, 03:02:19 pm
Oh, alright, Don't mind some of the stuff.
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pokon on April 07, 2012, 03:20:04 pm
If they are wearing something on their feet then they won't come into contact with the contaminant and be affected. As for water, you might be able to add the [SYN_INGESTED] tag so that if they drank it then they were infected as well.

Hmm, but what would make creatures mearly stunned and not rotting to the core?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 07, 2012, 03:24:42 pm
If they are wearing something on their feet then they won't come into contact with the contaminant and be affected. As for water, you might be able to add the [SYN_INGESTED] tag so that if they drank it then they were infected as well.
Hmm, but what would make creatures mearly stunned and not rotting to the core?
A second syndrome, probably with CE_PARALYSIS:
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pokon on April 07, 2012, 03:35:42 pm
If they are wearing something on their feet then they won't come into contact with the contaminant and be affected. As for water, you might be able to add the [SYN_INGESTED] tag so that if they drank it then they were infected as well.
Hmm, but what would make creatures mearly stunned and not rotting to the core?
A second syndrome, probably with CE_PARALYSIS:

Well, shoot. Nothing like that on any of the creatures I am sending to there (hopeful) deaths in arena mode. Might just start from scrach and see if theres something wierd with the actual method. Might make it a gas first and see if it infects that way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: veok on April 07, 2012, 11:25:30 pm
Consider a hypothetical RAW file with two creature definitions in it.

What are the minimum amount of changes needed to occur to remove one creature from showing up in-game, but not affect the other?

At the moment, I think the simplest way is to remove the brackets from everything between creature definitions, but is there an easier way?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 07, 2012, 11:34:24 pm
...cut + paste one creature to another file outside the RAWs?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: veok on April 08, 2012, 12:26:47 am
...cut + paste one creature to another file outside the RAWs?

That's... actually given me a pretty decent idea. Thanks! (A little more complicated, since I'll be doing it programmatically, but that's water under the bridge!)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mek42 on April 08, 2012, 02:35:53 am
How can I turn off cutting of stones that are not gems in the jeweler's workshop?  I tried deleting the STONE SHAPE tags from default_entities.txt under MOUNTAIN / DWARF to no avail.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on April 08, 2012, 02:50:40 am
So, can you guys check my edited miracle dust to see if it would work?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on April 08, 2012, 05:05:29 am
How can I turn off cutting of stones that are not gems in the jeweler's workshop?  I tried deleting the STONE SHAPE tags from default_entities.txt under MOUNTAIN / DWARF to no avail.

Which raws did you edit? The ones in a certain region folder, or the ones outside them in the main /raw folder?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 08, 2012, 05:18:28 am
How can I turn off cutting of stones that are not gems in the jeweler's workshop?  I tried deleting the STONE SHAPE tags from default_entities.txt under MOUNTAIN / DWARF to no avail.

Which raws did you edit? The ones in a certain region folder, or the ones outside them in the main /raw folder?

It doesn't matter--entity changes ALWAYS require a regen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on April 08, 2012, 09:36:37 am
I tested my "miracle dust" in the arena with a test creature. I purified a goblin vampire. It lost it's ability to suck blood and I managed to strangle it successfully. It still flashed the red Ñ and it was still listed as goblin vampire, though. What am I missing?

Oh, and using it on a zombie didn't work as well as I expected. Shortly after purifying a goblin zombie, the poor guy died because he couldn't breathe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 08, 2012, 11:29:48 am
...cut + paste one creature to another file outside the RAWs?

That's... actually given me a pretty decent idea. Thanks! (A little more complicated, since I'll be doing it programmatically, but that's water under the bridge!)

You are doing it with a program? Then it's easy.

Let's say you have [CREATURE:MONSTER], and you want to toggle it with a program.

Write it like this:
Code: [Select]
TOGGLEOPTION01[CREATURE:MONSTER]
    TOGGLEOPTION01[NAME:monster:monsters:monster]
    TOGGLEOPTION01[CASTE_NAME:monster:monsters:monster]
    TOGGLEOPTION01[CREATURE_TILE:'m']
    TOGGLEOPTION01[COLOR:7:0:1]

Basically add "TOGGLEOPTION01" before every token of the creature.
Then just rename "TOGGLEOPTION01[" to "TOGGLEOPTION01!", it will remove all first brackets from that creature tokens and remove it.

But it's easier to make toggle-able options for groups of creatures and put them in separate files, and then just make "TOGGLEFILE1[OBJECT:CREATURE]". and thus you could toggle the contents of the whole file off.

You can do the same with strings inside of entity files (toggling clothing, toys, weapons, armor etc.) as well as make options which exclude each other.

Example:
Code: [Select]
EXOPTION1[NAME:monster1:monster1s:monster1]
EXOPTION2!NAME:monster2:monster2s:monster2]
And then you rename "EXOPTION1[" to "EXOPTION1!" and at the same time "EXOPTION2!" to "EXOPTION2[". Voila, toggle.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mek42 on April 08, 2012, 11:21:06 pm
How can I turn off cutting of stones that are not gems in the jeweler's workshop?  I tried deleting the STONE SHAPE tags from default_entities.txt under MOUNTAIN / DWARF to no avail.

Which raws did you edit? The ones in a certain region folder, or the ones outside them in the main /raw folder?

It doesn't matter--entity changes ALWAYS require a regen.

I edited the raws in the main program /raw folder, not any region.  I also then generated a new world and just prepared carefully with a gem cutter / setter, some stones and some cut gems.  I immediately built a jeweler's workshop and could cut the other stones I brought.  After reading your question, I verified that the region entity raw also does not have the stone shape tags.

All I did was to comment out and then delete entirely the stone shape tags near the gem shape tags in the mountain / dwarf part.

I suspect I need to do more editing, but I've no clue where to do it now.  This is my first time editing raws, so thank you for patiently asking me for clarifications.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: caddybear on April 09, 2012, 05:31:53 am
Hello, I have this issue with dragons in worldgen that they keep dying all the time. How can I make them more.. common, I guess. I need a couple to start some.. experiments.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 09, 2012, 11:10:33 am
So far as I can tell, worldgen likes to have a diversity of megabeasts, and will tend to get one of each before doubling up (then again, I might just be incorrectly interpreting randomness as a pattern). Try genning larger worlds, and only letting it run for a few years so they don't die. Also, allow more megabeast lairs in the advanced parameters of worldgen; you can go to town on that number, it will rarely cause any rejections.

On a more mod-y angle, you can try increasing their frequency (I honestly don't know what this will do, but it can't hurt), deleting other megabeasts from the raws so there's less competition for lairs, and/or making them semimegabeasts instead of megabeasts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 09, 2012, 11:28:54 am
I find that larger worlds helps a lot in getting megabeasts to survive. Having all of the extra space gives much less chance that a megabeast is sought out and killed, and even then you still usually have a few lurking in inaccessible caves. I've always generated large world and even in 500 year worlds I've never had a megabeast type go extinct.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Caldfir on April 09, 2012, 12:11:44 pm
Does anyone know how the VARIABLE_POSITIONS entity tag works?  On the wiki it states the argument(s) are responsibilities, and I'd like to make a civ with mostly predefined positions, but with a few crazy ones thrown in for "religious and social" type responsibilities. 

To be more precise, neither of the following cause any errorlog text to be generated, but I'm getting semi-frequent crashes in worldgen (about half the small worlds I generate seem to crash with either of these included):
Code: [Select]
[VARIABLE_POSITIONS:MEET_WORKERS]
[VARIABLE_POSITIONS:MANAGE_PRODUCTION]
[VARIABLE_POSITIONS:HEALTH_MANAGEMENT]
[VARIABLE_POSITIONS:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[VARIABLE_POSITIONS:RELIGION]
[VARIABLE_POSITIONS:BUILD_MORALE]
Code: [Select]
[VARIABLE_POSITIONS:MEET_WORKERS:MANAGE_PRODUCTION:HEALTH_MANAGEMENT:ESTABLISH_COLONY_TRADE_AGREEMENTS:RELIGION:BUILD_MORALE]
I've only ever seen examples of ALL being used as the only argument, but the wiki seems to suggest something like this is possible.

edit: also, how does one change the default "lords/ladies" that appear in keeps to a custom position?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on April 10, 2012, 01:14:12 am
So earlier a very intriguing question crossed my mind: Would it be plausible to have a creature's description be based on what materials it was made out of? For example creature 1 was built from a dolomite left leg, a platinum torso, a gold right leg, a obsidian left and right arm, and a ruby head while creature 2 was built from a granite head, torso, right leg, right arm, left leg, and a copper left arm.

Also, how does mineral layer, stone layer, and such work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: medikohl on April 10, 2012, 01:57:18 am
for my dragon fix I increased the clutch size for their eggs, they have more offspring now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Caldfir on April 10, 2012, 10:22:15 am
So earlier a very intriguing question crossed my mind: Would it be plausible to have a creature's description be based on what materials it was made out of? For example creature 1 was built from a dolomite left leg, a platinum torso, a gold right leg, a obsidian left and right arm, and a ruby head while creature 2 was built from a granite head, torso, right leg, right arm, left leg, and a copper left arm.

Also, how does mineral layer, stone layer, and such work?

The bodypart descriptors (as far as I know) go on the shape/colour "hints" in that same section, for example, dwarf hair has :
Spoiler (click to show/hide)
As far as I'm aware, there is nothing available to link that system to what material the bodypart is made of, because the color-setting features assume that your creature is made of materials which are recolored to fit the creature (like purple feathers).  I don't think it is possible (but I'd be happy for someone to prove me wrong).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 10, 2012, 10:34:45 am
Do you know what is the [SPECIAL] token for?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: G-Flex on April 10, 2012, 03:38:28 pm
Do you know what is the [SPECIAL] token for?

Could you please be more specific? That token doesn't exist in any of the raws that ship with the game, so I'm not sure what you're referring to. As far as I can tell, [SPECIAL] doesn't exist.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 11, 2012, 06:14:38 pm
It's in every material for the new clouds and rains.

I wonder what it does (it's a valid token).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 11, 2012, 06:25:21 pm
Answering my own question: it makes the material unavaliable to civilizations EVEN IF THEY CAN MAKE IT VIA REACTIONS!

Finally! We can mod in advanced alloys which won't randomly appear on the embark screen, so the RESEARCH and DEVELOPMENT system is viable now.

It's basically like DEEP_SPECIAL, just without DEEP, so it does not appear in the HFS but is still unavaliable.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on April 11, 2012, 06:27:32 pm
A wild guess: it may make it so that the material never shows up in the economic stone screen.

Pre-post edit: So much for that, seems you already figured it out.


Does anyone know how the VARIABLE_POSITIONS entity tag works?  On the wiki it states the argument(s) are responsibilities, and I'd like to make a civ with mostly predefined positions, but with a few crazy ones thrown in for "religious and social" type responsibilities.

VARIABLE_POSITIONS:ALL draws from a list of hardcoded nobles for the civilization to use. Examples are the lords and ladies that you mentioned, along with law-givers, war leaders, etc. I think it may also allow a bit of dynamic appointment/creation of new positions1 by significant leaders during world generation: occasionally, you'll see things like "In the midspring of X, So-And-So created the position of y, pushed by a wave of popular support." I've only ever seen it happen with the position of war leader - I guess if a civilization is getting severely messed up by wars, a leader will create new military positions.

1 To clarify: I don't mean that all new procedurally generated positions will be created, it seems to draw from the same list as the rest of VARIABLE_POSITIONS:ALL.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 11, 2012, 06:29:47 pm
That's fantastically useful! I'll be making good use of that.

I remember that BABYSNATCHER makes civs automatically hostile to you. Just to double-check, is this true for ITEM_THIEF as well?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on April 11, 2012, 06:52:26 pm
Yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 11, 2012, 07:21:47 pm
Your own race may be ITEM_THIEF, but the game will think that your traders steal stuff when they move out of the map :).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mikymikmik on April 11, 2012, 09:07:36 pm
How do you mod, I might ask?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 11, 2012, 09:11:17 pm
How do you mod, I might ask?

http://dwarffortresswiki.org/index.php/Modding_guide
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 11, 2012, 09:12:23 pm
How do you mod, I might ask?

That's a very good question..
But first thing first.. what exactly do you want to mod?


fakeedit: Ninja'd again!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mikymikmik on April 11, 2012, 09:14:02 pm
Thx
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on April 12, 2012, 12:52:49 pm
How Can i make it so children are able to work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 12, 2012, 01:32:48 pm
Use Dwarf Therapist utility, it will allow you to assign labors to them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on April 12, 2012, 02:10:53 pm
Wow thats alot simpilar then i thought it would be :o
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Paramatter on April 13, 2012, 07:11:25 pm
What sort of workarounds are there for stack issues with shells?  Can I make a creature with a stone or other material shell that will drop on butchery?  Or load it up with renamed but otherwise identical materials/tissues so that it will drop multiple stacks when butchered?  Also is it currently just bone, horn and shell that suffer from stack issues or are there more materials that I should keep in mind to avoid for reactions?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: medikohl on April 13, 2012, 07:32:09 pm
how would I go about setting up a reaction to use chitin as an armor material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ydaraishy on April 14, 2012, 03:48:33 pm
how would I go about setting up a reaction to use chitin as an armor material.

To make only chitin usable in a reaction, you can add something like [REACTION_CLASS:CHITIN] to both the reaction and the material template for chitin.  I like to add [SHELL] to chitin, so it's automatically usable by bone carvers without having to code up separate reactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 14, 2012, 03:52:17 pm
You could just make the chitin tannable, look at Genesis or Post-Apocalypse mod, they do it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zaerosz on April 14, 2012, 09:33:34 pm
Aaaaagh. Modding values is giving me a headache. What exactly do these tags mean, in simple English:
Code: [Select]
IMPACT_YIELD
IMPACT_FRACTURE
IMPACT_STRAIN_AT_YIELD
COMPRESSIVE_YIELD
COMPRESSIVE_FRACTURE
COMPRESSIVE_STRAIN_AT_YIELD
TENSILE_YIELD
TENSILE_FRACTURE
TENSILE_STRAIN_AT_YIELD
TORSION_YIELD
TORSION_FRACTURE
TORSION_STRAIN_AT_YIELD
SHEAR_YIELD
SHEAR_FRACTURE
SHEAR_STRAIN_AT_YIELD
BENDING_YIELD
BENDING_FRACTURE
BENDING_STRAIN_AT_YIELD
and for which ones is a higher or lower value more/less protective/damaging/etc?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The Scout on April 14, 2012, 09:49:28 pm
Is there a way to allow multiple civilizations playable? As in pick and choose? And can you make babies only last for 1 season before getting older?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 14, 2012, 10:12:20 pm
Is there a way to allow multiple civilizations playable? As in pick and choose? And can you make babies only last for 1 season before getting older?

1. Totally. If you press tab twice on the embark-area choosing screen, then you can choose your civilization. Press tab four more times from there, and the top civilization you see is the one you're playing as. Since I have a copy of the game with LFR, Wizard Tower, and my Troll/DBZ mods all installed, I get a lot of use out of it :V
2. I think that BABY:0:28 and CHILD:0:84 would work, but I'm not sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The Scout on April 14, 2012, 10:20:10 pm
How do I select the civs that are allowed to be picked for fortress mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 14, 2012, 10:22:55 pm
How do I select the civs that are allowed to be picked for fortress mode?

[CIV_CONTROLLABLE].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 14, 2012, 11:18:34 pm
How do I select the civs that are allowed to be picked for fortress mode?

When selecting embark site, tab over to the civs creen. You can select different ones by pressing - or +. To check which race your current civ is, tab to the neighbors screen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 15, 2012, 03:16:30 pm
Had a question about the [CE_BODY_APPEARANCE_MODIFIER] syndrome tag. The wiki seems to imply that you can make creatures taller, shorter, broader etc. with the tag. However, I'm not sure what arguments to give it...

Essentially, I'm trying to mod in Entwash, so ideally I'd like the syndrome to make the target a bit taller.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 15, 2012, 03:23:15 pm
[CE_BODY_APPEARANCE_MODIFIER:HEIGHT:120:BROADNESS:110:START:50:PEAK:5000]

That'll make them a giant among hobbits, I tell you what.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on April 15, 2012, 03:27:35 pm
Had a question about the [CE_BODY_APPEARANCE_MODIFIER] syndrome tag. The wiki seems to imply that you can make creatures taller, shorter, broader etc. with the tag. However, I'm not sure what arguments to give it...

Essentially, I'm trying to mod in Entwash, so ideally I'd like the syndrome to make the target a bit taller.

[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:105:START:0]

Permanently sets the height of the affected creature to 105% of its original value.

It won't work properly without the APPEARANCE_MODIFIER argument in there, even though it's kind of redundant.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 15, 2012, 03:27:52 pm
Thanks guys!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Darekun on April 16, 2012, 12:48:44 am
Aaaaagh. Modding values is giving me a headache. What exactly do these tags mean, in simple English:
The simple English meanings pertain to the real world, not DF; check Wikipedia for them.

The way to use them is just to base them on an existing material, then make any changes you want to make(like double *_YIELD and *_FRACTURE, halve *_STRAIN_AT_YIELD, and you get a material noticeably better.) This is more known for weapons than armor, but:

DF uses the IMPACT_* params for blunt weapons, and possibly armor vs blunt. Similarly it uses SHEAR_* for sharp, although there's a rumor TORSION_* matters for sharp weapons penetrating armor. TORSION_* and the remainder are used for wrestling.

With *_YIELD and *_FRACTURE, high is good; with *_STRAIN_AT_YIELD AKA *_ELASTICITY, low is good. For armor, raising all three may produce "mongolian silk" and lowering all three may produce something more rock-like, but I haven't tested that, it's based on assuming DF is like RL.

This all suggests it's not possible to make something good at being a weapon but bad at being an armor or vice versa(except by using density for blunts and MAX_EDGE for sharps), which is weird(especially in a game), but the current system is clearly first-pass anyway.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 16, 2012, 03:11:29 am
although there's a rumor TORSION_* matters for sharp weapons penetrating armor. TORSION_* and the remainder are used for wrestling.
Just a note on that, in fact an exact quote given out by Toady in the raws that states:
Quote from: Toady One
Not used.
Just check out the material_template_default.txt and you should find fairly specific notes on exactly what various values are used for.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 16, 2012, 08:55:46 am
Interesting fact: if you increase IMPACT_STRAIN_AT_YIELD to a certain value (over 50000, to be precise), then attacks will bruise the tissue with that material, but if that SAME material has a SHEAR_STRAIN_AT_YIELD of less than 25000, then bladed weapons will fracture and shatter that tissue. Weird as hell.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on April 16, 2012, 06:27:04 pm
How would I make an item be built like a statue?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 16, 2012, 06:45:57 pm
If you are talking about a normal items, I'm fairly certain that floating around in several mods is the "display case" building which allows you to create a building that holds 1 item of your choice.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on April 16, 2012, 07:26:51 pm
I'm quite familiar with the Display case but its not what i'm after. For a few items i'm making i'm wanting to make it possible to build these items like statues. Possibly with the possibility of having them be able to be chosen in place of statues, if that makes sense?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 16, 2012, 07:43:27 pm
It's not possible then. The closest you can come to actually building an item is performing something similar to the display case. Of course if you want to name the building "XX Statue" and have it require one of your things then that's fine, but you are basically performing the same thing as the display case, just with some limitations on what items can be used to build it and changing the name. Regardless they both function virtually identical to statues, with the two exceptions being that dwarves don't get happy thoughts form looking at them and that you can't designate a statue garden from them. Those two things are sadly hardcoded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on April 16, 2012, 07:51:39 pm
Ah, that is unfortunate. I suppose i'll skip making them statue like for now and continue on to making the workshops and creature raws for them for now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 16, 2012, 11:25:52 pm
I tried to make a creature with stone skin (same gooey innards), but it didn't seem to afford much protection. At all. The skin wasn't getting bruised or torn, but just about everything else was. Is that to be expected, or might I have messed something up in my tissue definitions?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 16, 2012, 11:28:08 pm
I tried to make a creature with stone skin (same gooey innards), but it didn't seem to afford much protection. At all. The skin wasn't getting bruised or torn, but just about everything else was. Is that to be expected, or might I have messed something up in my tissue definitions?

I think it sounds about normal, yeah. Maybe you could make them have thicker rockskin?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 16, 2012, 11:31:56 pm
Any suggestions for a synthesized material (eg not just another ore) that still costs something? Thinking how to make superhero metals.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 16, 2012, 11:32:42 pm
Any suggestions for a synthesized material (eg not just another ore) that still costs something? Thinking how to make superhero metals.

I've done shearing, egg-laying, and growing from plants; also possible now are butchering with EBOs.

For superheroes, I'd say egg-laying is great, if only for the camp value.

"Then, when Charles Chandler discovered the GOOSE THAT LAYED AN EGG MADE OF A METAL THAT GAVE HIM SUPERPOWERS, he became the MIGHTY GOOSE-MAN!"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 16, 2012, 11:43:00 pm
Turns out I'm pretty sure I'm doing the tissue layering wrong, as I just saw skin getting bruised. Errorlog is empty, but here's what I got for the tissue:

Code: [Select]
[TISSUE:STONE]
[TISSUE_NAME:stone skin:NP]
[TISSUE_MATERIAL:INORGANIC:GRANITE] 
[HEALING_RATE:250]
[CONNECTS]
[RELATIVE_THICKNESS:10]
[THICKENS_ON_STRENGTH]
[TISSUE_SHAPE:LAYER]

And within the stone-skinned caste:
      
Code: [Select]
[SELECT_TISSUE_LAYER:SKIN]
[SET_LAYER_TISSUE:STONE]

Halp?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jacob/Lee on April 17, 2012, 08:23:26 pm
Note: I started looking at the RAWs with the intent of modding just last night. Be gentle :P

So, I'm trying to make an Aliens-style mod (or atleast facehuggers) but I've got an issue. For testing purposes, I've given humans the power to facerape and made the attack cause instant necrosis.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Earlier, when I used it on another human I just got the "you facehug!" and nothing else, with none of the effects taking place. When I (tried) to define the bodypart to attack, nothing happens. No message, not necrosis. Nothing. Halp.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on April 17, 2012, 08:46:30 pm
Note: I started looking at the RAWs with the intent of modding just last night. Be gentle :P

So, I'm trying to make an Aliens-style mod (or atleast facehuggers) but I've got an issue. For testing purposes, I've given humans the power to facerape and made the attack cause instant necrosis.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Earlier, when I used it on another human I just got the "you facehug!" and nothing else, with none of the effects taking place. When I (tried) to define the bodypart to attack, nothing happens. No message, not necrosis. Nothing. Halp.

Your syndrome may be ending too fast for the necrosis to take effect. What is your goal here - to kill the victim or to cause a disabling injury?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jacob/Lee on April 17, 2012, 08:50:30 pm
Note: I started looking at the RAWs with the intent of modding just last night. Be gentle :P

So, I'm trying to make an Aliens-style mod (or atleast facehuggers) but I've got an issue. For testing purposes, I've given humans the power to facerape and made the attack cause instant necrosis.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Earlier, when I used it on another human I just got the "you facehug!" and nothing else, with none of the effects taking place. When I (tried) to define the bodypart to attack, nothing happens. No message, not necrosis. Nothing. Halp.

Your syndrome may be ending too fast for the necrosis to take effect. What is your goal here - to kill the victim or to cause a disabling injury?
It's just a proof-of-concept, something I'm throwing together to make sure the syndrome passes correctly with the facehug before working on the technical details, like working around not being able to create a new creature while killing the original at the same time. Let's go with kill.

EDIT: What are the speed units? Ticks? How fast is 1 tick?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on April 17, 2012, 08:56:56 pm
Pause the game in arena or dwarf mode and press the period key. That's one tick. There are 1200 ticks in a fortress mode day.

Also, CE_NECROSIS requires a target for it to know what you're trying to rot. Do something like...

Code: [Select]
[CE_NECROSIS:SEV:10000:PROB:100:BP:BY_CATEGORY:HEAD:ALL:START:1:PEAK:50:END:1200]
This would (or should, anyway) make all of the tissue on their head rot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jacob/Lee on April 17, 2012, 09:22:56 pm
I replaced the necrosis code with the one you provided, but still have the problem. I don't get any kind of message when I attack and nothing happens.

EDIT: Changing [IT_LOCATION:CONTEXT_BP] to [IT_LOCATION:CONTEXT_CREATURE] and the syndrome to unconsciousness made the effects apply again. Even with the head being referred to by the CDI in the human's RAW file it wouldn't work for some reason. I would guess my lack of modding knowledge made me set it up so it hates symptoms that need to have a target because I set it up wrong.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 18, 2012, 03:18:31 pm
Interesting fact: if you increase IMPACT_STRAIN_AT_YIELD to a certain value (over 50000, to be precise), then attacks will bruise the tissue with that material, but if that SAME material has a SHEAR_STRAIN_AT_YIELD of less than 25000, then bladed weapons will fracture and shatter that tissue. Weird as hell.
Do you have more on this while matter? Maybe we can figure it out with some community !!SCIENCE!!.

I think shattering comes from the fact that if you lower the second indicated value, the material becomes more brittle to cutting and becomes fractured instead of cut.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on April 18, 2012, 07:03:42 pm
Two things:

Can a creature be modded to shoot out another creature?

Can creatures be modded to, when they touch one another, combine into something more sinister?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 18, 2012, 07:05:57 pm
The first one seems pretty impossible, but the second is interesting. If you gave creature 1 a secretion with a syndrome that turned creature 2 into the "combined form," and gave creature 2 a syndrome that turned creature 1 into another creature that immediately dies and doesn't leave a corpse...

It'd be pretty janky, but it might work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on April 18, 2012, 07:08:28 pm
The first one seems pretty impossible, but the second is interesting. If you gave creature 1 a secretion with a syndrome that turned creature 2 into the "combined form," and gave creature 2 a syndrome that turned creature 1 into another creature that immediately dies and doesn't leave a corpse...

It'd be pretty janky, but it might work.

I'll give it a shot, thanks.

EDIT: Would making the unlucky one necrosize into oblivion work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 18, 2012, 07:36:20 pm
Try heavy bleeding along the entire body. Necrosis is a bit wonky at this point.

Also, I am extremely interested in this fusion business :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on April 18, 2012, 07:37:32 pm
The problem is, they don't have blood.
I'll make them transform into a creature that needs a brain that doesn't have one.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 18, 2012, 07:42:01 pm
That should do fine!

One problem I can see is that sometimes contact syndromes don't work perfectly. Creature 1 might be affected and transformed before the creature 2 can get creature 1's secretion. Also, I'm not sure how you can get them to touch without fighting each other, unless that works for you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on April 18, 2012, 07:47:32 pm
Perhaps bumping as a greeting?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 18, 2012, 07:53:00 pm
Yeah, CONTACT is an I_EFFECT.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on April 18, 2012, 08:00:41 pm
Okay, debugging. This...is going to be a big post.
Sorry guys for just dumping all of this crap here. Sorry.

The Creature.
Spoiler (click to show/hide)

The Errorlog.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jacob/Lee on April 18, 2012, 08:39:10 pm
Scratch that, I fixed it! :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 18, 2012, 08:57:02 pm
I leave this thread for a day and suddenly we have glooples? WANT
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on April 18, 2012, 09:08:28 pm
I leave this thread for a day and suddenly we have glooples? WANT

Yeah.
They're not even done and they're really buggy though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jacob/Lee on April 18, 2012, 09:33:29 pm
Hmm, that's odd. I'm using the following effect:
Spoiler (click to show/hide)
To turn the targeted creature into a male dwarf (placeholder for chestburster) after causing ultra severe bleeding for a period of time (which might actually result in death before the target transforms, I don't know). The thing is, no bleeding is caused. Ever. They just transform after the time, no bleeding or harm of any kind.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 18, 2012, 09:38:53 pm
I think it should be BY_TYPE as opposed to BY_CATEGORY, or UPPERBODY should be replaced with UPPER_BODY.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jacob/Lee on April 18, 2012, 09:42:04 pm
I think it should be BY_TYPE as opposed to BY_CATEGORY, or UPPERBODY should be replaced with UPPER_BODY.
Aye, it was supposed to be BY_TYPE. Thanks a bundle.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on April 19, 2012, 06:05:42 pm
Okay, I polished up the glooples, but I still need some help debugging this.
The Creature.
Spoiler (click to show/hide)

And now, the Errorlog.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 19, 2012, 06:06:59 pm
You need to put the body above all the tissues, not below.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on April 19, 2012, 06:14:10 pm
Okay, thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Conrad on April 19, 2012, 06:35:07 pm
I've been searching for it so I apologize if it's been brought up before...

I'm trying to add outpost liasons to elves. I'm not sure that's the right term either, I want to be able to settle trade agreements with the elves. Is this possible? Thanks.

EDIT: Is [RESPONSIBILITY:TRADE] the tag I'm looking for?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 19, 2012, 07:03:37 pm
About to do some testing on this, but first I thought I'd ask:

Has anyone looked into how/if racial skill bonuses, like NATURAL_SKILL and increased SKILL_RATEs, affect siege distribution? As in, if I were to give male goblins bonuses with swords, and females bonuses with axes, would I see a weighted distribution of axegoblins and swordgoblins when a siege strikes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nil Athelion on April 19, 2012, 11:10:54 pm
I could have swore I saw a very promising project that promised to make a utility that helped modify RAWs.  However, I cannot find it, and it doesn't appear on the community's list of mods.  What happened to it?  Where did it go?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 19, 2012, 11:53:49 pm
Someone mentioned it on the last page of the Community Mods and Utilities thread

EDIT: By mention I mean linked to.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on April 20, 2012, 05:12:41 am
Please help me understand reactions!

What I'm trying to do is make the default honeycomb pressing...

Spoiler (click to show/hide)

...produce a jug full of wax pulp instead of a single glob...

Spoiler (click to show/hide)

... that gets rendered into cakes in a separate reaction in a custom workshop.

My problem: how do I declare the mash as a product? Can I output two separate products into two separate jugs? I can't even figure out how the default reaction identifies the glob as ever being wax in the first place. As far as I can see, it's just a generic glob of some sort with a "honey bee" flavor prefix and a [PRESSED] tag.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 20, 2012, 05:13:37 am
I could have swore I saw a very promising project that promised to make a utility that helped modify RAWs.  However, I cannot find it, and it doesn't appear on the community's list of mods.  What happened to it?  Where did it go?

Use this one to find some errors which your errorlog.txt won't show:
http://www.bay12forums.com/smf/index.php?topic=107340.0

Use this one to check missing creature graphics, easier looking through raws etc:
http://www.bay12forums.com/smf/index.php?topic=103360.0
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 20, 2012, 05:23:59 am
Quote
I can't even figure out how the default reaction identifies the glob as ever being wax in the first place. As far as I can see, it's just a generic glob of some sort with a "honey bee" flavor prefix
It takes the material from the honeycomb, which is made of wax:
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:honeycomb:NONE]

Quote
Can I output two separate products into two separate jugs?
Yes, just use the appropriate PRODUCT_TO_CONTAINER tokens.

Quote
My problem: how do I declare the mash as a product?
You just... Put it as a material?

Also :
Code: [Select]

[USE_MATERIAL_TEMPLATE:RAW_WAX:CREATURE_EXTRACT_TEMPLATE]
      ...
      [MATERIAL_REACTION_PRODUCT:HONEYCOMB_WAX_MAT:LOCAL_CREATURE_MAT:RAW_WAX]
You make the RAW_WAX to be produced into... RAW_WAX? Why?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on April 20, 2012, 06:30:55 am
Quote from: Deon
You make the RAW_WAX to be produced into... RAW_WAX? Why?

I saved sloppy and unfinished work that I didn't really know how to do.

Quote from: Deon
It takes the material from the honeycomb, which is made of wax:
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:honeycomb:NONE]

So there's the obvious thing that I missed. And here I'd assumed all along that the reaction just took a reagent X and put out products Y and Z (inside empty jug A).

That explains why the raws show wax as the raw material for honey. I was running in circles over how the glob gets identified without any reaction pointers, not to mention where the honey came from.

Quote from: Deon
You just... Put it as a material?

It's not exactly what that answer was about, but does that mean I can sidestep all this GET_MATERIAL_FROM_REAGENT fuss and instead of this mess:
Code: [Select]
[PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:honeycomb:HONEYCOMB_PRESS_MAT][PRODUCT_TO_CONTAINER:liquid container]
I can just poof honey into existence with this?
Code: [Select]
[PRODUCT:100:1:LIQUID_MISC:HONEY][PRODUCT_TO_CONTAINER:liquid container]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Destroid on April 20, 2012, 09:17:11 am
I've been working away at making the Necromunda plague zombies contagious, but I am having some difficulty concealing the information from the player.  Currently when a zombie bites you and injects its venom, the dwarf will always turn into a zombie and there seems to be no good way to cause uncertainty about this information in the player.  Ideally I would like to give the actual transformation (add tags, name, tile) a %chance to fire and I had thought to do so by giving it a separate venom from the one that gives the fever and other effects, but this simply results in two injection reports in the combat log, no better than before.

I don't believe I can resolve this with interactions, as they also appear to have a fixed chance to operate, and currently the only way I can think of to obfuscate this information from the player is to insert dummy venoms so enough injection reports will appear that the player can not be be certain (unless they get a minimum or maximum number of reports).

Suggestions?  I'd rather not do it this way as it is not at all elegant.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Destroid on April 20, 2012, 09:23:05 am
I've been searching for it so I apologize if it's been brought up before...

I'm trying to add outpost liasons to elves. I'm not sure that's the right term either, I want to be able to settle trade agreements with the elves. Is this possible? Thanks.

EDIT: Is [RESPONSIBILITY:TRADE] the tag I'm looking for?

Look at the entries for [POSITION:OUTPOST_LIASON] and [POSITION:DIPLOMAT] in the dwarf entity.  I believe the entity needs noble or nobles that cover all the responsibilities those two have.  For a quick test just copy those two into the elves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on April 20, 2012, 10:48:25 am
Alright. I started continuing making my dragon-people called Dragos (Not inspired by Greiger in any way. I thought about making them before I found out about the forums.). I'm currently developing the chromatic dragos and metallic dragos. Chromatic dragos will be meaner and metallic dragos will be nicer. Problem is, I know next to nothing about personality modifiers.

I'd also like to know how to toughen their scales up a bit. They bruise pretty easily. I want specifically them to have stronger scales, not anything else.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 20, 2012, 01:30:48 pm
I could have swore I saw a very promising project that promised to make a utility that helped modify RAWs.  However, I cannot find it, and it doesn't appear on the community's list of mods.  What happened to it?  Where did it go?
You might be thinking of the Raw Explorer (http://www.bay12forums.com/smf/index.php?topic=103360.0). It's fairly new, so it just hasn't been added to the community list yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on April 20, 2012, 02:43:49 pm
I don't believe I can resolve this with interactions, as they also appear to have a fixed chance to operate, and currently the only way I can think of to obfuscate this information from the player is to insert dummy venoms so enough injection reports will appear that the player can not be be certain (unless they get a minimum or maximum number of reports).

Why use venom at all? Put this under their bite attack definition (replacing ZOMBIE_PLAGUE with whatever infection interaction that you created, of course).

Code: [Select]
[SPECIALATTACK_INTERACTION:ZOMBIE_PLAGUE]
If you don't want a 100% infection rate, you could put the priority for the infectious bite low and maybe have a normal non-infectious bite that looks the same, so you wouldn't be able to tell from the combat reports if your dwarf (or hiver) caught the plague until symptoms started to develop.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on April 20, 2012, 02:54:56 pm
About to do some testing on this, but first I thought I'd ask:

Has anyone looked into how/if racial skill bonuses, like NATURAL_SKILL and increased SKILL_RATEs, affect siege distribution? As in, if I were to give male goblins bonuses with swords, and females bonuses with axes, would I see a weighted distribution of axegoblins and swordgoblins when a siege strikes?

Yes, you would.  I've actually abused this in order to create caste-level graphics for a hostile race.

Snippet:

Code: [Select]

[SELECT_CASTE:CURRANT_MALE]
[SELECT_ADDITIONAL_CASTE:CURRANT_FEMALE]
[NATURAL_SKILL:TRAPPING:15]
[SKILL_LEARN_RATE:TRAPPING:100]
[CASTE_PROFESSION_NAME:TRAPPER:sentry:sentries]
[CASTE_PROFESSION_NAME:LASHER:scout:scouts]
[CASTE_PROFESSION_NAME:MASTER_LASHER:scout:scouts]
[SKILL_LEARN_RATE:SNEAK:50]
[NATURAL_SKILL:WHIP:15]
[CREATURE_CLASS:SHEDIM_LESSER]
[SELECT_CASTE:VIBRANT_MALE]
[SELECT_ADDITIONAL_CASTE:VIBRANT_FEMALE]
[NATURAL_SKILL:WOODCUTTING:15]
[SKILL_LEARN_RATE:WOODCUTTING:100]
[CASTE_PROFESSION_NAME:WOODCUTTER:land clearer:land clearers]
[CASTE_PROFESSION_NAME:MACEMAN:shock trooper:shock troops]
[CASTE_PROFESSION_NAME:MASTER_MACEMAN:shock trooper:shock troops]
[CREATURE_CLASS:SHEDIM_LESSER]
[NATURAL_SKILL:MACE:15]

At the beginning of the creature definition, I set certain skill learn rates to zero, then modified them at caste level.  The result is that every lasher that shows up is a currant, and every maceman is a vibrant, etc, allowing me to abuse profession tokens for different graphics on each caste. 

Spoiler: result (click to show/hide)

Now, this is a pretty extreme example, where certain professions were literally forbidden from certain castes, but you could also use the same idea to simply skew a profession in favor of one caste.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 20, 2012, 03:37:50 pm
Cool. Thanks a bunch, narhiril!


While I'm here, I came up with a teensy little bug. The following ITEMCORPSES aren't working for me, though there's nothing in the errorlog:

Code: [Select]
[ITEMCORPSE:PLANT_MAT:HIGHWOOD:WOOD]
Code: [Select]
[ITEMCORPSE:PLANT_MAT:GODSEED_FIRE:STRUCTURAL]
First one references a plant that's in the raws, second references a custom plant that's pretty basic in format. When they die (at least in the arena) they just spawn normal corpses.

Item-related definitions are still one of my modding weak points, I guess. Could someone point out what error I made?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 20, 2012, 03:45:19 pm
You do not define the OBJECT which becomes the itemcorpse, only material.

To get a log, you need:
[ITEMCORPSE:WOOD:NONE:PLANT_MAT:HIGHWOOD:WOOD]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 20, 2012, 03:46:08 pm
Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Destroid on April 20, 2012, 10:44:53 pm
I don't believe I can resolve this with interactions, as they also appear to have a fixed chance to operate, and currently the only way I can think of to obfuscate this information from the player is to insert dummy venoms so enough injection reports will appear that the player can not be be certain (unless they get a minimum or maximum number of reports).

Why use venom at all? Put this under their bite attack definition (replacing ZOMBIE_PLAGUE with whatever infection interaction that you created, of course).

Code: [Select]
[SPECIALATTACK_INTERACTION:ZOMBIE_PLAGUE]
If you don't want a 100% infection rate, you could put the priority for the infectious bite low and maybe have a normal non-infectious bite that looks the same, so you wouldn't be able to tell from the combat reports if your dwarf (or hiver) caught the plague until symptoms started to develop.

Of course, multiple attacks, such a simple solution!  Thanks for the suggestion.

I'm actually not using interactions at all, just the new CE syndrome tokens in an injected creature extract syndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on April 21, 2012, 01:01:17 am
Alright. I started continuing making my dragon-people called Dragos (Not inspired by Greiger in any way. I thought about making them before I found out about the forums.). I'm currently developing the chromatic dragos and metallic dragos. Chromatic dragos will be meaner and metallic dragos will be nicer. Problem is, I know next to nothing about personality modifiers.

I'd also like to know how to toughen their scales up a bit. They bruise pretty easily. I want specifically them to have stronger scales, not anything else.
So, can anyone help?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Destroid on April 21, 2012, 02:52:21 am
Change the material that their scales are made from.  You will want to look into the material_template_default and tissue_template_default files.

In tissues you will find the scale tissue, which has a variety of properties including what material it is made from, which you can modify in the material templates file.  You probably want to make a new one for your creatures unless you want all creatures with scales to be buffed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 21, 2012, 03:00:31 am
Look at any big mod, most large creatures have thicker leather and tougher body materials.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on April 21, 2012, 03:48:50 am
Thanks. I also figured out the personalities. Chromatic dragos are quicker to anger and less cheerful, while metallic dragos are slower to anger and more cheerful. They're also friendlier.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IT 000 on April 21, 2012, 05:15:25 pm
Is there any way that I can replace necromancers? I removed their example interaction, but they still show up, and when I rename secret_death the game spawns an error saying that secret_death was not found and crashes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 21, 2012, 05:21:07 pm
Just set "number of secret types" to 0 in the advanced worldgen. The example interactions don't actually do anything, it's all hardcoded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on April 22, 2012, 01:48:01 pm
Any ideas what's wrong with this reaction?

Code: [Select]
[REACTION:PONY_PAINT_WOOD_BLACK_BASIC]
   [NAME:forge long sword]
   [BUILDING:SMELTER:CUSTOM_SHIFT_L]
   [REAGENT:metal:1:BAR:NONE:INORGANIC:STEEL]
   [FUEL]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_LONG:GET_MATERIAL_FROM_REAGENT:metal]
   [SKILL:FORGE_WEAPON]

For reference I'm trying to retroactively add in the ability to forge swords in the pony mod because I forgot to fix that before genning the world and embarking 10 game years ago.  I'm replacing one of the reactions I don't care about with this one.

While fooling around with this I once got a worker to go to the smelter, and take a bar of charcoal and a bar of iron to the smelter, do something and then nothing happened.  As far as I can tell nothing was produced.  I thought I had something broken in the material token for the reagent, so I changed it to INORGANIC:STEEL (can't remember what it was before), and now nobody will even try the reaction.  It just stays in the work queue forever on the smelter and never gets executed.

What gives?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: trees on April 22, 2012, 01:52:01 pm
Replace your reagent line with this.
Code: [Select]
[REAGENT:metal:150:BAR:NONE:INORGANIC:STEEL]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on April 22, 2012, 02:00:54 pm
That sort of helped.  The guy actually went to the smelter, hauled a steel bar and bar of charcoal to it and performed the reaction.  Still nothing was produced though.  Any other ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on April 22, 2012, 02:07:48 pm
That sort of helped.  The guy actually went to the smelter, hauled a steel bar and bar of charcoal to it and performed the reaction.  Still nothing was produced though.  Any other ideas?


[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_LONG:GET_MATERIAL_FROM_REAGENT:metal:NONE]

Try that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on April 22, 2012, 02:26:58 pm
Ah, that did it, thanks you two.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on April 24, 2012, 10:52:39 am
Okay, I need help. Again. I'm making an xenomorph-tyranid-zerg-like creature called the Pragheel. They'll have tendrils for grasping instead of hands, due to their bulky claws. But here's the problem. The errorlog spits out that the tendrils have no tissue thickness. I don't know why. Here are the creature raws,
Spoiler (click to show/hide)
and the tendril raws. Don't mind the lack of a [BODY:X], it's already part of one.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 24, 2012, 12:03:14 pm
I'm still a little iffy on body detail/tissue plan modding, but I think your problem is that you're defining the creature's tissue organization with VERTEBRATE_TISSUE_LAYERS, which doesn't have an entry for "tendrils." Go into body_detail_plan and add tendrils into it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on April 24, 2012, 12:14:57 pm
Sweet, that helped. Now I can move on to using corpses to make bars of clumps of organic materials, which I will then use to make a workshop which turns more corpses into gel, which will then be used to make furniture and stuff. Thanks!

EDIT: And of course, I have ran into another problem. I made a special inorganic material that uses metal as a template (so I can buy it at embark). The gel-making workshop, which needs 3 bars of it won't work. It still says that I need them, even though I already DO have them. Help here?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gizogin on April 24, 2012, 01:47:23 pm
Sweet, that helped. Now I can move on to using corpses to make bars of clumps of organic materials, which I will then use to make a workshop which turns more corpses into gel, which will then be used to make furniture and stuff. Thanks!

EDIT: And of course, I have ran into another problem. I made a special inorganic material that uses metal as a template (so I can buy it at embark). The gel-making workshop, which needs 3 bars of it won't work. It still says that I need them, even though I already DO have them. Help here?

Can you post the raws for the material and the reaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on April 24, 2012, 01:58:33 pm
Sweet, that helped. Now I can move on to using corpses to make bars of clumps of organic materials, which I will then use to make a workshop which turns more corpses into gel, which will then be used to make furniture and stuff. Thanks!

EDIT: And of course, I have ran into another problem. I made a special inorganic material that uses metal as a template (so I can buy it at embark). The gel-making workshop, which needs 3 bars of it won't work. It still says that I need them, even though I already DO have them. Help here?

Can you post the raws for the material and the reaction?
Material:
Spoiler (click to show/hide)

Workshop:
Spoiler (click to show/hide)

Other workshop, just incase:
Spoiler (click to show/hide)

Reaction:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on April 24, 2012, 03:42:12 pm
Sweet, that helped. Now I can move on to using corpses to make bars of clumps of organic materials, which I will then use to make a workshop which turns more corpses into gel, which will then be used to make furniture and stuff. Thanks!

EDIT: And of course, I have ran into another problem. I made a special inorganic material that uses metal as a template (so I can buy it at embark). The gel-making workshop, which needs 3 bars of it won't work. It still says that I need them, even though I already DO have them. Help here?

Can you post the raws for the material and the reaction?
Material:
Spoiler (click to show/hide)

Workshop:
Spoiler (click to show/hide)

Other workshop, just incase:
Spoiler (click to show/hide)

Reaction:
Spoiler (click to show/hide)

This whole process sounds messy.. and interesting.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vjek on April 24, 2012, 04:32:53 pm
I'd like to find out if it's possible to create a new building that is a copy of the existing pressure plate, but with a slight modification.

From looking through the existing mods, and the files in 34.07, it does not appear this is possible?  Just wanted to be sure this is not possible, so if you know for sure, please let me know.

thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 24, 2012, 05:18:27 pm
Everything in the trap menu is, unfortunately, hardcoded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hylas on April 24, 2012, 06:16:51 pm
I'm trying to make a civ for the various new above-ground animalmen. So far, I mostly wanted them to ambush the player in adventure mode. But they don't. They do have LOCAL_BANDITRY, and they show up if you go visit their cave and are suitably hostile, but no matter how long I sleep of fast travel around their territory, they never ambush. What's really weird though is that in one world I was testing, a bunch of dwarves somehow immigrated to a kestrel man cave, and they (the dwarves) had no problem ambushing me. Pretty much every time I tried to sleep BAM! Dwarves in wooden breastplates and no pants.

So, this makes me think that there is some trait that allows dwarves/goblins/kobolds to ambush, but not thrips men?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 24, 2012, 07:54:11 pm
Not wanting to diss the threateningness of animal men, but I do NOT want to ambushed by pantless dwarves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Andrew425 on April 24, 2012, 11:06:16 pm
Hey guys I wanted to add this into my game but every time i've tried it on my own I've failed miserably.

I want a workshop that produces, copper bars, wood and adamantine stone.

I can never get it to do that.

Can someone help me out?

Nevermind, I reread the wiki again and I think I found out why I got it wrong



So I generated a new world and I built a smelter and it didn't work. Any ideas on how to fix?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 25, 2012, 12:23:18 am
Did you make sure to enable the new reactions in the dwarven entity with [PERMITTED_REACTION:XX]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on April 25, 2012, 12:40:19 am
How can i make it so a creature cant move? also how would i make there eyesight better?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 25, 2012, 12:45:07 am
How can i make it so a creature cant move? also how would i make there eyesight better?

[IMMOBILE]
[EXTRAVISION]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on April 25, 2012, 12:47:46 am
How can i make it so a creature cant move? also how would i make there eyesight better?

[IMMOBILE]
[EXTRAVISION]

Crap i knew it was easy :'( Anyway thanks now my watchcameras will work!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Andrew425 on April 25, 2012, 12:56:18 am
Did you make sure to enable the new reactions in the dwarven entity with [PERMITTED_REACTION:XX]?


I did that, but it hasn't shown up yet.

Do I need to gen a new world?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on April 25, 2012, 01:28:49 am
Any changes to an entity file require a new world to be generated in order to take effect, I believe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 25, 2012, 01:31:00 am
Not necessarily. It depends on the changes that you are attempting to do. (The reason that many of them need a regen is because ehteir effects occur at world generation itself. Adding additional reactions is not one of those things IIRC.

Could you post your reaction that you are using please? [code"]["/code] tags around them will be nice.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on April 25, 2012, 02:23:10 am
wheres the folder for buildings? all i can find is the Building Custom and that only has soapmaker and screw press.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on April 25, 2012, 05:08:44 am
wheres the folder for buildings? all i can find is the Building Custom and that only has soapmaker and screw press.
All the other buildings are hardcoded.

Oh, and can anyone help? Why won't my custom workshop accept bars? I even made it accept iron bars, and it still says that I don't have them.

EDIT: Welp, using boulders instead of bars fixed it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 25, 2012, 08:57:10 am
Not necessarily. It depends on the changes that you are attempting to do. (The reason that many of them need a regen is because ehteir effects occur at world generation itself. Adding additional reactions is not one of those things IIRC.

Could you post your reaction that you are using please? [code"]["/code] tags around them will be nice.

It is one of those things. Everything is. Every entity is taken from the raws at worldgen, and that entity's raws AT WORLDGEN are going to stay with it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Andrew425 on April 25, 2012, 11:27:04 am
Code: [Select]
[REACTION:FREE_WOOD]
[NAME:create wood]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:5:WOOD:NO_SUBTYPE:PLANT_MAT:(OAK):WOOD][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

Code: [Select]
[REACTION:FREE_BRONZE]
[NAME:create BRONZE]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:BRONZE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

Code: [Select]
[PERMITTED_REACTION:FREE_WOOD]
[PERMITTED_REACTION:FREE_BRONZE]


I will gen a new world and see if it works

EDIT: It works now, only thing is that it isn't OAK it's just wood. I'm ok with that though
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on April 25, 2012, 11:33:12 am
Erm, my pragheels use TURTLE SHELLS to make clumps of organic materials. How can I prevent this? Even though shells and hooves and other such stuff ARE organic materials, I really want the pragheels to use corpses.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 25, 2012, 01:52:42 pm
Not necessarily. It depends on the changes that you are attempting to do. (The reason that many of them need a regen is because ehteir effects occur at world generation itself. Adding additional reactions is not one of those things IIRC.

Could you post your reaction that you are using please? [code"]["/code] tags around them will be nice.
It is one of those things. Everything is. Every entity is taken from the raws at worldgen, and that entity's raws AT WORLDGEN are going to stay with it.
I hate to say this but, you're wrong. To quote the "when do I need to regenerate" thread:
Most entity changes require a new world.
Most, not all. And permitting reactions is one of those few things that is changeable after world generation. Don't believe me? Go test it yourself like I just did. You can permit reactions just fine for an entity and they will gain access to it. It may (not sure about this) not allow traders to bring the products or invaders come with that metal (such as adding a steel reaction to an entity will), but it will (sure about this) allow/disallow your dwarves to use it in your current fortress and any future ones that you make in that world.

My guess as to why it wasn't working was one of two things.
1) You modified the overall raws instead of the save ones, resulting in it not being added to your current world.
2) You created the reactions after the world had been generated. Enabling/disabling reactions for usage is fine after world generation, but adding new reactions is not.


Erm, my pragheels use TURTLE SHELLS to make clumps of organic materials. How can I prevent this? Even though shells and hooves and other such stuff ARE organic materials, I really want the pragheels to use corpses.
Try using [REAGENT:A:1:CORPSE:NONE:NONE:NONE][USE_BODY_COMPONENT] as your reagent. I'm not sure if that will work, but it might.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 25, 2012, 02:00:17 pm
Permitted reactions reqiuire new world generation.

All entity changes require a new world.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 25, 2012, 02:01:49 pm
Permitted reactions reqiuire new world generation.

All entity changes require a new world.
Edit: I have now tested:
1)Disabling a reaction in a current fortress.
2)Enabling a disabled reaction in a current fortress.
3)Disabling a reaction and then starting a new fortress.
4)Enabling a disabled reaction in a new fortress.
5)Permitting a reaction that was not previously available in a new fortress
6)Disabling a #5 reaction
7)Permitting a reaction that was not previously available in a current fortress
8)Disabling a #7 reaction

Every single one has confirmed that you can permit or disable reactions after world generation. As I stated before I am unsure if this will then give invaders and traders access to new items (such as metal types) but I do know that it allows your dwarves to perform (or not perform) the changed reaction in any fortress that you make in that world. Most, not all, entity changes require a new world to be generated, but permitted reactions are not one of those things that require a new world.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 25, 2012, 02:22:39 pm
What I said is that you cannot add new reaction with a new header without making a new world. I meant the one which was not ADDED to the game. Sorry for the confusion.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 25, 2012, 02:37:35 pm
What I said is that you cannot add new reaction with a new header without making a new world. I meant the one which was not ADDED to the game. Sorry for the confusion.
Yes, that's correct. You can't create and permit a new reaction, but you can permit a currently existing reaction into an entity that couldn't use it before.

The thing about entities (for those of you who don't know) isn't that you can't change the tokens in them without world generation, it's just that the effects of many of the tokens occur during world generation and therefore are already finished. For example you could add a foreign clothing to the dwarven entity. This should then allow you to create that clothing in any of your fortress in that world. What it won't do though is to make it so that traders and migrants necessarily come with that clothing. What is "available" to your current civilization is set at world gen. However what you are able to "create" is not, and can be changed afterwards by editing the entity tokens. So for most of the entity tokens it isn't that they will have no effect until you regenerate the world, it's just that they will only have an effect on what you can currently do instead of on what has already been done.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 26, 2012, 06:04:59 pm
Sorry for the double post, but this is on the third page now and I don't think anyone would notice if I just edited in my question.

So I know that in order to fix the transformation crash you need to move descriptions under the different castes:
Code: [Select]
[CASTE:MALE]
[DESCRIPTION:BLAHBLAH]
But how would I do this with a creature that only has a single default caste (the current thing I'm doing is worms, which in vanilla don't have male/female castes)? Would I just need to put this in?
Code: [Select]
[CASTE:DEFAULT]
[DESCRIPTION:BLAHBLAH]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Old Greg on April 26, 2012, 07:10:33 pm
That should work fine, yeah!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 27, 2012, 01:12:32 am
You could also define no caste, it would be considered CASTE:DEFAULT. At least generated werewolves don't have castes at all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kobold Troubadour on April 30, 2012, 02:38:11 am
So question/s:
Just how far can we "abuse" the PHYS_ATT_CAP_PERC attribute token? Is it still limited by the default max values?

Still trying to think up ways to bring back the power and glory of the "good 'ol days" of the past DF versions where Dwarves can hammer Trolls & Goblins several hills away. Though it is still hard to make targets fly painfully even with some syndrome effects & buffs, with everything getting close to some sort of fantasy "realism" grounded physics and such.

Any other ideas beside magically enlarging a dorf's fist to giant size with great weight?  (Though even that won't work since the dwarf is still within default strength & size parameters)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tirion on April 30, 2012, 04:15:03 am
Probably been asked, but I can't find it- How do I patch Dwarf Therapist to recognise castes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 30, 2012, 08:54:24 am
So question/s:
Just how far can we "abuse" the PHYS_ATT_CAP_PERC attribute token? Is it still limited by the default max values?

Still trying to think up ways to bring back the power and glory of the "good 'ol days" of the past DF versions where Dwarves can hammer Trolls & Goblins several hills away. Though it is still hard to make targets fly painfully even with some syndrome effects & buffs, with everything getting close to some sort of fantasy "realism" grounded physics and such.

Any other ideas beside magically enlarging a dorf's fist to giant size with great weight?  (Though even that won't work since the dwarf is still within default strength & size parameters)

So far as I can tell, a creatures needs a strength (heretofore referred to as "power level" because I can) of ~8000 to knock creature away even one tile. A power level of 250000 could do good things.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 30, 2012, 12:31:50 pm
Probably been asked, but I can't find it- How do I patch Dwarf Therapist to recognise castes?
I'm fairly certain the DT zipped up with Deon's Genesis mod is already patched. Other then that my suggestion would be to ask over in the Dwarf Therapist thread.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kobold Troubadour on April 30, 2012, 10:03:25 pm
So far as I can tell, a creatures needs a strength (heretofore referred to as "power level" because I can) of ~8000 to knock creature away even one tile. A power level of 250000 could do good things.
Thanks...with that "little strength buff", I was able to throw a Troll unto the arena wall with an Elf sized creature. Mostly uninjured and just stunned, but it's the path that I'm going for.

Hm, I should really just check out your DBZ mod and study it directly huh?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 30, 2012, 10:20:08 pm
Nah, I've changed the DBZ mod so that the super saiyan transformations are based on body size anyway, mainly because super saiyan 3 literally made their strength value overflow
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Destroid on May 01, 2012, 07:03:23 am
I'm having some trouble with interactions.  What I am currently doing is having zombie plague transmitted from wild zombies to the player civ by injectable syndrome, this portion is tested and working correctly, however I also want these new zombies to be able to further infect people with zombie plague.  For this I am attempting to use a syndrome, as far as I can tell you can't use CE_ADD to add new attacks (or any token that needs additional arguments).  Thus I am granting the newly made zombies the ability to create further zombies through an interaction and it is here that I am stuck.

My errorlog is reporting: "Interaction Token not recognized : ZPLAGUE", in the creature file.

Creature Syndrome:
Spoiler (click to show/hide)

Interaction:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: malvado on May 01, 2012, 10:34:03 am
I did a search but can't say I found a clear answer to a little problem.

Basically I would like to make a custom workshop that would allow dwarves to craft Weapons and armors in sizes that are used for other civilizations, without adding these items
to the normal dwarven workshop. (At the moment only Humans, but if one would add Giants and other sentients it should be possible to make armor and weapons for their sizes as well but that would probably need "Giant Longsword" / "Giant Studded Leather Armor" modding etc.

Is there currently a way to do this? I guess someone allready might have done it but my search didnt give me a good answer to this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 01, 2012, 05:08:53 pm
Nope, not possible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on May 01, 2012, 06:04:09 pm
@Destroid:
Do you have the interaction file in the right place? I know that several people have gotten this exact same error because they accidentally stuck their interaction file into the "interaction examples" folder instead of into the actual raws itself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Destroid on May 01, 2012, 08:37:05 pm
@Destroid:
Do you have the interaction file in the right place? I know that several people have gotten this exact same error because they accidentally stuck their interaction file into the "interaction examples" folder instead of into the actual raws itself.

It's in the objects folder with all the other raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Niyazov on May 01, 2012, 09:46:40 pm
What dictates the number of offspring that a non-egg-layer has, other than [MULTIPLE_LITTER_RARE]? It seems like the LITTERSIZE tag is no longer in use.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on May 01, 2012, 09:59:39 pm
I did a search but can't say I found a clear answer to a little problem.

Basically I would like to make a custom workshop that would allow dwarves to craft Weapons and armors in sizes that are used for other civilizations, without adding these items
to the normal dwarven workshop. (At the moment only Humans, but if one would add Giants and other sentients it should be possible to make armor and weapons for their sizes as well but that would probably need "Giant Longsword" / "Giant Studded Leather Armor" modding etc.

Is there currently a way to do this? I guess someone allready might have done it but my search didnt give me a good answer to this.
Like he said it can't be done that way,  but since the dwarves crafted all the best weapons/armor/ships in mythology I made mine average to about the same size as humans, while still varying less than humans in size.  Also I saw a drawing made by vikings, which had a dwarf and a viking the same height.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on May 02, 2012, 12:44:11 am
What all can be specified by SELECT_SYMBOL in entities?
Vanilla indicates that ROAD, WALL, TUNNEL, BRIDGE, SITE, CIV, WAR, BATTLE, SIEGE, REMAINING, and ALL are valid arguments.
I have tested and found that NAME works as well, applying to person names but also to site names (other things require more testing).
I would like to test:
SQUAD
ARMY
ENEMY
ARTIFACT
PERSON
SURNAME
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on May 02, 2012, 07:56:14 am
What dictates the number of offspring that a non-egg-layer has, other than [MULTIPLE_LITTER_RARE]? It seems like the LITTERSIZE tag is no longer in use.

The last I checked, LITTERSIZE still works despite not being used by any vanilla creature, but that was some versions ago.  Have you verified that the LITTERSIZE tag no longer works?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on May 02, 2012, 12:28:52 pm
LITTERSIZE is still in the string dump, so I would assume that it still works despite the fact that it is no longer used in vanilla. It's also still on the creature tokens list as well. So as Sphalerite said, do you have proof that it no longer functions?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on May 02, 2012, 12:46:18 pm
I can confirm that LITTERSIZE still works.  I think it defaults to [LITTERSIZE:1:3] unless overridden by MULTIPLE_LITTER_RARE or egg tokens, but I don't remember where I heard that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jeoshua on May 02, 2012, 07:19:20 pm
I've pretty much verified that it does work.  Nothing conclusive, but in Worldgen I was having some creatures that wouldn't survive very well, added a [LITTERSIZE:x:y] token to their [FEMALE] caste, and now they survive.

Could be the RNG just worked out for them this time around, but it _SEEMS_ to work alright.  I won't however, work correctly with Civilizations (ENTITY type ones).  Then again, about nothing having to do with population control works correctly with them anyways besides sending in the Megabeasts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on May 02, 2012, 07:47:48 pm
Do all civilized creatures just have huge litters of babies in worldgen, or do they just have many but one at a time?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 02, 2012, 09:34:53 pm
Will a bar melt/evaporate like a boulder? I feel I have to ask.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 02, 2012, 09:48:06 pm
Will a bar melt/evaporate like a boulder? I feel I have to ask.
I believe that it is the "Material" that will melt/boil, so yes a 'bar' will melt/boil the same as a 'boulder' made from the same material

But oddly enough that is a good question
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 04, 2012, 11:16:53 pm
So, I'm guessing that you can't mod a new glass in, since RAW_GREEN etc. are all special tokens. Damn.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 04, 2012, 11:24:14 pm
So, I'm guessing that you can't mod a new glass in, since RAW_GREEN etc. are all special tokens. Damn.
Well depending on "new" glass, it might not show up in the glass furnace but we all know you can make custom materials and reactions. sky's the limit, shame the sky is only about 40z-levels (thats what I usally set it as at any rate)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 05, 2012, 12:32:54 am
How would one make an ä in a name? Actually using the ä character gives me upper-case sigma.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Paramatter on May 06, 2012, 08:34:00 pm
Asking again to possibly get back on track with modding:  Is there anything to be done about stack issues with bone or shell beyond dropping creatures down a shaft to explode them?  Also, can creatures be shorn of anything other than hair?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on May 06, 2012, 08:35:38 pm
Oh how I wish there was a BY_STACK_SIZE or something similar...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on May 07, 2012, 07:41:40 am
Asking again to possibly get back on track with modding:  Is there anything to be done about stack issues with bone or shell beyond dropping creatures down a shaft to explode them?  Also, can creatures be shorn of anything other than hair?

I was able to mod in an experimental creature which had a shell that grew over time and could be sheared for usable shell pieces, so it's not just limited to hair.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Paramatter on May 07, 2012, 08:56:10 pm
Could I get an example?  Is it as simple as adding [YARN] with [SELECT_MATERIAL:X]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 08, 2012, 12:33:29 am
Could I get an example?  Is it as simple as adding [YARN] with [SELECT_MATERIAL:X]?

No, it's about the [SHEARABLE:etc.] tag.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on May 08, 2012, 05:08:55 am
How would one make an ä in a name? Actually using the ä character gives me upper-case sigma.
Check the vanilla language file, some names have "-" and other weird symbols there. It's not unicode, so you should use an advanced text editor. Then you can copy those letters into your desired name, but you will probably have to check the in-game text to see which letters are those.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sphalerite on May 08, 2012, 08:07:23 am
Could I get an example?  Is it as simple as adding [YARN] with [SELECT_MATERIAL:X]?

Add:

Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:SHELL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:shell:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
[SHEARABLE_TISSUE_LAYER:LENGTH:100]

to a creature that already has a shell.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xen0n on May 08, 2012, 02:16:51 pm
Not sure if this is the right place to ask, but in 31.25 I modded all my animals' population tags to be 9001 in an attempt to stop them from going extinct so easily (at least terrestrial animals.  Fish/turtles going extinct seemed an unsolvable problem.)

In actuality though, I'm not really sure if that mod had the intended effect.  With the new version out, though, is animal extinction still an issue?  If so, is there a way to turn animals into an inexhaustable resource, like trees?  I don't like having to worry every time a group of rhinos walks on by that if I kill them, I may never se any more rhinos the whole game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on May 08, 2012, 03:14:04 pm
While it is still possible to farm out all of the animals or fish, doing so is much harder in the current version (though if you run 4-5 fishers you can still probably depopulate the supply). As for the mode you did, it should have the effect of making creatures be harder to farm out. As far as I know it's currently impossible to make them completely inexhaustible other then relying on domesticated ones, but you can make it take a very long time to kill them all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xen0n on May 08, 2012, 05:44:25 pm
While it is still possible to farm out all of the animals or fish, doing so is much harder in the current version (though if you run 4-5 fishers you can still probably depopulate the supply). As for the mode you did, it should have the effect of making creatures be harder to farm out. As far as I know it's currently impossible to make them completely inexhaustible other then relying on domesticated ones, but you can make it take a very long time to kill them all.

Thanks!  I asked in a different thread and Sphalerite basically said the same thing, which is very good news for me!  I'm a conservationist; I don't like running out of things to fight :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 08, 2012, 10:46:01 pm
Can anyone tell me why this product:

Code: [Select]
[PRODUCT:100:1:LIQUID_MISC:NONE:INORGANIC:SULFURIC_ACID]
[PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bucket]

With this inorganic:

Code: [Select]
[INORGANIC:SULFURIC_ACID] H2SO4
[USE_MATERIAL_TEMPLATE:SOLUTION_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen sulfuric acid]
[STATE_NAME_ADJ:LIQUID:sulfuric acid]
[STATE_NAME_ADJ:GAS:sulfuric acid vapor]
[MELTING_POINT:10018]
[BOILING_POINT:10504] let's not assume it's aqueous
[MATERIAL_VALUE:2]
[SPEC_HEAT:1416]
[SOLID_DENSITY:1803]
[LIQUID_DENSITY:1830]
[MOLAR_MASS:98078]
[SYNDROME]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_PAIN:SEV:50:PROB:100:START:0:END:5]
[CE_BLISTERS:SEV:30:PROB:100:START:0:PEAK:50:END:51]
[CE_OOZING:SEV:40:PROB:70:START:0:PEAK:150:END:200]

Comes up with frozen sulfuric acid?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Paramatter on May 08, 2012, 10:55:13 pm
Somehow I consistently completely failed to notice the [SHEARABLE_TISSUE_LAYER:x:y] tag whenever I was looking for tags...  Thanks for the help, Putnam, Sphalerite.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 08, 2012, 11:05:37 pm
What is the buggy issue with having a Civ member count as a [PET]

Im encountering weird issues where my automations like to pick only indoor meeting zones if I embark with 5+  PET civ members, ignoring all outdoor meeting areas, and very rarely accepting the "water drinking zones" and when they do it's because it's on a brook/stream/river

But if I embark with no PET civ members (or just 1?) they accept outdoor meeting areas jsut fine :/
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Talvieno on May 09, 2012, 04:50:04 pm
I'm trying to make a mod with a lot fewer trees, and adding [FREQUENCY:5] doesn't appear to make any difference at all, though no errorlog. Is there any way to lower the average tree count per map while still allowing the player full reign in the advanced map generator?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on May 09, 2012, 07:03:58 pm
I'm trying to make a mod with a lot fewer trees, and adding [FREQUENCY:5] doesn't appear to make any difference at all, though no errorlog. Is there any way to lower the average tree count per map while still allowing the player full reign in the advanced map generator?
I don't think you quite understand how the frequency token works here.

When the game generates a particular section of a world, it looks at the type of area it is making, say a plains area. Then it says "we need trees!" and all of the trees say "I have a [FREQUENCY:X] percent chance of being generated in a plains area. Then they all roll dice and any that roll below the frequency number get to be generated until the game says "I have enough trees now" and stops the rolling. [FREQUENCY:X] controls the percentage chance that a tree will be generated in a  given biome, not the number of tress generated.

As for controlling the actual number of trees generated themselves, no that isn't possible other then by embarking in areas that have less trees such as scrublands, deserts, or badlands.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Talvieno on May 09, 2012, 07:26:10 pm
Ah, thanks for explaining that. And oh well, at least I tried. I'm sure I could come up with some way to counteract it, might take a bit of thinking though.   But thanks! :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on May 09, 2012, 09:11:03 pm
Can anyone tell me why this product:

...

[MELTING_POINT:10018]

...

Comes up with frozen sulfuric acid?

The temperature underground is 10015, so it should be frozen, unless you make/take it outside in a warm biome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 09, 2012, 09:57:53 pm
Can anyone tell me why this product:

...

[MELTING_POINT:10018]

...

Comes up with frozen sulfuric acid?

The temperature underground is 10015, so it should be frozen, unless you make/take it outside in a warm biome.

God damn that is cold

That's like 8 celcius

I hate eschewing realism for purposes of gameplay, but hey, it's necessary
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on May 10, 2012, 04:33:23 pm
How would I give a tail body part a grasping function without it sprouting fingers?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 10, 2012, 04:47:45 pm
Add the part after the initial BODY call
so:
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY:TAIL_GRASP] ----------------------------------------------<{this
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
   [BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]

assuming that the grasping tail is it's own bodypart

EDIT:
Theory
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on May 10, 2012, 04:55:12 pm
Thanks.

Another question, How do I give the tail an attack and not have the hands able to do it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 10, 2012, 05:06:07 pm
Thanks.

Another question, How do I give the tail an attack and not have the hands able to do it?

[ATTACK:TAILWHIP:BY_TOKEN:(tail token here)]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 10, 2012, 05:08:04 pm
Change the standard attack:

   [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP] - reason this needs to change is your tail is GRASP and thus can PUNCH
to

[ATTACK:PUNCH:BODYPART:BY_CATEGORY:HAND]

then make a new attack

[ATTACK:TAIL_WHIP:BODYPART:BY_CATEGORY:TAIL]
or
[ATTACK:TAIL_WHIP:BODYPART:BY_TOKEN:(tail_id)]
the tail ID would'nt be TAIL_GRASP it would be what starts the acual bodypart
TAIL:tail:tails

NINJA'd
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on May 10, 2012, 05:20:35 pm
I did that, and now it can't punch or tail whip.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 10, 2012, 05:31:13 pm
I did that, and now it can't punch or tail whip.
Post the Body Raws, and the Creature raws. Spoiler them too
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on May 10, 2012, 05:38:01 pm
Spoiler: Creature (click to show/hide)

Spoiler: Body Part (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 10, 2012, 05:53:10 pm
Typos in the ATTACKS
you say CATAGORY

it is CATEGORY

so
[ATTACK:PUNCH:BODYPART:BY_CATAGORY:HAND]
 [ATTACK:TAIL_SLAP:BODYPART:BY_CATAGORY:TAIL]

should be
[ATTACK:PUNCH:BODYPART:BY_CATEGORY:HAND]
 [ATTACK:TAIL_SLAP:BODYPART:BY_CATEGORY:TAIL]


EDIT:
Remember to check your errorlog.txt located in the same place as DF.exe
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on May 10, 2012, 05:58:32 pm
I guess sometimes you need a second person to proofread these things. Thanks again!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on May 10, 2012, 07:16:12 pm
 Is it possible to mod in multiple mouths for a single creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 10, 2012, 07:21:23 pm
Is it possible to mod in multiple mouths for a single creature?

Yes, it's not that hard; in fact, I think that simply adding multiple MOUTH parts to one creature could work, but I've never tried it and it could result in horrible horrible things man was not meant to know.

Do it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on May 10, 2012, 07:26:31 pm
Is it possible to mod in multiple mouths for a single creature?

Yes, it's not that hard; in fact, I think that simply adding multiple MOUTH parts to one creature could work, but I've never tried it and it could result in horrible horrible things man was not meant to know.

Do it.

...Horrible things.
Not far off.
Okay.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 10, 2012, 08:27:48 pm
The creature will simply have more then one mouth, vanilla DF already has a creature like this:
[CREATURE:GREEN_DEVOURER]
   [ARENA_RESTRICTED]
   [DESCRIPTION:A medium-sized monster walking on two clawed legs.  It has two mouths on the ends of a pair of tentacles.  It uses its mouths to digest its victims with acid and rows of razor-like teeth.]

You can have as many as whatever you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 11, 2012, 12:46:05 pm
Why does everywhere I goto embark no body can trade with me. unless im in a tundra? Even a necro tower has No Trade?

EDIT:
THis is a completely Stipped version of DF, trying to make a TC. There are not very many creatures and I'm trying my hand and standarized materials.

EDIT2:
Just embarked and i get "The world has passed into the age of fairy tails"

EDIT3:
Whipped the slate clean And im going to try again, without fussing over standarized materials
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Torrasque666 on May 11, 2012, 02:24:21 pm
So why is it that when I add [BABYSNATCHER] to dwarves, i have, on occasion, wound up with an entirely goblin civ?

as in, i check the civilizations screen after embark and it lists <my civ>, goblin?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on May 11, 2012, 04:50:19 pm
I have a few questions, but both pertain to the same thing:

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 11, 2012, 06:00:58 pm
I have a few questions, but both pertain to the same thing:

  • I am trying to make a "poison" of sorts extractable from a plant; is it even possible for me to have dwarves weaponize this?
  • What exactly is "material_name", and what are valid definitions for it? I'm trying to find something proper to define this poisonous liquid as.

1. Yes if you can get the extract into a barrel and if it's a contact poision you can dump the poison on the ground for a "walk through" trap or dump it on top of weapons and ammo to 'coat' them. But the poison will need [ENTERS_BLOOD] for that to work

2. Not sure what you mean by "material_name" what example are you looking at?

So why is it that when I add [BABYSNATCHER] to dwarves, i have, on occasion, wound up with an entirely goblin civ?

as in, i check the civilizations screen after embark and it lists <my civ>, goblin?
Dwarves could have kidnapped alot of goblin children then died out in worldgen, leaving their raised goblins to be dwarves. To me that sounds pretty badass, a bunch of brainwashed bearded goblins thinking they are dwarves, killing elves and laughing as they melt down the other goblins gear from the seiges and ambushes
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 11, 2012, 08:46:25 pm
I think i might have figured out how to have a race be mono-gender and still be able to have children. i'll be checking this extensively for the next couple of hours. and ill have a verdict out after my tests

EDIT: After much testing, I have given up. I just can't figure out how to make it work -sigh- I shall now use my resources on making things explode...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on May 11, 2012, 09:31:18 pm
I think i might have figured out how to have a race be mono-gender and still be able to have children. i'll be checking this extensively for the next couple of hours. and ill have a verdict out after my tests
A potential work might exist through interactions. For example if you wanted an all female species then you could have them have two identical castes, one female and one male. Then give the male caste an interaction that instantly turns them into the female caste on sight. Then in any interactions with them you would only meet female ones, but they would still be able to breed and survive in world generation.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on May 11, 2012, 11:19:02 pm
2. Not sure what you mean by "material_name" what example are you looking at?

[USE_MATERIAL_TEMPLATE:<material_name>:<template_name>]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 11, 2012, 11:23:53 pm
Oh

[USE_MATERIAL_TEMPLATE:<material_name>:<template_name>]

is just the custom name/ID you use. like:

[BLOOD:LOCAL_CREATURE_MAT:<material_name>:<state>]

so if you used
[USE_MATERIAL_TEMPLATE:CLAW:BLOOD_TEMPLATE]

it would be
[BLOOD:LOCAL_CREATURE_MAT:CLAW:LIQUID]

just think of it as trying to define a whole new material within the creature
[MATERIAL:<material_name>]

Also it should say <custom_material_id> not <material_name> very misleading
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arek on May 12, 2012, 08:35:00 am
Is there a way to make only a specific caste became a monarch of a civ?
Like, if i have red, green, blue and black dwarves, i want to make it so, that only the red caste dwarf can become a leader of civilisation.
I found that noble positions can be limited by gender, but is this also possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on May 12, 2012, 09:00:40 am
Is there a way to make only a specific caste became a monarch of a civ?
Like, if i have red, green, blue and black dwarves, i want to make it so, that only the red caste dwarf can become a leader of civilisation.
I found that noble positions can be limited by gender, but is this also possible?
It WAS possible, but as far as I know it doesn't work right now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on May 12, 2012, 09:05:05 am
Is there a way to make only a specific caste became a monarch of a civ?
Like, if i have red, green, blue and black dwarves, i want to make it so, that only the red caste dwarf can become a leader of civilisation.
I found that noble positions can be limited by gender, but is this also possible?
It WAS possible, but as far as I know it doesn't work right now.
Couldn't you add [ALLOWED_CLASS:x] to the position and [CREATURE_CLASS:x] to the caste?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 12, 2012, 09:54:20 am
Is there a way to make only a specific caste became a monarch of a civ?
Like, if i have red, green, blue and black dwarves, i want to make it so, that only the red caste dwarf can become a leader of civilisation.
I found that noble positions can be limited by gender, but is this also possible?
It WAS possible, but as far as I know it doesn't work right now.
Couldn't you add [ALLOWED_CLASS:x] to the position and [CREATURE_CLASS:x] to the caste?
Works for Fortress Mode, but Worldgen still takes any aviable creature to fit the slot.
SO say only CREATURE_CLASS:DOCTOR can be a chied medic. SO in fortress mode only a creature/caste that is DOCTOR can be appointed there. But Worldgen doesn't care
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arek on May 12, 2012, 10:03:32 am
Well, damn, i wanted it mostly for the worldgen purposes....
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 12, 2012, 10:10:12 am
While modding I accidentally over looked what it was I was modifying and made humans a female dominated race... I am now intrigued at what this will do to a new genned world
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on May 12, 2012, 10:15:33 am
While modding I accidentally over looked what it was I was modifying and made humans a female dominated race... I am now intrigued at what this will do to a new genned world
Congratulations, you just made the Amazons. Do they find slavery acceptable?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 12, 2012, 11:49:02 am
While modding I accidentally over looked what it was I was modifying and made humans a female dominated race... I am now intrigued at what this will do to a new genned world
Congratulations, you just made the Amazons. Do they find slavery acceptable?

Yup. they find slavery acceptable. I have now renamed my humans into amazonians.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 12, 2012, 01:11:47 pm
Is there a way to make only a specific caste became a monarch of a civ?
Like, if i have red, green, blue and black dwarves, i want to make it so, that only the red caste dwarf can become a leader of civilisation.
I found that noble positions can be limited by gender, but is this also possible?
It WAS possible, but as far as I know it doesn't work right now.
Couldn't you add [ALLOWED_CLASS:x] to the position and [CREATURE_CLASS:x] to the caste?
Works for Fortress Mode, but Worldgen still takes any aviable creature to fit the slot.
SO say only CREATURE_CLASS:DOCTOR can be a chied medic. SO in fortress mode only a creature/caste that is DOCTOR can be appointed there. But Worldgen doesn't care

Wrong; this was fixed in 34.01
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arek on May 12, 2012, 03:07:52 pm
Just tested it, and it works, so leader caste is now possible :)
Though i found another issue with this: My custom race have 3 castes (male and female version for each, so 6 in total), basically worker, soldier and ruler, all getting better stats than the one before, as well as being more rare. During the test, as well as while playing before i noticed that my civ members prefer to mate with members of the same caste as themselves. I am not sure if this is just coincidence or not, but result is, due the rarity of the ruler caste (and maybe as well as monarch position being further limited to males only), they rarely marry and have children, even when theirs lifespan is not limited by age (just rulers, lesser castes live around 30-80 years).
Although, now that i think about it, even if they would marry and have children and even though they got increased birth rate, odds of suitable heir being born are roughly 1 from 60 kids, thus, chance for prevalent ruling dynasty is very small.
Seems like i trapped myself with too many requirements....
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alkhemia on May 12, 2012, 03:08:50 pm
ok only dwarf error left is this
Spoiler (click to show/hide)
but I have tissue_template_fireimmune there any idea?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: D_E on May 12, 2012, 03:27:02 pm
I think i might have figured out how to have a race be mono-gender and still be able to have children. i'll be checking this extensively for the next couple of hours. and ill have a verdict out after my tests

EDIT: After much testing, I have given up. I just can't figure out how to make it work -sigh- I shall now use my resources on making things explode...

Going on old knowledge here, but can't you make the male caste really rare (via POP_RATIO)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 12, 2012, 05:27:28 pm
ok only dwarf error left is this
Spoiler (click to show/hide)
but I have tissue_template_fireimmune there any idea?

You also need the correct body detail plan.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alkhemia on May 12, 2012, 05:36:06 pm
ok only dwarf error left is this
Spoiler (click to show/hide)
but I have tissue_template_fireimmune there any idea?

You also need the correct body detail plan.
have it
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 12, 2012, 05:38:07 pm
Is it called in the creature, though?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alkhemia on May 12, 2012, 05:47:53 pm
Is it called in the creature, though?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 12, 2012, 05:57:37 pm
Change HORN:HORN_FIREIMMUNE_TEMPLATE to HORN_FIREIMMUNE:HORN_FIREIMMUNE_TEMPLATE. The idenifiers need to match.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alkhemia on May 12, 2012, 06:08:21 pm
Change HORN:HORN_FIREIMMUNE_TEMPLATE to HORN_FIREIMMUNE:HORN_FIREIMMUNE_TEMPLATE. The idenifiers need to match.
That work thanks 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 12, 2012, 09:31:59 pm
I think i might have figured out how to have a race be mono-gender and still be able to have children. i'll be checking this extensively for the next couple of hours. and ill have a verdict out after my tests

EDIT: After much testing, I have given up. I just can't figure out how to make it work -sigh- I shall now use my resources on making things explode...

Going on old knowledge here, but can't you make the male caste really rare (via POP_RATIO)?

Tried with POP_RATIO but it ended up with males still being prevalent in the towns and such when I visited them in adv mode, so I quickly gave up on making the mono-gender race. The race does tend to last a thousand years before being wiped out when I set their natural life spans to up to one thousand years... but it still doesn't have the effects I want sadly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 13, 2012, 09:12:05 am
You sure you used the POP_RATIO correctly? I have a few 125 year worldgen and any caste with [POP_RATIO:1] never show up due to the normal castes having [POP_RATIO:100000] each.

EDIT:
I believe i2amroy expained to me a while back on this thread about how POP_RATIO works. going by memory here (i2amroy correct me if I am wrong)

the chance something will appear will be: (creatures pop ratio / All pop ratios added together) * 100

so 100000 + 1 = 100001

(1 / 100001) * 100 = ???

lets just say the chances are very slim that caste will show up (due to my calcator gave me an insane reading)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on May 13, 2012, 09:15:15 am
I think i might have figured out how to have a race be mono-gender and still be able to have children. i'll be checking this extensively for the next couple of hours. and ill have a verdict out after my tests

EDIT: After much testing, I have given up. I just can't figure out how to make it work -sigh- I shall now use my resources on making things explode...

Going on old knowledge here, but can't you make the male caste really rare (via POP_RATIO)?

Tried with POP_RATIO but it ended up with males still being prevalent in the towns and such when I visited them in adv mode, so I quickly gave up on making the mono-gender race. The race does tend to last a thousand years before being wiped out when I set their natural life spans to up to one thousand years... but it still doesn't have the effects I want sadly.
Really? My custom species has mostly drones, healers and hunters in towns, and I've only ever seen one warrior and no queens (rarest caste). Give us the raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 13, 2012, 12:53:54 pm
I think i might have figured out how to have a race be mono-gender and still be able to have children. i'll be checking this extensively for the next couple of hours. and ill have a verdict out after my tests

EDIT: After much testing, I have given up. I just can't figure out how to make it work -sigh- I shall now use my resources on making things explode...

Going on old knowledge here, but can't you make the male caste really rare (via POP_RATIO)?

Tried with POP_RATIO but it ended up with males still being prevalent in the towns and such when I visited them in adv mode, so I quickly gave up on making the mono-gender race. The race does tend to last a thousand years before being wiped out when I set their natural life spans to up to one thousand years... but it still doesn't have the effects I want sadly.
Really? My custom species has mostly drones, healers and hunters in towns, and I've only ever seen one warrior and no queens (rarest caste). Give us the raws.
as soon as i search through my raw dump, ill have the raws up. but yeah had the males set to 1 and the females set a ton higher and i would always have a mostly male population. ill be back on later tonight
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 13, 2012, 01:22:04 pm
If you make the POP_RATIO too high it overflows then becomes a (-##) which then gets treated as 0 and DF just defaults it to 1 (I think)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on May 13, 2012, 02:23:09 pm
Correct on both counts as far as my knowledge goes Hugo_The_Dwarf.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on May 13, 2012, 03:40:29 pm
Incoming question bomb:

What are the implications of night creatures? I want to enable the [SPOUSE_CONVERTER] tag, and these creatures will indeed be rare, but I don't like the idea that they can be limited by the night creature option in worldgen.

In the likely case it'll be a night creature, what are the details about creating them? I'd like it to be more common than stock night creature, but still not very common.

For lairs, do I have control of how they are built, and what are stored in them? Also, does having a lair tether a night creature to that world tile, or can they still roam outside of it?

Can I make a night creature only exit it's lair in a certain season, or only be active in a certain season?

And finally, is there a way of making the same type of creature violent OR non-violent on creation?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 13, 2012, 03:45:02 pm
The night creature option in worldgen only accounts for the randomly-generated trolls. Even if you set the setting to zero, you'll still have modded creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on May 13, 2012, 03:48:08 pm
For lairs, do I have control of how they are built, and what are stored in them? Also, does having a lair tether a night creature to that world tile, or can they still roam outside of it?

And finally, is there a way of making the same type of creature violent OR non-violent on creation?
I'm fairly certain that they can still raid nearby settlements.

I don't believe that there is a way to determine violent/non-violent currently.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 13, 2012, 06:27:11 pm
So im back from my outing, and after looking through my raw dump I couldn't find the old raws, but I did find some duplicates of the current raw I use. Maybe this caused it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 13, 2012, 07:07:55 pm
A creature can be made violent with CRAZED  (fights all) or OPPOSED_TO_LIFE (fights everything that does not have: NOT_LIVING) Other then that I cant think of anything.

So you could make one creature normal, then make a copy, and add the crazed/opposed to life tag to it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 14, 2012, 10:23:58 am
If:
Spoiler (click to show/hide)
Alter this size of a creature could a
APP_MOD_RATE that never ends, make the creature never stop growing? Imagin a creature that can grow even after it reached it's final bodysize.

EDIT:
Also did some science, Any LIMB bodypart connected to a UPPERBODY can be used to wrestle with. Found that out with my clawbugs using their back legs to grapple attackers (1 part body)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 14, 2012, 03:40:32 pm
What would cause DF to crash if you change the tileset ? Just the .png. It has the same 256*256 pixels, looks similar, and the title screen is ok. But as soon as I create a world or try to embark the game crashes to desktop. If I put the old png. back all is good. I dont even change the init for this, but use two pngs. with the same name. Any ideas ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 14, 2012, 04:53:54 pm
Different sizes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on May 14, 2012, 05:59:45 pm
Wasn't there a way to create objects in workshops away from the tile you operate it from?

I would like to be able to produce a boiling stone that could polymorph creatures into megabeast-type demons or something.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 14, 2012, 07:05:38 pm
Yes, you can set the worklocation outside of the actual workshop, and/or add seveal worklocations.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 14, 2012, 10:08:26 pm
Does IMMOBILE prevent breeding?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 14, 2012, 10:19:13 pm
Spores. It shouldn't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on May 14, 2012, 10:20:55 pm
Yes, you can set the worklocation outside of the actual workshop, and/or add seveal worklocations.

Now, time to figure out how to do this...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 14, 2012, 10:26:29 pm
Yes, you can set the worklocation outside of the actual workshop, and/or add seveal worklocations.

Now, time to figure out how to do this...

The WORK_LOCATION can be set outside the DIM. It's pretty much that simple.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 14, 2012, 10:27:58 pm
It's been over a year, hell that cats have given birth three times already.

Spoiler: Creature Raws (click to show/hide)
I have 5 Pools and 1 servant mind, none have gave birth
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 14, 2012, 10:47:28 pm
Ok, Im a tad bit confused as to how to make explosive ammo. I've seen somewhere someone did it, but I can't remember where...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 14, 2012, 11:30:31 pm
Ok, Im a tad bit confused as to how to make explosive ammo. I've seen somewhere someone did it, but I can't remember where...
metal that melts/boils at room temp. Use the search bar for "Doomium" I think, it has DOOM in it. I used to have a link to that topic, also try "explodium"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 14, 2012, 11:56:19 pm
Ok, Im a tad bit confused as to how to make explosive ammo. I've seen somewhere someone did it, but I can't remember where...
metal that melts/boils at room temp. Use the search bar for "Doomium" I think, it has DOOM in it. I used to have a link to that topic, also try "explodium"

i searched for Doomium and found http://www.bay12forums.com/smf/index.php?topic=69205.msg1671749#msg1671749
has what i was looking for. thanks Hugo_The_Dwarf
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 15, 2012, 12:12:12 am
You are welcome, now to figure out why my essence pools are spawning essence, I need to shape my serviles damnit
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 15, 2012, 09:00:48 am
Seems that IMMOBILE males or females act like they are sterile (bug?)

Here is my results from testing, posted here (http://www.bay12forums.com/smf/index.php?topic=94364.msg3284655#msg3284655)
I have done some Science on the IMMOBILE tag and it's effects on breeding

IMMOBILE seems to act like STERILE only making the creature unable to move. So dropping the IMMOBILE tag on the only MALE/FEMALE or BOTH will stop breeding, even if one of the pair lacks it, must treat IMMOBILE as double "No Movement" and "Sterile"

Castes with the IMMOBILE tag can be born, but they would have to be a third caste that is seperate then the breeding castes (3rd caste must be an extra MALE/FEMALE but can be genderless (since it is IMMOBILE it won't breed/aid in breeding anyways))
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MHpersonalDwarf on May 15, 2012, 01:19:01 pm
Looks like I messed something up somewhere, and now civilizations are spawning with non-entity creatures. It seems like the creature is selected after my custom creatures, and for now that order is custom->dragon->satyr->bronze colossus-> etc. Those aren't defined in the entity_default.txt in any entities, and only two entities (with different creatures) now have the [ADNVENTURE_TIER:X] tags. I'm looking through my raws but can't find anything wrong. If anyone knows why/experiences something similar, I wouldn't mind a tip or two.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on May 15, 2012, 01:31:23 pm
Check your error log, any duplicate errors?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tirion on May 15, 2012, 01:38:36 pm
Is there a token that makes a member of a species or a group of creatures infected by a syndrome hostile to anything except each other?

Alternatively, is it possible to cause entity change by interaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 15, 2012, 03:44:31 pm
Is there a token that makes a member of a species or a group of creatures infected by a syndrome hostile to anything except each other?

Alternatively, is it possible to cause entity change by interaction?

Darkspawn mod. Is it possible to reproduce the Blight of Dragon Age in DF, with all the syndrome blood, Darkspawn, Ghouls, Blight sickness, and Broodmothers? Is there a token that makes a creature want to kill anything that's not from it's species?
Make all the creatures NOT_LIVING and OPPOSED_TO_LIFE it places them on the UNDEAD team. Broodmothers I assume spawn more dark spawn? That is possible (as long as they are hostile then you have no problem with getting that to work).

Conversion to UNDEAD is possible as well
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MHpersonalDwarf on May 15, 2012, 04:29:26 pm
Check your error log, any duplicate errors?

So far the only errors in both the entity files and creature files are missing tissue thickness (for an internal organ in the head that I don't need tissues for, think of it as a tumor) and the misspelling of "Savanna."
I still can't find errors in the raws, even after replacing some creatures with proven placeholders.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on May 16, 2012, 03:14:04 pm
How does [SPOUSE_CONVERSION_TARGET] operate? I'm guessing that all creatures with [SPOUSE_CONVERTER] will go after these. If so, is there any workaround to only making a certain creature target-able to my specific converter?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: SomethingCreative on May 16, 2012, 08:05:04 pm
Is it currently possible to mod reactions that create food items? The below reaction crashes the game. I hope it's something I'm doing wrong, because I really want to turn things into biscuits!

Code: [Select]
[REACTION:MAKE_EASY_MEAL_TEST]
[NAME:make an easy meal]
[ADVENTURE_MODE_ENABLED]

[REAGENT:A:1:PLANT:NONE:PLANT_MAT:TUBER_BLOATED:PLANT]

[PRODUCT:100:1:FOOD:ITEM_FOOD_BISCUITS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:COOK]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 16, 2012, 08:15:41 pm
It's this:

Code: [Select]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:TUBER_BLOATED:PLANT]
That don't make no sense at all, so far as I can tell.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on May 16, 2012, 08:25:12 pm
[IMMOBILE] doesn't make sterile, the cloning units (breeding castes) of my Daleks have it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 16, 2012, 08:30:45 pm
Should be more like this, no ?

[REAGENT:A:1:PLANT:NONE:PLANT_MAT:TUBER_BLOATED:STRUCTURAL][UNROTTEN]
   [REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
      [EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 16, 2012, 08:42:19 pm
[IMMOBILE] doesn't make sterile, the cloning units (breeding castes) of my Daleks have it.
Odd, because when I add [IMMOBILE] to my Servant Mind, or Essence Pool (now renamed Essence Beetle, since I removed IMMOBILE) they stopped breeding. I went a full year and a half and no babies (essence). Are your Cloning units Civ members?

The servant mind and (previously) essence pools are pets, I wanted them IMMOBILE because:
Servant Minds are fat craetures that sit on raised platforms, since they are so intelligent they were made helpess to prevent betrayal (MALE)
Essence Pools, well make essence to be shaped into other living beings. And they are pools they shouldn't move. (FEMALE)
Essence (Genderless children)

all three castes have [CHILD:1]


EDIT:
@ Meph
Yes that will work, forcing it so the raw plant (harvested) is needed for the reagent.
But SC's product looks a bit off, I always had issues using GET_MATERIAL_FROM_REAGENT with plants due to they have so many different materials. But I guess it would work for his ITEM_FOOD because all he/she wants is the STRUCTUAL in which is what will be given
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: SomethingCreative on May 16, 2012, 08:53:33 pm
Should be more like this, no ?

[REAGENT:A:1:PLANT:NONE:PLANT_MAT:TUBER_BLOATED:STRUCTURAL][UNROTTEN]
   [REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
      [EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

I tried this and several other variations, but it still causes instant CTD with no errorlog.

Also worth mentioning is that even without a reagent it still CTDs instantly. I have no problems creating any other item from thin air.

EDIT: I'll try that idea Meph, thanks for the help guys!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 16, 2012, 09:11:14 pm
In that case the food item token is broken. I tried it long ago once, but never got it to work, so I cant help much. But a CTD I usually get when creating something that has an invalid item token, like bodyparts, bones, corpses or creatures... I think prepared meals are the same. You could however create an edible-raw custom plant called "biscuit" and use that as a product.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Captain Crazy on May 16, 2012, 09:24:20 pm
Will a caste with a [POP_RATIO] of 0 be absent in worldgen and fortress mode? I was just wondering if I could make Adventurer-only castes (sorcerer, etc) that would not appear in the world at all and only appear as adventurers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 16, 2012, 09:33:01 pm
Sadly no. Popratio:1 and all other castes having popration:100000 works, in a way. But popratio:0 will still appear, both in fortress and adv. mode. I think they revert back to default.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 16, 2012, 09:38:25 pm
Meph is correct 0 and -# will revert back to default. The method Meph suggested is the only way.

EDIT:
Now back to my question, is it just PET non-civ/fortress played entites that suffer from sterile issues from an IMMOBILE tag? or did I have 18 different tests go horribly wrong?
And everytime I placed a IMMOBILE on the MALE or FEMALE the females just stopped breeding, altho leaving the IMMOBILE tag on the child (third caste) had no effect and they happily got busy
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 16, 2012, 09:44:47 pm
Hugo, I seriously think that no one has done any science on breeding and immobile tags. I personally have immobile tags only on genderless constructs, so I cant help. Sponges, the only ofiicial immobile creature, have no child tag at all, so they dont help as test subject.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 16, 2012, 09:57:31 pm
*sad face* I guess I am the only one that has been screwing around with that then. Also:

@ Hugo L
have you played as your Creations and seen them reproduce in-game?
I guess I worded my findings wrong, I should have said:
IMMOBILE acts like STERILE as well when playing in fortress mode, if the creature is incapable of moving. Then breeding is impossilbe I have done several tests, all of which showed no breeding unless both MALE and FEMALE pairs lacked the IMMOBILE tag.
But I think worldgen doesn't care, it just looks for  is there a MALE is there a FEMALE does both castes have CHILD/BABY/BOTH (believe me all castes need a CHILD/BABY tag, I haven't tested on leaving one caste without those tags.)
Then worldgen happy with its findings breeds the creatures. But ingame I think movement is required for spores to work.

I will do one more test and see if IMMOBILE will affect the breeding of the played creature (and not a PET and by that I mean not a DWARF)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 16, 2012, 10:02:14 pm
I've been screwing around with it, but I never tested it long enough to tell.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 16, 2012, 10:18:36 pm
Well, the test will be fairly easy, just give dogs and cats immobile, buy a ton at embark, wait an ingame year.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 16, 2012, 10:25:09 pm
acually it's around late summer early autume they give birth (trust me I saw the "stray cat has given birth to kittens" so many damn times)

I think PETs give birth every 6- 6.5 months starting from when they have a breeding partener.

These are my tests

All three castes (Male, Female, product) have IMMOBILE
Failed

one caste (product) had IMMOBILE
success

One caste male had IMMOBILE
Failed

One caste female had IMMOBILE
Failed

No castes had IMMOBILE
Success (knew that one)

All done with a 2x2 embark with FPS cap set to 0 (un restrained) got on avg 20k+ fps, zoomed to early autume in about 5 mins (maybe less, I ran way too many tests)

EDIT:
Also did a two version (MALE product or both Male and female or female and product, they all failed)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on May 16, 2012, 10:36:44 pm
Oh, I thought you meant worldgen. Well, immobile creatures reproduce in worldgen, can't vouch for ingame. Keep doing science, looks like tests are supporting your hypothesis. Try doing cats and dogs at once, so you can test 2 variables, and wait about 5 years.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 16, 2012, 10:56:06 pm
Oh, I thought you meant worldgen. Well, immobile creatures reproduce in worldgen, can't vouch for ingame. Keep doing science, looks like tests are supporting your hypothesis. Try doing cats and dogs at once, so you can test 2 variables, and wait about 5 years.

I guess you had to throw the "Maybe IMMOBILE just slows down breeding" card didn't you :P but 5 years is a bit harsh, and the mod Im making would be crippled without those producers making valuable shaping material for so long.

argh im tired of doing science on this matter and will just accept my own findings, I just pasture the male in a 1x1 pasture and pretend it can't move.

I have other !!SCIENCE!! that must be done (this bloody mod is making a mad scientist out of me, so many new methods I've been trying. Most failed, but they had to be tried)

Next testing:
Material Emissions (two different materials at once?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 16, 2012, 10:57:42 pm
Simply give them a syndrome with speed_percentage_change:1. They dont move much then ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 16, 2012, 11:03:56 pm
Simply give them a syndrome with speed_percentage_change:1. They dont move much then ;)
True that works for my Giant rat spawners (slowly crawl across the map, power spawning feral rats on it's way out, unless something gets it's attention then it stay, spawning more and more...)

But these Servant Minds have incredible magic cpacities, and have a large arsonal of spells to protect themselves (Ice Shards, Searer (cluster F**k of fireballs), Slow, and they can also boost the healing rate of nearby creations (player made)) if they are slower they won't be able to cast as often right? (this is excluding FREE_ACTION)

I'll make a cage like workshop that is 3x3 with the middle walkable and the work location all around the outside, so you can build it right on the SM. call it a servant platform.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on May 16, 2012, 11:05:16 pm
Simply give them a syndrome with speed_percentage_change:1. They dont move much then ;)
It would slow them down significantly, though the slowest speed you can get with that is 99, so about 1/10 the speed of the average dwarf. Also rather then using a syndrome just give them something like [SPEED:10000] and you can probably actually get slower speeds that way.

Also yeah, having a slower speed will result in less attacks/spells being cast.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 16, 2012, 11:14:18 pm
Yea thats what I don't want, they have to be like an organic super computer, using magic currents to control machiery (in this case activating the Micro organisms inside the beetles so they can process plant matter, into magically charged essence.) Might make them power some golem creatures (first form is IMMOBILE and gets transformed into a version that lacks the tag, allowing movement. Or something that makes them stop and go, needing charging from a SM)

Shame creatures can't make power for things like rollers for minecarts and stuff (maybe Toady should put GEN_POWER back in and give it that function :P)

But I have a great list of Creations and spells to make, not to mention a way to control what your shaper can make from essence. (Since every creation has a different purpose) also fractions, and fully controllable creations...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 16, 2012, 11:16:31 pm
Sorry to ask, but what are you writing this for ? It does not quite sound like Regeneration to me, and you said you lost most of your work on that... so for what mod is this ? It sounds beautifully complex.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 16, 2012, 11:25:46 pm
I'll PM you it, It is a really big project. And I mentioned what it was about in a few other places, but still trying to keep it top secret :P
Remember all those questions about spawners :P

Also Regeneration, might have it's self regenerated one day, right now just looking at it gets me frustrated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on May 17, 2012, 12:02:22 am
I'll PM you it, It is a really big project. And I mentioned what it was about in a few other places, but still trying to keep it top secret :P
Remember all those questions about spawners :P
Sounds sort of geneforge-esque to me, what with shapers and fully controllable creations. :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 17, 2012, 12:09:17 am
I'll PM you it, It is a really big project. And I mentioned what it was about in a few other places, but still trying to keep it top secret :P
Remember all those questions about spawners :P
Sounds sort of geneforge-esque to me, what with shapers and fully controllable creations. :P
Shhhhh.... :P its a secret lol, Yea it's kinda a pain in the ass. I'm merging like 3 spawning ideas into one Mod just to get GF into DF
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Naryar on May 17, 2012, 10:09:22 am
Having a few issues with creating an actual frost breath for 0.34 for my frost wraith demons. By "actual frost breath" I mean "actually cold material which damages tissues via cold damage and not some sad symptome placeholder"

Here are the relevant raws.
Code: [Select]
[HOMEOTHERM:9500]
   [CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath frost]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_VAPOR_FLOW]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
   [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
           [STATE_NAME:ALL_SOLID:ice]
             [STATE_ADJ:ALL_SOLID:ice]
             [STATE_NAME:LIQUID:freezing liquid]
             [STATE_ADJ:LIQUID:freezing liquid]
             [STATE_NAME:GAS:cold]
             [STATE_ADJ:GAS:cold]
             [PREFIX:NONE]
     [SYNDROME]
          [SYN_NAME:frostbite]
[SYN_CONTACT]
          [SYN_AFFECTED_CLASS:GENERAL_POISON]
        [SYN_IMMUNE_CREATURE:FROST_WRAITH:ALL]
[SYN_IMMUNE_CREATURE:BLIZZARD_MAN:ALL]
          [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:100:END:200]
[CE_NUMBNESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:100:END:200]
   [SELECT_MATERIAL:LOCAL_CREATURE_MAT:POISON]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:5000]
[IF_EXISTS_SET_BOILING_POINT:10000]
[MAT_FIXED_TEMP:9500]
   [SELECT_MATERIAL_ALL]
[COLDDAM_POINT:NONE]

All of it seems to work, the creature spits liquid which should be very cold, the liquid covers the target, but despite exposition to multiple breaths no cold damage has EVER been observed on frogmen and gazelle test creatures. Only damage is the syndrome - which is supposed to be the different effects of frost on living flesh, other than just plain damage.

Also, the breath's not freezing water as well. Water covering on the frost wraith is turning to ice however, but that's due to low homeotherm. And they sometimes die by being encased in ice when plunged into water.

Edit : HAHAHA now it just drowned despite being made of ice and having no lungs. Seems I forgot NOBREATHE  :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 17, 2012, 10:21:41 am
Errorlog that I got from your code:
REBEL:Unrecognized Creature Token: COLDDAM_POINT
REBEL:Unrecognized Creature Token: HEATDAM_POINT
REBEL:Unrecognized Creature Token: IGNITE_POINT
REBEL:Unrecognized Creature Token: IF_EXISTS_SET_MELTING_POINT
REBEL:Unrecognized Creature Token: IF_EXISTS_SET_BOILING_POINT
REBEL:Unrecognized Creature Token: MAT_FIXED_TEMP
REBEL:Unrecognized Creature Token: SELECT_MATERIAL_ALL
REBEL:Unrecognized Creature Token: COLDDAM_POINT

Define your material stats in the  [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]

Try:
Code: [Select]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
           [STATE_NAME:ALL_SOLID:ice]
             [STATE_ADJ:ALL_SOLID:ice]
             [STATE_NAME:LIQUID:freezing liquid]
             [STATE_ADJ:LIQUID:freezing liquid]
             [STATE_NAME:GAS:cold]
             [STATE_ADJ:GAS:cold]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[MAT_FIXED_TEMP:9500]
[MELTING_POINT:5000]
[BOILING_POINT:10000]
             [PREFIX:NONE]
     [SYNDROME]
          [SYN_NAME:frostbite]
[SYN_CONTACT]
          [SYN_AFFECTED_CLASS:GENERAL_POISON]
        [SYN_IMMUNE_CREATURE:FROST_WRAITH:ALL]
[SYN_IMMUNE_CREATURE:BLIZZARD_MAN:ALL]
          [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:100:END:200]
[CE_NUMBNESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:100:END:200]

EDIT:
in the arena I got the same thing as you (no frostbite damage) but that could be due to the arena being supper hot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Naryar on May 17, 2012, 10:32:06 am
OK, i did changed the material definitions as you said. I'll see if it works.

EDIT: Yeah, the frost breath quickly seems to become not so cold as it becomes gaseous "cold" rather than liquid "freezing liquid" and "cold" is actually over 10000°U.

Maybe I should make it EVEN colder !
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 17, 2012, 10:49:53 am
OK, i did changed the material definitions as you said. I'll see if it works.

EDIT: Yeah, the frost breath quickly seems to become not so cold as it becomes gaseous "cold" rather than liquid "freezing liquid" and "cold" is actually over 10000°U.

Maybe I should make it EVEN colder !
Maybe higher densities and molar_mass?

does heavier/thicker materials gain heat slower?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Naryar on May 17, 2012, 11:00:13 am
Does molar mass even has an use right now ?

I may try and play with specific heat values.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 17, 2012, 12:13:34 pm
Better drop this here too:
I want to force a certain amount of items that can be worn an a person at a time (no 300 socks on one foot, or a shirt and a tunic)

I did fairly exstensive use of the search function, I found one explaination on how they work by "Rephikul" here (http://www.bay12forums.com/smf/index.php?topic=99899.msg2945816#msg2945816) But I cannot follow how it was explained are farther confuses me (I even posted in there a long time ago)

Others I found where:
http://www.bay12forums.com/smf/index.php?topic=103334.msg3055975#msg3055975 (http://www.bay12forums.com/smf/index.php?topic=103334.msg3055975#msg3055975) - not very helpful
http://www.bay12forums.com/smf/index.php?topic=76582.msg1947859#msg1947859 (http://www.bay12forums.com/smf/index.php?topic=76582.msg1947859#msg1947859) - not very helpful either, Rephikul posted here as well

I want to make it so that soldiers can wear:
Helm + mask + hood (head)
Breastplate + mail + leather armor + clothing item (shirt or tunic)(upperbody)
Gloves and gauntlets (hands)
Belt + pants + leggings (leather or chain) + greaves (lowerbody)
Socks + boots/shoes (this one is easy use of SHAPED tag on boots/shoes, but to stop 5 pairs of socks is an issue)

I don't want any excess of these items on one creature (wears 60 belts at once)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on May 17, 2012, 04:13:33 pm
The way that the wearing armor system currently works is that every piece of armor has two defining characteristics, LAYER_SIZE and LAYER_PERMIT. SIZE determines how large a piece of armor is for determining if you can wear it (as well as a bunch of other stuff like weight). PERMIT determines how much SIZE can be on below the part.

For example Lets say that you wear a shirt. The game then looks at the shirt and says that it is size 10 so and there are currently no limits on what you can wear so you can wear it. Now lets say you try to put on a mail shirt. The game then says "What are you currently wearing?" 1 Shirt. Shirts have size 10 so you are currently wearing on your upper body a total amount of 10. Mail shirts have a LAYER_PERMIT of 50, and 50>10 so you can wear it. Then you try to put on a breastplate. Now it adds up the SIZE of both the mail shirt and the shirt. 10+15=25. Once again 50 (LAYER_PERMIT of a breastplate) is > 25, so it lets you wear the breastplate. If ever the total of the LAYER_SIZE on a given body part is higher then the PERMIT of a part you are putting on top then it won't let you wear that piece of armor.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 17, 2012, 04:30:08 pm
If Shirts, cloaks/capes, breastplates, mailshirts and leather armor. all had the same LAYER_PERMIT, but all together added up to it then I could wear them all at once?

LAYER_PERMITS all == 50
LAYER_SIZES:
Shirt = 5
Leather Armor = 10 (total 15)
Mail shirt = 10 (25)
Breastplate = 10 (35)
cloak/cape = 10 (45)

they could all be worn? and there is room for a second shirt?

but if I restrict Shirts to have the same size and permit I would onlt be allowed 1 on? but leaveing the other Permits at 50 will still let me wear the others?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 17, 2012, 04:32:22 pm
I think that the lowest permit is what determines if you can put on another piece of armor.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 17, 2012, 04:42:49 pm
hmm... trying to get my clothing setup might be harder then I thought. I want to avoid the possiblity of "over bundling/spamming" one thing (100 shirt armor, so much cloth cotten candy has trouble getting through) Kindof a item slot setup.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on May 17, 2012, 06:41:27 pm
For entities, does [LAYER_LINKED] conflict with regular placement tokens, like the biome and site commands? My intent is to just make the civ itself be hidden like the regular crude civilzations, but still maintain many regular civ aspects.

Also, is it possible to control what kind of structures a civ builds?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MHpersonalDwarf on May 17, 2012, 08:44:23 pm
Dragon civilizations spring up. They aren't entities. Entering the territory/playing as one crashes the game. They're ponies, bite me. I'm new at this, just practicing.
My entity file (one civilization that, as far as I know, has absolutely NOTHING to do with it omitted)
Code: [Select]
[ENTITY:GRIFFON]
[INDIV_CONTROLLABLE]
[CREATURE:GRIFFON]
[TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_MASK:RARE]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_THONG:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[TOOL:ITEM_TOOL_CAULDRON]
[TOOL:ITEM_TOOL_LADLE]
[TOOL:ITEM_TOOL_BOWL]
[TOOL:ITEM_TOOL_MORTAR]
[TOOL:ITEM_TOOL_PESTLE]
[TOOL:ITEM_TOOL_KNIFE_CARVING]
[TOOL:ITEM_TOOL_KNIFE_BONING]
[TOOL:ITEM_TOOL_KNIFE_SLICING]
[TOOL:ITEM_TOOL_KNIFE_MEAT_CLEAVER]
[TOOL:ITEM_TOOL_FORK_CARVING]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_POUCH]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:WAR:512]
[ART_FACET_MODIFIER:FANCIFUL:640]
[ART_FACET_MODIFIER:OWN_RACE:512]
[ADVENTURE_TIER:2]
[FRIENDLY_COLOR:7:0:1]
[UNDEAD_CANDIDATE]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_GRASSLAND]
[START_BIOME:ANY_SAVANNA]
[START_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_OCEAN:12]
[BIOME_SUPPORT:ANY_LAKE:3]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:4]
[MERCHANT_NOBILITY]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SUMMER]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:1]
[MAX_POP_NUMBER:1000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[WORLD_CONSTRUCTION:WALL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_NO_REPERCUSSIONS]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:APPALLING]
[ETHIC:TORTURE_ANIMALS:SHUN]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:PUNISH_SERIOUS]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[WILL_ACCEPT_TRIBUTE]
[VARIABLE_POSITIONS:ALL]
[BUILDS_OUTDOOR_TOMBS]
[BANDITRY:10]
[STONE_SHAPE:OVAL_CABOCHON]
[STONE_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:CUSHION_CABOCHON]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:ROUND_CABOCHON]
[GEM_SHAPE:CUSHION_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[GEM_SHAPE:TABLE_CUT_GEM]
[GEM_SHAPE:SINGLE_CUT_GEM]
[GEM_SHAPE:ROSE_CUT_GEM]
[GEM_SHAPE:BRIOLETTE_CUT_GEM]

[ENTITY:PONY]
[CREATURE:MAGIC_PONY]
[MAX_STARTING_CIV_NUMBER:1]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:100]
[CIV_CONTROLLABLE]
[ADVENTURE_TIER:1]
[INDIV_CONTROLLABLE]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_GRASSLAND]
[START_BIOME:ANY_SAVANA]
[START_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[TOY:ITEM_TOY_MINIFORGE]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:ARTIFICE]
[SELECT_SYMBOL:REMAINING:EARTH]
[SELECT_SYMBOL:ALL:PEACE]
[SELECT_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[INDOOR_WOOD]
[INDOOR_FARMING]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:64]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:64]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:64]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:384]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]
[RELIGION:PANTHEON]
[SPHERE_ALIGNMENT:SUN:512]
[SPHERE_ALIGNMENT:MOON:512]
[SPHERE_ALIGNMENT:EARTH:512]
[SPHERE_ALIGNMENT:HAPPINESS:512]
[SPHERE_ALIGNMENT:SKY:512]
[SPHERE_ALIGNMENT:FESTIVALS:512]
[ART_FACET_MODIFIER:GOOD:2560]
[ART_FACET_MODIFIER:OWN_RACE:7000]
[ART_FACET_MODIFIER:EVIL:512]
[ART_FACET_MODIFIER:FANCIFUL:1000]
[ACTIVE_SEASON:AUTUMN]
[SIEGER]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MAKE_PEARLASH]
[PERMITTED_REACTION:MAKE_PLASTER_POWDER]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:NICKEL_SILVER_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
[PERMITTED_REACTION:ADAMANTINE_WAFERS]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[WORLD_CONSTRUCTION:WALL]
[WILL_ACCEPT_TRIBUTE]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]
[ETHIC:KILL_NEUTRAL:ONLY_IF_SANCTIONED]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_SERIOUS]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:PUNISH_SERIOUS]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:PUNISH_CAPITAL]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:APPALLING]
[ETHIC:MAKE_TROPHY_SAPIENT:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:MISGUIDED]
[LAND_HOLDER_TRIGGER:1:20:10000:100000]
[LAND_HOLDER_TRIGGER:2:20:20000:200000]
[LAND_HOLDER_TRIGGER:3:20:30000:300000]
[POSITION:MONARCH]
[NAME_MALE:prince:princes]
[NAME_FEMALE:princess:princesses]
[NUMBER:1]
[SPOUSE_MALE:prince consort:princes consort]
[SPOUSE_FEMALE:princess consort:princesses consort]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[SPECIAL_BURIAL]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:5]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[ALLOWED_CREATURE:ALICORN]
[POSITION:GENERAL]
[NAME:general:generals]
[NUMBER:1]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:MONARCH]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:LIEUTENANT:ALL]
[PRECEDENCE:50]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:1]
[POSITION:LIEUTENANT]
[NAME:lieutenant:lieutenants]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[COMMANDER:CAPTAIN:ALL]
[PRECEDENCE:100]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[MILITARY_SCREEN_ONLY]
[POSITION:CAPTAIN]
[NAME:captain:captains]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[PRECEDENCE:190]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1]
[REQUIRED_BEDROOM:1]
[REQUIRED_DINING:1]
[MILITARY_SCREEN_ONLY]
[POSITION:MILITIA_COMMANDER]
[NAME:militia commander:militia commanders]
[SITE]
[NUMBER:1]
[SQUAD:10:militia-dwarf:militia-dwarves]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:MILITIA_CAPTAIN:ALL]
[PRECEDENCE:120]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:MILITIA_CAPTAIN]
[NAME:militia captain:militia captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia-dwarf:militia-dwarves]
[APPOINTED_BY:MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:SHERIFF]
[NAME:sheriff:sheriffs]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REPLACED_BY:CAPTAIN_OF_THE_GUARD]
[PRECEDENCE:130]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[POSITION:CAPTAIN_OF_THE_GUARD]
[NAME:captain of the guard:captains of the guard]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[SQUAD:10:fortress guard:fortress guards]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REQUIRES_POPULATION:50]
[PRECEDENCE:105]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[POSITION:EXPEDITION_LEADER]
[NAME:expedition leader:expedition leaders]
[SITE]
[NUMBER:1]
[REPLACED_BY:MAYOR]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:MAYOR]
[NAME:mayor:mayors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[REQUIRES_POPULATION:50]
[RULES_FROM_LOCATION]
[ELECTED]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[POSITION:MANAGER]
[NAME:manager:managers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:160]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:CHIEF_MEDICAL_DWARF]
[NAME:head doctor:head doctors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BROKER]
[NAME:broker:brokers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BOOKKEEPER]
[NAME:bookkeeper:bookkeepers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:ACCOUNTING]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:180]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:OUTPOST_LIAISON]
[NAME:outpost liaison:outpost liaisons]
[NUMBER:1]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:80]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:DIPLOMAT]
[NAME:diplomat:diplomats]
[NUMBER:1]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:70]
[DO_NOT_CULL]
[COLOR:7:0:1]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:DUKE]
[NAME_MALE:duke:dukes]
[NAME_FEMALE:duchess:duchesses]
[SPOUSE_MALE:duke consort:dukes consort]
[SPOUSE_FEMALE:duchess consort:duchesses consort]
[SITE]
[LAND_HOLDER:3]
[LAND_NAME:a duchy]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:20]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:5]
[MANDATE_MAX:3]
[REQUIRED_BOXES:5]
[REQUIRED_CABINETS:3]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:2500]
[REQUIRED_BEDROOM:2500]
[REQUIRED_DINING:2500]
[REQUIRED_TOMB:2500]
[POSITION:COUNT]
[NAME_MALE:count:counts]
[NAME_FEMALE:countess:countesses]
[SPOUSE_MALE:count consort:counts consort]
[SPOUSE_FEMALE:countess consort:countesses consort]
[SITE]
[LAND_HOLDER:2]
[LAND_NAME:a county]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[REPLACED_BY:DUKE]
[PRECEDENCE:30]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[MANDATE_MAX:2]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[REQUIRED_TOMB:1500]
[POSITION:BARON]
[NAME_MALE:baron:barons]
[NAME_FEMALE:baroness:baronesses]
[SPOUSE_MALE:baron consort:barons consort]
[SPOUSE_FEMALE:baroness consort:baronesses consort]
[SITE]
[LAND_HOLDER:1]
[LAND_NAME:a barony]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[REPLACED_BY:COUNT]
[PRECEDENCE:40]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[REQUIRED_TOMB:500]
[POSITION:CHAMPION]
[NAME:champion:champions]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:BUILD_MORALE]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:65]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[DO_NOT_CULL]
[COLOR:7:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[POSITION:HAMMERER]
[NAME:hammerer:hammerers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:EXECUTIONS]
[EXECUTION_SKILL:HAMMER]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:150]
[DO_NOT_CULL]
[COLOR:0:0:1]
[DUTY_BOUND]
[POSITION:FORCED_ADMINISTRATOR]
[NAME:administrator:administrators]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[COLOR:5:0:0]
[MANDATE_MAX:2]
[DEMAND_MAX:3]
[PRECEDENCE:65]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MEET_WORKERS]
[TISSUE_STYLE:HAIR]
[TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
[TISSUE_STYLE:SIDEBURNS]
[TS_PREFERRED_SHAPING:STANDARD_SIDEBURNS_SHAPINGS]
[TISSUE_STYLE:MOUSTACHE]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:STANDARD_MOUSTACHE_SHAPINGS]
[TISSUE_STYLE:BEARD]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:STANDARD_BEARD_SHAPINGS]

See the creatures' file in the next (sorry) post.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MHpersonalDwarf on May 17, 2012, 08:45:31 pm
Terribly sorry for the double-post. The raws wouldn't fit in one post.

The creatures file. The creature immediately after the last are the dragons. They are unchanged.
Code: [Select]
[CREATURE:GRIFFON]
[DESCRIPTION:A creature with an upper body of an eagle and lower body of a lion. Beware it's powerful wings!]
[NAME:griffon:griffons:griffon]
[CASTE_NAME:griffon:griffons:griffon]
[CREATURE_TILE:'G'][COLOR:6:0:1]
[PETVALUE:1000]
[PREFSTRING:size]
[CANOPENDOORS]
[NATURAL]
[FLIER]
[EQUIPS]
[INTELLIGENT]
[LARGE_ROAMING]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:ANY_TROPICAL_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SHRUBLAND_TROPICAL]
[BODY:GRIFFON:TAIL:2EYES:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:BILL:TONGUE:GENERIC_TEETH:RIBCAGE:2WINGS:EYELIDS:CHEEKS:4TOES:4FINGERS]
[MOUNT]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:60000]
[BODY_SIZE:1:0:300000]
[BODY_SIZE:2:0:600000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:100:150]
[ATTACK:CLAW:BODYPART:BY_CATEGORY:HAND]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_CANLATCH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:PUNCH:BODYPART:BY_CATEGORY:HAND]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[ATTACK:KICK:BODYPART:BY_CATEGORY:PAW]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[CHILD:15][GENERAL_CHILD_NAME:griffon child:griffon children]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]

[CREATURE:MAGIC_PONY]
[NAME:magical pony:magical ponies:magical pony]
[PETVALUE:1000]
[PREFSTRING:horns]
[PREFSTRING:magic]
[PREFSTRING:mythology]
[INTELLIGENT]
[DESCRIPTION:A magical horselike creature, often with a singular horn or wings. Beware their magic!]
[EQUIPS]
[CANOPENDOORS]
[NATURAL]
[COLOR:0:0:1]
[LARGE_ROAMING]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:ANY_TROPICAL_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SHRUBLAND_TROPICAL]
[MOUNT]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:MAGIC_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:60000]
[BODY_SIZE:1:0:300000]
[BODY_SIZE:2:0:600000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[CHILD:15][GENERAL_CHILD_NAME:pony foal:pony foals]
[DIURNAL]
[MAXAGE:100:150]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[CASTE:FEMALE_UNICORN]
[CASTE_NAME:unicorn:unicorns:unicorn]
[CASTE_TILE:'U']
[CASTE_SOLDIER_TILE:Ü]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[BODY:QUADRUPED_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:HEAD_HORN:EYELIDS:CHEEKS:GOOD_MAGIC:CUTIEMARKS]
[ATTACK:BITE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:stab:stabs]
[ATTACK_CONTACT_PERC:5]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[EBO_ITEM:ITEM_WEAPON_HORN:INORGANIC]
[CASTE:MALE_UNICORN]
[CASTE_NAME:unicorn:unicorns:unicorn]
[CASTE_TILE:'U']
[CASTE_SOLDIER_TILE:Ü]
[MALE]
[BODY:QUADRUPED_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:HEAD_HORN:EYELIDS:CHEEKS:GOOD_MAGIC:CUTIEMARKS]
[ATTACK:BITE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:stab:stabs]
[ATTACK_CONTACT_PERC:5]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[EBO_ITEM:ITEM_WEAPON_HORN:INORGANIC]
[CASTE:MALE_PEGASUS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[CASTE_NAME:pegasus:pegasi:pegasus]
[CASTE_TILE:'P']
[MALE]
[FLIER]
[BODY:QUADRUPED_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:2WINGS:EYELIDS:CHEEKS:GOOD_MAGIC:CUTIEMARKS]
[NOFEAR]
[CASTE:FEMALE_PEGASUS]
[CASTE_NAME:pegasus:pegasi:pegasus]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[CASTE_TILE:'P']
[FEMALE]
[FLIER]
[BODY:QUADRUPED_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:2WINGS:EYELIDS:CHEEKS:GOOD_MAGIC:CUTIEMARKS]
[NOFEAR]
[CASTE:FEMALE_EARTH_HORSE]
[CASTE_NAME:pony:ponies:pony]
[CASTE_TILE:'H']
[FEMALE]
[CAVE_ADAPT]
[MULTIPLE_LITTER_RARE]
[BODY:QUADRUPED_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:EYELIDS:CHEEKS:GOOD_MAGIC:CUTIEMARKS]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++
[CASTE:MALE_EARTH_HORSE]
[CASTE_NAME:pony:ponies:pony]
[CASTE_TILE:'H']
[MALE]
[CAVE_ADAPT]
[BODY:QUADRUPED_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:EYELIDS:CHEEKS:GOOD_MAGIC:CUTIEMARKS]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++
[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
    [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:GREEN:1:MINT_GREEN:1:ASH_GRAY:1:EMERALD:1:SEA_GREEN:1:OCHRE:1:PALE_BROWN:1:DARK_GREEN:1:AQUAMARINE:1:MAUVE_TAUPE:1:FUCHSIA:1:LAVENDER_BLUSH:1:HELIOTROPE:1:VIOLET:1:PERIWINKLE:1:BLUE:1:LAVENDER:1:BUFF:1:YELLOW:1:RED:VERMILION:1:MAROON:1:RUSSET:1:AQUA:1:SKY_BLUE:1:BLUE:1:AMBER:1:WHITE:1:PEACH:1:ORANGE:1:PINK:1:PLUM:1:SPRING_GREEN:1:COBALT:1:DARK_CHESTNUT:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BLACK:1:GREEN:1:MINT_GREEN:1:ASH_GRAY:1:EMERALD:1:SEA_GREEN:1:OCHRE:1:PALE_BROWN:1:DARK_GREEN:1:AQUAMARINE:1:MAUVE_TAUPE:1:FUCHSIA:1:LAVENDER_BLUSH:1:HELIOTROPE:1:VIOLET:1:PERIWINKLE:1:BLUE:1:LAVENDER:1:BUFF:1:YELLOW:1:RED:1:VERMILION:1:MAROON:1:RUSSET:1:AQUA:1:SKY_BLUE:1:BLUE:1:AMBER:1:WHITE:1:PEACH:1:ORANGE:1:PINK:1:PLUM:1:SPRING_GREEN:1:COBALT:1:DARK_CHESTNUT:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_GOLD:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_GREEN:1:IRIS_EYE_YELLOW:1:IRIS_EYE_VERMILION:1:IRIS_EYE_ORANGE:1:IRIS_EYE_FUCHSIA:1:IRIS_EYE_BLUE:1:IRIS_EYE_COBALT:1:IRIS_EYE_PINK:]
[TLCM_NOUN:eyes:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:CUTIE]
[TL_COLOR_MODIFIER:GEMS:1]
[TLCM_NOUN:cutie mark:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]

[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]

[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]

[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 17, 2012, 08:53:26 pm
LAYER_LINKED makes them a cavern civ. And live in the caves making small camps. YOu can also give them progress tiggers and active seasons, so that AMBUSHER and SIEGER work (note ambushing and sieging cave civs, bring a crapton of soldiers. Due to noone else killing them off)

And the only control of stuctures built is what their Default sites are

EDIT:
@MH
did you make sure the Fanciful GRIFFIONS have been removed? could be a dupelcate entry, also did you check your errorlog?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MHpersonalDwarf on May 17, 2012, 09:02:54 pm
Hugo,

Completely forgot about the fanciful Griffon creature. Looks like everything's working right. The error logs didn't say anything about it, although it may have been lost in my shoddy editing of other raws. Thanks a lot, I probably never would have even remembered the griffon in the fanciful file.

EDIT: although, I did have a laugh when I embarked with dragon peasants who couldn't do anything because they were "too injured"

Cheers!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 17, 2012, 09:13:39 pm
No problem
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Paramatter on May 17, 2012, 11:06:11 pm
I didn't find anything with the search, but if you transform a tame creature into another kind of animal will it still be tame?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 17, 2012, 11:08:30 pm
If the new creature has a PET or PET_EXOTIC tag, then yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 17, 2012, 11:10:24 pm
Yes it will be, I have done exstensive reasearch with this subject. Just never posted the findings.

Acually I had made a research fortress and posted partial results there in the comunity games and stories. It was about dogs giving birth to Non pet intelligent dwarves that could do all labors (even have them assigned) but had an oddity of not being able to join the army unless something notable was done by them

If you want to know more PM

Edit:
Wrong incorrrect meph, if the creature has a <tame> it, that will never go away. and entity members that are PETs and give birth to normal entity members will have a <tame> at the end. Altho they are not treated as animals
Edit2:
also meph does your transformed dwarves into golems get a <tame> tag or simply a "stray" added to the beginning?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 18, 2012, 12:35:22 am
Stray. And strictly speaking my post was correct, they have the tame tag, if the transformed creature has a PET or PET_EXOTIC TAG. I simply did not state that they also have this, when the tags are missing :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tirion on May 18, 2012, 02:19:48 am
If my interaction_secret.txt looks like this:
Spoiler (click to show/hide)

Does it mean that all necromancers in a world I generate will also learn to hurl fireballs?

Or do I need to move that file to raws/objects, and set number of secrets to 0 in worldgen so only that one will appear, and no randomly generated ones?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 18, 2012, 09:37:30 am
The latter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 18, 2012, 09:40:57 am
Stray. And strictly speaking my post was correct, they have the tame tag, if the transformed creature has a PET or PET_EXOTIC TAG. I simply did not state that they also have this, when the tags are missing :P
Well played sir, well played :P

EDIT:
also how can I get a soil layer type not to show up as a soil layer? I'm trying to make special "ore/stone hearts" that when dug out allow you to gather up the ore, but it must be processed. which always doesn't yeild the ore, making all the transporting of the harvested stone all more the harder.

But right now I have an enitre soil layer of Hemitie heart.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 18, 2012, 11:20:56 am
You cant. I tried. You can make a stone cluster from a material that evaporates and has the same name as your wanted mat, and then add the wanted mat that drops stones as a small_cluster into the big cluster, with environment_spec:mat_name.

I did that with my cave fungus, remember ? Cave fungus leaves only slime, but some small cluster of cave fungus leave a solid rock that can be made into cheese. Works.

Btw, Soil, Sand and Clay loose their abilities as soil sand and clay when they are not in the soil layer. I tried deep clusters of sand and clay, but you cant make farms, or collect sand/clay on them. -.-
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 18, 2012, 11:40:45 am
You cant. I tried. You can make a stone cluster from a material that evaporates and has the same name as your wanted mat, and then add the wanted mat that drops stones as a small_cluster into the big cluster, with environment_spec:mat_name.

I did that with my cave fungus, remember ? Cave fungus leaves only slime, but some small cluster of cave fungus leave a solid rock that can be made into cheese. Works.

Btw, Soil, Sand and Clay loose their abilities as soil sand and clay when they are not in the soil layer. I tried deep clusters of sand and clay, but you cant make farms, or collect sand/clay on them. -.-
Oh... I was hoping to do a "clay collection" on them. I guess I can make it a special stone/gem that can be used to create more with a very low chance of success. I knew about the cave fungi stone type, I just wanted something that when you find it, you have to haul the shit outta it just to get it where you want it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on May 18, 2012, 12:51:41 pm
I'm currently trying to figure out how to mod in a new smelter-or-kiln reaction that allows the conversion of bones into purified calcium carbonate, in the form of calcite.  The reaction would be loosely based on real world chemistry through the reaction of calcium phosphate (the primary mineral component in bone) with potassium carbonate (potash).

My goal with this small mod to the RAWs is to have an alternative method of obtaining flux material on embarks that are abundant in iron ores but also completely lacking in flux stone (this happens to me quite often).

The basic structure of the reaction would look like this

[REACTION:SMELT_BONES]
     [NAME:carbonate bones to flux]
     [BUILDING:SMELTER:NONE]  - could also be kiln, or any other workshop really
     [FUEL]
     [REAGENT:A:1:BAR:NONE:POTASH:NONE]
     [REAGENT:B:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
     [PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:CALCITE]
     [SKILL:SMELT]

My question is:
Is the Reagent tag for bone in the above reaction correct?  I've never made a reagent field whose Item and Material tokens were both NONE:NONE with only a specials modifier to denote the proper material to use, and for bone I'm assuming the [ANY_BONE_MATERIAL] modifier is the right one to use.

Or do I need to use the [ANY_RAW_MATERIAL] tag for the item token?  I'm not sure if bone stacks fall into this category or not.

If this works I might consider alternative reactions using shell and egg as inputs, as they are renewable biological sources of calcium as well.

Thank you for any help
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 18, 2012, 01:06:05 pm
It will grab anything made from bone (crafts, raw bone, funriture, totems, armor, etc) if it's bone, it goes

If you did
[REAGENT:B:CORPSEPIECE:NONE:NONE:NONE][ANY_BONE_MATERIAL]

then it should only grab stacks of bones, but remember it will eat a single bone, or a stack of 99 the same, and only give your desired PRODCUT
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on May 18, 2012, 01:15:53 pm
Thanks Hugo, that is exactly the info I was looking for.

I assume I would need to use the same approach for a reaction using shells (seashells). 

[REAGENT:B:CORPSEPIECE:NONE:NONE:NONE][ANY_SHELL_MATERIAL]



Eggs are easier I think,

[REAGENT:A:20:EGG:NONE:NONE:NONE]

unless I am mistaken
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 18, 2012, 01:21:03 pm
Yup those would both work

the second one would take any EGG item reguardless of material. But how often do modders make EGGs out of other materials? (none that i've seen yet :P)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 18, 2012, 03:07:57 pm
I do :) HA!

Inedible egg goes in, edible boiled egg comes out. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 18, 2012, 04:50:16 pm
Okay, I have a few questions:

1. How do I make a ranged weapon propel enemies away? I have my test weapon able to fling goblins or smaller enemies away, but nothing larger.
2.How do I make an effective way to make food for my adventurer? I've tried a few times but I keep failing...
3.How do I make a reaction use a waterskin? I have a reaction to make drinks, but I have it using barrels and they get heavy when they are full of mead and such.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 18, 2012, 05:09:18 pm
Yup those would both work

the second one would take any EGG item reguardless of material. But how often do modders make EGGs out of other materials? (none that i've seen yet :P)
I do :) HA!

Inedible egg goes in, edible boiled egg comes out. :)
I am corrected, And I also forgot :P

@Sanure
1. Make the ammo do a large contact area, and the ranged weapon have a insanely high SHOOT_FORCE and MAX_VELOCITY
2. Sharp weapon/object and butcher?
3. item id your looking for is FLASK

Spoiler (click to show/hide)
Pic that one apart for answer 3
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 18, 2012, 05:41:10 pm
@Sanure
1. Make the ammo do a large contact area, and the ranged weapon have a insanely high SHOOT_FORCE and MAX_VELOCITY
2. Sharp weapon/object and butcher?
3. item id your looking for is FLASK

Spoiler (click to show/hide)
Pic that one apart for answer 3

Thanks, a few more questions:

1.How would I make a processed food out of gathered plants and water?
2.With the ranged weapon (which I called Rail-gun, I know unoriginal) do I need to go higher with the Force and Velocity?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 18, 2012, 05:53:04 pm
Your shoot force might be overflowing, turning negative then defaulting back to 1000?

You must remember they are only 4bytes of data so  (−2,147,483,648 to 2,147,483,647) is probally the highest/lowest you can safely go

As for processed food, if you mean :FOOD item id, then no. Products using a FOOD:ITEM_FOOD_XXXX don't seem to work very well, it's like jamming a CORPSE or CORPSEPIECE into the product line. Just not gonna happen

You can however, make a non_exsistant creature that has a meat material called "processed xxxx" then make a reaction like this:

Spoiler (click to show/hide)

That reaction will need to be tweaked to how you really want it to work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 18, 2012, 06:04:32 pm
@Hugo_The_Dwarf
 Thanks Again ;D I am now going to test the new modifications. I'll report back after the tests
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Naryar on May 18, 2012, 06:27:55 pm
Has anyone successfully attempted to mod in magma breath ? Trying to make my obsidian colossus spit molten obsidian, doesn't work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 18, 2012, 07:43:06 pm
Wouldn't doing a CDI:MATERIAL:INORGANIC:OBSIDIAN:TRAILING_VAPOR_FLOW do the trick? or does Obsidian lack a melting temp?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on May 18, 2012, 10:16:37 pm
LAYER_LINKED makes them a cavern civ. And live in the caves making small camps. YOu can also give them progress tiggers and active seasons, so that AMBUSHER and SIEGER work (note ambushing and sieging cave civs, bring a crapton of soldiers. Due to noone else killing them off)

And the only control of stuctures built is what their Default sites are


Do the site tokens conflict with [LAYER_LINKED]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 18, 2012, 10:21:07 pm
Site tokens are ignored. There is no way they can build underground.

Now I haven't tried adding any SITE stuff. Unless you mean:
   [MAX_STARTING_CIV_NUMBER:100]
   [MAX_POP_NUMBER:10000]
   [MAX_SITE_POP_NUMBER:120]
these i'm sure still work, I could be wrong.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 18, 2012, 10:30:27 pm
So I tested the reaction for making meat out of plants and water. It shows up but it wont let me select the water.
I have yet to test the ranged weapon, but im getting to it soon
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 18, 2012, 10:34:40 pm
So I tested the reaction for making meat out of plants and water. It shows up but it wont let me select the water.
I have yet to test the ranged weapon, but im getting to it soon
Odd... Here have an old example from Regeneration to pick at
Spoiler (click to show/hide)

EDIT:
It worked flawlessly for me
EDIT2:
My god.. looking at that it would make 450 portions of Acid D: I must have forgot I added PRODUCT_DIMENSION:150
EDIT3:
Regeneration looks like it might crawl its way from the grave yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 18, 2012, 10:49:06 pm
So I tested the reaction for making meat out of plants and water. It shows up but it wont let me select the water.
I have yet to test the ranged weapon, but im getting to it soon
Odd... Here have an old example from Regeneration to pick at
Spoiler (click to show/hide)

EDIT:
It worked flawlessly for me
EDIT2:
My god.. looking at that it would make 450 portions of Acid D: I must have forgot I added PRODUCT_DIMENSION:150
EDIT3:
Regeneration looks like it might crawl its way from the grave yet.

If Regeneration makes a resurrection, i will definitely want to get it. On a totally unrelated note, how would i make a reaction to make a casket in adventure mode?

EDIT: So here is the raw for the water and plant into meat code:
Spoiler (click to show/hide)
I have the terrible feeling that im doing something wrong...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 18, 2012, 10:54:45 pm
I might just name it that Regneration: Resurrection :P doesn't feel right rolling off the tonge, but reading it looks cool lol

anyways Item ID "COFFIN" that is how you make coffins/caskets download Project Clockwerks (I embedded a small wiki source html manual within it, very one I"m using now. I update it when I have to use a certain wiki page over and over)

[REACTION:MAKE_MEAT_FROM_P_W]
   [NAME:make false meat]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:A:3:LIQUID_MISC:NONE:WATER]
   [REAGENT:B:1:FLASK:NONE:NONE:NONE][CONTAINS:A][PRESERVE_REAGENT]
   [REAGENT:C:1:PLANT:NONE:PLANT_MAT:NONE:PLANT] <--------------------------this. Just say PLANT:NONE:NONE:NONE
   [PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:DRAGON:MUSCLE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 18, 2012, 11:40:07 pm
I might just name it that Regneration: Resurrection :P doesn't feel right rolling off the tonge, but reading it looks cool lol

anyways Item ID "COFFIN" that is how you make coffins/caskets download Project Clockwerks (I embedded a small wiki source html manual within it, very one I"m using now. I update it when I have to use a certain wiki page over and over)
-snip-

Ok, so downloaded Project Clockwerks and checked out the small wiki source.. and i think i understand syndromes now lol. anyways, i tested the coffin and the false meat reactions and still not letting me use the water from my water skin and the coffin works. now i wonder if i can make it so that a corpse in a coffin cant be a target for necromancy
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 18, 2012, 11:49:42 pm
add a NONE after WATER:

so
[REAGENT:A:450:LIQUID_MISC:NONE:WATER:NONE]
liquid/powder_misc go my 150's unless you use a PRODUCT_DIMISION then it just acts as a multipier for whatever # you place for requirement/product

And an interaction to stop the dead from raising I think you target a corpse and add the NOT_LIVING tag.

EDIT: check your error logs too. I always do.
Run a quick arena mode just to see if everything loaded ok (and it loads all the raws and checks them)

EDIT2:
btw how you like my very crudy layout for the wiki source lol
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 19, 2012, 12:00:16 am
 :P I wondered why my Amazons wouldn't appear during world gen. I really should check the error log a lot more.
The Wiki source looks good and is easy to read, at least for me, so I think you did a good job on it.

EDIT: Somehow it brings a smile to my face when I generate a new world and see a kobold hamlet :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 19, 2012, 12:09:11 am
It's still a WIP every page but the Creature tokens are orphens (no way to get back) and someday I might finally snap and just copy the whole wiki lol

Yup errorlog is your best friend, basically every new thing I add or change has an error. It's nice to know what I screwed up :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 19, 2012, 01:11:23 am
Ok, so after a couple of test worlds: Coffins are nice, my railgun tends to cut limbs and body parts off nicely but no propulsion, and the make false meat reaction only works if i remove the water reagent. still haven't figured out the last one yet...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Naryar on May 19, 2012, 02:08:25 am
Wouldn't doing a CDI:MATERIAL:INORGANIC:OBSIDIAN:TRAILING_VAPOR_FLOW do the trick? or does Obsidian lack a melting temp?

Seems to work. Although magma doesn't condense in tiles and is yellow. Thanks anyway !
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 19, 2012, 05:46:35 am
So while I was messing around with ammo and such, I began to wonder whether I could have an ammo with a syndrome attached to it, and allow it to be made out of any material. Is this possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Greiger on May 19, 2012, 10:23:32 am
So while I was messing around with ammo and such, I began to wonder whether I could have an ammo with a syndrome attached to it, and allow it to be made out of any material. Is this possible?
Not without some fancyness and micromanagement ingame as far as I know.  You would have to make the ammo out of a materiel with the syndrome, so making the syndrome on the ammo is out.   And even then the materiel would probably have to be stable at cave temperature, but melt or boil in outside temperature, so it can become a contaminant.  And then it can only be fired from underground to a dug out open sky pit to get the necessary temperature change.

I would be pleasantly suprised if somebody would prove me wrong though.
---------------------------------------------------------------------------

I am also coming up with a bit of a problem.  I have been attempting to make some of the more useless animal byproducts have a use.  A lot of things like cartilage can currently be made into "mystery meat" which is meat from a fake critter that's meat has a small chance for a nausea and stomach pain ingested syndrome.  Good fun.

But my attempts to use feathers or scales have been coming up with a problem.  They create the item as desired but they will be perfectly happy to take the output of the previous reaction as a reagent for the next time they do it.

Code: (Reaction) [Select]
[REACTION:FEATHER_BED]
[NAME:Make a bed with cloth and feathers]
[BUILDING:CRUDE_SHOP:NONE]
[REAGENT:A:10000:CLOTH:NONE:NONE:NONE]
[REAGENT:B:1:NONE:NONE:NONE:NONE][REACTION_CLASS:FEATHER]
[PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
[SKILL:CLOTHESMAKING]
*Reaction class feather was added to feathers in the vanilla raws*
That reaction for example will make a perfectly functional feather bed.  But the clothesmaker will then take that bed as the feather reagent if he tries to make another.  Same with a reaction to take scale and leather to make scale leather armor.  They will take the armor as the scale reagent.

Any way around that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 19, 2012, 10:46:24 am
[REACTION:FEATHER_BED]
   [NAME:Make a bed with cloth and feathers]
   [BUILDING:CRUDE_SHOP:NONE]
   [REAGENT:A:10000:CLOTH:NONE:NONE:NONE]
   [REAGENT:B:1:CORPSEPIECE:NONE:NONE:NONE][REACTION_CLASS:FEATHER]
   [PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:B:NONE]
   [SKILL:CLOTHESMAKING]

With reaction_classes it is like making your own [ANY_(class)_MATERIAL]

and since your old reagent was:    [REAGENT:B:1:NONE:NONE:NONE:NONE][REACTION_CLASS:FEATHER]
it would simply grab anything that is the FEATHER class, so now you have to limit Item Types
like CORPSEPIECE which would be any butchered/forcefully removed Body part.

Or add [USE_BODY_COMPONENT] right after your REACTION_CLASS

@Syndrome ammo
search DOOMIUM it's a metal that was made for 40d, it melts at a creatures HOMOTHERM meaning stuckins it will melt and coat/or boil and sometimes get breathed in appling the desired SYN_CONTACT or SYN_INHALED syndromes repectivly.

Sometimes ammo might melt when being hauled but when it gets placed in a quiver it should be ok. Also very hot places might melt ammo too.

EDIT:
added more to the reaction
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Greiger on May 19, 2012, 10:52:47 am
Ah, I did not know of the corpsepiece bit. And didn't think of use body component. Thanks Hugo! Also the ammo sounds interesting too, wasn't aware creatures transferred their body temperature to items.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 19, 2012, 12:34:10 pm
Make the itemtype CORPSEPIECE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on May 19, 2012, 05:54:35 pm
Hello all. I have been away for several months and have been looking through all the changes. I didn't see anything official so I thought I would ask here to see if anyone has thought of a work around.

1. Is the boiling stone trick still the best way to get an interaction to occur from a reaction?

2. Is it still not possible to preserve item quality in a reaction? (i.e. you can make the new item out of the same material as the old, can you make the new item the same quality as the old?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 19, 2012, 06:10:24 pm
1.
Boiling stones
other interactions
consumable syndromes

2.
Still not possilbe however you can use the reagents material for the new product
The product gets remade, so new quilty
unless you do a IMPROVEMENT instead of PRODUCT
but thats different
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alkhemia on May 19, 2012, 07:29:51 pm
So I gave dwarf the power to raised the dead and the not living tag but they still run from the friendly undead would NO_FEAR fix this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 19, 2012, 09:42:22 pm
They need NOT_LIVING and OPPOSED_TO_LIFE but then they are evil
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 20, 2012, 06:57:51 am
So I'm clueless when it comes to interactions, what all can you do with them?

Edit: haha my bad, I put reactions without thinking
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on May 20, 2012, 06:59:27 am
You can place items in a workshop and get other items from that. A few creative things can be done using that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 20, 2012, 07:32:01 am
I have a crazy idea. Is it at all possible to make a interaction that turns creatures into dolls or figurines, and if it can, would they drop their items?

EDIT: When making an item (such as a drink or something) that adds an interaction to a creature, how would one set that up?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Naryar on May 20, 2012, 08:58:18 am
You can probably make them change into a creature that dies ASAP and lets a doll or figurine as item corpse, but you will not get any likeness of the original creature on the doll/figurine;
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 20, 2012, 09:15:30 am
You can probably make them change into a creature that dies ASAP and lets a doll or figurine as item corpse, but you will not get any likeness of the original creature on the doll/figurine;

Yeah, I had the same thought. It would be nice to have a doll with the same description as the creature it was made from, but I guess that will have to wait until interactions can turn creatures into items. As soon as I'm finished I'll post my Doll Maker's Curse Raws for all the people to have fun with. Also, I really must thank Hugo_The_Dwarf for telling me about his Project Clockwerk yesterday. I found the interactions he made and with it I'm understanding the basics of interactions :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: psychomantits on May 20, 2012, 09:57:51 am
Spoiler (click to show/hide)
Could anyone help me and explain how can I define the material a particular limb (not the whole skin or muscles or body) is made of?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 20, 2012, 10:16:26 am
@Psychomantits

There are about two ways that I know how to do what you want
1. Crafty use of a custom body_detail_plan, with a complete body of your creature
2. Use the standardard mterials and tissue plan, and assign the first part of the body (in your image of the shark/crab you would define the [BODY:shark stuff and organs..]) and do the normal vertabrea_tissue_layer_plan coating that first part with all the normal tissues

then you do another [BODY:crab legs...] and manually assign the tissues
[TISSUE_LAYER:BY_CATEGORY:CRAB_LEG:MUSCLE]
[TISSUE_LAYER:BY_CATEGORY:CRAB_LEG:FAT]
[TISSUE_LAYER:BY_CATEGORY:CRAB_LEG:CHITIN]

remember think of assigning tissues as painting a wall, the primer/white goes on first then the color.

EDIT:
@Sanure
You are very welcome, you should see some of my interactions for my next mod :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 20, 2012, 10:30:21 am
@Sanure
You are very welcome, you should see some of my interactions for my next mod :P
I definatly want to :) interactions are becoming fun for me  :D
you'll have to see my interaction when its done, it will making clearing tombs and towns and towers and such a ton easier job, and it will give you sellable items. only problem im having now is the blank creature to drop dolls... it wont drop dolls when its die, and it rarely dies... ive made it freeze the second its created, and burned the second its created, neither have worked... any clues as to why?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 20, 2012, 10:39:14 am
Give it a BRAIN and remove NOTHOUGHT and do a [REMOVE_MATERIAL:BRAIN] and use this material instead

[MATERIAL:BRAIN]
      [STATE_NAME_ADJ:ALL_SOLID:sticky goo]
      [SPEC_HEAT:1]
      [IGNITE_POINT:NONE]
      [BOILING_POINT:9000]
      [HEATDAM_POINT:9000]
      [MAT_FIXED_TEMP:10200]
      [STATE_NAME:GAS:foul smell]
      [STATE_ADJ:GAS:foul smell]

drop that under    [BODY_DETAIL_PLAN:STANDARD_MATERIALS]

also make sure the HOMOTHERM is at least 10000
the brain will melt/get damaged killing it instantly

oh and here are some of my goodies
Spoiler: INTERACTIONS (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 20, 2012, 11:06:36 am
Give it a BRAIN and remove NOTHOUGHT and do a [REMOVE_MATERIAL:BRAIN] and use this material instead
-snip-
also make sure the HOMOTHERM is at least 10000
the brain will melt/get damaged killing it instantly

oh and here are some of my goodies
-snip-

yay, now they die, but i still dont get an item, tho i can now see if my doll curse syndrome and Doll Maker's Curse interaction works

EDIT: ok, the effect semi works... turns them into toads instead of blanks, but anyways, how can I place a syndrome on an item to give my adventurer the Doll Maker powers?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tirion on May 20, 2012, 11:24:07 am
Entity raws question: is it possible to add RARE, COMMON, or FORCED to anything else other than clothing and weapons? Would be cool to have an entity whose civs could end up babysnatcher enemies OR trading friendlies in the same world.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 20, 2012, 11:50:10 am
@Sanure
ITEMCORPSE remember that wiki source that's bundled with PC? :P

and you can make it an injested syndrome. Say the doll when dropped the adventuerer has a reaction to turn the doll into "doll meat" and the doll meat has a syndrome that gives the interaction.

@Tirion
Nope sorry, you can copy the entity and give the [BABYSNATCHER] tag. There would be two 'Human" civs one good one evil (I just used humans as an example)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 20, 2012, 11:56:14 am
@Sanure
ITEMCORPSE remember that wiki source that's bundled with PC? :P

and you can make it an injested syndrome. Say the doll when dropped the adventuerer has a reaction to turn the doll into "doll meat" and the doll meat has a syndrome that gives the interaction.

I figured out how to do it after looking at the bronze colossus for about an hour :P They now drop Cursed Dolls when the interaction is in effect. I want them to be Cursed Dolls of a type of plant material but im not sure how to do that. I'd rather not eat doll meat... it might be evil... Anyways, Im wanting to make an item that my person will ingest to get the interaction, but how do I make that work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 20, 2012, 12:11:06 pm
Ok you can go add a MUSCLE/PLANT material to your BLANK doll

Spoiler (click to show/hide)

then your product would be:
[PRODUCT:100:1:PLANT:NONE:CREATURE_MAT:BLANK:EVIL_FOOD]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: psychomantits on May 20, 2012, 12:14:50 pm
Thanks Hugo, I finally understood the body system!

(http://2.bp.blogspot.com/-YKApfhtFvEI/TW8jgJZQShI/AAAAAAAAI1w/Pmr-F1CB7mI/s1600/Gyo.JPG)
Carcass of a dead fish is animated by the metallic, legged structure. While the smaller fish aren't that dangerous and can be destroyed with a kitchen knife, the bigger ones like sharks tear the unarmored soldiers apart. Welcome to the age of badass fisherdwarfs!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MHpersonalDwarf on May 20, 2012, 12:31:50 pm
Reactions question. Trying to do an INCREDIBLY RUDIMENTARY crafting system, trying to "break down" materials into base components (logs, stone, etc) but whenever I do, the message just reads "you practice your knapping" and consumes the reagent but does not give me a raw material. Is there another item token for logs, or should I make a new item (to substitute the logs) to produce?

Code: [Select]
[REACTION:BREAKDOWN_WOOD_CRAFT]
[NAME:deconstruct wooden craft]
[ADVENTURE_MODE_ENABLED]
[REAGENT:wooden object:1:ANY_CRAFT:WOOD:NONE:NONE]
[PRODUCT:100:1:WOOD:GET_MATERIAL_FROM_REAGENT:NONE]
[SKILL:KNAPPING]

I know that it will happen with any material (not just wood) but I'm more concerned with it producing logs than consuming only wood, but if I can get help on that, that would be good too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: psychomantits on May 20, 2012, 12:33:52 pm
Quote
[REACTION:BREAKDOWN_WOOD_CRAFT]
   [NAME:deconstruct wooden craft]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:wooden object:1:ANY_CRAFT:WOOD:NONE:NONE]
   [PRODUCT:100:1:WOOD:GET_MATERIAL_FROM_REAGENT:wooden object:NONE]
   [SKILL:KNAPPING]
Probably that line
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 20, 2012, 12:36:35 pm
-snip

EDIT: my focus isn't here today :'(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 20, 2012, 12:37:28 pm
[REACTION:BREAKDOWN_WOOD_CRAFT]
   [NAME:deconstruct wooden craft]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:wooden object:1:ANY_CRAFT:WOOD:NONE:NONE] ---- this is not complete
   [PRODUCT:100:1:WOOD:GET_MATERIAL_FROM_REAGENT:NONE] --- this is also wrong
   [SKILL:KNAPPING]

   [REAGENT:wooden object:1:ANY_CRAFT:NONE:NONE:NONE][REACTION_CLASS:GET_WOOD] <-- you have to drop this into the WOOD_TEMPLATE in "material_template_default.txt" for this to work

   [PRODUCT:100:1:WOOD:NONE:GET_MATERIAL_FROM_REAGENT:wooden object:NONE] ---- this is complete

EDIT:
lol 2 other answers before me, both where missed some things :P Also my REAGENT if ANY_CRAT:WOOD acaully only targets wooden items, then I have learned something new
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 20, 2012, 12:49:46 pm
Ok, I think, no, I know I'm doing something wrong:

Spoiler (click to show/hide)

any ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 20, 2012, 01:02:23 pm
Quote
[CAN_DO_INTERACTION:DOLL_MAKER]
      [CDI:ADV_NAME:Doll Maker]
      [CDI:USAGE_HINT:MAJOR_CURSE]
      [VERBAL:A pretty doll you shall make.]
      [CDI:FREE_ACTION]
      [CDI:TARGET:A:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:A:25]
      [CDI:TARGET:B:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:B:25]
      [CDI:MAX_TARGET_NUMBER:B:12]
Yea it's wrong. PM what your trying to do lol, cause what I gave you was a consumable syndrome that would give whoever ate it the powers.
And you made it into a creature level interaction instead of a syndrome level interaction.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 20, 2012, 01:11:14 pm
Quote
[CAN_DO_INTERACTION:DOLL_MAKER]
      [CDI:ADV_NAME:Doll Maker]
      [CDI:USAGE_HINT:MAJOR_CURSE]
      [VERBAL:A pretty doll you shall make.]
      [CDI:FREE_ACTION]
      [CDI:TARGET:A:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:A:25]
      [CDI:TARGET:B:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:B:25]
      [CDI:MAX_TARGET_NUMBER:B:12]
Yea it's wrong. PM what your trying to do lol, cause what I gave you was a consumable syndrome that would give whoever ate it the powers.
And you made it into a creature level interaction instead of a syndrome level interaction.

Man, I thought I did it wrong  :P Ok, I'll send the stuff here in a sec
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 20, 2012, 01:47:33 pm
It's CDI:VERBAL:(text file). You'll have to put the text file in the data/speech folder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MHpersonalDwarf on May 20, 2012, 01:51:00 pm
Thanks Hugo, works like a dream.

A second question, though: is it possible to reaction up a workshop? I would assume no, because the product automatically ends up in your inventory, and I can't see how the workshop would be set up anyways. And if it was possible, how would you go about it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 20, 2012, 01:53:17 pm
Nope.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 20, 2012, 04:06:50 pm
Could someone be kind enough to list the requirements for a creature to actually appear in the world.  It's the ONLY thing I haven't figured out.
EDIT: I placed a frequency, population number, and cluster number;  testing now.
EDIT2:It's a wild animal,  and I have a biome token. [BIOME:ALL_MAIN]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 20, 2012, 04:13:27 pm
BIOME, population number, cluster size

OR

entity.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 20, 2012, 04:39:04 pm
I have all population related tokens,  and believe to have ruled it down to three options.
1- The [BIOME:ALL_MAIN] token doesn't work.
2- I made an error the errorlog may or may not weed out.
3- The creature works like I wanted,  but appears cloaked,  as it has [AMBUSHPREDATOR]

not sure which is worst... but for my dwarfs,  probably 3.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 20, 2012, 04:41:31 pm
Export map/gen info with "p" in legends mode, then check the text file called "regionx-world_sites_and_pops" and ctrl+f your creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 20, 2012, 06:08:01 pm
I just recently tried, the map had all factors set to highest except age,  and I removed all creatures except mine and the creature_standard ones.  There were none of my creature spawned.
Any ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 20, 2012, 06:15:17 pm
Post the entire file the creature is contained in.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 20, 2012, 06:21:37 pm
Here's the entire creature file. Hope it helps.
Spoiler (click to show/hide)

The scratch attack also seems buggy, but it's probably my fault.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 20, 2012, 08:03:29 pm
any clue to why this won't work? It shows up in the acquired powers and lets me select targets, but they dont transform into DEAD_DOLL creature, which exists... it has me confused because the corpse version of this works...

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 20, 2012, 08:10:45 pm
@ sanure
in I_TARGET:A:CREATURE you missing
      [IT_LOCATION:CONTEXT_CREATURE]

I believe that could be the issue, as everything else looks fine
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 20, 2012, 08:17:38 pm
sweet! that was it exactly! thank you Hugo_The_Dwarf! And with that the first half of my Doll Maker Modifications is done. now to get out into adventure and further test the abilities.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 20, 2012, 08:19:38 pm
sweet! that was it exactly! thank you Hugo_The_Dwarf! And with that the first half of my Doll Maker Modifications is done. now to get out into adventure and further test the abilities.
Your welcome haha I can't believe it took us all day to figure it out thus far :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 20, 2012, 08:25:47 pm
sweet! that was it exactly! thank you Hugo_The_Dwarf! And with that the first half of my Doll Maker Modifications is done. now to get out into adventure and further test the abilities.
Your welcome haha I can't believe it took us all day to figure it out thus far :P

Yeah, I know :P But its now finished, and I'm working out how adventure mode shall turn out. I think I may keep it to where you use the Doll Maker's curse to turn creatures and corpses into doll items, and then use those in reactions or just sell them for coin. Tho I may see if I can make a reaction that calls for a cursed doll and creates a Doll creature as a product. battlecraft made it possible to use a flute to summon pet rats, tho i haven't the foggiest idea of whether I can make the doll creatures the same way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 20, 2012, 08:28:16 pm
sweet! that was it exactly! thank you Hugo_The_Dwarf! And with that the first half of my Doll Maker Modifications is done. now to get out into adventure and further test the abilities.
Your welcome haha I can't believe it took us all day to figure it out thus far :P

Yeah, I know :P But its now finished, and I'm working out how adventure mode shall turn out. I think I may keep it to where you use the Doll Maker's curse to turn creatures and corpses into doll items, and then use those in reactions or just sell them for coin. Tho I may see if I can make a reaction that calls for a cursed doll and creates a Doll creature as a product. battlecraft made it possible to use a flute to summon pet rats, tho i haven't the foggiest idea of whether I can make the doll creatures the same way.
There is a complex way, meph and narhiril use it. As do I, but im still trying to iron out the kinks in it. But they use it for "friendly" guardians, I use it for a creature that has to power to make minions to continuosly attack you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 20, 2012, 08:38:05 pm
sweet! that was it exactly! thank you Hugo_The_Dwarf! And with that the first half of my Doll Maker Modifications is done. now to get out into adventure and further test the abilities.
Your welcome haha I can't believe it took us all day to figure it out thus far :P

Yeah, I know :P But its now finished, and I'm working out how adventure mode shall turn out. I think I may keep it to where you use the Doll Maker's curse to turn creatures and corpses into doll items, and then use those in reactions or just sell them for coin. Tho I may see if I can make a reaction that calls for a cursed doll and creates a Doll creature as a product. battlecraft made it possible to use a flute to summon pet rats, tho i haven't the foggiest idea of whether I can make the doll creatures the same way.
There is a complex way, meph and narhiril use it. As do I, but im still trying to iron out the kinks in it. But they use it for "friendly" guardians, I use it for a creature that has to power to make minions to continuosly attack you.

Wonder if i make them in adventure mode will they count as companions and follow me around or just follow me around until I fast travel and then disappear?

On an unrelated note: Do goblins normally move into towns occupied by dwarfs and Amazonians(my human secondaries)? Cause I found two so far in town...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 20, 2012, 08:40:18 pm
Yeah, that's normal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 20, 2012, 08:41:09 pm
You might be able to talk to them and get them to join you, never tried adv mode with that.

Also they could be goblin prisoners, somepeople even had Goblin outpost liasions. Because the prisoner got auto selected to fill the dead liaison's place.

If you want to know how to do the "spawning" pm me about it cause it is a lengthy explain.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Splint on May 20, 2012, 08:42:05 pm
Is it at all possible ot make a civ perpetually hostile without the thief or snatcher tags? I'm looking to make a race of pillagers, but thieves and snatchers don't really fit with the theme in any capacity. Would ethics render them almost perpetually at war if that is otherwise impossible?

My plan is to make them a later game threat, attacking a sufficently wealthy fortress, but otherwise not bothering it until then.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 20, 2012, 08:45:51 pm
High trigger numbers in the entity file (5 is max) and give them UTTERANCES. This will also lead to them having no actual names, but only gibberish, like kobolds do... but it is the only way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 20, 2012, 08:47:11 pm
Is it at all possible ot make a civ perpetually hostile without the thief or snatcher tags? I'm looking to make a race of pillagers, but thieves and snatchers don't really fit with the theme in any capacity. Would ethics render them almost perpetually at war if that is otherwise impossible?

My plan is to make them a later game threat, attacking a sufficently wealthy fortress, but otherwise not bothering it until then.

Ninja'd by meph, Yes a civ that lacks any creatures/castes capable of speech are at war with everyone due to not being able to speak with the diplomats.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Splint on May 20, 2012, 08:50:35 pm
Damn... Oh well, I guess i'll have to make it fit somehow...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 20, 2012, 08:55:23 pm
@Putnam
@Hugo_The_Dwarf

Ah, makes sense then. these have jobs and give out quests, whichI though was weird since I've seen the prisoners before.

-off topic- hi meph

EDIT: Adventure mode works! even if you turn quest creature( we will name it Urist McKillMe) into a dead doll which then dies and leaves a doll. it still considers Urist McKillMe in your kill area so the quest will be valid to turn in. if anyone wants the mod so far i'll be happy to include it here or make a forum post for it. this was of course possible all due to Hugo_The_Dwarf and friends. geez, Am I excited about this  :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tierre on May 21, 2012, 02:49:25 am
Splint try the ethics first. Check that everything is opposed to dwarfs - i think it will pretty surely make them hostile with really high probability of war. Especially cannibalism:)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MHpersonalDwarf on May 21, 2012, 08:29:18 am
What's the game time for a year, or any smaller amount of time (days, "weeks", months (30 days)) specifically to be used in a syndrome?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 21, 2012, 08:33:29 am
What's the game time for a year, or any smaller amount of time (days, "weeks", months (30 days)) specifically to be used in a syndrome?

http://dwarffortresswiki.org/index.php/Time
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 21, 2012, 09:39:56 am
This question was answered before, but I lost it... Does a creature need a baby or a child to breed.
As in do I need BABY/GENERAL_BABY or CHILD/GENERAL_CHILD?
EDIT: probably found the answer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 21, 2012, 10:25:44 am
This question was answered before, but I lost it... Does a creature need a baby or a child to breed.
As in do I need BABY/GENERAL_BABY or CHILD/GENERAL_CHILD?
EDIT: probably found the answer.
The entire creature or all castes need at least "one" BABY or CHILD tag you can have both for baby->chikd->adult. Also IMMOBILE stops a creature from breeding in fortress mode but not worldgen

GENRAL_XXXX is just a name for the child, just changes the ending. So instead of "creature has given birth to a creature child" it would be "given birth to a creature <GENERAL_XXXX>"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 21, 2012, 10:57:12 am
Morning! I have new questions :P :

1. So while looking over the interaction tokens I saw MORTAL as a valid value with IT_REQUIRES. So does this mean immortality is obtainable in DF or is it just referring to supernatural stuff??

2. I am a big fan of dullahans, but I haven't been able to recreate them. Any idea's on how to do it?

3.I'm planning on making a new interaction to give a creature that ingests the target item the ability to fly incredible healing rates and wings. I somewhat have figured out the first two, but how do I do add wings?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 21, 2012, 11:05:59 am
I've heard you can make a separate caste with the wings,  but you probably want something else.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 21, 2012, 11:08:06 am
1.
mortal i think is any creature that lacks SUPERNATURAL, NO_AGING, NOT_LIVING tags. Someone correct me as I've just pulled these out of a hat.

2.
Tricky, depends on how you want them into being (had to google them)

3.
You can't add the ability to fly, and I have no idea if transforming into a flying creature does that. If that works then simply have another caste of every creature with a very low pop_ratio "1" and the standard ones have a high pop_ratio "500000" that will stop fliers from occuring naturally.

the flier caste can have wings so transforming automatically gives all the desired effects (if transforming to a flying creature gives the ability to fly)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 21, 2012, 11:24:08 am
1.
mortal i think is any creature that lacks SUPERNATURAL, NO_AGING, NOT_LIVING tags. Someone correct me as I've just pulled these out of a hat.

2.
Tricky, depends on how you want them into being (had to google them)

3.
You can't add the ability to fly, and I have no idea if transforming into a flying creature does that. If that works then simply have another caste of every creature with a very low pop_ratio "1" and the standard ones have a high pop_ratio "500000" that will stop fliers from occuring naturally.

the flier caste can have wings so transforming automatically gives all the desired effects (if transforming to a flying creature gives the ability to fly)

I think a creature needs [FLIER] to be able to fly even if it has wings, but im not sure. As for Dullahans, they would have to be able to lose their head with out it either part dying which i dont think is possible, and the body has to be able to take hit after hit after hit with out dying, and if the head is struck down then the body would have to die as well, since that is how DnD Dullahans die i believe(may have to get my books out and check). I want to make Dullahans, and have a diety that will curse a person to become one to protect the innocent, but i may just be having an ambitous idea :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tirion on May 21, 2012, 11:28:37 am
High trigger numbers in the entity file (5 is max) and give them UTTERANCES. This will also lead to them having no actual names, but only gibberish, like kobolds do... but it is the only way.

Well, "Dilinkudis the pillager on 567" still sounds less broken than "a pillager the pillager" in the unit kill list/engravings text  ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 21, 2012, 11:33:48 am
[FLIER] tag can't be added through syndromes, that is why I suggested a caste of the creature that has the tag lol.

and dullahans would simply just have to have the brain as a kill switch, making only a head shot kill it. Blood can be never ending as I found when you use a external material for blood (seems only LOCAL materials can run out, which causes bleeding to death)

The curse might be duable, I've heard a few modders have already made "friendly" curses.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 21, 2012, 11:38:06 am
[FLIER] tag can't be added through syndromes, that is why I suggested a caste of the creature that has the tag lol.

and dullahans would simply just have to have the brain as a kill switch, making only a head shot kill it. Blood can be never ending as I found when you use a external material for blood (seems only LOCAL materials can run out, which causes bleeding to death)

The curse might be duable, I've heard a few modders have already made "friendly" curses.

Hmm, so on the flier subject: If I were to make an angel race, and give it the descriptors for say only beautiful looks, make it an only female race, and make an interaction that when ingested turns a human,dwarf, elf, or my amazonians into these angels. would when they turn, would the angels discriptors show up or would the orginal creatures be prevalent? also, will i be able to limit the interaction to only target females?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 21, 2012, 11:43:42 am
[FLIER] tag can't be added through syndromes, that is why I suggested a caste of the creature that has the tag lol.

and dullahans would simply just have to have the brain as a kill switch, making only a head shot kill it. Blood can be never ending as I found when you use a external material for blood (seems only LOCAL materials can run out, which causes bleeding to death)

The curse might be duable, I've heard a few modders have already made "friendly" curses.

Hmm, so on the flier subject: If I were to make an angel race, and give it the descriptors for say only beautiful looks, make it an only female race, and make an interaction that when ingested turns a human,dwarf, elf, or my amazonians into these angels. would when they turn, would the angels discriptors show up or would the orginal creatures be prevalent? also, will i be able to limit the interaction to only target females?

Angel race: yes
Custom description: yes
body modifiers/color modifers: no? (some modders had crashes on viewing a transformed creature because color descriptors "eyes where blue, but new eyes are red" DF gets confused crashes)
Origonal descriptors : yes (I think)
Target only Females: yes (give female castes a CREATURE_CLASS:FEMALE and then the interaction/syndrome a target only creature_class:female)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 21, 2012, 11:45:10 am
I believe I solved my problem. I don't think I had anything telling the game that this creature exists, or something along those lines. It only took a LARGE_ROAMING.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jiri Petru on May 21, 2012, 02:00:43 pm
I got an idea but I have no idea how to make it work: is it possible to somehow make kobold ambushers show up with obsidian short swords and bone and skull helmets/gloves/greaves? Technically it seems they have all the proper jobs permitted, but invaders never seems to use these sorts of items.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 21, 2012, 02:10:48 pm
I got an idea but I have no idea how to make it work: is it possible to somehow make kobold ambushers show up with obsidian short swords and bone and skull helmets/gloves/greaves? Technically it seems they have all the proper jobs permitted, but invaders never seems to use these sorts of items.

I wish I could help you but i turned my kobolds into a peaceful race that likes to hang out in taverns with dwarves and elves, joking about how stupid goblins are...

EDIT:
Code: [Select]

        [METAL_PREF] <--remove
[STONE_PREF]
        [PERMITTED_JOB:MINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:FURNACE_OPERATOR] <--remove

try removing the stuff i marked remove from the kobold entity and see what happens
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kobold Troubadour on May 21, 2012, 06:50:51 pm
Well, for a ghostly knight Dullahan creature...here's my own custom one:

You gotta' put this in the body default.txt or personal made one
Code: [Select]
[BODY:GHOSTARMOR]
[BP:UB:breastplate:breastplates][UPPERBODY][CATEGORY:GHOSTARMOR]
[DEFAULT_RELSIZE:1100]
[BP:LB:tasset:tassets][CON:UB][LOWERBODY][CATEGORY:GHOSTARMOR]
[DEFAULT_RELSIZE:950]
                [BP:HD:helmet:STP][CON:UB][HEAD][CATEGORY:GHOSTARMOR]
                                [DEFAULT_RELSIZE:125]
[BP:RUA:right rerebrace:STP][CON:UB][LIMB][RIGHT][CATEGORY:GHOSTARMOR]
[DEFAULT_RELSIZE:220]
[BP:LUA:left rerebrace:STP][CON:UB][LIMB][LEFT][CATEGORY:GHOSTARMOR]
[DEFAULT_RELSIZE:220]
                [BP:RH:right gauntlet:STP][CON:RUA][GRASP][RIGHT][CATEGORY:GHOSTARMOR]
                                [DEFAULT_RELSIZE:280]
                [BP:LH:left gauntlet:STP][CON:LUA][GRASP][LEFT][CATEGORY:GHOSTARMOR]
                                [DEFAULT_RELSIZE:280]
[BP:RUL:right leggings:STP][CON:LB][LIMB][RIGHT][CATEGORY:GHOSTARMOR]
[DEFAULT_RELSIZE:500]
[BP:LUL:left leggings:STP][CON:LB][LIMB][LEFT][CATEGORY:GHOSTARMOR]
[DEFAULT_RELSIZE:500]
                [BP:RF:right boot:STP][CON:RUL][STANCE][CATEGORY:GHOSTARMOR]
                                [DEFAULT_RELSIZE:520]
                [BP:LF:left boot:STP][CON:LUL][STANCE][CATEGORY:GHOSTARMOR]
                                [DEFAULT_RELSIZE:520]

And here's my creature code:
Code: [Select]
[CREATURE:DULLAHAN]
                [NAME:dullahan:dullahans:dullahan]
                [CASTE_NAME:dullahan:dullahans:dullahan]
                [DESCRIPTION:A suit of silver armor animated by the ghosts of fallen knights.]
                [CREATURE_TILE:14][COLOR:7:0:1]
                [LIKES_FIGHTING][LARGE_ROAMING]
                [NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA]
                [NOTHOUGHT][NOEXERT][NOFEAR]
                [NO_DIZZINESS][NO_FEVERS][NOBONES]
                [BUILDINGDESTROYER:1][CRAZED]
[SEMIMEGABEAST][DIFFICULTY:5]
[ATTACK_TRIGGER:50:5000:50000]
[BIOME:ANY_LAND]
[SPHERE:DARKNESS]
[SPHERE:STRENGTH]
[SPHERE:WAR]
[POPULATION_NUMBER:4:5]
                [LARGE_PREDATOR]
                [NO_DRINK][NO_EAT][NO_SLEEP]
                [PERSONALITY:ANGER:70:85:100]
                [CANNOT_UNDEAD]
                [CANOPENDOORS]
[GRASSTRAMPLE:20]
                [PREFSTRING:useful parts]
                [PREFSTRING:eerie aura]
                [ALL_ACTIVE][EQUIPS]
[BODY:GHOSTARMOR:5FINGERS:HUMANOID_JOINTS][NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:ROTS:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen rotten goo]
[STATE_NAME_ADJ:ALL_SOLID:frozen rotten goo]
[STATE_NAME:LIQUID:rotten goo]
[STATE_NAME_ADJ:LIQUID:rotten goo]
[STATE_NAME:GAS:rotten vapor]
[STATE_NAME_ADJ:GAS:rotten vapor]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:sickening rot]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[SYN_CONTACT]
[SYN_INGESTED]
[CE_COUGH_BLOOD:SEV:75:PROB:100:RESISTABLE:SIZE_DILUTES:START:3:PEAK:5:END:10]
[CE_NAUSEA:SEV:75:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:5:END:12]
[CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:6:END:10]
[TISSUE:SILVER]
[TISSUE_NAME:silver:silver]
[TISSUE_MATERIAL:INORGANIC:SILVER]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:SILVER]
[USE_MATERIAL_TEMPLATE:ROTS:GOO_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:ROTS:LIQUID]
                [BODY_SIZE:0:0:155000]
                [BODY_APPEARANCE_MODIFIER:HEIGHT:95:98:100:102:105:107:110]
                [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
                [PHYS_ATT_RANGE:STRENGTH::3000:3200:3500:4000:4200:4500:5000]
[MENT_ATT_RANGE:FOCUS:1000:1100:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:SPATIAL_SENSE:2000:2100:2150:2250:2350:2500:3000]
[MENT_ATT_RANGE:KINESTHETIC_SENSE:1000:1100:1150:1250:1350:1550:2200]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[NATURAL_SKILL:WRESTLING:4]
[NATURAL_SKILL:GRASP_STRIKE:4]
[NATURAL_SKILL:STANCE_STRIKE:4]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:3]
[NATURAL_SKILL:AXE:4]
[NATURAL_SKILL:SWORD:6]
[NATURAL_SKILL:DAGGER:3]
[NATURAL_SKILL:PIKE:4]
[NATURAL_SKILL:MACE:6]
[NATURAL_SKILL:HAMMER:4]
[NATURAL_SKILL:WHIP:3]
[NATURAL_SKILL:SPEAR:4]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:8]
[LAIR:SHRINE:100]
[LAIR_HUNTER]
[HABIT_NUM:TEST_ALL]
[HABIT:USE_ANY_MELEE_WEAPON:100]
[HABIT:COLLECT_WEALTH:100]
[SWIMS_INNATE][SWIM_SPEED:3000]
Gave 'em silver armor and is basically empty aside from some left over goo from.....past users. Also lack some "personal appeal" stuff, like lair hunting text and such...there's also other versions in Masterwork and several other mods I think so do check them out (they might be better made too).

Quote from: Hugo_The_Dwarf link=topic=100707.msg3303681#msg3303681
body modifiers/color modifers: no? (some modders had crashes on viewing a transformed creature because color descriptors "eyes where blue, but new eyes are red" DF gets confused crashes)
Oooh, so that's why. Sometimes some my familiars tend to do that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Niccolo on May 21, 2012, 07:11:59 pm
I've been plotting something out. After searching around, I've come to believe that in DF2010 creating a reaction to re-attach a severed limb to a dwarf was not possible.

But DF2012 has a whole slew of fancy new toys for us to play with... But I get the feeling that attaching the severed bit is still a pipe-dream. So, I'm thinking a syndrome that causes the missing limb to re-grow.

Am I on the right track, do you guys think?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 21, 2012, 07:14:52 pm
@Kobold Troubadour
How immortal is this creature? I may make an interaction to become one or may make it an evil curse, with your permission of course.

@Niccolo
Man, i could definatly use a reaction to re-attach my left arm right now. stupid alligator...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 21, 2012, 07:24:42 pm
Regrowing limbs is easy. Just have a 1-step long transformation.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kobold Troubadour on May 21, 2012, 07:59:22 pm
@Kobold Troubadour
How immortal is this creature? I may make an interaction to become one or may make it an evil curse, with your permission of course.
You can mess with it as you wish. You can make it tougher by making its tissue out of different materials or making it's thickness higher, as well as just plain increasing its natural skill set. Also forgot to put the PRONE_TO_RAGE tag to make it angrier (and stronger) often.

But as with inorganic creatures...healing from a damaged state needs more specific modding.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Niccolo on May 21, 2012, 08:49:11 pm
Regrowing limbs is easy. Just have a 1-step long transformation.

Yeah, but won't that heal all of the dwarf's other wounds, too?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kobold Troubadour on May 21, 2012, 09:03:20 pm
Regrowing limbs is easy. Just have a 1-step long transformation.
Yeah, but won't that heal all of the dwarf's other wounds, too?
Pretty much...some of us like to keep some noteworthy scars. Like that one time a demon carved out a nasty one in my adventurer's left eye with it's horns. Now I have a badass battle wound (because I survived too).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 21, 2012, 11:44:59 pm
Regrowing limbs is easy. Just have a 1-step long transformation.
Yeah, but won't that heal all of the dwarf's other wounds, too?
Pretty much...some of us like to keep some noteworthy scars. Like that one time a demon carved out a nasty one in my adventurer's left eye with it's horns. Now I have a badass battle wound (because I survived too).

Man, good time have come from scars. One of my past dead characters had a scar on her chest that looked like she had open heart surgery, because the description said it was a large straight scar. Best scar I have ever had.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on May 21, 2012, 11:47:55 pm
My favorite? Large jagged scar on the guts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 22, 2012, 10:08:39 am
So, im making a creature that's going to be classified as wetland fauna (its a plant creature) But I just realized that I dont know anything about Custom bodies... So how do custom bodies work, and how would you set one up?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on May 22, 2012, 11:40:42 am
Hoo boy...

Well, first check the wiki pages:
http://dwarffortresswiki.org/index.php/DF2012:Body_detail_plan_token
http://dwarffortresswiki.org/index.php/DF2012:Body_token

This needs a fairly long-winded explanation, being probably the most difficult part of modding DF aside from testing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 22, 2012, 12:10:05 pm
Learning it = hard
but once done you feel like a god
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 22, 2012, 12:40:21 pm
Is it possible to make a backpack like item that, no matter how many items are put into it, it doesnt get heavier, but can only accept certain items?

EDIT: Solved my problem

SECOND EDIT: New question, Can you put a liquid, say helmet snake venom, into a quiver with arrows or bolts in it, and have the venom coat the arrows or bolts?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 22, 2012, 02:28:38 pm
Technically, once a modder has learned the ropes though, couldn't they just add a symbol that casts them as a god? Or a creature that literally can't be killed and is 4 times as large the Earth. Basically, we dwarf Armok as a god.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 22, 2012, 02:50:16 pm
Technically, once a modder has learned the ropes though, couldn't they just add a symbol that casts them as a god? Or a creature that literally can't be killed and is 4 times as large the Earth. Basically, we dwarf Armok as a god.

I am now going to use my modding break time to see if i can put everyone here as a choice of diety. I believe i will fail at this but for the cause of !!science!! i shall try

EDIT: I thnk its plausible because creatures can have the [POWER] symbol which lets them act as deities.
EDIT II: With the [SPHERE:sphere name] you can set what sphere its worshipped with. throw on the [DOES_NOT_EXIST] tag and you have an insta-god. I assume anyways.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 22, 2012, 02:52:48 pm
If your accepting requests, I'm not the most insane modder here. yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 22, 2012, 02:55:56 pm
If your accepting requests, I'm not the most insane modder here. yet.

hehe, im currently stumped on some reactions im making for the mod im helping with, so I'll try to whip something up. I wont add any descriptors for times sake, but I'll see what i can do

EDIT: I'll admit, my brain isnt working hard right now lol. I'm by far not the most talented modder either.
EDIT II: Here is the test code
Spoiler (click to show/hide)

EDIT III: haha, Seems no creature wants to worship my creature. ive tested 2 worlds and no one worshiped it lol
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arek on May 22, 2012, 03:54:15 pm
Its ok for creature to have more than one [CREATURE_CLASS:???] tags without causing any problems or weird behavior?
Also, anyone tried how civs with more than one monarch behave? (Meaning specificaly giving [NUMBER:2] or more, to the monarch position)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 22, 2012, 04:52:48 pm
Its ok for creature to have more than one [CREATURE_CLASS:???] tags without causing any problems or weird behavior?
Also, anyone tried how civs with more than one monarch behave? (Meaning specificaly giving [NUMBER:2] or more, to the monarch position)

1.
You can have as many CREATURE_CLASSes on a creature, just like you can have as many REACTION_CLASSes on material. think of them as bookmarks

2.
I did, I had 9. It simply gives them Number:X amount of rulers at once kinda cool.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 22, 2012, 05:15:51 pm
That'll be useful if I decide to civilize my custom race. 6 sub-leaders might be a chore to exterminate.
Also, do Aligators make good pets? Or fighters?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 22, 2012, 05:18:12 pm
Also, do Aligators make good pets? Or fighters?
Both, I'd say
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 22, 2012, 05:19:52 pm
2.
I did, I had 9. It simply gives them Number:X amount of rulers at once kinda cool.

Yeah, I have that for my SCP mod. 13 rulers--O5s are what they're called.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on May 22, 2012, 05:44:15 pm
Technically, once a modder has learned the ropes though, couldn't they just add a symbol that casts them as a god? Or a creature that literally can't be killed and is 4 times as large the Earth. Basically, we dwarf Armok as a god.

I am now going to use my modding break time to see if i can put everyone here as a choice of diety. I believe i will fail at this but for the cause of !!science!! i shall try

EDIT: I thnk its plausible because creatures can have the [POWER] symbol which lets them act as deities.
EDIT II: With the [SPHERE:sphere name] you can set what sphere its worshipped with. throw on the [DOES_NOT_EXIST] tag and you have an insta-god. I assume anyways.

Power is more of a behavioral tag, makes them settle in a civ, it needs intelligent or can speak to demand worship, so it actually needs to exist.  I tried using power with non-existant creatures some versions back,  I had about a thousand, none of them were worshipped.

Quote
hehe, im currently stumped on some reactions im making for the mod im helping with, so I'll try to whip something up. I wont add any descriptors for times sake, but I'll see what i can do

EDIT: I'll admit, my brain isnt working hard right now lol. I'm by far not the most talented modder either.
EDIT II: Here is the test code
Spoiler (click to show/hide)
Code: [Select][CREATURE:SANURE]
   [NAME:sanure:sanure:sanure]
   [DESCRIPTION:A mad being who wonders aimlessly.Enjoys torture, treachery, trickery, and Kobolds]
   [CREATURE_TILE:'S'][COLOR:7:0:1]
   [FANCIFUL]
   [DOES_NOT_EXIST]
   [POWER]
   [SPHERE:TRICKERY]
   [SPHERE:TREACHERY]
   [SPHERE:TORTURE]
   [SPHERE:SUICIDE]
   [PREFSTRING:madness]
   [ALL_ACTIVE]
   [CASTE:MALE]
   

EDIT III: haha, Seems no creature wants to worship my creature. ive tested 2 worlds and no one worshiped it lol

You may want to remove the does not exist, and add some creature parts/materials/tissues from a megabeast or a demon.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kobold Troubadour on May 22, 2012, 09:36:24 pm
QUESTION: Currently, is it possible to create nomadic creatures/ wandering bandits like those subterranean bat/reptile/serpent/etc men upland among us...you know, lightly armed and clothed, small camps, the works. Or is it still limited underground? Will new entities added in/upgraded simply exists but still be very naked (or even disappear completely or other odd turn abouts).

I just want more small yet intelligent guys wanting to kill/bug me. Also I just feel like making Tigermen a more civilized wandering tribe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 22, 2012, 10:11:31 pm
QUESTION: Currently, is it possible to create nomadic creatures/ wandering bandits like those subterranean bat/reptile/serpent/etc men upland among us...you know, lightly armed and clothed, small camps, the works. Or is it still limited underground? Will new entities added in/upgraded simply exists but still be very naked (or even disappear completely or other odd turn abouts).

I just want more small yet intelligent guys wanting to kill/bug me. Also I just feel like making Tigermen a more civilized wandering tribe.
Really high banditry, and live in caves?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kobold Troubadour on May 22, 2012, 11:02:59 pm
Quote from: Hugo_The_Dwarf
Really high banditry, and live in caves?
Ehrm...more armed & armored/clothed monsters & mobs. Basically like Sandraiders in the deserts...they don't really have a "proper" civ or site (like normal animals) kinda like small nomadic hostile tribes. They have weapons to take out animals around them or shoot at you for looking at them funny and wander around their "territory".

But I guess for now they need an actual hometown to produce those breatsplates and arrows...oh well...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 22, 2012, 11:15:54 pm
No, they don't. They just need the armor defined in their raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: weenog on May 23, 2012, 04:02:39 am
How difficult would it be for a modder to make nobles play by different rules from everyone else in combat?  Able to keep up with weapon users while wrestling, cause Mayor Urist McHaggar does not negotiate with terrorists.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 23, 2012, 08:14:27 am
How difficult would it be for a modder to make nobles play by different rules from everyone else in combat?  Able to keep up with weapon users while wrestling, cause Mayor Urist McHaggar does not negotiate with terrorists.

Impossible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: weenog on May 23, 2012, 08:36:21 am
Is all of that hard coded, then?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 23, 2012, 08:49:54 am
No, see here (http://dwarffortresswiki.org/index.php/Position_token) for everything that is currently possible with nobles.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 23, 2012, 03:45:51 pm
I think I might have made my custom creature too hardcore. They'll come slaughter my dwarves with impunity.  I should make them a civ, give myself an adventurer and roam the countryside with the name... fluffy the cute!
They are dying more in arena though, not sure why...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tirion on May 24, 2012, 02:11:26 am
Please, will someone give me a link to a dfhack and Dwarf Therapist version that works with 34.09? Or 34.10, if it's save-compatible with 09, sooner or later I'll find out how to update genesis .09 to .10 without corrupting it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 24, 2012, 08:21:26 am
Please, will someone give me a link to a dfhack and Dwarf Therapist version that works with 34.09? Or 34.10, if it's save-compatible with 09, sooner or later I'll find out how to update genesis .09 to .10 without corrupting it.

http://www.bay12forums.com/smf/index.php?topic=91166.0
http://www.bay12forums.com/smf/index.php?topic=66525.0
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sus on May 24, 2012, 10:06:51 am
This question was answered before, but I lost it... Does a creature need a baby or a child to breed.
As in do I need BABY/GENERAL_BABY or CHILD/GENERAL_CHILD?
EDIT: probably found the answer.
The entire creature or all castes need at least "one" BABY or CHILD tag you can have both for baby->chikd->adult. Also IMMOBILE stops a creature from breeding in fortress mode but not worldgen

GENRAL_XXXX is just a name for the child, just changes the ending. So instead of "creature has given birth to a creature child" it would be "given birth to a creature <GENERAL_XXXX>"
So, am I correct to assume that if I wanted to create, say, a syndrome that causes sterility,
Code: [Select]
[CE_REMOVE_TAG:BABY:START:10]
[CE_REMOVE_TAG:CHILD:START:10]
would do the trick?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 24, 2012, 10:10:06 am
This question was answered before, but I lost it... Does a creature need a baby or a child to breed.
As in do I need BABY/GENERAL_BABY or CHILD/GENERAL_CHILD?
EDIT: probably found the answer.
The entire creature or all castes need at least "one" BABY or CHILD tag you can have both for baby->chikd->adult. Also IMMOBILE stops a creature from breeding in fortress mode but not worldgen

GENRAL_XXXX is just a name for the child, just changes the ending. So instead of "creature has given birth to a creature child" it would be "given birth to a creature <GENERAL_XXXX>"
So, am I correct to assume that if I wanted to create, say, a syndrome that causes sterility,
Code: [Select]
[CE_REMOVE_TAG:BABY:START:10]
[CE_REMOVE_TAG:CHILD:START:10]
would do the trick?
Acually there is a Syndrome only tag called STERILE

            [CE_ADD_TAG:STERILE:START:0:END:2048]

this is an interaction I use in Project Clockwerk
Code: [Select]
[INTERACTION:BP_BUMP_AUTO_SHUT_BREEDER_DOWN] --- Shuts Breeders, breeding for 2 days
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_BP]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:creature]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_AFFECTED_CLASS:BREEDER] --- targets only Breeders
[I_EFFECT:CONTACT]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_IMMEDIATE]
[I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Breeding off]
      [SYNDROME]
             [SYN_NAME:shut off]
      [CE_ADD_TAG:STERILE:START:0:END:2048]
      [CE_FLASH_TILE:TILE:'X':4:0:1:FREQUENCY:2000:1000:START:0:END:2048] --- to let you know if it's turned off

Oddly enough STERILE cannot be placed on a creature, but can be added through a syndrome. Weird huh?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sus on May 24, 2012, 10:56:49 am
Oddly enough STERILE cannot be placed on a creature, but can be added through a syndrome. Weird huh?
Okay, so that's why the Wiki doesn't list it under Creature tags.
Somewhat confusing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 24, 2012, 02:14:53 pm
I think I'll just speculate on what I said...
When I said we dwarf Armok, I realized that we also act like Epimetheus, although we have a much more... humorous method, involving the dwarves favourite pastime. So, to recap, we dwarf not only Armok, but several classical deities as well.
Modding is fun.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 24, 2012, 06:06:51 pm
Probably tired of my comments, but do we know any other sites but these:
Cave
Cave_Detailed
City
Dark_Fortress
Tree_City
and the wiki said something about Player_Fortress and Fortress, but said they may not work. I just wanted to know if we're aware of less ordinary different sites.
On a side note, do you think that custom design styles are on Toady's list; as in being able to define buildings, forts, whateverwewants like we can the arena? I just thought of that actually...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 24, 2012, 06:22:08 pm
I think TOWER is also one

A question: if I were to only ask for 1 bar--not 150, 1--would it make 150 product or would it just take 1 from the bar?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 24, 2012, 06:29:32 pm
I think TOWER is also one

A question: if I were to only ask for 1 bar--not 150, 1--would it make 150 product or would it just take 1 from the bar?

Not sure of this question, but if you mean with reactions, then it depends.. If it the input is 150 and the output is 150, and you change the input to 1 then yes, the product would be 150. but I'm not sure if this is the answer you need or if it answered you...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 24, 2012, 06:34:11 pm
No, that was pretty much it

What about if I were to have 1 reagent be 150 bars and the other be 1, with the product being 150? Would that make 150 bars?

Better question: if I were to use [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] (derp I should have thought of that in the first place), but still have 1 bar be used, would I have the 149 bars left over, or would it disappear into nothingness?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 24, 2012, 06:45:53 pm
No, that was pretty much it

What about if I were to have 1 reagent be 150 bars and the other be 1, with the product being 150? Would that make 150 bars?

Better question: if I were to use [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] (derp I should have thought of that in the first place), but still have 1 bar be used, would I have the 149 bars left over, or would it disappear into nothingness?

So you have [Reagent:1:150] [Reagent:2:1] with [Product:1:150] correct? it would use both reagent 1 and 2 to make product 1. unless one of the reagents had [PRESERVE_REAGENT] then both of the products would be used up.[DOES_NOT_DETERMINE_PRODUCT_AMOUNT] is used on containers so that stacks of items produce the amount desired correctly.
so if you have
Code: [Select]
[Reagent:1:150]<-- we will say this is bars of steel
[Reagent:2:1][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]<-- lets say this is a bucket of blue dye (my bad)
[Product:1:150]<-- we will call this Blue steel
with reagent 2's modifier, the blue dye bucket wont force the reaction to only make one blue steel bar, instead making the desired 150 blue steel bars correctly

EDIT: haha wasnt thinking.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 24, 2012, 06:49:05 pm
I understand how reactions work.

No, I mean if I had, say, this:

[REAGENT:1:BAR:NONE:NONE:NONE:NONE]
[REAGENT:150:BAR:NONE:NONE:NONE:NONE]

Would the former reagent be gone entirely, or will it simply be 1/150 smaller than it was before?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 24, 2012, 06:53:22 pm
I understand how reactions work.

No, I mean if I had, say, this:

[REAGENT:1:BAR:NONE:NONE:NONE:NONE]
[REAGENT:150:BAR:NONE:NONE:NONE:NONE]

Would the former reagent be gone entirely, or will it simply be 1/150 smaller than it was before?

yes, the reagent would be entirely gone. the only time it would just take one is if say it stacked 150 when brought into the workshop, and the reaction only need just one of the items, or something like that
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 24, 2012, 07:06:52 pm
Do you know how bars work? >_>
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 24, 2012, 07:09:15 pm
Do you know how bars work? >_>

probably not, if i've got it wrong lol. i may need to do more research on reactions involving bars.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Greiger on May 24, 2012, 07:19:02 pm
One unit of metal bars is supposedly 150 when it comes to raw values.  Thread is 1000(citation needed) per item, cloth is 10000.  Everything else is 1:1 Though I'm not sure myself how it will react trying to use portions because I never tried it.   

I think the hospital is the only thing that uses partial items right now.  Using only partial soap bars and partial thread and cloth.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 24, 2012, 07:21:37 pm
Thread is 15000.

I've got this shit down.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 24, 2012, 07:46:54 pm
[REAGENT:A:10:BAR:NONE:NONE:NONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[MIN_DIMENSION:10]
[PRODUCT:100:150:BAR:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]

not sure if this would only take "10" from a bars "150" and make a full bar

so the result would be:
Bar "140"
Bar "150" product

Only a guess
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jesusmod on May 24, 2012, 09:08:33 pm
Is it possible to make a death curse type spell? Like, a spell that kills everyone around you, no collateral damage, but causes the person who casts it to die as well?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 24, 2012, 09:13:57 pm
The caster dying as well from the same speel would be impossible due to the fact [USAGE_HINT:ATTACK] only targets hostile creatures (and ignores any targets that state the caster) only way to get what you want is through tennis interacions

Caster: Death Spell -> target (gets death timer, and death spell)
Targer: Death Spell -> Orginal Caster (gets death timer)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on May 24, 2012, 09:32:22 pm
Putnam you could try it out, but I'm almost positive that you would not get a "smaller" bar. If I remember correctly there was some in between stages where the raws were all still in number of bars but the game wanted sizes so that all items crafted took one bar (even if they said 3 or 8).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blake77 on May 25, 2012, 03:24:06 am
How about smelters, they do keep track of partial amounts of material when you melt items.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 1v0ry_k1ng on May 25, 2012, 05:43:03 am
Q:
How does one mod a creatures blood to cause an on-contact syndrome so, eg, hacking up that creature causes everyone slashed by blood to get dizzy/ill
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 25, 2012, 09:45:23 am
Q:
How does one mod a creatures blood to cause an on-contact syndrome so, eg, hacking up that creature causes everyone slashed by blood to get dizzy/ill

Code: [Select]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[SYNDROME]
[SYN_NAME:blood's syndrome]
        [SYN_CONTACT]
        [SYN_INHALED]
        [SYN_INJECTED]
        [SYN_INGESTED]
            [SYN_AFFECTED_CLASS:GENERAL_POISON]
          [SYN_IMMUNE_CREATURE:creature_name:ALL]
            [SYN_INJECTED]
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
should be like this, but i could be wrong
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tirion on May 25, 2012, 09:50:50 am
Someone give me a download link to a Dwarf Therapist version that handles 34.09 and shows castes and attributes, please!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 1v0ry_k1ng on May 25, 2012, 10:30:42 am
Q:
How does one mod a creatures blood to cause an on-contact syndrome so, eg, hacking up that creature causes everyone slashed by blood to get dizzy/ill

Code: [Select]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[SYNDROME]
[SYN_NAME:blood's syndrome]
        [SYN_CONTACT]
        [SYN_INHALED]
        [SYN_INJECTED]
        [SYN_INGESTED]
            [SYN_AFFECTED_CLASS:GENERAL_POISON]
          [SYN_IMMUNE_CREATURE:creature_name:ALL]
            [SYN_INJECTED]
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
should be like this, but i could be wrong

no effect, even when blood is drank...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on May 25, 2012, 10:42:42 am
@Tirion
here ya go http://www.bay12forums.com/smf/index.php?topic=66525.0

@1v0ry_k1ng
try adding [ENTERSBLOOD] or how ever the tag goes. I will now attempt !!SCIENCE!! to see if i can get it working

EDIT: @Tirion that should have a download for .09 as well, if not i will search some more
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Greiger on May 25, 2012, 10:46:03 am
Try putting    [SELECT_MATERIAL:BLOOD] in the creature entry near the bottom instead of [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID] and follow it with the syndrome tags instead.

The dragon raw modifies it's body materiels using the select materiel tag, and since that basically lets you modify the materiel just like modifying a template syndrome tags should work there.

If that still fails I could always just crack open a world.sav and see how forgotten beasts do it.

EDIT: Forgotten beasts appear to do it with the select materiel method.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 25, 2012, 11:48:03 am
Q:
How does one mod a creatures blood to cause an on-contact syndrome so, eg, hacking up that creature causes everyone slashed by blood to get dizzy/ill

   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
      [STATE_NAME:ALL_SOLID:frozen corrupted blood]
      [STATE_ADJ:ALL_SOLID:frozen corrupted blood]
      [STATE_NAME:LIQUID:corrupted blood]
      [STATE_ADJ:LIQUID:corrupted blood]
      [STATE_NAME:GAS:boiling corrupted blood]
      [STATE_ADJ:GAS:boiling corrupted blood]
      [PREFIX:NONE]
      [SYNDROME]
         [SYN_NAME:corruption]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_CONTACT]
         [CE_PAIN:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:10:END:100]
         [CE_SWELLING:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:10:END:150]
         [CE_BRUISING:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:10:END:500]
         [CE_FEVER:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:10:END:150]
         [CE_DIZZINESS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:10:END:150]

Blood beast blood from regeneration, Enjoy
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on May 25, 2012, 12:11:13 pm
How many ticks are in a week, and how many in a year?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 25, 2012, 12:39:15 pm
How many ticks are in a week, and how many in a year?

33600 is one month, so 403200 for a year.

30 days in a month so 1120 in a day * 7 for RL week 7840
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on May 25, 2012, 02:49:59 pm
How may I create new types of containers? I'm looking at creating a new type of container for what i'm adding, with the intents of storing liquids, solids, and gasses. (Specifically, it's intended to be a vacuum flask, so I can at least give the reason/theory why extremely reactive and high temperature materials can be stored safely.)

Also, is there currently any way for a dwarf to take out the contents of a container, besides from the part with pond zones and water buckets, and of course consuming the item inside the barrel.

(This is just seeing if I can legitimately make these things, or if I have to make a dummy item_tool to accomplish this. My inner OCD is making me want to make legitimate containers, which have the benefit of not being consumed in reactions.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 25, 2012, 02:53:22 pm
[ITEM_TOOL:ITEM_TOOL_JAR]
[NAME:jar:jars]
[VALUE:30]
[TILE:'u']
[TOOL_USE:LIQUID_CONTAINER]
[CONTAINER_CAPACITY:10000]
[HARD_MAT]
[SIZE:2850]
[MATERIAL_SIZE:1]

you can change it to FOOD_STORAGE for the use to hold food as well, but nothing can contain a GAS, unless you make your material a liquid and 'pretend' its a gas
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rumrusher on May 25, 2012, 05:02:01 pm
so is it possible to stack on interactions? or is it a one time deal?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 25, 2012, 05:07:12 pm
yeah, interactions can be stacked.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Raptor_a22 on May 25, 2012, 11:50:26 pm
I seem unable to get a custom interaction to work

What it's supposed to do is allow a creature to assume an 'animal form', which polymorphs them into an animal for 300 time units using [CE_BODY_TRANSFORMATION:START:0:END:300], but unfortunately te game refuses to acknowledge the existene of the interaction itself

Creature raw:
Spoiler (click to show/hide)
Interaction:
Spoiler (click to show/hide)

errorlog.txt
Spoiler (click to show/hide)

Assuming control of the creature in Arena mode and attempting to perform the interaction (which appears under 'a: natural ability', so at least THAT works...) results in it showing up as 'Unknown interaction'
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 26, 2012, 12:21:13 am
Your missing [I_SOURCE:CREATURE_ACTION] drop that at the top of your interactiions
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Raptor_a22 on May 26, 2012, 02:55:48 am
Still not working. errorlog.txt has the same error.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 26, 2012, 02:58:31 am
Do you have the interaction in the correct location (the objects folder), the file with a correct header (pretty much any text), and the correct object declaration ([OBJECT:INTERACTION])?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Raptor_a22 on May 26, 2012, 03:55:04 am
Ah, there was a typo in the object declaration. It's working now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jesusmod on May 26, 2012, 01:50:49 pm
Spoiler (click to show/hide)
TL;DR: space marine dwarves and zerg rushing zergs, how to?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 26, 2012, 01:52:00 pm
Creatures turning into other creatures during combat situations can pretty much only be done with USAGE_HINT:FLEEING unfortunately.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jesusmod on May 26, 2012, 01:58:35 pm
oh... well, could the other things be done?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 26, 2012, 03:13:26 pm
Oh, no, it could pretty much all be done. You could even have a playable zerg race where queens give birth to maggots that will turn into random zerg.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 26, 2012, 03:24:11 pm
Please elaborate Putnam!
That was like putting a bone in front of a dog, or beer in front of a sober dwarf, or a fantastic device in front of a modder so define it please. I'm craving ingenuity right now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 26, 2012, 03:54:24 pm
Quote from: Meph
Ok. Only one of many tests proved to work.

You need to transform a NON-PET creature to a dwarf. Make a dwarven caste with low pop ratio, call it slave, give a few custom profession names and so on.

Make a creature that can be transformed. Easy.

Problem: The creature has to be friendly. How to get a friendly creature ? Buy it as a pet. Oh, wait a second.

The Solution: Make a pet creature. Has 3 castes. Male, Female and Slave. Male pop ratio is 1, female pop ratio is 1, slave pop ratio is 10000. Make male/female caste a pet. You can now buy a pet that only gives birth to NON-PET creatures. These still do no work though. Give the Slave-Caste creature that gets born a secretions with a transformation syndrome, that transforms them into a dwarf. Slave gets born, gets transformed into slave-caste dwarf. And DONE, you have a working slave. This is so far the only solution i found.

This can be done with zerg creatures just as easily.

To be exact, you could have the secretion do multiple transformation interactions, each more likely than the previous, each one being a frame apart:

5% ultralisk
15% queen
25% mutalisk
35% hydralisk
45% baneling
100% zergling

This will give a 55% chance of being a zergling, with the rest of the chances being a lot of probability crap.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 26, 2012, 03:59:10 pm
Wasn't there someone a while ago who said they couldn't get a transformed creature to transform a second time.
Meaning that creature A>creature B> creature C wouldn't work, it would have to go A>B>A with time, or some other solution>C.
I was hoping for a larval stage that could grow to a random caste, or something else inside that original entity.
EDIT: missed your edit. That would work for a creature that was born in it's entity though, right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 26, 2012, 04:04:11 pm
you can farther transform a creature after a transformation only if it is dead.

EDIT:
Surpised Meph posted that info Putnam but I don't know if that will work for the zerglings, unless you where playing as them

and the transformed pet will only do labors and drafting to the military is impossible unless they do something notable and become a HISTORAL figure
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 26, 2012, 04:05:41 pm
Yes. You can transform creatures into creatures of the same caste.

The main problem with all this, though, is that it would require the POP_RATIO of all the castes but the maggot to be exceedingly low, which would cause problems in worldgen.

I think a better way to go about it would be to have all the castes have something like "grub" or "maggot" as their child name.

you can farther transform a creature after a transformation only if it is dead.
The important part is that the first few transformations don't actually transform. In fact, the method I posted relies on the fact that transformations don't stack.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 26, 2012, 04:13:37 pm
I guess my personal special will have to wait, and I just compensate for it until the system becomes more lenient or computer-useable.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on May 26, 2012, 09:16:52 pm
How would I  designate sand as a reagent? If [POWDER_MISC:NONE:<MATERIAL>:NONE], what is the material?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 26, 2012, 09:57:55 pm
You can do about 2 different ways:
1.
   [REAGENT:sand:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN]
   [REAGENT:sand container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:sand]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
or
2.
   [REAGENT:sand:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SAND]
   [REAGENT:sand container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:sand]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

with number 2. [REACTION_CLASS:SAND] has to be added to all INORGANICs with [SOIL_SAND]

1. targets a spacific type of sand
2. targets all materials that are Classed as SAND
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 26, 2012, 10:00:35 pm
Does anyone remember the way to have a creature continue growing indefinitely(until death)? I seem to have forgotten the tag.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 26, 2012, 10:06:51 pm
   [BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
                          [APP_MOD_RATE:10:DAILY:0:1000000:0:0:NO_END]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
                          [APP_MOD_RATE:10:DAILY:0:1000000:0:0:NO_END]

is my guess

EDIT:
Wiki

APP_MOD_RATE
Rate (integer)
Scale (DAILY, YEARLY)
min:max of growth
start year:start day
end year:end day
 setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 26, 2012, 10:13:05 pm
I added the tags, doing serious testing in a while. Just found however, that looking at the creature caused it to say "she is gigantic" as normal.
Checked again and it said "She is gigantic. She is gigantic." As I said, dwarven science will commence later.

Urist McRevan cancels !!Science!!. Watching Alien.
Urist McRevan sees Alien as Ripley goes to escape Nostromo.
Urist McRevan stares disbelievingly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on May 27, 2012, 12:25:46 am
Is there anything modable related to wheelbarrows and minecarts, or is it all hardcoded? I'm thinking about track related things, but anything at all would be a good sign.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 27, 2012, 12:32:56 am
Is there anything modable related to wheelbarrows and minecarts, or is it all hardcoded? I'm thinking about track related things, but anything at all would be a good sign.

Nope, all 100% moddable. Wheelbarrows have [TOOL_USE:HEAVY_OBJECT_HAULING] while minecarts have [TOOL_USE:TRACK_CART]. Any other object that has those will be used the same way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on May 27, 2012, 03:35:45 am
Spoiler (click to show/hide)

I dont see anything wrong with this but my woodcutters and miners will not pickup the stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dbuhos on May 27, 2012, 06:42:08 am
Is it possible to make an interaction where you, from six (example) tiles away can make a foe's lung get nercrosis / bleed / bruising ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on May 27, 2012, 09:27:46 am
Probably wrong but [CE_INTERACTION_RANGE:6]
Or find it here http://dwarffortresswiki.org/index.php/DF2012:Interaction_token (http://dwarffortresswiki.org/index.php/DF2012:Interaction_token) where you'll find everything you need about Interactions.
EDIT: maybe
[CAN_DO_INTERACTION]
[TARGET:LINE_OF_SIGHT]
[USAGE_HINT:ATTACK]
[TARGET_RANGE:6] not sure about this line
[WAIT_PERIOD:10] wait 10 time units?
other tokens will be needed for actual damage, targeting, etc.
Disclaimer: Revanchist is not responsible for any errors, glitches or problems caused by "advice". Use at own risk.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 27, 2012, 11:57:39 am
Spoiler (click to show/hide)

I dont see anything wrong with this but my woodcutters and miners will not pickup the stuff.
Their bodysize is too small, Picks and Axes are too big, Look at teh weapons and see waht their MIN_SIZE is and increase their size to or bigger then it. Or make new picks and axes for them

@ Dbuhos
Yes
the effect would be [I_EFFECT:ADD_SYNDROME] and then look at how syndromes are made
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on May 27, 2012, 01:43:02 pm
Spoiler (click to show/hide)

I dont see anything wrong with this but my woodcutters and miners will not pickup the stuff.
Their bodysize is too small, Picks and Axes are too big, Look at teh weapons and see waht their MIN_SIZE is and increase their size to or bigger then it. Or make new picks and axes for them

@ Dbuhos
Yes
the effect would be [I_EFFECT:ADD_SYNDROME] and then look at how syndromes are made

Ohh Thanks hugo! Thats funny that there so small that they cant pick them up :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 27, 2012, 01:56:47 pm
no problem, if things have troubling picking weapons up check:

1. has a bodypart with GRASP tags
2. has the EQUIPS tag
3. is large enough to pick up the weapon
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on May 27, 2012, 03:58:58 pm
...gee, I ask a lot of questions.

Anyways, a few questions about containers, liquids, and gasses.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 27, 2012, 04:06:54 pm
...gee, I ask a lot of questions.

Anyways, a few questions about containers, liquids, and gasses.
  • What file should I make my liquid under, and how would I make it asides from the mat file?
  • Is it possible to make a container that can only store certain liquids?
  • Where would I make said container?
  • Are containers effectively sealing out what is inside them from the outside temperature and environment? (IE: if I put a liquid that turns to a gas at low temperatures, will it be safe as a liquid inside?
  • Can I store gasses in containers?

1. INORGANIC, a CREATURE, or a PLANT
2. Not really, but you can make it a LIQUID_CONTAINER like JUGs so booze and food are not stored in it normally
3. item_tool.txt
4. Depends if the "CONTAINER"s material has a low FIXED_TEMP so it's always cold, and will keep whatever inside chilled
5. No Gas always excapes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on May 27, 2012, 07:02:05 pm
Okay, thanks. I'll have to make some proxy item_tools and item_inorganic_others.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on June 02, 2012, 09:32:19 pm
I apologize for the double post, but the thread has been somewhat inactive.

Is the "power" system devised beyond the raws? And it as at least tap-able? And to a more relevant question, is there any way of emulating it. (I want to devise a sense of electricity as much as power is mechanical energy, which is seperate from DF "power", of course).

Another potential option for me emulating "electricity", and perhaps more fitting to my mod's canon, is do it the way Tesla envisioned, with a Wardenclyffe Tower, if I can make certain buildings require a building being built as a precursor.

Any answers will be appreciated, and feedback to my intents would also be appreciated.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 02, 2012, 09:37:32 pm
Nope.

For my science mod, I have batteries made at the millstone. That's the closest that I can get to, so far as I know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 02, 2012, 09:38:45 pm
ninja'd by Putnam. I was gonna suggest batteries as a reagent to any jobs done at your "power'd" buildings.

Or a required object is made at the "Tower" that is needed to build said new buildings. "Battery Case? Fuse box?"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on June 02, 2012, 10:32:16 pm
Batteries would work, although it's a shame neither of those work.

And for a final clarification, you cannot make buildings with a requisite of having another building?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on June 02, 2012, 10:44:48 pm
How can I mod in something that freezes the enemy?
Like. Ice freezy.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 02, 2012, 10:47:45 pm
How can I mod in something that freezes the enemy?
Like. Ice freezy.

Make a glob that is really, really cold.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 02, 2012, 11:08:17 pm
Batteries would work, although it's a shame neither of those work.

And for a final clarification, you cannot make buildings with a requisite of having another building?
No unless a special item is needed and is only made at a certain building.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Twangykid on June 03, 2012, 05:57:22 am

[ITEM_WEAPON:ITEM_BOSTAFF]
[NAME:bo staff:bo staves]
[SIZE:400]
[SKILL:SPEAR]
[TWO_HANDED:47500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]
[ATTACK:BLUNT:20000:1000:whirl around and bash:whirls around and bashes:shaft:1250]
[ATTACK:BLUNT:2000:10000:jab:jabs:front end:2000]

This look overpowered? Can only be made with one metal, which is bronze level.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 03, 2012, 08:43:42 am
Since all the attacks are BLUNT the second value is not importance, altho the first one is as that is contact area.

for attacks a lower contact area can pentrate better so BLUNT attacks are normall 100-10 with 10 being the best (like getting hit with a pick)

so really this is like beating someone with a water noodle. of course this could be your wish. since I read your Weastler Mod thread.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on June 03, 2012, 12:03:47 pm
How do I define how sharp a material is? I tried to make something slightly stronger than copper, but fighting with it was basically hitting enemies with a block of cement.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 03, 2012, 12:11:31 pm
How do I define how sharp a material is? I tried to make something slightly stronger than copper, but fighting with it was basically hitting enemies with a block of cement.

SHEAR_STRAIN_AT_YIELD and MAX_EDGE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 03, 2012, 12:15:02 pm
How do I define how sharp a material is? I tried to make something slightly stronger than copper, but fighting with it was basically hitting enemies with a block of cement.

SHEAR_STRAIN_AT_YIELD and MAX_EDGE.
Is that the only SHEAR value that must be altered? I'm curious too.
MAX_EDGE is a given, but does altering the SHEAR give it more cutting power? or just resistance to being cut? or both?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on June 03, 2012, 12:18:30 pm
How do I define how sharp a material is? I tried to make something slightly stronger than copper, but fighting with it was basically hitting enemies with a block of cement.

SHEAR_STRAIN_AT_YIELD and MAX_EDGE.
It worked, thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on June 03, 2012, 03:30:44 pm
How would I make something extremely brittle but rigid?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 03, 2012, 04:18:27 pm
IMPACT_FRACTURE
IMPACT_YIELD

I'm not 100% sure but the wiki says it's used for blunt force combat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on June 03, 2012, 07:03:35 pm
How do I define how sharp a material is? I tried to make something slightly stronger than copper, but fighting with it was basically hitting enemies with a block of cement.

SHEAR_STRAIN_AT_YIELD and MAX_EDGE.
Is that the only SHEAR value that must be altered? I'm curious too.
MAX_EDGE is a given, but does altering the SHEAR give it more cutting power? or just resistance to being cut? or both?

I thought SHEAR_YIELD was the more important shear value, but I could be wrong.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on June 04, 2012, 04:49:07 am
So I'm trying to make a Paralyze syndrome/interaction, but I'm unsure of how to set it up. I need it for testing stuff in the arena. Anyone able to help?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on June 04, 2012, 06:52:12 am
The wiki page on syndromes (http://dwarffortresswiki.org/index.php/Syndrome#The_anatomy_of_a_syndrome) explains how to set one up on a material fairly easily, I believe they even give an example of a paralysis one in there as well. As for the interaction part of it you will need to get help from someone else as I sadly have not really messed too much with interactions yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Morhem on June 04, 2012, 08:48:26 am
I added a new weapon, added it in "entity", but my civ cant produce it. What seem to be the problem?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 04, 2012, 08:56:06 am
I don't know, you haven't actually posted any real info about it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darklord92 on June 04, 2012, 09:06:30 am
Have you permitted the reaction to create it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 04, 2012, 09:08:41 am
Have you permitted the reaction to create it?

You don't need to for weapons.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Morhem on June 04, 2012, 10:08:46 am
Here s the raws

in item_weapon

[ITEM_WEAPON:ITEM_WEAPON_AXE_BIG]
[NAME:choppa:choppas]
[SIZE:1000]
[SKILL:AXE]
[SKILL:HAMMER]
[SKILL:SWORD]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:60000:7000:hack:hacks:NO_SUB:1250]
[ATTACK:BLUNT:40000:6000:smash:smash:NO_SUB:2250]



and in entity_default

[WEAPON:ITEM_WEAPON_AXE_BIG]


UPD: And they also making battle axes, but i deleted them 0_o
UPD 2: It was duplicate entries in 2 files. Sorry for the stupid question.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: abculatter_2 on June 04, 2012, 12:56:18 pm
Hey, sorry for the noob question, but how would you make a thick, viscous liquid, which behaves similar to a powder or milk in that it needs a container to be transported and created, yet does not rot, and is not edible? It would also be great if I could limit it to only a specific player-created transport medium, or limiting it to a specific material for storage, but it's not really necessary.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 04, 2012, 02:21:33 pm
Not too nooby at least your not asking something really confusing like here: http://www.bay12forums.com/smf/index.php?topic=110841.0

pick these materials and items apart

Spoiler: MATERIAL (click to show/hide)

Spoiler: Item (click to show/hide)

Spoiler: Reaction (click to show/hide)

The material is old and when I was just learning how to make materials. and the UNDEAD class is a custom creature
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: abculatter_2 on June 04, 2012, 02:43:24 pm
Ooooh, yes, that is beautiful! Exactly the kinda material I'd like to emulate... Though, how would you change the syndrome to be a mutagenic one? One that randomly chooses between various random mutations, such as adding a body part, or changing a body part's material (Or changing the entire body to one material)? Is that possible?

If not, something like changing whatever body part it touches into a random material is also fine, especially if low-melting-point materials would result in the limb melting off the body.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 04, 2012, 02:46:17 pm
Ooooh, yes, that is beautiful! Exactly the kinda material I'd like to emulate... Though, how would you change the syndrome to be a mutagenic one? One that randomly chooses between various random mutations, such as adding a body part, or changing a body part's material (Or changing the entire body to one material)? Is that possible?

If not, something like changing whatever body part it touches into a random material is also fine, especially if low-melting-point materials would result in the limb melting off the body.

Hmm... the melting part is a bit iffy, as for the random body mutations (transformations) just have many of them but with a low prob and resistable since it's contact it will constantly be trying to inflict it's syndromes but if it has a low chance, and can be resisted. then you cna have a person mutat instanstly or never.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: abculatter_2 on June 04, 2012, 03:15:38 pm
What if I made the mutations have a long realization time, something like a year or two before it finished? Can a single creature be infected multiple times by a single syndrome at the same time? is there a way to increase resistance to others if one is already infected, or has been infected before?

The goal is that, this material will puff out with a 20% chance from a custom workshop, and almost guarantee a random mutation, but only a few years down the road. Also, it'd be nice to have the potential for !!FUN!!, but with a reduced chance over a neutral or slightly detrimental mutation, but that's relatively easy I'd assume, no?

EDIT: Also, is there a way to make the solid form of an object be a different color then the gaseous and liquid forms? What about having the gas be a random color?

EDIT2: Is there a [NO_ROT] tag?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on June 04, 2012, 03:30:58 pm
Is there any way to pick up liquids that aren't water from the environment? I want to try and see if I can make naturally occurring petroleum, but it's really rather useless if I can't put it into a storage device.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 04, 2012, 04:58:50 pm
Is there any way to pick up liquids that aren't water from the environment? I want to try and see if I can make naturally occurring petroleum, but it's really rather useless if I can't put it into a storage device.

Neither are possible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: abculatter_2 on June 04, 2012, 06:33:53 pm
Wait, how do you make a syndrome which adds a body part? And how do you make that syndrome have a percentage chance?

Also, can you make a syndrome last forever?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 04, 2012, 07:02:09 pm
Wait, how do you make a syndrome which adds a body part? And how do you make that syndrome have a percentage chance?

Also, can you make a syndrome last forever?

You can't, the PROB:X (which is kind of required for all syndromes (http://dwarffortresswiki.org/index.php/Syndrome#Creature_effect_token)) and yes, by note having an END:X part of the token.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: abculatter_2 on June 04, 2012, 10:02:54 pm
(which is kind of required for all syndromes (http://dwarffortresswiki.org/index.php/Syndrome#Creature_effect_token))

Not for the special ones I'm interested in...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 04, 2012, 10:07:20 pm
It still works for them though.

Trust me, I know :P I've been modding interactions since before interactions even came out :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: leafbarrett on June 05, 2012, 12:00:24 am
Riddle me this, riddle me that, or however the fuck that goes.

Code: [Select]
[REACTION:TEMPERED_STEEL_BARS]
[NAME:temper steel bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:STEEL]
[REAGENT:B:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:TEMPERED_STEEL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

The error log says it can't find TEMPERED_STEEL.
"*** Error(s) finalizing the reaction BRASS_MAKING
Unrecognized Inorganic Token: TEMPERED_STEEL
"

HOWEVER! In inorganic_metal there is this thing I've added:
Code: [Select]
[INORGANIC:TEMPERED_STEEL]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:tempered steel]
[STATE_NAME_ADJ:LIQUID:molten tempered steel]
[STATE_NAME_ADJ:GAS:boiling tempered steel]
[DISPLAY_COLOR:0:7:0]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:8150]
[LIQUID_DENSITY:7180]
[MOLAR_MASS:55845]
[IMPACT_YIELD:2005000]
[IMPACT_FRACTURE:3020000]
[IMPACT_STRAIN_AT_YIELD:740]
[COMPRESSIVE_YIELD:2005000]
[COMPRESSIVE_FRACTURE:3020000]
[COMPRESSIVE_STRAIN_AT_YIELD:740] 160
[TENSILE_YIELD:730000]
[TENSILE_FRACTURE:920000]
[TENSILE_STRAIN_AT_YIELD:125] 200
[TORSION_YIELD:730000]
[TORSION_FRACTURE:920000]
[TORSION_STRAIN_AT_YIELD:115]
[SHEAR_YIELD:730000]
[SHEAR_FRACTURE:920000]
[SHEAR_STRAIN_AT_YIELD:115] no data, used 200
[BENDING_YIELD:730000]
[BENDING_FRACTURE:920000]
[BENDING_STRAIN_AT_YIELD:115]
[MAX_EDGE:10000]
[STATE_COLOR:ALL_SOLID:BLACK]
which fits the need properly.

The exact issues I'm having are:
-I have to replace an existing reaction to get the tempered steel one to appear at all
-Forges can't craft anything from tempered steel, no matter what I try (also, I accidentally made my anvils go poof when I went to clear out copper - I gimped something up on melting an item and ended up with close to 2000 bars, so I vaporized copper, forgetting that my only anvils were copper, so now I can't even check at the moment)

What do? (I replaced brass smelting (ore) with the reaction to get it to show up)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Morhem on June 05, 2012, 12:44:10 am
How to make a specific creature caste to always have a certain syndrome? Attach it to some material in their body?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on June 05, 2012, 12:52:26 am
Make them excrete a material on one of their internal organs that gives it to them. Preferably with [SYN_AFFECTED_CREATURE:CREATURE:CASTE] so it can only affect that caste. I don't know whether an excretion by an internal part will get all over the outside.

If you just want them to have a certain power/ ability, it would be much simpler to just give that caste [CAN_DO_INTERACTION]. You only need to give them a syndrome if you want disease symptoms such as bleeding, bruising, necrosis, paralysis, etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Morhem on June 05, 2012, 12:55:47 am
Actualy, i wanna transform one of the castes of my creature, into the other creature, the moment they are born.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on June 05, 2012, 01:07:29 am
Then you'll have to go with an excretion. Problem is, it won't work in legends mode. The transformation will only occur while in the currently loaded map. You'd have to reach their area in adventure mode or encounter them in fortress mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Morhem on June 05, 2012, 01:38:29 am
I put it in ere blood for the test, but its not seem to work. Here's what i did:
Spoiler (click to show/hide)

UPD: [SECRETION] helped, and i transformed all my dwarfs into dogs. One of them still trying to catch some fish, but cant quite find his hands, to do so..
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Moogie on June 05, 2012, 06:52:13 am
Just a quick question about language raws;

Is there a way to restrict certain words to be used ONLY by specific races? I experimented with it a little bit, and currently think the answer is 'no', but I figured I'd ask anyways. I tested this by adding a new word, then placing that word into its own SYMBOL category. Then I made my dwarven entity 'SELECT_SYMBOL' that symbol. Even though no other race were set to select that symbol, they still ended up using that word for their names, towns, etc.

Edit: I added CULL_SYMBOL to all the other races, but night creatures and megabeasts still occasionally use the word.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: abculatter_2 on June 05, 2012, 12:25:39 pm
I put it in ere blood for the test, but its not seem to work. Here's what i did:
*snip*
UPD: [SECRETION] helped, and i transformed all my dwarfs into dogs. One of them still trying to catch some fish, but cant quite find his hands, to do so..

... I'm sorry this is kinda off-topic, but what the HELL are you doing?? ._.


Also, anyone have a tutorial for modding in workshops?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 05, 2012, 12:33:50 pm
Acaully there is a utility called workshop workshop maker. Check the comunity mods and utilities page. It's very helpful

As for what Morhem is doing... I have no idea lol
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: abculatter_2 on June 05, 2012, 04:39:05 pm
Would;
Code: [Select]
[BUILD_ITEM:1:GLOVES:METAL:ADAMANTINE][CAN_USE_ARTIFACT]Refer to adamantine gloves OR gauntlets as being a building requirement? If not, how would I do that?

And, I copy-pasted this from the soap maker's shop;
Code: [Select]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]Would this limit the construction material to only use stone?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 05, 2012, 04:45:18 pm
Would;
Code: [Select]
[BUILD_ITEM:1:GLOVES:METAL:ADAMANTINE][CAN_USE_ARTIFACT]Refer to adamantine gloves OR gauntlets as being a building requirement? If not, how would I do that?

And, I copy-pasted this from the soap maker's shop;
Code: [Select]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]Would this limit the construction material to only use stone?

1. GLOVES:NONE:INORGANIC:ADAMANTINE

2.Yes and logs, blocks, any raw building material. WORTHLESS_STONE_ONLY just makes sure only non-economic rocks are used and not economic/reagent stones (like flux/ore) toggle that stuff in the "z"-> "stone" menu
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: abculatter_2 on June 05, 2012, 05:00:01 pm
2.Yes and logs, blocks, any raw building material. WORTHLESS_STONE_ONLY just makes sure only non-economic rocks are used and not economic/reagent stones (like flux/ore) toggle that stuff in the "z"-> "stone" menu

Hmmm... What if I wanted to limit it to only be stone, would I do STONE:NONE:NONE:NONE, or would STONE:NONE:INORGANIC:NONE also work? I would imagine there wouldn't be much difference...
Oh, and what if I wanted it to use only flux stone?

Also, what are each of those NONE1:NONE2:NONE3:NONE4 arguements require? I get that NONE1 requires an item token (http://dwarffortresswiki.org/index.php/DF2012:Item_token), and that the last two seem to define a specific material, but what about NONE2? Does it define a specific item?

Alsoalso, to activate a building in an entity file, what do I input into it, if anything? Also, is alchemy activated for dwarves by default?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 05, 2012, 05:08:12 pm
[BUILD_ITEM:1:NONE1:NONE2:NONE3:NONE4]
NONE1 is item type, what you want if rough stones is what you want BOULDER/STONE will work make raw stones only able to be used
NONE2 is subtype, tools,armor,weapons,gloves use this ITEM_WEAPON_PICK
NONE3 is material/material category WATER or INORGANIC
NONE4 is material sub-cat. Normall used with INORGANIC but there is CREATURE_MAT, PLANT_MAT, which makes a NONE5 in which NONE5 is the old NONE4

Alchemy = no. but be activated maunally
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Moogie on June 06, 2012, 01:40:57 pm
Continuing from my earlier (as of yet, unanswered) question, I'm getting lots of "Impoverished Word Selector" errors on worldgen now. In my custom race, I have four SELECT_SYMBOLs: Nature, Color, Magic, and the new SYMBOL I created which just contains 1 word. I suspect this may be the cause of the errors, but why? There are three full SYMBOL categories to pick names from, so I don't understand how it could be running out of random names.

Not to mention, I'm also using my Language Unlocked mod, which should give the RNG hundreds of thousands of new possibilities.

All I want is for this race to occasionally use this certain word when naming its people/settlements. It's looking increasingly like that's not possible, however. :/
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mephansteras on June 06, 2012, 02:21:09 pm
Could it be that it expects more than 1 word in any given list? You could try repeating that word multiple times to see if that removes the error.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Moogie on June 06, 2012, 02:30:34 pm
I did that and worldgen just outright crashed. :(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on June 06, 2012, 06:11:11 pm
Tiny question: I'm setting up tiles for a large building, and I put spaces after the entry of single or double digit entries to line them up with the triple digit tile codes, so it forms a grid. Will those spaces actually screw anything up?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: noppa354 on June 06, 2012, 07:01:42 pm
How would I go about making a reaction use a barrel of blood as a reagent? Also, how would I make a reaction fill a barrel with blood? I want to make a bunch of weird blood magic (the blood creation one would also create an inhaled syndrome gas that causes harm) but I'm not sure how.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ydaraishy on June 07, 2012, 05:15:57 am
Is there a feasible way to "hide" a body-transformation? As in, the creature would transform as normal, but this would be unannounced?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 07, 2012, 12:02:56 pm
Is there a feasible way to "hide" a body-transformation? As in, the creature would transform as normal, but this would be unannounced?
Only if the creature is not in view, so if in a undiscovered cave, or make it HIDE before it transfroms. Of course it will have to attack or be discovered before you see it . but then you have no idea some transfromed "less of course it's a fortress member"

How would I go about making a reaction use a barrel of blood as a reagent? Also, how would I make a reaction fill a barrel with blood? I want to make a bunch of weird blood magic (the blood creation one would also create an inhaled syndrome gas that causes harm) but I'm not sure how.

Look in "reaction_other.txt" at the reaction "MAKE_SOAP_FROM_OIL" it has two ways of gathering a reagent from a container. But since blood counts as LIQUID_MISC  you can go into "material_template_default.txt" and add [REACTION_CLASS:BLOOD] to the "BLOOD_TEMPLATE" so you can have one reaction that will look for any type of blood and it's container.

As for the Syndrome, well Wiki how syndromes work and look at IRON_MAN in "creature_subterran.txt" for how his GAS tissue and material work. From there you can figure out how ot make a boiling rock ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on June 07, 2012, 12:17:08 pm
I'm having trouble with an interaction
Spoiler (click to show/hide)
In the arena I give a qu the first Can Learn Interaction Frog Drop, kill and eat three frogs(then I'm full), and the first upgrade works, then it doesn't let me select the qu to upgrade anymore.

Here's the frogs
Spoiler (click to show/hide)

I skip fighting the Gigan Toad most of the time, but I have killed it for testing.

Continuing from my earlier (as of yet, unanswered) question, I'm getting lots of "Impoverished Word Selector" errors on worldgen now. In my custom race, I have four SELECT_SYMBOLs: Nature, Color, Magic, and the new SYMBOL I created which just contains 1 word. I suspect this may be the cause of the errors, but why? There are three full SYMBOL categories to pick names from, so I don't understand how it could be running out of random names.

Not to mention, I'm also using my Language Unlocked mod, which should give the RNG hundreds of thousands of new possibilities.

All I want is for this race to occasionally use this certain word when naming its people/settlements. It's looking increasingly like that's not possible, however. :/

Logically you have enough words to generate names, however the game does not see it as so.  if you only want them to occasionally use this word anyways, try adding other words to the new symbol you have containg it.  These words don't even have to have anything to do with the word, you can build up symbols based on .hack's area names with new words if you like.  As for keeping other civs from using a word, I tried not adding a translation to their language file, but they still used it in names as english.  I used that technique to make a cheap english file, which only seems to work for me, so leaving them out might work after all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 07, 2012, 01:07:25 pm
Wow wow wow... Did you make three sperate interactions that are all the same?

I know for your big main one you have cannot target FROG_DROP_1-4

but each frog drop syndrome has FROG_DROP only

and at the very top of your interaction your missing    [I_SOURCE:CREATURE_ACTION] acaully I think for all your missing it

Code: [Select]
[INTERACTION:FROG_DROP_1]
            [I_SOURCE:CREATURE_ACTION]
            [I_TARGET:A:MATERIAL]
            [IT_MATERIAL:CONTEXT_MATERIAL]
            [I_TARGET:B:LOCATION]
            [IT_LOCATION:CONTEXT_LOCATION]
            [I_TARGET:C:CREATURE]
            IT_CANNOT_TARGET_IF_ALREADY_AFFECTED
            [IT_MANUAL_INPUT:target]
            [I_EFFECT:MATERIAL_EMISSION]
            [IE_TARGET:A]
            [IE_TARGET:B]
            [IE_TARGET:C]
            [IE_IMMEDIATE]

[INTERACTION:FROG_DROP_2]
            [I_SOURCE:CREATURE_ACTION]
            [I_TARGET:A:MATERIAL]
            [IT_MATERIAL:CONTEXT_MATERIAL]
            [I_TARGET:B:LOCATION]
            [IT_LOCATION:CONTEXT_LOCATION]
            [I_TARGET:C:CREATURE]
            IT_CANNOT_TARGET_IF_ALREADY_AFFECTED
            [IT_MANUAL_INPUT:target]
            [I_EFFECT:MATERIAL_EMISSION]
            [IE_TARGET:A]
            [IE_TARGET:B]
            [IE_TARGET:C]
            [IE_IMMEDIATE]

[INTERACTION:FROG_DROP_3]
            [I_SOURCE:CREATURE_ACTION]
            [I_TARGET:A:MATERIAL]
            [IT_MATERIAL:CONTEXT_MATERIAL]
            [I_TARGET:B:LOCATION]
            [IT_LOCATION:CONTEXT_LOCATION]
            [I_TARGET:C:CREATURE]
            IT_CANNOT_TARGET_IF_ALREADY_AFFECTED
            [IT_MANUAL_INPUT:target]
            [I_EFFECT:MATERIAL_EMISSION]
            [IE_TARGET:A]
            [IE_TARGET:B]
            [IE_TARGET:C]
            [IE_IMMEDIATE]

[INTERACTION:FROG_DROP_4]
            [I_SOURCE:CREATURE_ACTION]
            [I_TARGET:A:MATERIAL]
            [IT_MATERIAL:CONTEXT_MATERIAL]
            [I_TARGET:B:LOCATION]
            [IT_LOCATION:CONTEXT_LOCATION]
            [I_TARGET:C:CREATURE]
            IT_CANNOT_TARGET_IF_ALREADY_AFFECTED
            [IT_MANUAL_INPUT:target]
            [I_EFFECT:MATERIAL_EMISSION]
            [IE_TARGET:A]
            [IE_TARGET:B]
            [IE_TARGET:C]
            [IE_IMMEDIATE]

these to me can be mashed into one

and in your first UPGRADE_FROG_DROP you have a effect action       [IE_IMMEDIATE]
 in TARGET:A
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on June 07, 2012, 01:27:41 pm
Thanks!  I also found that I had IE_IMMEDIATE in the target in all my CAN_LEARN_FROG_DROPs as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: abculatter_2 on June 07, 2012, 03:45:45 pm
If I had a reaction with these reagents and products;
Code: [Select]
[REAGENT:A:1:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:LOW_GRADE_METAL]
[REAGENT:B:2:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:2:LIQUID_MISC:NONE:INORGANIC:GASEOUS_EMC][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]

Would it fill each separate barrel with the custom liquid? Or would it only fill one?

Also, is [PRODUCT_DIMENSION:150] necessary for LIQUID_MISC? What about for BAR?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 07, 2012, 05:07:06 pm
I think only one, barrel.

Code: [Select]
[REACTION:BREW_GOOD_1]
[NAME:brew aged dwarven wine]
[BUILDING:BREW_REGEN:NONE]
[REAGENT:plants:10:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
[REAGENT:sweetener:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SWEET]
[REAGENT:sweet container:1:NONE:NONE:NONE:NONE]
[CONTAINS:sweetener]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:tallow:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[REAGENT:barrel/pot1:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot2:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot3:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot4:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:barrel/pot5:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK2][PRODUCT_TO_CONTAINER:barrel/pot1]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK2][PRODUCT_TO_CONTAINER:barrel/pot2]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK2][PRODUCT_TO_CONTAINER:barrel/pot3]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK2][PRODUCT_TO_CONTAINER:barrel/pot4]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK2][PRODUCT_TO_CONTAINER:barrel/pot5]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plants:SEED_MAT]
[PRODUCT:15:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plants:SEED_MAT]
[SKILL:BREWING]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on June 08, 2012, 03:10:59 am
Two questions:

1.  Aside from the quality of items that already have hard-coded quality modifiers, is there any way of tying a reaction or interaction to a particular skill level in a particular skill?  For instance, is it possible to make a workshop that trains MAGIC_NATURE, and then give a new interaction to creatures once they have leveled up to a high enough magic level?  Or make custom cooking reactions where higher-level cooks can produce more advanced meals?

2.  Is there a way to alter the time period that a reaction takes?  Like make a workshop reaction that takes a really, really long time to complete?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on June 08, 2012, 04:18:33 am
Two questions:

1.  Aside from the quality of items that already have hard-coded quality modifiers, is there any way of tying a reaction or interaction to a particular skill level in a particular skill?  For instance, is it possible to make a workshop that trains MAGIC_NATURE, and then give a new interaction to creatures once they have leveled up to a high enough magic level?  Or make custom cooking reactions where higher-level cooks can produce more advanced meals?

2.  Is there a way to alter the time period that a reaction takes?  Like make a workshop reaction that takes a really, really long time to complete?

1) As far as I know, there's no way to unlock reactions/interactions based on skill.

2) I believe adding more products to the reaction makes it take longer.  You could just add some kind of rock that boils away harmlessly to increase the time it takes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on June 08, 2012, 06:50:55 am
Two questions:

1.  Aside from the quality of items that already have hard-coded quality modifiers, is there any way of tying a reaction or interaction to a particular skill level in a particular skill?  For instance, is it possible to make a workshop that trains MAGIC_NATURE, and then give a new interaction to creatures once they have leveled up to a high enough magic level?  Or make custom cooking reactions where higher-level cooks can produce more advanced meals?

2.  Is there a way to alter the time period that a reaction takes?  Like make a workshop reaction that takes a really, really long time to complete?

1) As far as I know, there's no way to unlock reactions/interactions based on skill.

2) I believe adding more products to the reaction makes it take longer.  You could just add some kind of rock that boils away harmlessly to increase the time it takes.

This doesn't work.  Neither does changing the skill used or the materials used as reagents.  I think that custom reaction time may be hard-coded to about 11 seconds at zero skill.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 08, 2012, 12:24:56 pm
Two questions:

1.  Aside from the quality of items that already have hard-coded quality modifiers, is there any way of tying a reaction or interaction to a particular skill level in a particular skill?  For instance, is it possible to make a workshop that trains MAGIC_NATURE, and then give a new interaction to creatures once they have leveled up to a high enough magic level?  Or make custom cooking reactions where higher-level cooks can produce more advanced meals?

2.  Is there a way to alter the time period that a reaction takes?  Like make a workshop reaction that takes a really, really long time to complete?

1. saddly no, and no will crash game.
For the spells/interactions you can do a tennis lvl up system. Your wizard casts a spell on himself (free action) that gives him a "request to lvl up" to throw at a target (free action) target then gets a spell/interaction "give lvl up/give lvl stage 1" (free action) now your wizard has lvled up/moved up a stage and his very first spell can't target him due to the new syndrom class. so he won't be requesting "lvl ups" from the lowest tier. And now only has access to newer spells.
-Custom reactions making meals is bugged = Crash

2. No you can't, but you make the product have a percent chance, making more time and material consuming. which = more costly and time

Cruddy Chart on how Tennis works
Wizard casts tier 1 spells on self >Gains Spells for lvl 1 and upgrader spell
Wizard casts upgrader spell on foes >foe gain "Upgrade wizard"
Foe casts "Upgrade Wizard" > Wizard now can cast "tier 2 spells" on self once tier 1 spells wears off
Wizard cannot targert self with "tier 1 spells" due to new Syn Class of being lvl 2
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on June 08, 2012, 12:42:59 pm
Does anyone know if having [NIGHT_CREATURE_HUNTER] prevents an animal from spawning in fortress mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: emeralis00 on June 08, 2012, 08:48:56 pm
Is there a way to make an interaction target only children?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 08, 2012, 09:08:30 pm
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Splint on June 08, 2012, 10:26:37 pm
Alright, so I was wanting to make platinum more plentiful (I modded it into a weapons-grade metal so I could make doomhammers with them) So how would I go about making it occur in large clusters or replace something like microcline or cinnibar?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 08, 2012, 11:54:30 pm
http://dwarffortresswiki.org/index.php/Inorganic_material_definition_token

look at the environment and environment_spec tokens for other rocks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on June 09, 2012, 12:08:19 am
Is there a way to make an interaction target only children?
There is a bit of a sloppy way to do this, though it has the side effect of making creatures unable to be transformed. Basically you set it so that the creature emits a slime or some other syndrome gas in it's natural state that instantly effects it when it is born, as well as having a unique [CREATURE_CLASS:XX]. That syndrome then immediately places a permanent body transformation with a delayed START time equal to the amount of time for the creature to grow into an adult. Then at the exact same time that the creature grows into an adult it triggers the transformation into a creature that is identical in all aspects save that it doesn't have the [CREATURE_CLASS:XX] that the child one does. Then simply put [IT_AFFECTED_CLASS:XX] on the reaction and they should only target children (or at least only children are affected by it). This should work IIRC, though as I mentioned it does have the side effects of making it so that creatures are immune to transformations, you need two copies of every single creature you want to target with the interaction, and it is possible that it could get messed up if the creature gets infected with something that causes transformations while they are very young.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hanslanda on June 09, 2012, 01:43:44 am
I wanted to start learning modding by taking a human, changing the name, make them a dummy civ with no biomes so no others exist, and upping their attributes through the roof to make an easy starting outsider. But... I can't find their attributes in creature_standard. I found the dwarves, thanks to the explanatory text, but no dice for the humies. I was wondering if I could copypasta it in under my new humans somewhere, then just change the numbers manually, or will that end badly?
Basically,  :o I'm so lost right now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 09, 2012, 01:57:01 am
No, that'll work. Humans are perfectly average, so they don't have any stats in-file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hanslanda on June 09, 2012, 01:59:14 am
Ah, sweet. :) Thank you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 09, 2012, 02:01:21 am
5000 is the max, but you can boost above that with interactions.

I'm going to love the next version of DF. I can finally play as Goku instead killing everything I see :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Splint on June 09, 2012, 05:18:45 am
Ok, I think I got it working. Platinum hammers here I come!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on June 09, 2012, 12:46:49 pm
For inorganic material definitions, is it possible to have a [soil_sand] that creates something when mined?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 09, 2012, 12:48:17 pm
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on June 09, 2012, 05:11:32 pm
Then, how does the reaction for gathering sand/clay work? Is it re-creatable for this specific type of sand?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 09, 2012, 09:31:52 pm
Sand doesn't create something when mined, it creates something when gathered. That happens to go along with the [SOIL_SAND] token; if something has that token, you can gather it in bags and use it for glass.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hanslanda on June 10, 2012, 12:04:31 am
Your avatar changes every single day, doesn't it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 10, 2012, 12:30:47 am
Sand doesn't create something when mined, it creates something when gathered. That happens to go along with the [SOIL_SAND] token; if something has that token, you can gather it in bags and use it for glass.
Not to mention deserts can be made from it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Geneoce on June 10, 2012, 03:38:25 am
Can a pet on a restraint that has labours allowed do work?

I've noticed that giving basic skills in animals, such as farming, allows them to work in workshops.

I'm wondering if they can do more complex labours, and will they do them if there restrained next to a workshop where the work area is within 1 tile.

If so, !SCIENCE!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: luppolo on June 11, 2012, 04:36:56 am
is it possible to have explosive items?
eg a Support when triggered by a lever cause an explosion instead of just collapsing

if so is there a way to make explosions also damage terrain?
eg tnt in minecraft
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 11, 2012, 08:34:59 am
is it possible to have explosive items?
eg a Support when triggered by a lever cause an explosion instead of just collapsing

if so is there a way to make explosions also damage terrain?
eg tnt in minecraft

No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on June 11, 2012, 11:36:46 am
Is there any method, any method at all, for creating a friendly necromancer in Fortress Mode?

So far I haven't been able to get him to animate corpses without them attacking everyone, including their creator (they are listed under the unit list as 'Friendly'.  They just don't act like it).  Removing the [OPPOSED_TO_LIFE] tag from the corpse and adding [NO_AGING] to the necromancer doesn't help.  I've also tried making a pseudo-animated corpse by using RESURRECT instead of ANIMATE, removing CAN_LEARN and CAN_SPEAK, and adding an endless necrosis syndrome, but it just stands there doing nothing.  I'm assuming somebody would have done this if it was possible...

Also, does an endless necrosis syndrome on a creature that doesn't need any of its organs eventually turn it into a walking skeleton?  I've never seen this happen, but maybe I've just never waited long enough.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hanslanda on June 11, 2012, 12:03:13 pm
I would like to mod in headbutting and elbows/knees for humanoids/dwarfoids as attacks. Here's what I got so far:
Spoiler (click to show/hide)


It did nothing... Hmm.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on June 11, 2012, 03:08:27 pm
I would like to mod in headbutting and elbows/knees for humanoids/dwarfoids as attacks. Here's what I got so far:
Spoiler (click to show/hide)


It did nothing... Hmm.

Well for one, you've got BY_TYPE:STANCE. That means that they'll attack using a STANCE bodypart, i.e. feet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on June 11, 2012, 03:16:45 pm
You'd wanna use [ATTACK:HEADBUTT:BODYPART:BY_CATEGORY:HEAD].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: luppolo on June 11, 2012, 04:10:28 pm
what raw edits do i have to make to have all civs at war vs each other?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 11, 2012, 04:15:21 pm
I would like to mod in headbutting and elbows/knees for humanoids/dwarfoids as attacks. Here's what I got so far:
Spoiler (click to show/hide)


It did nothing... Hmm.

what raw edits do i have to make to have all civs at war vs each other?
Make everyone unable to speak, or baby snatch, or give them utterances so they still have names

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jesusmod on June 11, 2012, 09:09:23 pm
I was looking to create a superdwarf megabeast, but for some reason whenever it's hit, its lower body goes flying off and it dies, but I have no clue why. this is what I have:
Spoiler (click to show/hide)
how can I fix this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 11, 2012, 09:24:47 pm
a body_detail_plan can only taek up to 5 arguments (SKIN,FAT,MUSCLE,CARILEGE,BONE) as an example

plus you are calling the PLATE and so forth before they are defined. so really all they got is SKIN as a tissue covering everything

so heres food for thought :Order of Operations

when you wake up do you goto work, then eat breakfast, go home, then get dressed? you went all day naked and when the day is done you finally decide to get dressed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on June 12, 2012, 05:38:49 pm
So I'm trying to create a 'trading' civ that exists specifically to sell a rare set of drinks that no other civ could have.  I give them a reaction to create the drinks and fill containers with it.  To test it, I made them temporarily playable.  Although they are able to create them in the game itself, they aren't able to purchase it on embark, and I'm assuming that this also means they won't sell it.  Is there a way to force a civ to always have a particular liquid item in their possession?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Minnakht on June 12, 2012, 06:29:34 pm
Short, concise question I don't want to make a new thread for:
Can I make a plant yield something that dwarves would recognize as bone and try to bonecarve out of it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 12, 2012, 06:33:10 pm
Short, concise question I don't want to make a new thread for:
Can I make a plant yield something that dwarves would recognize as bone and try to bonecarve out of it?

Yep, just add the BONE tag to the material under its section in the plant raw.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 12, 2012, 08:35:17 pm
Short, concise question I don't want to make a new thread for:
Can I make a plant yield something that dwarves would recognize as bone and try to bonecarve out of it?

Yep, just add the BONE tag to the material under its section in the plant raw.
Does this acaully work putnam? I thought only BONE CORPSEPIECEs where accepted in the hard-coded reactions
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: emeralis00 on June 12, 2012, 09:01:57 pm
Am I missing something here?

for some reason this interaction doesn't work.  No matter how many times I used it, either in adventure or arena mode, it does nothing. I've even used it on myself to see if I just didn't notice and effect.
Code: [Select]
[INTERACTION:HEATWAVE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:ANTIMAGIC]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NO_FEVERS]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:burned]
[SYNDROME]
[SYN_NAME:sores]
[CE_BLISTERS:SEV:200000:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:50:PEAK:1000:END:2000]
[CE_BLEEDING:SEV:800100:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:50:PEAK:1000:END:2000]
[CE_NECROSIS:SEV:180000:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:50:PEAK:1000:END:2000]

here is the usage part.
Code: [Select]
[CAN_DO_INTERACTION:HEATWAVE]
[CDI:ADV_NAME:Cast Heatwave]
[CDI:INTERACTION:HEATWAVE]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:6]
[CDI:VERB:raise the temperature of the foe:exhales at his foe:NA]
[CDI:TARGET_VERB:your skins bubbles and blisters:skin bubbles and blisters]
[CDI:WAIT_PERIOD:60]

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 12, 2012, 09:11:26 pm
Holy Sneakers batman, that interaction's syndromes are fatal!!!

But really have you tryed adding [SYN_CLASS:custom id] to the syndrome?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: emeralis00 on June 12, 2012, 09:18:19 pm
Holy Sneakers batman, that interaction's syndromes are fatal!!!
I wasn't sure if it was because they were to weak, so I added more numbers.

But really have you tryed adding [SYN_CLASS:custom id] to the syndrome?
I'll try that.  I'm not exactly sure what that token is though.  Except for IT_CANNOT_HAVE_SYNDROME_CLASS
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 12, 2012, 10:07:48 pm
That's pretty much what it's used for.

I'm 90% sure it's not actually necessary in any way, shape or form. I don't use it usually.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: emeralis00 on June 12, 2012, 10:19:32 pm
That's pretty much what it's used for.

I'm 90% sure it's not actually necessary in any way, shape or form. I don't use it usually.

It didn't work.  At all.  I heard that some syndrome tags don't work.  Could that be the problem?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 12, 2012, 10:52:33 pm
You don't need CDI:INTERACTION:HEATWAVE unless it's a secret/curse btw
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: emeralis00 on June 12, 2012, 10:57:20 pm
Thanks, I originally based it off of the necromancer interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 12, 2012, 11:00:03 pm
I don't think removing an extra token will help, however.

Let's use the example of my "secure" interaction in the SCP mod:

Code: [Select]
[CAN_DO_INTERACTION:CONTAIN]
[CDI:ADV_NAME:Contain (note, does nothing useful in adv, no cage traps)]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:TONGUE]
[CDI:VERBAL]
[CDI:VERBAL_SPEECH:scp/contain.txt]
[CDI:TARGET_VERB:are taken aback by the insult and faint momentarily:is taken aback by the insult and faints momentarily]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:250]
[CDI:FREE_ACTION]

Anything missing?

The following aren't necessary:

VERBAL and anything that comes after it

BP_REQUIRED

USAGE_HINT
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on June 13, 2012, 02:56:19 am
@emeralis00

the interaction works fine when i use a plant to give them an ability (granted all it will do is boil the skin and rarely kills them), i havent tried giving a creature the ability as a natural yet, but ill tell you what i find, ok?

EDIT: Misread that. Sorry putnam.

EDIT 2: @emeralis00 when i give it to dwarves naturally they can use it, it just causes minor rot,blistering, and bleeding.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Child of Armok on June 13, 2012, 10:36:33 am
What do i have to do to be able to Butcher and eat the Gobs? :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on June 13, 2012, 11:01:27 am
What do i have to do to be able to Butcher and eat the Gobs? :D
Change ETHIC:EAT_SAPIENT_KILL to acceptable. Do the same with EAT_SAPIENT_OTHER.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Child of Armok on June 13, 2012, 11:10:25 am
Where do i find these things?
Modder newb
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on June 13, 2012, 11:23:25 am
Where do i find these things?
Modder newb
entity_default.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Child of Armok on June 13, 2012, 11:28:48 am
Wait...
That's already acceptable!
Where can i change it so i can butcher?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 13, 2012, 01:38:57 pm
It shouldn't be--are you looking at the MOUNTAIN entity?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: emeralis00 on June 13, 2012, 02:10:49 pm
-snip-
Anything missing?

@emeralis00
-snip-

I figured out the problem.  The syndrome wasn't reaching its peak till 16 minutes in.  I simply wasn't waiting long enough.
*facepalms self*
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Child of Armok on June 13, 2012, 02:19:52 pm
It says Default
And if you open it you gat indeed Mountain first and then A giant list of Dwarf things and Gob and Kob
I'm using he Masterwork mod.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 13, 2012, 02:22:50 pm
You want the ethic under MOUNTAIN specifically. Are EAT_SAPIENT_KILL and EAT_SAPIENT_OTHER both ACCEPTABLE?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tierre on June 14, 2012, 03:06:30 am
Maybe you just went to the end of the file? And found goblins there? Just point your cursor on mountain and then go CTRL-F and search for ETHIC. That will scroll you to needed part.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: !!crundle!! on June 14, 2012, 03:27:22 am
Reposting from another thread for more answers.

Quote
Would it be possible to make an interaction that causes a creature to grow a new body part?

I'd like to make Shadows, who turn things they kill into other Shadows, which can only be damaged in their cores, which also suck blood.

In addition, how would you manage the ability to regenerate body parts? I'd also like to make working Trolls.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on June 14, 2012, 06:43:54 am
Ok, while brainstorming for a project i plan on working on later, i came up with a problem. When a creature transforms into a creature with building destroyer, will they destroy the building that caused the transformation?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Child of Armok on June 14, 2012, 06:51:42 am
(Masterwork mod)
I don't have a Mountain entity.
Only Default.
But in the Default i have this
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on June 14, 2012, 07:10:49 am
(Masterwork mod)
I don't have a Mountain entity.
Only Default.
But in the Default i have this
Spoiler (click to show/hide)

I tend to stay away from entities(bane of my existence), but maybe if you use the goblins ethics for eating other sapient?

Code: [Select]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_KILL:PERSONAL_MATTER]

i dont know if that will work or not, but its worth a shot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tierre on June 14, 2012, 08:40:14 am
I just checked raws for masterwork 1.9.2 - it really does have ethics acceptable on cannibalism for dwarfes..... Strange.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 14, 2012, 12:41:33 pm
Reposting from another thread for more answers.

Quote
Would it be possible to make an interaction that causes a creature to grow a new body part?

I'd like to make Shadows, who turn things they kill into other Shadows, which can only be damaged in their cores, which also suck blood.

In addition, how would you manage the ability to regenerate body parts? I'd also like to make working Trolls.
I will answer this in the other thread

(Masterwork mod)
I don't have a Mountain entity.
Only Default.
But in the Default i have this
Spoiler (click to show/hide)
What you have shoul allow butchering of sentient beings
   [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
   [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
Ok, while brainstorming for a project i plan on working on later, i came up with a problem. When a creature transforms into a creature with building destroyer, will they destroy the building that caused the transformation?
I think it would destroy the building, only a thought. I haven't tried something like that as of yet, but then again I'm sure only non-played building destroyers break stuff. I remember in 40d I played as demons and only the merchants broke my shit.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 14, 2012, 12:58:03 pm
(Masterwork mod)
I don't have a Mountain entity.
Only Default.

When I say mountain entity, I mean this line:

[ENTITY:MOUNTAIN]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 14, 2012, 11:42:25 pm
Do permanent buffs from interactions (like increased strength or adding a can_do_interaction) stack?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Child of Armok on June 15, 2012, 06:34:13 am
(Masterwork mod)
I don't have a Mountain entity.
Only Default.

When I say mountain entity, I mean this line:

[ENTITY:MOUNTAIN]
Oh, eh yeah.
I'm indeed looking at that, yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tierre on June 15, 2012, 07:58:25 am
I have a short question - will FREQUENCY:0 guarantee that this creature never apperas in fortress mode? And if that happens will they be domesticated by elves or other races?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 15, 2012, 11:02:24 am
I have a short question - will FREQUENCY:0 guarantee that this creature never apperas in fortress mode? And if that happens will they be domesticated by elves or other races?
No Feq=0 defualts back to 50 (or was it 100?) you can Remove all Biome Tags and COMMON_DOMESTIC and add DOES_NOT_EXIST anf FANCIFUL but I think that defeats your goal

You can add NO_SPRING, NO_SUMMER, NO_AUTUMN, NO_WINTER (some of these my be misspelled) that way it never shows up during fortress mode and probally adv. mode too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on June 15, 2012, 04:38:22 pm
What does a secret need for it to be available in the Arena for testing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 15, 2012, 04:39:18 pm
What does a secret need for it to be available in the Arena for testing?

IE_ARENA_NAME
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on June 15, 2012, 05:02:44 pm
What does a secret need for it to be available in the Arena for testing?

IE_ARENA_NAME
I already had that in, but the option never shows up on the create creature screen, and nothing shows up in my error log.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 15, 2012, 05:05:30 pm
You mean when pressing the "u" button, right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on June 15, 2012, 05:07:31 pm
Yep.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 15, 2012, 05:13:01 pm
ARe you sure the interaction is in the correct spot?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on June 15, 2012, 05:18:18 pm

I put this in /raw/objects
This is my first real mod, and a work in progress, so I've probably just made some sort of simple mistake.
Code: [Select]
interaction_elemental_magic


[OBJECT:INTERACTION]


[INTERACTION:LIFE_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of manipulating life]
[IS_SPHERE:LIFE]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE] ‼SCIENCE‼
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_life.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[IT_CANNOT_HAVE_SYNDROME_CLASS:LIFE_MAGE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Life mage]
[SYNDROME]
[SYN_CLASS:LIFE_MAGE]
[CE_DISPLAY_NAME:NAME:life mage:life mages:life magic:start:0]
[CE_PHYS_ATT_CHANGE:RECUPERATION:150:0:START:0]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:150:0:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Steal life]
[CDI:INTERACTION:STEAL_LIFE]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:THIEF:SELF_ONLY]
[CDI:TARGET:VICTIM:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:VICTIM:15]
[CDI:VERB:draw forth a stream of life:draws forth a stream of life:NA]
[CDI:TARGET_VERB:glow green briefly:glows green briefly:NA]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Corrupt life]
[CDI:INTERACTION:MATERIAL_EMISSION_LIFE_90]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:SOURCE:SELF_ONLY]
[CDI:TARGET:VICTIM:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:VICTIM:15]
[CDI:MAX_TARGET_NUMBER:VICTIM:1]
[CDI:MATERIAL:INORGANIC:CORRUPTED_LIFE:TRAILING_VAPOR_FLOW]
[CDI:VERB:send forth a stream of corrupted life:sends forth a stream of corrupted life:NA]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Heal]
[CDI:INTERACTION:FULL_HEAL]
[CDI:TARGET:SOURCE:SELF_ONLY]
[CDI:TARGET:WOUNDED:SELF_ALLOWED:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:WOUNDED:4]
[CDI:VERB:send form a stream of rejuvenating life:sends form a stream of rejuvenating life]
[CDI:TARGET_VERB:glow an iridescent shade of green: glows an iridescent shade of green]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Resurrection]
[CDI:INTERACTION:RESURRECTION]
[CDI:TARGET:SOURCE:SELF_ONLY]
[CDI:TARGET:CORPSE:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:CORPSE:2]
[CDI:VERB:send form a stream of resurrecting life:sends form a stream of resurrecting life]
[CDI:TARGET_VERB:glow a blindingly bright shade of green:glows a blindingly bright shade of green]


[INTERACTION:STEAL_LIFE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:THIEF:CREATURE]
[IT_CREATURE:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:you]
[I_TARGET:VICTIM:CREATURE]
[IT_CREATURE:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:victim]
[IT_FORBIDDEN:NOT_LIVING]
[IT_CANNOT_HAVE_SYNDROME_CLASS:LIFE_MAGE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:THIEF]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:illgained life]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_PHYS_ATT_CHANGE:RECUPERATION:133:0:START:0]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:133:0:START:0]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:VICTIM]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:missing life]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_NECROSIS:SEV:30:PROB:100:BP:BY_CATEGORY:ALL:ALL:SIZE_DILUTES:START:0:PEAK:50]
[CE_PHYS_ATT_CHANGE:RECUPERATION:50:0:START:0]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:50:0:START:0]


[INTERACTION:MATERIAL_EMISSION_LIFE_90]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:CONTEXT_MATERIAL]
[I_TARGET:SOURCE:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:you]
[I_TARGET:B:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:VICTIM:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[IT_MANUAL_INPUT:target]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_TARGET:VICTIM]
[IE_IMMEDIATE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:SOURCE]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:spent life]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_PHYS_ATT_CHANGE:RECUPERATION:90:0:START:0]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:90:0:START:0]


[INTERACTION:FULL_HEAL]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:SOURCE:CREATURE]
[IT_CREATURE:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:you]
[I_TARGET:WOUNDED:CREATURE]
[IT_CREATURE:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:SOURCE]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:spent life]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_PHYS_ATT_CHANGE:RECUPERATION:66:0:START:0]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:66:0:START:0]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:WOUNDED]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:healing process]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:RAVEN:MALE]


[INTERACTION:RESURRECTION]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:SOURCE:CREATURE]
[IT_CREATURE:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:you]
[I_TARGET:CORPSE:CORPSE]
[IT_CORPSE:CONTEXT_ITEM]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpse]
[I_EFFECT:RESURRECT]
[IE_TARGET:CORPSE]
[IE_IMMEDIATE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:SOURCE]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:spent life]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_PHYS_ATT_CHANGE:RECUPERATION:50:0:START:0]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:50:0:START:0]


[INTERACTION:WATER_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of manipulating water and ice]
[IS_SPHERE:WATER]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_water.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WATER_MAGE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Water mage]
[SYNDROME]
[SYN_CLASS:WATER_MAGE]
[CE_DISPLAY_NAME:NAME:water mage:water mages:water magic:start:0]
[CE_PHYS_ATT_CHANGE:AGILITY:150:0:START:0]
[CE_MENT_ATT_CHANGE:SPATIAL_SENSE:150:0:START:0]
[CE_MENT_ATT_CHANGE:KINESTHETIC_SENSE:150:0:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Steal water]
[CDI:INTERACTION:STEAL_WATER]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:THIEF:SELF_ONLY]
[CDI:TARGET:VICTIM:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:VICTIM:15]
[CDI:VERB:draw forth a stream of spiritual water:draws forth a stream of spiritual water:NA]
[CDI:TARGET_VERB:glow blue briefly:glows blue briefly:NA]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Corrupt water]
[CDI:INTERACTION:MATERIAL_EMISSION_WATER_90]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:SOURCE:SELF_ONLY]
[CDI:TARGET:VICTIM:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:VICTIM:15]
[CDI:MAX_TARGET_NUMBER:VICTIM:1]
[CDI:MATERIAL:INORGANIC:CORRUPTED_WATER:TRAILING_VAPOR_FLOW]
[CDI:VERB:send forth a stream of corrupted spiritual water:sends forth a stream of corrupted spiritual water:NA]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Spray ice]
[CDI:INTERACTION:MATERIAL_EMISSION_WATER_90]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:SOURCE:SELF_ONLY]
[CDI:TARGET:VICTIM:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:VICTIM:15]
[CDI:MAX_TARGET_NUMBER:VICTIM:1]
[CDI:MATERIAL:INORGANIC:MAGIC_ICE:WEB_SPRAY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on June 15, 2012, 06:30:59 pm
How would I make a building require a specific material in order to build, like say pitchblende boulders?

How would I make a reaction require a barrel of blood as a reagent?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 15, 2012, 06:36:04 pm
How would I make a building require a specific material in order to build, like say pitchblende boulders?

How would I make a reaction require a barrel of blood as a reagent?

[BUILD_ITEM:1:BOULDER:NONE:INORGANIC:PITCHBLENDE]

You would have to add a REACTION_CLASS to blood.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on June 15, 2012, 06:37:20 pm
What about requiring metal bars or blocks?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 15, 2012, 06:42:15 pm
Specifically metal?

For metal bars, that's just

[BUILD_ITEM:1:BAR:NONE:NONE:NONE]

As for metal blocks... I don't know, metal isn't actually different from rock in too many ways.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Askot Bokbondeler on June 15, 2012, 07:13:08 pm
hum, what kind of problems can cause a crash on worldgen and not leave anything on errorlog?
i kinda made this big awesome mod, 3 days tweaking vanilla raws... without testing in between, what do now?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on June 15, 2012, 07:19:11 pm
Again, though, how would I specify a barrel of blood as a reagent, given that blood has been modified with [REACTION_CLASS:BLOOD]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 15, 2012, 07:30:52 pm
[REAGENT:A:150:LIQUID_MISC:NONE:NONE:NONE][REACTION_CLASS:BLOOD]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 15, 2012, 07:37:27 pm
What about requiring metal bars or blocks?
Add [REACTION_CLASS:METAL] in the METAL_TEMPLATE and use that in the BUILD_ITEM

hum, what kind of problems can cause a crash on worldgen and not leave anything on errorlog?
i kinda made this big awesome mod, 3 days tweaking vanilla raws... without testing in between, what do now?

World gen, instantly or after a set amount of years? the history could be getting too large and over exceding it's 2GB RAM limit
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Askot Bokbondeler on June 15, 2012, 07:41:31 pm
instantly
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 15, 2012, 07:53:17 pm
if you have been playing with the entity files then that might be your issue, Sanure ran into that problem with trying to merge a outdated Metroid Mod with His personal one. The space pirate entity cause'd it to crash instantly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jesusmod on June 15, 2012, 09:25:00 pm
is there any way to have necromancer style zombies that are loyal to the necromancer that makes them and are also durable? because I haven't figured out a way to do it. I tried changing animate to ressurect, but then the zombies are hostile to the necromancer. I tried making them animate but giving them an interaction to regenerate them so that they'd be more durable, but they were still hostile. is there any way to have loyal, durable zombies?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: abculatter_2 on June 15, 2012, 09:46:27 pm
1. Is there a reason this thread isn't stickied?

2. How would I make a syndrome which causes any limb touched by a substance to disappear, or at least burst into a puff of the substance?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Askot Bokbondeler on June 15, 2012, 10:30:17 pm
if you have been playing with the entity files then that might be your issue, Sanure ran into that problem with trying to merge a outdated Metroid Mod with His personal one. The space pirate entity cause'd it to crash instantly.
i barelly touched the entity files though
i moded out most of the stones and superfluous minerals, and fiddled with gems to make them appear in all layers. i think it might have something to do with it
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 15, 2012, 10:38:33 pm
ah there is your issue, stone layers, did you keep at least 1 of each type? Sedemtry, soil, sand, clay, metamorhpic, etc? I tried doing that and it ended horribly. Had to start over fresh because I didn't know that was the issue. DF needs at least one of every type.

Either it be leaves, exstracts, meat, leather, so on and so forth. It needs 1 of every type
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dagger on June 16, 2012, 09:46:55 am
Hi,

Can anyone explain why this cheat reaction no longer works? They create the wine but no longer put it in a barrel....

Thanks!

   [NAME:dwarven wine (plump helmet)]
   [BUILDING:CREATION_FORGE_FOOD:CUSTOM_A]
   [REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
   [PRODUCT:100:25:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK][PRODUCT_TO_CONTAINER:A]
   [SKILL:BREWING]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: A Spoony Bard on June 16, 2012, 10:19:49 am
Is there is a tag that makes it so only a certain caste can become the king/ a noble? I remember a thread in which people were talking about it, but I could be wrong.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 16, 2012, 11:31:49 am
Hi,

Can anyone explain why this cheat reaction no longer works? They create the wine but no longer put it in a barrel....

Thanks!

   [NAME:dwarven wine (plump helmet)]
   [BUILDING:CREATION_FORGE_FOOD:CUSTOM_A]
   [REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
   [PRODUCT:100:25:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK][PRODUCT_TO_CONTAINER:A]
   [SKILL:BREWING]
Awsome Conan Avatar, makes me want to watch that again.

   [PRODUCT:100:5:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK][PRODUCT_TO_CONTAINER:A]
THis is one of my product lines for brewing, and I see nothing wrong with yours, have you tried lowering the amount of DRINK made?

Is there is a tag that makes it so only a certain caste can become the king/ a noble? I remember a thread in which people were talking about it, but I could be wrong.
http://dwarffortresswiki.org/index.php/DF2012:Position_token
ALLOWED_CLASS  CREATURE_CLASS Token  Only creatures with the specified class token can be appointed to this position. 
ALLOWED_CREATURE   ???  Unknown - may restrict position holders by CREATURE type. 

I don't think World gen respects this, but in fortress mode I think it does.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dagger on June 16, 2012, 11:41:32 am
Yes I think that did the trick, now I need to find out what the limit is because 25 use to work. :)

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 16, 2012, 11:43:44 am
toady must have slipped in a small change to barrels, I'm tempted to use a batch of reactions that make 1 through 25 amounts of drink and jot down their liquid density. and determin the max amount of weight a barrel can hold
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Askot Bokbondeler on June 16, 2012, 12:53:09 pm
ah there is your issue, stone layers, did you keep at least 1 of each type? Sedemtry, soil, sand, clay, metamorhpic, etc? I tried doing that and it ended horribly. Had to start over fresh because I didn't know that was the issue. DF needs at least one of every type.

Either it be leaves, exstracts, meat, leather, so on and so forth. It needs 1 of every type

yeah, i knew that, and i left one of each type of layer stones(sand, soil, clay, sedimentary, metamorphic and both igneous). i didn't know about leaves, but i left quarry bushes and all the underground plants. do you have a comprehensive list of what things are know to cause this problem? i also modded out a lot of animals, including all non vermin fish. i'm also thinking the game may have some trouble placing  that many different types of gems in a layer, because i kept all gems and moded them to appear in every stone type, it might hit some sort of cap
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 16, 2012, 02:04:38 pm
I don't think World gen respects this, but in fortress mode I think it does.

World gen does respect it; this was fixed in 34.01.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: A Spoony Bard on June 16, 2012, 02:31:19 pm
Is there is a tag that makes it so only a certain caste can become the king/ a noble? I remember a thread in which people were talking about it, but I could be wrong.
http://dwarffortresswiki.org/index.php/DF2012:Position_token
ALLOWED_CLASS  CREATURE_CLASS Token  Only creatures with the specified class token can be appointed to this position. 
ALLOWED_CREATURE   ???  Unknown - may restrict position holders by CREATURE type. 

I don't think World gen respects this, but in fortress mode I think it does.
Ah, thank you.
Can a creature be a part of multiple classes, too?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 16, 2012, 02:51:44 pm
Yes. You can define any number of classes, and the classes can be defined any way you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: abculatter_2 on June 16, 2012, 07:28:39 pm
1. Is there a reason this thread isn't stickied?

2. How would I make a syndrome which causes any limb touched by a substance to disappear, or at least burst into a puff of the substance?

...?

Or do I just have to use CE_TRANSFORM and just make the entire creature go POOF in an explosion of malignant disintegrating void?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 16, 2012, 08:06:54 pm
You would have to go with that option, or cause horrible bleeding and rotting. But rot doesn't remove limbs. So your best bet would be some sort of insta-kill
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: abculatter_2 on June 16, 2012, 09:19:27 pm
You would have to go with that option, or cause horrible bleeding and rotting. But rot doesn't remove limbs. So your best bet would be some sort of insta-kill

Aw, man... Oh well...
Also, I should be able to just copy-paste the giant sponge creature, and replace its tissues with an exploding (BOILING_POINT:9000, FIXED_TEMP:9001) material, and it'll explode upon creation, right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 16, 2012, 09:34:59 pm
yup that should kill it

Code: [Select]
[CREATURE:SPAWN_ESSENCE]
[DESCRIPTION:Magically charged plant matter that can be used in spell, or shaping life.]
[NAME:essence:essence:essence]
[CASTE_NAME:essence:essence:essence]
[CREATURE_TILE:'*'][COLOR:4:0:1]
[NOT_BUTCHERABLE]
[ARENA_RESTRICTED]
[NO_EAT][NO_DRINK][NOSTUN][PARALYZEIMMUNE][NO_SLEEP][NOEXERT]
[PREFSTRING:magical properties of life]
[BODY:SPAWN_ESSENCE]
[MATERIAL:KABOOM]
[STATE_NAME_ADJ:ALL_SOLID:inspiration]
[IGNITE_POINT:NONE]
[BOILING_POINT:5000]
[HEATDAM_POINT:4000]
[MAT_FIXED_TEMP:10002]
[STATE_NAME:GAS:inspiration]
[STATE_ADJ:GAS:inspirational]
[TISSUE:KABOOM]
[TISSUE_NAME:inspiration:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:KABOOM]
[FUNCTIONAL]
[TISSUE_MAT_STATE:SOLID]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE:NO_BOOM]
[TISSUE_NAME:scrap metal:STP]
[TISSUE_MATERIAL:INORGANIC:IRON]
[TISSUE_MAT_STATE:SOLID]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:HEAD:KABOOM]
[TISSUE_LAYER:BY_CATEGORY:BODY:NO_BOOM] body needs to persist for resurrection
[IMMOBILE]
[SPEED:2900]
[BODY_SIZE:0:0:500]
[MAXAGE:1:1]
[ALL_ACTIVE]
[NO_DIZZINESS]
[CASTE:GOOD]
[CASTE:EVIL]
[NOT_LIVING][OPPOSED_TO_LIFE]

^^^This critter also dies instantly aswell
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: eggthief on June 18, 2012, 06:14:39 am
Hey I'm running this DF with Genesis and made one of its new civ's playable. However whenever I want to embark with it, I get no trade listed next to my own civ at every region.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on June 18, 2012, 09:53:26 am
Hey I'm running this DF with Genesis and made one of its new civ's playable. However whenever I want to embark with it, I get no trade listed next to my own civ at every region.

Make sure that your civ's entity file has a [PROGRESS_TRIGGER] in it, this indicates at what point they'll show up.  They MIGHT also need to have access to at some kind of pack or pulling animal, but I'm not 100% certain.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Starmantis on June 18, 2012, 12:43:39 pm
Is there any way to make secrets that only some creatures are capable of learning? so say, humans cant learn secrets but elves can, or in the case I want to do, you need a horn to perfrm magic.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 18, 2012, 12:49:53 pm
Custom secerts that can only target your desired creature. As for the horn, you can turn it into a syndrome inducing item SYN_INGESTED on food or drink, INHALED for boilding stone (never 100% affect chance).

Or do you mean... Ponies Unicorns with Magic horns...
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Starmantis on June 18, 2012, 12:51:22 pm
can I specify it to only a specific caste?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: eggthief on June 18, 2012, 02:14:15 pm
Make sure that your civ's entity file has a [PROGRESS_TRIGGER] in it, this indicates at what point they'll show up.  They MIGHT also need to have access to at some kind of pack or pulling animal, but I'm not 100% certain.

I already had the trigger and set all normal processes at 0. As for the animals, currently they're limited to evil creatures only and can only embark with mummies, if I allow them the same stuff (such as mules) as dwarves it should be fine?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 18, 2012, 02:17:21 pm
can I specify it to only a specific caste?

Yeah, just add the [CAN_DO_INTERACTION:interaction] to that specific caste.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DeKaFu on June 18, 2012, 05:14:05 pm
Probably an incredibly basic issue:
I'm trying to add a new type of stone to an existing game which self-destructs as soon as it's created in a glazing reaction. See here. (http://www.bay12forums.com/smf/index.php?topic=111730.0) I figured I could make it boil or take cold/heat damage or something... But I can't figure out how to even produce it in the game.

I can make the reaction produce other kinds of stone successfully, but when I try to add my custom one it just produces "magma", regardless of temperature settings.

Here's what I've got:

Spoiler: inorganic_other.txt (click to show/hide)


I've never done material modding before so I don't know what I'm missing...
Also I'd probably rather it just disappeared instead of boiled, since I don't want to produce a cloud. It's only there so the reaction has a product and grants experience - the less visible the better.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 18, 2012, 05:20:49 pm
You want BOULDER, not STONE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DeKaFu on June 18, 2012, 05:31:47 pm
You want BOULDER, not STONE.

I changed it to STONE after BOULDER didn't work. :P Changing it back has no effect. STONE worked to produce granite, but not CLAY_DUST. Still getting magma with BOULDER.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 18, 2012, 07:43:54 pm
You want powder? POWDER_MISC
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: !!crundle!! on June 18, 2012, 10:20:04 pm
Is it possible to have an interaction cause another interaction immediately?

Is it possible to have a reaction cause another creature to emit a material, or to emit a material at a target?

I want to make a "chain spell" effect, and I'm wondering how to do it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 18, 2012, 10:25:49 pm
Is it possible to have an interaction cause another interaction immediately?

Is it possible to have a reaction cause another creature to emit a material, or to emit a material at a target?

I want to make a "chain spell" effect, and I'm wondering how to do it.

Yes. I'll tell you this: if an interaction has no USAGE_HINT, then the creature who has it will use it whenever available.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: !!crundle!! on June 18, 2012, 10:52:58 pm
Is it possible to have an interaction cause another interaction immediately?

Is it possible to have a reaction cause another creature to emit a material, or to emit a material at a target?

I want to make a "chain spell" effect, and I'm wondering how to do it.

Yes. I'll tell you this: if an interaction has no USAGE_HINT, then the creature who has it will use it whenever available.

All right, while a syndrome gives a creature an interaction, how would you have it give the specifics of a material emission interaction?

I want them to emit a material from the initial creature causing this effect.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 18, 2012, 11:09:45 pm
Same way you would within a creature, except you would use [CE_CAN_DO_INTERACTION:START:X] and make sure that [CDI_INTERACTION:MATERIAL_EMISSION] is in there. Other than that, it's exactly the same as normal material emissions, except that you can't use LOCAL_CREATURE_MATs that aren't actually in the creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: !!crundle!! on June 19, 2012, 02:14:26 am
Same way you would within a creature, except you would use [CE_CAN_DO_INTERACTION:START:X] and make sure that [CDI_INTERACTION:MATERIAL_EMISSION] is in there. Other than that, it's exactly the same as normal material emissions, except that you can't use LOCAL_CREATURE_MATs that aren't actually in the creature.

LOCAL_CREATURE_MATs on which creature?

I'm trying to just make a creature cause blasts of syndrome-infected blood which causes contact bleeding, and more blasts of the infected blood, as well as making the creature type who casts the spell stronger.

By the way, do syndrome-induced buffs stack?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dheyjin on June 19, 2012, 08:57:27 am
I guess I got an easy one here. But being pretty unexperienced with anything other than deleting pet_exotic and adding child:1 and that kind off stuff, I need your help.

In my current fortress I managed to get my hands on some Giant Octopuses and since they are pretty much useless in terms of economy and barely usable for defense purposes, I want to edit them a bit. The main question is: How do I get them to survive on land too (in addition to water).

By comparing some of the creature raws I managed to come up with something, but I'd like someone who knows what he's doing to have a look at it, before I miss something stupid and get them killed, right after I release them from their cages.

In order to not get swarmed by an army, riding giant war octopuses in my next embark, I edit the save game raws only of course :)

First I need to get rid of

[CV_REMOVE_TAG:PET]
   [CV_REMOVE_TAG:PET_EXOTIC]

under Creature_Variation:Giant. This way I can edit the non giant version to be able to breed and stuff and the giant ones keep those skills too.

Since they are [aquatic] I'd change that to [amphibious] (since CV:Giant allready removes [immobile_land] I don't need to delete that as well, I guess).   That should keep them alive, right ? Haven't found "breath air " or something like that, so I don't know for sure. CV:Giant also removes [speed] and [swimspeed], so do I need to edit that out as well and add speed to them, so they can move on land ?

Then I can add [Pet] and [Child:2] and change
[CASTE:FEMALE]
      [FEMALE]
to something like
[CASTE:FEMALE]
      [FEMALE]
      [LAYS_EGGS]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
         [EGG_SIZE:262]
         [CLUTCH_SIZE:4:5]

That should make them breedable

Since they're already intelligent, is there anything interesting I could use that for by adding something else? i guess Trainable would be nice, but I know you guys will come up with something better, right ? :)

Additionally they seem rather weak. Haven't found what [many arms] actually does in terms of aditional attacks and their strength. The octopus raw entry lists bite:beak as their only attack. Maybe someone can enlighten me on that too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 19, 2012, 12:21:45 pm
I seem to remember a post that had some SCIENCE done on negative numbers in the raws. I tried searching but couldn't find the thread, does anyone know the name of the thread?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 19, 2012, 12:25:18 pm
Same way you would within a creature, except you would use [CE_CAN_DO_INTERACTION:START:X] and make sure that [CDI_INTERACTION:MATERIAL_EMISSION] is in there. Other than that, it's exactly the same as normal material emissions, except that you can't use LOCAL_CREATURE_MATs that aren't actually in the creature.

LOCAL_CREATURE_MATs on which creature?

I'm trying to just make a creature cause blasts of syndrome-infected blood which causes contact bleeding, and more blasts of the infected blood, as well as making the creature type who casts the spell stronger.

By the way, do syndrome-induced buffs stack?

LOCAL_CREATURE_MATs on the creature that is getting the material emission syndrome. If the creature who is getting the material emission doesn't have the LOCAL_CREATURE_MAT in the interaction, it just won't work. You'll have to make it a separate material in the inorganic files.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 19, 2012, 12:29:41 pm
I seem to remember a post that had some SCIENCE done on negative numbers in the raws. I tried searching but couldn't find the thread, does anyone know the name of the thread?
A page on SCIENCE was made by I2amroy where there was links to topics that had done science. And I do remember such a thread. I remember that value tags accept negative values PETVALUE,MATERIALVALUE, etc..

But I do'nt know how they syndrome values went.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 19, 2012, 12:45:20 pm
I seem to remember a post that had some SCIENCE done on negative numbers in the raws. I tried searching but couldn't find the thread, does anyone know the name of the thread?
A page on SCIENCE was made by I2amroy where there was links to topics that had done science. And I do remember such a thread. I remember that value tags accept negative values PETVALUE,MATERIALVALUE, etc..

But I do'nt know how they syndrome values went.

Found it http://www.bay12forums.com/smf/index.php?topic=94364.0 (http://www.bay12forums.com/smf/index.php?topic=94364.0). Was hoping for different results, but oh well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 19, 2012, 01:11:23 pm
Do remember these are old research notes. I posted some new findings on the second page. about how the IMMOBILE tag affects breeding in fortress mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 19, 2012, 03:16:24 pm
True, but I doubt the negative number things have changed much if at all. When I get the time I will test out some negative number things and see if there have been any changes. (I mainly wanted to have a negative weight item that when worn would actually decrease your total weight).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hanslanda on June 21, 2012, 12:03:11 am
-snip-


From arena mode, I can tell you giant octopi have an odd tendency for attacks to pass through their head. Maybe it was the water though. Also, the arms make them great for wrestling. Or, if you added grasp tags, octowielding every weapon in the game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dbuhos on June 21, 2012, 03:29:10 am
So I am working on this "realistic" body mod and obviously I have to flipping idea what I'm doing. However, I get this annoying No tissue thickness error.  What am I supposed to do ?


Body File
Spoiler (click to show/hide)

Creature File
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 21, 2012, 03:34:21 am
You need a body detail plan for the tissue layers for the parts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dbuhos on June 21, 2012, 04:07:04 am
Oooooh. Thanks you, got it to work :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 21, 2012, 01:23:31 pm
No head connected to the Neck? so cutting the neck off is decapication
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: misko27 on June 21, 2012, 09:11:39 pm
I'm a complete noob relating to modding, and i'd like help with a modded race. Their supposed to be angry war-waging winged humanoids and by winged, I mean humans with wings, but, well, not working.  They can fly, but don't have wings. I try to add the wings by copying some stuff from blue-jays, but, well, now they don't have arms at all. I could just copy off from them entirely, but i'd like for them to have hands. help peoples?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 21, 2012, 09:23:16 pm
Why HUMANIOD_ARMLESS??? just use HUMANOID and leave the 2WINGS in

That will leave them with all limbs plus a set of wings
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sarlare on June 22, 2012, 11:35:46 am
Quick question for you modders out there!

I've been just getting in to tweaking DF again, working at a surface race for a new challenge. I was looking over the nobility / appointed positions and noticed the HAMMERER seems to have some room for tweaks. I'm under the impression that the line [EXECUTION_SKILL:HAMMER] allows this executioner position can be assigned any weapons. Is this true? If I was to change the skill from HAMMER to AXE for example, would the HAMMERER now bash the criminal to death with an axe instead?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 22, 2012, 11:48:07 am
I have my humans Executioner use the AXE skill, but since he is apointable, I don't know if this works. Since he is happy to got about without picking up a axe. Unless you need to make him a squad and make him use the axe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Crazy Cow on June 22, 2012, 04:53:35 pm
If I put [SKILL_LEARN_RATES:40] on a creature and follow it up with [SKILL_LEARN_RATE:X:150], will the second token overwrite the first, or will the creature learn X skill as slowly as the others?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 22, 2012, 05:07:40 pm
The second will overwrite the first.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Crazy Cow on June 22, 2012, 05:14:33 pm
Good to know. Thank you~
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 23, 2012, 02:37:16 pm
Is it possible to guarantee that there is only ever one of a particular creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 23, 2012, 02:40:04 pm
Population Number: 1 should do it. But it can easily die out in worldgen, and there will be only ONE for each world... so chances that you find it in fortress mode are more then slim.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 23, 2012, 02:43:35 pm
Hmm, I thought population number was the number per square of the region.

I'm fine with it dieing out in worldgen and the possibility of never seeing it in fortress mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 23, 2012, 02:55:43 pm
You might be right. But I dont see another way to make a creature unique. I would love to have a reaction that you can only do once, or an item you can produce only once... but that is rather difficult. ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Crazy Cow on June 23, 2012, 03:01:05 pm
[POPULATION_NUMBER:1:1] will make it so that there's only one per square of each region. Closest you'll get to making it unique.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 23, 2012, 03:02:34 pm
Yeah, I think the closest I could come to a "unique" creature would actually be a position in an entity. There would only ever be one at a time, but if one died they would be replaced. I'm sure I could make that work for a couple different mythological creatures. But was kind of hoping that I could get true unique creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on June 23, 2012, 06:32:26 pm
Hello again, regulars of this thread. I have been doing well at figuring things out for myself, but I finally have something worth asking here, again.

I currently have need for a secondary, artificial way to make dye. I have to problems with this: one, I am aware the lye already default in the game is able to be stored in barrels, but doing so prevents it from being used in the soap reaction. Why is this, and how may I get around this with my lye? Is it out of the question to have it stored in barrels and be used in reactions like soap-making?

Additionally, this lye is going to be a solid, and I am unsure how to make solids able to be stored in barrels. What do I need to put in the reagents using it, and the product producing it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 23, 2012, 08:08:25 pm
   [REAGENT:lye:150:LIQUID_MISC:NONE:LYE]
   [REAGENT:lye container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:lye]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

^^^ From vanilla "reaction_other" for soap making, It already grabs lye from anything holding it.

also do you mean "Dye" or "Lye" and why would you want solid "Lye"?

also for placing things in a container of any sort
[PRODUCT_TO_CONTAINER:<reagent id>] this right after the product.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NotErich on June 23, 2012, 08:51:05 pm
I do indeed mean lye, but the only real reason I want solid lye, is because that's generally what the synthetic replacement in real life is found in. It isn't largely important, but I generally try and get as close as I can to reality.

Is where lye is actually defined in the in the raws? In the end, I need to write another entry for the material, as it will have slight differences.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 23, 2012, 08:53:46 pm
LYE is hardcoded and believe it is solid only in very cold temps. You can store it in a barrel/container that is made from a material that is cold FIXED_TEMP that it freezes solid inside. Altho Would it go from LIQUID_MISC to GLOB? or how does that work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: misko27 on June 23, 2012, 09:01:27 pm
does anyone know where I can find the mechanics for wear in clothing? I'd like to remove wear in adamantine clothes, if this is at all possible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 23, 2012, 09:11:10 pm
People have been saying
Armor level = 1
Others say it is the SOFT tag

But personally, SOFT was for older versions and I think only controls if the clothes can be made from CLOTH or THREAD like materials
LEATHER well leather, and HARD for hard materials? Materials with ITEMS_HARD i guess.

ARMORLEVEL:1 will stop wear, but at teh cost of it counting as ARMOR so naked embarks are a go. And civvies must be told to wear them (I think some have said this, others say embark team is naked but will wear clothes that are made, and migrants come clothed?)

Cue Putnam.

This is a touchy subject.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CaptApollo12 on June 24, 2012, 09:46:08 pm
Spoiler (click to show/hide)

This will cover all I need to for grass?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 24, 2012, 09:57:30 pm
Yes
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on June 25, 2012, 01:40:16 am
Also if you don't define any grass for an area that's supposed to have it (non-desert land, underground water areas, etc), the game will fill it in with a generic green grass called 'Grass'.  Whether you want it to or not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tierre on June 25, 2012, 08:42:18 am
People have been saying
Armor level = 1
Others say it is the SOFT tag

But personally, SOFT was for older versions and I think only controls if the clothes can be made from CLOTH or THREAD like materials
LEATHER well leather, and HARD for hard materials? Materials with ITEMS_HARD i guess.

ARMORLEVEL:1 will stop wear, but at teh cost of it counting as ARMOR so naked embarks are a go. And civvies must be told to wear them (I think some have said this, others say embark team is naked but will wear clothes that are made, and migrants come clothed?)

Cue Putnam.

This is a touchy subject.

Toady actually said that chainmail is xounted as clothing now, which has armorlevel. The change made it from LAYER:ARMOR into LAYER:OVER. I guess it is that makes it into clothes now and reduce negative thoughts - that it is not ARMOR layer. Need to try to take out all shirts and robes and see if dwarfes start wearing chainmails:)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 25, 2012, 12:30:14 pm
acaully I believe LAYER:xxxx
is just how the AI will wear it

SOCKS are under
BOOTS are over
so when your foot is attacked teh BOOT will take the blunt of it all, and any eccess will be absorbed by the Sock

So for stacking *I Think* layers go as this:

Top or very outer is first:
COVER = Cloaks and Capes
ARMOR = Breastplates, Leather Armor
OVER
UNDER

so LAYER doesn't make it ARMOR persay, just how the AI layers it when putting things on.

ARMORLEVEL 0 makes it clothes and greater as ARMOR 40d used this for squads, which I think 1 was leather 2 was chain and 3 was plate? It's been too long so I'm most likely wrong on this history lesson.

Quote from: Toady's Release Notes and File Changes for 34.11
   (*) Made dwarves equip items based on clothing layering order (there can still be conflicts if some items are already worn)
   (*) Made dwarves eat from backpacks/drink from waterskins earlier
   (*) Made armor objects count for missing clothing thoughts

file change

Auxiliary file changes for 0.34.11:

   armor items
      mail shirt layering moved from ARMOR to OVER
Unless I didn't get the memo (which is probally the case, I rarely visit the Future of the Game thread) but nowhere in there does it state OVER now makes a item CLOTHING

It is 1 of 2 and I'm not sure what

[SOFT]
[ARMORLEVEL:0]

I can try and pin what causes Rot with some science and Putnam is probally right, since SOFT is made from cloth and well SOFT materials so maybe just leaving [HARD] will stop it. Altho I've seen LEATHER clothing items decay, but LEATHER armor not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 25, 2012, 02:17:58 pm
Question (sorry for double post)

does [PRODUCT:100:5:DRINK:NONE:WATER:NONE] make water count as booze or is it
   [ALCOHOL_PLANT]
   [ALCOHOL_CREATURE]

that make the material a "booze" item, I found a way finally to make water drinkable in the above product line. But I want this to be last resort, cut off from all booze but water is needed baddly situation. And I don't want it to be a BOOZE subsitute for dwarves. Aka they still want booze, not barreled water.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tierre on June 26, 2012, 03:13:37 am
Ok i think chainmail layer change was so that dwarfes finally wear it beneath breastplate:) Then you can use armor items and they should count as clothing. The only problem is your embark dwarfes will be naked without clothes. But if you but some armor for them at embark they should put it on and be satisfied with this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on June 26, 2012, 03:05:51 pm
Question (sorry for double post)

does [PRODUCT:100:5:DRINK:NONE:WATER:NONE] make water count as booze or is it
   [ALCOHOL_PLANT]
   [ALCOHOL_CREATURE]

that make the material a "booze" item, I found a way finally to make water drinkable in the above product line. But I want this to be last resort, cut off from all booze but water is needed baddly situation. And I don't want it to be a BOOZE subsitute for dwarves. Aka they still want booze, not barreled water.

That's a good question.  Does being a DRINK item make it booze, or the ALCOHOL tag?  The [ALCOHOL_PLANT/CREATURE] most likely also affect stockpiling.  I think the best way to find out would be to have a fort with only your DRINK water, and then see if the dwarves start to express the booze related thoughts.  If they stay sated then your water is mostly likely counting as booze.



I have my own question.  Is there a way to designate a metal that it cannot be melted/recycled at the smelter?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on June 26, 2012, 03:43:29 pm
It must not be tagged as a metal. You can give it the physical properties of metal, but not give it any metal tags.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 26, 2012, 03:57:15 pm
Yea I have a few more tweaks to my mod before I can do a long term test. I can embark with 7 barrels of booze, and make a few barrels of water. If the dwarves prefer to grab the booze barrels out of all the water ones. Then it is the ALCOHOL_XXXX tags

And what Hugo said about the un meltable metal. it is the [METAL] tag on the material that flags it as meltable
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: misko27 on June 26, 2012, 08:08:40 pm
Question, is it at all possible to edit the announcements?

Second: I am attempting to mod a winnged war race in, but instead of the positions I've given them, I'm getting Elven positions. Elf. Elf. And To add to the meanness, Somehow the gremlins have formed societies which use my titles and positions. I Have tried moving things, and ensuring that gremlins are gremlins while elves are elves and so on, but still.
The creature:
Spoiler (click to show/hide)
The Entity:
Spoiler (click to show/hide)
As you can see, they're essentially modified humans for now, until I get the hang of creature data, entity is also heavily based on human and dwarf, although I was more comfortable there making changes, superficial changes, but still. I still don't know how my changes were super-imposed onto gremlins
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 26, 2012, 08:36:34 pm
It depends on the announcement.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: misko27 on June 26, 2012, 08:41:44 pm
Sieges. Also, can trolls normally have civs?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 26, 2012, 09:21:11 pm
Sieges? No. They're in files that, while you can edit them, you can't add anything to them. Trolls don't have civs by default, but, this being the modding forum...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 26, 2012, 09:37:07 pm
Sieges? No. They're in files that, while you can edit them, you can't add anything to them. Trolls don't have civs by default, but, this being the modding forum...
(http://gifsoup.com/view5/2084577/spongebob-imagination-o.gif)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: misko27 on June 26, 2012, 10:09:07 pm
Sieges? No. They're in files that, while you can edit them, you can't add anything to them. Trolls don't have civs by default, but, this being the modding forum...
If they don't i'm trying to figure out where I gave everything sentience appearantly. And n, I'm not trying to mod actual sieges, just the circumstances of them, and maybe the announcements.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Totaku on June 28, 2012, 01:57:03 pm
Ok time for a fun question.

I'm in the middle of attempting an experiement and I want to know if anyone has been successful in this.

I'm trying to make a necromancer from out of a creature. Mainly because my goal is to create a 1 of a kind necromancer. One that will have their own necromancer abilties and then eventually spread their influence among others.

As far as I can tell the basic files show how to make it work with an entity. But I want to make it work with just one creature that isn't part of the entity.

If there's anyway this is achivable, please let me know...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Minnakht on June 28, 2012, 02:39:56 pm
Could you guys look at this and check where did I get something wrong?

Spoiler (click to show/hide)

I did a similar reaction and plant, and that one worked - the only difference was that instead of pressing leaves, the collected plant itself was pressed (different plant, olives for olive oil)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 28, 2012, 02:53:35 pm
Your reaction looks for leaves, but not leaves in bags.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Minnakht on June 28, 2012, 03:27:13 pm
How do I make it look for bags with leaves in them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on June 28, 2012, 03:29:53 pm
I'm trying to make a necromancer from out of a creature. Mainly because my goal is to create a 1 of a kind necromancer. One that will have their own necromancer abilties and then eventually spread their influence among others.
For enabling necromancer-ism on creatures I believe all that you would need to do would be to give them a syndrome with CE_CAN_DO_INTERACTION and then enabling the "raise dead" interaction.

How do I make it look for bags with leaves in them?
IIRC you need to add the bag as a reagent with the [PRESERVE_REAGENT], [DOES_NOT_DETERMINE_PRODUCT_AMOUNT], and [CONTAINS:X] (X being the leaf reagent identifier) tokens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 28, 2012, 03:36:35 pm
   [REAGENT:leaves container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:leaves] --- your reagents ID
      [NOT_IMPROVED]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Minnakht on June 28, 2012, 03:46:16 pm
Thanks

By the way, I made the oil material have such a melting point that it should freeze solid when underground. I don't know what could this possibly result in, so it'll be a nice tiny experiment. Maybe the butter will just be unusable and I'll have to stockpile it outside to make it melt. On the other side, it has the [STOCKPILE_GLOB] tag - maybe it would leave the jug somehow and join the hordes of stacks of tallow.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kaleb702 Games on June 28, 2012, 05:21:26 pm
How do I add engravings?
Like, let's say I wanted to make it so dwarves could engrave "this is an image of a crowd of [race]". Or "this is an image of a wizard. the wizard is laughing."

Is it adding things to descriptor_shape_standard for non-living / non-specific things and adding creatures with [DOES_NOT_EXIST] in a separate file for living things?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: iTreefish on June 28, 2012, 09:02:25 pm
Not so much a modding question as a utility/where-is-this-info-stored question. Hopefully this is an acceptable place to ask this:

Are there any tools to display dwarfs' thoughts and preferences [outside of Dwarf Fortress]?
Is this information written anywhere in a more-or-less readable format in any of the config files?

Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 28, 2012, 09:05:56 pm
Dwarf Theripist?

and

Runesmith altho this one is outdated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: iTreefish on June 28, 2012, 09:17:02 pm
Dwarf Theripist?

and

Runesmith altho this one is outdated.

Thanks for the reply!
Where in Dwarf Therapist is that stuff shown? So far I've not found a way to see said info in the program.

As you say, Runesmith is outdated but it appears to be coming out of hibernation (http://www.bay12forums.com/smf/index.php?topic=59056.msg1320556#msg1320556).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 28, 2012, 09:25:40 pm
in DT I think you right click the dwarf's name. or does that just display the personality traits?

EDIT:
Also nice to see RS getting back in gear
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: iTreefish on June 28, 2012, 09:30:43 pm
in DT I think you right click the dwarf's name. or does that just display the personality traits?
Just personality traits unfortunately. No likes or dislikes (other then thinks such as "dislikes authority", etc.). Guess I'll just hold onto my seat until Runesmith is released.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sarlare on June 29, 2012, 12:26:48 am
Hey modders, have another question for you. I've been fiddling some more with my human civ and was curious about hairstyles. I have two questions on this matter.

First off, I've noticed in the entity files that there is a TS_MAINTAIN_LENGTH setting, followed by some numerical values. I'm curious as to what these values effect exactly, and what they signify.
In [TS_MAINTAIN_LENGTH:25:75], would the value of 25 represent the length of male hair, and 75 female? I've noticed there is also a value of 0 being used, but the setting "None" seems prevalent in a few mods as well. Might anyone provide deeper insight on these values? Are there certain increments that must be provided?

Another element I was wondering about involved the [TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS] string. After some poking around I haven't had much success figuring out what this involves. Is there a file separate from entity_default that contains a pool of hairstyles?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Raptor_a22 on June 29, 2012, 02:47:42 am
My apologies, my query belonged on the Creature Modding thread...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ZeroSumHappiness on June 29, 2012, 09:51:39 am
New to modding, question about making a timed item transmutation.

I want to be able to make an item A become an item B (preferably with some random chance for how many item Bs come out) after it sits around for some time.  Like hatching, but without involving creatures.  So that after the dwarves make A they have to wait a while before they can use B.

Where would I start out?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 29, 2012, 11:27:55 am
New to modding, question about making a timed item transmutation.

I want to be able to make an item A become an item B (preferably with some random chance for how many item Bs come out) after it sits around for some time.  Like hatching, but without involving creatures.  So that after the dwarves make A they have to wait a while before they can use B.

Where would I start out?

Not possible, items can't transmute.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 29, 2012, 11:56:31 am
Hey modders, have another question for you. I've been fiddling some more with my human civ and was curious about hairstyles. I have two questions on this matter.

First off, I've noticed in the entity files that there is a TS_MAINTAIN_LENGTH setting, followed by some numerical values. I'm curious as to what these values effect exactly, and what they signify.
In [TS_MAINTAIN_LENGTH:25:75], would the value of 25 represent the length of male hair, and 75 female? I've noticed there is also a value of 0 being used, but the setting "None" seems prevalent in a few mods as well. Might anyone provide deeper insight on these values? Are there certain increments that must be provided?

Another element I was wondering about involved the [TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS] string. After some poking around I haven't had much success figuring out what this involves. Is there a file separate from entity_default that contains a pool of hairstyles?
I believe it goes MIN:MAX and having MAX be 0 or NONE just makes it look at the MIN value only so with your [TS_MAINTAIN_LENGTH:25:75] the noble might keep his beard 25 or 75 or anything in between. This is only a guess.

If you are willing to do science on this we sure could use the info because well look at the wiki:

Code: [Select]
TISSUE_STYLE  tissue???
 Presumably selects tissue to set cultural style parameters for. Needs testing. 
TS_MAINTAIN_LENGTH  length?
???
 Presumably sets culturally preferred tissue length for selected tissue. Needs testing. 
TS_PREFERRED_SHAPING   ???  Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on June 30, 2012, 05:03:42 am
New to modding, question about making a timed item transmutation.

I want to be able to make an item A become an item B (preferably with some random chance for how many item Bs come out) after it sits around for some time.  Like hatching, but without involving creatures.  So that after the dwarves make A they have to wait a while before they can use B.

Where would I start out?
Not possible, items can't transmute.
I could see a potential workaround, but it's so complicated that even more advanced modders would probably have a hard time getting it to work.
Spoiler: For those interested (click to show/hide)

What you can do fairly easily (even as a beginner) to slow any process down is to make a reaction take multiple steps. So for example instead of having your dwarves put "holy water" and "ash wood" together in a reaction and getting "sacred wood" you could have something like:
(holy water)+(ash wood)->(sacred wood 10%)
(sacred wood 10%)->(sacred wood 20%)
(sacred wood 20%)->(sacred wood 30%)
etc.
(sacred wood 90%)->(sacred wood)
with only the actual "sacred wood" being able to be used. Of course as your dwarves got more skilled with whatever skill the reaction used they would be able to perform it much faster, but it would slow them down quite a bit and require more work to get a single product, placing a sort of sudo-time limit on how fast they could make the product.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sarlare on June 30, 2012, 03:37:39 pm
Hey modders, have another question for you. I've been fiddling some more with my human civ and was curious about hairstyles. I have two questions on this matter.

First off, I've noticed in the entity files that there is a TS_MAINTAIN_LENGTH setting, followed by some numerical values. I'm curious as to what these values effect exactly, and what they signify.
In [TS_MAINTAIN_LENGTH:25:75], would the value of 25 represent the length of male hair, and 75 female? I've noticed there is also a value of 0 being used, but the setting "None" seems prevalent in a few mods as well. Might anyone provide deeper insight on these values? Are there certain increments that must be provided?

Another element I was wondering about involved the [TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS] string. After some poking around I haven't had much success figuring out what this involves. Is there a file separate from entity_default that contains a pool of hairstyles?
I believe it goes MIN:MAX and having MAX be 0 or NONE just makes it look at the MIN value only so with your [TS_MAINTAIN_LENGTH:25:75] the noble might keep his beard 25 or 75 or anything in between. This is only a guess.

If you are willing to do science on this we sure could use the info because well look at the wiki:

Code: [Select]
TISSUE_STYLE  tissue???
 Presumably selects tissue to set cultural style parameters for. Needs testing. 
TS_MAINTAIN_LENGTH  length?
???
 Presumably sets culturally preferred tissue length for selected tissue. Needs testing. 
TS_PREFERRED_SHAPING   ???  Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing. 

I fiddled around with the settings for some time on this, and at this point I believe it effects at what length the civ keeps their hair tidy. I could be wrong on this, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 30, 2012, 03:48:35 pm
Spoiler (click to show/hide)

I fiddled around with the settings for some time on this, and at this point I believe it effects at what length the civ keeps their hair tidy. I could be wrong on this, though.
Hmm.. The whole civ? or can these be applied to the creature level as well? If so what would happen if you added these say to a player apointable position like a manager. Say make the TS_MAINTAIN_LENGETH be 0, would a dwarf with long hair, shave himself bald once he/she became manager?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 30, 2012, 04:10:53 pm
I'm pretty sure that preffered length maintenance is entity-level, not position-level, but yeah, I had an entire civ of military haircuts for the enclave civ I made for a 31.25 update to Deon's wasteland
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 30, 2012, 04:19:55 pm
They do show up in the ENTITY TOKENs page in the wiki, but the dwarven FORCED_ADMISTRATOR guy has them in his position? Maybe they are a Enities = to a Creature's Caste level tag? you can say make the entire civ have clean shaven heads, but only nobles can have hair?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 30, 2012, 04:23:57 pm
They do show up in the ENTITY TOKENs page in the wiki, but the dwarven FORCED_ADMISTRATOR guy has them in his position? Maybe they are a Enities = to a Creature's Caste level tag? you can say make the entire civ have clean shaven heads, but only nobles can have hair?

Are you sure that it's actually FORCED_ADMINISTRATOR? It could just as easily be some formatting oddities, with the token actually just applying the the whole entity (since whitespaces don't actually do anything in raws)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 30, 2012, 04:43:48 pm
They do show up in the ENTITY TOKENs page in the wiki, but the dwarven FORCED_ADMISTRATOR guy has them in his position? Maybe they are a Enities = to a Creature's Caste level tag? you can say make the entire civ have clean shaven heads, but only nobles can have hair?

Are you sure that it's actually FORCED_ADMINISTRATOR? It could just as easily be some formatting oddities, with the token actually just applying the the whole entity (since whitespaces don't actually do anything in raws)

Acually I believe you are 100% correct, I added in some new Nobles after:
Code: [Select]
[POSITION:FORCED_ADMINISTRATOR]
[NAME:administrator:administrators]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[COLOR:5:0:0]
[MANDATE_MAX:2]
[DEMAND_MAX:3]
[PRECEDENCE:65]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MEET_WORKERS]
[TISSUE_STYLE:HAIR]
[TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
[TISSUE_STYLE:SIDEBURNS]
[TS_PREFERRED_SHAPING:STANDARD_SIDEBURNS_SHAPINGS]
[TISSUE_STYLE:MOUSTACHE]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:STANDARD_MOUSTACHE_SHAPINGS]
[TISSUE_STYLE:BEARD]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:STANDARD_BEARD_SHAPINGS]
So I got confused and assumed they were apart of that noble. But the tab order suggests otherwise.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: adwarf on July 01, 2012, 03:54:02 am
Been working on something recently, and was wondering is it possible to make an item that when used heals wounds, mends broken bones, and such damage that is done to a being?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 01, 2012, 03:55:40 am
Define "used".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: adwarf on July 01, 2012, 03:58:18 am
Define "used".
Drank, or ate. My other option was for it to be used when they were incapacitated in the hospital if either of those aren't possible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 01, 2012, 04:01:09 am
Drank or ate? Most certainly. Just add an ingested syndrome that transforms them for a frame (will remove all clothes and drop all equipment! Look out!). The second thing… no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: adwarf on July 01, 2012, 04:02:37 am
Drank or ate? Most certainly. Just add an ingested syndrome that transforms them for a frame (will remove all clothes and drop all equipment! Look out!). The second thing… no.
My first idea works, wonderful :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Aboth Ber on July 01, 2012, 01:12:33 pm
I'm trying the Gun type ranged weapons that provided with Masterworks mod and a sudden idea come to me...

Can we adjust ranged weapon 'rate of fire' (but not using weapon weight/size) so they can fire several times... This not only applicable on rifle but also for crossbow (repeating crossbow anyone?)... I think it can make defending siege more easier or harder...

Also did anyone had succeed creating medieval cannon (like the one we ussually see on castle rampart) that function like ballista or catapult (operated and created by siegedwarf) or siege engine is still hardcoded and not yet open for modding?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 01, 2012, 01:21:50 pm
I'm trying the Gun type ranged weapons that provided with Masterworks mod and a sudden idea come to me...

Can we adjust ranged weapon 'rate of fire' (but not using weapon weight/size) so they can fire several times... This not only applicable on rifle but also for crossbow (repeating crossbow anyone?)... I think it can make defending siege more easier or harder...

Also did anyone had succeed creating medieval cannon (like the one we ussually see on castle rampart) that function like ballista or catapult (operated and created by siegedwarf) or siege engine is still hardcoded and not yet open for modding?
RoF for ranged weapons is based on teh shoot force and volocity but upping those make it more dangerous. And the speed of the user.

The cannon idea I am working on. It will have to be a creature tho. SO it's not a building. My workaround will be skechy at best, and will require alot of fine tuning
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 01, 2012, 01:32:36 pm
P. sure velocity is the only thing that affects fire speed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 01, 2012, 01:52:51 pm
Well only one projectile from a ranged weapon is allowed right?
Also if the creature is very fast, it has a better chance to fire another round as soon as the last one is gone.

Or has this changed?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 01, 2012, 01:58:10 pm
Well only one projectile from a ranged weapon is allowed right?
Also if the creature is very fast, it has a better chance to fire another round as soon as the last one is gone.b

Or has this changed?
Yes, this is all correct. That's why velocity should be the only one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Aboth Ber on July 01, 2012, 02:39:11 pm
Yes, this is all correct. That's why velocity should be the only one.

Well it means no machine crossbowing dorf...... I like to see how goblin wave (not human wave) attack from trenches vaiantly trying to break a dorf 'crossbow pillboxes'... Hey! We could turn DF into a WWI simulator... :P

Btw... Speaking about goblin waves, what entity token that we must change to allow greater siege...   
Code: [Select]
[PROGRESS_TRIGGER_POPULATION:2]
[PROGRESS_TRIGGER_PRODUCTION:2]
[PROGRESS_TRIGGER_TRADE:2]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
I know this not the one and not in the other token too... Maybe [SIEGER] from human civs???
My current fortress with 150 pop only got a modest 60 goblin siege with some 30 trolls that easily got screwed by traps, bolts and 'magma'... Before I trying extra fortress defence races... I wish to see a goblin siege numbering 200-300 goblin (screw FPS...)... It must be *FUN* to end my fortress this way... (aw... I forget... if you change entity token you need to reworldgen... dohh...)

RoF for ranged weapons is based on teh shoot force and volocity but upping those make it more dangerous. And the speed of the user.

The cannon idea I am working on. It will have to be a creature tho. SO it's not a building. My workaround will be skechy at best, and will require alot of fine tuning

Woooo... Can't wait too see it... Creature cannon... Seems very interesting indeed...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Toxicshadow on July 01, 2012, 02:57:09 pm
What's wrong with my workshop? It wont show up in the menus.

In my custom buildings file:
Code: [Select]
[BUILDING_WORKSHOP:BARK_WORKSHOP]
[NAME:Bark Workshop]
[NAME_COLOR:7:0:1]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BUILD_LABOR:WOOD_CRAFT]
[BUILD_KEY:NONE]
[BLOCK:1:0:0:1]
[BLOCK:2:0:0:1]
[BLOCK:3:0:0:0]
[TILE:0:1:' ':' ':150]
[TILE:0:2:' ':' ':'/']
[TILE:0:3:'-':' ':' ']
[COLOR:0:1:0:0:0:0:0:0:6:0:0]
[COLOR:0:2:0:0:0:0:0:0:6:0:0]
[COLOR:0:3:6:0:0:0:0:0:0:0:0]
[TILE:1:1:' ':' ':'=']
[TILE:1:2:'-':' ':8]
[TILE:1:3:' ':' ':150]
[COLOR:1:1:0:0:0:0:0:0:6:0:0]
[COLOR:1:2:6:0:0:0:0:0:6:0:0]
[COLOR:1:3:0:0:0:0:0:0:6:0:0]
[TILE:2:1:'-':' ':8]
[TILE:2:2:' ':' ':8]
[TILE:2:3:' ':150:' ']
[COLOR:2:1:6:0:0:0:0:0:6:0:0]
[COLOR:2:2:0:0:0:0:0:0:6:0:0]
[COLOR:2:3:0:0:0:6:0:0:0:0:0]
[TILE:3:1:150:' ':8]
[TILE:3:2:' ':' ':8]
[TILE:3:3:' ':240:' ']
[COLOR:3:1:6:0:0:0:0:0:6:7:0]
[COLOR:3:2:0:0:0:0:0:0:6:7:0]
[COLOR:3:3:0:0:0:7:0:1:0:0:0]
[BUILD_ITEM:1:WOOD:NONE]

In my entities file I also have
Code: [Select]
[PERMITTED_BUILDING:BARK_WORKSHOP]
Yet it doesn't show up in the building menu Dx

Nvm, I'm an idiot. xD It works after you gen a new world, I was trying to add it to an existing save via the save's raws. Doesn't work that way :/
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 01, 2012, 03:15:26 pm
Re-gen the world? Have you tried adding a extra 2 :NONE:NONE on the Build Item?

Check your errorlog?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Toxicshadow on July 01, 2012, 03:20:56 pm
My errorlog is notepad's best friend for now lol. Ty for helping though:)
'Nother problem:
Code: [Select]
[REACTION:BARK_HELM_ARMORING]
[NAME:Make Wood Helm]
[BUILDING:BARK_WORKSHOP:H]
[REAGENT:WOOD:2:WOOD:NONE:]
  [PRODUCT:100:1:ITEM_HELM:GET_MATERIAL_FROM_REAGENT:REAGENT_ID:REACTION_PRODUCT_ID][PRODUCT_DIMENSION:100000]
[SKILL:WOOD_CRAFT]
Reaction doesn't show up on the menu like it should. It IS permitted in the entity files. Errorlog isn't showing anything, and I gen'd a new world.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 01, 2012, 06:38:45 pm
Holy Smokes batman, that reaction is insane!

[REACTION:BARK_HELM_ARMORING]
   [NAME:Make Wood Helm]
   [BUILDING:BARK_WORKSHOP:H] --- hotkeys always need a "CUSTOM_" to start with
   [REAGENT:WOOD:2:WOOD:NONE:] --- There is a extra : at the end here. and the ID is missing sorry you made it all caps    [PRODUCT:100:1:ITEM_HELM:GET_MATERIAL_FROM_REAGENT:REAGENT_ID:REACTION_PRODUCT_ID][PRODUCT_DIMENSION:100000] --- this is wrong is so many ways
   [SKILL:WOOD_CRAFT]

Code: [Select]
[REACTION:BARK_HELM_ARMORING]
[NAME:Make Wood Helm]
[BUILDING:BARK_WORKSHOP:CUSTOM_H]
[REAGENT:wood:2:WOOD:NONE] --- I was going to add another two NONEs but someone mentioned that was not needed
  [PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:wood:NONE]
[SKILL:WOOD_CRAFT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Raptor_a22 on July 01, 2012, 07:57:07 pm
Does anyone know what character results in ä?

Directly adding ä to a raw file results in Σ being displayed in DF

EDIT:
@ToxicShadow

Are you adding this to the entity file?

[PREMITTED_BUILDING:BARK_WORKSHOP]
[PERMITTED_REACTION:BARK_HELM_ARMORING]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 01, 2012, 08:39:29 pm
Does anyone know what character results in ä?

Directly adding ä to a raw file results in Σ being displayed in DF

EDIT:
@ToxicShadow

Are you adding this to the entity file?

[PREMITTED_BUILDING:BARK_WORKSHOP]
[PERMITTED_REACTION:BARK_HELM_ARMORING]
TS just simply had an invalid reaction, and I think DF doesn't like invalid things too well.

Also do you mean as in description text or creature tile? the value for the desired character is: 132
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Raptor_a22 on July 01, 2012, 08:44:38 pm
TS just simply had an invalid reaction, and I think DF doesn't like invalid things too well.

Also do you mean as in description text or creature tile? the value for the desired character is: 132

Within a name, zweihänder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 01, 2012, 08:59:22 pm
Oh for your Armory/Modders Reasource. What is the difference from an english two-hander and a german Zwei-hander (2 hander)?

Maybe you should call it Großschwert or Gross Klinge, I don't know if you can use accented letters in weapon names, altho the language files allow it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Raptor_a22 on July 01, 2012, 09:08:36 pm
The German Zweihänder was used by the Landsknechte mercenaries. The sword itself is massive and can weigh up to 10 pounds.
I just thought it would be a fun weapon to put in.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 01, 2012, 09:12:13 pm
132 won't work for a name what you want is in here. (http://dl.dropbox.com/u/13790475/Dwarf%20Fortress%20accent%20text%20reference.txt)

It's „.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 01, 2012, 09:22:00 pm
132 won't work for a name what you want is in here. (http://dl.dropbox.com/u/13790475/Dwarf%20Fortress%20accent%20text%20reference.txt)

It's „.
Yoink

The German Zweihänder was used by the Landsknechte mercenaries. The sword itself is massive and can weigh up to 10 pounds.
I just thought it would be a fun weapon to put in.

Well so are two-handed swords and great swords :P but Putnam came to save the day :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Toxicshadow on July 01, 2012, 09:41:08 pm
Holy Smokes batman, that reaction is insane!

[REACTION:BARK_HELM_ARMORING]
   [NAME:Make Wood Helm]
   [BUILDING:BARK_WORKSHOP:H] --- hotkeys always need a "CUSTOM_" to start with
   [REAGENT:WOOD:2:WOOD:NONE:] --- There is a extra : at the end here. and the ID is missing sorry you made it all caps    [PRODUCT:100:1:ITEM_HELM:GET_MATERIAL_FROM_REAGENT:REAGENT_ID:REACTION_PRODUCT_ID][PRODUCT_DIMENSION:100000] --- this is wrong is so many ways
   [SKILL:WOOD_CRAFT]
Thank you very much, wiki wasn't very helpful on reactions, I had to guess on the get material part. The extra : was a typo. And I didn't know about the CUSTOM_  Oh and the product dimensions were.....not intentional.
Anyways, thank you very very much.
Code: [Select]
[REACTION:BARK_HELM_ARMORING]
[NAME:Make Wood Helm]
[BUILDING:BARK_WORKSHOP:CUSTOM_H]
[REAGENT:wood:2:WOOD:NONE] --- I was going to add another two NONEs but someone mentioned that was not needed
  [PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:wood:NONE]
[SKILL:WOOD_CRAFT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Raptor_a22 on July 01, 2012, 10:01:50 pm
132 won't work for a name what you want is in here. (http://dl.dropbox.com/u/13790475/Dwarf%20Fortress%20accent%20text%20reference.txt)

It's „.

Thanks, it works now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 01, 2012, 10:16:01 pm
Thank you very much, wiki wasn't very helpful on reactions, I had to guess on the get material part. The extra : was a typo. And I didn't know about the CUSTOM_  Oh and the product dimensions were.....not intentional.
Anyways, thank you very very much.
I thought I updated the Reactions part of the Wiki... better go back and check and make sure it wasn't reverted or better yet I just made mindless rable.

EDIT:
http://dwarffortresswiki.org/index.php/DF2012:Reactions
at the very bottem in FULL TOKEN LIST
I updated HAS_MATERIAL_REACTION_CLASS and REACTION_CLASS
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: acaerofox on July 01, 2012, 10:46:02 pm
Random question:

Can a metal or other material be made so that it inflicts syndromes, say for instance a spear made out of [custom metal] that would horribly poison anyone that was stabbed with it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 01, 2012, 10:49:10 pm
only if it stuck in, melted and got on them. Search DOOMIUM
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: leafbarrett on July 02, 2012, 09:45:48 am
So, if I understand correctly, making an item that can act as both a pick and an axe is impossible?

Spoiler: a la Zaghnal (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 02, 2012, 12:03:48 pm
In a sense, you can pick one one use:
Digging
or
Woodcutting

But for attacks you can allow pick attacks
axe attacks
and hammer attacks

But if you really wanted it as a woodcutting and mining tool make two copies and have a reaction to switch inbetween them

ZAGHNAL_M
zaghnal (mining)

ZAGHNAL_W
zaghnal (woodcutting)

they would have all the same stats and attacks, only now you can use them for mining, then once that is done, convert them to wood cutting and vice versa
only issue is the remaking might change their quality so it may be best to leave the SKILL tag off the reaction, not only is it instant without it and anyonw can do it. But I think it stops qulity modifers
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Toxicshadow on July 02, 2012, 12:31:55 pm
Is there a way I can make a weapon reference itself as ammo, so you 'throw' it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 02, 2012, 12:48:33 pm
No, you can make ammo that is named the same as the weapon, like the weapon being:
"tomahawk (t)" the little (t) saying it can throw

and ammo as "tomahawk"

now tomahawk throwers will pick up their tomahawk and the other throwing versions. Then use their held one when they can't throw anymore.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Toxicshadow on July 02, 2012, 12:56:59 pm
No, you can make ammo that is named the same as the weapon, like the weapon being:
"tomahawk (t)" the little (t) saying it can throw

and ammo as "tomahawk"

now tomahawk throwers will pick up their tomahawk and the other throwing versions. Then use their held one when they can't throw anymore.
So would I be making a weapon and ammo, both named the same, or would I make the ammo and name it what the weapon would be named?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 02, 2012, 01:05:19 pm
No, you can make ammo that is named the same as the weapon, like the weapon being:
"tomahawk (t)" the little (t) saying it can throw

and ammo as "tomahawk"

now tomahawk throwers will pick up their tomahawk and the other throwing versions. Then use their held one when they can't throw anymore.
So would I be making a weapon and ammo, both named the same, or would I make the ammo and name it what the weapon would be named?

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_THROW_KNIFE_DAGGER]
[NAME:dagger(t):daggers(t)]
[ADJECTIVE:throwing knives and]
[SIZE:300]
[SKILL:DAGGER]
[RANGED:THROW:KNIFE]
[SHOOT_FORCE:500]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[CAN_STONE]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:1000:800:slash:slashes:dagger:1250]
[ATTACK:EDGE:5:1000:stab:stabs:dagger:1000]
[ATTACK:BLUNT:20:600:strike:strikes:dagger pommel:1000]

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_KNIVES]
[NAME:throwing knife:throwing knives]
[CLASS:KNIFE]
[SIZE:200]
[ATTACK:EDGE:1000:800:stab:stabs:NO_SUB:1000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CaptApollo12 on July 02, 2012, 05:04:42 pm
How would one create general animal items?
Kill a Panda - Butcher Panda corpse - Get "Meat", "Hide", "Brains" Etc
Kill a Dingo - Butcher Dingo corpse - Get "Meat", "Hide", "Brains" Etc
So the end result is less items to track.
My goal is to replicate that part of Masterwork mod, but I do not know where to start.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 02, 2012, 05:11:58 pm
You need a non-existant creature

[CREATURE:ANIMAL_MATERIALS]
[NAME:animal:animals:animal]
[DOES_NOT_EXIST]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]

then you make all new tissue templates and alter the BDP "STANDARD_TISSUES" so they use the new tissues that are like this:

[TISSUE_TEMPLATE:ANIMAL_SKIN_TEMPLATE]
   [TISSUE_NAME:skin:NP]
   [SCARS]
   [TISSUE_MATERIAL:CREATURE_MAT:ANIMAL_MATERIALS:SKIN] --- see that it grabs from the non-existant creature.
   [RELATIVE_THICKNESS:1]

   Lower is faster.
   [HEALING_RATE:100]

   [VASCULAR:1]
   [PAIN_RECEPTORS:5]
   [CONNECTS]
   [TISSUE_SHAPE:LAYER]

with this a dog, or cat or anything butchered would give "Animal skin" also leather might be messed up since TAN_MAT material_reaction_product targets LOCAL_CREATURE_MAT it has to point to the place holder creature's LEATHER
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CaptApollo12 on July 02, 2012, 05:34:49 pm
[TISSUE_TEMPLATE:ANIMAL_SKIN_TEMPLATE]
   [TISSUE_NAME:skin:NP]
   [SCARS]
   [TISSUE_MATERIAL:CREATURE_MAT:ANIMAL_MATERIALS:SKIN] --- see that it grabs from the non-existant creature.
   [RELATIVE_THICKNESS:1]

   Lower is faster.
   [HEALING_RATE:100]

   [VASCULAR:1]
   [PAIN_RECEPTORS:5]
   [CONNECTS]
   [TISSUE_SHAPE:LAYER]

 

No skin is produced from butchering.  Is there a reason I cannot just edit the original [TISSUE_TEMPLATE:SKIN_TEMPLATE] with these tags, because that is what I did.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 02, 2012, 05:41:02 pm
You can edit the origonal yes, only reason no skin is coming from butchering means the tissues arn't being layered right.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Qwaar on July 02, 2012, 09:26:26 pm
Okay, I have a creature idea which should be amusing to play in adventure mode, planning on basing it off a centipede giant that someone posted here that has nicely done body system.

The premise is its an all female race, which incapacitates victims and converts them into "eggs" until they hatch into followers. I'd like to include various coloration genes for descriptive... descriptions. I want to limit targets to intellegent and I'd also like to be able to carry the eggs around but I'm fairly certain that would be impossible as I don't think we can turn things into inventoryables, and if we can how do they change back to creatures?

Unfortunately, every time I introduce a shapeshifting syndrome my creatures stop existing in DF's eyes.

Also, I'd like them to be driven into omnicidal rage at the sight of elves, as my lore is that they are spawn of a dorf that pissed off an elf by offering them a masterpiece gem encrusted crown that smelled of the wood of the shop it was made in. The elf cursed them, and there we go.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 02, 2012, 09:32:15 pm
Except for carrying, all possible. You'll have to add an interaction to the creature that will only affect elves, then have the elf-only interaction be an interaction that makes elves use an interaction that only works on the original creature that makes them berserk.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Qwaar on July 02, 2012, 11:04:50 pm
How would I got about rendering creatures an egg with a hatch timer though? Can I flat out make them an egg of the creature and just make sure not to pick it up for fear of sterilizing it, or do I make an egg caste that somehow turns into a young female after awhile? With the grappling system is it possible to move and drag something? I cant make mobs do it, but it would be cool to encase a whole camp of bandits, grab them in middle legs, and waltz off into the sunset.

I also have no idea how to start going about ceasing hostilities between the two, it would be strange to get encased by a wild centipede and then be gibbed by it while helpless, and stranger still to have my spawn hatch and immediately eat my face.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on July 02, 2012, 11:19:05 pm
Giving creatures a [CRAZED] tag makes them attack everything not of their kind, but friendly to anything of it's kind. That's how I made my cybermen work correctly with loyalties.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 02, 2012, 11:39:18 pm
I thought [CRAZED] was the same as BERSERK failed moods. Kill anything in sight.

you can have the centipede be NOT_LIVING and OPPOSED_TO_LIFE and those tags are added to the transformies.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Qwaar on July 02, 2012, 11:46:02 pm
Will that clear hostilities though? Necromancers use dead targets to apply effects like that, so for all I know when something dies it ceases to have allegiances. At least I think I'm getting closer on the egg thing.

Would it work if I have all the centipede traits in the female caste, then have the egg cast be its own caste using a different body rubric (one that looks eerily like an egg) and the eggs have a spell they caste on themselves that sets a timer to change into a centipede, with that one tag that keeps it from applying the syndrome to something that already has the syndrome?

Once again though, I worry, as every single time I have used the transformation syndrome tags the game just forgets that creature exists. It wont show up in arena or anything.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on July 02, 2012, 11:54:49 pm
I thought [CRAZED] was the same as BERSERK failed moods. Kill anything in sight.

you can have the centipede be NOT_LIVING and OPPOSED_TO_LIFE and those tags are added to the transformies.
[NOT_LIVING] has some side-effects, though, and [OPPOSED_TO_LIFE] does as well. Trust me, I've done many tests with the [CRAZED] tag. It's kill everything that's not a [CRAZED] member of your own species.  If something turns you into one of it's own and you both have [CRAZED], it will immediately stop attacking you. That is why werebeasts of the same kind don't attack each other. Other kinds of werebeasts and husks, yeah, but when transformed they won't attack each other.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 03, 2012, 12:12:31 am
Interesting to know. Now I can make a another hostile faction for my mod...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Totaku on July 03, 2012, 08:58:54 am
Fun question of today since I realize I must know this in order to save time....

when it comes to were beast transformations.... or transformations of any kind...

Is there any way to say make a creature in a child form transform into a child form of another creature and turn back and then when in adult form transform into adult form of said creature?

Or does it always just transform into the adult form of said transformed monster? Cause I hear alot of things alter with transformations and such.

This one is kind of vital since I'm trying to determine if I should go forward with the experiment or take it in a different direction.


Edit: Found out they do maintain thier age and apperance... so all is good I guess.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on July 03, 2012, 10:52:57 am
Will that clear hostilities though? Necromancers use dead targets to apply effects like that, so for all I know when something dies it ceases to have allegiances. At least I think I'm getting closer on the egg thing.

Would it work if I have all the centipede traits in the female caste, then have the egg cast be its own caste using a different body rubric (one that looks eerily like an egg) and the eggs have a spell they caste on themselves that sets a timer to change into a centipede, with that one tag that keeps it from applying the syndrome to something that already has the syndrome?

Once again though, I worry, as every single time I have used the transformation syndrome tags the game just forgets that creature exists. It wont show up in arena or anything.

This should work, but you don't need the eggs to transform themselves.  You could simply give the initial syndrome two transformations: one temporary one that turns them into the egg caste, and one permanent one (which starts at any point after the egg transformation starts but before it ends) that turns them into the female caste.  Once the egg transformation timer runs out, they'll turn straight into the female caste.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Qwaar on July 03, 2012, 12:11:33 pm
temporary? oh dear..... I seem to lack some knowledge. Can you point me to an example of a working raw of each so I can see what does what?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 03, 2012, 12:22:21 pm
For temporary transformations, all you need is END:X.

Also, transformed creatures can't transform, so you'll have to begin the second one with START after the first one ENDs.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 03, 2012, 12:23:55 pm
Edit: Found out they do maintain thier age and apperance... so all is good I guess.
Here is a fun fact, transform a creature with different CHILD:X tags and even MAXAGE tags sometimes you will see RAPID aging.

I still havent pin pointed which one does it, but i will find out when i have time for science
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on July 03, 2012, 12:56:43 pm
Like if you turn a human into a cave dragon, the human has [CHILD:12] and the dragon [CHILD:1000], but the human still turns into an adult cave dragon?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 03, 2012, 01:05:14 pm
the Human might age to a percentage of that, depending on the current age

a 6 year old humans with a CHILD:12 turning into a dragon with CHILD:1000

will probally rapidly age to 500 years, which means that the day it was born will be in the past.

But I don't know what would happen if the human reverted back.

I know with my tests of rapid aging was done a few months ago with puppies that turned into dwarves once born. Some where 11 years old, others were 6, and thier birthdays were before they were born. It is crazy
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on July 03, 2012, 01:16:50 pm
So if they're still a child, they turn into an equivalent child age in the other species?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 03, 2012, 01:30:01 pm
I believe so, but San said in some of his tests he transformed into a custom creature called Avatar of Fire, and when he turned  back he had white hair :/ which I guess means he aged rapidly. This was with an adventurer.

Tests on this are very sketchy at best, since it almost seems to be random. Maybe this is why were-beasts have NO_AGING?

Human to a creature that had no MAXAGE aka immortal
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Qwaar on July 03, 2012, 01:33:31 pm
well, shit, haven't even touched the centipede raws much before testing to see if they still spawn/existinarena and.... they don't. No error messages, nothing in the log, just the game saying no.

Is there a raw editing program that I can use that tells me in real time if the raw is still valid or not?

This is driving me up a wall.

edit: lovely, found a raw editor, and it does nothing but tell me that length cannot be less than zero, note I didn't touch that, and in checking the raw for length...... none are less than 90

edit2: Okay this is interesting, all my non-functioning monsters have that error with the editor. Further checking shows that most of the monsters in question are from 2010, with exception of my edit to a phoenix mob which was made from a raw from last month, but has the same error even unmodified. Now, finding no parameter corresponding to length with a even a small number, I'm at a loss here.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Iysif on July 03, 2012, 06:32:58 pm
How would I go about allowing sentient creatures to be butchered in adventure mode?

Editing the ethics does not appear to affect the actual butchering process. Removing [Intelligent] does work, but it also ruins many gameplay elements including talking. I've heard adding [animal] tags etc do not work either. Any ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 03, 2012, 06:35:09 pm
Nope.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 03, 2012, 07:45:08 pm
How would I go about allowing sentient creatures to be butchered in adventure mode?

Editing the ethics does not appear to affect the actual butchering process. Removing [Intelligent] does work, but it also ruins many gameplay elements including talking. I've heard adding [animal] tags etc do not work either. Any ideas?
Wait until you are starving. if toady put hunger/thirst back in
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 03, 2012, 07:49:04 pm
He did in 34.01. Why do I sometimes feel like the only modder who plays adventure mode? :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Iysif on July 03, 2012, 07:51:19 pm
How would I go about allowing sentient creatures to be butchered in adventure mode?

Editing the ethics does not appear to affect the actual butchering process. Removing [Intelligent] does work, but it also ruins many gameplay elements including talking. I've heard adding [animal] tags etc do not work either. Any ideas?
Wait until you are starving. if toady put hunger/thirst back in

Are they not back in already? Or is that the Wanderer's Friend mod. I do keep getting the hunger/thirsty stat. Speaking of Wanderer's Friend. I was thinking I could add a new "feature" too it to "butcher" corpses with the corpses as a reagent. Do you think that would be possible? It wouldn't be a true butcher but it could be very similar and usable on sentient creatures assuming the block is on the actual butchering (which it appears to be) and not on using the corpses as "reagents."
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 03, 2012, 07:53:23 pm
How would I go about allowing sentient creatures to be butchered in adventure mode?

Editing the ethics does not appear to affect the actual butchering process. Removing [Intelligent] does work, but it also ruins many gameplay elements including talking. I've heard adding [animal] tags etc do not work either. Any ideas?
Wait until you are starving. if toady put hunger/thirst back in

Are they not back in already? Or is that the Wanderer's Friend mod. I do keep getting the hunger/thirsty stat. Speaking of Wanderer's Friend. I was thinking I could add a new "feature" too it to "butcher" corpses with the corpses as a reagent. Do you think that would be possible? It wouldn't be a true butcher but it could be very similar and usable on sentient creatures assuming the block is on the actual butchering (which it appears to be) and not on using the corpses as "reagents."
THat CORPSE is still sentient, so really a second butcher option would be redunant. Just wait until starving butcher eat and store away some bacon bits for later
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Iysif on July 03, 2012, 08:26:29 pm
He did in 34.01. Why do I sometimes feel like the only modder who plays adventure mode? :P

No one seems to care about adventure mode or making their enemies into clothes :( but I sure do!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 03, 2012, 08:28:05 pm
Sanure does :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Iysif on July 03, 2012, 08:28:44 pm
How would I go about allowing sentient creatures to be butchered in adventure mode?

Editing the ethics does not appear to affect the actual butchering process. Removing [Intelligent] does work, but it also ruins many gameplay elements including talking. I've heard adding [animal] tags etc do not work either. Any ideas?
Wait until you are starving. if toady put hunger/thirst back in

Are they not back in already? Or is that the Wanderer's Friend mod. I do keep getting the hunger/thirsty stat. Speaking of Wanderer's Friend. I was thinking I could add a new "feature" too it to "butcher" corpses with the corpses as a reagent. Do you think that would be possible? It wouldn't be a true butcher but it could be very similar and usable on sentient creatures assuming the block is on the actual butchering (which it appears to be) and not on using the corpses as "reagents."
THat CORPSE is still sentient, so really a second butcher option would be redunant. Just wait until starving butcher eat and store away some bacon bits for later

Would it be possible to make a creature permanently starving? Or at least appear so in such a way as butchering is an option?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Iysif on July 03, 2012, 08:46:42 pm
Or possibly a command to empty the stomach, butcher, and then fill it back up again?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 03, 2012, 08:51:10 pm
No. Not without memory editing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Iysif on July 03, 2012, 10:46:11 pm
A food item with negative satiation?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pirate Bob on July 03, 2012, 10:49:43 pm
I was wondering if anybody knows how the [BEAST_HUNTER] tag works in worldgen.  Specifically, if I were to remove this from all civs, would it significantly increase the chance of megabeasts surviving?  Would there be any other major consequences?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kaleb702 Games on July 03, 2012, 11:47:30 pm
How do I add engravings?
Like, let's say I wanted to make it so dwarves could engrave "this is an image of a crowd of [race]". Or "this is an image of a wizard. the wizard is laughing." Or "this is an image of a fire."

Is it adding things to descriptor_shape_standard for non-living / non-specific things and adding creatures with [DOES_NOT_EXIST] in a separate file for living things? Or is there anything more to it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 03, 2012, 11:53:37 pm
How do I add engravings?
Like, let's say I wanted to make it so dwarves could engrave "this is an image of a crowd of [race]". Or "this is an image of a wizard. the wizard is laughing." Or "this is an image of a fire."

Is it adding things to descriptor_shape_standard for non-living / non-specific things and adding creatures with [DOES_NOT_EXIST] in a separate file for living things? Or is there anything more to it?

Have you posted this before cause I'm having some major Deja Vu or I forgot to respond to this before.

Yes descriptor_shape_standard or a DOES_NOT_EXIST and FANCIFUL creature works too. But I don't see too many Dragon or Griffion engravings tho. but it does depend on the engraver.

EDIT:
I think this means I should take a break from the fourms...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kaleb702 Games on July 04, 2012, 12:12:58 am
What about the varying bits? Like, "crowd of [race]".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Iysif on July 04, 2012, 08:50:32 am
What I'm trying to do must be possible.. right? After seeing so many incredibly complex mods I can't help but think it shouldn't be that hard to butcher sentient creatures. I just need to know where to start!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on July 04, 2012, 08:53:20 am
What I'm trying to do must be possible.. right? After seeing so many incredibly complex mods I can't help but think it shouldn't be that hard to butcher sentient creatures. I just need to know where to start!
It's VERY easy, actually. In the raw/objects folder, open entity_default. Look for ETHIC:EAT_SAPIENT_OTHER and ETHIC:EAT_SAPIENT_KILL and change them to ACCEPTABLE. Make sure it's under ENTITY:MOUNTAIN, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Iysif on July 04, 2012, 09:00:05 am
What I'm trying to do must be possible.. right? After seeing so many incredibly complex mods I can't help but think it shouldn't be that hard to butcher sentient creatures. I just need to know where to start!
It's VERY easy, actually. In the raw/objects folder, open entity_default. Look for ETHIC:EAT_SAPIENT_OTHER and ETHIC:EAT_SAPIENT_KILL and change them to ACCEPTABLE. Make sure it's under ENTITY:MOUNTAIN, though.

Ah I should have been more specific. I meant in adventure mode :O
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on July 04, 2012, 09:01:09 am
What I'm trying to do must be possible.. right? After seeing so many incredibly complex mods I can't help but think it shouldn't be that hard to butcher sentient creatures. I just need to know where to start!
It's VERY easy, actually. In the raw/objects folder, open entity_default. Look for ETHIC:EAT_SAPIENT_OTHER and ETHIC:EAT_SAPIENT_KILL and change them to ACCEPTABLE. Make sure it's under ENTITY:MOUNTAIN, though.

Ah I should have been more specific. I meant in adventure mode :O
Not possible in adventure mode. I've heard that you can butcher sentient creatures if you're VERY hungry, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Iysif on July 04, 2012, 09:04:51 am
What I'm trying to do must be possible.. right? After seeing so many incredibly complex mods I can't help but think it shouldn't be that hard to butcher sentient creatures. I just need to know where to start!
It's VERY easy, actually. In the raw/objects folder, open entity_default. Look for ETHIC:EAT_SAPIENT_OTHER and ETHIC:EAT_SAPIENT_KILL and change them to ACCEPTABLE. Make sure it's under ENTITY:MOUNTAIN, though.

Ah I should have been more specific. I meant in adventure mode :O
Not possible in adventure mode. I've heard that you can butcher sentient creatures if you're VERY hungry, though.

Hmm. What about a "spell" that (if you're standing on a corpse) creates the body parts (or similar parts) of the creature from nothing without actually using the corpse, and possibly removes the corpse as well? That way you (in effect) butcher the corpse. I think I know how to create items, but I don't know how to make the corpse necessary, or make the body parts have the (elf) description, etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Joben on July 04, 2012, 10:01:26 am
I want to try a tiny little mod project, i figured it would add slings to the game.

If I write item entries for them will they just appear in the game? (at least on generating a new world?)

Secondary question: What do you think of these stats?

Spoiler (click to show/hide)

Tertiary question, what does the NO_SUB tag do?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kaleb702 Games on July 04, 2012, 02:18:18 pm
Joben, I'm pretty sure (but I'm not a modder; this is just guesswork from my viewing of raws) that you need to add a way for them to be created. If you add it to the list of things made by the carpenters, then any civilization with carpenters should have it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 04, 2012, 03:13:22 pm
I want to try a tiny little mod project, i figured it would add slings to the game.

If I write item entries for them will they just appear in the game? (at least on generating a new world?)

Secondary question: What do you think of these stats?

Spoiler (click to show/hide)

Tertiary question, what does the NO_SUB tag do?

If you these are genned in the world they will exist. if you enable them on an entity then they will make them.

Also NO_SUB is like a NONE function, if for things like "flat"

a attack with NO_SUB would look like this "The dwarf slashes the goblin with his iron short sword"

a attack with "flat" would look like this "The dwarf slaps the goblin with the flat of his iron sword"

imagin "with the + <attack sub text>" is used if anything other then NO_SUB is in that spot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on July 04, 2012, 03:33:25 pm
Shouldn't this skill used for actually shooting things with it be Thrower?

[SKILL:(Skill used for melee attacks)]
[RANGED:(Skill used for ranged attacks):AMMO]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Joben on July 04, 2012, 09:11:20 pm
@Kaleb702 Games Ahh thank you. Probably leatherworkers or generic craftsman though. This is the kind of sling David used, leather thong, not forked stick.

@Hugo_the_dwarf do you meant like in something like entitly_default.tx?
I would for example take bows off the kobold's common weapon list and put in my slings  instead? Would they know how to make them or is that not relavant for the purpsoses of NPC civs and/or Adventure mode?

@Hugolawman I see your argument. I wet with slinger innitially since the motion of using a sling, and swinigng a whip at at least within sight of eachother....A sling is a sorta mechanicallly asisted throwing arm though so i donno....
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on July 05, 2012, 05:19:28 am
@Hugo_the_dwarf do you meant like in something like entitly_default.tx?
I would for example take bows off the kobold's common weapon list and put in my slings  instead? Would they know how to make them or is that not relavant for the purpsoses of NPC civs and/or Adventure mode?
Putting [WEAPON:XXX] or [AMMO:XXX] on a civ's entry in entity_default.txt will allow civs (both player and NPC) to make and use the listed weapons and ammo respectively.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Iysif on July 05, 2012, 10:13:04 am
I like the sling idea a lot! You should look up sling usage and ancient military sling battle tactics. Very interesting stuff!

Were there any guides that really helped you guys get off the ground with your modding or was it mostly trial and error?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Qwaar on July 05, 2012, 11:46:32 am
Hey, this scumbag again, just had an interesting thought. Forgotten beasts are more or less randomly put together right? Is there any way for something to use that template to put something together on its own, but with a limited pool.

Like say I have a pool of water, and its contaminated with some generic toxic waste of a evil biome, could I have the bloods its contaminated with be pool that its allowed to draw from for a contact based transformation syndrome for forgotten beasts?

This is just a generic, so if the specifics of that situation are no, I dont really mind, but for a long term goal in the future, it might be interesting to have a creature that samples from others, and whenever it needs an ally/spouse, darts a human with the concoction.

I imagine it would be impossible to let the game know what pools are useful to draw from though.

Also, its going to be a long time before I have this kind of prowess, as I'm still having trouble getting my centipede to work and still have to make its egg caste (found what the error was caused by though.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on July 05, 2012, 01:51:48 pm
Right now that wouldn't really work since so much of the random stuff is hardcoded. Instead the best way to get "random" things (such as a blood based syndrome), is to simply several different castes of the monster, each with a different syndrome on their blood, and then weight them to get the proper ratios. In a sense it's even better then the random generator since you can weight percentages of each thing occurring instead of just having ti be totally random.

Also the evil biome rain is all currently hardcoded sadly, so there isn't really anything you can do with it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on July 05, 2012, 09:41:25 pm
Right now that wouldn't really work since so much of the random stuff is hardcoded. Instead the best way to get "random" things (such as a blood based syndrome), is to simply several different castes of the monster, each with a different syndrome on their blood, and then weight them to get the proper ratios. In a sense it's even better then the random generator since you can weight percentages of each thing occurring instead of just having ti be totally random.

Also the evil biome rain is all currently hardcoded sadly, so there isn't really anything you can do with it.
You can make custom evil rain, or turn it off. Lots you can do with it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on July 05, 2012, 09:46:17 pm
Correct, but you can't use the random generator of the game within your evil rains that you make. The fact that it's either random or completely controlled was the thing that I was going for, sorry if that confused anybody.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on July 05, 2012, 09:48:01 pm
Correct, but you can't use the random generator of the game within your evil rains that you make. The fact that it's either random or completely controlled was the thing that I was going for, sorry if that confused anybody.
So it would be more apt to say that randomness is completely hardcoded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on July 06, 2012, 04:23:27 am
Yeah, I guess that's what I get for posting at like 3 in the morning. :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pirate Bob on July 06, 2012, 09:05:33 am
I was wondering if anybody knows how the [BEAST_HUNTER] tag works in worldgen.  Specifically, if I were to remove this from all civs, would it significantly increase the chance of megabeasts surviving?  Would there be any other major consequences?

In case anyone is interested, I did a little quick !!SCIENCE!! and found that disabling [BEAST_HUNTER] had little affect on megabeast survival.  Using vanilla DF34.11 I genned 2 "medium region" worlds with the seed BEAST1, 250 year history, and the year to check for beast survival set to 1000 (disabled).  In one of the worlds I modded out [BEAST_HUNTER] for all races in entity_default.txt.  All megabeasts died in both worlds.  The exact dates at which they died were slightly different, so it might have some impact, but it is subtle.  I had been hoping that disabling this would significantly increase beast survival, allowing me to easily make a world with lots of megabeasts to hunt in adventure mode (and hopefully not resulting in the death of all civilizations  ;)). 

I could of course just end the world history much sooner to increase the number of beasts, but then there would be no towers, and probably less tombs.  I think to get what I want I need to make less civilizations, or more beasts, or both.  Having the only civilization be kobolds (http://www.bay12forums.com/smf/index.php?topic=106920.msg3175554#msg3175554) seems to work well  :P.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Totaku on July 06, 2012, 10:48:54 am
Ok here's another one I'm trying to do ATM, but is not working....

Voluntary transformations....

I'm trying to get a creature to transform from a normal cat into some other creature all together, but I'm get it to trigger mainly for example, when the character engages in combat say in Dwarf Fortress mode.

Here's a sample piece of my code. Can someone point out where I went wrong?

Spoiler: interaction tag (click to show/hide)


Mind telling me where I went wrong? Assuming I don't find the answer first?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Delioth on July 06, 2012, 11:14:31 am
@Totaku: If something has the usage hint to attack with an interaction as well as a SELF_ONLY target, they will never use it... You can try changing the usage hint to fleeing, that might make it work properly.

_______________________________________________________________________

On another note, I'm having problems with my reaction to make a new metal. I've had no problems with my other metals, but it just won't seem to work on these. Here's all the raws for it:

Reactions:
Spoiler (click to show/hide)

Mineral for unrefined:
Spoiler (click to show/hide)

Metals:
Spoiler (click to show/hide)

And the error log:
Spoiler (click to show/hide)

Any help will be appreciated, Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 06, 2012, 12:27:37 pm
Ok here's another one I'm trying to do ATM, but is not working....

Voluntary transformations....

I'm trying to get a creature to transform from a normal cat into some other creature all together, but I'm get it to trigger mainly for example, when the character engages in combat say in Dwarf Fortress mode.

Here's a sample piece of my code. Can someone point out where I went wrong?

Spoiler: interaction tag (click to show/hide)


Mind telling me where I went wrong? Assuming I don't find the answer first?
Delioth is right, attacks cannout use a target that targets them only. SO make it a tennis interaction. Cat gives the attacker the ability to transform the cat.

@Totaku: If something has the usage hint to attack with an interaction as well as a SELF_ONLY target, they will never use it... You can try changing the usage hint to fleeing, that might make it work properly.

_______________________________________________________________________

On another note, I'm having problems with my reaction to make a new metal. I've had no problems with my other metals, but it just won't seem to work on these. Here's all the raws for it:

Reactions:
Spoiler (click to show/hide)

Mineral for unrefined:
Spoiler (click to show/hide)

Metals:
Spoiler (click to show/hide)

And the error log:
Spoiler (click to show/hide)

Any help will be appreciated, Thanks!


Your product lines are missing the %%% part of it
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SMALL_ORE] --- 1 boulder? what you had before would have made 150 * 150 = 22500 boulders

if you have anymore trouble review this: http://www.bay12forums.com/smf/index.php?topic=55259.msg3419616#msg3419616 (http://www.bay12forums.com/smf/index.php?topic=55259.msg3419616#msg3419616)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on July 06, 2012, 03:46:13 pm
Ok here's another one I'm trying to do ATM, but is not working....

Voluntary transformations....

I'm trying to get a creature to transform from a normal cat into some other creature all together, but I'm get it to trigger mainly for example, when the character engages in combat say in Dwarf Fortress mode.

Here's a sample piece of my code. Can someone point out where I went wrong?

Spoiler: interaction tag (click to show/hide)


Mind telling me where I went wrong? Assuming I don't find the answer first?

Both Delioth's and Hugo's ideas will work.  USAGE_HINT:FLEEING will make your creature use the ability as an emergency transformation, whereas the "tennis interaction" will make it happen when they first start combat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on July 06, 2012, 05:30:08 pm
Couldn't you also just make the interaction have two targets, one of which is the cat for the transformation and the other is the enemy? Then just have the interaction do something that has no effect, like a syndrome with 1 severity and END:1? It seems to me like that would ensure that the goblin doesn't suddenly start transforming random cats nearby them instead of the one you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Eric Blank on July 08, 2012, 09:55:26 am
I have a quick question: Anybody know the item tokens for a crutch, for use in a reaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 08, 2012, 11:33:24 am
I have a quick question: Anybody know the item tokens for a crutch, for use in a reaction?

"CRUTCH:NONE:<material>:<mat_sub>"

it is item 82 in the ITEM TOKEN index on the wiki.

Couldn't you also just make the interaction have two targets, one of which is the cat for the transformation and the other is the enemy? Then just have the interaction do something that has no effect, like a syndrome with 1 severity and END:1? It seems to me like that would ensure that the goblin doesn't suddenly start transforming random cats nearby them instead of the one you want.

ANY interaction that has USAGE_HINT:ATTACK will ignore all SELF_ONLY targets, using only ones that target others, usally the one being attacked. Trying to figure out how to do a tennis interaction so a spell like "haste" is only cast during battle is tough. I got a raw framework down, but it's laying untested.

I wish there was a "IN_COMBAT/DANGER" USAGE_HINT so that SELF_ONLY interactions can work in battle. Because "FLEEING" is not useful if the creature attacks before deciding to turn tail and run.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BossChase on July 08, 2012, 03:25:53 pm
What file mods the number of dwarves you embark with?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on July 08, 2012, 03:58:06 pm
None. You need to use an outside utility to do that. Sadly I'm not sure which one it is, but it's not moldable through the raws.

Edit: DFusion has it, but I'm not sure if it has been updated to the latest version or not yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: alesia on July 09, 2012, 10:37:25 am
If I want to change gizzard stones to be *raw* gems (for long term fortress mooding), does the definition look like this:

[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:ROUGH:NONE:ANY_HARD_STONE]

I know that ROUGH defines the dropped object as uncut gemstones or glass, but I'm confused as to what to use for that last token on EBO_ITEM.  I'd like the drop to be a random type of rough gemstone, definitely not a stone or ore boulder and preferably not rough glass (but I can live with occasional raw glass lumps).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 09, 2012, 11:53:30 am
If I want to change gizzard stones to be *raw* gems (for long term fortress mooding), does the definition look like this:

[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:ROUGH:NONE:ANY_HARD_STONE]

I know that ROUGH defines the dropped object as uncut gemstones or glass, but I'm confused as to what to use for that last token on EBO_ITEM.  I'd like the drop to be a random type of rough gemstone, definitely not a stone or ore boulder and preferably not rough glass (but I can live with occasional raw glass lumps).
I think in old 40d you could say GEM_GLOSS_MAT? something like that, but Toady removed that. and he added in ANY_HARD_STONE which i think covered the old STONE_GLOSS in 40d. So no random gems I am afraid. you can have a pre-set gem, but it's not the same.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Monk321654 on July 09, 2012, 12:13:18 pm
This is a really small one...
What's the raw tag for a Mechanism?
I'm trying to get a creature to drop an iron mechanism as an item corpse, but I can't get it to work.
Before that I got it to drop a pipe section, so no problem there.
I just need to know what to type in to get it to drop a gear. Now I'm using:

[ITEMCORPSE:MECHANISM:NO_SUBTYPE:INORGANIC:IRON]
[ITEMCORPSE_QUALITY:3]

Also, as a side question, is there any way I can get it to drop multiple items?
I'd like it to drop a Pipe Section (Pulled it off) A bar or two of Iron (Not attempted, but probable) And a few dozen mechanisms.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 09, 2012, 12:21:01 pm
TRAPPARTS is mechanisms, but the only way to get it to drop many parts is with extra butcher objects. Which means a corpse will have to be left behind.

EDIT:
Unless you want a custom tool to be dropped on death that a custom reaction takes and makes the items you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Monk321654 on July 09, 2012, 12:23:51 pm
Thanks for that.

But I found an alternative:
I'll make multiple castes, and have each one drop a different part.
But, my greatest thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: alesia on July 09, 2012, 08:42:30 pm
If I want to change gizzard stones to be *raw* gems (for long term fortress mooding), does the definition look like this:

[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:ROUGH:NONE:ANY_HARD_STONE]

I know that ROUGH defines the dropped object as uncut gemstones or glass, but I'm confused as to what to use for that last token on EBO_ITEM.  I'd like the drop to be a random type of rough gemstone, definitely not a stone or ore boulder and preferably not rough glass (but I can live with occasional raw glass lumps).
I think in old 40d you could say GEM_GLOSS_MAT? something like that, but Toady removed that. and he added in ANY_HARD_STONE which i think covered the old STONE_GLOSS in 40d. So no random gems I am afraid. you can have a pre-set gem, but it's not the same.

Yeah, I ended up having to go with:
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:ROUGH:NONE:INORGANIC:CRYSTAL_ROCK]

Covers rough gem moods *and* crystal glass moods, but sadly not at all random.  :(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on July 09, 2012, 09:02:44 pm
Quick question. Anyone know what happens if you give a megabeast or semi-megabeast the UBIQUITOUS tag?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rhyschew on July 11, 2012, 08:03:56 pm
dammit, why is this not working. I'm trying to give my creature the ability to raise corpses but when I copy and paste the interaction example over to my creature it gains no ability whatsoever.

This is the interaction I am copy and pasta'ring
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 11, 2012, 08:16:36 pm
Check your errorlog. See what it says.

In short: that doesn't go in the creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 11, 2012, 08:21:36 pm
Putnam is right that goes into a INTERACTION file

in which a creature CALLS the INTERACTION with a CAN_DO_INTERACTION tag. Hop over to the GCS or Fire Imp or CAT to see how their interactions are made
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rhyschew on July 11, 2012, 09:46:46 pm
Okay, from what you two told me and what I gleamed from looking at the raws of other creatures that use interactions, I should have a tag like this in my creature's raws

Spoiler (click to show/hide)
and then in an interaction file, something like this
Spoiler (click to show/hide)

Obviously I have done something wrong here as when I use the creature in the Object testing arena the only natural ability it has is "unknown interaction".

Sorry if my inexperience is bugging you, but I'm hoping this will be the last time I will have to.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 11, 2012, 09:51:14 pm
LOL!

ok what you have in the interaction file should mainly be in the creature

Code: (Creature) [Select]
   [CAN_DO_INTERACTION:ANIMATE]
[CDI:ADV_NAME:Animate Dead]
[CDI:FREE_ACTION]
[CDI:TARGET:B:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:15]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:50] --- fast
Code: (Interaction) [Select]
[INTERACTION:ANIMATE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]

Think of an INTERATION as being a template, and the creature draws from a template and adds its own herbs and spices.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on July 11, 2012, 11:02:25 pm
Think of an INTERATION as being a template, and the creature draws from a template and adds its own herbs and spices.

Hugo remeber the gargoyle and the hot sauce... and the larder?

Anyways, I have a question. When it comes to using clay, sand, and water. how do you use these in reactions (I remember somewhere hugo told me this but ive totally forgotten when...)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 11, 2012, 11:04:41 pm
Clay would be BOULDER:NONE:NONE:NONE with HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT right after (This also includes kaolinite, however).

The rest can be figured out with the Wiki's item token (http://dwarffortresswiki.org/index.php/Item_token) and material token (http://dwarffortresswiki.org/index.php/DF2012:Material_token) articles.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 11, 2012, 11:06:28 pm
Think of an INTERATION as being a template, and the creature draws from a template and adds its own herbs and spices.

Hugo remeber the gargoyle and the hot sauce... and the larder?

Anyways, I have a question. When it comes to using clay, sand, and water. how do you use these in reactions (I remember somewhere hugo told me this but ive totally forgotten when...)?

Water

LIQUID_MISC:NONE:WATER:NONE

Clay

BOULDER:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
^^ or goto all clay inorganics and add [REACTION_CLASS:CLAY] to them ^^

Sand

POWDER_MISC:NONE:INORGANIC:SAND_TAN
^^^ or goto all inorganic sands and add a [REACTION_CLASS:SAND] to them ^^

EDIT:
also Lol :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 12, 2012, 03:37:41 am
Question: I'm attempting to have a creature use an interaction on itself to buff itself temporarily (increased speed, as it were). I'm doing this by making it give itself a limited-duration syndrome that affects speed positively. So:

1) Is there any way to make it only use the interaction when it's near an enemy? (I suspect not, currently it uses it just all the time, that's okay),

2) The interaction, when used in arena "fortress" testing mode, seems to be affecting all creatures on the map despite it being set to target SELF_ONLY and max. one target. What's causing this, and how can I stop it? (It's either affecting all creatures or a random assortment including itself, neither of which is good, but I'm not sure which thanks to some confusing messages). The interaction itself is:

Code: [Select]
[INTERACTION:BOOSTDEF2]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:enemy]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_PHYS_ATT_CHANGE:TOUGHNESS:200:0:PROB:100:START:0:PEAK:0:END:90]

aaand the usability bit on the creature is:

Code: [Select]
[CAN_DO_INTERACTION:BOOSTDEF2]
[CDI:TARGET:C:SELF_ONLY]
[CDI:WAIT_PERIOD:350]
[CDI:ADV_NAME:defense boost]
[CDI:VERB:toughen up:toughens up:NA]
[CDI:TARGET_VERB:become tougher:becomes tougher]

Note that I started modding, like, yesterday, I've been using every resource I can find but I'm guessing there's just something I've missed to make this work properly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 12, 2012, 09:00:21 am
      [CAN_DO_INTERACTION:BOOSTDEF2]
         [CDI:TARGET:C:SELF_ONLY]
         [CDI:WAIT_PERIOD:350]
         [CDI:ADV_NAME:defense boost]
         [CDI:VERB:toughen up:toughens up:NA]
         [CDI:TARGET_VERB:become tougher:becomes tougher]

Target "C" where is target "C"?
you want [CDI:TARGET:A:SELF_ONLY]

other then that these are pretty good if i say so myself. Just a simple misplaced Variable.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 12, 2012, 05:52:05 pm
      [CAN_DO_INTERACTION:BOOSTDEF2]
         [CDI:TARGET:C:SELF_ONLY]
         [CDI:WAIT_PERIOD:350]
         [CDI:ADV_NAME:defense boost]
         [CDI:VERB:toughen up:toughens up:NA]
         [CDI:TARGET_VERB:become tougher:becomes tougher]

Target "C" where is target "C"?
you want [CDI:TARGET:A:SELF_ONLY]

other then that these are pretty good if i say so myself. Just a simple misplaced Variable.

...oh, whoops. I thought that C was where the target was DEFINED, not a reference to the interaction! I'm too used to doing MATERIAL_EMISSION interactions, which used C on other creatures that did them. Originally thought it was just an arbitrary choice, now I see that it's because target C in that interaction def is the location the emission heads for. Thanks!

EDIT: another question. I've seen that it's difficult/impossible to have something only use a self-target ability (like a transform, though that's not what I'm doing) during combat only...is it possible to make it do this by having a second target that's an enemy, but the second target is unaffected (and putting hint:ATTACK on the interaction, basically making it an "attack" that does nothing to the target but affects the user)? I've tried this on its most basic level (add a second target to the interaction, add a target distance and max number to the ability along with the hint, but no effect on the second target), but the AI never uses the resulting interaction (and when I use it after assuming control, it only gives the option to select "self" not also a "dummy enemy" like I specified in IT_MANUAL for the second target)

Additionally, there's something wrong with these syndromes:

Code: [Select]
[CE_PARALYSIS:SEV:125:PROB:30:BP:BY_TYPE:GRASP:START:0:PEAK:0:END:120]
[CE_PARALYSIS:SEV:125:PROB:30:BP:BY_TYPE:STANCE:START:0:PEAK:0:END:120]
[CE_PAIN:SEV:200:PROB:100:BP:BY_CATEGORY:ALL:START:0:PEAK:0:END:250]

Error log tells me the 0 is an unrecognized token, so I'm guessing the reason they do nothing is the lack of duration being read in properly. Not sure what the proper syntax is, though. EDIT: Okay, think I missed an ALL token after GRASP/STANCE, I think.

Oh and also, I noticed that LIQUID_GLOB fails to actually produce liquid globs, so is there any way to make a "water cannon" type effect without it turning to ice currently?

And another question: I'm going to try and have equipping certain items give the user new abilities later (obviously this will end up kinda broken in adventure due to spam equip/dequip to remove cooldown, but what can you do). Will this work if I give the item's material an associated contact syndrome with a super short duration (say 2/3 actions, 20~30 speed)? I'm hoping that means the syndrome will constantly refresh duration while the item's equipped, but will wear off once it's not? (I'm getting to this part of the mod later, figured I'd ask now in case this is a known/common thing).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on July 12, 2012, 09:27:55 pm
Why does this plant not exist?

Code: [Select]
plant_deadly

[OBJECT_PLANT]

[PLANT:ROOT_MURDER]
[NAME:murder root][NAME_PLURAL:murder roots][ADJ:murder root]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:5]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PICKED_TILE:232][PICKED_COLOR:0:0:1]
[GROWDUR:300][VALUE:10]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen bloody death]
[STATE_NAME_ADJ:LIQUID:bloody death]
[STATE_NAME_ADJ:GAS:boiling bloody death]
[MATERIAL_VALUE:100]
[DISPLAY_COLOR:7:0:1]
[ENTERS_BLOOD]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:bloody death]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_ADD_TAG:NOPAIN:NOSTUN:NO_FEAR:NO_DIZZINESS:CRAZED]

[SPRING][SUMMER][AUTUMN][WINTER]
[CLUSTERSIZE:7]
[PREFSTRING:enraging flavor]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:10]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:murder root seed:murder root seeds:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[WET][DRY]
[BIOME:ALL_FOREST]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:5:0:0]
[DEAD_SHRUB_COLOR:0:0:1]

It doesn't even register in the error log.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GaxkangtheUnbound on July 12, 2012, 09:31:32 pm
Why does this plant not exist?

-snip-

It doesn't even register in the error log.
The ALL_FOREST should be ANY_FOREST. Mistakes can happen, don't worry.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 12, 2012, 09:32:34 pm
Also the
Syndrome needs a START:### and a END:### if you want it as a temp thing. Else leave END out for perm syndrome
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hanslanda on July 12, 2012, 09:44:24 pm
Hey, if I put [JOINT] in fingers, will I be able to joint lock fingers?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 12, 2012, 09:46:28 pm
Hey, if I put [JOINT] in fingers, will I be able to joint lock fingers?
Yes, and in turn. Break someones fingers 1 by 1
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hanslanda on July 12, 2012, 09:49:22 pm
Not just break. I'm snapping them off.

Side note: If I just wanted to break the fingers, how would I go about that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on July 12, 2012, 09:53:45 pm
I'm not sure where to put the end and start tags.
Because I still can't find it anywhere or embark with it.
I added [OUTDOOR_FARMING] to dwarves to try to embark with it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 12, 2012, 10:02:49 pm
Not just break. I'm snapping them off.

Side note: If I just wanted to break the fingers, how would I go about that?

You're snapping the whole finger off  :o
erm, you can add knuckles to each finger that is Joint. Search Grim Grimoire I added "complete fingers" with knuckles. I believe I posted the code for it in the thread as well as merging it with the realism mod that it is.

I'm not sure where to put the end and start tags.
Because I still can't find it anywhere or embark with it.
I added [OUTDOOR_FARMING] to dwarves to try to embark with it.

      [CE_ADD_TAG:NOPAIN:NOSTUN:NO_FEAR:NO_DIZZINESS:CRAZED]

      [CE_ADD_TAG:NOPAIN:NOSTUN:NO_FEAR:NO_DIZZINESS:CRAZED:START:0] --- forever!!!!!

Also sometimes dwarves don't get home sites that include a forest. try embarking and then gathering plants.



Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hanslanda on July 12, 2012, 10:25:13 pm
Not just break. I'm snapping them off.

Side note: If I just wanted to break the fingers, how would I go about that?
You're snapping the whole finger off  :o
erm, you can add knuckles to each finger that is Joint. Search Grim Grimoire I added "complete fingers" with knuckles. I believe I posted the code for it in the thread as well as merging it with the realism mod that it is.

Yeah. I found out that if you rip off all someone's fingers individually, they WILL bleed to death.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Joben on July 13, 2012, 12:36:22 am
Are the interactions shown in Dwarf Fortress 0.34.11\raw\interaction examples

Purely there as examples or are they actually used by the game. Like if I altered one of them would it take effect?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on July 13, 2012, 12:37:22 am
Are the interactions shown in Dwarf Fortress 0.34.11\raw\interaction examples

Purely there as examples or are they actually used by the game. Like if I altered one of them would it take effect?
Nope. Purely examples
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 13, 2012, 01:32:34 pm
Why does this plant not exist?

Code: [Select]
plant_deadly

[OBJECT_PLANT]

[PLANT:ROOT_MURDER]
[NAME:murder root][NAME_PLURAL:murder roots][ADJ:murder root]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:5]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PICKED_TILE:232][PICKED_COLOR:0:0:1]
[GROWDUR:300][VALUE:10]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen bloody death]
[STATE_NAME_ADJ:LIQUID:bloody death]
[STATE_NAME_ADJ:GAS:boiling bloody death]
[MATERIAL_VALUE:100]
[DISPLAY_COLOR:7:0:1]
[ENTERS_BLOOD]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:bloody death]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_ADD_TAG:NOPAIN:NOSTUN:NO_FEAR:NO_DIZZINESS:CRAZED]

[SPRING][SUMMER][AUTUMN][WINTER]
[CLUSTERSIZE:7]
[PREFSTRING:enraging flavor]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:10]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:murder root seed:murder root seeds:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[WET][DRY]
[BIOME:ALL_FOREST]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:5:0:0]
[DEAD_SHRUB_COLOR:0:0:1]

It doesn't even register in the error log.

Your second line says [OBJECT_PLANT]--it should be [OBJECT:PLANT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on July 13, 2012, 01:47:58 pm
Oh, how did I miss that?

One more question, where do I put the syndrome to make eating the plant drive them insane? or does putting it in the drink sufficient?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on July 13, 2012, 01:57:12 pm
This has probably been asked before or is otherwise public knowledge, but my searches have turned up little.

Does egg laying work properly in fort mode for intelligent creatures?  As in running a fort of a modded species that lays eggs?  If so, how does it work?  Nest boxes?

My suspicion is that this is something that's not implemented yet, and that the females will never lay eggs.  So world gen would be fine, but you'd never get kids in fort mode.

I don't want to spend much time hacking away at this to find out it won't work.

If it doesn't work, I think I read somewhere that you could use an interaction to transform an egg into a baby version of a creature somehow, but interactions are well beyond the scope of my knowledge.  Has anyone tried something like this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 13, 2012, 02:00:09 pm
@9487
Drop that same syndrome under the [USE_MATERIAL_TEMPLATE:STRUCTUAL:......]

@Telgin
Nest Boxes, but you must forbid the eggs and only married females will lay fertilized eggs
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on July 13, 2012, 02:21:54 pm
I'm pleasantly surprised that it works.  :)  If you don't forbid the eggs will they haul them off to the food stockpile?  Also, I assume the mother will actually stay on the eggs until they hatch?  Will getting thirsty or the like cause them to go wander off to get a drink and kill the eggs?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 13, 2012, 02:37:58 pm
remember this is a controlled civ, if hungry/thirsty someone will bring food/drink

but I think as long as the eggs stay in the box they will hatch still (someone correct me, don't work with eggs too much)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on July 13, 2012, 02:54:45 pm
Notwithstanding the tendency for thirsty / hungry dwarves / critters to go unnoticed by their friends, but it's reassuring to know that it will work in some form or another.  Time to actually go off to mod in the new species and try them out.  Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 13, 2012, 06:32:34 pm
I have another question: If a creature somehow acquires the SYN_IMMUNE_CLASS for a syndrome while they have it, will it negate the syndrome's effects?

Also: I'm having trouble getting CE_PAIN to work. It's not throwing errors or anything, but it isn't causing the "pain" thing to show up on the wounding screen for the creature. The severity is at 200, is that low for CE_PAIN or something?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 13, 2012, 07:59:27 pm
It's low for an INTERACTION since interactions give the syndrome like the smallest creature would.

A 70000 sized creature injecting a venom to another 70000 creature will have a greater effect with a CE_PAIN:SEV:200 then an INTERACTION imagin

size 1 creature biting a 70000 sized one. That venom is gonna have a hard time effecting just a greater sized beast.

CE_PAIN:SEV:9000 should help (play with other numbers, as I know CE_PARALYSIS needs a sev level of 9000 to fully paralyize a creature with an INTERACTION)

as for your other question I have no idea.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 13, 2012, 08:34:11 pm
Awesome, thanks. Turns out a million is the ballpark value for getting a pain effect against size:26490, guess it's different to CE_PARALYSIS.

EDIT: Well, a million KOed something due to pain but it managed to struggle to its feet for a bit afterwards while still under the syndrome's effect.

EDIT AGAIN: Okay, it's variable based on attributes and such...point is, a million is a good starting point for tweaking, I've found.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 13, 2012, 09:11:36 pm
if you use too high of numbers you might cause a stack overflow inwhich it exceeds the max and rolls over into negatives which get reset to defaults
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 14, 2012, 01:18:33 am
Well, I'm guessing up to 200000000 (size of a sperm whale) is safe, unless Toady is using different sizes for his ints, and even then given that syndrome severity is directly linked to size it seems unlikely that he'd skimp on size for syndrome severity.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on July 14, 2012, 01:19:55 am
Well, I'm guessing up to 200000000 (size of a sperm whale) is safe, unless Toady is using different sizes for his ints, and even then given that syndrome severity is directly linked to size it seems unlikely that he'd skimp on size for syndrome severity.
What about giant sperm whale?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 14, 2012, 09:22:08 am
Well, I'm guessing up to 200000000 (size of a sperm whale) is safe, unless Toady is using different sizes for his ints, and even then given that syndrome severity is directly linked to size it seems unlikely that he'd skimp on size for syndrome severity.
What about giant sperm whale?

Oh, I guess that's the size of a giant one then. It's the wiki's quoted largest size ever :p

Unrelated: I'm attempting to put a PSYCHIC_JEWEL body part on something's head, code follows:

Code: [Select]
[BODY:PSYCHIC_JEWEL]

[BP:HEAD_JEWEL:jewel:STP][CONTYPE:HEAD][SMALL][SKELETON][LIMB][CATEGORY:JEWEL][GRASP]

[DEFAULT_RELSIZE:10]

Shamelessly borrowing the pony mod's idea of making it a grasper to represent telekinesis, but anyway. It's nearly identical to the horn in that mod, but every time I try to look at a creature with it in arena mode (with ENTER), Dwarf Fortress crashes with THIS nonsense in the terminal:

Spoiler (click to show/hide)

I'm running an old version of Ubuntu, but I'm pretty sure the problem lies with how I've done the part itself (not having problems with the ponies, OR an identical version of this caste without the jewel attached). It's attached like this:

Code: [Select]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:GRASP_MOUTH:PSYCHIC_JEWEL:TONGUE:GENERIC_TEETH:RIBCAGE]
Pretty much just the basic quadruped body with the grasping mouth (which is posing no problems whatsoever) and the jewel. So anyone have any idea what's causing the memory corruption?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 14, 2012, 11:37:58 am
Well, I'm guessing up to 200000000 (size of a sperm whale) is safe, unless Toady is using different sizes for his ints, and even then given that syndrome severity is directly linked to size it seems unlikely that he'd skimp on size for syndrome severity.
What about giant sperm whale?

Oh, I guess that's the size of a giant one then. It's the wiki's quoted largest size ever :p

Unrelated: I'm attempting to put a PSYCHIC_JEWEL body part on something's head, code follows:

Code: [Select]
[BODY:PSYCHIC_JEWEL]

[BP:HEAD_JEWEL:jewel:STP][CONTYPE:HEAD][SMALL][SKELETON][LIMB][CATEGORY:JEWEL][GRASP]

[DEFAULT_RELSIZE:10]

Shamelessly borrowing the pony mod's idea of making it a grasper to represent telekinesis, but anyway. It's nearly identical to the horn in that mod, but every time I try to look at a creature with it in arena mode (with ENTER), Dwarf Fortress crashes with THIS nonsense in the terminal:

Spoiler (click to show/hide)

I'm running an old version of Ubuntu, but I'm pretty sure the problem lies with how I've done the part itself (not having problems with the ponies, OR an identical version of this caste without the jewel attached). It's attached like this:

Code: [Select]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:GRASP_MOUTH:PSYCHIC_JEWEL:TONGUE:GENERIC_TEETH:RIBCAGE]
Pretty much just the basic quadruped body with the grasping mouth (which is posing no problems whatsoever) and the jewel. So anyone have any idea what's causing the memory corruption?
Ponies corrupt all, only a few like me can see their true evil and thus don't fall into the trap.
But I'm a Windows user and a Memory Corruption seems a bit much for a simple BP addition.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on July 14, 2012, 11:59:51 am
I like ponies. They taste good in +roast+
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on July 14, 2012, 01:16:17 pm
I was wondering if someone has any idea how to make a plant how an indigestible syndrome that causes permanent blindness? I think eyes are overrated, especially for marksdwarves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 14, 2012, 01:30:22 pm
I was wondering if someone has any idea how to make a plant how an indigestible syndrome that causes permanent blindness? I think eyes are overrated, especially for marksdwarves.
impaire teh function of eyes?
and would that not stop your archers from acually shooting anything? be good for laborers since they will never go "Oh Noes a bunny!" unless they stepped on it.

and it's simple as adding the injested syndrome on the STRUCTUAL call in the plant

Edit:
I like ponies. They taste good in +roast+
Not sure if to +1 for eating them. Or leave neutral for "I like ponies." lol
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on July 14, 2012, 01:48:52 pm
I was wondering if someone has any idea how to make a plant how an indigestible syndrome that causes permanent blindness? I think eyes are overrated, especially for marksdwarves.
impaire teh function of eyes?
and would that not stop your archers from acually shooting anything? be good for laborers since they will never go "Oh Noes a bunny!" unless they stepped on it.

and it's simple as adding the injested syndrome on the STRUCTUAL call in the plant


something like this?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 14, 2012, 05:44:55 pm
Ponies corrupt all, only a few like me can see their true evil and thus don't fall into the trap.
But I'm a Windows user and a Memory Corruption seems a bit much for a simple BP addition.

Yeah, that was confusing me too. After I went to sleep (that was past midnight here), I figured out that it's nothing to do with the part at all: I'm adding the body part to a specific caste by placing that BODY line in that caste, and if I add a BODY line that's a duplicate of the base definition it also throws the same exception. Probably should have mentioned that was how I was adding it, really...

EDIT: Yeah, got it. Was defining body template and material properties before all the caste definitions, then attempting to modify the base body pattern. Unsurprisingly, it didn't like that. So now I do body materials at the bottom and body definitions per caste, and it works fine. Basically, I'm an idiot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 14, 2012, 06:05:04 pm
KTG:
That will work altho the victum could did from an infection from the rot.

CE_IMPAIR_FUNCTION with like 10000 SEV should disable the eyeballs also you want BY_TYPE not BY_CATEGORY

Since SIGHT is a body part type.

LordRando:
Yeah that causes issues lol, but you can define say stanard body thing [BODY:HUMANOID] then in each case the other [BODY:2EYES:NOSE:etc..] will be added
think of it as a adding function

[BODY:] = Add body parts too...

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 14, 2012, 06:16:39 pm
Wait, so you can just go [BODY:PSYCHIC_JEWEL] by itself and it'll add that to the existing parts?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 14, 2012, 06:23:54 pm
It needs to have all of its required tissues and materials, but yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 14, 2012, 06:25:10 pm
yes

Look for a mod I worked on called Project Clockwerks, I have alot of castes and each is unique. And it's so far the best example of what you can do with castes. I even have comments everywhere.

EDIT:
ninja'd
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 14, 2012, 11:13:54 pm
Alright, awesome. Does it have anything on how to have a caste gain/lose body parts at different development stages (baby/child/adult)? Is that even possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 14, 2012, 11:37:37 pm
Alright, awesome. Does it have anything on how to have a caste gain/lose body parts at different development stages (baby/child/adult)? Is that even possible?
nope, not really. BACY/CHILD/ADULT are just stages of maturity.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 15, 2012, 12:03:23 am
Thought so. So the only way to do transformations is via syndrome/interaction...don't suppose there's any way to trigger THOSE with age?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 15, 2012, 12:16:41 am
Not yet... I hope Toady adds a AGE counter for syndromes
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jacob/Lee on July 15, 2012, 01:20:36 am
Can I change PROGRESS_TRIGGER_X tags for entities without genning a new world?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 15, 2012, 01:27:40 am
Believe it or not, I think you can.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 15, 2012, 02:03:20 am
Okay, further problem...I've tried out my new race in Fortress mode for the first time. They refuse to mine or woodcut, I suspect due to inability to pick up the tools (can't see why else it would be). All race members have this mouth:

Code: [Select]
[BODY:GRIP_MOUTH]

[BP:MOUTH:mouth:STP][CONTYPE:HEAD][MOUTH][GRASP][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]

[DEFAULT_RELSIZE:20]

and they're all wearing gloves on it besides (this is a really preliminary test), so I know it's grasping correctly...the civ has mining allowed as a profession and picks marked as their DIGGER, so I'm at something of a loss.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 15, 2012, 02:04:08 am
[EQUIPS]? >_>
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 15, 2012, 02:38:39 am
[EQUIPS]? >_>

Yes, they have [EQUIPS]. They can hold items perfectly fine in arena mode, but they won't even equip weapons if I draft and station after assigning a specific one =/. So as far as I can tell, they can equip items but can't actually pick them up to do so. Will test that by bringing a miner along on embark shortly (that makes them spawn with a held pick, right?)

EDIT: Nevermind, guess that's only for migrants. I'll wait for some of those.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 15, 2012, 11:53:35 am
[EQUIPS]? >_>

Yes, they have [EQUIPS]. They can hold items perfectly fine in arena mode, but they won't even equip weapons if I draft and station after assigning a specific one =/. So as far as I can tell, they can equip items but can't actually pick them up to do so. Will test that by bringing a miner along on embark shortly (that makes them spawn with a held pick, right?)

EDIT: Nevermind, guess that's only for migrants. I'll wait for some of those.
Are they large enough to handle the weapons??

Can I change PROGRESS_TRIGGER_X tags for entities without genning a new world?
Putnam answered this, but I have more input on it. If the trigger has already fired (goblins are showing up) then changing the trigger has no effect.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on July 15, 2012, 12:33:15 pm
Here's a puzzler: I modded in a new species for fort mode, and they never have clothes when I embark, with predictable results.  I've taken a look through the entity raws and can't figure out what the problem is.  I have [CLOTHING] and [SUBTERRANEAN_CLOTHING] (or whatever it was the the dwarves had, I copied it directly to be sure).  They're able to wield stuff and wear armor, so I don't know what else it could be.

Any ideas?

Edit: To be sure I didn't mess up the availability of clothes, I assigned one as a manager and the jobs to create various clothing show up in the manager menu.  So... I'm stumped.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 15, 2012, 12:36:08 pm
are the clothing ITEMS enabled int he entity? not just armor?
Is the clothing marked as ARMOR by using ARMORLEVEL:1+

[CLOTHING] and it's sibling don't assign what the entity wears
the [ARMOR/SHOES/GLOVES/HELM/PANTS:ITEM_type_XXXX] does

EDIT:
just saw your edit.
Did you try the forever clothes thing by making normal clothes armor? "Person" that is re-making cat fortress has this issue too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on July 15, 2012, 12:42:21 pm
I didn't make that change myself, but I'm modding a mod so I took a look to be sure.  This mod was originally developed for .31.25 and was updated for .34.11 by someone else.

Here's an example of the shirt raws:

Code: [Select]
[ITEM_ARMOR:ITEM_ARMOR_SHIRT]
[NAME:shirt:shirts]
[UBSTEP:MAX]
[LBSTEP:0]
[LAYER:UNDER]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:3]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

I think that looks correct.  There's no ARMORLEVEL token on it, so I don't think that's the problem.

I may have to try copying the dwarf entity raws from .34.11 over what was already there and try again.  Although I looked through them and don't see anything obviously missing.

Is there anything from the creature file itself that might cause this?

Edit: Indeed it was.  The [EQUIPS] tag was missing.  Whether I snipped it out by accident or the original author didn't include it I don't know.  All is well now though!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 15, 2012, 04:43:09 pm
What is a MAT_TOKEN? The wiki article on syndromes is in a dire state of having-no-info-on-CE_BODY_MAT_INTERACTION.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 15, 2012, 04:47:42 pm
What is a MAT_TOKEN? The wiki article on syndromes is in a dire state of having-no-info-on-CE_BODY_MAT_INTERACTION.
Is that not how Vampire/Were blood gets it's effects? could make some interesting diseases with pus. Lepercy? (Sorry for crappy spelling)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 15, 2012, 04:56:00 pm
The string dump seems to say that MAT_TOKEN is the only valid BODY_MAT_INTERACTION argument and that RESERVED_BLOOD is the only valid MAT_TOKEN, so that's a shame.

Unless, of course, MAT_TOKEN can also go with simple things like PUS and such. Imma try that now.

EDIT: this interaction is crashing the game, can anyone tell me why?:

Code: [Select]
interaction_scp_etc

[OBJECT:INTERACTION]

[INTERACTION:ZOMBIFY_008]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:SUPERNATURAL]
[IT_MANUAL_INPUT:zombie]
[I_EFFECT:ADD_SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]
[CE:INTERACTION:ZOMBIFY_008]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
[CE:SYNDROME_TAG:SYN_CONTACT]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:PUS:START:0]
[CE:INTERACTION:ZOMBIFY_008]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
[CE:SYNDROME_TAG:SYN_CONTACT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 15, 2012, 05:15:53 pm
Could it be the call to RESERVED_BLOOD since zombies have REMOVE_TAG:HAS_BLOOD
and vampires have RESERVED_BLOOD but don't acually remove blood

EDIT:
Maybe DF has a fit when it's trying to add something to a MAT that is now gone?

EDIT2:
have you tried removed the PUS line just to see if that is the cause?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 15, 2012, 05:17:09 pm
Ooh, that sounds about right.

EDIT: but it's not.

I've also removed the pus line alone.

EDIT 2: Motherfucker it's the blood body mat interaction. That's literally the most important part, unless I can get secretions saliva out of the mouths of every single god damned intelligent creature in the game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 15, 2012, 05:22:23 pm
Ooh, that sounds about right.

EDIT: but it's not.
FUUUuuuuu---- hmmm... does removing both CE_BODY_MAT_INTERACTION calls stop crashing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 15, 2012, 05:25:48 pm
Yes it does, but that's the most important part of the interaction >_< and it's having one at all, not just the blood as the previous post of mine claims.

So what's making DF freak the fuck out when it's presented with... a body mat interaction token?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 15, 2012, 05:33:26 pm
Hmm
What acaully creates RESERVED_BLOOD?

cause the MAT_TOKEN:RESERVED_BLOOD
begs some questioning. Does BLOOD have some special token in it?

Could [CE_BODY_MAT_INTERACTION:PUS:START:0] work?

and I'm guessing the errorlog is being a snob and saying nothing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 15, 2012, 05:35:05 pm
If it were saying anything that I didn't already know (it's spouting about how another interaction of mine hasn't had the creature it's created for created yet), then I would have this done already :P

And yes, each body mat token independently crashes the game. I can't even get past the title screen--doing anything but pressing esc, going to "about DF", or quitting will crash the game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 15, 2012, 05:39:27 pm
Does this SCP_008 turn only humans into zombies? Cause saddly, all I can suggest is a custom zombie creature... A very sad workaround, But we also need more info on that syndrome tag too. But if all we get is crashes...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 15, 2012, 05:41:27 pm
Does this SCP_008 turn only humans into zombies? Cause saddly, all I can suggest is a custom zombie creature... A very sad workaround, But we also need more info on that syndrome tag too. But if all we get is crashes...

It should turn ANY creature into a zombie. Maybe it's because it's a CREATURE_ACTION interaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 15, 2012, 05:43:37 pm
[EQUIPS]? >_>

Yes, they have [EQUIPS]. They can hold items perfectly fine in arena mode, but they won't even equip weapons if I draft and station after assigning a specific one =/. So as far as I can tell, they can equip items but can't actually pick them up to do so. Will test that by bringing a miner along on embark shortly (that makes them spawn with a held pick, right?)

EDIT: Nevermind, guess that's only for migrants. I'll wait for some of those.
Are they large enough to handle the weapons??

...yep, that's it. Wasn't even aware of MINIMUM_SIZE on weapons! I'll fix that right away.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 15, 2012, 06:16:58 pm
DERP

But yeah, apparently no BODY_MAT_INTERACTION syndromes that are caused by a CREATURE_ACTION.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 16, 2012, 01:13:19 am
Is it possible to add custom traps through modding? (I'm assuming one can't modify or remove the existing ones, but were they made in such a way that the building type is available for use by modders?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 16, 2012, 01:52:53 am
No. The only buildings you can modify or add are workshops and furnaces.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 16, 2012, 03:29:12 am
What about adding variable arguments to CE_BODY_TRANSFORMATION? (Say, to make a doppleganger creature that transforms into a targeted enemy's creature type?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 16, 2012, 04:23:43 am
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on July 16, 2012, 07:10:28 am
Is it possible to add custom traps through modding? (I'm assuming one can't modify or remove the existing ones, but were they made in such a way that the building type is available for use by modders?)

You can make new trap components though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 16, 2012, 11:43:17 am
Is it possible to add custom traps through modding? (I'm assuming one can't modify or remove the existing ones, but were they made in such a way that the building type is available for use by modders?)

You can make new trap components though.
Or a trap-like creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ethultheaxelord on July 16, 2012, 03:33:07 pm
Is there a way to change the number of points you can spend/withdraw in adventure character creation? and if so what is it
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 16, 2012, 03:33:36 pm
Is there a way to change the number of point

Embark or adventurer points? The former: advanced worldgen. The ladder: no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ethultheaxelord on July 16, 2012, 03:35:41 pm
(wow quick answer) silly enter being pressed down whilst typing... not my fault i promise. And i meant for adventurer creation
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 16, 2012, 03:37:50 pm
find a memory hacking program such as:
Art Money
T-Search
Cheat Engine

and hack those points
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 17, 2012, 01:51:48 am
Is there any good way to make a gas cloud persist for longer? I'm trying to get a syndrome transmitted by inhalation from gas, but it has a habit of dissipating before it gets applied. Or SOMEthing is stopping it from applying, at any rate. EDIT: Fixed, gave the gas SYN_CONTACT. Guess it was sometimes dissipating before the creature had a chance to inhale it.

On a related note, the clouds all seem to be ending up the same colour. Is there some way to vary it? (I have DISPLAY_COLOR set for the material, but it doesn't seem to be doing anything. Do I need to have a gas colour or something?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vjek on July 17, 2012, 09:44:15 am
So, my "preference adjuster" Lua script is coming along nicely, and I've created this preference profile that can be applied to any/all dwarves:

Likot Kiblor likes plump helmets for their rounded tops, prickle berries for their precise thorns, wild strawberries for their vivid red color, fisher berries for their round shape, prepared meals, drinks, plants, doors, thrones, tables, and beds.  When possible, she prefers to consume plump helmets, prickle berries, wild strawberries, fisher berries, dwarven wine, strawberry wine and fisher berry wine.

My question, then, is:

Does the type 4 like of "plants" make the type 5 like of "prickle berries for their precise thorns" redundant/unnecessary?  Or is there some value in having both?

Let me know if anyone knows, for certain, please and thank you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 17, 2012, 05:57:56 pm
Oh, and another question from me: What, exactly, does the HOMEOTHERM tag affect? Can having a high one cause things to catch fire around you? Will it lead to frostbite from normal temperatures? Could you have one that's high enough to melt ice projectiles ([MATERIAL_EMISSION]) before they strike you?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 17, 2012, 07:44:21 pm
HOMEOTHERM is the creatures normal body temp. higher one means the creatures core temp is hotter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 17, 2012, 08:11:38 pm
I know that, but what effect does core temperature actually have on things? (Like, does the core temp get to the outside? Does it cause frostbite/heat damage to occur at a different temperature? Will having a civ with high homeotherm lead to all their wooden furniture catching fire?)

And another one: Is it possible to do modded poisons? (Like, something with SYN_INJECTED that can be applied onto a weapon somehow, or something with SYN_INHALED that can be made gaseous by some process, or a powder or some such with SYN_CONTACT that can be scattered at the pull of a lever, or something like this)

EDIT: Okay, wiki has a thing about applying Gnomeblight to an area, I should be able to work with that. Any other options, though?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 17, 2012, 08:28:41 pm
Well going with common sense and someone having a creature melt/start the wagon on fire from accidently the HOMETHERM I think being really hot naturally would have an effect on surrounding things hmm?

As for modded poisons if teh syndrome has ENTERS_BLOOD any EDGED weapon that is COATED in the poison will be given to the target if the attack cuts/makes blood.

As for controlling how to use it is still micromanagy for fortress mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 17, 2012, 08:54:55 pm
Yeah, I've gathered. Current solution is SYN_CONTACT and tell people to do that weird micromanaging trick to dump it on the floor at their fortress entrance. It's got ENTERS_BLOOD and SYN_INJECTED as options for people to fool around with too (ENTERS_BLOOD on the extract, not the syndrome, of course).

Another question: If a food has SYN_INGESTED and is cooked into a prepared meal, will the meal confer the syndrome too?

Right, just double checking about the homeotherm thing. Any idea what the scale is? (Like, would HOMEOTHERM:11000 cause everything to catch fire, or would it need to be higher?)

EDIT: And another one: I'm assuming the CE_SKILL_ROLL_ADJUST syndrome token just reduces/increases ALL the target's skills by that percentage. Is that correct, or is there somewhere to specify a skill that I've missed?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 17, 2012, 09:21:28 pm
For cooked food = I have no idea

11000 should at least ignite plant life (plants, grass, wood) AFAIK
remember it's temp URISTs
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 17, 2012, 09:23:39 pm
For cooked food = I have no idea

11000 should at least ignite plant life (plants, grass, wood) AFAIK
remember it's temp URISTs

Yeah, I remember 11000 as being the quoted fire-safe temperature. So if something has HOMEOTHERM:11000, everything near it has to be able to put up with at least 11000 degrees Urist or burn? (Basically what I was asking is, is there any reduction in the temperature the creature radiates to the outside from its core temperature?)

EDIT: Also: http://www.bay12forums.com/smf/index.php?topic=69205.0 (http://www.bay12forums.com/smf/index.php?topic=69205.0) --- this thread has some method for applying syndromes via ammunition. Is that technique still applicable in current DF? (i.e. do arrows still stick in the victim and get warmed up by their temperature?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 17, 2012, 09:44:20 pm
Yup if that is the DOOMIUM thread. And those creatures might melt themsleves too unless their materials can handle heat
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 18, 2012, 12:30:05 am
It'll also melt your creature if it's too high.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 18, 2012, 04:12:06 am
General advice for getting that DOOMIUM stuff to go reliably? I've got it at boil on 10065, is that a good point? (It goes off in Arena without being embedded, but that's to be expected)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 18, 2012, 11:57:13 am
General advice for getting that DOOMIUM stuff to go reliably? I've got it at boil on 10065, is that a good point? (It goes off in Arena without being embedded, but that's to be expected)
Look at a creature's HOMETHERM and base the melting point on that. 1 point under should do the trick

Most creatures use 10067

so either you want it to boil (inhaled syndrome) or melt (contact) adjust your settings accordenly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on July 18, 2012, 01:28:35 pm
Do VERMIN_HUNTER creatures actually eat the vermin, or just kill it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 18, 2012, 01:32:52 pm
Normally just kill since pets don't need to eat (unless given GRAZER or CAN_LEARN)

but a race of VERMIN_HUNTER will eat and only eat vermin. Through hunting them I believe. Last time I played with a VERMIN_HUNTER civ.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on July 18, 2012, 01:39:00 pm
Hmmm, I was asking because I thought it might be fun to give some vermin an ingested syndrome that did funny things to cats.

How about if you give them ITEM_CORPSE tags? When they are killed will they drop the item?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 18, 2012, 01:45:29 pm
you can give cats SLOW_LEARNER? but then butchering them is impossible to butcher. But normally we don't butcher cats, or dogs even. Donno about dwarves.

And any lack of vermin would mean starvation.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on July 18, 2012, 03:04:44 pm
How do interactions work? I'm making a mod that requires many creatures to be able to shoot various elements and have no idea how to do so.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 18, 2012, 03:44:08 pm
How do interactions work? I'm making a mod that requires many creatures to be able to shoot various elements and have no idea how to do so.

Here's one wiki article (http://dwarffortresswiki.org/index.php/Interaction_token), here's another (http://dwarffortresswiki.org/index.php/Syndrome), one you're going to need for the elements (http://dwarffortresswiki.org/index.php/Material_definition_token), you may want to check the example interactions in the raw folder, and here's Hugo's wiki thingamajig (http://dffd.wimbli.com/file.php?id=6588).

(I learned how to write interactions way before 34.01 came out, so trust me :P)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on July 18, 2012, 04:48:45 pm
On a related note, the majority of creatures in this universe have a natural metal armor. What should I set the melting points to so that fire attacks still harm them? Whenever I try they wind up melting at room temperature.

Also I made their bones be replaced with a metal material but now when they are butchered in the arena the bone equivalents are created. What should I do to fix this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 18, 2012, 05:00:17 pm
On a related note, the majority of creatures in this universe have a natural metal armor. What should I set the melting points to so that fire attacks still harm them? Whenever I try they wind up melting at room temperature.

Also I made their bones be replaced with a metal material but now when they are butchered in the arena the bone equivalents are created. What should I do to fix this?

1. Less than 11,000 but more than 10180.

2. Corpseitems?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on July 18, 2012, 05:02:36 pm
Oops typo, I meant to say that the bone equivalents are not created
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 18, 2012, 05:10:48 pm
Oops typo, I meant to say that the bone equivalents are not created
Since the tissue for bones is replaced that is what is produced when butchered.

Tissues = butcherable materials

So either have metal coated bones or do with 1 or the other, or if you feel like it 2 BDPs 'cause body detail plans can only accept up to 5 arguments.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on July 18, 2012, 05:26:15 pm
Will I have to make a water entry in the raws to use it as part of the aforementioned interactions?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 18, 2012, 05:31:06 pm
nope

CDI:MATERIAL:WATER:<state that it will be>

0  INORGANIC  Placeholder for rock, used in arena mode. When given a subtype, selects a user-defined inorganic material. 
1  AMBER  Amber 
2  CORAL  Coral 
3  GLASS_GREEN  Green glass 
4  GLASS_CLEAR  Clear glass 
5  GLASS_CRYSTAL  Crystal glass 
6  WATER  Water, when placed in buckets or when mining out ice. 
7  COAL  Coal - subtype is either COKE or CHARCOAL. 
8  POTASH  Potash 
9  ASH  Ash 
10  PEARLASH  Pearlash 
11  LYE  Lye 
12  MUD  Mud 
13  VOMIT  Vomit 
14  SALT  Salt 
15  FILTH_B  Filth (brown, solid) 
16  FILTH_Y  Filth (yellow, liquid) 
17  UNKNOWN_SUBSTANCE  Unknown substance (white, liquid) 
18  GRIME  Grime 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 18, 2012, 05:35:21 pm
Oops typo, I meant to say that the bone equivalents are not created
Since the tissue for bones is replaced that is what is produced when butchered.

Tissues = butcherable materials

So either have metal coated bones or do with 1 or the other, or if you feel like it 2 BDPs 'cause body detail plans can only accept up to 5 arguments.

Not quite; they can take more than 5, but the ones that aren't ARGs have to be defined in the BDP itself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on July 18, 2012, 05:38:36 pm
What part of this isn't set up right?

      [CAN_DO_INTERACTION:MATERIAL_EMISSION]
         [CDI:ADV_NAME:Fire a stream of water]
         [CDI:USAGE_HINT:ATTACK]
         [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
         [CDI:MATERIAL:WATER:LIQUID:TRAILING_DUST_FLOW]
         [CDI:VERB:send out a stream of water:send out a stream of water:NA]
         [CDI:TARGET:C:LINE_OF_SIGHT]
         [CDI:TARGET_RANGE:C:15]
         [CDI:MAX_TARGET_NUMBER:C:1]
         [CDI:WAIT_PERIOD:35]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 18, 2012, 05:40:30 pm
 [CDI:MATERIAL:WATER:LIQUID:TRAILING_DUST_FLOW]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 18, 2012, 05:40:54 pm
What part of this isn't set up right?

      [CAN_DO_INTERACTION:MATERIAL_EMISSION]
         [CDI:ADV_NAME:Fire a stream of water]
         [CDI:USAGE_HINT:ATTACK]
         [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
         [CDI:MATERIAL:WATER:LIQUID:TRAILING_DUST_FLOW]
         [CDI:VERB:send out a stream of water:send out a stream of water:NA]
         [CDI:TARGET:C:LINE_OF_SIGHT]
         [CDI:TARGET_RANGE:C:15]
         [CDI:MAX_TARGET_NUMBER:C:1]
         [CDI:WAIT_PERIOD:35]
Other then it might just emit snow/dustings of ice. and the fact LIQUID is not a emission state LIQUID_GLOB is tho

Ninja'd by Putnam
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on July 18, 2012, 05:43:58 pm
Oh that's what you meant by state. Oops.

PS What would be the best way to simulate a sonic blast?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 18, 2012, 06:10:25 pm
Sonic blast? Probably just multitarget (so increase MAX_TARGET_NUMBER) and add an appropriate syndrome (Dizziness + Pain + impair function on ears + small chance at knocking unconscious?). If you want it to produce a sonic cone...I'm not sure, but TRAILING_GAS_FLOW with a contact syndrome might work. (I THINK the gas all dissipates afterwards).

Or you could just use TRAILING_DUST_FLOW for fun :p

(I'd wait for someone who knows more though, personally)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on July 18, 2012, 06:42:00 pm
Spoiler (click to show/hide)

My dwarves are drinking this like there is no tomorrow, no effect, nothing. Why won't they're damn eyes rot out? I've tried about 17 different embarks with little changes here and there, but total failure every time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 18, 2012, 06:43:43 pm
You want BY_CATEGORY:EYE, not BY_TYPE. EYE is not a valid type, as I think the errorlog should tell you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 18, 2012, 06:53:49 pm
I need to get a syndrome working more reliably...it has to be transferred by a gas cloud caused by something boiling. I've got SYN_CONTACT and SYN_INHALED set on it right now, but it still fails sometimes. How can I set it up so the thing that creates the boiling stone at the workshop is always affected by the syndrome?

EDIT: As far as I can tell from testing, it's random based on whether the creature gets a turn while still in the gas cloud...or something...

EDIT: Okay, it seems to depend on whether the creature is counted as being caught in a "cloud" of the gas as opposed to a "burst". Is there any way to manipulate that?

EDIT: Assuming it's impossible to make this reliable and working from there now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on July 18, 2012, 07:15:11 pm
You want BY_CATEGORY:EYE, not BY_TYPE. EYE is not a valid type, as I think the errorlog should tell you.
Spoiler (click to show/hide)

Instantanous eye rot! Yes! Now if I can incorporate sensory nerve rot into this too I can have the perfect dwarves!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on July 19, 2012, 02:03:16 pm
*notices other thread*

Oops ignore this post
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on July 19, 2012, 08:03:52 pm
Do you all have any idea why this workshop is visible right at embark even though it has the [NEEDS_MAGMA] tag?  Is there something funny about WORKSHOPS?  I have a FURNACE that NEEDS_MAGMA too and it is properly hidden.


Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 19, 2012, 08:14:02 pm
Workshops probably can't require magma. Make it a furnace instead.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 19, 2012, 08:16:19 pm
 :-X
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 19, 2012, 08:28:31 pm
Workshops probably can't require magma. Make it a furnace instead.
Workshops probably can't require magma. Make it a furnace instead.
Double post :P haha but yes that was running around my head as well. It on'y makes sense yes? Toady has only harded coded magma buildings that are in the furnace menu.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on July 19, 2012, 09:11:43 pm
Double post :P haha but yes that was running around my head as well. It on'y makes sense yes? Toady has only harded coded magma buildings that are in the furnace menu.

The magmaforge is (b-w-v) in vanilla! :)  But yeah, I'll try it next time as a furnace
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 19, 2012, 09:22:14 pm
Double post :P haha but yes that was running around my head as well. It on'y makes sense yes? Toady has only harded coded magma buildings that are in the furnace menu.

The magmaforge is (b-w-v) in vanilla! :)  But yeah, I'll try it next time as a furnace
True but also hard coded. something that Toady has simply used his powers to make it come to exsistance lol
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 19, 2012, 11:56:06 pm
Why can't I get WEATHER_FALLING_MATERIAL or WEATHER_CREEPING_<anything> to work on material emissions? When the interaction is used, they just don't do anything...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 19, 2012, 11:58:49 pm
It only works for environmental interactions, I.E biome-based ones. CREATURE_ACTION sources won't work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 20, 2012, 12:09:16 am
It only works for environmental interactions, I.E biome-based ones. CREATURE_ACTION sources won't work.

Oh. Damn.

What's the best way to disseminate a syndrome amongst an entire fortress population, then? UNDIRECTED_VAPOR/UNDIRECTED_GAS on the original target and hope for the best? (Note that the syndrome is beneficial, the player creates it and WANTS everyone to get it. So things like putting it in the food supply etc. would theoretically be fine)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 20, 2012, 12:13:51 am
Make a new interaction that applies the syndrome directly, give it a short wait period, and don't give it a usage hint.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 20, 2012, 12:16:19 am
And that'll make the interaction user target allies whenever it comes up?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 20, 2012, 12:17:38 am
It'll make them use the interaction if at all possible, as soon as possible, indiscriminately.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on July 20, 2012, 02:59:05 pm
Is the token for sensory nerves just [SENSORY_NERVES]? There is nothing on them on the wiki
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 20, 2012, 03:10:51 pm
HAS_NERVES

you can't pick and choose which of the two nerve types you can have.

Either both or none. Just something fancy in MUSCULAR tissue layers is all.

Well not just fancy, we all know it has effects.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on July 20, 2012, 03:17:12 pm
But for things like syndromes I can differentiate between the two, right?  Or do I just have to target the skin to get the sensory nerves?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 20, 2012, 03:32:50 pm
Only a edged attack on a MUSCULAR tissue can damage nerves (sever them)

You can NUMB a bodypart with a syndrome, Which I believe can damage sensory nerves. So that wiki States

CE_NUMBNESS  Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on July 20, 2012, 03:38:48 pm
Only a edged attack on a MUSCULAR tissue can damage nerves (sever them)

You can NUMB a bodypart with a syndrome, Which I believe can damage sensory nerves. So that wiki States

CE_NUMBNESS  Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage
Rotting the skin off would achieve the same thing right? Dwarves don't need skin.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 20, 2012, 05:23:43 pm
Well... Skin is not the only tissue that has [PAIN_RECEPTORS:5]

SKIN, FAT, MUSCLE, BONE, pretty much all tissues can feel pain.
Rotting skin off will just have FAT be the top tissue or whatever is under skin.

Delve into the "tissue_template_default.txt"

also from the wiki:

HAS_NERVES  Caste   This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.

Now muscles are really just a tissue that has a MUSCULAR tissue, skin lacks that. So no sensory nerves there.
Also the "Some butchering yields nervous tissue." part is wrong, it's the SPINE that yields "nervous tissue" on butchering, because that is a Tissue Layer in the spine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: LordRandomness on July 21, 2012, 01:47:32 am
Okay, new question: I'm guessing the [SPECIALATTACK_INTERACTION] token flags an attack as applying an interaction...what's the exact syntax?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on July 21, 2012, 09:29:31 am
I'm trying to get this vampire cure to work. It's supposed to be able to appear in Arena mode as a 'cured vampire' with all of the good things and none of the evil things. I can't get it to show. Help?

Code: [Select]
INTERACTION:VAMPIRE_CURSE_CURE]

[I_SOURCE:SECRET]
[IS_HIST_STRING_1: was cured of vampirism by ]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_FORBIDDEN:HAS_BLOOD]
[IT_REQUIRES:NOT_LIVING]
[IT_REQUIRES:SUPERNATURAL]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Cured Vampire]
[SYNDROME]
[SYN_CLASS:VAMPCURE]
[CE_DISPLAY_NAME:NAME:cured vampire:cured vampires:NA:START:0:END:10000]
[CE_REMOVE_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOBREATHE:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Cure Vampirism]
[CDI:INTERACTION:VAMPIRE_CURSE_CURE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and become less pale :shudders and becomes less pale]
[CDI:WAIT_PERIOD:10]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 21, 2012, 11:09:19 am
So your cure can only be used by cured vampires? How does one become cured?

Okay, new question: I'm guessing the [SPECIALATTACK_INTERACTION] token flags an attack as applying an interaction...what's the exact syntax?

[SPECIALATTACK_INTERACTION:<interaction id>]
^^Note only interactions that have I_SOURCE:ATTACK work for this^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on July 21, 2012, 02:38:07 pm
Is it possible for an interaction to work where you just select your opponents from long range and apply a syndrome to them without shooting any gunk out at them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 21, 2012, 03:37:29 pm
Yes, that's what ADD_SYNDROME is for. See mummy interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on July 21, 2012, 04:35:13 pm
Kay thanks.

Also could um you tell me what's wrong with this interaction? The attached syndrome isn't working as intended.


Code: [Select]
[CAN_DO_INTERACTION:PSIONIC_PAIN]
[CDI:ADV_NAME:Cause pain]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:VERB:cause pain:causes pain]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:3000]
Code: [Select]
[INTERACTION:PSIONIC_PAIN]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:opponent]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:In pain]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_PAIN:SEV:1500:PROB:90:RESISTABLE:START:1:PEAK:1500:END:3000]

      
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 21, 2012, 04:45:41 pm
The pain has no tissue. You probably want [CE_PAIN:SEV:1500:PROB:90:BP:BY_CATEGORY:ALL:ALL:RESISTABLE:START:1:PEAK:1500:END:3000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Monk321654 on July 21, 2012, 05:22:22 pm
Here's a bit of an interesting one...
Is it possible to make a custom Body Appearance Modifier?
Like, instead of a part have variance between small and large, you could have "it's horns are twisted." or, "it's horns are straight."
Something like that, or is it hard coded?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 21, 2012, 05:25:09 pm
Make a custom color?

[COLOR:TWISTED]
   [NAME:twisted]
   [WORD:TWIST]
   [RGB:255:191:0]

then make horns that color/sets of color

THen you can have "It's horns are twisted, It's horns are long"
etc.
etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Monk321654 on July 21, 2012, 05:27:43 pm
I was hoping I could do it without that, like size modifiers in the standard raws, although I assume it's unchangeable?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 21, 2012, 05:38:34 pm
Yeah, you can't add new ones. However, for twisted horns, you could use CURLY or whatever it is.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on July 21, 2012, 05:52:51 pm
Whats the proper way to refer to the eyes when specifying a bodypart in a syndrome?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 21, 2012, 06:04:02 pm
BY_CATEGORY:EYE:ALL
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on July 21, 2012, 07:29:12 pm
How do I make  my materials used in vapor trail reactions stop melting peoples faces off?

For example

Code: [Select]
[USE_MATERIAL_TEMPLATE:LIGHTNING:LIGHTNING_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GOLD]
[STATE_NAME:ALL_SOLID:lightning]
[STATE_ADJ:ALL_SOLID:lightning]
[STATE_COLOR:GAS:GOLD]
[STATE_NAME:GAS:lightning]
[STATE_ADJ:GAS:lightning]
[SYNDROME]
[SYN_NAME:shocked]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:MATORAN:ALL]
[SYN_CONTACT]
[CE_PARALYSIS:SEV:1000:PROB:80:RESISTABLE:START:1:PEAK:100:END:400]
[CE_BLISTERS:SEV:300:PROB:100:LOCALIZED:START:1:PEAK:1000:END:2000]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Fire lightning bolts]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:LIGHTNING:TRAILING_VAPOR_FLOW]
[CDI:VERB:fire lightning bolts:fires lightning bolts]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:200]
Code: [Select]
[MATERIAL_TEMPLATE:LIGHTNING_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GOLD]
[STATE_NAME:ALL_SOLID:lightning]
[STATE_ADJ:ALL_SOLID:lightning]
[STATE_COLOR:GAS:GOLD]
[STATE_NAME:GAS:lightning]
[STATE_ADJ:GAS:lightning]
[DISPLAY_COLOR:6:0:1]
[SOLID_DENSITY:1]
[MATERIAL_VALUE:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:1]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MOLAR_MASS:1]
Code: [Select]

[INORGANIC:LIGHTNING]
[USE_MATERIAL_TEMPLATE:LIGHTNING_TEMPLATE]
[STATE_NAME:ALL:light]
[DISPLAY_COLOR:6:0:1][TILE:176]
[SOLID_DENSITY:1800]
[MATERIAL_VALUE:1]
[NO_STONE_STOCKPILE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 21, 2012, 07:57:36 pm
By giving it a MELTING and BOILING points that are room temp

EDIT:
you define a MATERIAL_TEMPLATE to only make an INORGANIC use it? why not drop it right in the creature?
Or are you trying to avoid "so and so's lighting vapor"? which I guess is your desired route
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on July 21, 2012, 08:17:24 pm
yeah. Room temp is 1100 right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 21, 2012, 08:20:00 pm
yeah. Room temp is 1100 right?
around 10100 I think. Wiki knows all, ask it :P.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 22, 2012, 12:21:50 am
10100 is 132 fahrenheit. That's way above room temperature.

It's around 10039.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Monk321654 on July 22, 2012, 01:01:38 am
Are there any body modifiers that can directly relate to size, like large and small, or must I use broadness and height in tandem?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 22, 2012, 01:20:44 am
Broadness, height, and length, no largeness and smallness.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kat on July 22, 2012, 12:49:24 pm
for some reason, a merchant caravan brought a barrel of "llama n/a". I'm not sure why this occurred.

the fortresses own llamas can be milked, and still produce milk, and cheese, but caravans don't seem to bring milk or cheese anymore.

Not a big problem, but I'd like to figure out why it occurred.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on July 25, 2012, 02:45:18 pm
Is succession still broken in-game? What about succession through position instead of by heirs?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 25, 2012, 06:56:26 pm
Yes, the entire noble system interests me as well, but it is horrible to test ingame...

Another question: Does negative-weight gear make dwarves faster ? (since so much has been changed that has to do with weight)

Oh, and how can I take away food from caravans (or limit the amount) without having the civ starv in worldgen ? (and please dont say add nodrink/noeat to the creature ^^)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 25, 2012, 08:31:54 pm
is that creature a playable civ?

Because if no (as in a trade only caravan)
Then what is NO_EAT hurting? you don't control/play as them

Sorry only suggestion Meph

@
below "0" weights, I think they just default to 0 or 1 and is very very light. Someone did SCIENCE on this matter with hauling speeds, A weightless/below 0 weight is hauled or hinders the hauler/wearing the same as a >1 weighted trinket.

Nobles, I think Toady fixed alot of the noble issues. So I'd assume yes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on July 25, 2012, 09:29:32 pm
Another question: Does negative-weight gear make dwarves faster ? (since so much has been changed that has to do with weight)
A quick arena mode test shows that my findings of <0 weights being set = 0 still holds true, with the negative weight armor neither speeding the dwarf nor canceling any of the weight that he was currently carrying.
Quote
Oh, and how can I take away food from caravans (or limit the amount) without having the civ starv in worldgen ? (and please dont say add nodrink/noeat to the creature ^^)
I don't think there is any way to have traders not bring food while not starving to death that wouldn't require them to have no_eat/no_drink, sadly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 26, 2012, 12:05:59 pm
I know there was a way, but I never used it, so no personal experience... but wasnt it possible to restrict certain jobs/skills/reactions to a specific caste ?

As in:
Peasant dwarf, can only do labor
Priest dwarf, can do specific reaction in specific building, but no one else.

Was that castes, or nobles ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 26, 2012, 01:15:59 pm
No, there wasn't. The closest is making only that caste have a certain skill.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on July 26, 2012, 01:19:54 pm
Is succession still broken in-game? What about succession through position instead of by heirs?

I currently have a Noble set to succession-by-position in my mod, so if I get a chance to observe it I will let you know.

The only thing I notice so far is that seemed a bit broken is that Appointed by: Expedition leader seems to override the other wealth, etc. arrival conditions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on July 26, 2012, 07:45:20 pm
I know there was a way, but I never used it, so no personal experience... but wasnt it possible to restrict certain jobs/skills/reactions to a specific caste ?

As in:
Peasant dwarf, can only do labor
Priest dwarf, can do specific reaction in specific building, but no one else.

Was that castes, or nobles ?
The best thing to do is set it so that only the certain caste has the skills, disable the skill from ever gaining skill on the other caste, and then make all of your reactions take extra steps (i.e. wood->blessed wood (10%)->blessed wood (20%) etc.). That can ensure that though it doesn't stop the other castes from doing the reaction, only the specified caste can do it fast enough to be profitable.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 26, 2012, 07:52:39 pm
Ok... thanks. I was somehow thinking with permitted_labor and then dropping that line into a nobles position in the entity file.. aynway, if it does not work, it doesnt work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on July 26, 2012, 08:26:02 pm
How do descriptors work? As in, how would I make it say, it's ___ is ___ with ___ highlights. Or in a more unique case that I'm workin g on, how would I have to set it up to make the description say, he wears the kanohi ____. (Please note that this is not something they are actually wearing in game just in case you think I'm being confused about that.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zubb2 on July 26, 2012, 08:32:39 pm
Would it be possible to mod plants to have tree like propertys?

Say I wanted to grow a copied and edited version of plump helmets that could be used as "trees".

This doable or am I just thinkin too hard (or not hard enough).

EDIT: Just read the raws it said most likely NO.

So never mind.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 26, 2012, 09:10:08 pm
Would it be possible to mod plants to have tree like propertys?

Say I wanted to grow a copied and edited version of plump helmets that could be used as "trees".

This doable or am I just thinkin too hard (or not hard enough).

EDIT: Just read the raws it said most likely NO.

So never mind.

Depends on how you want to go this route. You can make a smaller plant and a bigger tree version.

Something like this:
Code: [Select]
[PLANT:MUSHROOM_HELMET_PLUMP]
[NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:PROCESS_WOOD:PLANT_MAT:MUSHROOM_HELMET_PLUMP_TREE:WOOD] --- this lets you turn plump helmets into giant plump helmet logs
[PICKED_TILE:6][PICKED_COLOR:5:0:0]
[GROWDUR:300][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
The material template is just called "alcohol" so we need to give it a proper name.
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]
[STATE_NAME_ADJ:LIQUID:dwarven wine]
[STATE_NAME_ADJ:GAS:boiling dwarven wine]
We also set a few more numbers to distinguish the alcohol from the template.
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:rounded tops]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:5:0:0]
[DEAD_SHRUB_COLOR:0:0:1]

[PLANT:MUSHROOM_HELMET_PLUMP_TREE]
[NAME:giant plump helmet][NAME_PLURAL:giant plump helmets][ADJ:plump helmet]
[BASIC_MAT:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL] ---- this will be impossible to obtain, and leaves 1 more material out of game.
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:giant plump helmet]
[STATE_ADJ:ALL_SOLID:plump helmet]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:PURPLE]
[SOLID_DENSITY:680]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:6]
[PREFSTRING:rounded tops]
[DRY][WET]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SAPLING]

Now you might make a more specialized "giant plump helmet" for this, but I'm being lazy with my example

EDIT:
basically what Meph said below me, What do you mean?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 26, 2012, 09:10:44 pm
What exactly do you mean by tree-like properties ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mephansteras on July 26, 2012, 11:08:32 pm
Ok, strange issue:

I'm trying to use a simple reaction so that all my alchemy stones count as economic. (Got the idea off of CaptainArchmage).

Here is the reaction:
Code: [Select]
-- This makes it so that the various Alchemy stones are counted as Economic
[REACTION:MAKE_ALCHEMY_BLOCKS]
[NAME:make blocks from alchemical stone]
[BUILDING:ALCHEMISTS_WORKSHOP:CUSTOM_SHIFT_B]
[BUILDING:ALCHEMISTS_WORKSHOP_MAGMA:CUSTOM_SHIFT_B]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:ALCHEMY_BLOCK]
[PRODUCT:100:4:BLOCKS:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A]
[SKILL:MASON]

But I get this error: Unrecognized Skill Token: MASON

Any clue why? I'm 99% certain that MASON is a valid skill tag. Changing it to something else, like ALCHEMY, works fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on July 26, 2012, 11:11:46 pm
Pretty sure the tag is MASONRY

Ok, strange issue:

I'm trying to use a simple reaction so that all my alchemy stones count as economic. (Got the idea off of CaptainArchmage).

Here is the reaction:
Code: [Select]
-- This makes it so that the various Alchemy stones are counted as Economic
[REACTION:MAKE_ALCHEMY_BLOCKS]
[NAME:make blocks from alchemical stone]
[BUILDING:ALCHEMISTS_WORKSHOP:CUSTOM_SHIFT_B]
[BUILDING:ALCHEMISTS_WORKSHOP_MAGMA:CUSTOM_SHIFT_B]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:ALCHEMY_BLOCK]
[PRODUCT:100:4:BLOCKS:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:A]
[SKILL:MASON]

But I get this error: Unrecognized Skill Token: MASON

Any clue why? I'm 99% certain that MASON is a valid skill tag. Changing it to something else, like ALCHEMY, works fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 26, 2012, 11:19:03 pm
yup MASONRY check out the Wiki Rip in my Sig, will HELP greatly. It's a modder's resource.

EDIT:
Also question
how can I make a material emisson more lethal at least for Bronze and lower gear?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on July 27, 2012, 01:50:17 am
Would it be possible to mod plants to have tree like propertys?

Say I wanted to grow a copied and edited version of plump helmets that could be used as "trees".

This doable or am I just thinkin too hard (or not hard enough).

EDIT: Just read the raws it said most likely NO.

So never mind.
Actually you should be able to get it done fairly easily with a reaction. Simply make a reaction that takes 1 (or however many) plump helmets and puts out the same resource in log form with GET_MATERIAL_FROM_REAGENT. This will then let you use them in just about every way you could normally use logs. Of course if you are looking for some other "tree-like property" then you'll need to say so, I just took a stab at what I think you were talking about.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ydaraishy on July 27, 2012, 04:41:30 pm
By a training reaction of the type:

Code: [Select]
[REACTION:TRAIN_AXE]
[NAME:practice axe combat]
[BUILDING:TRAINING_SET:CUSTOM_A]
[REAGENT:training weapon:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:NONE:NONE]
[PRODUCT:95:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:GET_MATERIAL_FROM_REAGENT:training weapon:NONE]
[SKILL:AXE]

does any attribute of the item in question change in the reaction, such as item quality?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on July 27, 2012, 04:44:28 pm
I believe it will wipe the item quality, yes. Other then that the resulting axe should be identical.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ydaraishy on July 27, 2012, 04:53:49 pm
I believe it will wipe the item quality, yes. Other then that the resulting axe should be identical.

Hm, I would like the item to stay the same though, especially since some of my reaction use actual equipment (like shields) instead of training weapons. I considered an alternate reaction in the likes of this one,

Code: [Select]
[NAME:practice axe combat]
[BUILDING:TRAINING_SET:CUSTOM_A]
[REAGENT:training weapon:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:0:BOULDER:NONE:INORGANIC:PLACEHOLDER]
[SKILL:AXE]

where you can leave out the product tag - but to my knowledge, you need to have created a product to increase skill. (or has that changed recently?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on July 27, 2012, 04:58:26 pm
I'm not sure about the required product in order to raise a skill, but what you could do is make a boulder that boils at slightly below room temperature called "sweat" or something like that as the product. Then when your dwarves performed the reaction you would have a "cloud of boiling sweat" emerging from the workshop area. Also IIRC low densities for the stone make it boil/spread out faster (at least they did in DF2010), so an extremely low one would make it disperse relatively quickly after the dwarf performed the reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on July 28, 2012, 12:17:16 am
Entities have three Siege related progress triggers

   [PROGRESS_TRIGGER_POP_SIEGE:5]
   [PROGRESS_TRIGGER_PROD_SIEGE:0]
   [PROGRESS_TRIGGER_TRADE_SIEGE:0]

Anyone know, What happens if one is left out?  Does it default to "0" behavior which according to the Wiki means that trigger is just neglected?  Or does it default to "1" behavior meaning they attack very early?  (or something else entirely)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on July 28, 2012, 01:12:37 pm
Entities have three Siege related progress triggers

   [PROGRESS_TRIGGER_POP_SIEGE:5]
   [PROGRESS_TRIGGER_PROD_SIEGE:0]
   [PROGRESS_TRIGGER_TRADE_SIEGE:0]

Anyone know, What happens if one is left out?  Does it default to "0" behavior which according to the Wiki means that trigger is just neglected?  Or does it default to "1" behavior meaning they attack very early?  (or something else entirely)
I believe that it defaults to 0 if left out, but I'm not 100% sure on that one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 28, 2012, 02:14:30 pm
I would like to make a caste that is unable to equip shields/weapons. Armor should be finde, but nothing aggresive. Is that possible ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 28, 2012, 02:35:58 pm
Not unless you give it no graspers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 28, 2012, 02:46:43 pm
So I would have to define the bodyparts inside the different castes, and give this caste no hands ? This was my first thought, but I hoped for something better... I remember a tag about EQUIPS or something similar.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 28, 2012, 02:50:44 pm
[EQUIPS] also prevents the equipping of weapons and, I believe, armor.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 28, 2012, 02:57:27 pm
Wiki says: EQUIPS: Caste: Allows the creature to wear or wield items.

So I make a custom body for the caste, with hands, but hands without grasp token. hope that works
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 28, 2012, 03:08:47 pm
Wiki says: EQUIPS: Caste: Allows the creature to wear or wield items.

So I make a custom body for the caste, with hands, but hands without grasp token. hope that works
Hope this is not a playable caste, or else you will be spammed with

Cancel Job too injuried
because the lack of GRASP parts to acaully hold anything.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 28, 2012, 03:33:57 pm
Well, it is. But why would he be injured ? Only other solution I see is making the caste very, very small, but then of course thats just stupid ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alanbato on July 28, 2012, 03:41:17 pm
How can you chance a certain material into another one, using DFHack console? Let's say I want to turn casserite into bituminus coal or something... Or should I turn an entire useless stone layer into bituminous coal instead?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 28, 2012, 03:42:03 pm
Well, it is. But why would he be injured ? Only other solution I see is making the caste very, very small, but then of course thats just stupid ^^

It says too injured if they don't have a grasp part, regardless of whether the creature is actually injured or not.

How can you chance a certain material into another one, using DFHack console? Let's say I want to turn casserite into bituminus coal or something... Or should I turn an entire useless stone layer into bituminous coal instead?

You may want to ask this in the DFHack topic.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 28, 2012, 03:50:40 pm
Ahh.... ok. The limitations of modding.

I will just give them skill_learn rate 0 for all weapons... if I dont assign a melee weapon in the uniform they should be good.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alanbato on July 28, 2012, 09:50:30 pm
You may want to ask this in the DFHack topic.

Thanks, hehe. Since I saw this topic I thought it was used to questions about any mod in general, sorry!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on July 28, 2012, 10:16:04 pm
You may want to ask this in the DFHack topic.
Thanks, hehe. Since I saw this topic I thought it was used to questions about any mod in general, sorry!
Mods? Yes. DFHack isn't technically a mod though, but a utility, which is a fundamentally different thing. Mods alter the content of DF through the system set up by Toady and the raws, utilities directly read or edit the data of DF, giving you things like DFHack and therapist. Most modding questions can be answered in the general thread, but a lot of the utility questions are better suited to their respective threads since they don't follow the same rules as normal modding.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 28, 2012, 10:17:50 pm
Besides that, this isn't the mods thread, this is the modding thread. Big difference between a noun and an active present participle :P

Anyway, in all seriousness, go to the topic of the mod/utility you're asking about before coming here.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dark Archon on August 02, 2012, 08:28:15 am
Is it possible to create weapon, which will be wielded only by one race? If so, is it possible to bing such weapon to the one caste of that race?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 02, 2012, 01:03:38 pm
Is it possible to create weapon, which will be wielded only by one race? If so, is it possible to bing such weapon to the one caste of that race?
You can easily make a weapon that can only be made by one race, but currently the only way to make a weapon that can only be wielded by one race is to make that race bigger then all of the others and then set the [MINIMUM_SIZE:X] token so that they are the only ones big enough to wield it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: toomanysecrets on August 02, 2012, 01:38:06 pm
I was intrigued by Masterwork DF's simplified clothing/armor description ("leather trousers" instead of "giant pond grabber leather trousers") but I really have no interest in further modding....should I get Masterwork and turn off all the features or is there an easier way to get this done? Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 02, 2012, 01:43:16 pm
I'm doing what MW has done, it requires quite a but of modding.

You need to make a placeholder creature that holds all the materials, then every creature has their tissues made from the materials from the creature.

Saddly even with disabling everything you can for MW you still have some MW features that stick in there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: toomanysecrets on August 02, 2012, 01:57:02 pm
Interesting, sounds like a lot of work! Thanks for the quick response.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dark Archon on August 02, 2012, 02:21:54 pm
You can easily make a weapon that can only be made by one race, but currently the only way to make a weapon that can only be wielded by one race is to make that race bigger then all of the others and then set the [MINIMUM_SIZE:X] token so that they are the only ones big enough to wield it.
But, if only one race can make this weapon, and if this race doesn't trade with anybody else, does this mean that only members of this race\civilization will wield this weapon? Or it is impossible to delete trade?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Toxicshadow on August 02, 2012, 03:50:09 pm
2 Things,

1, Bump. Because there seems to be a lot of newb(no offence there intended) questions in new threads when we have threads for these questions.

2, How/Can I give a creature a custom graphic instead of [CREATURE_TILE:'a']?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 02, 2012, 04:02:12 pm
There's a tutorial in the graphics folder in the default game called graphics_example.txt.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Toxicshadow on August 02, 2012, 04:07:16 pm
There's a tutorial in the graphics folder in the default game called graphics_example.txt.
Alright thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on August 02, 2012, 10:08:02 pm
I cannot make my otherwise functioning spatter liquid breath target anything but floors.

Any advice?  Rather silly to target the floor.  Useless too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 02, 2012, 10:12:48 pm
LOL!!!!!!!!!

Jk
when you control the creature you can target the ground, altho the AI if the INTERACTION has USAGE_HINT:ATTACK will use it on hostiles.

Also SPLATTER emission types always only hit the floor :/ totally ruined my acid spit attack
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DrKillPatient on August 04, 2012, 01:51:26 pm
Two questions:

Is it possible to have a multistage transformation syndrome, where, if (and only if) the first CE_BODY_TRANSFORMATION occurs, others will follow it later? If so, how?

How can I exempt a creature from an interaction? My settings do not work, although by my analyses they should:
Code: [Select]
interaction_dkp

[OBJECT:INTERACTION]

[INTERACTION:CONVERT_TO_DEEP_ONE]

[I_SOURCE:CREATURE_ACTION]
[IS_HIST_STRING_1: performed a chthonic ritual, witnessed by ]
[IS_HIST_STRING_2:, who was drawn into the profane way of the Deep Ones.]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
        [IT_IMMUNE_CREATURE:DKP_DEEP_ONE] this won't work?!

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:WERECURSE]
[SYN_NAME:Deep One enthrallment]
(CE_BODY_TRANSFORMATION:PROB:25:START:120960)
[CE_BODY_TRANSFORMATION:PROB:100:START:1]
[CE:CREATURE:DKP_DEEP_ONE:DO_HYBRID]

My creature is, of course, DKP_DEEP_ONE. He casts the interaction but transforms himself, too.
EDIT: The interaction also seems only to apply to one thing, despite having 10 max targets in the creature's entry:
Code: [Select]
            [CAN_DO_INTERACTION:CHTHONIC_RITUAL]
                [CDI:ADV_NAME:perform chthonic ritual]
                [CDI:USAGE_HINT:ATTACK]
                [CDI:INTERACTION:CONVERT_TO_DEEP_ONE]
                [CDI:VERBAL]
                [CDI:VERBAL_SPEECH:curse_dkp.txt]
                [CDI:VERB:perform a chthonic ritual:performs a chthonic ritual:performs a chthonic ritual]
                [CDI:TARGET_VERB:are enthralled by the way of the Deep Ones:is enthralled by the way of the Deep Ones]
                [CDI:TARGET:LINE_OF_SIGHT]
                [CDI:MAX_TARGET_NUMBER:A:10]
                [CDI:MAX_TARGET_RANGE:A:5]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 04, 2012, 01:52:03 pm
You need castes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DrKillPatient on August 04, 2012, 02:51:32 pm
How so? Caste specifications for immune creatures? The following doesn't work:

EDIT: This will work in that it causes the AI not to target Deep Ones, but if I control one in arena mode and cast the interaction manually, it always affects me. How can I fix that?
Code: [Select]
[IT_IMMUNE_CREATURE:DKP_DEEP_ONE:ALL]
There are already multiple castes of the creature:
DO_HYBRID
DO_STD
DO_CULTIST
DO_CLERIC
DO_PRIEST -- this is the one that casts the interaction
DO_GOD

With relation to my first question, I'd like the curse to turn creatures into a Deep One hybrid, then later, if the first syndrome was activated, into a standard Deep One (DO_STD). For the second question, all these need to be exempt from the curse.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 04, 2012, 05:40:44 pm
I seem to remember something about AI interactions with the usage hint "attack" ignoring all self targeting. It's why you need to make a ricochet interaction for creatures that transform before they go into battle.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DrKillPatient on August 04, 2012, 06:16:28 pm
So it would appear that the curse still works on them, but the AI just doesn't do it. is there any way to simply make the deep ones untargetable by that interaction, so adventurers don't unwittingly change themselves?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Greenflash on August 04, 2012, 10:49:19 pm
Im having this problem where my custom gnomish civilization doesn't seem to spawn when the world is created. here is the code.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on August 04, 2012, 11:03:44 pm
I am no expert, but until a real response comes...  Download a civ(orcs, chaos, penguins, wgas) abd compare that civ/creature raw to yours.  Are they living in the right place?  has the correct intellect tags?  can reproduce?  does errlog say anything?  If you must use their raw as a base and swap your data...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Greenflash on August 05, 2012, 01:41:02 am
okay so i edited my civilization based on some other civilization but it still won't actually spawn when a world is generated. The Code is now,
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 05, 2012, 07:48:27 am
Try copy+pasting the entire human entity and editing it to fit your purposes. For one, your civ doesn't have nobles of any kind.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Toxicshadow on August 05, 2012, 12:00:03 pm
okay so i edited my civilization based on some other civilization but it still won't actually spawn when a world is generated. The Code is now,
Spoiler (click to show/hide)
You're missing:
Spoiler (click to show/hide)
And try changing the start biome to ANY_GRASSLAND, see if they spawn then. And you may want to alter your start group settings...you may get worlds flooded with this entity....
It happened to me with Satyrs, first they weren't spawning, now my worlds are almost spammed with them. Oh, and yeah, add pissy snobs nobles. Oh, and you might wanna change your currency after you get the entity working. If/when the economy kicks in, your gnomes will be VERY slow carrying around a thousand lead coins. But it's your entity, so do what you wish :P

Also, another issue MIGHT be the mountain gnomes creature files, not sure if their biome(mountain?) conflicts with the preferred biome in the entity. It could be trying to find a grassland on a mountain. But I'm not sure about that one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on August 05, 2012, 12:45:49 pm
Quick question.  I added tooth bite and mouth bite to my creature I made, the one in the avatar.  He is a ball, slow, flies, and strong.  I want a good alternative to the verb bites.  could be up to a small phrase, but I want to make sure to imply he is trying to hurt you with his mouth and he may or may not be latching on.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 05, 2012, 05:51:04 pm
chomp?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Greenflash on August 05, 2012, 08:10:24 pm
Okay i have fixed up my civilization again and added nobles and permitted buildings and interactions but the civilization still won't swap on world creation. The code is now
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 05, 2012, 11:08:50 pm
You still don't have all of the ethics...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: peregarrett on August 06, 2012, 12:25:38 am
Does game consider handling or wearing item as a "contact"? I want to add hurting syndrome to weapon and healing/enhancement to armor. Will it work if I make "poisoned iron" metal with injected syndrome, and "blessed iron" with contact syndrome?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 06, 2012, 12:28:44 am
Does game consider handling or wearing item as a "contact"? I want to add hurting syndrome to weapon and healing/enhancement to armor. Will it work if I make "poisoned iron" metal with injected syndrome, and "blessed iron" with contact syndrome?
Sadly, no. "Contact" only occurs with contaminants, so it doesn't work that way. You can create a metal that boils when stuck in and give an inhaled syndrome to that, or you could make it out of a special weapon and then have that weapon be super-effective against everything, but you can't add a syndrome to it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: peregarrett on August 06, 2012, 12:37:45 am
Does game consider handling or wearing item as a "contact"? I want to add hurting syndrome to weapon and healing/enhancement to armor. Will it work if I make "poisoned iron" metal with injected syndrome, and "blessed iron" with contact syndrome?
Sadly, no. "Contact" only occurs with contaminants, so it doesn't work that way. You can create a metal that boils when stuck in and give an inhaled syndrome to that, or you could make it out of a special weapon and then have that weapon be super-effective against everything, but you can't add a syndrome to it.
OK, so main way is making bless/curse spells is spawn a boulder of material that boils and has inhaled syndrome, right?

And how can I make a metal that boils on stuck? It's kinda cool, reminds me of Nazgul's blades. Should I make everyone's blood a few degrees higher than body's and put boiling temperature in the gap?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mobotium on August 06, 2012, 08:26:51 am
Question: Will making the highest military commander noble position (the General, in the dwarven case) a multy-holder position (as in, having ten generals instead of the default one) screw up something? Or is it completely safe?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on August 06, 2012, 10:52:36 am
Homeotherm is the regualr(healthy) tempature the creature maintains.  Its materials will take damage if its normal temp is above or below the heat/cool-dam points?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 06, 2012, 12:28:25 pm
Question: Will making the highest military commander noble position (the General, in the dwarven case) a multy-holder position (as in, having ten generals instead of the default one) screw up something? Or is it completely safe?
Safe AFAIK

Homeotherm is the regualr(healthy) tempature the creature maintains.  Its materials will take damage if its normal temp is above or below the heat/cool-dam points?
Yes, since that is the HEAT it will generate. creatures with a low value will acaully freeze water and die.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on August 06, 2012, 01:19:43 pm
I need to make a creature have metal skin, how would I go about doing this?
Bonus question
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 06, 2012, 01:48:37 pm
As damaging as a creature that throws water.

Deadly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on August 06, 2012, 02:26:08 pm
I am trying to use a vaporizing "syndrome stones" reaction to teach spells only to creatures of a particular caste.
Is the syntax:?

      [SYN_AFFECTED_CREATURE:creature:caste]

Do you think it will work if I replace:
      [SYN_AFFECTED_CREATURE:ORC_TAIGA:ALL]

with something like:
 [SYN_AFFECTED_CREATURE:ORC_TAIGA:DREAMWALKER_MALE]
 [SYN_AFFECTED_CREATURE:ORC_TAIGA:DREAMWALKER_FEMALE]

and then only these rare caste adepts can learn the magic?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 06, 2012, 02:27:19 pm
Yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 06, 2012, 02:44:55 pm
Does game consider handling or wearing item as a "contact"? I want to add hurting syndrome to weapon and healing/enhancement to armor. Will it work if I make "poisoned iron" metal with injected syndrome, and "blessed iron" with contact syndrome?
Sadly, no. "Contact" only occurs with contaminants, so it doesn't work that way. You can create a metal that boils when stuck in and give an inhaled syndrome to that, or you could make it out of a special weapon and then have that weapon be super-effective against everything, but you can't add a syndrome to it.
OK, so main way is making bless/curse spells is spawn a boulder of material that boils and has inhaled syndrome, right?

And how can I make a metal that boils on stuck? It's kinda cool, reminds me of Nazgul's blades. Should I make everyone's blood a few degrees higher than body's and put boiling temperature in the gap?
If the spell is from creature to creature then you just need to use an interaction to apply whatever syndromes you want, elsewise yeah, boiling boulders.

As for the metal you just need to put the boiling temperature of the metal in the small gap between room temperature and body temperature (such as 10065). Then the metal won't naturally boil unless you are in a very hot place, but if it gets stuck into a body then the temperature will raise that slight amount and boil. It works best with bolts naturally since they would normally be destroyed when they get fired anyways, but it is possible to make normal weapons of it too. Just note that any swords or other weapons you make of it will be destroyed if they are ever stuck in somebody for too long.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on August 06, 2012, 02:48:19 pm
Cool.  Thanks.

Lets say I am letting the Orcs dabble with the powers of chaos and want to give them, 25% chance to turn into something awesome (minotaur? ogre?) and 75% change to turn into something less awesome but still capable of doing some fighting (troglodyte? beastmen?)

* what's the best way to implement...  just have a 75% product chance for one transform-vapor-stone and 25% for the other?
* how do creatures that once were in your entity behave?  can you still draft them into squads, will they equip, etc.; or will they act more like when you have a tame Tigerman?  if they have kids will they be orcs or trogs?  will no longer work at workshops?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 06, 2012, 02:57:42 pm
Is your goal something like a reaction that they perform to transform? Or is it more of a "berserker powerup at the start of battle" interaction type thing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on August 06, 2012, 03:13:13 pm
Oh, yeah I was thinking a permanent transformation enacted by a reaction so lets go with that for now. 

Although the other idea is interesting too.

ed.

Maybe like this?

[INORGANIC:ORC_CHAOS_STONE] produced in transmutation
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Chaos (m)]
[STATE_NAME_ADJ:LIQUID:Chaos (m)]
[STATE_NAME_ADJ:GAS:Chaos (m)]
    [SYNDROME]
         [SYN_NAME:chaos]
         [SYN_CONTACT]
         [SYN_INHALED]
         [SYN_AFFECTED_CREATURE:ORC_TAIGA:ALL]
         [CE_BODY_TRANSFORMATION:PROB:15:START:0]
            [CE:CREATURE:MINOTAUR:MALE]
         [CE_BODY_TRANSFORMATION:PROB:15:START:0]
            [CE:CREATURE:MINOTAUR:FEMALE]
         [CE_BODY_TRANSFORMATION:PROB:35:START:0]
       [CE:CREATURE:TROGLODYTE:MALE]
    [CE_BODY_TRANSFORMATION:PROB:35:START:0]
            [CE:CREATURE:TROGLODYTE:FEMALE]
[DISPLAY_COLOR:4:4:1][TILE:'*']
[MELTING_POINT:9000]
[BOILING_POINT:905]
[SOLID_DENSITY:55520]
[MATERIAL_VALUE:1]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 06, 2012, 03:42:36 pm
That should work except you should note that the PROB token doesn't work in a cumulative manner. Instead each one rolls separately, so what you actually have there is 4 different rolls.
1)15% chance to transform, 85% chance not to
2)15% chance to transform, 85% chance not to
3)35% chance to transform, 65% chance not to
4)35% chance to transform, 65% chance not to

This means you will actually end up only transforming 70% of the time. (.85*.85*.65*.65~30%).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 06, 2012, 03:48:55 pm
If you have 75 for one and 25 for the other, there's a chance both or neither will show up. The method I would have used is having there be a 25% chance to transform, then a 100% chance after that as part of the same interaction; however, that doesn't appear to work anymore, so ¯\(O_o)/¯
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 06, 2012, 04:50:06 pm
What if you split it into several syndroms so that they triggered one after another, and then made it so that any transformed creature was immune to all later syndromes? So for example If you wanted 3 transformation options (A:20%, B:40%, C:60%) then it would work sort of like this.

1)Syndrome 1 (trans A) affects the creature with a 20% chance of transformation.
2)Syndrome 2 (trans B) affects the creature with a 50% (80*.5=40) chance of transformation. If creature is already transformed it is immune to this syndrome.
3)Syndrome 3 (trans C) affects the creature with a 100% chance of transformation. If the creature is already transformed it is immune to this syndrome.

Of course I might have made a math error, but I think that would work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on August 06, 2012, 05:20:02 pm
Sounds good, I'll try it that way.  If the chances don't come out perfect it's OK, it is a Chaos spell after all :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on August 07, 2012, 03:28:10 pm
Does CE_ADD_TAG accept a probability?  I'm attempting a Nazgul's blade type syndrome here.

[CE_DIZZINESS:SEV:100:PROB:90:START:0:PEAK:4000:END:5000]
[CE_NUMBNESS:SEV:100:PROB:90:START:300:PEAK:4000:END:5000]
[CE_IMPAIR_FUNCTION:SEV:100:PROB:90:BP:BY_TYPE:GRASP:ALL:START:600:PEAK:4000:END:5000]
[CE_ADD_TAG:NOT_LIVING:OPPOSED_TO_LIFE: ... etcetera ... :NOEXERT:PROB:30]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 07, 2012, 03:39:33 pm
I think all creature effects accept a probability, so probably.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tilly on August 07, 2012, 08:30:04 pm
Sorry just, curious if anyone can help me. I want to make a mod where when a tree is cut down it produces 10 logs instead of one. Any idea of this being possible? If not, how would I go about making a reaction for it in the carpentry shop?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 07, 2012, 08:56:34 pm
You will need custom reactions to cut a log into more, or in this case more blocks. Or add another wood material that cuts normal wood logs and makes the new wood type
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GrizzlyAdamz on August 07, 2012, 11:26:17 pm
What determines if a weapon is multi-grasp? Is it solely based on the [TWO_HANDED:] and [MINIMUM_SIZE:] bits or is there more to it?

-edit
also, is artifact creation modifiable?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 07, 2012, 11:29:02 pm
What determines if a weapon is multi-grasp? Is it solely based on the [TWO_HANDED:] and [MINIMUM_SIZE:] bits or is there more to it?
Yep. If a creature's size is below the TWO_HANDED limit but above the MINIMUM_SIZE then it will be multi-grasped. Elsewise it will be wielded in one hand.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GrizzlyAdamz on August 07, 2012, 11:39:51 pm
Is artifact creation mod-able?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 08, 2012, 12:19:15 am
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Toxicshadow on August 08, 2012, 12:20:42 am
No.
(http://i1048.photobucket.com/albums/s361/toxicshadow1/FromPutnamWithLoveV3.png)
Don't you love my sarcastic art?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 08, 2012, 12:33:11 am
No.
Spoiler (click to show/hide)
Don't you love my sarcastic art?
Lol Wut?
:P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 08, 2012, 12:36:52 am
Can I direct you to "If Bay Forum Were a Mountain Hall" with that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 08, 2012, 11:49:53 am
I just answer the questions :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on August 08, 2012, 03:00:48 pm
No.
Spoiler (click to show/hide)
Don't you love my sarcastic art?

dear Armok! That is lol.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GrizzlyAdamz on August 08, 2012, 08:53:17 pm
So I'm reading that one cannot make custom gauntlets as you need right and left variations to wear them. Are there any work-arounds?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TSTwizby on August 08, 2012, 09:33:31 pm
Is there any way to speed up the process of linking things with mechanisms other than straight up increasing the speed of dwarves? Whether through modding or through something like DFHack.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 08, 2012, 09:41:28 pm
You could give dwarves a natural skill with mechanisms, meaning they would all be proficient mechanics. [NATURAL_SKILL:MECHANICS:5]

Alternatively you could make dwarves learn how to be mechanics faster. [SKILL_LEARN_RATE:MECHANICS:200]

Other then that I don't believe there is any way though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MadocComadrin on August 09, 2012, 11:33:29 am
If I someone mod, say a syndrome, to cause an overproduction of blood without any form of letting (eg bleeding), what would happen?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 09, 2012, 11:41:56 am
Nothing, since you can't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MadocComadrin on August 09, 2012, 12:23:53 pm
I recall there being some way to do it. Maybe I was thinking of something else.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 09, 2012, 12:26:40 pm
Fake Blood Layer
but only way that will bleed out is if damaged, make sure you leave [TISSUE_LEAKS] out those, else it will just run out and be gone
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 09, 2012, 12:28:01 pm
Yeah, but that couldn't be added using a syndrome, could it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 09, 2012, 12:34:47 pm
Yeah, but that couldn't be added using a syndrome, could it?
Nope :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GrizzlyAdamz on August 09, 2012, 11:47:13 pm
pst, don't forget this one
Spoiler (click to show/hide)


-edit
 :(
Time to scrounge around demon fortresses for the right size armor. Oh, feels like dorf adventuring all over again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 09, 2012, 11:48:34 pm
pst, don't forget this one
Spoiler (click to show/hide)

No.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 09, 2012, 11:52:35 pm
pst, don't forget this one
Spoiler (click to show/hide)

No.

Spoiler (click to show/hide)

I feel you man, I get that all the time. Also:
Spoiler: You know you too (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on August 10, 2012, 03:43:12 am
Can I have something be available as the Product of a reaction, without the home civ caravans being able to sell it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hanslanda on August 10, 2012, 10:32:57 am
Do modded pet GCS breed?

I only added [COMMON_DOMESTIC] and [TRAINABLE] to them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on August 10, 2012, 03:44:38 pm
Do modded pet GCS breed?

I only added [COMMON_DOMESTIC] and [TRAINABLE] to them.

Unfortunatly unless you add the tags necessary for them to breed, they wont breed. If i get some time ill make some code for you to add to them, but im a bit busy ATM.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 11, 2012, 05:20:32 am
Can I have something be available as the Product of a reaction, without the home civ caravans being able to sell it?
Only if you permit the reaction after world generation ends.

Do modded pet GCS breed?

I only added [COMMON_DOMESTIC] and [TRAINABLE] to them.
If all you are looking for is breeding then a simple [CHILD:1] tacked on should suffice. If you want authentic breeding with eggs then you will need to add a little bit more.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RickRollYou2 on August 11, 2012, 07:14:02 am
Just started modding, (though I've been playing since 2 years ago) so I've been wondering if there was a way to allow my adventurer to breathe dragonfire, regardless of race. i.e., a reaction. I've already managed to "summon" candy equipment, so I thought why not go all the way and get dragonfire too.

On a side note, is it possible to have a reaction that creates a left gauntlet and a right gauntlet, instead of merely unusable gauntlets? Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hanslanda on August 11, 2012, 07:16:09 am
Do modded pet GCS breed?

I only added [COMMON_DOMESTIC] and [TRAINABLE] to them.

Unfortunatly unless you add the tags necessary for them to breed, they wont breed. If i get some time ill make some code for you to add to them, but im a bit busy ATM.


I'm in no rush, and that would be awesome of you. :D

If all you are looking for is breeding then a simple [CHILD:1] tacked on should suffice. If you want authentic breeding with eggs then you will need to add a little bit more.


Or I could just use [CHILD:1]. This isn't going to result in a GCSplosion is it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Volfgarix on August 11, 2012, 08:32:11 am
 I have question about modding:
If I want to make some races dominant [I mean the biggest population and many towns, fortresses ect.] and make other races having population about 1000-3000, what I should do?
 I used MAX_STARTING_CIV_NUMBER, MAX_SITE_POP_NUMBER  and MAX_POP_NUMBER [I can't find START_GROUP_NUMBER], but results wasn't acceptable
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 11, 2012, 08:57:11 am
I have question about modding:
If I want to make some races dominant [I mean the biggest population and many towns, fortresses ect.] and make other races having population about 1000-3000, what I should do?
 I used MAX_STARTING_CIV_NUMBER, MAX_SITE_POP_NUMBER  and MAX_POP_NUMBER [I can't find START_GROUP_NUMBER], but results wasn't acceptable
If you plan on doing short world gens then those should let you tweak it significantly more then anything else. (START_GROUP_NUMBER is the right token, so you should be able to place it into the entity if it is missing it, elsewise just use a find function.)

With longer world gens though, more and more of which citizen is "dominant" gets placed under control of the individual world's RNG. Really the only useful ways of making one civilization more dominant then others is to make that entity be able to spawn in common biomes (such as plains) and then limit other entities to less common biomes (such as mountains).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Volfgarix on August 12, 2012, 03:39:43 am
Thanks, that helped, maybe dwarves didn't have 2000 population, but at least thiey're not the biggest race on world.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TomiTapio on August 12, 2012, 05:20:31 am
I have a minor problem in the OldGenesis fork of Deon's Genesis. Help me, experienced modders.

Dorfs use "silty clay" and "clay loam" in reactions that are supposed to take in regular rock, not clay.
Example reaction:
Spoiler (click to show/hide)
How do I alter clays (or reactions) so that one doesn't get "clay loam maul" and "clay loam rock bucket".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Monk321654 on August 12, 2012, 10:26:16 am
Here's a very minor one.
Where do I find the raw files for ice?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 12, 2012, 12:16:40 pm
I have a minor problem in the OldGenesis fork of Deon's Genesis. Help me, experienced modders.

Dorfs use "silty clay" and "clay loam" in reactions that are supposed to take in regular rock, not clay.
Example reaction:
Spoiler (click to show/hide)
How do I alter clays (or reactions) so that one doesn't get "clay loam maul" and "clay loam rock bucket".
My first guess would be to add the '[' to the front of "WORTHLESS_STONE_ONLY]. If that doesn't work what you will need to do is to go and add a reaction class to every worthless stone and then make the reaction require a boulder of that reaction class.

Here's a very minor one.
Where do I find the raw files for ice?
They are hardcoded. You can use ice boulders in reactions though, I believe the item/material code is BOULDER:NONE:WATER:NONE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Monk321654 on August 12, 2012, 01:01:18 pm
That explains why the Blizzard Men don't have ice in their structure...
Well, that also explains why cutting off an Ice Maidens hand gets me "Unknown Frozen Creature Substance."
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 12, 2012, 02:26:12 pm
I have a minor problem in the OldGenesis fork of Deon's Genesis. Help me, experienced modders.

Dorfs use "silty clay" and "clay loam" in reactions that are supposed to take in regular rock, not clay.
Example reaction:
Spoiler (click to show/hide)
How do I alter clays (or reactions) so that one doesn't get "clay loam maul" and "clay loam rock bucket".

Make a new material template called "ORE_TEMPLATE" and make all metal containing stones use that template and add [REACTION_CLASS:STONE_WEAPON]
or just add the reaction class to the STONE_TEMPLATE anyways.

And i2amroy answered the water/ice/snow/steam question (I know it was about ICE but WATER controls all 4 of those states)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TomiTapio on August 12, 2012, 05:57:57 pm
Dorfs use "silty clay" and "clay loam" in reactions that are supposed to take in regular rock, not clay.
How do I alter clays (or reactions) so that one doesn't get "clay loam maul" and "clay loam rock bucket".
Make a new material template called "ORE_TEMPLATE" and make all metal containing stones use that template and add [REACTION_CLASS:STONE_WEAPON]
or just add the reaction class to the STONE_TEMPLATE anyways.
No, I didn't want a reaction that takes in ores. In my example I had commented out the worthless_only because want hematite mauls along with granite mauls. Want one that takes in stone but not clay-containing soils.
Hmm.. Genesis stone template already has [REACTION_CLASS:CAN_GLAZE] so I'll try that.
Has anyone tried glazing metal furniture and metal weapons? Sounds like something Toady might not have tested, ashglazed billon bolts.

Also: does anyone have "piece of clothing back to thread" reactions that I could include? Excess socks, robes and cloaks to thread, then made into better weave and better clothes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 12, 2012, 07:55:34 pm
Has anyone done any science on these tokens?
ON_BREAK, CAVE_ADAPT, MILK_COUNTER, GROUNDED_ANIMAL_ANGER

They are counters for interactions, so I think I can make dwarve that are on break have a "dwarf1 is bored and looks around" "dwarf2 starts smoking a pipe while on break" (and actually adding a smoke effect) and so forth for ON_BREAK

I could make vampire dwarves that get positive effects the higher their CAVE_ADAPT counter is, so they are weakened if they go into the sun (no bonus) but get stronger and faster and so forth, while staying away from the surface.

MILK_COUNTER would allow a creature that has to be milked constantly, otherwise it goes berserk. It would add fun. Add a highly instable creature that gives high-value milk (or any other liquid, venom probably) that has to be attended. Imagine a sort of giant insect that builds up venom, and if it is not milked/venom taken out, it will start attacking people around it, just to release the build-up venom. That would make farming/herding this kind of animal a lot more interesting. (FUN)

GROUNDED_ANIMAL_ANGER is similar. Too many dogs on one spot, constantly clawing at each other? One goes berserk. Or starts a rabies infection. Teaches people not to stack 100 pets in one place.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mura on August 12, 2012, 08:59:40 pm
I have a simple question: how do I make a custom weapon usable for woodcutting?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 12, 2012, 09:05:09 pm
make it use the axe skill, it will automatically be used for woodcutting
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mura on August 12, 2012, 09:09:21 pm
Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 12, 2012, 11:19:41 pm
Has anyone done any science on these tokens?
ON_BREAK, CAVE_ADAPT, MILK_COUNTER, GROUNDED_ANIMAL_ANGER

They are counters for interactions, so I think I can make dwarve that are on break have a "dwarf1 is bored and looks around" "dwarf2 starts smoking a pipe while on break" (and actually adding a smoke effect) and so forth for ON_BREAK

I could make vampire dwarves that get positive effects the higher their CAVE_ADAPT counter is, so they are weakened if they go into the sun (no bonus) but get stronger and faster and so forth, while staying away from the surface.

MILK_COUNTER would allow a creature that has to be milked constantly, otherwise it goes berserk. It would add fun. Add a highly instable creature that gives high-value milk (or any other liquid, venom probably) that has to be attended. Imagine a sort of giant insect that builds up venom, and if it is not milked/venom taken out, it will start attacking people around it, just to release the build-up venom. That would make farming/herding this kind of animal a lot more interesting. (FUN)

GROUNDED_ANIMAL_ANGER is similar. Too many dogs on one spot, constantly clawing at each other? One goes berserk. Or starts a rabies infection. Teaches people not to stack 100 pets in one place.
EDIT: Post Fail

Their first part is doable to an exstent. As you would have all dwarves smoking pipes. you can however make it so whatever interaction that dwarves auto-cast on themselves, has a bunch of "idle" effects, and the interaction is timed for a month? So all effects are cosntantly shuffled. Say you have "Dwarf starts smoking 50%" and "Dwarf takes out deck of cards, plays go-fish 50%" sometimes a dwarf on break will smoke, or play go-fish, or do both at once.

The other two ideas erm... A bit much? I for one would not bring those types of creatures along for the fact of "I don't want more micro-managent" I know you will make it optional... Right?

Also why pasture 100 animals on 1 tile when you can place 100 animals in a cage?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 13, 2012, 04:12:00 pm
Alternatively you could use the milk counter to make a creature that transforms after a certain amount of time without needing it to excrete anything to infect itself with a syndrome. All you need to do is make it so that the creature is only actually milkable with a higher value then whatever would cause the transformation. So if the creature transforms when milk counter = 10,000, then you would only make them milkable at 10,001. It would actually be a much better work around then most others right now.

On the other good side you could have a creature that makes special milk if it isn't milked for X amount of time.

As for the 100 animals idea, it would certainly make dog cage-bombs more exciting. :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on August 13, 2012, 07:47:03 pm
Does egg size have any effect on the viability of eggs?

I added the following lines to voracious cave crawlers, and while the female has been laying eggs they're pale grey and don't appear on the Kitchen screen. They do get taken to the food pile and they appear in the egg list on the stocks screen. They didn't hatch despite being sat on for a long time (several months), and the door to the nestbox was locked as soon as the female was in there.

Beneath the CASTE_NAME line:
   [CHILD:3][GENERAL_CHILD_NAME:cave crawler hatchling:cave crawler hatchlings]

In the female caste:
      [LAYS_EGGS]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
         [EGG_SIZE:8]
         [CLUTCH_SIZE:10:40]

Can you even mod an existing fortress so that creatures that weren't genned with egglaying can now do so?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 13, 2012, 08:07:25 pm
I believe that yes, you can mod an existing fortress to have egg layers where there were none.

As for egg size, I know that it has no effect upon the duration of time it takes for an egg to hatch, but for viability? I don't believe that it does by I don't know if anybody has done any actual science on the matter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on August 14, 2012, 12:43:13 pm
Question: when making a buidling, how can I set a tile's colour to be that of the construction material?

In this case I'm making a workshop that will require a table (and only that), how can I make so that the table keeps the colour of the one used to build it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 14, 2012, 01:54:15 pm
[COLOR:1:1:MAT]

so instead of COLOR:1:1:0:0:1] for gray

[COLOR:1:1:MAT]
will make the tile take on the color of the first build mat item.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on August 14, 2012, 02:25:03 pm
Thanks, it helped quite a bit.
Title: Modding creatures
Post by: anthony62490 on August 15, 2012, 12:08:39 am
Trying to mod my first new creature into the game. I would like the sand dunes to be covered in colonies of DESERT PENGUINS.

I've made the creature itself without too much trouble, but the problem comes when I try to map it to a Phoebus texture.
raw\graphics\graphics_custom.txt
Quote
graphics_custom

[OBJECT:GRAPHICS]

[TILE_PAGE:CUSTOM]
   [FILE:phoebus/newtiles.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:10:4]

// *****************************************************************
// CUSTOM ANIMALS
// *****************************************************************

[CREATURE_GRAPHICS:BIRD_PENGUIN_DESERT]
   [DEFAULT:PHOEBUS_ANIMALS:0:0:AS_IS:DEFAULT]
   [CHILD:PHOEBUS_ANIMALS:0:1:AS_IS:DEFAULT]
   [ANIMATED:PHOEBUS_ANIMALS:0:2:AS_IS:DEFAULT] zombie
   !!!!!SKELETON:PHOEBUS_ANIMALS:0:3:AS_IS:DEFAULT] skeleton

Here is newtiles.png
(http://i.imgur.com/i3BQy.png)

Instead of using the 0:0 coordinates for newtiles.png, DF is using the 0:0 tile for animals.png. So the penguin looks like a cat and it lays eggs.
Have I missed a crucial detail, or do I need to incorporate my new tileset into animals.png?
Title: Re: Modding creatures
Post by: TomiTapio on August 15, 2012, 06:09:28 am
[TILE_PAGE:CUSTOM]
.....
[CREATURE_GRAPHICS:BIRD_PENGUIN_DESERT]
   [DEFAULT:PHOEBUS_ANIMALS:0:0:AS_IS:DEFAULT]
ask for the CUSTOM tilepage you just declared, not the PHOEBUS_ANIMALS tilepage.
[DEFAULT:CUSTOM:0:0:AS_IS:DEFAULT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on August 15, 2012, 11:52:05 am
When I run the following reaction:

Code: [Select]
[REACTION:RAID_ELF_ORC]
[NAME:Raid elvish camp]
[BUILDING:ORC_RAIDERS:CUSTOM_E]
[REAGENT:A:1:TOOL:ITEM_TOOL_LONGBOAT:NONE:NONE]
[REAGENT:B:5:WEAPON:NONE:METAL:NONE]
[REAGENT:coins:5000:COIN:NONE:INORGANIC:RUSTY_IRON]
[PRODUCT:50:1:TOOL:ITEM_TOOL_LONGBOAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:50:1:TOOL:ELF_LOOT_CRATE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SIEGECRAFT]

In game, the reaction tip says that for the reagent B it is looking "rock" weapons.  In fact, it takes 5 metal weapons just fine.  I know from the wiki that METAL is simply an alias for INORGANIC so I'm not too surprised there was a problem.  Do you have any suggestions so I can get it to say the in game text to match the reaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 15, 2012, 11:54:04 am
Rock means "Inorganic", which includes all metals, so you're fine there.

METAL isn't actually a material type anymore since 31.01; it's an alias for INORGANIC.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on August 15, 2012, 11:59:27 am
Sorry I ninja edited while you were replying.  Yeah, the reaction works fine, I just didn't want the in-game tip to mislead any players more than necessarily.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 15, 2012, 04:00:57 pm
Quick question:

Do underground megabeasts work ? Like this:

GIANT_CAVE_ETTIN
Description: the blind, albino cousin of the ettin
MEGABEAST
UNDERGROUND_DEPTH:1:1

I would love to test it, but with megabeasts arriving to rarely I wondered if this thing would turn up at all, turn up on the surface, or turn up in cavern 1. I know layer-linked entities ignore the underground-depths and do sieges/ambushes in any cavern...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 15, 2012, 04:02:36 pm
I don't believe that underground megabeasts work in the sense that they will attack from underground and still be announced as a megabeast, but I'm not 100% sure on that one. I believe that if you did this they would just turn up on the surface if they did attack.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 15, 2012, 04:13:27 pm
Ok, thanks. I was looking for this "xyz has arrived" to be announced. Anyway, I do have another idea/question:

A creature that can resurrect bodyparts and transform them into a copy of itself. The catch: It can only target ITS OWN bodyparts for this. That means a squad of hammerdwarves will kill it, a squad of axedwarves will die and create 25 more creatures.  It would make a great megabeast, because you need a special tactic to defeat it.

The question is: Can I restrict it to target only its own bodyparts ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 15, 2012, 04:16:40 pm
I believe if you gave the creature a unique creature class and then gave the corpse target of the interaction [IT_AFFECTED_CLASS:unique class] then it would work to force it to only target it's own body parts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 15, 2012, 04:31:24 pm
I think classes dont work on corpses, but what you said suddenly remembered me that I already do the very thing I asked about, with the creature spawning.

I just use it_affected_creature, affecting only "cloning megabeast". Should work.
[IT_AFFECTED_CREATURE:CREATURE_ID] & [IT_REQUIRES:FIT_FOR_ANIMATION]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 15, 2012, 04:35:23 pm
While I'm not 100% certain that creature classes do work on corpses the default interaction examples for both necromancer revival and region animation have [IT_AFFECTED_CLASS:GENERAL_POISON] in there on the corpse target, so I would have to assume that they do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 15, 2012, 04:51:26 pm
Ah, thanks. Never noticed that. :) Will have to do more testing then, but all looks good. Now I just have to unleash it on some players :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RiderofDark on August 15, 2012, 08:45:16 pm
What are the ramifications to adding the [IS_STONE] tag to gems beyond the ability to import 'em?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 15, 2012, 09:41:09 pm
[IS_STONE] lets it get traded, and allows it to drop a boulder when dug out.

but [IS_GEM:textSing:textPlu:OVERWRITE_SOLID] makes it drop "rough gem" when in solid form instead of a boulder
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mura on August 18, 2012, 02:02:19 pm
Code: [Select]
[REACTION:MAKE_BOW]
[NAME:make bow]
[BUILDING:KOBOLD_SHED:CUSTOM_B]
[REAGENT:A:1:NONE:NONE:NONE:NONE][BUILDMAT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT_DIMENSION:300]
[SKILL:BOWYER]

That reaction produced roughly 150 copper bows from a single copper bar. What did I do wrong?

EDIT: Derp, nevermind. One bar is quantity 150, not 1.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kaleb702 Games on August 18, 2012, 06:15:58 pm
For things like threat.txt, is the tag for "insert last name here" [AUDIENCE:LAST_NAME]? I can't find a list of things for that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 18, 2012, 06:18:54 pm
For things like threat.txt, is the tag for "insert last name here" [AUDIENCE:LAST_NAME]? I can't find a list of things for that.
I believe so, yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on August 19, 2012, 01:32:36 am
I've been trying to use the weather interactions to cause "Magma rain", but the magma or molten material that pools on the ground and coats creatures/items isn't causing anything to get heat damage or burst into flames. I even applied a fixed 14000 temp material, but it acted as if it was at ambient temperature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 19, 2012, 02:26:07 am
Could you post the raws for the material that you are using?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on August 19, 2012, 08:30:35 am
Could you post the raws for the material that you are using?

Code: [Select]
[INTERACTION:BURNING_RAIN]
   [I_SOURCE:REGION]
      [IS_REGION:ANY]
      [IS_FREQUENCY:100]
   [I_TARGET:B:MATERIAL]
      [IT_MATERIAL:MATERIAL:INORGANIC:FIRE_RAIN:WEATHER_FALLING_MATERIAL]
   [I_EFFECT:MATERIAL_EMISSION]
      [IE_TARGET:B]
      [IE_INTERMITTENT:WEEKLY]

[INORGANIC:FIRE_RAIN]
[USE_MATERIAL_TEMPLATE:FLAME_TEMPLATE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on August 19, 2012, 08:39:16 am
So I made this hammer...

Spoiler (click to show/hide)

But the blunt attack simply bounces off armor. This was with a steel hammer tested against steel armor.
What would fix this?

EDIT: And the impale seems to too, and i intended that to work like a peircing attack. works just fine.

EDIT: Fixed it, but does a higher contact area, or lower contact area, work best for blunt attacks?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TomiTapio on August 19, 2012, 09:16:11 am
So I made this hammer...
EDIT: Fixed it, but does a higher contact area, or lower contact area, work best for blunt attacks?
A tiny contact area combined with BLUNT is what makes vanilla whips lightsabers, ignoring all metal armor. Please mod whips out of your games (or make their blunt be similar to spear-shaft bash.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on August 19, 2012, 09:27:45 am
kk, thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 19, 2012, 02:11:15 pm
Something you could do would be to add [IGNITE_POINT:13000]. Then the contaminant itself should burst into flames as soon as it appears, resulting in flaming rain.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on August 19, 2012, 04:56:05 pm
Something you could do would be to add [IGNITE_POINT:13000]. Then the contaminant itself should burst into flames as soon as it appears, resulting in flaming rain.

Adding [IGNITE_POINT:13000] or [IGNITE_POINT:9000] didn't cause the contaminants to ignite.

Creeping vapor didn't have a temperature effect either.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on August 19, 2012, 09:17:50 pm
Could you just mod in a syndrome rain that has all the effects of burning?
I have no knowledge at all on this topic.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 19, 2012, 10:14:22 pm
Yep.

If by chemical burns, you could have blistering, pain, etc.

If heat burns, just make it hot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 19, 2012, 11:00:26 pm
If heat burns, just make it hot.
Which is exactly our problem here, we have an extremely hot rain but it isn't making things take damage or burst into flames.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 19, 2012, 11:07:48 pm
Is it... hot hot? Like, with a high MAT_FIXED_TEMP?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 19, 2012, 11:16:09 pm
Could you post the raws for the material that you are using?

Code: [Select]
[INTERACTION:BURNING_RAIN]
   [I_SOURCE:REGION]
      [IS_REGION:ANY]
      [IS_FREQUENCY:100]
   [I_TARGET:B:MATERIAL]
      [IT_MATERIAL:MATERIAL:INORGANIC:FIRE_RAIN:WEATHER_FALLING_MATERIAL]
   [I_EFFECT:MATERIAL_EMISSION]
      [IE_TARGET:B]
      [IE_INTERMITTENT:WEEKLY]

[INORGANIC:FIRE_RAIN]
[USE_MATERIAL_TEMPLATE:FLAME_TEMPLATE]
It's the flame template. We've even tried setting an IGNITE_POINT below the fixed temp, but that didn't work either.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: peregarrett on August 20, 2012, 02:00:10 am
A question regarding werebeasts.

If elf gets werebeast curse, will it attack other elves when transformed? Elves are AT_PEACE_WITH_NATURE, so mundane animals won't attack them.
Should I add OPPOSED_TO_LIFE to syndrome to make werebesats attack citizens?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 20, 2012, 02:23:56 am
1. They will attack.
2. You can't modify the werebeast interaction anyway.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: peregarrett on August 20, 2012, 02:35:40 am
1. They will attack.
2. You can't modify the werebeast interaction anyway.
1. Thanks!
2. But I can make my own, right? Actually it's not a deity curse, but contact syndrome.

EDIT.
I used Quetist's rawexport utility to get night creatures and werecurses. Will have to apply them manually in my mod, I think.
interaction:
Code: [Select]
[OBJECT:INTERACTION]
[INTERACTION:DEITY_CURSE_WEREBEAST_4]
[GENERATED]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:WERECURSE]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:NIGHT_CREATURE_24:DEFAULT]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE_ADD_TAG:NO_AGING:START:0]

creature:
Code: [Select]
creature_layer
[OBJECT:CREATURE]
[CREATURE:NIGHT_CREATURE_24]
[NAME:werelizard:werelizards:werelizard]
[CASTE_NAME:werelizard:werelizards:werelizard]
[GENERATED]
[ATTACK_TRIGGER:20:0:0]
[NIGHT_CREATURE_HUNTER]
[CAN_LEARN][CAN_SPEAK]
[NO_GENDER]
[BONECARN]
[CRAZED]
[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]
[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]
[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]
[SPEED:850]
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]
[PERSONALITY:SELF_CONSCIOUSNESS:0:0:0]
[PERSONALITY:VULNERABILITY:0:0:0]
[PERSONALITY:FRIENDLINESS:0:0:0]
[PERSONALITY:CHEERFULNESS:0:0:0]
[PERSONALITY:TRUST:0:0:0]
[PERSONALITY:ALTRUISM:0:0:0]
[PERSONALITY:COOPERATION:0:0:0]
[PERSONALITY:SYMPATHY:0:0:0]
[NATURAL_SKILL:WRESTLING:6]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:STANCE_STRIKE:6]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[NATURAL_SKILL:SNEAK:20]
[DIFFICULTY:1]
[LAIR:SIMPLE_BURROW:50]
[NO_DRINK][NO_EAT] [NO_SLEEP]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[LARGE_PREDATOR]
[LIKES_FIGHTING]
[EVIL]
[SUPERNATURAL]
[FANCIFUL]
[AMPHIBIOUS]
[PETVALUE:2000]
[GRASSTRAMPLE:20]
[BUILDINGDESTROYER:2]
[ALL_ACTIVE]
[SWIMS_INNATE]
[SWIM_SPEED:2500]
[TRAPAVOID][NOPAIN][NOSTUN][NONAUSEA][NOFEAR][NOEXERT][NO_DIZZINESS][NO_FEVERS]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:COPPER:10:1]
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]
[SPHERE:ANIMALS]
[SPHERE:CHAOS]
[SPHERE:MOON]
[SPHERE:NIGHT]
[BODY_SIZE:0:0:80000]
[CREATURE_TILE:165]
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_NECK:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]
[CANOPENDOORS]
[EQUIPS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[NOBREATHE]
[HOMEOTHERM:10040]
[SELECT_MATERIAL:SCALE]
[STATE_COLOR:ALL_SOLID:CINNAMON]
[NO_UNIT_TYPE_COLOR]
[COLOR:6:0:0]
[SELECT_MATERIAL:EYE]
[STATE_COLOR:ALL_SOLID:SCARLET]
[GLOWTILE:'"']
[GLOWCOLOR:4:0:1]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_4_BITE]
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[DESCRIPTION:A large lizard twisted into humanoid form.  It is crazed for blood and flesh.  Its eyes glow scarlet.  Its cinnamon scales are round and overlapping.  Now you will know why you fear the night.]

Need time to analyze this stuff...

EDIT2.
I think it's CRAZED token what I'm looking for... well, well, well, let's introduce some madeness here... 8)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The_Jester on August 20, 2012, 10:06:14 am
Hey new modder here with a quick question. Is there any way to make a certain skill level required for a custom building reaction? Basically I am trying to make a skill level be a requirement for a creature to create an item at my custom workshop. Thanks for the help!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on August 20, 2012, 11:12:26 am
Hey new modder here with a quick question. Is there any way to make a certain skill level required for a custom building reaction? Basically I am trying to make a skill level be a requirement for a creature to create an item at my custom workshop. Thanks for the help!

Unfortunately, no.  I wish this were possible, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The_Jester on August 20, 2012, 11:33:38 am
Thanks for the quick response. What about a workaround like having a certain quality of reagent be required allowing for skill to be factored into the crafting of the reagent? Probably not, but I'm grasping at straws here. Lol
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 20, 2012, 12:43:11 pm
Thanks for the quick response. What about a workaround like having a certain quality of reagent be required allowing for skill to be factored into the crafting of the reagent? Probably not, but I'm grasping at straws here. Lol
Sadly, also no. The best work around we have right now is to make any reaction take multiple steps. So like if you were blessing wood it would go:
wood -> blessed wood (10%)
blessed wood (10%) -> blessed wood (20%)
etc.
So that even though any dwarf can perform the reaction, only dwarves with a high level of skill can perform it with anything approaching a decent speed. Adding the [AUTOMATIC] token to all of the reactions but the first will minimize micromanagement as well, so the player still only needs to queue one reaction for it all to work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The_Jester on August 20, 2012, 12:52:05 pm
Well for being the best thing we have available, that is actually a pretty good workaround. Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TomiTapio on August 20, 2012, 12:52:49 pm
Thanks for the quick response. What about a workaround like having a certain quality of reagent be required allowing for skill to be factored into the crafting of the reagent? Probably not, but I'm grasping at straws here. Lol
I'd try having a prerequisite reaction, that outputs some item (eg. "little architect set toy") 5% of the time. Then the high-quality crafting would require an input of N units of the some item.

ps. Do you like these dwarven toys?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 20, 2012, 03:49:31 pm
They look fine, but i'd be careful naming anything "cup" that way you don't confuse "larch cup" (a goblet) with "larch cup" (a toy).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Joben on August 20, 2012, 06:47:51 pm
I've been working on making slings and bullets for them to fire (not a novel addition, but most mods with them have tons of other stuff I don't want)

I've got them working in the arena, but there's a hitch:

In the arena they're being made out of metal and wood, which makes no sense.

Is there any way I can specify that a weapon can only be made out of a specific material or class of materials? Slings should be wool, plant fiber or leather.

On one level this wouldn't be a problem for my dwarves, I think I can write the reactions to specify a reasonable material in the workshops. But I don't want goblins or people in adventure mode showing up with silver lings and such.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 20, 2012, 06:50:50 pm
No.

(Despite how often I do that, I really do hate doing that--I would like nothing more than if I could answer "yeah, that's possible, here's how" to every question)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Joben on August 20, 2012, 07:05:21 pm
Damnit.

I hope that gets fixed some day. There are a lot of other weapons that only make sense with certain materials.

Thanks though you saved me a lot of pointless mucking about.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: peregarrett on August 20, 2012, 11:38:22 pm
I'm for optimization question.

I'm making syndrome caused to hippies by contact with spilled blood. It turns them into berserker, but causes werecurse also.
Here's dog blood material:
Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[SYNDROME]
[SYN_NAME:blood rage]
[SYN_CLASS:BERSERKER_SPILLEDBLOOD]
[SYN_AFFECTED_CREATURE:ELF:MALE]
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:ELF:B_MALE]
[SYNDROME]
[SYN_NAME:blood rage]
[SYN_CLASS:BERSERKER_SPILLEDBLOOD]
[SYN_AFFECTED_CREATURE:ELF:FEMALE]
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:ELF:B_FEMALE]
[SYNDROME]
[SYN_NAME:curse of spilled blood]
[SYN_CLASS:WERECURSE_SPILLEDBLOOD]
[SYN_AFFECTED_CREATURE:ELF:MALE]
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:GIANT_DOG:MALE]
[CE:PERIODIC:MOON_PHASE:27:0]
[SYNDROME]
[SYN_NAME:curse of spilled blood]
[SYN_CLASS:WERECURSE_SPILLEDBLOOD]
[SYN_AFFECTED_CREATURE:ELF:FEMALE]
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:GIANT_DOG:FEMALE]
[CE:PERIODIC:MOON_PHASE:27:0]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
ELF:B_MALE/FEMALE are castes of berserkers, GIANT_DOG is giant version of dog with CRAZED tag.
Will both transformation syndromes work together?

So, this four syndromes are to be put to any creature's blood, which is a heap of annoying work. Is it possible to shorten this and modify just BLOOD_TEMPLATE? Problem is with linking to creature that applies that template, kind of CE:CREATURE:LOCAL_CREATURE:MALE. Plants have LOCAL_PLANT tag, do creatures?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 20, 2012, 11:48:09 pm
You should be able to just modify the blood template. Elsewise if you only want to affect some creatures with blood but not all you could make it into a creature variation, then you would just need to add two lines to each creature instead of all 20 or so of them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: peregarrett on August 21, 2012, 12:09:23 am
I want tiger's blood to transform imto weretigers, wolf's blood to werewolf and so on. But can't think of how to change templates to make it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 21, 2012, 12:11:42 am
You could use CE_BODY_MAT_INTERACTION.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: peregarrett on August 21, 2012, 02:11:04 am
You could use CE_BODY_MAT_INTERACTION.
you mean making interaction [I_SOURCE:REGION] [IS_REGION:ANY] with a huge list of [I_TARGET:CREATURE][IT_AFFECTED_CREATURE:TIGER], [I_TARGET:CREATURE][IT_AFFECTED_CREATURE:WOLF] etc, each adding a syndrome to it's blood through CE_BODY_MAT_INTERACTION? Well, would work, I think. Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: peregarrett on August 21, 2012, 04:49:20 am
Made an example of interactions:
Code: [Select]
make everyone's blood cause syndrome on contact
[INTERACTION:CHARGE_BLOOD_WITH_SYNDROME]
[I_SOURCE:REGION]
[IS_REGION:ANY]
[I_TARGET:wolf_m:CREATURE]
[IT_LOCATION:CONTEXT_REGION]
[IT_AFFECTED_CREATURE:WOLF:MALE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:SPILLEDBLOOD_CURSE] // work only once on creature
// more targets here. wolf_f, tiger_m, tiger_f ...
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:wolf_m]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:SPILLEDBLOOD_CURSE]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0] // why RESERVED_BLOOD? it's BLOOD at creature definition. Copied from DEITY_CURSE_VAMPIRE
[CE:INTERACTION:WEREWOLF_SPILLED_BLOOD_CURSE_M]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
[CE:SYNDROME_TAG:SYN_CONTACT] // mostly need this!
[CE:SYNDROME_TAG:SYN_INHALED]

transform elf who contacted blood into berserker and periodically transform into werewolf
[INTERACTION:WEREWOLF_SPILLED_BLOOD_CURSE_M]
[I_SOURCE:INGESTION] //CONTACT?? I need to trigger it by contact, not eating
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:ELF_HIPPIE_MALE] // class added to ELF:MALE
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:blood rage]
[SYN_CLASS:BERSERKER_SPILLEDBLOOD]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:ELF:B_MALE] // doesn't have ELF_HIPPIE class
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:curse of spilled blood]
[SYN_CLASS:WERECURSE_SPILLEDBLOOD]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:GIANT_WOLF:MALE]
[CE:PERIODIC:MOON_PHASE:27:0]
Still don't understand some pieces of it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pivole on August 21, 2012, 08:39:02 am
Sorry if this has been covered, but i'll not trawl 164 pages.
1. In Human fortress, how do you make Nobles acknowledged by the game? They're currently just not there, despite me having copied them over from the dwarf raws. Edit: I just needed the expedition leader. Whoops. Edit. Bollocks. it stopped working.
2. I'd like to add a new workshop and reaction, but the wiki has me lost. It's a reaction to make a bin from cave wheat. If someone could please guide me through the reaction part, I'll try and sort the rest myself.
thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: peregarrett on August 21, 2012, 09:27:59 am
How to make cave wheat bin:
1) Add material inside cave wheat plant, like it's done with trees and WOOD material
2) Make reaction that takes cave wheat plant as reagent, produce bin of that material you've added at stage 1
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pivole on August 21, 2012, 09:47:28 am
ah, thanks for that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on August 21, 2012, 12:05:25 pm
If I made a weapon from an imaginary material that melts at the DF equivilent of room temperature, would the weapon itself melt and be destroyed?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 21, 2012, 01:32:27 pm
Yes
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on August 21, 2012, 01:56:12 pm
kk, thanks.
Another question, this one about contact area on edge attacks.

Will a higher number lop of limbs more, but be stopped by armor more than a weapon with a small contact area?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kaleb702 Games on August 21, 2012, 05:34:57 pm
How would I make a wearable item that's made from glass? Reading on the wiki, haven't found it yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 21, 2012, 06:36:35 pm
Will a higher number lop of limbs more, but be stopped by armor more than a weapon with a small contact area?
I believe it would but I'm not 100% on that one.

How would I make a wearable item that's made from glass? Reading on the wiki, haven't found it yet.
You would need to make a custom reaction (http://dwarffortresswiki.org/index.php/Reaction) that created a clothing or armor type item made out of glass.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on August 22, 2012, 01:43:17 am
kk, thanks.
Another question, this one about contact area on edge attacks.

Will a higher number lop of limbs more, but be stopped by armor more than a weapon with a small contact area?

Time for one of my favorite Toady quotes, I forget when/where this came from but it is probably searchable:

Quote
Well, there's contact areas and contact areas, he he he, and edges are assumed to be at a small enough scale that my numbers don't resolve well there.  Edges move partially over to different calculations, using the shear value differences and their "edge" numbers without worrying so much about the particulars of the vanishingly small surface area of the slice, whereas bludgeoning weapons use the overall contact areas and do more actual pushing around in a more straightforward way.  It's sort of crappy and cobbled together, but hopefully it'll work out.  The edges still keep track generally of how much they are slicing through and how much momentum is behind them, so slashes are different from thrusts in that respect.  There's nothing here that wouldn't make an engineer vomit though.

In general, I don't have enough dimension information to do a really good simulation.  Critters parts have weird shapes, so I haven't fussed that much.  It oftentimes conflates total surface areas, volumes and depths, in ways that don't necessarily scale realistically, but it's not like I can do much about what these things look like.  As long as the results are good over the range of sizes and actions in the game, it doesn't matter as much, but some extra raw variables will probably come in over time as problems arise.

FAKEEDIT: http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133#msg1007133

My guess is that severing is determined by the cut area (width x depth) vs body part area, where the depth is capped by the weapon's maximum penetration, and the width is capped by the weapon contact area (or body part size if smaller).

Oh, and decapitation/bisection is hindered by the [CONNECTOR] tokens in the spine body parts - they have to be destroyed in order to sever the body parts. It becomes much easier to cleave people in half if you remove those tokens.

Damage adds up, as I kept hacking an elephant in the lower body after removing the [CONNECTOR] token from the lower spine, and I was first cutting through the fat, and then the muscle. After 9 fat hits, and 5 muscle hits, the elephant fell in half.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RiderofDark on August 22, 2012, 12:25:08 pm
What's the difference between the ETHIC:EAT_SAPIENT_OTHER and the ETHIC:EAT_SAPIENT_KILL tags?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 22, 2012, 12:27:55 pm
EAT_SAPIENT_OTHER determines whether you can butcher the creature in Dorf mode (I think); EAT_SAPIENT_KILL shows up in worldgen as elves devouring other species.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: fantafox on August 22, 2012, 07:36:51 pm
Now, I am trying to make a time lord race so that I can play with him in Adventure Mode.  Everything was pretty self explanatory to do.  Would it be possible to make it so that whenever your character dies, a different creature of the same species would take his place, and you could then take control of that creature?  If so, how?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on August 22, 2012, 08:32:11 pm
Im no professional, but i do not beleive that is possible *yet*.

I think Toady One said in one of his interveiw things that reincarnation may be coming up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Speakafreak22 on August 23, 2012, 12:49:33 am
I was gonna make a new thread but I'll ask here instead.
How would I go about adding in castes to vanilla DF?
Like say I wanted to use some of the castes from Masterwork, like smith savant, talented doctor, priest of Armok, etc., would I have to do anything major to the raws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 23, 2012, 12:52:40 am
You could just copy+paste those particular castes into the dwarf file under creature_standard.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: celem on August 23, 2012, 06:01:03 am
Heya folks, longtime DF player and frequent lurker of this sub-forum where I enthusiastically try out just about everything the community produces. 

So, after a break from DF in general and a subsequent discovery of all the cool stuff people are doing now with sydromes and interactions I figure I just might be able to make something I've been pondering a while....a total conversion.  (Yes, I know its generally a suicidal first project, but i write source in a variety of languages for a living, I can probably get to grips with RAWs in short order)

A couple of quicknot-so-quick questions:

1. Clothing Rot
Spoiler (click to show/hide)

2. Vanilla workshops and reactions
Spoiler (click to show/hide)

3. Entities, materials, preferences
Spoiler (click to show/hide)

Hmmm, this one became mainly a 'what can i actually get at?' post.  If you see any pitfalls ahead for me with the unmoddable side of the game yet I havent specifically asked here then please drop it in as a btw, you might save me many hours :)

Thanks guys!

EDIT: Concept for the curious.
Spoiler (click to show/hide)

EDIT2: I dont know why im not following normal software engineering design principles here and testing after every little tweak.  I just made a whole range of changes to a host of different files and now one of those changes somewhere is breaking the worldgens.  Rather than backtrack to the culprit im gonna revert and step forwards to it.  Lucky version control was beaten into my head day 1 year 1 at uni.  Also, extra bonus question.  How can i crack open the fortressintro.file in /announcements?  I know this is possible since i've seen mods where embarks do not refer to mountainhomes etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TomiTapio on August 23, 2012, 11:17:39 am
Heya folks, longtime DF player and frequent lurker of this sub-forum where I enthusiastically try out just about everything the community produces. 
No, you cannot remove the hardcoded workshops and their reactions.
Maybe if the one type of wood in the world spontaneously combusts... like Warlord255's Bonfire mod's FIREWOOD.
Could try having no trees in the raws. And one of the herbalism plants would be the closest thing. But I think the worldgen will not be happy with "no trees ever".
Did you try removing    [ITEMS_HARD][ITEMS_WEAPON] from the WOOD_TEMPLATE?

I don't think you can get metal barrels as bonus containers at embark.

"a futuristic TC" what'choo talking about?

Clothing... compensate for the worn spacesuits issue with "decon showers" ie. mist generators.

As a codist you'll probably like the string dump of DF exe: http://dwarffortresswiki.org/index.php/DF2012:String_dump
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: celem on August 23, 2012, 12:06:30 pm
Thanks for the reply :)

First up, yay!, String Dump, there goes several hours no doubt....

by 'futuristic TC' i meant TC to stand for Total Conversion, its maybe not an acronym in use here.

I cant really have my only wood type combust on harvest, I do need it extensively in reactions to start my tech-tree, I was just looking for ways to stop it being used as wood, even though it has to be considered by the game to be wood (so it grows as a tree for starters)

I'll try dropping some tags from the wood template, firstly losing hard and weapon, then i'll try cloning the wood material and dropping the [wood] tag one version.  Theres a note in the raws indicating that this single tag on the material comes with a lot of hardcode.  If this latter fixes things then i guess i'll have a tree that drops wood without a [wood] tag and one that drops wood with a [wood] tag but where the wood goes poof at harvest.  Fills the slots of trees exist but you cant get normal wood at an embark.  Will see just which of these points DF chokes on, its never easy :)

Metal barrels was me wondering if i could embark with drinks in a world with no wood, but as you predicted, im having issues with a world without any tree types.  (though a world with no cloth yielding plants ran fine, just a lot of colonists wearing cloth clothing with no material descriptor such as ' ' trousers.)

EDIT: I did try stripping [INDOOR_WOOD] and [OUTDOOR_WOOD] from the entity definition itself, which does stop you embarking with the one wood-type in my world since they are no longer allowed to cut it down, yet through the magic of DF I could still take drinks in barrels made of the wood.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Crazy Cow on August 23, 2012, 12:25:12 pm
So, I'm trying to create a Trogloraptor mod. Here's what I've got:
Spoiler: body_trogloraptor (click to show/hide)
Spoiler: creature_trogloraptor (click to show/hide)
Basically, the Trogloraptor refuses to use the Slash attack I gave it and you can't use it while playing as one. Also, if anyone has a better name for its limbs I'd be glad to hear them ;P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 23, 2012, 12:58:38 pm
Also, extra bonus question.  How can i crack open the fortressintro.file in /announcements?  I know this is possible since i've seen mods where embarks do not refer to mountainhomes etc.

look on DFFD for Andux's WTF (weird text file) extractor/compressor
Takes know how of using Console Programs (going through command promt) also extracting does not give you the enire file (if you output to a file that is.)
To overcome this, extract your desired file to the console window (by not specifying a file name) and then output to a file (this way you can fill in the missing text from the console window into the outputted file)

Edit and then convert back.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: celem on August 23, 2012, 01:34:41 pm

look on DFFD for Andux's WTF (weird text file) extractor/compressor

thanks, exactly what i needed (complete with usage instructions :) )
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 23, 2012, 01:52:54 pm
So, I'm trying to create a Trogloraptor mod. Here's what I've got:
Spoiler: body_trogloraptor (click to show/hide)
Spoiler: creature_trogloraptor (click to show/hide)
Basically, the Trogloraptor refuses to use the Slash attack I gave it and you can't use it while playing as one. Also, if anyone has a better name for its limbs I'd be glad to hear them ;P

You have a lowercase letter in the attack bodypart reference  [ATTACK:SLASH:BOdYPART:BY_CATEGORY:GRASP]. Try making that a capital and see if it fixes the problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: celem on August 23, 2012, 02:00:20 pm
Did you try removing    [ITEMS_HARD][ITEMS_WEAPON] from the WOOD_TEMPLATE?

Did test this by the way:  i took both of these tags away together and the only change was that shields disappeared from carpenter workshop.  Training weapons were constructable from wood even without [ITEMS_WEAPON] in the wood material believing me to believe that these are purely hardcoded (the weapon raw is accessible, but no reaction ofc).  Barrels/bins/beds etc all still built fine from the wood.

I then regenned the world without [WOOD] in the material template, no noticable changes there either, whatever that steers its not related to profiling it as a viable mat for the carpenter.

In both these configurations the wood was still burnable to charcoal too.  Hmmm.

Since beds, barrels, bins all are missing from tool raws im guessing these are hardcoded tools that are going around the wood material tags somehow.  I'll have to think about this really, i may end up being forced to have my scrap trees actually appear as scrap plants.  It appears theres no suitable workaround to this (found yet anyway) since I noticed post-apocalypse also has this issue of 'wooden' items being made from the fake wood.

Thanks again for the pointers Tomi

EDIT:  not sure what the issue was last time...i just managed to generate a world with no trees at all, seems the game doesnt care one bit.  However it does add a few issues.  Namely the wagon logs and any wooden containers you embark with (booze/food barrels) have the ' ' material descriptor.  My wagon is made from 3x () apparently, all my barrels are 'Meat Barrel' 'Plant Barrel' etc and everything holds exactly 5 items in a single stack, including the booze barrels so I have lots more barrels than usual, each filled with fewer items.    Interestingly the skill to deconstruct said wagon was masonry and not carpentry, it yielded 3x 'logs' (again no material).  None of this caused the universe to suddenly implode, but all very hacky and undesirable
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Crazy Cow on August 23, 2012, 02:55:49 pm
So, I'm trying to create a Trogloraptor mod. Here's what I've got:
Spoiler: body_trogloraptor (click to show/hide)
Spoiler: creature_trogloraptor (click to show/hide)
Basically, the Trogloraptor refuses to use the Slash attack I gave it and you can't use it while playing as one. Also, if anyone has a better name for its limbs I'd be glad to hear them ;P

You have a lowercase letter in the attack bodypart reference  [ATTACK:SLASH:BOdYPART:BY_CATEGORY:GRASP]. Try making that a capital and see if it fixes the problem.

Oh, hey! Thanks for the catch. Still does nothing, though.
Errorlog is saying nothing and the limbs exist; I can grab and throw dwarves with them, so the problem is with the attack itself.

EDIT:
Herpaderp. Errorlog says this:
TROGLORAPTOR_LESSER:Attack SLASH seems to have correct format but could not find proper BPs in any caste, so not added
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: celem on August 23, 2012, 03:28:40 pm
GRASP_STRIKE uses the striking skill, STANCE_STRIKE the kicking skill yes?

So you are specifying it should use striker, but the only graspers your critter has are on its feet.
Might be its looking for an arm with a grasper and rules out the leg, because well...that would be a kick.  (non-intuitive and unfounded, just wondering aloud, if it happens to fix things then let us know)


EDIT: My next question!

Is there any way to make a custom workshop require power?  or is NEEDS_MAGMA as close as we can get?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: oerrvk on August 23, 2012, 04:30:50 pm
Is there a way to make a syndrome that grants immunity to a specific other syndrome? So far, I've been using [IT_CANNOT_HAVE_SYNDROME_CLASS] and [SYN_CLASS], but this can't (?) block syndromes carried by material in trailing vapour flow and if I have multiple syndromes in one interaction (the second targets the class that is specifically immune to the first) it blocks all of them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 23, 2012, 04:40:26 pm
Why don't you just put the immunity into the syndrome itself instead of the interaction with [SYN_IMMUNE_CLASS:XXXX]? Then you should be able to simply apply both syndromes but one of them won't affect the creature because it is immune.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: oerrvk on August 23, 2012, 04:54:20 pm
I'm actually using both methods, but only [IT_CANNOT_HAVE_SYNDROME_CLASS] lets you grant immunity to any random creature (Nethack-style intrinsic resistances from drinking creature blood, reactions and [I_SOURCE:DEITY] - first syndrome disintegrates, second syndrome enables reflection) since [CE_ADD_TAG:CREATURE_CLASS] is impossible.

The raws below actually work for disintegration, immunity and reflection, but reflection can only be granted through [CREATURE_CLASS:REFLECTIVE] (no Amulet of Reflection then) and the DISINTEGRATION_RAY is cosmetic-only since I can't block material-carried syndromes, which means a creature can avoid the ray and still get disintegrated.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 23, 2012, 10:50:42 pm
So, I'm trying to create a Trogloraptor mod. Here's what I've got:
Spoiler: body_trogloraptor (click to show/hide)
Spoiler: creature_trogloraptor (click to show/hide)
Basically, the Trogloraptor refuses to use the Slash attack I gave it and you can't use it while playing as one. Also, if anyone has a better name for its limbs I'd be glad to hear them ;P

You have a lowercase letter in the attack bodypart reference  [ATTACK:SLASH:BOdYPART:BY_CATEGORY:GRASP]. Try making that a capital and see if it fixes the problem.

Oh, hey! Thanks for the catch. Still does nothing, though.
Errorlog is saying nothing and the limbs exist; I can grab and throw dwarves with them, so the problem is with the attack itself.

EDIT:
Herpaderp. Errorlog says this:
TROGLORAPTOR_LESSER:Attack SLASH seems to have correct format but could not find proper BPs in any caste, so not added

GRASP isn't a category, it's a type. You want BY_TYPE:GRASP.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: celem on August 24, 2012, 05:57:51 am
Hmmm, this one has me stumped to be honest, cant track it down in the wiki at all.

How exactly do announcements work?  I dont mean the ones the 'announcements' page on the wiki describes, ones that appear at the bottom of the screen and announcement log. I mean the ones in the data/announcement folder, best examples of this are the embark 'Strike the Earth', invasion announcements and fort death.

Thanks to Hugo_The_Dwarf linking me to Andux's editor I can alter these fine.  My question is more, do I have any way at all to control these things?

Im assuming that the triggers for many announcements are well buried beyond our reach, particularly some of the deprecated ones.

My main question with these for now, is how can I determine which invasion announcement a custom race uses?  Theres an invasion_goblin, invasion_human and invasion_elf.  But what actually determines which of these is used for an invading entity?  I have custom names for the creatures, defined both through [CREATURE:<name>] at the top of their entry in creature_standard.txt and immediately below that through [NAME:<single>:<plural>:<adj>].

In entity_default.txt I also have a custom name for [ENTITY:<name>] and then my [CREATURE:<name>] to link it to the right creatures.  But I dont see anyway to indicate through the RAWs which of these announcements the creatures should use when sending seiges.  A few occur to me but its tricky to test so I thought I'd ask you guys.  Im wondering if its tied to [TRANSLATION:<elf/human/goblin>] at the entity level.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on August 24, 2012, 10:56:46 am
Hmmm, this one has me stumped to be honest, cant track it down in the wiki at all.

How exactly do announcements work?  I dont mean the ones the 'announcements' page on the wiki describes, ones that appear at the bottom of the screen and announcement log. I mean the ones in the data/announcement folder, best examples of this are the embark 'Strike the Earth', invasion announcements and fort death.

Thanks to Hugo_The_Dwarf linking me to Andux's editor I can alter these fine.  My question is more, do I have any way at all to control these things?

Im assuming that the triggers for many announcements are well buried beyond our reach, particularly some of the deprecated ones.

My main question with these for now, is how can I determine which invasion announcement a custom race uses?  Theres an invasion_goblin, invasion_human and invasion_elf.  But what actually determines which of these is used for an invading entity?  I have custom names for the creatures, defined both through [CREATURE:<name>] at the top of their entry in creature_standard.txt and immediately below that through [NAME:<single>:<plural>:<adj>].

In entity_default.txt I also have a custom name for [ENTITY:<name>] and then my [CREATURE:<name>] to link it to the right creatures.  But I dont see anyway to indicate through the RAWs which of these announcements the creatures should use when sending seiges.  A few occur to me but its tricky to test so I thought I'd ask you guys.  Im wondering if its tied to [TRANSLATION:<elf/human/goblin>] at the entity level.

I'm pretty sure it's linked to some otherwise unrelated entity tokens - I think any token that will force hostility ( i.e. [BABYSNATCHER] ) will make that race siege as a "vile force of darkness," while any entity that isn't forced hostile appears as "the enemy has come and is laying siege to the fortress."  I very much doubt that these could be modified much, if at all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 24, 2012, 11:53:16 am
I know that all entities that have [KILL_PLANT:UNTHINKABLE] will show up with "An ambush! Curse all friends of nature!"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on August 24, 2012, 01:05:43 pm
Has anybody ever 'imported' creatures onto the map by using transformations and then reverting the transformed creatures once they have the appropriate offspring? I've successfully bred animals I didn't start with mixed pairs of, but there were no species changes (or perhaps there were, as the game code sees it).

Quick edit: I successfully did it but found the whole process to be a pain in the butt and am not looking forward to either doing it again or rewriting the changes to be more portable between creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: celem on August 24, 2012, 01:57:44 pm
I'm pretty sure it's linked to some otherwise unrelated entity tokens - I think any token that will force hostility ( i.e. [BABYSNATCHER] ) will make that race siege as a "vile force of darkness," while any entity that isn't forced hostile appears as "the enemy has come and is laying siege to the fortress."  I very much doubt that these could be modified much, if at all.
I know that all entities that have [KILL_PLANT:UNTHINKABLE] will show up with "An ambush! Curse all friends of nature!"

Good deal, thanks guys.  At least now I know which files to alter and in what way.  I can have them say whatever I like, but knowing which would go with which entities was important :)  Unfortunately I have 2 babysnatching races that i wanted to have different announcements, i'll try giving one kill_plant:unthinkable (since it wont affect gameplay in this case) and see if it overrides the babysnatcher tag.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on August 24, 2012, 02:24:50 pm
I think it's [AMBUSHER] that gives that message, unless i'm misremembering, Meph's Automatons give the "an Ambush!  curse friends of nature" but they have    [ETHIC:KILL_PLANT:ACCEPTABLE]

ed.  A question too

When trying to apply an effect by boiling stones at a workshop, it seems to be about a 50/50 thing.  Has anyone studied whether dropping multiple 'boiling syndrome stones' greatly increases the chance that it works?  Or tricks with impassable tiles to concentrate the vapors?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 24, 2012, 03:01:00 pm
I think it's [AMBUSHER] that gives that message, unless i'm misremembering, Meph's Automatons give the "an Ambush!  curse friends of nature" but they have    [ETHIC:KILL_PLANT:ACCEPTABLE]

ed.  A question too

When trying to apply an effect by boiling stones at a workshop, it seems to be about a 50/50 thing.  Has anyone studied whether dropping multiple 'boiling syndrome stones' greatly increases the chance that it works?  Or tricks with impassable tiles to concentrate the vapors?
Multiple ones does increase the chance IIRC.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: celem on August 24, 2012, 03:42:47 pm
Doing some fast science on this as we speak, since I conveniently have a test fort setup with a DOOM reaction.

OK, I think that myth is busted.  It certainly doesnt 'greatly increase' anything to drop multiple rocks...aside from whatever skill your operator is using that is.
Spoiler (click to show/hide)

Next up, impassible workshop tiles:  Not encouraging, data trends did not appear to be any better and gas was observed spreading quite happily through the impassible tiles.
Spoiler (click to show/hide)

EDIT:  I was pissed I couldnt find a solution to this so I went to bed.  Then I actually woke up and sat bolt upright with one of those inspiration things people have in movies.  Booted the PC, launched DF......yes, this one seems to work!
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: celem on August 24, 2012, 06:18:40 pm
Well the above testing took a couple of hours, not as fast as I wanted.

I did spot a bug with my mod in the process though, i'll leave it here incase someone can identify it overnight for me :)

I have some custom profession names set up.  I noticed that on the embark screen the skills displayed the correct custom names for only one of my embarking 7.  checking descriptions I noticed it was the 1 male and assumed i'd just defined the profession names at caste level, specifically for the male caste.  Next couple of reclaims of the test fort proved this wrong, sometimes a random dwarf or 2 had the right profession names for picking embark skills, not always same gender, sometimes none of them had them.

I dont have any complex caste structure, male and female only.  Heres the entry for my creature.  Any ideas?   P:S:  Once in the game the profession titles appear to always display correctly, I'll doublecheck that in the morning.  But something is definatly wonky at embark.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 24, 2012, 06:42:14 pm
What about a building design like a maze? I know the boiling stone can move freely, but the dwarf would have to walk through the workshop a bit till he gets out...

Code: [Select]
[DIM:11:11]
[WORK_LOCATION:6:6]
[BLOCK:1:1:1:1:1:1:1:1:1:1:1:1]
[BLOCK:2:1:0:0:0:0:0:0:0:0:0:1]
[BLOCK:3:1:0:1:1:1:1:1:1:1:0:1]
[BLOCK:4:1:0:1:0:0:0:0:0:1:0:1]
[BLOCK:5:1:0:1:0:1:1:1:0:1:0:1]
[BLOCK:6:1:0:1:0:0:0:1:0:1:0:1]
[BLOCK:7:1:0:1:1:1:1:1:0:1:0:1]
[BLOCK:8:1:0:0:0:1:0:0:0:1:0:1]
[BLOCK:9:1:0:0:0:1:0:1:1:1:0:1]
[BLOCK:10:1:0:0:0:1:0:1:0:0:0:1]
[BLOCK:11:1:1:1:1:1:0:1:1:1:1:1]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: celem on August 25, 2012, 05:32:53 am
Nice idea, testing now.  Created a thread for boiling rock science like this, will collate results there.

http://www.bay12forums.com/smf/index.php?topic=115370.0
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TTFTCUTS on August 25, 2012, 06:03:43 pm
Hi there,

I'm having some trouble with getting a creature's hair to be spinnable - I don't think the problem is in my definition of the hair itself, because all the expected products appear at embark and with the traders. Exactly what determines if hair is spinnable or not in-game?

Is there a length issue or creature size or something? The creature is about cat size, as well as (slowly changed, by testing) a relative hair thickness of 50 and a length at shearing of 3000...

Here are the relevant raw sections:

Material
Spoiler (click to show/hide)

Body
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Shearable (after a [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR] )
Spoiler (click to show/hide)


Edit: An additional question:

Is there a way to make an attack harder to land than another? I wish to create a finishing move sort of thing which is essentially impossible to hit with unless the target is unconscious (in this case, stomping on the enemy's head or somesuch).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: celem on August 26, 2012, 03:37:11 am
Is it actually the spinning itself thats the issue or the shearing?

I noticed the length at which it is considered shearable is 10x that of a vanilla sheep and it grows 20x slower.  Your hair is also 5x thicker.  Infact, all the domestic shearable critters have a tl_hair of relative thickness 10.  I wonder if thats in some way required, would be worth tweaking yours back to see if it helps

It should be that as soon as you set the hair material with the [YARN] tag that it became available for spinning.  Though I notice that in the vanilla RAWs the order of the tags is slightly differant.

Maybe try :

 [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
      [SELECT_MATERIAL:HAIR]
         [STATE_NAME:ALL_SOLID:fluff]
         [STATE_ADJ:ALL_SOLID:fluff]
         [YARN]

(vanilla critters all declare the hair to be [YARN] after setting state names).

EDIT: could also be interesting to try and put together a custom reaction for spinning it, to see if the regular farmers workshop has some hardcoded issues with your hair.  tags you will want are stuff like [ANY_STRAND_TISSUE] and [USE_BODY_COMPONENT] for the reagent
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TTFTCUTS on August 26, 2012, 08:45:27 am
The shearing itself is fine, but the "Spin thread" job cancels citing no usable hair/wool.

I think the [YARN] tag is working where it is, because the thread, cloth etc are all appearing during embark and via traders, but I'll see if that has any relevance. I'll have another play around with the thickness and length too.

Edit: I tried resetting the lengths and thickness to default, removing the additional colour modifier after the shearable section, even renaming all the hair to wool from fluff, and nothing has worked so far - I don't really see why this is happening. There are other mods with similarly sized animals which are shearable (and presumably produce spinnable thread), most notably Genesis with Snow Macaques, so I'm not sure why mine is failing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Joben on August 26, 2012, 01:01:02 pm
What factors affect the rate of fire of a weapon?

For example could crossbows be made slower to reload than bows?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 26, 2012, 02:15:22 pm
What factors affect the rate of fire of a weapon?

For example could crossbows be made slower to reload than bows?
Right now a lot of this is hardcoded, sadly, as the only way to slow down the fire rate of a weapon is to make the weapon so huge that it encumbers the dwarf holding it. We can control how fast the projectile flies through the air, but the weapon fire rate is locked in stone (or code rather).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 26, 2012, 03:10:10 pm
Projectile velocity.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 26, 2012, 03:24:15 pm
The dwarf fires again as soon as the first projectile is gone, so the faster the ammo is flying (see putnams & i2amroys answers) the sooner your dwarf shoots again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: celem on August 26, 2012, 06:44:56 pm
The shearing itself is fine, but the "Spin thread" job cancels citing no usable hair/wool.

Take a look here. http://www.bay12forums.com/smf/index.php?topic=110027.msg3448023#msg3448023

Should be something you can use, maybe if you creature is small it needs longer tiddue length still to be usable, play around, try upping size, if that works then lower it again and try to find a compensator.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Joben on August 26, 2012, 07:20:05 pm
Dang almost everything I want to change turns out to be hardcoded. Thanks guys though for letting me know about them having only one projectile in the air at a time (lol like an old Atari 2600 game) I might be able to twist that into something useful.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TTFTCUTS on August 26, 2012, 07:25:49 pm
Take a look here. http://www.bay12forums.com/smf/index.php?topic=110027.msg3448023#msg3448023

Should be something you can use, maybe if you creature is small it needs longer tiddue length still to be usable, play around, try upping size, if that works then lower it again and try to find a compensator.
Thanks. It seems that adding a [RELSIZE:50] to the hair tissue solved it. Luckily I can keep the animal the intended ~5000 body size thanks to this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tigrath on August 27, 2012, 11:59:47 am
I'm looking for ways to overhaul food production.  Is there a way to make a reaction that outputs a specific type of meal?  What's the right way to format the product line?  Will dwarves actually consider it food if it's created this way instead of the default kitchen?

I'd like to do something like this

[REACTION:BAKE_CAKE]
   [NAME:bake cake]
   [BUILDING:KITCHEN_2:CUSTOM_SHIFT_C]
   [REAGENT:flour:150:POWDER_MISC:NONE:NONE:NONE]
      [UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:BREAD_MAT]
    [REAGENT:egg:1:EGG:NONE:NONE:NONE]
      [UNROTTEN][HAS_MATERIAL_REACTION_PRODUCT:EGG_MAT]
   [REAGENT:sugar:150:POWDER_MISC:NONE:NONE:NONE]
      [UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:SUGAR_MAT]
   [PRODUCT:100:1:FOOD:ITEM_FOOD_CAKE:GET_MATERIAL_FROM_REAGENT:flour:BREAD_MAT]
   [SKILL:COOK]

[REACTION:IMPROVE_CAKE]
   [NAME:improve cake]
   [BUILDING:KITCHEN_2:CUSTOM_SHIFT_C]
   [REAGENT:cake:1:FOOD:ITEM_FOOD_CAKE:NONE:NONE]
      [UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:BREAD_MAT]
   [REAGENT:frosting:150:POWDER_MISC:NONE:NONE:NONE]
      [UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:SUGAR_MAT]
   [PRODUCT:100:1:FOOD:ITEM_FOOD_CAKE2:GET_MATERIAL_FROM_REAGENT:frosting:SUGAR_MAT]
   [SKILL:COOK]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TomiTapio on August 27, 2012, 12:52:26 pm
I'm looking for ways to overhaul food production.  Is there a way to make a reaction that outputs a specific type of meal?  What's the right way to format the product line?  Will dwarves actually consider it food if it's created this way instead of the default kitchen?
No custom Prepared Meals, I'm afraid. But you can have the reaction output a very expensive, ultra-rare (frequency 1 in good-savage-glacier) plant. That is named after a type of cake.
eg. my salt crystals that come from grinding Rock Salt boulders:
Spoiler (click to show/hide)

Hey folks, try putting these SOUNDS in all your civilizations' creatures. Makes adventure mode towns and companions more fun.
Code: [Select]
--sounds.. loudness/distance (squares), commonness (1000 for alarm, 10k peaceful).
[SOUND:ALERT:50:1200:VOCALIZATION:shout:shouts:a warcry]
[SOUND:PEACEFUL_INTERMITTENT:45:80000:VOCALIZATION:shout:shouts:a shout] --very rare but long-distance
[SOUND:PEACEFUL_INTERMITTENT:25:180000:VOCALIZATION:ponder the futility of it all:looks very sad:insane gibbering in the distance] --very rare
[SOUND:PEACEFUL_INTERMITTENT:20:27000:VOCALIZATION:sneeze:sneezes:a sneeze]
[SOUND:PEACEFUL_INTERMITTENT:7:25000:VOCALIZATION:burp:burps:a manly burp]
[SOUND:PEACEFUL_INTERMITTENT:7:18000:VOCALIZATION:spit:spits:somebody spitting]
[SOUND:PEACEFUL_INTERMITTENT:15:9500:VOCALIZATION:talk:talks:conversation]
[SOUND:PEACEFUL_INTERMITTENT:13:24000:VOCALIZATION:pray:prays:a prayer]
[SOUND:PEACEFUL_INTERMITTENT:4:16000:VOCALIZATION:sigh:sighs:a sigh] --shortest distance/loudness
[SOUND:PEACEFUL_INTERMITTENT:16:17000:VOCALIZATION:swear:swears:somebody swearing]
[SOUND:PEACEFUL_INTERMITTENT:11:19000:VOCALIZATION:mutter:mutters:somebody muttering]
[SOUND:PEACEFUL_INTERMITTENT:8:18000:VOCALIZATION:grunt:grunts:a grunt]
[SOUND:PEACEFUL_INTERMITTENT:6:15000:VOCALIZATION:cough:coughs:a quiet cough]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 27, 2012, 01:14:13 pm
I'm looking for ways to overhaul food production.  Is there a way to make a reaction that outputs a specific type of meal?  What's the right way to format the product line?  Will dwarves actually consider it food if it's created this way instead of the default kitchen?
No custom Prepared Meals, I'm afraid. But you can have the reaction output a very expensive, ultra-rare (frequency 1 in good-savage-glacier) plant. That is named after a type of cake.
Why even have it show up in the wild? It is perfectly possible to make a plant without any biome tokens at all and the game will still allow you to create it out of reactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tigrath on August 27, 2012, 01:35:08 pm
No custom Prepared Meals, I'm afraid. But you can have the reaction output a very expensive, ultra-rare (frequency 1 in good-savage-glacier) plant. That is named after a type of cake.
eg. my salt crystals that come from grinding Rock Salt boulders:


I think I can work with that.  Thanks guys!

Next question:  can I change the item_corpse something drops based on whether its a child or an adult?  For instance, have a cow calf drop a small_carcass item while an adult cow drops a large_carcass item, each of which would have a custom reaction to butcher it at the slaughterhouse.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 27, 2012, 01:46:26 pm
Next question:  can I change the item_corpse something drops based on whether its a child or an adult?  For instance, have a cow calf drop a small_carcass item while an adult cow drops a large_carcass item, each of which would have a custom reaction to butcher it at the slaughterhouse.
Not really. You might be able to get away by having a special body part drop the actual carcass item that magically grows to butcherable size at a certain age, then give it NOMEAT, NOBONES, and the other tags to stop the rest of the corpse from being dropped, but that is the only thing I can think of that would work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tigrath on August 27, 2012, 01:53:12 pm

Not really. You might be able to get away by having a special body part drop the actual carcass item that magically grows to butcherable size at a certain age, then give it NOMEAT, NOBONES, and the other tags to stop the rest of the corpse from being dropped, but that is the only thing I can think of that would work.

Then what about going the other direction and making calfs and other child stuff unbutcherabe?  Is that possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on August 28, 2012, 04:13:16 am
Ok, So I'm getting back into modding (tho ive said that before half heartedly...) and I have a few questions:

1. With material emissions I.E. [DIRECTED_DUST_FLOW], can I use sand as the material and what effects will this have (I should know this lol)?
2. Is it possible to put [SOCKET] onto all body parts a creature has, and what will the effects be?
3. In relation to question 2, will the resulting pile of parts be considered a target for corpse interactions?
4. A creature (cattle like) im planning to make has 5 stages of growth. Is there anyway to specify the name of each stage or will I have to do a lot of jumping through hoops?

I have more questions but I'll leave those for later.

EDIT: haha my head is not on straight...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on August 28, 2012, 09:03:07 am
How do I make a certain rock/s not appear normally? I need to make a rock that boils at normal temperature and I need it to NOT show up normally, I need it to only be seen when a reaction is done.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on August 28, 2012, 09:20:40 am
How do I make a certain rock/s not appear normally? I need to make a rock that boils at normal temperature and I need it to NOT show up normally, I need it to only be seen when a reaction is done.

My guess (highly unlikely that its educated) is that with this:

Code: [Select]
[INORGANIC:MYSTERY_MEAT]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:mystery meat][DISPLAY_COLOR:6:7:0][TILE:'#']
[SEDIMENTARY][AQUIFER][SEDIMENTARY_OCEAN_SHALLOW] <--remove these
[IS_STONE]
[MELTING_POINT:10000] <-- a little below humanoid temp?
[SOLID_DENSITY:2400]

it should make the material not appear, but still be able to be created through a boiling stone reaction. I dont do boiling stone reactions (yet) so I dont know if that will work. Feel free to correct me cause I need to know this as well...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: celem on August 28, 2012, 09:34:14 am
Sanure is bang on the money here.  Make an entry for the stone in the inorganic file.  Dont give it any distribution tags, it wont actually exist except as the output for your reaction

the one i use:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 28, 2012, 09:36:01 am
Ok, So I'm getting back into modding (tho ive said that before half heartedly...) and I have a few questions:

1. With material emissions I.E. [DIRECTED_DUST_FLOW], can I use sand as the material and what effects will this have (I should know this lol)?
2. Is it possible to put [SOCKET] onto all body parts a creature has, and what will the effects be?
3. In relation to question 2, will the resulting pile of parts be considered a target for corpse interactions?
4. A creature (cattle like) im planning to make has 5 stages of growth. Is there anyway to specify the name of each stage or will I have to do a lot of jumping through hoops?

I have more questions but I'll leave those for later.

EDIT: haha my head is not on straight...

1. It'll work as any TRAILING_DUST_FLOW.
2. You can, and it would probably be as you think it is :P
3. Many of them will.
4. Hoops as fuck. Toady's fixed transformation interactions, so you can have the calf born with secretions that will transform it into a whatever at, say, a year, a second whatever at two, etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on August 28, 2012, 09:42:49 am
-snip-
1. It'll work as any TRAILING_DUST_FLOW.
2. You can, and it would probably be as you think it is
3. Many of them will.
4. Hoops as fuck. Toady's fixed transformation interactions, so you can have the calf born with secretions that will transform it into a whatever at, say, a year, a second whatever at two, etc.

Sweet lol. As soon as I get to the next part of my modding, ill ask my next set of questions. Oh and I am now going to test the socket creatures now because i want to see what happens lol. Oh and Do you mind if I quote you on the hoops as fuck thing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on August 28, 2012, 10:00:53 am
Thanks for the quick answer!
Now to work on actually MAKING the stones do what I like. >_>
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 28, 2012, 10:31:50 am
The trick to boiling stones is to give them a MAT_FIXED_TEMP above their BOILING_POINT.

Also, I don't mind.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Joben on August 29, 2012, 04:59:33 pm
Does the [ARMORLEVEL] control the level of protection in some manner, or is it simply for categorization purpose like Is Clothing, or a dorf deciding if something is a Partial Match for it's uniform?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 29, 2012, 07:59:51 pm
Does the [ARMORLEVEL] control the level of protection in some manner, or is it simply for categorization purpose like Is Clothing, or a dorf deciding if something is a Partial Match for it's uniform?
It's for categorization purposes only.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 30, 2012, 09:30:49 am
1. Multiple Transformations: How do they work?

2. Megabeasts with aquatic / underground / good / evil / savage tags, do they respect them?

3. Friendly animated corpses that do not frighten civilians. Or just friendly animated corpses... possible, and if yes, what is the interaction for it?

4. Stupid question: How to change the name/color/state (liquid/gas) of creature blood, but still allow them to bleed to death? (I replaced some things a while ago, with oil/hydraulic fluid, but the constructs wont bleed to death anymore)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 30, 2012, 11:25:50 am
1. Multiple Transformations: How do they work?

2. Megabeasts with aquatic / underground / good / evil / savage tags, do they respect them?

3. Friendly animated corpses that do not frighten civilians. Or just friendly animated corpses... possible, and if yes, what is the interaction for it?

4. Stupid question: How to change the name/color/state (liquid/gas) of creature blood, but still allow them to bleed to death? (I replaced some things a while ago, with oil/hydraulic fluid, but the constructs wont bleed to death anymore)
1) I believe you can just throw a second syndrome that causes the second transformation (or maybe potentially a second transformation within the same syndrome but that stats at a later TIME:X, but I haven't done any actual testing on it myself to know if that actually works or if it's all just rumors.

2)I don't believe so.

3)The thing that makes undead hostile is the adding of the OPPOSED_TO_LIFE token (or CRAZED) in the event of husks/thralls. If you just copy the basic raise interaction and then make it not add that token, your undead will function identical to how they did in life. Whether or not this will cause dwarves to be unafraid of friendly creatures or if fear of the undead is hardcoded I don't know.

4)I believe you just define your material and then have [BLOOD:LOCAL_CREATURE_MAT:"material name":"blood state (liquid, solid, etc.)"].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 30, 2012, 10:17:30 pm
How much time do dwarves usually spend before getting tired?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Joben on August 30, 2012, 11:12:13 pm
Why doesn't my building appear in the workshop build menu?

Spoiler (click to show/hide)


The most obvious thing is covered. I genned a new world
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 30, 2012, 11:13:26 pm
Did you enable the building in the dwarven entity? ([PERMITTED_BUILDING:SLING_MAKER]?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Joben on August 30, 2012, 11:16:29 pm
*head smack* That's probbably it.

I was vaugely aware of the purpose of that file but hadn't cracked it open yet. This if my first attempt to add stuff. :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 30, 2012, 11:26:23 pm
*head smack* That's probbably it.

I was vaugely aware of the purpose of that file but hadn't cracked it open yet. This if my first attempt to add stuff. :D
At least you got the file headers right, I can't even start to count the number of times people have forgotten to put the "building_xxxx" or [OBJECT:BUILDING] lines at the top. :P

And welcome to the world of DF modding, as with everything DF, if you ever have a question feel free to post and somebody is usually around to answer your question.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Joben on August 31, 2012, 10:55:55 am
Thanks that worked.

Is it possible to organize custom reactions into submenus, the way things are in the metalsmith's forge for example? I can't find anything about that on the wiki, just how to set the workshop and a single shortcut key.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on August 31, 2012, 10:59:02 am
Is it possible to organize custom reactions into submenus, the way things are in the metalsmith's forge for example? I can't find anything about that on the wiki, just how to set the workshop and a single shortcut key.
I don't believe so, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 01, 2012, 04:05:54 am
Does the interaction system work mainly the same as it's predcessor in 31.25? Mainly, can a creature select from two interactions for an attack?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on September 01, 2012, 04:37:35 am
It can, and you can also give it a hint when to use the interaction (otherwise they won't use it).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 01, 2012, 04:49:13 am
Damn. That explains why my megabeast won't fight back with it's interaction. Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on September 01, 2012, 04:54:19 am
Just add [CDI:USAGE_HINT:ATTACK] if you want it to attack with it, or [CDI:USAGE_HINT:FLEEING] if you want some effect like speeding up or casting smoke/invisibility when they run away. A creature with NOFEAR won't flee though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 01, 2012, 05:01:29 am
Hm. For some reason it's STILL not using it's attacks...here's the raws if I did something wrong.
Code: [Select]
[CREATURE:BAHAMUT]
    [DESCRIPTION:A dragon of godly power. It utlilizes the power of light as it's primary attack, though it retains dragonbreath.]
    [NAME:Bahamut:Bahamuts:Bahamut]
    [CASTE_NAME:Bahamut:Bahamuts:Bahamut]
    [CREATURE_TILE:'B'][COLOR:2:0:0]   
    [ALTTILE:'G']
    [NO_EAT]
    [NO_DRINK]
    [NOEXERT]
    [NOFEAR]
    [MAGMA_VISION]
    [FIREIMMUNE_SUPER]
    [POPULATION_NUMBER:1:1]
    [CAN_DO_INTERACTION:MATERIAL_EMISSION]
    [CDI:ADV_NAME:Breath fire]
    [CDI:USAGE_HINT:ATTACK]
    [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
    [CDI:FLOW:DRAGONFIRE]
    [CDI:TARGET:C:LINE_OF_SIGHT]
    [CDI:TARGET_RANGE:C:15]
    [CDI:MAX_TARGET_NUMBER:C:1]
    [CDI:WAIT_PERIOD:50]
    [LARGE_ROAMING]
    [NO_FEVERS]
    [FANCIFUL]
    [LIKES_FIGHTING]
    [LAIR_HUNTER]
    [BIOME:ANY_LAND]
    [CAN_DO_INTERACTION:MATERIAL_EMISSION]
    [CDI:ADV_NAME:Mega Flare]
    [CDI:USAGE_HINT:ATTACK]
    [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
    [CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_DUST_FLOW]
    [CDI:TARGET:C:LINE_OF_SIGHT]
    [CDI:TARGET_RANGE:C:15]
    [CDI:MAX_TARGET_NUMBER:C:1]
    [CDI:WAIT_PERIOD:50]
    [BUILDINGDESTROYER:2]
    [SEMIMEGABEAST]
    [MEGABEAST]
    [SPHERE:JUSTICE]
    [SPHERE:WAR]
    [POWER]
    [LAIR:SHRINE]
    [LAIR_CHARACTERISTIC:HAS_DOORS]
    [HABIT:GIANT_NEST:100]
    [HABIT:COLLECT_WEALTH:100]
    [CANNOT_UNDEAD]
    [EQUIPS]
    [FLIER]
    [SPEED:600]
    [BENIGN]
    [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
    [STATE_NAME:ALL_SOLID:frozen Bahamut secretion]
    [STATE_ADJ:ALL_SOLID:frozen Bahamut secretion]
    [STATE_NAME:LIQUID:Bahamut secretion]
    [STATE_ADJ:LIQUID:Bahamut secretion]
    [STATE_NAME:GAS:boiling Bahamut secretion]
    [STATE_ADJ:GAS:boiling Bahamut secretion]
    [PREFIX:NONE]
    [ENTERS_BLOOD]
    [SYNDROME]
    [SYN_NAME:Mega Flare]
    [SYN_AFFECTED_CLASS:GENERAL_POISON]
    [SYN_IMMUNE_CREATURE:BAHAMUT_FF:ALL]
    [SYN_CONTACT]
    [CE_DIZZINESS:SEV:30:PROB:100:START:700:PEAK:1000:END:1900]
    [CE_BLEEDING:SEV:30:PROB:100:START:1:PEAK:300:END:700]
    [CE_PAIN:SEV:30:PROB:100:START:1:PEAK:300:END:700]
    [INTELLIGENT]
    [CANOPENDOORS]
    [PREFSTRING:]
    [BODY:HUMANOID:TAIL::2WINGS:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:2HEAD_HORN:5FINGERS:5TOES:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
        [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
    [REMOVE_MATERIAL:SKIN]
    [REMOVE_MATERIAL:LEATHER]
    [REMOVE_MATERIAL:HAIR]
    [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
    [ITEMS_HARD]
    [ITEMS_METAL]
    [ITEMS_BARRED]
    [ITEMS_SCALED]
    [SOLID_DENSITY:3500]
    [LIQUID_DENSITY:3300]
    [MOLAR_MASS:35845]
    [IMPACT_YIELD:1500000]
    [IMPACT_FRACTURE:2500000]
    [IMPACT_STRAIN_AT_YIELD:940]
    [COMPRESSIVE_YIELD:1500000]
    [COMPRESSIVE_FRACTURE:2500000]
    [COMPRESSIVE_STRAIN_AT_YIELD:940]
    [TENSILE_YIELD:420000]
    [TENSILE_FRACTURE:700000]
    [TENSILE_STRAIN_AT_YIELD:225]
    [TORSION_YIELD:420000]
    [TORSION_FRACTURE:700000]
    [TORSION_STRAIN_AT_YIELD:215]
    [SHEAR_YIELD:420000]
    [SHEAR_FRACTURE:700000]
    [SHEAR_STRAIN_AT_YIELD:215]
    [BENDING_YIELD:420000]
    [BENDING_FRACTURE:700000]
    [BENDING_STRAIN_AT_YIELD:215]
    [MAX_EDGE:15000]
    [BODY_DETAIL_PLAN:STANDARD_TISSUES]
    [REMOVE_TISSUE:SKIN]
    [REMOVE_TISSUE:HAIR]
    [USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
    [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
    [USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
    [ITEMS_HARD]
    [ITEMS_METAL]
    [ITEMS_BARRED]
    [ITEMS_SCALED]
    [SOLID_DENSITY:3500]
    [LIQUID_DENSITY:3300]
    [MOLAR_MASS:35845]
    [IMPACT_YIELD:1500000]
    [IMPACT_FRACTURE:2500000]
    [IMPACT_STRAIN_AT_YIELD:940]
    [COMPRESSIVE_YIELD:1500000]
    [COMPRESSIVE_FRACTURE:2500000]
    [COMPRESSIVE_STRAIN_AT_YIELD:940]
    [TENSILE_YIELD:420000]
    [TENSILE_FRACTURE:700000]
    [TENSILE_STRAIN_AT_YIELD:225]
    [TORSION_YIELD:420000]
    [TORSION_FRACTURE:700000]
    [TORSION_STRAIN_AT_YIELD:215]
    [SHEAR_YIELD:420000]
    [SHEAR_FRACTURE:700000]
    [SHEAR_STRAIN_AT_YIELD:215]
    [BENDING_YIELD:420000]
    [BENDING_FRACTURE:700000]
    [BENDING_STRAIN_AT_YIELD:215]
    [MAX_EDGE:15000]
    [USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
    [TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
    [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
    [SOLID_DENSITY:250]
    [LIQUID_DENSITY:NONE]
    [MOLAR_MASS:NONE]
    [IMPACT_YIELD:400000]
    [IMPACT_FRACTURE:400000]
    [IMPACT_STRAIN_AT_YIELD:200]
    [COMPRESSIVE_YIELD:400000]
    [COMPRESSIVE_FRACTURE:400000]
    [COMPRESSIVE_STRAIN_AT_YIELD:200]
    [TENSILE_YIELD:250000]
    [TENSILE_FRACTURE:260000]
    [TENSILE_STRAIN_AT_YIELD:200]
    [TORSION_YIELD:250000]
    [TORSION_FRACTURE:260000]
    [TORSION_STRAIN_AT_YIELD:200]
    [SHEAR_YIELD:250000]
    [SHEAR_FRACTURE:260000]
    [SHEAR_STRAIN_AT_YIELD:200]
    [BENDING_YIELD:250000]
    [BENDING_FRACTURE:260000]
    [BENDING_STRAIN_AT_YIELD:200]
    [MAX_EDGE:10000]
    [BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
    [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
    [TL_MAJOR_ARTERIES]
    [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
    [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
    [SELECT_TISSUE:SCALE]
    [RELATIVE_THICKNESS:4]
    [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
    [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
    [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
    [HAS_NERVES]
    [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
    [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
    [CREATURE_CLASS:GENERAL_POISON]
    [GETS_WOUND_INFECTIONS]
    [GETS_INFECTIONS_FROM_ROT]
    [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
    [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

    [BODY_SIZE:1000:0:25000000]

    [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
    [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
    [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
    [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
        [ATTACK_SKILL:BITE]
        [ATTACK_VERB:bite:bites]
        [ATTACK_CONTACT_PERC:100]
        [ATTACK_PENETRATION_PERC:100]
        [ATTACK_FLAG_EDGE]
        [ATTACK_PRIORITY:MAIN]
        [ATTACK_FLAG_CANLATCH]
    [ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
        [ATTACK_SKILL:GRASP_STRIKE]
        [ATTACK_VERB:claw:claws]
        [ATTACK_CONTACT_PERC:100]
        [ATTACK_PENETRATION_PERC:100]
        [ATTACK_FLAG_EDGE]
        [ATTACK_PRIORITY:MAIN]
    [ALL_ACTIVE]
    [MENT_ATT_RANGE:WILLPOWER:3000:3500:3750:4000:4250:4500:5000]
    [NATURAL_SKILL:BITE:9]
    [NATURAL_SKILL:GRASP_STRIKE:9]
    [NATURAL_SKILL:RANGED_COMBAT:9]
    [NATURAL_SKILL:MELEE_COMBAT:9]
    [NATURAL_SKILL:DODGING:9]
    [NATURAL_SKILL:SITUATIONAL_AWARENESS:9]
    [SWIMS_INNATE][SWIM_SPEED:2500]
    [HOMEOTHERM:10040]
    [SELECT_MATERIAL:ALL]
        [MULTIPLY_VALUE:15]
        [COLDDAM_POINT:NONE]
        [HEATDAM_POINT:NONE]
        [IGNITE_POINT:NONE]
        [IF_EXISTS_SET_MELTING_POINT:55000]
        [IF_EXISTS_SET_BOILING_POINT:57000]
    [SELECT_MATERIAL:BLOOD]
     [PLUS_MATERIAL:PUS]
        [MELTING_POINT:10000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on September 01, 2012, 05:03:50 am
It's a copy of the dragon's attack, so it should work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 01, 2012, 05:17:15 am
Yeah, but it's not using any interactions at all. The only things I'm getting in my error log are some errors about entities which involve unrecognized crap, and some stuff about Bahamut missing a claw BP.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 01, 2012, 08:48:34 am
Alright, tiem to get started with amn ambitious project..

Remember the Drawing DarkerDark made of a
Spoiler: Giant Four-Armed Rat? (click to show/hide)
I did request that, and now I am attempting to make that race DF worthy.

So where do I begin creating this monstrous playable fortressmode race?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 01, 2012, 08:54:21 am
....
That looks like a Skaven.
Just give a rat man the 4Arms body token and you're good to go.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 01, 2012, 08:56:45 am
....
That looks like a Skaven.
Just give a rat man the 4Arms body token and you're good to go.

Not as easy as that, as I would need to add tonnes of stuff to the game's raws due to a certain idea I have for them. But it would be a good start.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 01, 2012, 09:07:31 am
e_e
In that case, state your ideas. We can't simply go on 'Giant Four-armed Skaven' for your plans. :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 01, 2012, 09:08:49 am
e_e
In that case, state your ideas. We can't simply go on 'Giant Four-armed Skaven' for your plans. :P

Maybe I should make a seperate thread for this.
But for now.. where in the raws do I find ratmen?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jaxy15 on September 01, 2012, 09:35:43 am
creature_subterranean. They're called rodent men, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 01, 2012, 10:00:46 am
Thanks, will take a while to prepare the thread.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 01, 2012, 10:00:54 am
Speaking of this thread, is there anything wrong with the Bahamut raws I posted up? For some reason it won't use any interactions, even if surrounded by giant fire-breathing penises that are attacking it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 01, 2012, 09:55:58 pm
Do ALL of these work in the data/speech files?

Code: [Select]
TRANS_NAME
FIRST_NAME
PRO_POS
PRO_OBJ
PRO_SUB
PRO_REF
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 02, 2012, 12:26:49 am
Do ALL of these work in the data/speech files?

Code: [Select]
TRANS_NAME
FIRST_NAME
PRO_POS
PRO_OBJ
PRO_SUB
PRO_REF
I am sure that all of them work except for PRO_REF, which I believe to work but am not 100% certain about.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 02, 2012, 12:40:21 am
Niiice.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 02, 2012, 07:06:11 am
So I decided to wait making a thread dedicated to my creatures.
For now, I have a couple of questions..
1. To make a creature as tall as three grown humans, what should I change in mthe following:
Quote
   [BODY_SIZE:0:0:1000]
   [BODY_SIZE:1:168:8000]
   [BODY_SIZE:12:0:40000]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]

2. My creature shopuld have tails twice as long as their own bodies,
is there a way to do this or not?

3. To make a tail be able to weild things, what do I add and where?

4. About 4 arms, where the heck to I put the extra two?

5. In order to make them resistant to rot and poisons, what should I add and where?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 02, 2012, 07:21:25 am
1. The body size should be at least three times the size of humans when adult, so the second line. Ignore everything else.
2. Set the [DEFAULT_RELSIZE] to 200 maybe?
3. Add a [GRASP] tag to the tail raws
Code: [Select]
[BODY:TAIL]
    [BP:TAIL:tail:STP]
    [CONTYPE:LOWERBODY]
    [CATEGORY:TAIL]
    [DEFAULT_RELSIZE:100]
4. Use this body tag. I used it for Gilgamesh and it should work.
Code: [Select]
[BODY:HUMANOID_6ARMS]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA1:first right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA1:first left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA1:first right lower arm:STP][CON:RUA1][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA1:first left lower arm:STP][CON:LUA1][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH1:first right hand:STP][CON:RLA1][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH1:first left hand:STP][CON:LLA1][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUA2:second right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA2:second left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA2:second right lower arm:STP][CON:RUA2][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA2:second left lower arm:STP][CON:LUA2][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH2:second right hand:STP][CON:RLA2][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH2:second left hand:STP][CON:LLA2][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUA3:third right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA3:third left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA3:third right lower arm:STP][CON:RUA3][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA3:third left lower arm:STP][CON:LUA3][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH3:third right hand:STP][CON:RLA3][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH3:third left hand:STP][CON:LLA3][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]

5. Removing
Code: [Select]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
is pretty much the only way to do that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 02, 2012, 07:31:03 am
2. Set the [DEFAULT_RELSIZE] to 200 maybe?
3. Add a [GRASP] tag to the tail raws
Code: [Select]
[BODY:TAIL]
    [BP:TAIL:tail:STP]
    [CONTYPE:LOWERBODY]
    [CATEGORY:TAIL]
    [DEFAULT_RELSIZE:100]
4. Use this body tag. I used it for Gilgamesh and it should work.
Code: [Select]
[BODY:HUMANOID_6ARMS]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA1:first right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA1:first left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA1:first right lower arm:STP][CON:RUA1][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA1:first left lower arm:STP][CON:LUA1][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH1:first right hand:STP][CON:RLA1][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH1:first left hand:STP][CON:LLA1][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUA2:second right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA2:second left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA2:second right lower arm:STP][CON:RUA2][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA2:second left lower arm:STP][CON:LUA2][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH2:second right hand:STP][CON:RLA2][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH2:second left hand:STP][CON:LLA2][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUA3:third right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA3:third left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA3:third right lower arm:STP][CON:RUA3][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA3:third left lower arm:STP][CON:LUA3][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH3:third right hand:STP][CON:RLA3][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH3:third left hand:STP][CON:LLA3][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]

So.. I should do these in the body raws and not creature raws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 02, 2012, 07:33:44 am
Yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 02, 2012, 07:41:33 am
There are two txt files with teh word body in it, so which one? or should I try to make a seperate one for easy removal of the creature? And if so, what's the first thing I should do to make it work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 02, 2012, 07:50:59 am
Make a separate one called 'body_fourarmedratthingy' or something.
The first thing you need to do is simply insert the raws I gave you into the body definition, then go into the ratman's raws and change as appropriate.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 02, 2012, 07:54:31 am
So what should I change again in the creature raws after those are implemented in the body raws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 02, 2012, 08:01:48 am
The tail and humanoid bit in the body definition of the creature raws. Change them to your edited tail and the six armed humanoid.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 02, 2012, 08:03:40 am
So just add the

Code: [Select]
[BODY:TAIL]
[BODY:HUMANOID_4ARMS]

somewhere in the raws?

edit: Please bear with me, it is not often I mess with the raws,
when I do it's mostly with the descriptor_standard.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 02, 2012, 08:16:13 am
Like this:

[BODY:HUMANOID_6ARMS:TAIL:etc,etc]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Slythe on September 02, 2012, 08:46:38 am
I'll try posting here rather than starting a separate thread.  Seeing as how I was recently shown how to force dwarven civs to start with high boots always available, I was thinking about a couple other annoying design bits I'd like to mod if possible.

1)  How would I go about making it so that dwarven civs will always have iron anvils available rather than sometimes only having steel anvils but no iron anvils ?

2)  Is it possible to mod training axes so that they're incapable of cutting down trees?

Thanks for any help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 02, 2012, 08:52:21 am
1. You can't, the generator will go through whatever metals are available to the dwarves, which is ALL of them.
2. You can't. Axes are hardcoded to always be capable of tree cutting.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 02, 2012, 09:32:42 am
Hmm.. cannot seem to make the creature appear in the testing arena..
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 02, 2012, 09:37:14 am
Did you remove [ARENA_RESTRICTED]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 02, 2012, 09:38:28 am
Did you remove [ARENA_RESTRICTED]?

Nah, I fixed the problem myself, and now the game crashes instead when I put them in the arena.


Code: [Select]
creature_durza

[OBJECT:CREATURE]

[CREATURE:DURZA]
[DESCRIPTION:Evil outsiders with rat-like apearences and demonic origin.]
[NAME:durza:durza:durza]
[CREATURE_TILE:'Z'][COLOR:0:0:1]
[LARGE_ROAMING]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:3]
[FREQUENCY:100]
[LARGE_PREDATOR]
[POPULATION_NUMBER:30:50]
[CLUSTER_NUMBER:5:10]
[FEATURE_ATTACK_GROUP]
[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING]
[CANOPENDOORS]
[CARNIVORE]
[PREFSTRING:menacing presence]
[BODY:DURZA:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4FINGERS:5TOES:MOUTH:TONGUE:RODENT_TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:1000]
[BODY_SIZE:3:504:52500]
[BODY_SIZE:12:0:40000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:60:80]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[ALL_ACTIVE]
[SWIMS_INNATE][SWIM_SPEED:2500]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[CASTE_NAME:durza female:durza females:durza female]
[FEMALE]
[CASTE:MALE]
[CASTE_NAME:durza male:durza males:durza male]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]

Code: [Select]
body_durza

[OBJECT:BODY]


[BODY:TAIL]
    [BP:TAIL:tail:STP]
    [CONTYPE:LOWERBODY]
    [CATEGORY:TAIL]
    [DEFAULT_RELSIZE:200]
    [GRASP]

[BODY:DURZA_4ARMS]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA1:first right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA1:first left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA1:first right lower arm:STP][CON:RUA1][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA1:first left lower arm:STP][CON:LUA1][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH1:first right hand:STP][CON:RLA1][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH1:first left hand:STP][CON:LLA1][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUA2:second right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA2:second left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA2:second right lower arm:STP][CON:RUA2][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA2:second left lower arm:STP][CON:LUA2][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH2:second right hand:STP][CON:RLA2][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH2:second left hand:STP][CON:LLA2][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]

[BODY:DURZA_6ARMS]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA1:first right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA1:first left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA1:first right lower arm:STP][CON:RUA1][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA1:first left lower arm:STP][CON:LUA1][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH1:first right hand:STP][CON:RLA1][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH1:first left hand:STP][CON:LLA1][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUA2:second right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA2:second left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA2:second right lower arm:STP][CON:RUA2][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA2:second left lower arm:STP][CON:LUA2][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH2:second right hand:STP][CON:RLA2][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH2:second left hand:STP][CON:LLA2][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUA3:third right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA3:third left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA3:third right lower arm:STP][CON:RUA3][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA3:third left lower arm:STP][CON:LUA3][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH3:third right hand:STP][CON:RLA3][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH3:third left hand:STP][CON:LLA3][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]

So.. what am I doing wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 02, 2012, 09:39:08 am
Err. Post errorlog and raws if possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 02, 2012, 09:41:27 am
So what is it which crashes the game?

Spoiler: Creature (click to show/hide)


Spoiler: Body raws (click to show/hide)

edit: I know I am doing something wrong, and it might be more obvious than I think.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 02, 2012, 09:44:45 am
I don't see anything wrong with the creature... or the body.
Errorlog please?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 02, 2012, 09:46:36 am
Spoiler: Errorlog (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 02, 2012, 09:49:09 am
You forgot to put what DURZA part your going for. It says Durza, not Durza4arms or 6arms.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 02, 2012, 09:51:13 am
Well thanks for that.

Anything else I should keep in mind about the raws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 02, 2012, 09:52:29 am
No, not really, your raws are fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 02, 2012, 09:57:43 am
It works fine, but a new problem appeared.
A naked Dwarf easily beat this creature to death.
What can I do to make the Durza tougher without changing them too much?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 02, 2012, 09:58:31 am
Give them [NATURAL_SKILL] in melee. 3-5 should do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 02, 2012, 09:59:16 am
Alright, I'll try that.
But one thing came to mind, any way I could add a syndrome to their bite?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 02, 2012, 10:05:24 am
[SPECIALATTACK:INJECT] or something. Check the GCS raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on September 02, 2012, 10:11:58 am
Ok, back with the next part of my questions.

1. Ok, I have a creature that has a protective layer of stone around it's mechanical body. I need the stone layer to wrap around the mechanical body, be indestructible but removable, and to have interactions that are only usable when the stone layer is off. How do i do this?

2. I'm having a bit of a problem setting up a body part production creature. Hugo explained this to me, but i've completely forgot how it works... So how do I go about this?

3. Lastly on something im doing for Adv. Mode, how would I set up an interaction to use a corpse of a certain species to "summon" a megabeast type creature, and how do i make the interaction only be available once (use a reaction to get it, then after its used and the syndrome allowing it expires it doesnt allow you to gain it again)?

After these are answered and im finished with part two ill be back with more questions :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 02, 2012, 10:16:12 am
1. Check the Bronze Colosssus raws. There's a part there which edits everything to be bronze. I'm sure you can edit that into being stone skin.

2. Err...ask Hugo, I've no idea how.

3. Can't, if the creature gains the interaction it will always have it. You would use an animating interaction, akin to the zombie one, but then use [CE_BODY_TRANSFORMATION] to turn it into the wanted megabeast.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on September 02, 2012, 10:27:16 am
1. Check the Bronze Colosssus raws. There's a part there which edits everything to be bronze. I'm sure you can edit that into being stone skin.

2. Err...ask Hugo, I've no idea how.

3. Can't, if the creature gains the interaction it will always have it. You would use an animating interaction, akin to the zombie one, but then use [CE_BODY_TRANSFORMATION] to turn it into the wanted megabeast.

Thats unfortunate with 3, anyway to bypass them gaining? maybe through a temp transformation? and with 1, what about the interactions being hindered by the stone layer and being used after the stone layer is gone?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on September 02, 2012, 10:27:47 am
Now I'm on to the entity of these creatures.
I have copied the Dwarves entity and will be messing around with that.
However there are a lot of things in there,
and I want to remove quite a bit to suit what I have in mind for these creatures.

While they should be able to equip most weapons, they should not be able to produce any metals without corruptiong it first with demonic energies, perhaps a building reaction would do.

Also, they should not be able to wear much armor, and they are not that extravagant with clothing.

Any thoughts on how I should proceed?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on September 02, 2012, 10:28:15 am
1)  How would I go about making it so that dwarven civs will always have iron anvils available rather than sometimes only having steel anvils but no iron anvils ?
Just iron anvils, or all iron items? For the latter, make a reaction to make iron bars. One that would be non-redundant is a general 'make iron bars from iron ore' reaction. For the former, make a reaction that makes an iron anvil from iron bars. If a civ has access to a reaction then they can create the product without having the reagents available, which is why the alloys are always available on embark.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TomiTapio on September 02, 2012, 12:23:28 pm
It works fine, but a new problem appeared. A naked Dwarf easily beat this creature to death.
What can I do to make the Durza tougher without changing them too much?
When I want to boost a big beast, I put    [SELECT_TISSUE:SKIN][RELATIVE_THICKNESS:5] --boost its toughness.
And here's a handy template for the beastly skills:
Spoiler (click to show/hide)

And if you play Adventure mode, put this to the civilized races' creatures:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 03, 2012, 04:55:01 am
Would this work? I'm trying to create a secret where the learner would have the ability to summon an 'Alexander', essentially a giant mobile castle, as well as gain a spell.

Code: [Select]
[INTERACTION:SUMMONER_ALEXANDER]
    [I_SOURCE:SECRET]
        [IS_NAME:the power to summon Alexander]
        [IS_SPHERE:MAGIC]
        [IS_SECRET_GOAL:IMMORTALITY]
        [IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
        [IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
        [IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
        [IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_summon.txt]
    [I_TARGET:A:CREATURE]
        [IT_LOCATION:CONTEXT_CREATURE]
        [IT_REQUIRES:MORTAL]
        [IT_REQUIRES:CAN_LEARN]
        [IT_REQUIRES:CAN_SPEAK]
    [I_EFFECT:ADD_SYNDROME]
        [IE_TARGET:A]
        [IE_IMMEDIATE]
        [IE_ARENA_NAME:Disciple of Alexander]
        [SYNDROME]
            [CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
            [CE_DISPLAY_NAME:NAME:disciple of Alexander:disciples of Alexander:NA:START:0]
            [CE_CAN_DO_INTERACTION:START:0]
                [CDI:ADV_NAME:Summon Alexander]
                [CDI:INTERACTION:SUMMON_A]
                [CDI:TARGET:A:LINE_OF_SIGHT]
                [CDI:TARGET_RANGE:A:10]
                [CDI:VERB:gesture:gestures:NA]
                [CDI:TARGET_VERB:shudder and glow white:shudders and glow white]
                [CDI:WAIT_PERIOD:10]
            [CAN_DO_INTERACTION:MATERIAL_EMISSION:START:0]
                [CDI:ADV_NAME:Ultima]
                [CDI:USAGE_HINT:ATTACK]
                [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
                [CDI:VERB:use Ultima:uses Ultima:NA]
                [CDI:MATERIAL:CREATURE_MAT:ALEXANDER_FF:ULTIMA:TRAILING_DUST_FLOW]
                [CDI:TARGET:C:LINE_OF_SIGHT]
                [CDI:TARGET_RANGE:C:15]
                [CDI:MAX_TARGET_NUMBER:C:2]
                [CDI:WAIT_PERIOD:30]

[INTERACTION:SUMMON_A]
    [I_TARGET:A:CREATURE]
        [IT_LOCATION:CONTEXT_ITEM]
        [IT_AFFECTED_CLASS:GENERAL_POISON]
        [IT_REQUIRES:FIT_FOR_ANIMATION]
        [IT_FORBIDDEN:NOT_LIVING]
        [IT_MANUAL_INPUT:creatures]
    [I_EFFECT:ADD_SYNDROME]
        [IE_TARGET:A]
        [IE_IMMEDIATE]
        [IE_ARENA_NAME:Alexander]
        [SYNDROME]
        [CE_BODY_TRANSFORMATION:START:0:END:2000]
        [CE:CREATURE:ALEXANDER_FF:GENERIC]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Archmonk on September 04, 2012, 06:02:08 pm
I've modded an entity/civilization to use the following:

Code: [Select]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]

My questions: anyone know why...
-the civilization never has picks available?
-at the embark menu, when I go to 'add' a digging implement, it shows bows rather than picks? It also shows bows where picks usually appear in the list of standard items.
-at the embark menu, when I go to 'add' a weapon, it shows maces, mauls, scourges, and blowguns?
-at the embark menu, when I go to 'add' a training weapon, it shows <woodtype> training sword and <woodtype> training spear as expected, but also shows "<woodtype> weapons"?  Weapons?

I removed some underground-specific tags, like underground farming and underground wood use. Might that be a problem?
Thanks for any help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 04, 2012, 06:06:18 pm
Sounds like duped raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 04, 2012, 06:07:33 pm
Yeah, have you added any new content and then forgot to change the [CREATURE:XXX] (or it's equivalent)?

Also check the errorlog and see if it is giving you anything.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 05, 2012, 02:13:53 am
Also, check the civ. Is it showing up as something weird?
Embark and see if your race is showing up as ostriches or something.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CrzyMonkeyNinja on September 05, 2012, 01:03:21 pm
I'm quite new to Dwarf Fortress modding' so I decided that the best way to teach myself would be to mod in early firearms that can be made from their own workshop. I have managed to get my weapons working along with two of my reactions, but the other reactions are giving me a bit of trouble. The way I would like it to work is that you first make the gunpowder and bullets, then you "combine" them to get "ammunition" which is what the matchlock fires. The two working reactions are gunpowder making and constructing a matchlock. The only problem with the matchlock is that I would prefer to be able to use bronze, steel or iron. So far, I can only figure out how to make it use one type of metal, but I'll probably just make multiple reactions for that. The two that don't work are bullet making and the "combining" to make the ammunition. At the moment, bullet making seems to just make 7500 of a random ammo type. I haven't tested making the ammo recently, but it probably does the same. My many attempts to fix these problems have probably mangled those two reactions into being unintelligible sludge, but here they are anyway:

Spoiler (click to show/hide)

I'll also throw in my gunpowder and matchlock reactions, just for fun:

Spoiler (click to show/hide)

Also, all of my reactions happen instantly. I'd like to fix that as well. Oh, and I haven't had any luck in creating the "GUNSMITH" job or profession, if adding a new profession is even possible.

Oh, I should probably just include the raws for the weapons, ammo, and gunpowder too:

Spoiler (click to show/hide)

I have no idea what most of the stuff in the gunpowder raw means, but it seems to work pretty well...

Any help would be greatly appriciated. Thanks in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 05, 2012, 02:22:06 pm
Here are the fixed reactions, with the various changes outlined below so you can understand exactly what I changed and why.
Code: [Select]
[REACTION:MAKE_AMMUNITIONS]
[NAME:prepare ammunition]
[BUILDING:GUNSMITHERY:CUSTOM_A]
[REAGENT:A:50:AMMO:ITEM_AMMO_BULLETS:INORGANIC:LEAD]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_AMMUNITIONS:INORGANIC:LEAD]
[SKILL:BOWYER]

[REACTION:MAKE_BULLETS]
[NAME:make bullets]
[BUILDING:GUNSMITHERY:CUSTOM_B]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:LEAD]
[PRODUCT:100:50:AMMO:ITEM_AMMO:BULLETS:INORGANIC:LEAD]
[SKILL:BOWYER]
[FUEL]

[REACTION:MAKE_GUNPOWDER]
[NAME:make gunpowder]
[BUILDING:GUNSMITHERY:CUSTOM_G]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:SALTPETER]
[REAGENT:B:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[REAGENT:C:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[REAGENT:D:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:D]
[SKILL:BOWYER]

[REACTION:CONSTRUCT_MATCHLOCK]
[NAME:construct matchlock]
[BUILDING:GUNSMITHERY:CUSTOM_M]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:IRON]
[REAGENT:B:1:TRAPPARTS:NO_SUBTYPE:INORGANIC:IRON]
[REAGENT:C:1000:THREAD:NO_SUBTYPE:ANY_PLANT_MATERIAL:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:D:1:WOOD:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_MATCHLOCK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BOWYER]
[FUEL]

And here is a new gunpowder entry that might work a little better for you
Code: [Select]
[INORGANIC:GUNPOWDER]
   [USE_MATERIAL_TEMPLATE:PLANT_POWDER_TEMPLATE]
   [STATE_NAME_ADJ:ALL:gunpowder]
   [DISPLAY_COLOR:0:0:1][TILE:'#']
   [SOLID_DENSITY:600]
   [MATERIAL_VALUE:20]

First thing you need to do is fix the item subtypes for your bullets. It should end with INORGANIC:LEAD, not LEAD:BULLET. You also have an extra NO_SUBTYPE in there on your ammo reagent.
Spoiler: like this (click to show/hide)
The next thing you need to do is increase the reagent number to 150 for the gunpowder in your make ammunitions reaction and the bar in your make bullets reaction. This is because it is a powder and you have set it's [PRODUCT_DIMENSION:150] (this is right, but when you work with powder or bars you need to increase the reagent amount as well.
Spoiler: like this (click to show/hide)
You will also need to increase these reagent amounts for your bar reagents in both your make gunpowder and construct matchlock reactions as well.
Spoiler (click to show/hide)
Also since you don't want anyone making a million guns because they have a big piece of cloth, you probably want to add [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] to that. You don't need to worry about the other three reagents since they will never come naturally in a stack greater then 1.
Spoiler (click to show/hide)
You are also missing your bag for your gunpowder making reaction. You have the TO_CONTAINER bit right, but you don't specify the container in your reaction.
Spoiler (click to show/hide)
Lastly you can't make new professions, so you will have to make do with old ones. This will also fix your instant reaction problem, as it will be an actual skill used. I suggest using the bowyer skill, so [SKILL:BOWYER], in your reactions as it is the most similar.

There were also a few typos here and there that I took the liberty of fixing. Note that your current gunpowder template will be stored in "food" stockpiles under the powder category.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Archmonk on September 05, 2012, 04:06:01 pm
Thanks for the help! Sure enough, noob modder mistake: I had duped an item in the raws and the error log showed that.

Now that I know about the error log, life should get a lot better. :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CrzyMonkeyNinja on September 05, 2012, 06:59:56 pm
Thank you so very much for the help. Everything works brilliantly except, when I look at the reagents in the workshop, the "MAKE_AMMUNITIONS" reaction is only asking for only one bullet instead of a stack of 50. I made sure that it called for 50 in the raws, so I'm not quite sure what's wrong. I'm going to try a few things and see if they help. Thanks again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 05, 2012, 07:03:09 pm
Stacks are FUBAR as of now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on September 06, 2012, 12:10:35 am
I've been trying to make a reaction to turn creatures with metal body parts into usable bars of standard metals (iron, copper, etc).  Making a new body material is fine, as is creating a custom reaction (it's supposed to be a race secret), but I want to make it so that larger (older) creatures yield more bars when slaughtered, to give incentive for letting them grow up before slaughtering.  I can do this by giving the body material BUTCHER_SPECIAL:STONE:NONE and then creating a reaction that turns stones of the material into bars of metal, which gives a reasonable creature/bar ratio, but the material always comes out as a stack.  Granted that anything involving stacks is a mess, is there some type of method that will allow me to do this properly?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 06, 2012, 12:20:52 am
Not that I know of, other then just making the special butcher object be the various bars of metal that is.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on September 06, 2012, 02:36:27 pm
Actually it turns out that if a product has a PRODUCT_DIMENSION the reaction splits the stack quite well.  I wonder if this could be used to resolve other stack issues?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zivilin on September 07, 2012, 03:08:08 pm
Hi all.

I've been testing different types of crossbow ammunition in the Object Testing Arena and I can't seem to find bone bolts in the ammo list.

Is there a simple way to edit to raws so that bone bolts (I assume that bone bolts from different animals have the same properties) are available for equipping in the Arena?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 07, 2012, 03:15:41 pm
You'll need to make some sort of generic bone metal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 07, 2012, 03:29:35 pm
You'll need to make some sort of generic bone metal.
Yeah. 99% of bone from creatures is equivalent in properties, but since each one is technically defined on a creature by creature basis they don't have to be. This then leads to their removal from the lists.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on September 07, 2012, 03:33:22 pm
How do the different type of descriptor files work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 07, 2012, 03:35:54 pm
color_descriptor works by defining a color for description.
descriptor_pattern works by describing stuff like stripes, for animals like leopards or zebras.
descriptor_iris describes...eye color, as does descriptor_pupil.
descriptor_shape defines shapes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on September 07, 2012, 03:39:24 pm
can shape descriptors still be used in creature appearances?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 07, 2012, 03:40:21 pm
I'd assume so, though I dunno.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on September 07, 2012, 03:43:24 pm
If I want a descriptor in a creature to say, it's X is the Y. I would need the "the" to be part of the descriptor's name right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 07, 2012, 03:44:59 pm
No, I think that bit's supplied by the creature description. I don't personally mod descriptors myself,but I'm sure a more experienced modder could help you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GuardianTempest on September 07, 2012, 08:25:46 pm
Trying to make my wooden dummies as flimsy as possible, the lower the SOLID_DENSITY of the wood used mean the easier it is to break?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 08, 2012, 12:23:58 am
IMPACT_STRAIN_AT_YIELD and TENSILE_STRAIN_AT_YIELD are most important for breaking purposes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 08, 2012, 12:46:34 am
IMPACT_STRAIN_AT_YIELD and TENSILE_STRAIN_AT_YIELD are most important for breaking purposes.
This right here. All that lowering the SOLID_DENSITY will do is make your wooden dummies lighter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Joben on September 08, 2012, 02:14:29 am
Does anyone know what units the weapon tags [SHOOT_FORCE] and [SHOOT_MAXVEL] are in?

If they're some weird abstract thing does anyone have any idea how we might go about correlating their effects to something handy like meters per second or a standard kinetic energy measurement?  :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on September 08, 2012, 06:29:10 am
So, the werebeast transformation is triggered by the moon phase:
Code: [Select]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:WEREBEAST:DEFAULT]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE_ADD_TAG:NO_AGING:START:0]
However I don't see what makes it to turn back. Can anyone tell me? This code only has START:0, without END.

Another question, did someone test different triggers? Will:
Code: [Select]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:WEREBEAST:DEFAULT]
[CE:COUNTER_TRIGGER:ALCOHOLIC:100800:201600:REQUIRED]
[CE_ADD_TAG:NO_AGING:START:0]
make my dwarves to turn into werebeasts if they haven't got an alcohol in 3-6 months?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: peregarrett on September 08, 2012, 07:24:36 am
It starts at moon phase 27 and ends when phase changes - maybe 27:0 describes the final stage, dunno.
END at CE_BODY_TRANSFORMATION affects period when syndrome fades out, so it will never transform again
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on September 08, 2012, 01:03:29 pm
Hm, now when I think about it, it may be from 27 to 0, the way the other periodic triggers work. Thank you.
But I thought that after the syndrome ends, it should stay in its form.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TomiTapio on September 10, 2012, 08:10:19 pm
What's the best way to make a slow creature leave a trail of slime wherever it travels? Without too much FPS impact?
(I think I'd have the slime be nausea-inducing, maybe some swelling. )
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vherid on September 11, 2012, 08:07:58 am
What's the best way to make a slow creature leave a trail of slime wherever it travels? Without too much FPS impact?
(I think I'd have the slime be nausea-inducing, maybe some swelling. )

Is there a way to make it evaporate?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on September 11, 2012, 10:29:52 am
Perhaps you could have the slime boil at the room temperature, and have the [SPEC_HEAT:x] at a high number.
That way it will eventually evaporate, but depending on those two tags, you can decide when.

A question of my own: if I make an entity, will it cause problems if they can be tamed?
Something like tameable humans, elves or that same idea?

EDIT: Didn't answer your question... A tag along the lines of [SECRETION:material:bodypart] where material is the material you select, and bodypart is where it comes from. For example, [SECRETION:VENOM:TEETH] might cause the creatures teeth to excrete a predefined venom. Theres also a link at the wiki, under "creature token" or "syndrome".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: omg_scout on September 11, 2012, 04:59:51 pm
Hey guys;

I've started a fort with lots of gold and lead. Would it be possible to start making lead/gold bolts? Or should I gen new world with some raws changed?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pyro627 on September 11, 2012, 06:44:25 pm
Cross-posting this here:

I've historically done poorly in adventure mode, and in order to make things interesting, I want to play as a Dragon. I've tried going into the creature raws and adding [ADVENTURE_TIER:4] and [INDIV_CONTROLLABLE] in order to do this, but it doesn't seem to work; when I start adventure mode I only get options for dwarves, humans, and elves.

This is my first ever attempt at modding, so does anyone have any idea what I'm doing wrong?

Anyone able to help?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 11, 2012, 06:49:33 pm
You're putting entity tokens into a creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pyro627 on September 12, 2012, 09:40:24 am
Yeah, someone else was able to help me with the issue.

Also, I'm frankly astonished at the flexibility of these raws. Normally, when I miss an important line break, the code just crashes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GuardianTempest on September 12, 2012, 09:50:10 am
[User is sleep-deprived]
Code: [Select]
[REACTION:MAKEQUIVER_WOOD]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_W]
   [REAGENT:WOOD:1:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
   [SKILL:WOODCRAFT]

[REACTION:MAKEQUIVER_STONE]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_S]
   [REAGENT:STONE:1:NONE:NONE:NONE]
   [PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:STONE:NONE]
   [SKILL:STONECRAFT]

[REACTION:MAKEQUIVER_METAL]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_M]
   [REAGENT:METAL:1:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:METAL:NONE]
   [SKILL:METALCRAFT]

Why isn't it working? Made a ranged-weapon based civ, failed really hard as to why they're not shooting.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alido on September 12, 2012, 11:00:14 am
I have a question that searched didn't find an answer for.

Is it possible to have a civilization to have it's embark sites be underground?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darklord92 on September 12, 2012, 12:03:42 pm
I have a question that searched didn't find an answer for.

Is it possible to have a civilization to have it's embark sites be underground?

As far as i understand embark sites cannot be underground, you will however be able to set civs live like cave creatures (snake men and such )
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 12, 2012, 04:54:29 pm
[User is sleep-deprived]
Code: [Select]
[REACTION:MAKEQUIVER_WOOD]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_W]
   [REAGENT:WOOD:1:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
   [SKILL:WOODCRAFT]

[REACTION:MAKEQUIVER_STONE]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_S]
   [REAGENT:STONE:1:NONE:NONE:NONE]
   [PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:STONE:NONE]
   [SKILL:STONECRAFT]

[REACTION:MAKEQUIVER_METAL]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_M]
   [REAGENT:METAL:1:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:METAL:NONE]
   [SKILL:METALCRAFT]

Why isn't it working? Made a ranged-weapon based civ, failed really hard as to why they're not shooting.

It's not working because you're making the reagents wrong. You confused identifiers and materials.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on September 13, 2012, 05:56:00 am
[User is sleep-deprived]
Code: [Select]
[REACTION:MAKEQUIVER_WOOD]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_W]
   [REAGENT:WOOD:1:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
   [SKILL:WOODCRAFT]

[REACTION:MAKEQUIVER_STONE]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_S]
   [REAGENT:STONE:1:NONE:NONE:NONE]
   [PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:STONE:NONE]
   [SKILL:STONECRAFT]

[REACTION:MAKEQUIVER_METAL]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_M]
   [REAGENT:METAL:1:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:METAL:NONE]
   [SKILL:METALCRAFT]

Why isn't it working? Made a ranged-weapon based civ, failed really hard as to why they're not shooting.

It's not working because you're making the reagents wrong. You confused identifiers and materials.

To expand on what Putnam is saying, you have to change the lines
Code: [Select]
[REAGENT:WOOD:1:NONE:NONE:NONE]
[REAGENT:STONE:1:NONE:NONE:NONE]
[REAGENT:METAL:1:NONE:NONE:NONE]

to something like this:

Code: [Select]
[REAGENT:WOOD:1:WOOD:NONE:NONE:NONE]
[REAGENT:STONE:1:BOULDER:NONE:NONE:NONE]
[REAGENT:METAL:150:BAR:NONE:INORGANIC:NONE] (bars have 150 "parts" to them, so 150 quantity is equal to one bar)

This is because of the way reagent tag works.  It's defined as [REAGENT:<identifier>:<amount>:<item type>:<item subtype>:<material type>:<material subtype>]
The item and material tags are what define what item(s) are accepted by the reaction.  The identifier is simply a tag so that other tags can interact with it.

For example, these two interactions work exactly the same
Code: [Select]
[REACTION:MAKEQUIVER_WOOD]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_W]
   [REAGENT:WOOD:1:WOOD:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE]
   [SKILL:WOODCRAFT]

[REACTION:MAKEQUIVER_WOOD]
   [NAME:make wooden quiver]
   [BUILDING:TESTCENTER:CUSTOM_W]
   [REAGENT:A:1:WOOD:NONE:NONE:NONE]
   [PRODUCT:100:4:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:WOODCRAFT]

Hope this helps  ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GuardianTempest on September 13, 2012, 09:28:41 am
I managed to fix the wooden one, though thank you very much for the other two. Working on Gun-pick and Gun-axe...actually:

1. Is it possible to combine the axe and the pick into some kind of bladed shovel? (Yo dawg, yeah I know you can only do one at a time but saves embark points. Hell, bonus points if it can shoot.)
2. Can custom quivers be made? I can't find any code here (and in the files) and I have plans on making a civ-exclusive quiver equivalent.
3. How do you edit the 'mountainhomes' speech? Is it possible to give different ones to multiple civs?
4. The civ survives worldgen, the thing is they won't breed as intended though migrants still come. (freshly manufactured from the 'Factoryhomes')
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 13, 2012, 09:35:13 am
1. No.
2. No.
3. Use the weird text file editor. It'll be universal, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TomiTapio on September 13, 2012, 10:13:41 am
1. Is it possible to combine the axe and the pick into some kind of bladed shovel? (Yo dawg, yeah I know you can only do one at a time but saves embark points. Hell, bonus points if it can shoot.)
make stone age axes from stone and wood:
Spoiler (click to show/hide)
and let every semi-content citizen carry one with the woodcutting labor.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 13, 2012, 08:37:43 pm
I think he was asking specifically about digger+chopper tools, which are impossible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GuardianTempest on September 13, 2012, 10:54:06 pm
So what about the breeding problem in my creature raws, any heads?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 13, 2012, 11:28:34 pm
Define "as intended".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GuardianTempest on September 14, 2012, 05:32:23 am
Huh, guess I'd have to wait a few more in-game years. Say, can migrant waves be modified?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on September 14, 2012, 12:32:08 pm
Not that I'm aware of.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 14, 2012, 12:38:26 pm
Could I give a creature meat/muscle that carries a syndrome that needs to be ingested ? I know I can make potions by adding this to plants/alcohol, but would it work on the butchery products of the animal as well?

For example making rat-meat cause nausea, or give scorpion/spider meat a low chance to affect dwarves with the poison they carry, or have diseased animals, like rabies in dogs, or mad-cow disease (read the "mad cow" thread title, and this is what I initially thought of) ... so, if this is possible, how would I do it ?

EDIT: Oh, and migrant waves cant by modded, except in the init, with population cap. First 2 waves are hardcoded though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ZawB on September 14, 2012, 02:30:03 pm
Hi sorry, nearly-complete modding noob here... I've searched around and the answer may be obvious, or maybe it's impossible.

Can I mod the raws to make Dwarven names appear in English by standard? Or even better, only their last names. So instead of Urist Gobblygook, I get Urist Awesomename. I use nicknames for organization, so I'd like to use their real names to remember who they are from one second to the next. Obviously I could just bite the bullet and learn dwarvish by heart, but in lieu of that is there anything I can do?

Thanks in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 14, 2012, 02:34:49 pm
Just cut out all the dwarven language raws and replace them with the ones in the language_words file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ZawB on September 14, 2012, 03:00:32 pm
Just cut out all the dwarven language raws and replace them with the ones in the language_words file.

Wouldn't that put all dwarven words into English?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 14, 2012, 03:03:08 pm
Damn, I forgot. Well, no. There is no way of having English last names. That I know of.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 14, 2012, 03:14:04 pm
Could I give a creature meat/muscle that carries a syndrome that needs to be ingested ? I know I can make potions by adding this to plants/alcohol, but would it work on the butchery products of the animal as well?possible, how would I do it ?
Code: [Select]
[SELECT_MATERIAL:MUSCLE]
     [SYNDROME]
          [SYN_INGESTED]
           etc.
Should work. You can also use additional [PLUS_MATERIAL:XXXX] to modify multiple materials at once. The complete list of all the various material names is found in body_detail_plan_default.txt under the respective body plan that your creature uses.

Just cut out all the dwarven language raws and replace them with the ones in the language_words file.
Wouldn't that put all dwarven words into English?
Those are your options really. You can either have names be all dwarven (so Urist Alak-mabdug) or you can have them all in english (Dagger Ace-ale). There currently is no way to set it up so first names are in dwarven and last names are in english on all screens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Artinnio on September 14, 2012, 05:46:28 pm
I'm trying to make my first mod (A practice really) so I settled with a custom "cheat" workshop, to see if I can get reactions to work and (in a pinch) help out my first few fortresses.
I managed to create the custom workshop, it shows in the "Buildings, workshop" page including key to press. I can place it down but for some reason none of the reactions show up in it's task bar?
Here are the two files that I made:
The actual building file:
Spoiler (click to show/hide)

The reaction file:
Spoiler (click to show/hide)

I also added: "[PERMITTED_BUILDING:CHEAT_WORKSHOP]" to the entity_default along with a load of "[PERMITTED_REACTION:FREE_(insert whatever here)]" Example: "[PERMITTED_REACTION:FREE_WILD_STRAWBERRIES]"
Anyone help me with what I've done wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 14, 2012, 07:57:45 pm
You have [OBJECT_REACTION] at the top of your reaction file instead of [OBJECT:REACTION]. Stupid mistake to make but we all do it at some point or other, and it will stop the game from recognizing all of the reactions in that file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alem on September 15, 2012, 02:45:14 am
I had a random curiosity: my goal is to make an entity make their clothing primarily out of a selection of custom leather materials (representing cured, layered, scaled, etc). I also do not want them to be making these items out of any regular old cow hide. Would removing [USE_ANIMAL_PRODUCTS] and giving them cheat reactions to just stockpile these materials work, or would they just not use -anything- leather then?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Artinnio on September 15, 2012, 03:10:12 am
To i2amroy
Ah thank you!
I'm surprised that that's the only thing that went wrong :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on September 15, 2012, 06:05:55 pm
Is it possible to make a creature (Or interaction) that swaps gender (or in the case of Interaction, swaps the Creature that learned the ability's gender) at will, and also be able to use said "Gender Swap" on another creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 15, 2012, 06:27:48 pm
No. Genders are castes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 15, 2012, 06:31:56 pm
You could just transform them into the same creature, but a different caste, right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 15, 2012, 06:32:59 pm
You would have to make a different interaction for every creature and caste in the game if you were to do that. Since the body transformation requires both creature AND caste, it's most likely impossible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 15, 2012, 06:54:05 pm
Not really impossible, just dreadfully tedious.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on September 15, 2012, 07:06:21 pm
Ok, thanks for the information.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Blackdutchie on September 16, 2012, 07:21:45 am
I've been editing Civ+ Antmen to suit my style and image of antmen better, which has been going pretty well so far, but every time i gen up a world and select the Antmen to play, the civ list tells me there will be 'no trade' with the homeland! I've made sure there's nobles who can do trade, diplomacy and colony trade agreements, so what's going wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 16, 2012, 11:17:55 am
Can they speak?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Blackdutchie on September 16, 2012, 11:27:03 am
They have Can_Speak and Can_Learn.
I may as well paste their raws here.

Entity:
Spoiler (click to show/hide)

Creature:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 16, 2012, 12:39:58 pm
You need to add [COMMON_DOMESTIC_PET] and [COMMON_DOMESTIC_PACK] to the entity to allow them to have animals to carry their trade goods. Oh and just as future reference instead of putting [CAN_SPEAK][CAN_LEARN] you can always just use [INTELLIGENT] instead.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Blackdutchie on September 16, 2012, 12:50:08 pm
Thanks a lot! adding those fixed the issue.
The can_speak can_learn were carried over from the unedited raws that originally came with the mod.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: krisslanza on September 16, 2012, 01:12:28 pm
Is it possible to have a reaction call out only for a specific type of plant? This is my attempt at it, but I'm not too sure if it'll work... so I turn to the internet! Muhahahhaahah!
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 16, 2012, 01:15:29 pm
You probably want PLANT_MAT:TURNIP:STRUCTURAL. Other than that, it looks good.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: krisslanza on September 16, 2012, 01:38:32 pm
You probably want PLANT_MAT:TURNIP:STRUCTURAL. Other than that, it looks good.

Thanks! Any particular reason why?
Working on this mod has made me step out of the "comfort" zone I'm used to, so a lot of new ideas and I've mostly been trying to reference an old version of Genesis I have laying around...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 16, 2012, 01:40:00 pm
Because PLANT probably isn't a valid material under TURNIP.

PLANT_MAT:plant:material is how that works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Revanchist on September 16, 2012, 02:41:05 pm
Is there any knowledge on the behaviour concerning [CLOTHING] in the entity files.
Specifically, if an entity doesn't have it, will they get upset about no clothing? Or do they still complain about a draft.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 16, 2012, 02:43:39 pm
Bad thoughts about nudity are hard coded

AFAIK [CLOTHING] determines what material their clothes are made of ([CLOTHING] would be rope reed, cow leather, etc)

and Draft is from having skills in Civ jobs then being placed into the army. Peasents don't mind the army since they lack any civ skills.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on September 16, 2012, 03:35:26 pm
How do you add "him/her" to the threats.txt file like you can use [PRO_POS] for "his/her" or [PRO_SUB] for "he/she"? Or is it not part of the speech tags?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 16, 2012, 03:55:38 pm
You can use [PRO_OBJ] for him/her.

(also there is [PRO_REF] for himself and herself, FYI)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on September 16, 2012, 05:34:07 pm
Thanks, I'm modding the threats.txt and speech files similar to that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: krisslanza on September 17, 2012, 05:36:01 pm
I've run into a problem here. With this reaction:
Spoiler (click to show/hide)
While I think it works as intended, what isn't is the fact this allows the player to embark with Gold Turnip seeds. Which kind of defeats the purpose, when you can just skip the whole Turnip part... is there a way to prevent the player from having access to the seeds/plant itself during embark?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 17, 2012, 07:43:22 pm
I've run into a problem here. With this reaction:
Spoiler (click to show/hide)
While I think it works as intended, what isn't is the fact this allows the player to embark with Gold Turnip seeds. Which kind of defeats the purpose, when you can just skip the whole Turnip part... is there a way to prevent the player from having access to the seeds/plant itself during embark?
Other then just making the gold turnip seeds really expensive? No.

You could remove the [PERMITTED_REACTION:XXXXX] from the dwarven entity, generate the world, and then add it back in and it should work; but there currently is nothing that you can do prior to world generation to make them not have access.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: krisslanza on September 17, 2012, 08:00:34 pm
I've run into a problem here. With this reaction:
Spoiler (click to show/hide)
While I think it works as intended, what isn't is the fact this allows the player to embark with Gold Turnip seeds. Which kind of defeats the purpose, when you can just skip the whole Turnip part... is there a way to prevent the player from having access to the seeds/plant itself during embark?
Other then just making the gold turnip seeds really expensive? No.

You could remove the [PERMITTED_REACTION:XXXXX] from the dwarven entity, generate the world, and then add it back in and it should work; but there currently is nothing that you can do prior to world generation to make them not have access.

Ah I see. That's a shame. Hrm, well. I guess I'll think of something. I'm only wary of making them highly expensive as, well, it would make that carry over to Fortress mode proper, and might kind of accidentally cause early FUN!
...
I'm not sure if that's a bad thing or not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: melkor on September 18, 2012, 08:50:34 am
is there a way to get a 'UPON DEATH' option in a creature.
i can say that the itemcorpse become magma in theory, but i would like to have iron bolts flying out of it.

or is this hard coded?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: nanomage on September 18, 2012, 09:40:07 am
Hello!
I have a probably simple question for you modders community:
How can I cure severed nerves via modding?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 18, 2012, 10:01:57 am
is there a way to get a 'UPON DEATH' option in a creature.
i can say that the itemcorpse become magma in theory, but i would like to have iron bolts flying out of it.

or is this hard coded?
Hard coded mostly. About the best you can do is have an "explosion" of extremely hot and toxic gases.

Hello!
I have a probably simple question for you modders community:
How can I cure severed nerves via modding?
Remove the [HAS_NERVES] token from the creature you wish to cure and load up your game. I believe you can then quit and add it back in and the nerves will still remain healed, but I'm not 100% on that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: nanomage on September 18, 2012, 10:20:59 am
Hello!
I have a probably simple question for you modders community:
How can I cure severed nerves via modding?
Remove the [HAS_NERVES] token from the creature you wish to cure and load up your game. I believe you can then quit and add it back in and the nerves will still remain healed, but I'm not 100% on that.
Sorry, doesn't seem to work. I commented the HAS_NERVES tag for Human creature (in the save/region* folder) but upon save/load and Retire/restart adventurer icon is still blinking red + and health screen says nerver are severed and grasp lost.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 18, 2012, 11:19:05 am
Define "commented".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: nanomage on September 18, 2012, 11:32:25 am
Define "commented".
I removed the starting '[', replacing it with "---" for convenience of searching
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darklord92 on September 20, 2012, 08:43:07 pm
What would be my best bet for testing a new stone in the world? I have yet to come across any of it on my initial site, even using the reveal command in df hack.

Spoiler:  oil sediment (click to show/hide)



Scratch that.png (http://i820.photobucket.com/albums/zz122/darklord_92/scraththat_zps8f33a3c2.png)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gamer47 on September 20, 2012, 10:41:30 pm

I am looking to mod in a building, lets say a modded gear, but instead of sucking up power it would spit it out. So no more
waterwheels or windmills for me. I haven't seen any such buildings anywere so I am asking for some help. Anyway, I don't know
how to mod that in. I love rivers in my games but they suck up to much fps for me, and I don't play long before I quit my forts anyway. Plus I'm a cheater.

Also, has anyone ever seen a concrete mod? I was thinking something that could be poured in buckets and even have flow, but
then solidify the way magma does when it hits water, but instead of having it be dependent on meeting water, it would have a timer that resets every time more cement/concrete (I forget which is which) is added to the pool.

As for tech level concerns, the Romans made a lot of stuff out of it, but they knew better than to leave it bare, they would
put tile or brick over it to pretty it up and keep it from getting ugly from exposure.

I am new to the forums (but not to DF). I hope I put this in the right place.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on September 20, 2012, 11:22:47 pm
Unfortunately it's not possible to mod a workshop to produce power yet.  As for concrete, I believe I've seen it around, don't remember where, but it's simple to do, just copy a line in the raws of gypsum that says hardens with water and add it to limestone.  Copy a suitable stone and rename it concrete.  Change the line in limestone that you added in so that it says the limestone hardens with water to concrete.  That's one form of concrete, other recipes require volcanic ash as well, and for that you need a reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gamer47 on September 20, 2012, 11:27:32 pm
Well thank you! That was fast. Shame about my power though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on September 20, 2012, 11:36:10 pm
You're welcome, yes it is a shame about the power.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 21, 2012, 12:30:19 pm
Just a small question. Would it be a good idea to keep templates for my mods? I need to copy-paste a lot of reactions/interactions/materials and I know that MATERIAL_TEMPLATE can help with the third problem.

EDIT:Also, I'm quite new to interaction modding. I need to see if these interactions work. Would they work if the user of the interaction was an intelligent megabeast in Fortmode?

Code: [Select]
[INTERACTION:DIARAHAN]
    [I_TARGET:A:CREATURE]
        [IT_LOCATION:CONTEXT_CREATURE]
        [IT_AFFECTED_CLASS:GENERAL_POISON]
        [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
        [IT_FORBIDDEN:NOT_LIVING]
        [IT_MANUAL_INPUT:creatures]
    [I_EFFECT:ADD_SYNDROME]
        [IE_TARGET:A:LINE_OF_SIGHT]
        [IE_IMMEDIATE]
        [SYNDROME]
            [SYN_NAME:Diarahan]
            [CE_SKILL_ROLL_ADJUST:PERC:130:PERC_ON:100:START:0:END:500]
            [CE_BODY_TRANSFORMATION:START:0:END:30]
            [CE:CREATURE:HUMAN:MALE]

[INTERACTION:POWERCHARGE]
    [I_TARGET:A:CREATURE]
        [IT_LOCATION:CONTEXT_CREATURE]
        [IT_AFFECTED_CLASS:GENERAL_POISON]
        [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
        [IT_FORBIDDEN:NOT_LIVING]
        [IT_MANUAL_INPUT:creatures]
    [I_EFFECT:ADD_SYNDROME]
        [IE_TARGET:A:SELF_ONLY]
        [IE_IMMEDIATE]
        [SYNDROME]
            [SYN_NAME:Power Charge]
            [CE_SPEED_CHANGE:SPEED_PERC:150:PROB:100:START:1:PEAK:1000:END:7000]
            [CE_PHYS_ATT_CHANGE:STRENGTH:170:0:START:1:PEAK:1000:END:7000]
            [CE_PHYS_ATT_CHANGE:AGILITY:130:0:START:1:PEAK:1000:END:7000]
            [CE_PHYS_ATT_CHANGE:TOUGHNESS:150:0:START:1:PEAK:1000:END:7000]

[INTERACTION:DEBILITATE]
    [I_TARGET:A:CREATURE]
        [IT_LOCATION:CONTEXT_CREATURE]
        [IT_AFFECTED_CLASS:GENERAL_POISON]
        [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
        [IT_FORBIDDEN:NOT_LIVING]
        [IT_MANUAL_INPUT:creatures]
    [I_EFFECT:ADD_SYNDROME]
        [IE_TARGET:A:LINE_OF_SIGHT]
        [IE_IMMEDIATE]
        [SYNDROME]
            [SYN_NAME:Debilitate]
            [CE_NUMBNESS:SEV:100:PROB:100:START:1:PEAK:1000:END:7000]
            [CE_DROWSINESS:SEV:100:PROB:100:START:1:PEAK:1000:END:7000]
            [CE_SPEED_CHANGE:SPEED_PERC:30:PROB:100:START:1:PEAK:1000:END:7000]
            [CE_PHYS_ATT_CHANGE:STRENGTH:20:0:START:1:PEAK:1000:END:7000]
            [CE_DIZZINESS:SEV:100:PROB:100:START:1:PEAK:1000:END:7000]
            [CE_NAUSEA:SEV:100:PROB:100:START:1:PEAK:1000:END:7000]
            [CE_DIZZINESS:SEV:80:PROB:100:START:7000:PEAK:10000:END:19000]   

[INTERACTION:MEPATRA]
    [I_TARGET:A:CREATURE]
        [IT_LOCATION:CONTEXT_CREATURE]
        [IT_AFFECTED_CLASS:GENERAL_POISON]
        [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
        [IT_FORBIDDEN:NOT_LIVING]
        [IT_MANUAL_INPUT:creatures]
    [I_EFFECT:ADD_SYNDROME]
        [IE_TARGET:A:LINE_OF_SIGHT]
        [IE_IMMEDIATE]
        [SYNDROME]
            [SYN_NAME:Me Patra]
            [CE_ADD_TAG:NOFEAR:NOEMOTION:START:0:END:20000]

[INTERACTION:SPIRITDRAIN]
    [I_TARGET:A:CREATURE]
        [IT_LOCATION:CONTEXT_CREATURE]
        [IT_AFFECTED_CLASS:GENERAL_POISON]
        [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
        [IT_FORBIDDEN:NOT_LIVING]
        [IT_MANUAL_INPUT:creatures]
    [I_EFFECT:ADD_SYNDROME]
        [IE_TARGET:A:LINE_OF_SIGHT]
        [IE_IMMEDIATE]
        [SYNDROME]
            [SYN_NAME:Spirit Drain]
            [CE_ADD_TAG:NOEMOTION:START:0:END:2000]
            [CE_MENT_ATT_CHANGE:WILLPOWER:20:0:START:1:PEAK:1000:END:7000]
            [CE_MENT_ATT_CHANGE:KINESTHETIC_SENSE:20:0:START:1:PEAK:1000:END:7000]

[INTERACTION:DIA]
    [I_TARGET:A:CREATURE]
        [IT_LOCATION:CONTEXT_CREATURE]
        [IT_AFFECTED_CLASS:GENERAL_POISON]
        [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
        [IT_FORBIDDEN:NOT_LIVING]
        [IT_MANUAL_INPUT:creatures]
    [I_EFFECT:ADD_SYNDROME]
        [IE_TARGET:A:LINE_OF_SIGHT]
        [IE_IMMEDIATE]
        [SYNDROME]
            [SYN_NAME:Dia]
            [CE_SKILL_ROLL_ADJUST:PERC:110:PERC_ON:100:START:0:END:500]
            [CE_PHYS_ATT_CHANGE:RECUPERATION:5000:0:START:0:END:1000]

[INTERACTION:DIARAMA]
    [I_TARGET:A:CREATURE]
        [IT_LOCATION:CONTEXT_CREATURE]
        [IT_AFFECTED_CLASS:GENERAL_POISON]
        [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
        [IT_FORBIDDEN:NOT_LIVING]
        [IT_MANUAL_INPUT:creatures]
    [I_EFFECT:ADD_SYNDROME]
        [IE_TARGET:A:LINE_OF_SIGHT]
        [IE_IMMEDIATE]
        [SYNDROME]
            [SYN_NAME:Diarama]
            [CE_SKILL_ROLL_ADJUST:PERC:120:PERC_ON:100:START:0:END:500]
            [CE_PHYS_ATT_CHANGE:RECUPERATION:500000:0:START:0:END:1000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darklord92 on September 21, 2012, 01:59:32 pm
Though i can't help much with the interactions :(  i seem to be having my own problem with reactions

Spoiler: material_gasoline (click to show/hide)

Spoiler: inorganic_gasoline (click to show/hide)

It seems neither of these reactions want to work properly, and i have a hunch it's about the containers. posted the gasoline material above if you need it to fix.
Spoiler: reaction (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 21, 2012, 02:53:25 pm
First a note:
In your second reaction it should be [REAGENT:B:150:BAR:NONE:NONE:NONE] and you don't need the [PRODUCT_DIMENSION:XX] on it since the product is a tool.

Can you post your reaction to get gasoline in the barrel in the first place?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darklord92 on September 21, 2012, 03:03:45 pm



Spoiler: inorganic_oilstone (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 21, 2012, 07:44:37 pm
Ok I think this will fix the problems.

Code: [Select]
[REACTION:AGU_DISTILGAS]
[NAME:distil gasoline into fuel]
[BUILDING:REFINERY:CUSTOM_P]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
[CONTAINS:B]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B:150:LIQUID_MISC:NONE:INORGANIC:GASOLINE]
[PRODUCT:100:6:BAR:NONE:COAL:COKE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:MECHANICS]

[REACTION:AGU_MAKEMOTORCART]
[NAME:construct motorcart]
[BUILDING:CRAFTSMAN:CUSTOM_M]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
[CONTAINS:B]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B:150:LIQUID_MISC:NONE:INORGANIC:GASOLINE]
[REAGENT:C:1:BAR:NONE:NONE:NONE]
[REAGENT:D:1:TRAPPARTS:NONE:NONE:NONE]
[REAGENT:E:1:PIPE_SECTION:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_MOTORCART:GET_MATERIAL_FROM_REAGENT:B]
[SKILL:MECHANICS]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MaximumZero on September 21, 2012, 08:06:31 pm
This is what I use to turn oil from rock nuts into coke/fuel. Hopefully it helps.

Code: [Select]
[REACTION:FUEL_FROM_OIL]
[NAME:make fuel from oil]
[BUILDING:REFINERY:CUSTOM_O]
[REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE]
[UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
[REAGENT:oil container:1:NONE:NONE:NONE:NONE]
[CONTAINS:oil]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darklord92 on September 21, 2012, 09:47:50 pm
aye it worked ^^ thanks for helping with the mod!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 22, 2012, 05:36:43 am
Would my interactions above work for megas in fortmode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 22, 2012, 12:58:25 pm
I don't see why they wouldn't. It's better to just test. Whether they'll use it or not is defined in the creature, not the interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 22, 2012, 01:07:33 pm
K. I just want to know if in theory they would work. Also, what would me making a healing interaction use [USAGE_HINT:CLEAN_FRIEND] do?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 22, 2012, 01:08:47 pm
It would mean they probably wouldn't use it to heal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 22, 2012, 01:10:37 pm
Damn. Well, scratch that, I thought that would make them spam healing spells and buffs like nothing. :P
What would work then? I know that ATTACK isn't what I want. I want the creature to use the healing interaction to heal soldier dwarves in battle (the megas in question are meant to be summoned for use in Fortmode.). MAJOR_CURSE doesn't look like it, and CLEAN_SELF I'd probably use for a self-buff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 22, 2012, 01:12:00 pm
None. You want no usage hints at all. What you want is blood that has a syndrome attached that gives them a certain token/syndrome class (forgot which) that will make healing only done on them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 22, 2012, 01:13:40 pm
Ah. That goes for buffs/debuffs as well?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 22, 2012, 01:14:31 pm
Yeah. Those could also use COUNTER_TRIGGERs or USAGE_HINT:FLEEING.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 22, 2012, 01:15:07 pm
Ok, thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 22, 2012, 04:52:24 pm
Hang on, so how exactly do I make a creature use healing only on friendlies and not on enemies?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 22, 2012, 06:04:46 pm
Hang on, so how exactly do I make a creature use healing only on friendlies and not on enemies?

Make sure the special syndrome blood is only on allies.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 22, 2012, 06:08:45 pm
Hm, but that provides some problems. Like for example, do I want adventurers to be able to summon and/or transform into the creatures and use healing? What if the allies aren't modded to have the blood, say if they were goblins, who don't have the blood, but you, as a human, did?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 22, 2012, 06:17:09 pm
Then you'd have an issue, but it should generally be a rare circumstance; plus, you could probably give them a "clean friend" interaction that gives their blood that particular interaction with CE_BODY_MAT_INTERACTION.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 22, 2012, 06:18:20 pm
Hm. Ok then, I'll use that. Sleep deprivation has bad effects on my modding.

EDIT: I can't find the tag that forces an interaction to only work on a certain [SYN_CLASS], only a tag that makes it NOT target a certain [SYN_CLASS].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 22, 2012, 06:35:42 pm
I noticed that. Annoying as hell. narhiril uses the method that I described, so check in LFR.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on September 23, 2012, 07:55:16 am
Heyo guys, coming back from half a year of absence from modding to see if I can finish my ponymod fork, and I got a quick question.

Is there any way to make a creature emit an object or material that would be harvestable and usable in reactions?
For instance I was considering making giant crystal clusters "creature" that would periodically release dust or shards, that could be harvested and turned into gems in a workshop.
Is this currently possible at all?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 23, 2012, 07:58:58 am
Perhaps you could make it so if you kill it it drops the crystal? That could be used as the object. For the moment, no, I don't think I know any way that doesn't involve butchering it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on September 23, 2012, 08:25:46 am
yeah, i kinda figured as much, I was merely checking the facts before passing on the idea outright, thanks for the quick response!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ari Lazarus on September 23, 2012, 11:05:26 am
Can someone tell me a little about how food / liquid storage works? From what I've read in the raws, it seems that alcohol actually counts as a 'food', since it is stored in barrels (which has the FOOD_STORAGE_CONTAINER tag) and only, I think mead and oil use LIQUID_CONTAINER items. Is it possible to transfer alcohol to those containers? Also, would volume play a part? I am unfamiliar with the sizes other than knowing 150 is the default product dimension: jugs mention they have 10k capacity, while pots have 60k capacity. How does that translate to actual liquid / food storage?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 23, 2012, 12:22:44 pm
Heyo guys, coming back from half a year of absence from modding to see if I can finish my ponymod fork, and I got a quick question.

Is there any way to make a creature emit an object or material that would be harvestable and usable in reactions?
For instance I was considering making giant crystal clusters "creature" that would periodically release dust or shards, that could be harvested and turned into gems in a workshop.
Is this currently possible at all?
You could possibly use a variant of the "cloning" workaround. Basically make the creature have a periodic transformation that transforms them for an instant into a creature with a limb that immediately falls off (make the hand and body out of stable materials, but then make the arm out of something that instantly boils) and then back into their normal form. Then make the hand have an extra butcher object of whatever item or crystal you want it to drop. This would result in a creature that dropped a body part that could be butchered into a "crystal" or whatever every once in a while.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: krisslanza on September 23, 2012, 01:17:33 pm
Heyo guys, coming back from half a year of absence from modding to see if I can finish my ponymod fork, and I got a quick question.

Is there any way to make a creature emit an object or material that would be harvestable and usable in reactions?
For instance I was considering making giant crystal clusters "creature" that would periodically release dust or shards, that could be harvested and turned into gems in a workshop.
Is this currently possible at all?
You could possibly use a variant of the "cloning" workaround. Basically make the creature have a periodic transformation that transforms them for an instant into a creature with a limb that immediately falls off (make the hand and body out of stable materials, but then make the arm out of something that instantly boils) and then back into their normal form. Then make the hand have an extra butcher object of whatever item or crystal you want it to drop. This would result in a creature that dropped a body part that could be butchered into a "crystal" or whatever every once in a while.

The ingenuity of this community amazes me sometimes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 24, 2012, 10:12:29 am
Out of curiosity, will a pet turned into an intelligent creature, say, a dwarf, remain pet-like?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on September 24, 2012, 10:52:03 am
If I wanted to get plant seeds out of a reaction, where the specific type of plant can't be identified in the product (as the reagent may be one of a number of plants), would this be the appropriate product line?

     [REAGENT:plant:3:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:CUSTOM_RXN_MAT]
     ...
     [PRODUCT:100:3:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED]


or should GET_MATERIAL_FROM_REAGENT:plant:SEED instead be GET_MATERIAL_FROM_REAGENT:plant:NONE ?

I guess what I am asking is:  What is the correct way to obtain plant seeds as a reaction product?

_____

Edit:  If I gave the plants the [MATERIAL_REACTION_PRODUCT:RXN_SEED_MAT:LOCAL_PLANT_MAT:SEED] line, calling out the specific plant_mat SEED as a material reaction product, could I then change my PRODUCT line to:
     [PRODUCT:100:3:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:RXN_SEED_MAT] ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on September 24, 2012, 03:06:38 pm
Heyo guys, coming back from half a year of absence from modding to see if I can finish my ponymod fork, and I got a quick question.

Is there any way to make a creature emit an object or material that would be harvestable and usable in reactions?
For instance I was considering making giant crystal clusters "creature" that would periodically release dust or shards, that could be harvested and turned into gems in a workshop.
Is this currently possible at all?
You could possibly use a variant of the "cloning" workaround. Basically make the creature have a periodic transformation that transforms them for an instant into a creature with a limb that immediately falls off (make the hand and body out of stable materials, but then make the arm out of something that instantly boils) and then back into their normal form. Then make the hand have an extra butcher object of whatever item or crystal you want it to drop. This would result in a creature that dropped a body part that could be butchered into a "crystal" or whatever every once in a while.

You could also make a "shard" tissue layer of the creature as a shearable material, so your dwarves could periodically break off those crystals through the shearing labor.  Not quite as ingenious as the periodic transformation, but still functional and a bit more straightforward.

It might require a bit of work to get the sheared tissue to be cut-able into a gem (the game will count sheared tissue layers as body parts; I'm not sure that even with the appropriate material tokens if the game will allow them to be cut as gems).  Roy's approach has the benefit that a gemstone can be easily produced as a product of butchering through the EXTRA_BUTCHER_OBJECT token.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bigheaded on September 24, 2012, 05:44:45 pm
Just interested for own knowledge, may attempt to actually do a lot of work on this.

General Animal Mods.

1. Is making animals trainable simply as easy as adding [TRAINABLE]? (yes i did look it up on dogs).
From the looks of it (looking at giant cave swallows) the answer is yes, but confirmation would be nice

2. Is there a problem with making animals which may not be fully tame "Trained" i.e war training? I.e lets say i add it so i can train badgers, i get a badger caught in a cage, i select it to be trained, it becomes semi-wild, can i immediately war train it? or does it need to be "Tame"? If i can train it to War, what happens when it goes wild again? Most people should know from training GCS, as they shouldn't become "tame" without going to domestic knowledge or training infants?! Sadly haven't caught anything in my traps which is trainable.

3. Is there a way to make ALL animals which can be tamed so they can be Trained for War/Hunting in one fell swoop?

4. Is there already such a mod in existence which basically just changes a great deal of animals so that they're trainable? Or does something somewhat similar?!

5a. How difficult is it to make some animals (lets say dogs) be able to learn skills i.e dabbling biter, proficient fighter.
5b. Would using biting/fighter from dwarves actually help dogs at all?
5c. How hard would it be to add something like "Claw user" i.e Dabbling Claw User, and this actually increasing whilst fighting.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darklord92 on September 24, 2012, 09:46:30 pm
Just interested for own knowledge, may attempt to actually do a lot of work on this.

General Animal Mods.

1. Is making animals trainable simply as easy as adding [TRAINABLE]? (yes i did look it up on dogs).
From the looks of it (looking at giant cave swallows) the answer is yes, but confirmation would be nice

2. Is there a problem with making animals which may not be fully tame "Trained" i.e war training? I.e lets say i add it so i can train badgers, i get a badger caught in a cage, i select it to be trained, it becomes semi-wild, can i immediately war train it? or does it need to be "Tame"? If i can train it to War, what happens when it goes wild again? Most people should know from training GCS, as they shouldn't become "tame" without going to domestic knowledge or training infants?! Sadly haven't caught anything in my traps which is trainable.

3. Is there a way to make ALL animals which can be tamed so they can be Trained for War/Hunting in one fell swoop?

4. Is there already such a mod in existence which basically just changes a great deal of animals so that they're trainable? Or does something somewhat similar?!

5a. How difficult is it to make some animals (lets say dogs) be able to learn skills i.e dabbling biter, proficient fighter.
5b. Would using biting/fighter from dwarves actually help dogs at all?
5c. How hard would it be to add something like "Claw user" i.e Dabbling Claw User, and this actually increasing whilst fighting.

I'm not exactly sure but ti think that's from the [can_learn] tag, [intelligent] would also give it but that means they can speak as well'.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 24, 2012, 09:47:28 pm
Also, you would have to rename "striker" to "claw user" using the PROFESSION_NAME tag.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bigheaded on September 25, 2012, 11:16:32 am
Guess you guys arn't sure on most of the questions i asked :P

Also, i'm not intending to remove dwarves, so i would still want striker to exist. I meant ADD a new profession?!

Quote
1. Is making animals trainable simply as easy as adding [TRAINABLE]? (yes i did look it up on dogs).
From the looks of it (looking at giant cave swallows) the answer is yes, but confirmation would be nice

2. Put simply: Can "trained" (instead of "tame") animals be trained? and if so what happens when they go back to being wild they lose training?

3. Is there a way to make ALL animals which can be tamed so they can be Trained for War/Hunting in one fell swoop?

4. Is there already such a mod in existence which basically just changes a great deal of animals so that they're trainable? Or does something somewhat similar?!

5a. How difficult is it to make some animals (lets say dogs) be able to learn skills i.e dabbling biter, proficient fighter.
Answer: add "can learn", new question: can i not allow speech for them? (yes/no)
5b. Would using biting/fighter from dwarves actually help dogs at all?
5c. How hard would it be to add a profession something like "Claw user" i.e Dabbling Claw User, and this actually increasing whilst fighting.

Thanks for help so far!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 25, 2012, 11:22:10 am
Adding new professions is impossible. You can rename them for each creature individually however. Same end result gameplay-wise.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on September 25, 2012, 11:59:16 am
Guess you guys arn't sure on most of the questions i asked :P

This is true.  Do you still want answers if we aren't sure? ;)

1.  Yes
2.  No, don't think so
3.  No; well, it's possible you will think of and implement some clever script trick*
4.  Dunno.  Almost certainly someone has done it.  Whether they've posted in a way that you can find it is another question.
5a.  CAN_LEARN (according to wiki this has side effects like prevents adventurers from butchering the creature)
5b.  ... Probably?  why not? :)
5c.  Rename the profession using PROFESSION_NAME

*
find in files all "[MUNDANE]"
replace "[MUNDANE][TRAINABLE]"
?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 25, 2012, 01:11:18 pm
3) Do a mass find/replace for the [PET] token and replace it with [PET][TRAINABLE]. Then do a mass find/replace for [PET_EXOTIC] and replace it with [PET_EXOTIC][TRAINABLE]. That should enable training on everything that could normally be tamed, though you will end up with some weird [PET][TRAINABLE][TRAINABLE] stuff in your raws. Shouldn't make any difference gameplay wise.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bigheaded on September 25, 2012, 01:30:29 pm
those 2 replies are fantastic, thanks! not 100% sure about mundane, but pet and pet exotic sounds more correct, will double check vermin don't have either though :P I don't need Hunting Damselflies.

I probably won't bother at the moment with changing the name of professions.


Eventually, i was intending (when my coding gets a lot lot lot lot lot lot better) to hopefully make a program somewhat similar to lazy newb pack but for animals so you can select which animals you wish to make trainable.


Surely others have had some amusing thoughts about making armies of attacking Fluffy Wamblers or capybaras. Although it kills the framerate after hitting about 200, although doesn't change much after that (i've hit 600 animals + 100 dwarves + 100 captured random stuff with no problems)

Will check back to see if anyone has anything to add, but i'm happy with those responses, thanks all!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on September 25, 2012, 04:49:08 pm
So I've been working on the ponymod branch for a couple of days now, and I suddenly seem to have acquired the infamous errorless worldgen crash..
Whenever I make a new world, the game crashes to desktop without an error log after a few years of gen (sometimes even in year 1)
I know I've had this problem before and they tend to come and go, but I was wondering, does anyone know of any specific things that could be causing this issue?

I've not made any changes to creatures or entities since before the problem arose, I've only been working on reactions and buildings, so I don't think any of my recent additions could be causing it.

So.. any ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 25, 2012, 05:22:39 pm
Usual culprit:
Semi/Megabeasts without lair/sphere assigned.
Entities.

Check all your megabeast and add sphere and lairs. If this doesnt change anything, remove one entity at a time, trying worldgens for each entity removed. If you isolated the entity, gratulations. Otherwise: Good luck.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GuardianTempest on September 26, 2012, 09:44:25 am
It's not working, errorlog says so. But I believe I followed the proper syntax.

The syndrome is part of a gas, which works.
Code: [Select]
   [SYNDROME]
      [SYN_NAME:experimental shenanigans]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_IMMUNE_CREATURE:MATCHSTICK:ALL]
      [SYN_INHALED]
      [CE_SWELLING:SEV:550:PROB:100:BP:BY_TYPE:HEAD:ALL:START:1:PEAK:20:END:1000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on September 26, 2012, 09:58:57 am
Was looking around but how could i allow bones and certant types of limbs to heal faster then others?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on September 26, 2012, 10:29:07 am
How would I create a working body detail plan and define it in the raws? I used the wiki extensively for other purposes but I don't get how the body detail plans work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Akjosch on September 26, 2012, 11:08:42 am
How would I create a working body detail plan and define it in the raws? I used the wiki extensively for other purposes but I don't get how the body detail plans work.

There are (at least) five types of those; which exactly do you mean?

* Material-Defining: [ADD_MATERIAL] tags, assign a name (for example "MUSCLE") to a specific material template (for example "MUSCLE_TEMPLATE")

* Tissue-Defining: [ADD_TISSUE] tags, assign a name (for example "MUSCLE") to a specific tissue template (for example "MUSCLE_TEMPLATE") using the material names assigned so far.

It's worth noting that - despite the same names! - the material template "MUSCLE_TEMPLATE" is not the same as the tissue template "MUSCLE_TEMPLATE", and neither is the material named "MUSCLE" the same as the tissue named "MUSCLE".

* Layer-Defining: [BP_LAYERS] tags, assigns tissue layers defined above to body parts chosen by either category (BY_CATEGORY), type (BY_TYPE) or specific name (BY_TOKEN).

* Position-Defining: [BP_POSITION] and [BP_RELATION] tags, define where in relation to each other the body parts are on a creature, chosen as above

* Size-Defining/Modifying: [BP_RELSIZE] tags, modify the body parts' [DEFAULT_RELSIZE] values, chosen as above

As for writing them down, you start a new text file (file extension: "txt") in the "raws/objects" directory, then start it with the following lines:

Code: [Select]
b_detail_plan_elf_collaborator

[OBJECT:BODY_DETAIL_PLAN]

Compare raws/objects/b_detail_plan_default.txt
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on September 26, 2012, 01:50:08 pm
Was looking around but how could i allow bones and certant types of limbs to heal faster then others?
Add [HEALING_RATE:X] to the tissues that the limbs are made out of. Lower numbers are faster, with 100 being the vanilla skin healing rate and 1000 being the vanilla bone healing rate.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ari Lazarus on September 29, 2012, 08:12:03 am
I'm trying to make a fake plant as a mixed drink from two forms of alcohol, this is what I've got at the moment:
Spoiler: plant (click to show/hide)

However, the reaction to make it uses up my reagents but doesn't output anything. Here's the reaction:
Spoiler: reaction (click to show/hide)

I've added the required buildings, reactions to entity_default. Is there more to the plant that I need to add? I'm thinking if I add PLANT_STRUCTURAL_TEMPLATE I might run into the awkward position where dwarves might like eating a non-existent solid 'plant' version of the cocktail.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: werty892 on September 29, 2012, 08:28:22 am
How do I change the age that children turn into adults? And do I need to gen a new world for this to work or does it work automatically?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ari Lazarus on September 29, 2012, 09:02:12 am
How do I change the age that children turn into adults? And do I need to gen a new world for this to work or does it work automatically?

creature_standard.txt

Under the entry for dwarves, edit this:
[CHILD:12]

That entry determines how many years the dwarf is a child, so change it to something lower, I think. Like 1 or 2.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: werty892 on September 29, 2012, 09:03:55 am
How do I change the age that children turn into adults? And do I need to gen a new world for this to work or does it work automatically?

creature_standard.txt

Under the entry for dwarves, edit this:
[CHILD:12]

That entry determines how many years the dwarf is a child, so change it to something lower, I think. Like 1 or 2.

Thanks! But does it break my game if I use it on a world that I'm already playing on?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ari Lazarus on September 29, 2012, 11:10:48 am
I am uncertain - but I think you need to regen
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 29, 2012, 11:10:56 am
Was looking around but how could i allow bones and certant types of limbs to heal faster then others?

You would have to make a custom BDP and many BONE tissues and place the faster healing BONE tissues in the desired limbs

Remember it is the Tissues that heal, so you must make your desired parts be assembled with different tissues.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 29, 2012, 07:45:12 pm
I am uncertain - but I think you need to regen

You don't, it shouldn't mess you up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on September 29, 2012, 07:57:08 pm
Greetings again fellow modding gurus!

I seem to finally have found a solution to my pants issue, having  the upper body also be a lower body, and the lower body be a limb means the LBSTEP on armor now works, the only issue now is that it is technically possible to have your entire back end lopped off with not much ill effect... Does anyone have any ideas on how i can make losing a body part a bit more lethal?
Another problem this particular body structure has is the mouth grasp, and the fact that whenever someone is knocked unconscious enemies seem to prefer to stab them in the mouth instead of trying to brain them, to not much effect... Any ideas how to solve that particular conundrum?

Code: [Select]
[BODY:QUADRUPED_PONY]

[BP:UB:torso:torsoes][UPPERBODY][LOWERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1750]
[BP:LB:flank:flanks][CON:UB][CATEGORY:BODY_LOWER][LIMB][LOWERBODY]
[DEFAULT_RELSIZE:250]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:300]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUFL:right upper foreleg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLFL:right lower foreleg:STP][CON:RUFL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RFF:front right hoof:front right hooves][CON:RLFL][STANCE][RIGHT][GRASP][LIMB][EMBEDDED][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:80]
[BP:LUFL:left upper foreleg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LLFL:left lower foreleg:STP][CON:LUFL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LFF:front left hoof:front right hooves][CON:LLFL][STANCE][LEFT][GRASP][LIMB][EMBEDDED][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:80]
[BP:RUHL:right upper hindleg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:150]
[BP:RLHL:right lower hindleg:STP][CON:RUHL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:100]
[BP:RFH:rear right hoof:rear right hooves][CON:RLHL][STANCE][RIGHT][LIMB][EMBEDDED][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:20]
[BP:LUHL:left upper hindleg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:120]
[BP:LLHL:left lower hindleg:STP][CON:LUHL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:100]
[BP:LFH:rear left hoof:rear right hooves][CON:LLHL][STANCE][LEFT][LIMB][EMBEDDED][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:20]

[BODY:PONY_MOUTH]
[BP:MOUTH:mouth:STP][CONTYPE:HEAD][MOUTH][GRASP][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]

edit:
there we go, that should fix it
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 29, 2012, 11:33:47 pm
LEFT and RIGHT are valid BBcode tags. Use the code tag instead of spoiler tags for bodies.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on September 30, 2012, 08:16:42 pm
Best way to tell when you have duplicate raws:

Entities
-------
Dwarves
humans
goblins
Kobolds
Wild Boars <--- The hell
gremlins <--- The hell
Elves

Well i know exactly where to look...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 30, 2012, 11:05:19 pm
Based on the way my errorlog is yelling at me about body detail plans that I never made and I'm not using (a find in files search is showing up with nothing), I'm going to guess that creature variations are 100% creature-level, right?

(If they are, oh well. I could always use select caste tokens for those purposes.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on October 02, 2012, 12:58:33 pm
My mod has recently developed a rather distressing problem. It seems that certain members of my civilization seem to just crash the game outright whenever they migrate into my map or are mentioned in relationships. I've isolated one of my entities which will crash the game whenever I go into the relationship menu, and the game crashes if I attempt to look through the historical figures screen.
I can however export the xtm and look through the figures threre.

Has anyone had a similar problem? If not, how would you go about looking for the solution for this kind of problem?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: arkhometha on October 02, 2012, 06:47:49 pm
Is it possible to mod the initial skill/attribute distribution in adventure mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 02, 2012, 07:35:37 pm
Is it possible to mod the initial skill/attribute distribution in adventure mode?

You mean the ones you can assign? No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: arkhometha on October 02, 2012, 07:54:56 pm
Is it possible to mod the initial skill/attribute distribution in adventure mode?

You mean the ones you can assign? No.

Well, shit. Thanks a lot for the answer!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 02, 2012, 09:18:57 pm
Okay, I've got a weird-ass issue. I included first guardian dogs and cats in Fortbent, but I had an inkling that pne is the cause of a crash when I try genning a world. So I made two intentional errors--one in the dog creature, one in the cat creature (since each are loaded right before the first guardian version). However, the intentional errors fix the crash. This isn't an isolated incident, either--the game crashes when the error isn't there and does crash when it doesn't. What the heck is going on here?

EDIT: Yeah, it's consistent, too--every time I cause the error, it doesn't crash. The errorlog resulting from the intentional error:

Code: [Select]
*** Error(s) found in the file "raw/objects/creature_domestic.txt"
DOG:Unrecognized Creature Token: WITHOUT_THIS_ERROR_THE_GAME_CRASHES_FOR_SOME_REASON???
FIRST_GUARDIAN_DOG:Unrecognized Creature Token: WITHOUT_THIS_ERROR_THE_GAME_CRASHES_FOR_SOME_REASON???

The creature in question that is apparently causing the crash for lack of that particular non-existent token:

Code: [Select]
[CREATURE:FIRST_GUARDIAN_DOG]
[COPY_TAGS_FROM:DOG]
[APPLY_CREATURE_VARIATION:FIRST_GUARDIAN]
[APPLY_CURRENT_CREATURE_VARIATION]
[GO_TO_END]
[SELECT_CASTE:ALL]
[GRAVITATE_BODY_SIZE:100000]
[GO_TO_START]
[NAME:first guardian dog:first guardian dogs:first guardian dog]
[CASTE_NAME:first guardian dog:first guardian dogs:first guardian dog]
[GENERAL_CHILD_NAME:first guardian dog pup:first guardian dog pups]
[DESCRIPTION:A strange, eyeless doglike creature who occasionally flashes green.]
[POPULATION_NUMBER:1:1]
[CLUSTER_NUMBER:1:1]
[CREATURE_TILE:'D']
[PETVALUE:5000]
[BIOME:ANY_LAND]
[MOUNT_EXOTIC]
[GO_TO_END]
[PREFSTRING:loyalty]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:BODY_UPPER:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:BODY_LOWER:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:LEG_FRONT:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:LEG_REAR:HAIR]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]

And the creature variation for that:

Code: [Select]
[CREATURE_VARIATION:FIRST_GUARDIAN]
[CV_REMOVE_TAG:NAME]
[CV_REMOVE_TAG:GENERAL_CHILD_NAME]
[CV_REMOVE_TAG:GENERAL_BABY_NAME]
[CV_REMOVE_TAG:CASTE_NAME]
[CV_REMOVE_TAG:CHILDNAME]
[CV_REMOVE_TAG:BABYNAME]
[CV_REMOVE_TAG:POPULATION_NUMBER]
[CV_REMOVE_TAG:CLUSTER_NUMBER]
[CV_REMOVE_TAG:COLOR]
[CV_REMOVE_TAG:MOUNT]
[CV_REMOVE_TAG:MOUNT_EXOTIC]
[CV_REMOVE_TAG:SOUND]
[CV_REMOVE_TAG:SMALL_REMAINS]
[CV_REMOVE_TAG:DESCRIPTION]
[CV_REMOVE_TAG:CREATURE_TILE]
[CV_REMOVE_TAG:PET]
[CV_REMOVE_TAG:PETVALUE]
[CV_REMOVE_TAG:PENETRATEPOWER]
[CV_REMOVE_TAG:VERMIN_EATER]
[CV_REMOVE_TAG:VERMIN_HATEABLE]
[CV_REMOVE_TAG:VERMIN_GROUNDER]
[CV_REMOVE_TAG:VERMIN_FISH]
[CV_REMOVE_TAG:VERMIN_SOIL]
[CV_REMOVE_TAG:VERMIN_SOIL_COLONY]
[CV_REMOVE_TAG:VERMIN_ROTTER]
[CV_REMOVE_TAG:VERMIN_NOTRAP]
[CV_REMOVE_TAG:FISHITEM]
[CV_REMOVE_TAG:IMMOBILE_LAND]
[CV_REMOVE_TAG:TRIGGERABLE_GROUP]
[CV_REMOVE_TAG:NOT_BUTCHERABLE]
[CV_REMOVE_TAG:PREFSTRING]
[CV_REMOVE_TAG:SPEED]
[CV_REMOVE_TAG:SWIM_SPEED]
[CV_REMOVE_TAG:MUNDANE]
[CV_REMOVE_TAG:SET_TL_GROUP]
[CV_REMOVE_TAG:PLUS_TL_GROUP]
[CV_REMOVE_TAG:TL_COLOR_MODIFIER]
[CV_REMOVE_TAG:TLCM_NOUN]
[CV_REMOVE_TAG:PET_EXOTIC]
[CV_ADD_TAG:COLOR:7:10:1]
[CV_ADD_TAG:PET_EXOTIC]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:2EYES]
[CVCT_REPLACEMENT:PLACEHOLDER_FIRST_GUARDIAN]
[CV_NEW_TAG:LARGE_ROAMING]
[CV_NEW_TAG:EXTRAVISION]
[CV_NEW_TAG:SELECT_CASTE:ALL]
[CV_NEW_TAG:CAN_DO_INTERACTION:TELEPORT_TROLL]
[CV_NEW_TAG:CDI:ADV_NAME:begin teleporting]
[CV_NEW_TAG:CDI:TARGET:A:SELF_ONLY]
[CV_NEW_TAG:CDI:TARGET_RANGE:A:1]
[CV_NEW_TAG:CDI:MAX_TARGET_NUMBER:A:1]
[CV_NEW_TAG:CDI:TARGET_VERB:begin teleporting:suddenly disappears in a flash of green]
[CV_NEW_TAG:CDI:WAIT_PERIOD:1000]
[CV_NEW_TAG:ITEMCORPSE:TOOL:GRIST_CACHE:INORGANIC:DENIZEN]

PLUS the body token that replaces 2EYES:

Code: [Select]
[BODY:PLACEHOLDER_FIRST_GUARDIAN]
[BP:THING:mysterious first guardian thing we-don't-know-what-it-does:mysterious first guardian things we-don't-know-what-they-do][CONTYPE:UPPERBODY][INTERNAL][SMALL][CATEGORY:LIVER]
[DEFAULT_RELSIZE:1]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: arkhometha on October 02, 2012, 09:44:48 pm
What does the [DOES_NOT_EXIST] tag do?
There are three creatures in the creature_fanciful that have this. It does what it's written? Why would Toady add a creature and not enable it? What's wrong with it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 02, 2012, 09:51:03 pm
Well, if you'll notice, the creatures have no bodies. They are included in the game purely as flavor so they may be engraved.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: arkhometha on October 02, 2012, 10:21:31 pm
Well, if you'll notice, the creatures have no bodies. They are included in the game purely as flavor so they may be engraved.
That's strange. I thought that every creature existed physically in dwarf fortress. Oh well, thanks again, Putnam!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on October 03, 2012, 12:21:50 am
I tried searching here to no avail, but is it possible to define things like hair or other body part shapes?  I saw someone ask this a lot of pages back but it didn't get an answer that I saw.  I'd try figuring this out on my own, but I don't see any way to define the way these are used.  Theres' the shapes RAW file, but things like STANDARD_HAIR_SHAPINGS don't appear to be defined in the RAWs anywhere, nor do I have any idea how to define such a thing in the first place.

I'm guessing this is hard coded, with the intention of making it available to modding in the future?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darklord92 on October 03, 2012, 01:03:50 am
I tried searching here to no avail, but is it possible to define things like hair or other body part shapes?  I saw someone ask this a lot of pages back but it didn't get an answer that I saw.  I'd try figuring this out on my own, but I don't see any way to define the way these are used.  Theres' the shapes RAW file, but things like STANDARD_HAIR_SHAPINGS don't appear to be defined in the RAWs anywhere, nor do I have any idea how to define such a thing in the first place.

I'm guessing this is hard coded, with the intention of making it available to modding in the future?

Count me in for researching this as well. I'm trying to make custom faceplates for thetalyxia (https://d.facdn.net/art/mick39/1330413596.mick39_ws000006.jpg)(the assortment of creatures in the middle)  race in my mod. I've managed multiple amount of horns on another race so i'll try to see what i can research and test for this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ari Lazarus on October 03, 2012, 06:31:20 am
From the bottom up, these should be the relevant files:
Code: [Select]
material_template_default - what things are made of and their material properties such as hardness, edge, etc. Iron. Wood. Bone. Muscle.

b_detail_plan_default - materials that have been grouped together for convenience. Standard = muscle + bone + skin, etc.

body_default - where body parts are defined and how they are joined to bodies. Humanoids and Quadrupeds are the two main shapes present. Note that materials are not defined here.

relevant creature file - where you put in stuff like the body detail plan + body defaults + everything else such as hair and eye colour, attacks (and the body parts they use), etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on October 03, 2012, 07:25:30 am
Oh, sorry if I wasn't clear.  That's how you define things like having two arms and two legs.  I'm interested in changing things like, "His black hair is braided."  So far as I can find, there is no way to change the "is braided" part for a body part.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 03, 2012, 08:54:35 am
Nope. Mods like Masterwork use colors for that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on October 03, 2012, 09:01:29 am
That's what I was afraid of.  From what I understand that has the side effect of giving preferences like, "He likes the color mohawk."  That's amusing and a bit of a minor point I suppose, so maybe I'll try that anyway.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on October 04, 2012, 10:03:48 pm
(http://imageshack.us/a/img593/4500/dwarvesm.png)
I'm new at graphics, usually i just modify the tileset, so how do I make the sprites on the bottom apply to a berserk dwarf?

Spoiler (click to show/hide)

Here is my code, am I doing it right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Droid15243Z on October 04, 2012, 10:15:04 pm
Is it possible to make mounts that are immobile untill mounted by using a harmless attack with a syndrome to remove the token and vice versa.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on October 04, 2012, 10:28:28 pm
Is it possible to make mounts that are immobile untill mounted by using a harmless attack with a syndrome to remove the token and vice versa.

I've had no luck adding or removing immobile, but you can change it to another creature that isn't immobile.  You'd have to make it wear off over time and reapply it to keep the creature moving.

I've also never managed to actually ride a creature either, even when hacking tags with DFHack.  One modder has made dwarves turn themselves into mechanized armor, you could turn whoever you want to ride a mount into a new creature, that's '*something* mounted'.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on October 04, 2012, 11:05:30 pm
I have more questions and they may be newbish :D

1.Is it feasible to have a weather effect cause death then transformation? Example being: Dwarf A is caught in the mutato cloud. Dwarf A is suffocated. Dwarf A has been killed. Dwarf A has become a Mutato.
2. I've yet to see any race eat eggs. Do eggs in DF have to be cooked before being eaten? And if so, can eggs be used in interactions to say make a meat called Omelet?
3. How would i make a metal material that is nigh indestructible, and resists blunt, slashing, and piercing damage?
4. How would i set up a clay material that can be used to make metal, but cant be used to make say clay pots, jugs, and other clay items?
5. I'm setting up a soil type that is to resemble metal and can i restrict this soil to only allowing metal plants to grow on it? I doubt this is feasible but its worth an ask lol
6. Lastly, and this is my odd question of the day lol, but is it possible to have a material be created and act like water? i feel this has been explained somewhere but im not sure lol.

Welp, thats all my questions I have for now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Droid15243Z on October 04, 2012, 11:23:36 pm
Dwarfs can't use mounts; it's hardcoded. I'm making custom creatures/entities and such. Although the wearing off thing could be used to simulate something needing to be fed or refueled. Wait does transforming repair limbs and what not?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on October 05, 2012, 12:25:56 am
3. How would i make a metal material that is nigh indestructible, and resists blunt, slashing, and piercing damage?

Indestructable -- do you mean as armor? DF implements a system which is based on a probably linearized model of material stress/strain dynamics.  You want high values for impact (blunt) and shear (cutting) yield and fracture, and probably a low value for strain at yield.    Strain-at-yield defines the slope of the stress/strain curve although in odd units; if you make it small then the wearer won't be damaged as much as the armor deforms.  Compressive, tensile, torsion, and bending are defined but I think are not really used.  Toady posted about this I think in Future of the Fortress long ago.

Quote
6. Lastly, and this is my odd question of the day lol, but is it possible to have a material be created and act like water? i feel this has been explained somewhere but im not sure lol.

Only water and magma can act like proper fluids.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on October 05, 2012, 12:59:21 am
3. How would i make a metal material that is nigh indestructible, and resists blunt, slashing, and piercing damage?

Indestructable -- do you mean as armor? DF implements a system which is based on a probably linearized model of material stress/strain dynamics.  You want high values for impact (blunt) and shear (cutting) yield and fracture, and probably a low value for strain at yield.    Strain-at-yield defines the slope of the stress/strain curve although in odd units; if you make it small then the wearer won't be damaged as much as the armor deforms.  Compressive, tensile, torsion, and bending are defined but I think are not really used.  Toady posted about this I think in Future of the Fortress long ago.

Quote
6. Lastly, and this is my odd question of the day lol, but is it possible to have a material be created and act like water? i feel this has been explained somewhere but im not sure lol.

Only water and magma can act like proper fluids.

I should elaborate more i guess lol. for the material it has to be fireproof, able to withstand any kind of blow that is dealt to it(keeping the wearer safe) but still being able to cut through itself.

and i thought as much with the water lol

EDIT: Lol i wasnt thinking. Ok i know how to make the material protective thanks to me actually reading :P
now i need to know: how do i make it able to cut through any metal like butter?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Droid15243Z on October 05, 2012, 03:08:45 am
Is there a way to make a custom item that is used to tame a specific creature. Like a pokeball to a pokemon. Wait, theres a way to make a pokemon defeated even after transformation! IndigoFenix just made a creature that dies by over heating because even though transforming fixes limbs and stuff it retains its temperature. So you could probably make a custom workshop or something to cool down the pokeball so when you send out a pokemon it won't die! :D
I might make a pokemon mod when I get some decent modding experience.
Title: Making Dwarfs thouger
Post by: Kellnaved on October 05, 2012, 06:21:57 am
Greetings from Austria!

I like to play my forts with relatively few dwarfs and so the dead of even 1 or 2 might be of bigger impact than normaly. So I would like to know if it is possible to make my dwarfs more able to survive injuries like a severed hand or foot a lost eye or a puctured lung  and make lethal injuries like on the heart or brain much less likely (or impossible). I guess I´m looking for ways to:

make dwarfs far less likely to die from:

-) bloodloss
-) infection
-) damage to vital organs

They should not be immortal but if injured the time you have to get them to the hospital and tend to their injuries should be greatly increased before they would die. The idea is to have old veteran soldiers that have lost an eye, an ear a few fingers during their long service but are still able to fight.

Any help would be much appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Droid15243Z on October 05, 2012, 12:38:34 pm
You can mod them tuffer edit some tokens and increase healing rate. I'm not an expert. The wiki should help with.  :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on October 05, 2012, 12:58:34 pm
Question about werebeasts would it be possible to morph into one when you become enraged? or is it hard coded?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 05, 2012, 04:24:58 pm
If I wanted to modify a metal to be sharper, what values affect this? I.E. Is is MAX_EDGE the one that affects sharpness, or no? What does?

If I wanted the metal to have a syndrome, how would I do that? Would I have to create a custom syndrome, or can I just define the symptoms in the metal, without making a syndrome?

How would I create a syndrome?

How would I change the color of the metal to a bloodish red color?

If I was holding a metal with a syndrome, would gloves protect me from it?

If I was carrying a metal with a syndrome in a container, would that protect me from the syndrome?

If I had a syndrome metal that boiled at super low temps, would the metal form a syndrome gas cloud?

Also, is Necrosis a fast happening thing, or is it a slow, over time thing? I.E. Would it be a viable weapon in combat, or would it just suck for the victim later?

Thanks for your time answering these.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 05, 2012, 05:37:17 pm
I have more questions and they may be newbish :D

1.Is it feasible to have a weather effect cause death then transformation? Example being: Dwarf A is caught in the mutato cloud. Dwarf A is suffocated. Dwarf A has been killed. Dwarf A has become a Mutato.
2. I've yet to see any race eat eggs. Do eggs in DF have to be cooked before being eaten? And if so, can eggs be used in interactions to say make a meat called Omelet?
3. How would i make a metal material that is nigh indestructible, and resists blunt, slashing, and piercing damage?
4. How would i set up a clay material that can be used to make metal, but cant be used to make say clay pots, jugs, and other clay items?
5. I'm setting up a soil type that is to resemble metal and can i restrict this soil to only allowing metal plants to grow on it? I doubt this is feasible but its worth an ask lol
6. Lastly, and this is my odd question of the day lol, but is it possible to have a material be created and act like water? i feel this has been explained somewhere but im not sure lol.

Welp, thats all my questions I have for now.

1. Not really; materials can't have interactions, only syndromes.
2. Yes, they have to be cooked. Yes, they can be used in reactions.
3. See adamantine? Like that.'
4. If it's clay, it has to be able to make clay items, due to the way the game recognizes clay.
5. Plants can't be restricted to certain soil, so no.
6. Magma and water are the only fluids in the game. None more can be modded in.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on October 05, 2012, 05:58:20 pm
-snip-

1. Not really; materials can't have interactions, only syndromes.
2. Yes, they have to be cooked. Yes, they can be used in reactions.
3. See adamantine? Like that.'
4. If it's clay, it has to be able to make clay items, due to the way the game recognizes clay.
5. Plants can't be restricted to certain soil, so no.
6. Magma and water are the only fluids in the game. None more can be modded in.

Thanks Putnam :D

I have another set questions that pertains to milk.

1. Can milk have a syndrome attached to it?
2. How do I go about using a specific type of milk in a reaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lwCoyote on October 05, 2012, 06:53:38 pm
I've just started delving into modding the raws, and I have a question - one that the search didnt help with (its possible I just didnt search for the right thing, but regardless). So Im asking here, cause it just makes sense :D

If I were to go into the reaction_smelter RAW and, say, delete the info for making, say, lay pewter (cause who ever uses that anyways?) will that break the game, or just remove it from ever being produced? Mostly want to do this to unclutter the smelter menu from stuff I never use (lay pewter, black bronze, etc).

also, if I wanted to change the way adamantine is produced from Raw -> thread -> wafer to Raw -> wafer - >thread (which makes more sense to me as well as avoidiing the thread stockpile problem) how would I go about doing this?

hopefuly in answering these two question I will glean enough knowledge to further help myself with future endeavors! (teach a man to fish, etc)

EDIT
I decided to poke around the wiki while I waited to see what people might reply with, specifically the reactions bit; I was comparing the info in the reactions section of the wiki to what I was seeing in  the reactions_smelter file and  am a bit confused..

[REACTION:ADAMANTINE_WAFERS]
[NAME:make adamantine wafers]
[BUILDING:SMELTER:NONE]
[REAGENT:A:15000:THREAD:NO_SUBTYPE:METAL:ADAMANTINE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

for the Reagent line..
A is the name
15000 is the quantity (or, since its thread, the size)
thread:no_subtype is the item token?
Metal:adamantine <-- is this the material token, or the material token and modifier, or m odifier?
I followed the link to the "full list" of material tokens and didnt see one called just "Metal".. I did see a "Metal_Ore" under modifiers though.

Guidance needed!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on October 05, 2012, 07:40:41 pm
Yep METAL:NAME is the material token; STONE and METAL are aliases for INORGANIC
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lwCoyote on October 05, 2012, 09:17:47 pm
[INORGANIC:RAW_ADAMANTINE]
[ITEM_SYMBOL:'*']
[THREAD_METAL:ADAMANTINE:100]


If I change [THREAD_METAL:ADAMANTINE:100] to [METAL:ADAMANTINE:100]

will that change things so that one can smelt raw adamantine into adamatine wafer?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 05, 2012, 09:22:17 pm
Nothing that isn't on this page will work. (http://dwarffortresswiki.org/index.php/Inorganic_material_definition_token)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lwCoyote on October 05, 2012, 09:40:06 pm
Nothing that isn't on this page will work. (http://dwarffortresswiki.org/index.php/Inorganic_material_definition_token)

Ah, helpful. Changing Thread_Metal Metal_Ore (and removing Wafer if its in there) would do it then, I hope. *crosses toes*
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tyrannus007 on October 06, 2012, 12:33:33 pm
How would I make the skull harder to break, or just make it so that not all fights end with somebody's skull getting bashed in?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Batpony on October 06, 2012, 12:48:56 pm
I've been playing adventure mode since year five on a hostile island with no civilizations, is there a way to spawn a carving knife and/or a backpack using reactions?
(I'm using the Genesis mod so I should be able to craft more items, I'm just lacking the carving knife to start off with.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on October 06, 2012, 01:42:08 pm
Vamps and necromancers
Would one be able to remove the no gaining attributes on them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 06, 2012, 02:37:55 pm
Vamps and necromancer can't be modded at all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on October 06, 2012, 04:21:04 pm
Vamps and necromancer can't be modded at all.
What you can do though is to make a duplicate copy of the vampire or necromancer secrets from the example interactions and then change it however you want. I'm not sure if it's possible to tell the game to only use your custom ones like you can with night creatures, but your guaranteed to have at least some of your vampires be the way you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlueMagic on October 06, 2012, 07:43:38 pm
This is probably going to sound like a stupid question, but I don't know the difference between the materials template and the tissue template. The guide wasn't much help, either.
See, I'm trying to recreate a species of glass cats, since I loved the Land Of Oz books as a kid. I was going to take the cat template and take out all the insides, leaving only the heart. I would replace the heart material/tissue with a randomized gem material and replace the claw template with a diamond template.

Here's the tissue template I used for the glass cat.
Code: [Select]
[TISSUE:GLASS]
    [TISSUE_NAME:glass:glass]
    [TISSUE_MATERIAL:INORGANIC:CRYSTAL_GLASS]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:1]
    [CONNECTS]
    [TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:GLASS]
My question is, can I assume that since I have the [MUSCULAR]/[FUNCTIONAL]/ect ect. tokens I can take out the rest of the tissue detail plans? And if so, how can I specify that the heart is made of a different tissue made of the randomized precious stone material.
I'm a noob at modding, sorry if this annoys anybody.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 06, 2012, 11:44:57 pm
Materials and tissues are completely unrelated; search the wiki!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on October 06, 2012, 11:47:37 pm
I've been playing adventure mode since year five on a hostile island with no civilizations, is there a way to spawn a carving knife and/or a backpack using reactions?
(I'm using the Genesis mod so I should be able to craft more items, I'm just lacking the carving knife to start off with.)

Im only slighty familiar with Genesis, but cant you make a carving knife? if not i can make a few dummy reactions so you can :-\

Side Note: Im going to go try out genesis now lol
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: gbrngfol on October 07, 2012, 03:17:21 am
Random question but is there any way to change/add creature announcements? I've managed to get a working 100% home made Civ but the game doesn't announce them in fort mode. Also they seem to not make their own clothing or weapons but that will be fixed later.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 07, 2012, 12:39:04 pm
What defines a metals ability to cut through things when used as an EDGE weapon?
Also, what is the average temperature in a hot biome, and a temperate biome?

EDIT: Also, what does the [SPEC_HEAT] do?

EDIT 2: So I whipped this up:

Spoiler (click to show/hide)

The syndrome won't affect things when I attack them. I tried with with the [SYN_CONTACT] and the [SYN_INJECTED] on.
What did I do wrong? I made sure I got deep enough to touch blood. In fact, I wrecked someones lung, and yet, no necrosis, or dizziness, or nausea. Im guessing I set the syndrome up wrong, or this is one of those things that just dont work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 07, 2012, 01:44:50 pm
1. Answer is here. (http://dwarffortresswiki.org/index.php/Weapon#Material)

2. SPEC_HEAT: Refers to the specific heat capacity (http://en.wikipedia.org/wiki/Specific_heat_capacity#Extensive_and_intensive_quantities) of the material. Format is what you would find on the internet times 1000, so that water, for example, would be 4181.

3. Weapons can't impart syndromes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 07, 2012, 01:58:57 pm
Weapons can't cause Syndromes? Awww.

Thanks for the help anyway.

Would it be possible to spawn a poison through a reaction that I could dip the weapon in to cause poisoning?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 07, 2012, 02:12:28 pm
DFHack lets you do that, but other than that no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 07, 2012, 02:14:55 pm
Alright, thanks for the help.

*Pouts in corner*
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 07, 2012, 03:57:31 pm
How to change the embark paragraph?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 07, 2012, 05:05:38 pm
In the 'data' folder theres an 'announcement' folder and in that I found a 'fortressintro' file. I do not know if this is what you are looking for, nor do I know how to open it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 07, 2012, 05:10:28 pm
Facekillz is right on the money. To edit it, you'll need this. (http://dffd.wimbli.com/file.php?id=4175)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 07, 2012, 05:25:08 pm
How do I use that with wine? (OSX)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on October 07, 2012, 05:32:40 pm
Spoiler (click to show/hide)

I was wondering how I would go about changing chitin into steel? I need to made scorpions slightly harder to kill.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 07, 2012, 05:37:05 pm
Code: [Select]
[SELECT_MATERIAL:CHITIN]
Steel properties go here.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 07, 2012, 05:55:07 pm
Facekillz is right on the money.

THIS IS THE BESTEST DAY OF MY LIFE!!!

*Fist Pump*

Yeah. Thats the most right i've been about anything related to this game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 07, 2012, 05:57:15 pm
How do I use that with wine? (OSX)

Ah--I'm not sure if wine has command prompt functionality, unfortunately. If it does, you'd use that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on October 07, 2012, 06:11:24 pm
Code: [Select]
[SELECT_MATERIAL:CHITIN]
Steel properties go here.

Now when I tried to make them drop steel bars I got this in the error log
Spoiler (click to show/hide)
And this is what I had for raws
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 07, 2012, 06:19:26 pm
1. EBO_SHAPE is for gems only. It is not needed otherwise.
2. You want EBO_ITEM:BAR:NONE:INORGANIC:STEEL.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kilroy the Grand on October 07, 2012, 06:31:37 pm
1. EBO_SHAPE is for gems only. It is not needed otherwise.
2. You want EBO_ITEM:BAR:NONE:INORGANIC:STEEL.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 07, 2012, 06:39:56 pm
Is there a limit to the number of items a reaction can take?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 07, 2012, 06:40:48 pm
If there is one, it's probably arbitrarily huge.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 07, 2012, 06:42:26 pm
Woah, that was a fast reply.

I'm going to need more than arbitrarily huge, for what i'm planning.

Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 07, 2012, 06:42:58 pm
Arbitrarily huge meaning "over 2,000,000,000".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 07, 2012, 06:47:31 pm
Arbitrarily huge meaning "over 2,000,000,000".

It's not enough, darn it!

Just kidding here. Arbitrarily huge is... well, plenty.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 07, 2012, 10:34:23 pm
Facekillz is right on the money. To edit it, you'll need this. (http://dffd.wimbli.com/file.php?id=4175)
Screw Wine, how do I use this with WINDOWS?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 07, 2012, 10:42:14 pm
You need to use the command line.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 07, 2012, 10:44:42 pm
does that mean the command prompt? Straight up opening it just opens a cmd window that immediately closes

EDIT: Nevermind, just had the path wrong
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 07, 2012, 11:07:28 pm
Returns error "The System could not find the file specified" for

Code: [Select]
C:\MyPath> wtf2txt <fortressintro> [<fortressintro.txt>]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on October 07, 2012, 11:10:32 pm
did you actually put the angley brackets?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 07, 2012, 11:12:24 pm
Yes. Otherwise it returns with
Code: [Select]
USAGE: Path\ wtf2txt.exe [-x] <input file> [<output file>]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 08, 2012, 12:05:09 am
What you want is this:

C:\MyPath> wtf2txt fortressintro fortressintro.txt
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 08, 2012, 12:30:12 am
Just returns with "USAGE: [whatever the usage thing was]"

Maybe the path is wrong? Should the wtfiles be in the same dir as the exe?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 08, 2012, 12:31:18 am
Well, yeah. Do you expect the program to search the whole computer for the file?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 08, 2012, 12:37:35 am
No, just wondering if the program wanted them to be in the src subfolder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 08, 2012, 08:14:40 am
So I was derping about in the raws, and I noticed.
The secrets of life and death has a syndrome attached to it!
That syndrome lets the victim raise things!
I'm putting this on a metal that boils at room temperature!
I can't raise the dead...

I'm quite sure, because people have told me, it's impossible to become a necro this way.
BUT. I will keep experimenting to see if there is a way to do this.

EDIT: Alright, I doubt it's possible at this point, but heres what i've been working with:

Spoiler (click to show/hide)

Yes, I copy pasted Iron.

Not a question in my post, I know, this is just the most generalized place I could think to put it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 08, 2012, 08:42:42 am
Your problem is this:

Code: [Select]
  [CDI:INTERACTION:EXAMPLE RAISE]
EXAMPLE RAISE isn't an interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 08, 2012, 09:00:51 am
Your problem is this:

Code: [Select]
  [CDI:INTERACTION:EXAMPLE RAISE]
EXAMPLE RAISE isn't an interaction.

Really? It's under the secrets of life and death in the 'interaction_secret' text file.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kaleb702 Games on October 08, 2012, 11:48:47 am
Would it be possible to create peglegs or hooks? Basically wearable weapons for stump arms, and wearable crutches for stump legs? Or is that impossible? Even decor ones would be fine. I kind of got my hand bit off by an alligator, so I want to become Captain Hook.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on October 08, 2012, 03:41:05 pm
Your problem is this:

Code: [Select]
  [CDI:INTERACTION:EXAMPLE RAISE]
EXAMPLE RAISE isn't an interaction.

Really? It's under the secrets of life and death in the 'interaction_secret' text file.

Spoiler (click to show/hide)

The default EXAMPLE_RAISE interaction is located in a separate folder from the raw files.  It never actually gets loaded into the game.  If you want your custom interaction to work, you can just copy the interaction_secret.txt file from the "interaction examples" folder to "objects" folder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 08, 2012, 06:57:44 pm
Your problem is this:

Code: [Select]
  [CDI:INTERACTION:EXAMPLE RAISE]
EXAMPLE RAISE isn't an interaction.

Really? It's under the secrets of life and death in the 'interaction_secret' text file.

Spoiler (click to show/hide)

Yeah, under the "interaction examples" folder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 08, 2012, 07:24:50 pm
Ohhhh.
Now I get it.
So stuff in that folder doesn't even get used then?
So this means, it is entirely possible to make oneself a necromancer without all the book hunting?!
When I get on my laptop in the near future i'll make sure to do this.

Thanks guys.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on October 09, 2012, 03:56:41 am
Ohhhh.
Now I get it.
So stuff in that folder doesn't even get used then?
So this means, it is entirely possible to make oneself a necromancer without all the book hunting?!
When I get on my laptop in the near future i'll make sure to do this.

Thanks guys.

There are lots of ways of making a creature a necromancer.  However, necromancy doesn't work right in fortress mode: even if you give a playable creature the ability to raise the dead as well as all of the other necromancy tags, zombies will still attack them in fortress mode.
If it's adventure mode necromancy you're looking for though, that's simple.  Just give your selected creature a natural ability that lets them use an interaction on themselves that turns them into a necromancer, using a copy of the one in the examples (but using CREATURE_ACTION instead of SECRET).  You might want to create a new creature if you do this, though, or ALL of its species will be able to raise the dead.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 09, 2012, 04:37:46 am
Ohhhh.
Now I get it.
So stuff in that folder doesn't even get used then?
So this means, it is entirely possible to make oneself a necromancer without all the book hunting?!
When I get on my laptop in the near future i'll make sure to do this.

Thanks guys.

There are lots of ways of making a creature a necromancer.  However, necromancy doesn't work right in fortress mode: even if you give a playable creature the ability to raise the dead as well as all of the other necromancy tags, zombies will still attack them in fortress mode.
If it's adventure mode necromancy you're looking for though, that's simple.  Just give your selected creature a natural ability that lets them use an interaction on themselves that turns them into a necromancer, using a copy of the one in the examples (but using CREATURE_ACTION instead of SECRET).  You might want to create a new creature if you do this, though, or ALL of its species will be able to raise the dead.

Actually, the way I was planning on doing it was making a reaction to summon a syndrome metal that boils instantly that has all the tags and gives the interactions for a necromancer. I still haven't gotten on my laptop yet to work on it, but I probably will tonight. Thanks though!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: misko27 on October 10, 2012, 01:22:34 am
Code: [Select]
[CAN_DO_INTERACTION:SPAM]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:5]
[CDI:USAGE_HINT:ATTACK]
[CDI:ADV_NAME:Spam Nonsense]
    [CDI:MAX_TARGET_NUMBER:C:1]
    [CDI:WAIT_PERIOD:30]
      [CDI:VERB:blast a wave of spam:blasts a wave of nonsense:NA]
[CDI:TARGET_VERB:is assualted by Ads:is surronded by Ads]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
    [CDI:MATERIAL:LOCAL_CREATURE_MAT:NONSENSE:UNDIRECTED_DUST]
    [CDI:WAIT_PERIOD:30]

[USE_MATERIAL_TEMPLATE:LOCAL_CREATURE_MAT:NONSENSE]
[STATE_NAME:ALL_SOLID:solididified nonsense]
[STATE_ADJ:ALL_SOLID:solid nonsense]
[STATE_NAME:LIQUID:pure unadulterated nonsense]
[STATE_ADJ:LIQUID:pure unadulterated nonsense]
[STATE_NAME:GAS:nonsense]
[STATE_ADJ:GAS:nonsense]
[MELTING_POINT:9950]
[BOILING_POINT:10000]
[PREFIX:NONE]
[SYNDROME]
        [SYN_NAME:spammed by random nonsense]
        [SYN_AFFECTED_CLASS:GENERAL_POISON]
        [SYN_IMMUNE_CREATURE:SPAM:ALL]
        [SYN_INHALED][SYN_INGESTED]
        [CE_IMPAIR_FUNCTION:SEV:50:PROB:100:RESISTABLE:BP:BY_BODY_PART:BREATHE:START:50:PEAK:100:END:500]
        [CE_DROWSINESS:SEV:100:PROB:100:RESISTABLE:START:1000:PEAK:2000]
          [CE_DIZZINESS:SEV:75:PROB:100:RESISTABLE:START:500:PEAK:1000:END:1000]
Please. someone, tell me why it refuses to work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on October 10, 2012, 04:01:08 am
am I interpreting properly that the first bit is part of a creature file and the second bit is supposed to define the material that gets used in the interaction?

The things that jump out at me are (1) that I can't tell whether you're trying to define your own new interaction vs. use the MATERIAL_EMISSION built in reaction ... I assume the latter since you haven't included an interaction definition.  and (2) either you are doing something subtle that goes over my head with the LOCAL_CREATURE_MAT, or your material definition was totally jacked up :)

disclaimer, not an interactions expert, if this doesn't help or I'm way off base apologies in advance.


      
<<in your creature file>>

   [CAN_DO_INTERACTION:SPAM]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
            [CDI:TARGET:C:LINE_OF_SIGHT]
           [CDI:TARGET_RANGE:C:5]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:ADV_NAME:Spam Nonsense]
          [CDI:MAX_TARGET_NUMBER:C:1]
          [CDI:WAIT_PERIOD:30]
           [CDI:VERB:blast a wave of spam:blasts a wave of nonsense:NA]
      [CDI:TARGET_VERB:is assualted by Ads:is surronded by Ads]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
          [CDI:MATERIAL:LOCAL_CREATURE_MAT:NONSENSE:UNDIRECTED_DUST]
[CDI:MATERIAL:INORGANIC:NONSENSE:UNDIRECTED_DUST]
          [CDI:WAIT_PERIOD:30]

<<in an object:inorganic file>>
[INORGANIC:NONSENSE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:LOCAL_CREATURE_MAT:NONSENSE]
   [STATE_NAME:ALL_SOLID:solididified nonsense]
   [STATE_ADJ:ALL_SOLID:solid nonsense]
   [STATE_NAME:LIQUID:pure unadulterated nonsense]
   [STATE_ADJ:LIQUID:pure unadulterated nonsense]
   [STATE_NAME:GAS:nonsense]
   [STATE_ADJ:GAS:nonsense]
   [MELTING_POINT:9950]
   [BOILING_POINT:10000]
   [PREFIX:NONE]
   [SYNDROME]
            [SYN_NAME:spammed by random nonsense]
            [SYN_AFFECTED_CLASS:GENERAL_POISON]
            [SYN_IMMUNE_CREATURE:SPAM:ALL]
            [SYN_INHALED][SYN_INGESTED]
            [CE_IMPAIR_FUNCTION:SEV:50:PROB:100:RESISTABLE:BP:BY_BODY_PART:BREATHE:START:50:PEAK:100:END:500]
            [CE_DROWSINESS:SEV:100:PROB:100:RESISTABLE:START:1000:PEAK:2000]
             [CE_DIZZINESS:SEV:75:PROB:100:RESISTABLE:START:500:PEAK:1000:END:1000]

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on October 10, 2012, 02:46:00 pm
I've been trying to modify Weird Text Format message files using Andux's old editor, and the txt2wtf works fine, however the wtf2txt only seems to work for a couple of select files (like the embark message) - usually it just spits back a blank file, so I'm unable to read their proper format or how to use variables.  How do I get this to work, or where can I find a copy of the WTF files in readable format?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bigheaded on October 10, 2012, 04:43:06 pm
I have embarked and would rather not lose it (i already know the solution to make an embark without them)

I am looking to remove a unit (in this case pond grabbers, because they're annoying, they're hard to kill for lazy people and they sit around on the map for absolutely ages) completely from the map and make it so they cannot come back.

I've tried simply removing from the raws, on the current save and i get a "pond grabber missing" error.
If they were removed using DFHack (possibly DFusion, i don't know a lot about dfusion but looks to be possible on that) or anything else, to remove these pond grabbers from the map and prevent them from coming ever again? (will editing the raws work if they don't exist on the map?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: misko27 on October 10, 2012, 04:43:53 pm
-snip-
Muchos Gracias.

2 more.
What are the breath attack tokens? I can't seem to find them anywhere.
When speaking in a interaction, where does the text file go?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 10, 2012, 05:10:26 pm
-snip-
Muchos Gracias.

2 more.
What are the breath attack tokens? I can't seem to find them anywhere.
When speaking in a interaction, where does the text file go?

1. http://dwarffortresswiki.org/index.php/Syndrome#Breath_Attack_Types

2. (copied from here (http://dwarffortresswiki.org/index.php/Interaction_token))
Code: [Select]
VERBAL_SPEECH filename Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 612DwarfAvenue on October 10, 2012, 07:49:38 pm
I'm making 3 different creatures as castes of my mod's playable creature so they can all appear in fort mode. Is there a way to prevent cross-breeding between the castes so they'll only breed within their own castes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Akjosch on October 11, 2012, 12:31:40 am
I'm making 3 different creatures as castes of my mod's playable creature so they can all appear in fort mode. Is there a way to prevent cross-breeding between the castes so they'll only breed within their own castes?

No. Any member of a [MALE]-tagged caste can (and eventually will) marry any member of a [FEMALE]-tagged caste, and some time later the [FEMALE]-tagged caste one will begin producing children. They will be of a random caste each with the probabilities determined by the relative caste population sizes (POP_RATIO token). These mechanics are not changeable without using DFHack magic.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 612DwarfAvenue on October 11, 2012, 05:42:13 am
I'm making 3 different creatures as castes of my mod's playable creature so they can all appear in fort mode. Is there a way to prevent cross-breeding between the castes so they'll only breed within their own castes?

No. Any member of a [MALE]-tagged caste can (and eventually will) marry any member of a [FEMALE]-tagged caste, and some time later the [FEMALE]-tagged caste one will begin producing children. They will be of a random caste each with the probabilities determined by the relative caste population sizes (POP_RATIO token). These mechanics are not changeable without using DFHack magic.

Damn. Even if i use differing biome tags in the castes? Or does that only work for segregating males from females?


EDIT: Another question as well, is it possible to attach a syndrome to a material in a way that the syndrome will only take effect on someone damaged by an object of that material? Say, i make a stun baton meant to shock anyone bashed by it, can the syndrome be set to only shock the guy hit by the baton and not shock whoever picks it up?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evil One on October 11, 2012, 06:26:12 am
Does anyone know a way to do either of the following?:

1) Mod a creature to have lethally sharp edged body parts (I'm trying to create a variety of creatures with blade arms/spikes/ETC), so far I've only been able to create blunt body parts.

2) Mod a creature so that it can fire/launch serrated metal discs or any other artificial objects.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Akjosch on October 11, 2012, 08:04:37 am
I'm making 3 different creatures as castes of my mod's playable creature so they can all appear in fort mode. Is there a way to prevent cross-breeding between the castes so they'll only breed within their own castes?

No. (...)

Damn. Even if i use differing biome tags in the castes? Or does that only work for segregating males from females?

BIOME is a creature-level token, not caste-level. No matter where in the creature definition you specify it, it always applies to the whole creature, all castes.

As to your second question, no idea. Somebody with more knowledge about syndromes will have to answer that one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 11, 2012, 08:57:16 am
Does anyone know a way to do either of the following?:

1) Mod a creature to have lethally sharp edged body parts (I'm trying to create a variety of creatures with blade arms/spikes/ETC), so far I've only been able to create blunt body parts.

2) Mod a creature so that it can fire/launch serrated metal discs or any other artificial objects.

1. [ATTACK_FLAG_EDGE]
2. No, though I would love that. Kienzan in dragon ball mod? Most certainly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on October 11, 2012, 02:07:53 pm
EDIT: Another question as well, is it possible to attach a syndrome to a material in a way that the syndrome will only take effect on someone damaged by an object of that material? Say, i make a stun baton meant to shock anyone bashed by it, can the syndrome be set to only shock the guy hit by the baton and not shock whoever picks it up?
The first thing to know is that syndromes are really difficult to apply through weaponry since contact syndromes require more then a simple weapon strike to apply the syndrome. As such the only really reliable way is to create a bolt out of the syndrome material that boils at just under body temperature but above room temperature. Then when it gets stuck in an enemy it will boil and infect them with a breathable syndrome.

And as for applying syndromes to only the target and not other things in the vicinity, the only current way is to make all of the other creatures naturally immune to the syndrome. So you can either have the syndrome affect everyone, or never affect a give race.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on October 12, 2012, 04:56:38 pm
How do I create body detail plans and tissues?
I've tried, but all I get is tissue thickness errors. I've tried to make my own plans for a custom race I'm working on. It works fine....if it would please stop being on fire every time it goes into the arena. And not have all those errors.
Code: [Select]
ANTISHADOWWEAPON:FEMALE:upper chassis, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:upper chassis, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:upper chassis, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:lower chassis, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:lower chassis, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:lower chassis, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:neck, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:neck, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:neck, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:head, layer 5: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:head, layer 6: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:head, layer 7: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right upper arm, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right upper arm, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right upper arm, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left upper arm, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left upper arm, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left upper arm, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right lower arm, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right lower arm, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right lower arm, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left lower arm, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left lower arm, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left lower arm, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right hand, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right hand, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right hand, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left hand, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left hand, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left hand, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right upper leg, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right upper leg, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right upper leg, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left upper leg, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left upper leg, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left upper leg, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right lower leg, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right lower leg, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right lower leg, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left lower leg, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left lower leg, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left lower leg, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right foot, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right foot, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right foot, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left foot, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left foot, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left foot, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right ear, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right ear, layer 2: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left ear, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left ear, layer 2: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:papillion heart: No tissue thickness
ANTISHADOWWEAPON:FEMALE:shoulder bearing, right upper arm, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:shoulder bearing, right upper arm, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:shoulder bearing, left upper arm, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:shoulder bearing, left upper arm, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:elbow bearing, right lower arm, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:elbow bearing, right lower arm, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:elbow bearing, left lower arm, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:elbow bearing, left lower arm, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:wrist bearing, right hand, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:wrist bearing, right hand, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:wrist bearing, left hand, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:wrist bearing, left hand, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:hip bearing, right upper leg, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:hip bearing, right upper leg, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:hip bearing, left upper leg, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:hip bearing, left upper leg, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:knee bearing, right lower leg, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:knee bearing, right lower leg, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:knee bearing, left lower leg, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:knee bearing, left lower leg, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:ankle bearing, right foot, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:ankle bearing, right foot, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:ankle bearing, left foot, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:ankle bearing, left foot, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:clockwork: No tissue thickness
ANTISHADOWWEAPON:FEMALE:thumb, right hand, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:thumb, right hand, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:thumb, right hand, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:thumb, left hand, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:thumb, left hand, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:thumb, left hand, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:first finger, right hand, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:first finger, right hand, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:first finger, right hand, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:first finger, left hand, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:first finger, left hand, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:first finger, left hand, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:second finger, right hand, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:second finger, right hand, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:second finger, right hand, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:second finger, left hand, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:second finger, left hand, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:second finger, left hand, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:third finger, right hand, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:third finger, right hand, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:third finger, right hand, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:third finger, left hand, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:third finger, left hand, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:third finger, left hand, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fourth finger, right hand, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fourth finger, right hand, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fourth finger, right hand, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fourth finger, left hand, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fourth finger, left hand, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fourth finger, left hand, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:first toe, right foot, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:first toe, right foot, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:first toe, right foot, layer 3: Tissue AFAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:first toe, left foot, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:first toe, left foot, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:first toe, left foot, layer 3: Tissue AFAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:second toe, right foot, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:second toe, right foot, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:second toe, right foot, layer 3: Tissue AFAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:second toe, left foot, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:second toe, left foot, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:second toe, left foot, layer 3: Tissue AFAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:third toe, right foot, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:third toe, right foot, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:third toe, right foot, layer 3: Tissue AFAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:third toe, left foot, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:third toe, left foot, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:third toe, left foot, layer 3: Tissue AFAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fourth toe, right foot, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fourth toe, right foot, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fourth toe, right foot, layer 3: Tissue AFAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fourth toe, left foot, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fourth toe, left foot, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fourth toe, left foot, layer 3: Tissue AFAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fifth toe, right foot, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fifth toe, right foot, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fifth toe, right foot, layer 3: Tissue AFAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fifth toe, left foot, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fifth toe, left foot, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:fifth toe, left foot, layer 3: Tissue AFAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:mouth, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:mouth, layer 2: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:tongue, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:tongue, layer 2: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left cheek, layer 1: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right cheek, layer 1: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:left eyelid, layer 2: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:right eyelid, layer 2: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:lower lip, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:lower lip, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:lower lip, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:upper lip, layer 1: Tissue FRAME was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:upper lip, layer 2: Tissue PLATING was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:upper lip, layer 3: Tissue FAKE_SKIN was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:upper front tooth, layer 1: Tissue TOOTH was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:lower front tooth, layer 1: Tissue TOOTH was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:upper right back tooth, layer 1: Tissue TOOTH was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:lower right back tooth, layer 1: Tissue TOOTH was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:upper left back tooth, layer 1: Tissue TOOTH was not found, using first tissue instead
ANTISHADOWWEAPON:FEMALE:lower left back tooth, layer 1: Tissue TOOTH was not found, using first tissue instead
.....and so on ad infinitum.

The raws:
Code: [Select]
Body Detail Plans:
[BODY_DETAIL_PLAN:ASW_MATERIALS]
This command is just a shortcut for the similar lines (USE_TISSUE_TEMPLATE|<token>|<template>) in a creature definition.
[ADD_TISSUE:CORE:PAPILLON_HEART_TEMPLATE]
[ADD_TISSUE:CASE:CASING_TEMPLATE]
[ADD_TISSUE:CLOCKWORK:CLOCKWORK_TEMPLATE]
[ADD_TISSUE:FRAME:FRAME_TEMPLATE]
[ADD_TISSUE:HAIR:HAIR_TEMPLATE]
[ADD_TISSUE:TOOTH:TOOTH_TEMPLATE]
[ADD_TISSUE:PLATE:STEEL_PLATE_TEMPLATE]
[ADD_TISSUE:OPTIC:OPTIC_TEMPLATE]
[ADD_TISSUE:SKIN:FAKE_SKIN_TEMPLATE]

[BODY_DETAIL_PLAN:ASW_TISSUES]
This command is just a shortcut for the similar lines (USE_TISSUE_TEMPLATE|<token>|<template>) in a creature definition.
[ADD_MATERIAL:CORE:PAPILLON_HEART_TEMPLATE]
[ADD_MATERIAL:CLOCKWORK:CLOCKWORK_TEMPLATE]
[ADD_MATERIAL:FRAME:FRAME_TEMPLATE]
[ADD_MATERIAL:HAIR:HAIR_TEMPLATE]
[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]
[ADD_MATERIAL:PLATE:STEEL_PLATE_TEMPLATE]
[ADD_MATERIAL:OPTIC:OPTIC_TEMPLATE]
[ADD_MATERIAL:SKIN:FAKE_SKIN_TEMPLATE]

[BODY_DETAIL_PLAN:ASW_TISSUE_LAYERS]
[BP_LAYERS:BY_CATEGORY:BODY:FAKE_SKIN:50:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:FAKE_SKIN:50:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:FAKE_SKIN:50:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:ARM:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:ARM_LOWER:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:HAND:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:LEGFAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:LEG_UPPER:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:LEG_LOWER:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:LEG_FRONT:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:LEG_REAR:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:FOOT:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:FOOT_FRONT:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:FOOT_REAR:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:HEAD:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:NECK:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:EYE:OPTIC:100]
[BP_LAYERS:BY_CATEGORY:TOOTH:TOOTH:100]
[BP_LAYERS:BY_CATEGORY:NOSE:FAKE_SKIN:4:FRAME:1]
[BP_LAYERS:BY_CATEGORY:EAR:FAKE_SKIN:4:FRAME:1]
[BP_LAYERS:BY_CATEGORY:MOUTH:FAKE_SKIN:3:FRAME:1]
[BP_LAYERS:BY_CATEGORY:HEART:PAPILLON_HEART:100]
[BP_LAYERS:BY_CATEGORY:CASE:CASING:100]
[BP_LAYERS:BY_CATEGORY:GUTS:CLOCKWORK:100]
[BP_LAYERS:BY_CATEGORY:JOINT:PLATING:4:FRAME:3]
[BP_LAYERS:BY_CATEGORY:FINGER:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:TOE:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:LIP:FAKE_SKIN:25:PLATING:5:FRAME:1]
[BP_LAYERS:BY_CATEGORY:TONGUE:FAKE_SKIN:3:FRAME:1]
[BP_LAYERS:BY_CATEGORY:CHEEK:FAKE_SKIN:100]
[BP_LAYERS:BY_CATEGORY:EYELID:FAKE_SKIN:100]
[BP_LAYERS:BY_CATEGORY:THROAT:FAKE_SKIN:100]

[BODY_DETAIL_PLAN:ASW_POSITIONS]
[BP_RELATION:BY_CATEGORY:CAGE:AROUND:BY_CATEGORY:CORE:100]
[BP_RELATION:BY_CATEGORY:FRAME:AROUND:BY_CATEGORY:CAGE:100]
[BP_RELATION:BY_CATEGORY:FRAME:AROUND:BY_CATEGORY:CLOCKWORK:100]

Tissue Templates/Material Templates:
[TISSUE_TEMPLATE:PAPILLON_HEART_TEMPLATE]
[TISSUE_NAME:emotive core:NP]
[FUNCTIONAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:CORE]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:PLATE_TEMPLATE]
[TISSUE_NAME:steel plating:NP]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:PLATING]
[RELATIVE_THICKNESS:5]
[HEALING_RATE:250]
[CONNECTS]
[SETTABLE]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:CASING_TEMPLATE]
[TISSUE_NAME:steel casing:NP]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:CASING]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:250]
[CONNECTS]
[SETTABLE]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:FRAME_TEMPLATE]
[TISSUE_NAME:steel frame:NP]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FRAME]
[RELATIVE_THICKNESS:5]
[HEALING_RATE:250]
[CONNECTS]
[SETTABLE]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:OPTIC_TEMPLATE]
[TISSUE_NAME:toughened crystal:NP]
[FUNCTIONAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:OPTIC]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[HEALING_RATE:1000]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:CLOCKWORK_TEMPLATE]
[TISSUE_NAME:steel clockwork:NP]
[FUNCTIONAL]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:CLOCKWORK]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[HEALING_RATE:1000]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:FAKE_SKIN_TEMPLATE]
[TISSUE_NAME:artificial skin:NP]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FAKE_SKIN]
[RELATIVE_THICKNESS:5]
[HEALING_RATE:250]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[MATERIAL_TEMPLATE:FAKE_SKIN_TEMPLATE]
[STATE_COLOR:ALL_SOLID:TAN]
[STATE_NAME:ALL_SOLID:skin]
[STATE_ADJ:ALL_SOLID:skin]
[STATE_COLOR:LIQUID:TAN]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:TAN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:70508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:60250]
[COLDDAM_POINT:90]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:30000]
[IMPACT_FRACTURE:30000]
[IMPACT_STRAIN_AT_YIELD:70000]
[COMPRESSIVE_YIELD:30000]
[COMPRESSIVE_FRACTURE:30000]
[COMPRESSIVE_STRAIN_AT_YIELD:70000]
[TENSILE_YIELD:30000]
[TENSILE_FRACTURE:30000]
[TENSILE_STRAIN_AT_YIELD:70000]
[TORSION_YIELD:30000]
[TORSION_FRACTURE:30000]
[TORSION_STRAIN_AT_YIELD:70000]
[SHEAR_YIELD:40000]
[SHEAR_FRACTURE:40000]
[SHEAR_STRAIN_AT_YIELD:70000]
[BENDING_YIELD:30000]
[BENDING_FRACTURE:30000]
[BENDING_STRAIN_AT_YIELD:70000]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]

[MATERIAL_TEMPLATE:FRAME_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:SOLID:steel frame]
[STATE_ADJ:SOLID:steel frame]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:molten steel]
[STATE_ADJ:LIQUID:molten steel]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:boiling steel]
[STATE_ADJ:GAS:boiling steel]
[DISPLAY_COLOR:7:0:1]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]
[ITEMS_ANVIL]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940]
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225]
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[IMPLIES_ANIMAL_KILL]
[BONE]

[MATERIAL_TEMPLATE:PLATING_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:steel plating]
[STATE_ADJ:ALL_SOLID:steel plating]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:molten steel]
[STATE_ADJ:LIQUID:molten steel]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:boiling steel]
[STATE_ADJ:GAS:boiling steel]
[DISPLAY_COLOR:7:0:1]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]
[ITEMS_ANVIL]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940]
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225]
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[IMPLIES_ANIMAL_KILL]

[MATERIAL_TEMPLATE:PAPILLON_HEART_TEMPLATE]
[STATE_COLOR:ALL_SOLID:AQUA]
[STATE_NAME:ALL_SOLID:emotive core]
[STATE_ADJ:ALL_SOLID:emotive core]
[STATE_COLOR:LIQUID:AQUA]
[STATE_NAME:LIQUID:molten plume of dusk]
[STATE_ADJ:LIQUID:molten plume of dusk]
[STATE_COLOR:GAS:AQUA]
[STATE_NAME:GAS:boiling plume of dusk]
[STATE_ADJ:GAS:boiling plume of dusk]
[DISPLAY_COLOR:3:3:1]
[BUILD_COLOR:3:3:1]
[MATERIAL_VALUE:300]
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]
[ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_SOFT]
[SOLID_DENSITY:2000]
[LIQUID_DENSITY:2600]
[MOLAR_MASS:55845]
[IMPACT_YIELD:5000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:5000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:5000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:5000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:5000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:5000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:100000]
[IMPLIES_ANIMAL_KILL]

[MATERIAL_TEMPLATE:CLOCKWORK_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:clockwork]
[STATE_ADJ:ALL_SOLID:clockwork]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:molten steel]
[STATE_ADJ:LIQUID:molten steel]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:boiling steel]
[STATE_ADJ:GAS:boiling steel]
[DISPLAY_COLOR:7:0:1]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:30]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]
[ITEMS_ANVIL]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940]
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225]
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[IMPLIES_ANIMAL_KILL]

[MATERIAL_TEMPLATE:OPTIC_TEMPLATE]
[STATE_COLOR:ALL:WHITE]
[STATE_NAME:ALL:optic crystal]
[STATE_ADJ:ALL:optic crystal]
[MATERIAL_VALUE:1]
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:11500]
[BOILING_POINT:14000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:2670]
[LIQUID_DENSITY:3300]
[MOLAR_MASS:36000]
[IMPACT_YIELD:120000]
[IMPACT_FRACTURE:120000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:120000]
[COMPRESSIVE_FRACTURE:120000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:15000]
[TENSILE_FRACTURE:15000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:15000]
[TORSION_FRACTURE:15000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:15000]
[SHEAR_FRACTURE:15000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:15000]
[BENDING_FRACTURE:15000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:0]
[ITEMS_HARD]

The creature raws themselves are fine, I copied them off the humans and replaced the tags where needed, namely the body detail plan tags. I just want to know WHY THE BLOODY HELL THIS ISN'T WORKING?

Help me, I think I'm going mad.  :'(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 12, 2012, 05:21:33 pm
Um...

[BODY_DETAIL_PLAN:ASW_MATERIALS]
   This command is just a shortcut for the similar lines (USE_TISSUE_TEMPLATE|<token>|<template>) in a creature definition.
   [ADD_TISSUE:CORE:PAPILLON_HEART_TEMPLATE]

[BODY_DETAIL_PLAN:ASW_TISSUES]
   This command is just a shortcut for the similar lines (USE_TISSUE_TEMPLATE|<token>|<template>) in a creature definition.
   [ADD_MATERIAL:CORE:PAPILLON_HEART_TEMPLATE]

Also, the templates don't matter at all--it's the second part.

You want this:

   [ADD_TISSUE:PLATING:STEEL_PLATE_TEMPLATE]

Instead of this:

   [ADD_TISSUE:PLATE:STEEL_PLATE_TEMPLATE]

And this:

   [ADD_TISSUE:FAKE_SKIN:FAKE_SKIN_TEMPLATE]

instead of this:

   [ADD_TISSUE:SKIN:FAKE_SKIN_TEMPLATE]


Just like in any other programming or scripting, your variables matter greatly--your variables in this case being the tissue identifiers, which are defined right after ADD_TISSUE in the templates. If your variables don't match up, it won't work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on October 12, 2012, 05:24:24 pm
Ah. :/
Thanks. :D

And it completely didn't work....
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 12, 2012, 06:51:00 pm
What are the creature raws?

Also, I'm getting a ridiculous amount of impoverished word selector errors from this entity file and I can't figure out which entity is causing it:

Code: [Select]
[ENTITY:BANDIT_TROLL]
[CREATURE:TROLL_BANDIT]
[CREATURE:HUMAN_BANDIT]
[TRANSLATION:TROLL]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[WEAPON:ITEM_WEAPON_SCOURGE]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_MASK:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TOY:ITEM_TOY_AXE]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:EVIL]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:PEACE]
[CULL_SYMBOL:ALL:NEGATOR]
[CULL_SYMBOL:ALL:GOOD]
[STONE_PREF]
[METAL_PREF]
[USE_CAVE_ANIMALS]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
[USE_ANIMAL_PRODUCTS]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ABUSE_BODIES]
[SPHERE_ALIGNMENT:WAR:512]
[ART_FACET_MODIFIER:GOOD:0]
[ART_FACET_MODIFIER:EVIL:512]
[FRIENDLY_COLOR:5:0:1]
[DEFAULT_SITE_TYPE:DARK_FORTRESS]
[LIKES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:DARK_FORTRESS]
[START_BIOME:ANY_LAND]
[BIOME_SUPPORT:ALL_MAIN:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[PROGRESS_TRIGGER_POPULATION:2]
[PROGRESS_TRIGGER_PRODUCTION:2]
[PROGRESS_TRIGGER_TRADE:2]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[BABYSNATCHER]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[ETHIC:KILL_ENTITY_MEMBER:PERSONAL_MATTER]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PERSONAL_MATTER]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PERSONAL_MATTER]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:THEFT:PERSONAL_MATTER]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_KILL:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VARIABLE_POSITIONS:ALL]
[BANDITRY:50]
[LOCAL_BANDITRY]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[ENTITY:DERSE]
[CREATURE:DERSE]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[CLOTHING]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[USE_EVIL_ANIMALS]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_GRASSLAND]
[START_BIOME:ANY_SAVANNA]
[START_BIOME:ANY_SHRUBLAND]
[START_BIOME:ANY_WETLAND]
[BIOME_SUPPORT:ANY_LAND:1]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:2]
[PROGRESS_TRIGGER_POP_SIEGE:4]
[PROGRESS_TRIGGER_PROD_SIEGE:3]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[AMBUSHER]
[ITEM_THIEF]
[SKULKING]
[MAX_STARTING_CIV_NUMBER:200]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[CURRENCY:BOONDOLLAR:1]
[CURRENCY:BOONBUCK:1000000]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[CULL_SYMBOL:ALL:SUBORDINATE]
[SELECT_SYMBOL:ALL:VIOLENT]
[SELECT_SYMBOL:ALL:EVIL]
[SELECT_SYMBOL:ALL:LEADER]
[CULL_SYMBOL:ALL:UNTOWARD]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[SCOUT]
[METAL_PREF]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:FURNACE_OPERATOR]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_REPRIMAND]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:NOT_APPLICABLE]
[ETHIC:LYING:NOT_APPLICABLE]
[ETHIC:VANDALISM:ACCEPTABLE]
[ETHIC:TRESPASSING:NOT_APPLICABLE]
[ETHIC:THEFT:NOT_APPLICABLE]
[ETHIC:ASSAULT:ACCEPTABLE]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:NOT_APPLICABLE]
[ETHIC:EAT_SAPIENT_KILL:NOT_APPLICABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[BANDITRY:50]
Local banditry is a bad idea.
[POSITION:QUEEN]
[CHAT_WORTHY]
[COLOR:5:0:1]
[DO_NOT_CULL]
[DUTY_BOUND]
[EXPORTED_IN_LEGENDS]
[KILL_QUEST]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[GENDER:FEMALE]
[NAME:black queen:black queens]
[SPOUSE:black queen's kismessis:black queen's kismesses]
[PRECEDENCE:1]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[FLASHES]
[ACCOUNT_EXEMPT]
[DEMAND_MAX:10]
[MANDATE_MAX:7]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_OFFICE:10000]
[ALLOWED_CREATURE:DERSE:QUEEN]
[POSITION:KING]
[CHAT_WORTHY]
[COLOR:5:0:1]
[DO_NOT_CULL]
[DUTY_BOUND]
[EXPORTED_IN_LEGENDS]
[KILL_QUEST]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[GENDER:MALE]
[NAME:black king:black kings]
[SPOUSE:black king's kismessis:black king's kismesses]
[PRECEDENCE:1]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[FLASHES]
[ACCOUNT_EXEMPT]
[DEMAND_MAX:10]
[MANDATE_MAX:7]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_OFFICE:10000]
[ALLOWED_CREATURE:DERSE:KING]
[POSITION:AGENT]
[NAME:agent:agents]
[SITE]
[NUMBER:AS_NEEDED]
[RESPONSIBILITY:TRADE]
[RESPONSIBILITY:ACCOUNTING]
[RESPONSIBILITY:UPGRADE_SQUAD_EQUIPMENT]
[RESPONSIBILITY:SORT_AMMUNITION]
[RESPONSIBILITY:RELIGION]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:PATROL_TERRITORY]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[RESPONSIBILITY:EXECUTIONS]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[RESPONSIBILITY:EQUIPMENT_MANIFESTS]
[RESPONSIBILITY:COLLECT_TAXES]
[RESPONSIBILITY:BUILD_MORALE]
[RESPONSIBILITY:ATTACK_ENEMIES]
[APPOINTED_BY:QUEEN]
[APPOINTED_BY:KING]
[PRECEDENCE:17000]
[DO_NOT_CULL]
[COLOR:5:0:0]
[REQUIRED_OFFICE:1]
[ALLOWED_CLASS:AGENT]
[ENTITY:PROSPIT]
[CREATURE:PROSPIT]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[CLOTHING]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[USE_GOOD_ANIMALS]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_GRASSLAND]
[START_BIOME:ANY_SAVANNA]
[START_BIOME:ANY_SHRUBLAND]
[START_BIOME:ANY_WETLAND]
[BIOME_SUPPORT:ANY_LAND:1]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:2]
[PROGRESS_TRIGGER_POP_SIEGE:2]
[PROGRESS_TRIGGER_PROD_SIEGE:3]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[AMBUSHER]
[MAX_STARTING_CIV_NUMBER:200]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[SCOUT]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:VIOLENT]
[SELECT_SYMBOL:ALL:COLOR]
[SELECT_SYMBOL:ALL:FLOWERY]
[SELECT_SYMBOL:ALL:PEACE]
[SELECT_SYMBOL:ALL:LEADER]
[SELECT_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:UNTOWARD]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[METAL_PREF]
[CURRENCY:BOONDOLLAR:1]
[CURRENCY:BOONBUCK:1000000] You might think "isn't that an unreasonably large amount of value to put into one material?". I would say "yeah".
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:FURNACE_OPERATOR]
[ETHIC:KILL_ENTITY_MEMBER:UNTHINKABLE]
[ETHIC:KILL_NEUTRAL:UNTHINKABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:UNTHINKABLE]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:NOT_APPLICABLE]
[ETHIC:LYING:NOT_APPLICABLE]
[ETHIC:VANDALISM:PUNISH_REPRIMAND]
[ETHIC:TRESPASSING:NOT_APPLICABLE]
[ETHIC:THEFT:NOT_APPLICABLE]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:NOT_APPLICABLE]
[ETHIC:EAT_SAPIENT_KILL:NOT_APPLICABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:MISGUIDED]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[BANDITRY:2]
[POSITION:QUEEN]
[CHAT_WORTHY]
[COLOR:5:0:1]
[DO_NOT_CULL]
[DUTY_BOUND]
[EXPORTED_IN_LEGENDS]
[KILL_QUEST]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[GENDER:FEMALE]
[NAME:white queen:white queens]
[SPOUSE:white queen's moirail:white queen's moirails]
[PRECEDENCE:1]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[FLASHES]
[ACCOUNT_EXEMPT]
[DEMAND_MAX:10]
[MANDATE_MAX:7]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_OFFICE:10000]
[ALLOWED_CREATURE:PROSPIT:QUEEN]
[POSITION:KING]
[CHAT_WORTHY]
[COLOR:5:0:1]
[DO_NOT_CULL]
[DUTY_BOUND]
[EXPORTED_IN_LEGENDS]
[KILL_QUEST]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[GENDER:MALE]
[NAME:white king:white kings]
[SPOUSE:white king's moirail:white king's moirails]
[PRECEDENCE:1]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[FLASHES]
[ACCOUNT_EXEMPT]
[DEMAND_MAX:10]
[MANDATE_MAX:7]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_OFFICE:10000]
[ALLOWED_CREATURE:PROSPIT:KING]
[POSITION:AGENT]
[NAME:agent:agents]
[SITE]
[NUMBER:AS_NEEDED]
[RESPONSIBILITY:TRADE]
[RESPONSIBILITY:ACCOUNTING]
[RESPONSIBILITY:UPGRADE_SQUAD_EQUIPMENT]
[RESPONSIBILITY:SORT_AMMUNITION]
[RESPONSIBILITY:RELIGION]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:PATROL_TERRITORY]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[RESPONSIBILITY:EXECUTIONS]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[RESPONSIBILITY:EQUIPMENT_MANIFESTS]
[RESPONSIBILITY:COLLECT_TAXES]
[RESPONSIBILITY:BUILD_MORALE]
[RESPONSIBILITY:ATTACK_ENEMIES]
[APPOINTED_BY:QUEEN]
[APPOINTED_BY:KING]
[PRECEDENCE:17000]
[DO_NOT_CULL]
[COLOR:5:0:0]
[REQUIRED_OFFICE:1]
[ALLOWED_CLASS:AGENT]
[ENTITY:CONSORTS]
[LAYER_LINKED]
[CREATURE:CONSORT_SALAMANDER]
[CREATURE:CONSORT_TURTLE]
[CREATURE:CONSORT_NAK]
[CREATURE:CONSORT_THIP]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_BLOWGUN]
[AMMO:ITEM_AMMO_BLOWDARTS]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[WOOD_WEAPONS]
[WOOD_ARMOR] shields
[USE_ANY_PET_RACE]
[INDOOR_WOOD]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[FRIENDLY_COLOR:1:0:1]
[MAX_STARTING_CIV_NUMBER:100] all irrelevant right now
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_REACTION:TAN_A_HIDE]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_EXILE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:SHUN]
[ETHIC:TORTURE_FOR_INFORMATION:SHUN]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:PUNISH_EXILE]
[ETHIC:OATH_BREAKING:PERSONAL_MATTER]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_EXILE]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:THEFT:NOT_APPLICABLE]
[ETHIC:ASSAULT:PUNISH_EXILE]
[ETHIC:SLAVERY:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_KILL:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
[AMBUSHER]
[STONE_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[ENTITY:TIER_1_SBURB]
[CREATURE:TIER_1_SBURB]
[CLOTHING]
[FRIENDLY_COLOR:6:0:0]
[DEFAULT_SITE_TYPE:DARK_FORTRESS]
[LIKES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:DARK_FORTRESS]
[START_BIOME:MOUNTAIN]
[START_BIOME:NOT_FREEZING]
[BIOME_SUPPORT:ANY_WETLAND:3]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_LAKE:2]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:1]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[AMBUSHER]
[ITEM_THIEF]
[SKULKING]
[STONE_PREF]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:2000]
[MAX_SITE_POP_NUMBER:120]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_EXILE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:NOT_APPLICABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:UNTHINKABLE]
[ETHIC:OATH_BREAKING:NOT_APPLICABLE]
[ETHIC:LYING:NOT_APPLICABLE]
[ETHIC:VANDALISM:NOT_APPLICABLE]
[ETHIC:TRESPASSING:NOT_APPLICABLE]
[ETHIC:THEFT:NOT_APPLICABLE]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
[BANDITRY:10]
[LOCAL_BANDITRY]
[STONE_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[ENTITY:TIER_2_SBURB]
[CREATURE:TIER_2_SBURB]
[CLOTHING]
[FRIENDLY_COLOR:6:0:0]
[DEFAULT_SITE_TYPE:DARK_FORTRESS]
[LIKES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:DARK_FORTRESS]
[START_BIOME:MOUNTAIN]
[START_BIOME:NOT_FREEZING]
[BIOME_SUPPORT:ANY_WETLAND:3]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_LAKE:2]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[PROGRESS_TRIGGER_POPULATION:2]
[PROGRESS_TRIGGER_PRODUCTION:0]
[PROGRESS_TRIGGER_TRADE:0]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[AMBUSHER]
[ITEM_THIEF]
[SKULKING]
[STONE_PREF]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:2000]
[MAX_SITE_POP_NUMBER:120]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_EXILE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:NOT_APPLICABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:UNTHINKABLE]
[ETHIC:OATH_BREAKING:NOT_APPLICABLE]
[ETHIC:LYING:NOT_APPLICABLE]
[ETHIC:VANDALISM:NOT_APPLICABLE]
[ETHIC:TRESPASSING:NOT_APPLICABLE]
[ETHIC:THEFT:NOT_APPLICABLE]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
[BANDITRY:10]
[LOCAL_BANDITRY]
[STONE_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[ENTITY:TIER_3_SBURB]
[CREATURE:TIER_3_SBURB]
[CLOTHING]
[FRIENDLY_COLOR:6:0:0]
[DEFAULT_SITE_TYPE:DARK_FORTRESS]
[LIKES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:DARK_FORTRESS]
[START_BIOME:MOUNTAIN]
[START_BIOME:NOT_FREEZING]
[BIOME_SUPPORT:ANY_WETLAND:3]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_LAKE:2]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[PROGRESS_TRIGGER_POPULATION:4]
[PROGRESS_TRIGGER_PRODUCTION:0]
[PROGRESS_TRIGGER_TRADE:0]
[PROGRESS_TRIGGER_POP_SIEGE:5]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[AMBUSHER]
[ITEM_THIEF]
[SKULKING]
[STONE_PREF]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:2000]
[MAX_SITE_POP_NUMBER:120]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_EXILE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:NOT_APPLICABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:UNTHINKABLE]
[ETHIC:OATH_BREAKING:NOT_APPLICABLE]
[ETHIC:LYING:NOT_APPLICABLE]
[ETHIC:VANDALISM:NOT_APPLICABLE]
[ETHIC:TRESPASSING:NOT_APPLICABLE]
[ETHIC:THEFT:NOT_APPLICABLE]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
[BANDITRY:10]
[LOCAL_BANDITRY]
[STONE_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on October 12, 2012, 07:01:20 pm
Never mind, fixed it. As usual with me, it was a small spelling error.

Hm. Maybe give them a larger range of words to choose from? They can only choose from violent or evil, and I think three sources does fine, seeing as that's usually how I fix it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bigheaded on October 12, 2012, 08:09:08 pm
I have embarked and would rather not lose it (i already know the solution to make an embark without them)

I am looking to remove a unit (in this case pond grabbers, because they're annoying, they're hard to kill for lazy people and they sit around on the map for absolutely ages) completely from the map and make it so they cannot come back.

I've tried simply removing from the raws, on the current save and i get a "pond grabber missing" error.
If they were removed using DFHack (possibly DFusion, i don't know a lot about dfusion but looks to be possible on that) or anything else, to remove these pond grabbers from the map and prevent them from coming ever again? (will editing the raws work if they don't exist on the map?)

Still looking for answer, in essence:
How to remove pond grabbers whom are already on the map, so they are gone and will never spawn again without losing my save?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evil One on October 13, 2012, 01:35:14 am
Does anyone know a way to do either of the following?:

1) Mod a creature to have lethally sharp edged body parts (I'm trying to create a variety of creatures with blade arms/spikes/ETC), so far I've only been able to create blunt body parts.

2) Mod a creature so that it can fire/launch serrated metal discs or any other artificial objects.

1. [ATTACK_FLAG_EDGE]
2. No, though I would love that. Kienzan in dragon ball mod? Most certainly.

1. Thanks, I don't know how I missed that one.
2. Damn, that's a shame.

EDIT - Hmm, I've modded a creature to have [ATTACK_FLAG_EDGE], but it still seems to be functioning exactly the same as it did without... Are there any tags which conflict with it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 13, 2012, 01:53:25 pm
[ATTACK_FLAG_EDGE] needs to be under the attack.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rhazak on October 13, 2012, 02:28:48 pm
Could someone explain how [CASTE_TILE] works, if I for example want the ant queen to have her own graphic tile, would that be possible? What do the numbers stand for after the token?
Or is there some other way to do it without that token?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 13, 2012, 02:31:50 pm
No, no caste graphics. The numbers stand for numbers on the tilesheet (http://dwarffortresswiki.org/index.php/Tileset).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evil One on October 13, 2012, 04:10:47 pm
[ATTACK_FLAG_EDGE] needs to be under the attack.

It is, the only thing it's above is the [ATTACK_PRIORITY] tag, but it still functions as a blunt attack IE no slicing off limbs, ETC.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 13, 2012, 04:20:11 pm
You'll also need a PENETRATION_PERC, I think.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ElenaRoan on October 13, 2012, 05:32:29 pm
Is there somewhere that teaches you how to read the raws properly?  I feel like I keep going crosseyed trying to figure out what I'm looking at.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 13, 2012, 05:42:53 pm
http://dwarffortresswiki.org/index.php/Modding
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ElenaRoan on October 13, 2012, 05:49:33 pm
Thanks :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evil One on October 14, 2012, 03:30:34 am
You'll also need a PENETRATION_PERC, I think.

I've got it... Here's the attack:

Spoiler (click to show/hide)

I don't know if it's the velocity modifier, but all it ever does is bruise or break bones and slap the target away, I'm trying to get it to pierce the target like a spear, but it never seems to work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on October 14, 2012, 04:00:28 am
You'll also need a PENETRATION_PERC, I think.

I've got it... Here's the attack:

Spoiler (click to show/hide)

I don't know if it's the velocity modifier, but all it ever does is bruise or break bones and slap the target away, I'm trying to get it to pierce the target like a spear, but it never seems to work.

What's the tentacle made of?  It's very hard to pierce a material with a material that is softer or just as soft as its target.  If you're using a muscular tentacle to chop at someone else's muscles, they'll usually just splat against each other, edge attack or no.  Try giving it claws or making it out of horn tissue or something.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evil One on October 14, 2012, 07:33:59 am
It's made out of this stuff:
Spoiler (click to show/hide)

Basically Slade at the moment, although I might switch to a steel-like material later.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on October 14, 2012, 09:05:26 am
That should be strong enough.  Well, it's not  [CV_NEW_TAG:ATTACK_VELOCITY_MODIFIER] unless you're using a creature variation template, it's just [ATTACK_VELOCITY_MODIFIER].  Not sure if that's the problem but it could be.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 14, 2012, 10:43:49 am
It most certainly is a problem. That tag will either spit out an error, do nothing, or crash the game (since declaring creature variations without applying them does that in my experience).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evil One on October 15, 2012, 03:26:52 am
Thanks IndigoFenix and Putnam, it's working now, I can get the attack to pierce a creatures body and I'm getting a lot of tearing of muscles, nerves, tendons and organs.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on October 15, 2012, 08:29:48 am
Im back with more odd questions :D

1. ok, the reaction to make my super metal requires an item made of steel and some powder we will call Blink dust. How do i specify the powder being used and how do i setup blink dust as a reagent?

2. the metal I've made is great at deflecting everything (even dragonfire which is awesome). but how do i go making it weak against itself?

3.is there anyway to make a metal capable from protecting somebody from lava? im assuming no since my metal was the only thing left after falling in lava in the arena

4. Finally, is this too strong?
Spoiler (click to show/hide)

EDIT: Arrows still pierce it...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on October 15, 2012, 05:38:33 pm
Is it possible to create new furniture through modding?  It doesn't need to actually do anything, I'm just curious if it's possible at all.  The thing I'm trying to accomplish directly is the replacement of vanilla cabinets with a new one that doesn't store clothing, to help mitigate the problem of dwarves hoarding worn clothing.  I still want stuff in their rooms to spice them up though.

My feeble searching through the raws makes it look like the closest thing I can get to this is creating a new 1x1 workshop with no reactions, using the cabinet tile.  This would work, although it's a bit clunky.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 15, 2012, 06:34:40 pm
Is it possible to create new furniture through modding?  It doesn't need to actually do anything, I'm just curious if it's possible at all.  The thing I'm trying to accomplish directly is the replacement of vanilla cabinets with a new one that doesn't store clothing, to help mitigate the problem of dwarves hoarding worn clothing.  I still want stuff in their rooms to spice them up though.

My feeble searching through the raws makes it look like the closest thing I can get to this is creating a new 1x1 workshop with no reactions, using the cabinet tile.  This would work, although it's a bit clunky.

Your workaround that you mention there is the only way, yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 15, 2012, 08:13:49 pm
Where are Quivers and Backpacks in the raws? I can't seem to find them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on October 15, 2012, 11:35:38 pm
They aren't. IIRC flasks, backpacks, and quivers are all hardcoded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 16, 2012, 04:37:32 am
*Groan*
Alright, is it possible to make wearable containers?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on October 16, 2012, 11:33:44 am
*Groan*
Alright, is it possible to make wearable containers?
Other then the default ones? I don't believe so. You could potentially make a carry-able container by copying the wheelbarrow entry, but I think all the flask/backpack stuff is all hardcoded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shawtay on October 16, 2012, 12:26:03 pm
If I'm modding a reaction that I want to involve 1 unit of cloth, what would I put as the quantity? I know that metal bars behave differently (I think one metal bar is like 300 units for its reaction)
I'm assuming that cloth works the same way, only I can't look at anything for a comparison.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tyrannus007 on October 16, 2012, 03:02:34 pm
Is there anything in the raws that governs how well a creature does in Worldgen fights?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on October 16, 2012, 04:15:33 pm
I'm pretty sure it's a consequence of how well it would fight in any other mode, with the stipulation that worldgen fights always happen 1-on-1.

So... increasing attributes, giving natural combat skills, increasing size, changing its flesh materials, giving access to steel weapons... all of those things should help as far as I know.

If you just want to make sure that creatures do well in worldgen but don't care otherwise, maybe up their size by a factor of 100, then when worldgen is done turn it back down?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 16, 2012, 04:48:06 pm
Alright, so i'm working on a mod, this time, one that uses reagents in its reactions.
Now, im shamelessly using Wanderer's Friend to teach myself, but i've hit a wall.
Whenever I make a tool or weapon my mode produces, it doesn't take the material from the reagent.
I just get something that weighs nothing and would probably pass right through things.
Here is one of the reactions:
Spoiler (click to show/hide)

But yeah, everything works except the 'GET_MATERIAL_FROM_REAGENT:x:.
What did I do wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on October 16, 2012, 05:21:41 pm
So I've been trying to remove all fish from my mod and replacing them with seaweed and kelp and such. I've found that the [VERMIN_FISH] Tag makes things fishable, so I removed that from all the fish and made several varieties of seaweed. The problem is that whenever the items are fished all i get are <raw nothing> could this be due to the fact that for some reason the seaweed creatures have some problems with tissue definitions or is there a specific way to add fishing items?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on October 16, 2012, 05:39:14 pm
Here is one of the reactions:
Spoiler (click to show/hide)
But yeah, everything works except the 'GET_MATERIAL_FROM_REAGENT:x:.
What did I do wrong?
The bolded shouldn't be there. ITEM_WEAPON_DRILLSTAFF is a subtype of WEAPON and after that is the material entry which it believes is NONE so you get a material-less weapon. [joke] Silly, you're fighting with conceptual weapons which deal conceptual damage. [/joke]


So I've been trying to remove all fish from my mod and replacing them with seaweed and kelp and such. I've found that the [VERMIN_FISH] Tag makes things fishable, so I removed that from all the fish and made several varieties of seaweed. The problem is that whenever the items are fished all i get are <raw nothing> could this be due to the fact that for some reason the seaweed creatures have some problems with tissue definitions or is there a specific way to add fishing items?
Did you also add [SMALL_REMAINS]? I ask because a little search-fu revealed that everything (I think, might of missed something) with VERMIN_FISH also have SMALL_REMAINS, so the <raw X> might be based off of or depend on the SMALL_REMAINS tag.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 16, 2012, 06:17:47 pm
Oh man, thanks a bunch for clarifying that.
And I found your joke to be sort of humorous.
Oh, and I just had an earthquake at my house. WOO!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on October 17, 2012, 07:51:24 am
Would I be able to make a interaction that causes limbs to regenerate quickly? is it possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on October 17, 2012, 07:59:58 am
Would I be able to make a interaction that causes limbs to regenerate quickly? is it possible?
Limb regeneration can only be done by transformation into another creature or creature caste which will heal everything, not just their limbs.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evil One on October 17, 2012, 09:25:54 am
Would I be able to make a interaction that causes limbs to regenerate quickly? is it possible?
Limb regeneration can only be done by transformation into another creature or creature caste which will heal everything, not just their limbs.

Yeah, sadly making demonic creature and/or trolls that can regrow limbs isn't possible at the moment (although I hope it will be in the future).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on October 17, 2012, 03:46:01 pm
Would I be able to make a interaction that causes limbs to regenerate quickly? is it possible?
Limb regeneration can only be done by transformation into another creature or creature caste which will heal everything, not just their limbs.

Yeah, sadly making demonic creature and/or trolls that can regrow limbs isn't possible at the moment (although I hope it will be in the future).

Yeah i cant wait for the day that regenerating limbs is possible, cause i want my demon who taunts you with witty comments and regrows anything damaged except internal organs (cause that would be cheating). sorry done ranting lol
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gashcozokon on October 17, 2012, 10:58:18 pm
I have seen talk about this before, But I haven't seen an answer yet. I spent a few hours searching so I'm sorry if I missed it.
If I want to edit the damage a creature inflicts with say a BITE attack, or to define an entirely new Attack tag that can be assigned to
a creature is that possible?  After digging through the raws folder looking for Definitions of attacks, I might have missed them but I am
not sure where to go from here.

Later I have ideas involving Fire and Ice. But first things first I want to try and make Carp Epic again. And then I plan to populate my moat with armies of them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 17, 2012, 11:12:01 pm
I have seen talk about this before, But I haven't seen an answer yet. I spent a few hours searching so I'm sorry if I missed it.
If I want to edit the damage a creature inflicts with say a BITE attack, or to define an entirely new Attack tag that can be assigned to
a creature is that possible?  After digging through the raws folder looking for Definitions of attacks, I might have missed them but I am
not sure where to go from here.

Later I have ideas involving Fire and Ice. But first things first I want to try and make Carp Epic again. And then I plan to populate my moat with armies of them.

Yeah. Ctrl+F "ATTACK". Also, look under the "attack tokens" section of the creature tokens article on the wiki.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Courtesy Arloban on October 18, 2012, 05:21:23 pm
I am considering making a high gravity world settlement mod.  What would be the best way to make DF physics more high gravity?  Would making everything more dense work, or is there a better way?

Should I make it rain a sharper version of water with an interaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 18, 2012, 08:53:52 pm
I am considering making a high gravity world settlement mod.  What would be the best way to make DF physics more high gravity?  Would making everything more dense work, or is there a better way?

Should I make it rain a sharper version of water with an interaction?

Making everything more dense would be pretty much the only way for it to work. The physics won't change, but the weight of everything will.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 18, 2012, 11:06:57 pm
I have been moding for a day, and have two questions. One is incredibly stupid, but I can't figure it out. The other is a little more logical.

Incredibly stupid: I can't get any buildings to work right. I tried just taking a template and changing it's name, but it isn't working. I also tried to take some from other mods just to see if they would work. They didn't. I did manage to make a workshop work by gutting out an existing one, but what am I doing wrong?

Less stupid: How would you implement electricity to a fortress? I was talking about this with some other guys on another thread. Is it possible to use the current electricity system for workshops? The other option was to produce some kind of batteries and have them charged in generators, just having some item produced by power plants. Any other ideas or how I could implement that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 18, 2012, 11:14:07 pm
You need to have PERMITTED_BUILDING:(building identifier) in the entity.

Yes. In fact, my science mod has the exact system you describe. It uses the millstone, which is the only building that accepts power (can't have any custom buildings use power, unfortunately) to make batteries.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 18, 2012, 11:25:52 pm
Quote
You need to have PERMITTED_BUILDING:(building identifier) in the entity.

Thank you. Saved my life there.

Quote
Yes. In fact, my science mod has the exact system you describe. It uses the millstone, which is the only building that accepts power (can't have any custom buildings use power, unfortunately) to make batteries.

That is basically what the other guy mentioned. So by that I could have water and wind power. If I used something else to make the batteries as well, like a petroleum plant, this could probably work out well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 18, 2012, 11:26:50 pm
DFHack has provisions for that, and you could pretty easily just accept petroleum as a reagent for a reaction that charges a battery.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on October 19, 2012, 12:27:10 pm
hmm, this has been bugging me all day, but has anyone made a mod turning all of the modders here in bay12 into fanciful creatures that are used to make detailed carvings and images?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 19, 2012, 12:52:36 pm
Another strange question. Are explosions possible? Or something close to it, like firing a superheated projectile? I wanted to be able to make anti-personnel and anti-tank mines, before I give the goblins a tank....
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on October 19, 2012, 01:06:03 pm
Another strange question. Are explosions possible? Or something close to it, like firing a superheated projectile? I wanted to be able to make anti-personnel and anti-tank mines, before I give the goblins a tank....

Is it wrong that i saw your name as Stark?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 19, 2012, 02:07:27 pm
Quote
Is it wrong that i saw your name as Stark?

Considering this is a dwarf fortress forum, I wouldn't be surprised if you read it as the screams of infant dwarves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 19, 2012, 04:49:22 pm
Another strange question. Are explosions possible? Or something close to it, like firing a superheated projectile? I wanted to be able to make anti-personnel and anti-tank mines, before I give the goblins a tank....

UNDIRECTED_DUST works well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 19, 2012, 05:10:45 pm
Quote
UNDIRECTED_DUST works well.

Ah thanks. That will work great for the mines, I think. Is it possible to put that into a projectile, rocket launcher style?

Err...How do you use this for materials? Is it just a creature interaction?

I still can't anything to explode (Right. I did manage to get it to explode on themselves). I tried making a material known as "Explosives" to build the rockets out of, so far I have tried making them evaporate when they get to body temperature (It exploded, but not when they hit, just when they held it to long.) I also tried making it really, really hot, but that doesn't seem to do anything. Maybe I did it wrong. Undirected_dust doesn't work for material, does it?

And does anyone know the temperature of a quiver and what makes bullets stick?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mimidormi on October 19, 2012, 08:34:14 pm
Probably a hopeless question, but still worth asking: is there a way to assign a specific animal exclusively to a race?

Because i created a custom livestock/beast of burden that i wanted to limit to a custom race for flavor reasons, but i guess there is no workaround within the current tags, and i'd rather avoid to spawn them from a workshop, or evoke them with an interaction, or transform other creatures into them. Any suggestions?

Edit: Thanks Putnam, that was right what i was looking for.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 19, 2012, 09:16:13 pm
Make them good and make only the race you want to have use them use good animals.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 20, 2012, 12:28:54 am
Wow I am asking a lot of questions (Second day trying to make a new mod...It is surprisingly easy compared to actually playing the game).

Is it possible to add syndromes to weapons? I couldn't figure out how to make explosions from weapons (Well in the right place...), so I figured the next best thing would be adding a syndrome to the weapon that destroys the "brain" of the tank.

EDIT: Would it be possible to add  MATERIAL_FORCE_MULTIPLIER to the tank to make it weak against "Explosives" (As in, a material named explosives)? Would that work for my purpose?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 20, 2012, 10:06:19 am
Wow I am asking a lot of questions (Second day trying to make a new mod...It is surprisingly easy compared to actually playing the game).

Is it possible to add syndromes to weapons?

It is not possible to add syndromes to weapons, sort of.
If you mean, the weapon causes syndromes through attacks, it cannot be done.
If you mean, the weapon explodes into a gas cloud, then yes, that is possible.

I'll leave the rest of your question to people who know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 20, 2012, 11:10:41 am
Quote
It is not possible to add syndromes to weapons, sort of.
If you mean, the weapon causes syndromes through attacks, it cannot be done.
If you mean, the weapon explodes into a gas cloud, then yes, that is possible.

Ah the gas cloud would be better then the first one, considering I am making rockets. So how would I make it explode into a gas cloud?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on October 20, 2012, 11:17:24 am
Assuming the thing that you want it to explode in has a normal body temperature, then you would want to give your rocket ammunition a boiling point of 10060 (just below body temperature, but above air temperature). Then when the "rocket" sticks in the enemy it will boil, releasing a cloud that can have any inhale type syndromes that you want placed on it. Of course it only works for crossbows/bows/blowguns, so no exploding hammers, but it works fairly well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 20, 2012, 11:28:41 am
Quote
Assuming the thing that you want it to explode in has a normal body temperature, then you would want to give your rocket ammunition a boiling point of 10060 (just below body temperature, but above air temperature). Then when the "rocket" sticks in the enemy it will boil, releasing a cloud that can have any inhale type syndromes that you want placed on it. Of course it only works for crossbows/bows/blowguns, so no exploding hammers, but it works fairly well.

Ah I tried that, I changed it to a stick weapon, though I couldn't get it to explode. But it did explode in the people's hands -_-. It is based off a crossbow, though the "bolt" is changed a lot. Well I guess I put the tag on the material rather then the rocket, would that make a difference? Though I guess I could always just raise the temperature of the tank a bit, but then it wouldn't explode when it hit normal goblins (I guess that isn't that big a problem anyway...). I am going to go try this now, thanks.

While I am on it, does anyone know what makes ammunition stick? It would be nice if I could change the rocket so it can get stuck more often.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 20, 2012, 04:53:58 pm
Im not sure, but I think it has something to do with PENETRATION_DEPTH
I.E. The second number in an attack in the raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Snow Gibbon on October 20, 2012, 07:17:40 pm
NEW QUESTION:

I'm trying to make padded cloth armor, but I'm having trouble trying to get people to wear it in conjunction with mail. Ideally, I want to allow people to wear padded cloth vests over mail and a coif under a helmet. If someone can give me an explanation on how [LAYER_SIZE] and [LAYER_PERMIT] work and what the values mean that would be utterly awesome and greatly appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on October 20, 2012, 07:27:22 pm
The way that LAYER_SIZE and LAYER_PERMIT work is fairly simple. Basically each item can have a total "size" below it equal to it's layer permit, and for all future pieces of clothing it has any that are currently being worn have a size of LAYER_SIZE. So for example capes have a size of 10 and a permit of 300. So when you go to equip your 30th cape it looks at what you are currently wearing (29 capes) and totals up all of their sizes (29*10=290). 290 is less then 300, so it lets you equip the next cape.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 20, 2012, 08:16:18 pm
Quote
Im not sure, but I think it has something to do with PENETRATION_DEPTH
I.E. The second number in an attack in the raws.

I don't think that is it, since that is a creature token and weapons stick more then creature attacks, but thanks for the answer.

I decided on a work-around, I will add a thin "skin" tissue of a weaker material that the explosives can stick to, eliminating the problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 20, 2012, 08:31:58 pm
Might as well ask here rather than make a new thread.

Is it possible to make weapons require specific items to be forged, rather than just taking some number of metal bars?

For example, if I want to make a chainsword cost 3 metal sawblades, a chain, one metal bar, and a mechanism in order to be crafted, could I do that? The wiki isn't too clear on something like this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on October 20, 2012, 08:40:25 pm
Might as well ask here rather than make a new thread.

Is it possible to make weapons require specific items to be forged, rather than just taking some number of metal bars?

For example, if I want to make a chainsword cost 3 metal sawblades, a chain, one metal bar, and a mechanism in order to be crafted, could I do that? The wiki isn't too clear on something like this.
Only give the civilization access to it by a reaction requiring those things.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 20, 2012, 08:52:12 pm
Quote
Might as well ask here rather than make a new thread.

Is it possible to make weapons require specific items to be forged, rather than just taking some number of metal bars?

For example, if I want to make a chainsword cost 3 metal sawblades, a chain, one metal bar, and a mechanism in order to be crafted, could I do that? The wiki isn't too clear on something like this.

To clarify what he said, if you don't put the weapon in the entity file, but do put the reaction to make them. The reaction would go something like this, just making things up:
Quote
[REACTION:MAKECHAINSWORD]
   [NAME:Make Chainsword]
   [BUILDING:CHANSWORDMAKINGBUILDING:CUSTOM_SHIFT_C]
   [REAGENT:A:3:TOY:ITEM_TOY_SAWBLADES:NONE:NONE]
        [REAGENT:A:MECHANISM:WHATEVER_A_MECHANIMS_IS:?:?]
   [REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:STEEL]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_CHAINSWORD:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [FUEL]
   [SKILL:FORGE_WEAPON]

Just making stuff up using a random weapon with mods, but I hope it helps you get the point. Just make a reaction like that without putting the weapon in the entity file.

But this does mean that the civilization won't be able to make the weapon outside of the fortress, so wars and soldiers will go on without getting that weapon unless you make it and give it to them. Get what I am saying?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 20, 2012, 09:09:26 pm
Got it; check the wiki for more info on reactions, make reaction and corresponding weapon and don't give access to the weapons in the entity file for dorfs.

What happens if I do "put the weapon in the entity file?" Will the game crash or will that just mean that chainswords could show up outside of player made fortresses, like being genned in worldgen and showing up in towns in adventure mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: firefaux on October 20, 2012, 09:15:22 pm
A few questions.
First, how does the [SKELETON] tag affect the game?
And second, if I connect an elbow body part with the [JOINT] tag to an upper arm and then attach the lower arm to the elbow, how is it different from the regular humanoid joints in body_default?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 20, 2012, 09:28:34 pm
Quote
What happens if I do "put the weapon in the entity file?" Will the game crash or will that just mean that chainswords could show up outside of player made fortresses, like being genned in worldgen and showing up in towns in adventure mode?

Well it means two things:
1. You will be able to make it in Forge (The reason you don't put it in the entity file is because that would allow you to make it in the forge, which you asked to make it not do)
2. Chainsaws will show up in world gen, trade caravans, etc.

The only reason you don't put it in the weapons part of the entity file is because you would be able to make it in the forge.


*EDIT*

Now for my question....Is it possible to make all tissue one material, except for one material?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nukarama on October 21, 2012, 01:23:19 am
One question.
What effect does velocity have on weapon effectiveness?
For example:[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250], what would happen if I set 1250 to 9000? Or 9?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 21, 2012, 05:56:39 am
Well, in physics it is Force = Mass * Velocity, so a higher velocity in DF will result in more froce being applied. The weapon should do more damage. To what exact degree, no one can figure out precisely, because the sourcecode is unknown, only arenatest will help you there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 21, 2012, 03:09:38 pm
I have a few questions,
I used spoilers so it wouldn't take up over half the page.
Spoiler: First (click to show/hide)
Spoiler: Second (click to show/hide)
Spoiler: Third (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 21, 2012, 03:11:00 pm
1. No.
2. Yes, exact same way as booze, just put the syndrome on the structural material instead of the drink.
3. Define "spore" first.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 21, 2012, 03:17:06 pm
By spore I mean have children.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 21, 2012, 03:26:31 pm
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 21, 2012, 04:57:59 pm
I made a reaction to produce chain-swords. Testing it out in fort Mode, and it works, except for the fact that the dorfs won't use the materials the reaction calls for, they just pull chain-swords right out of the air. There's no defining material in the product's name; rather than say something like "iron chainsword" the stocks screen instead simply says "chainsword."

I had to hijack a smelter reaction, since I had genned a world and spent half an hour setting up a volcano fort only to realize I hadn't given the dorfs permission to use the original reaction, and I didn't want to have to regen a world and start over, but as far as I know, that shouldn't be the problem.

Spoiler: Here's the reactions: (click to show/hide)

What'd I do wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 21, 2012, 04:59:38 pm
You named all of your reagents "A", for one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 21, 2012, 05:07:09 pm
...Huh. I'm probably gonna go look at more reactions on the wiki then. Herp derp.

EDIT: The wiki isn't terribly clear as to how reactions work. I understand that the reaction is done at a workshop and all, that works fine, except for getting dorfs to use the required materials. I don't get the whole "naming reagents" thing. Does this define what objects are needed for dorfs to perform the reaction? By "naming reagents" do I have to add the tags for the reagents, like TRAPCOMP_LARGESERRATEDDISC in place of "A" for the corresponding reagent?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 21, 2012, 06:10:11 pm
The reagent name doesn't have to be anything at all, it just has to be there and be different from all the other reagents. It's arbitrary.

EDIT: In the raws, I've only seen ROOT used for TLCM_TIMING, but the string dump shows that FADE is another valid option. Anyone know what the difference is?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 21, 2012, 07:28:51 pm
The reagent name doesn't have to be anything at all, it just has to be there and be different from all the other reagents. It's arbitrary.

Ah, now that explanation makes sense. It's basically like defining variables in Java; having different variables all named the same thing screws up the code. Thanks for the help!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 21, 2012, 07:37:45 pm
Did that work? I could try fixing it, but I have only been at it a day.

Spoiler (click to show/hide)

But in any case, the best teacher is experience. I usually just fiddle around with stuff until they work. I tried to fix it a little, and point out what I thought was wrong. Good luck!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 21, 2012, 07:38:44 pm
The reagent name doesn't have to be anything at all, it just has to be there and be different from all the other reagents. It's arbitrary.

Ah, now that explanation makes sense. It's basically like defining variables in Java; having different variables all named the same thing screws up the code. Thanks for the help!

It's like defining variables in pretty much every programming language that uses them, which is pretty much every programming language :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 21, 2012, 10:48:25 pm
The reagent name doesn't have to be anything at all, it just has to be there and be different from all the other reagents. It's arbitrary.

Ah, now that explanation makes sense. It's basically like defining variables in Java; having different variables all named the same thing screws up the code. Thanks for the help!

It's like defining variables in pretty much every programming language that uses them, which is pretty much every programming language :P

Heh. I figured it's in all programming languages, I just couldn't state that as a fact since at the moment all I'm really familiar with is Java, as a part of my high school's computer science class. I know some HTML, CSS, and Javascript, but that's more for web site design, blah blah blah, basically I didn't want to assume something and end up getting corrected.

...but then it happened anyway, so eh.  :D

Did that work? I could try fixing it, but I have only been at it a day.

Spoiler (click to show/hide)

But in any case, the best teacher is experience. I usually just fiddle around with stuff until they work. I tried to fix it a little, and point out what I thought was wrong. Good luck!

I think the main problem I'm encountering is due to my setting the GET_MATERIAL from the trap component, not the steel bar. I assumed that the game could process what materials the trap parts were made of and set the item to be made from the same material like using green glass disks to equal a green glass chainsword, since that would be what the actual saw part is made of. In retrospect it makes sense to set it to the bar instead, if only to get it to work right.

More than likely I'll have to fiddle with it for a while. Dorfs still will just make the swords out of thin air, and I can't seem to find the job listing in either the forge menu or from the manager, thought once I jack a smelter reaction I can find the job fine. I might make my own workshop instead and take it from there. I'm betting there's just a bunch of little errors in the reaction that add up.

The pointers are much appreciated though, everybody. The wiki explains tokens and such, but it's not much help at explaining what tokens go where to do what, and that's when I turn to you guys!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 21, 2012, 11:28:40 pm
You'll want GET_MATERIAL_FROM_REAGENT:reagent identifier for reagent you want material from:NONE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 21, 2012, 11:35:46 pm
Quote
More than likely I'll have to fiddle with it for a while. Dorfs still will just make the swords out of thin air, and I can't seem to find the job listing in either the forge menu or from the manager, thought once I jack a smelter reaction I can find the job fine. I might make my own workshop instead and take it from there. I'm betting there's just a bunch of little errors in the reaction that add up.

That is another thing, I am not sure that the "FORGE"'s tag is "FORGE", which would mean it won't show up in the forge. Try "METALSMITHSFORGE"? I have just been making my own buildings.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 21, 2012, 11:39:44 pm
Quote
More than likely I'll have to fiddle with it for a while. Dorfs still will just make the swords out of thin air, and I can't seem to find the job listing in either the forge menu or from the manager, thought once I jack a smelter reaction I can find the job fine. I might make my own workshop instead and take it from there. I'm betting there's just a bunch of little errors in the reaction that add up.

That is another thing, I am not sure that the "FORGE"'s tag is "FORGE", which would mean it won't show up in the forge. Try "METALSMITHSFORGE"? I have just been making my own buildings.

Quote from: The Wiki
Valid buildings are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN, and any custom buildings (SOAP_MAKER, SCREW_PRESS, and anything you've added). (http://dwarffortresswiki.org/index.php/Reaction#Building)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 22, 2012, 12:01:30 am
Quote
    Valid buildings are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN, and any custom buildings (SOAP_MAKER, SCREW_PRESS, and anything you've added).

So it doesn't have any then. Your going to have to make your own building, or use one of the existing ones, if you really want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Akjosch on October 22, 2012, 12:03:48 am
It's like defining variables in pretty much every programming language that uses them, which is pretty much every programming language :P

Heh. I figured it's in all programming languages, I just couldn't state that as a fact since at the moment all I'm really familiar with is Java, as a part of my high school's computer science class. I know some HTML, CSS, and Javascript, but that's more for web site design, blah blah blah, basically I didn't want to assume something and end up getting corrected.

It's really simple: The raws are written in a custom programming language, despite the configuration file like syntax. Every tag you put in there is a command, most of them setting up some attributes on the current object.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dei on October 22, 2012, 12:26:57 pm
Can you make a creature with [PET] and non-[PET] castes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on October 22, 2012, 12:39:47 pm
Yes. Keep in mind that if you have a female [PET] caste it will produce offspring every single years just like animals do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on October 22, 2012, 08:44:37 pm
I did not realize wild animals could give birth on screen...   :o <- my face when i saw a couple of hippos give birth

anyways :D my only question is that my reaction to fill barrels with alcohol is producing Drinks instead of my fresh water(modded kobold bulb)

reaction:
Code: [Select]
[REAGENT:A:1:BARREL:NONE:NONE:NONE]
[EMPTY]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
  [DOES_NOT_ABSORB]
[PRODUCT:100:5:DRINK:NONE:BULB_KOBOLD:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:A]

im doing something wrong but im not sure :/


EDIT: Should note that the Drinks are edible oddly enough...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 22, 2012, 08:51:17 pm
This:

Code: [Select]
[PRODUCT:100:5:DRINK:NONE:BULB_KOBOLD:NONE]
Is completely wrong.

What you want is probably this:

Code: [Select]
[PRODUCT:100:15:DRINK:NONE:PLANT_MAT:BULB_KOBOLD:DRINK]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on October 22, 2012, 09:43:33 pm
Putnam, Thank you as always. That did the trick
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dei on October 22, 2012, 10:14:47 pm
Yes. Keep in mind that if you have a female [PET] caste it will produce offspring every single years just like animals do.

Thank you very much. This gives me some really weird ideas that I might actually be able to mod.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 23, 2012, 12:39:27 am
I am trying to mod a Reaction in so you can make a Specific type of Booze. I know how simple reactions work, and I've made a custom workshop before, but I don't know what the "ID" of the still is...
And I don't know how to use plants or wood in a reaction, only metals and gems....
And I don't know how to put alcohol as a product, let alone a SPECIFIC alcohol.
I can finish up the reaction after I figure out how to do the above,

Here is the reaction so far:

Spoiler: reaction (click to show/hide)
-note:
I am using this so you can brew a draught that makes dwarves sterile.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on October 23, 2012, 08:22:14 am
-snip-

This is the modified version of my make fresh water reaction:

Code: [Select]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BULB_KOBOLD:PLANT] <--Replace BULB_KOBOLD With your plant
[REAGENT:B:1:BARREL:NONE:NONE:NONE] <-- so it has a place to be stored
[EMPTY] <-- empty barrels only
[NOT_IMPROVED]
[PRESERVE_REAGENT] <-- barrel will remain
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
  [DOES_NOT_ABSORB] <-- will not make liquids disappear
[PRODUCT:100:15:DRINK:NONE:PLANT_MAT:BULB_KOBOLD:DRINK] <-- replace BULB_KOBOLD with your plant (theirs an easier way but this is safest, atleast for me)
[PRODUCT_DIMENSION:150] <-- bars and liquids have this if i saw correctly
[PRODUCT_TO_CONTAINER:B] <-- stores your drink inside the barrel

PS. Thanks again putnam, the reaction now makes delicious fresh water whenever i assign someone to the reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 23, 2012, 07:10:18 pm
Quote
I am trying to mod a Reaction in so you can make a Specific type of Booze. I know how simple reactions work, and I've made a custom workshop before, but I don't know what the "ID" of the still is...

Using the "Legend of Forlorn realms" version as a base (It has an individual reaction for every kind of plant. Ill just show you one as an example)
 
Here is one for plump helmets, I am sure you can change it to fit your needs.

Spoiler (click to show/hide)

I hope the guy who made it doesn't mind...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 23, 2012, 07:41:11 pm
Quote from: Stirk
-snip-
Quote from: Sanure
-snip-
Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 24, 2012, 02:02:56 am
Question about transformations:

If I transform a dwarf with skillset X into a dwarf with natural skills in... Y, and the transformation ends after a short time, will the dwarf keep skill Y ? Or will he revert back to X ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on October 24, 2012, 07:51:40 am
I had an idea for my blademaster adventurer class I am making..
Basically could I make a ability to use a corpse to make a mirror image of myself? That copies the same stats? I know I can use raise corpse rename it and swap the things it has but would this work in some way? Thanks I love you all =3
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on October 24, 2012, 09:17:17 am
Question about transformations:
If I transform a dwarf with skillset X into a dwarf with natural skills in... Y, and the transformation ends after a short time, will the dwarf keep skill Y ? Or will he revert back to X ?
That's a good question. I think they aren't given Y at all due to a doppleganger creature (though the creature had natural skills itself, which could have prevented Y) I created whose skills remained at its default.

I had an idea for my blademaster adventurer class I am making..
Basically could I make a ability to use a corpse to make a mirror image of myself? That copies the same stats? I know I can use raise corpse rename it and swap the things it has but would this work in some way? Thanks I love you all =3
No, it wouldn't. If you turned it into your creature it'd keep its relative stats. What I mean is if you turn an average strength duck into a human it is considered a weak strength human. Average alligators become strong humans, while strong alligators become very strong humans. A giant will probably become at least a strong human regardless of attributes simply because a very weak giant is still much stronger than a human.
Also if you reanimate it permanently into another creature and it collapses the corpse will be of that new creature. I don't remember if they keep that form upon re-raising though :-\
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on October 24, 2012, 10:47:14 am
Question about transformations:
If I transform a dwarf with skillset X into a dwarf with natural skills in... Y, and the transformation ends after a short time, will the dwarf keep skill Y ? Or will he revert back to X ?
That's a good question. I think they aren't given Y at all due to a doppleganger creature (though the creature had natural skills itself, which could have prevented Y) I created whose skills remained at its default.

I had an idea for my blademaster adventurer class I am making..
Basically could I make a ability to use a corpse to make a mirror image of myself? That copies the same stats? I know I can use raise corpse rename it and swap the things it has but would this work in some way? Thanks I love you all =3
No, it wouldn't. If you turned it into your creature it'd keep its relative stats. What I mean is if you turn an average strength duck into a human it is considered a weak strength human. Average alligators become strong humans, while strong alligators become very strong humans. A giant will probably become at least a strong human regardless of attributes simply because a very weak giant is still much stronger than a human.
Also if you reanimate it permanently into another creature and it collapses the corpse will be of that new creature. I don't remember if they keep that form upon re-raising though :-\
Hm well in the fear the night addon it has a summoner that reshifts the corpse into a creature wonder if I can work with that.. Well thanks though for the answer :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on October 24, 2012, 06:15:46 pm
Is it possible to make a tree drop stones named after it instead of logs?
Trying to make tiberium crystal "trees".
The dropped stone will be used in a refinery building to produce "credits".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 24, 2012, 06:53:50 pm
Sounds very command&conquery, but unfortunately the answer is no. It will always be a "materialnamehere log". Nothing else works. But maybe wait for the next update, with giant mushrooms, multitile trees and fruits. Should allow more space for modders in that direction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 24, 2012, 07:23:53 pm
Is there a reason you can't just make them logs? You could probably just do the same thing with them as logs...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 24, 2012, 07:28:35 pm
Illustrative principles.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on October 25, 2012, 06:09:48 pm
So a better idea is a green, inedible, ungrowable, plant with the "^" tile?

Okay, so this plant doesn't work, why exactly?
Code: [Select]
plant_tiberium

[OBJCT:PLANT]

[PLANT:GREEN_TIBERIUM]
[NAME:green tiberium][NAME_PLURAL:green tiberium crystals][ADJ:green tiberium]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:10]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:127][PICKED_COLOR:2:1:0]
[DRY][WET][BIOME:ALL]
[SHRUB_TILE:127]
[SHRUB_COLOR:2:1:0]
[PREFIX:NONE]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:15]
[PREFSTRING:green glow]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 25, 2012, 06:33:33 pm
Try giving it ANY_LAND as a biome instead of ALL.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 25, 2012, 07:22:44 pm
Well, I am making a new creature, but I am experiencing trouble. I need 4 special castes to fire a syndrome breath attack (similar to dragonfire) that turns a creature into the creature that used the attack. (currently called, due to no other names coming to my head, Doombringers) I know how syndromes work, it's just I dont know how to use the "local material" to make the syndrome. I made a few Injection syndromes before, but no "[TRAILING_VAPOR_FLOW]" syndromes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 25, 2012, 07:44:22 pm
LOCAL_CREATURE_MAT
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on October 25, 2012, 08:26:30 pm
Adding ANY_LAND didn't work, or at least appear to.

Does having no edible products exclude plants from the plant stockpile list?

Edit:
Found a massive error, It said [OBJCT:PLANT], I spelled OBJECT wrong!

Now how do I go about making a reaction that only accepts tiberium plants?

And what's a good material for credits? metal? plastic? paper?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 25, 2012, 10:59:49 pm
Anyone know what is wrong with these codes?
Spoiler (click to show/hide)

They are made to make furniture, mostly, but instead they build MAGMA. I would have guessed that the furniture part is wrong, but it does say "Build rock (Furniture I am trying to make), so I wanted to check.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 25, 2012, 11:04:24 pm
INORGANIC:METAL isn't valid. What you want is INORGANIC:NONE.

Also, make sure you have the correct item tokens. (http://dwarffortresswiki.org/index.php/Item_token)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 25, 2012, 11:36:17 pm
Ah thanks. Not sure why I even put that, I have done reactions like that before....

Ah, it is still making magma, for some reason....
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 25, 2012, 11:42:33 pm
You want just GET_MATERIAL_FROM_REAGENT:A:NONE, not INORGANIC:GET_MATERIAL_FROM_REAGENT:A:NONE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 25, 2012, 11:50:44 pm
A thousand thanks. I guess I used the aluminum making reaction and forgot to change that part. My magma production is now down 100%. Though now the material isn't showing up, and they are being made materialess....

*Cough*....I forgot to close one of the brackets....
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 26, 2012, 02:16:37 am
Not exactly a Modding question, But I want to know if this works,
The way I have a creature set up right now is that It can actively convert it's target into one of it's own through a syndrome, I am wondering if they can breed when the creature becomes turned, They automatically convert it into the opposite gender (caste), but can they breed?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deus Asmoth on October 26, 2012, 10:49:27 am
I'm not 100% about this, but I think they can't breed if transformed. You could try the [NIGHT_CREATURE_HUNTER] and [CONVERTED_SPOUSE] tags though.

Also, I've been wondering if there's any way to make a reaction that involves killing a creature, like in the butcher's shop or one of the moods.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 26, 2012, 02:39:39 pm
I'm not 100% about this, but I think they can't breed if transformed. You could try the [NIGHT_CREATURE_HUNTER] and [CONVERTED_SPOUSE] tags though.
Crud. Thanks for the info anyway.
Also, I've been wondering if there's any way to make a reaction that involves killing a creature, like in the butcher's shop or one of the moods.
I made a reaction that can brew a sterility draught beer, but I dont know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on October 26, 2012, 03:16:56 pm
The only way to make a reaction that kills a creature is to have it kill the one doing the reaction (and anyone nearby) by having a stone that boils at room temperature be created and that carries a deadly syndrome. Alternatively if there is a specific creature you have in mind, as opposed to just any generic creature, you could have the creature drop and extra butcher item and then just use the item in the reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 26, 2012, 03:34:26 pm
Can I add verbs to the descriptor_shape files?
And, another question, Can you change what an engraving means, or is it hard coded?
For example, instead of:
Code: [Select]
Engraved on the wall is an exceptional engraving of dwarves by Urist McEngraver, the dwarves are traveling, this relates to the founding of AnvilPunch in 75
Could I do this?
Code: [Select]
Engraved on the wall is a masterwork engraving of dwarves by Urist McEngraver, the dwarves are building, this relates to the founding of AnvilPunch in 75

-Edit- I tried looking at the Forum, It didn't provide information about the [OBJECT:DESCRIPTOR_SHAPE] files, I do think my second question is pointless. I do believe it is hardcoded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on October 26, 2012, 04:19:48 pm
how would i go about removing skill rust for specific skills only? does SKILL_RATES:SKILL:100:NONE:NONE:NONE work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Person on October 26, 2012, 04:42:32 pm
I'm not quite sure how to remove a specific creature as a possible target from an interaction. If for example, I wanted to exclude cats from being targeted, how would I do that? I can't seem to find that anywhere but I'm sure I'm just searching the wrong terms.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 26, 2012, 04:47:45 pm
I'm not quite sure how to remove a specific creature as a possible target from an interaction. If for example, I wanted to exclude cats from being targeted, how would I do that? I can't seem to find that anywhere but I'm sure I'm just searching the wrong terms.

IT_IMMUNE_CREATURE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on October 26, 2012, 05:21:33 pm
I'm having some problems in my mod that I can't really explain.

The first is with tokens. For example, the Mechanist building requires the mechanics labour to build, I've double-checked the spelling and everything else, yet the Errorlog keeps insisting that it is wrong.

The other problem is that the game seems to completely ignore any tissue templates I add, then complain that they don't exist when a creature tries to use them.

Does anyone knows the cause or solution to these two problems?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 26, 2012, 05:30:29 pm
I'm having some problems in my mod that I can't really explain.

The first is with tokens. For example, the Mechanist building requires the mechanics labour to build, I've double-checked the spelling and everything else, yet the Errorlog keeps insisting that it is wrong.

The other problem is that the game seems to completely ignore any tissue templates I add, then complain that they don't exist when a creature tries to use them.

Does anyone knows the cause or solution to these two problems?

...then post the errorlog, the bulding, and the file that contains your new tissue templates. We can't find the cause unless you actually give us the required info.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 26, 2012, 06:02:20 pm
So I got the custom building for making my mechanical super weapons, and the required reactions to produce them.

Skipping over the reactions for a bit, I'm having issues with adding multiple weapons to one txt file, or something like that. I wanted to have all 3 planned weapons in one item_weapon file, to be more compact. Now the other two weapons aren't showing up in arena to be tested, only the chainsword. I assume I can have multiple weapons per file, since even the vanilla raws work like that. I'm positive I've updated all the required files, including the civ file, and added the reactions I've done so far (in a seperate "reactions_dorftech.txt" file) in case that was the problem.  Still the other two aren't showing up.


Added the required permitted reaction tags to entities, so I'm sure that can't be the problem.

Anyone know the problem?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 26, 2012, 06:06:48 pm
What does the top say? If you named the file "items_weapons" it is possible they would conflict.

Other then that, you should probably name them "DRILLINGSPEAR" and "FORCEAXE", just remove the underscores and see if that helps.

In other news, I finally figured out what causes weapons to stick, it was "Penetration" value next to the edge value thingy. So now I got my rockets to always blow up! Just wanted to brag.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 26, 2012, 06:18:03 pm
What does the top say? If you named the file "items_weapons" it is possible they would conflict.

Nah. I have a file in fortbent that still works called "interaction_secret_troll", but the top line says "interaction_secretcurse_troll" because I was too lazy to change it; still works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on October 26, 2012, 06:18:43 pm
Ok here is the errorlog (for the parts related to the question anyway):
Spoiler: errorlog (click to show/hide)

Spoiler: Buildings (click to show/hide)

Spoiler: Dagoth (click to show/hide)

Spoiler: Tissue Template (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 26, 2012, 06:24:05 pm
Quote
Nah. I have a file in fortbent that still works called "interaction_secret_troll", but the top line says "interaction_secretcurse_troll" because I was too lazy to change it; still works.

Still have not been doing it a month yet. I am going to guess it is the underscore thing then.

@Deathsword

Ah never mind. I had skill token rather then labor token for some reason. It should be ARCHITECT, not architecture.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 26, 2012, 06:27:09 pm
MECHANIC, not MECHANICS. (http://dwarffortresswiki.org/index.php/Labor_token)

Post your body detail plan file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 26, 2012, 06:46:53 pm
Now I have another problem. I finally got the rockets to be able to pierce the steel tank and actually stick, but now it won't explode. Anyone know why?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 26, 2012, 06:53:13 pm
You could pretty safely up the homeotherm of the tank to 10090. It gets hot in those things, and would help with your explosions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 26, 2012, 06:55:26 pm
Quote
Nah. I have a file in fortbent that still works called "interaction_secret_troll", but the top line says "interaction_secretcurse_troll" because I was too lazy to change it; still works.

Still have not been doing it a month yet. I am going to guess it is the underscore thing then.

Tried it. Nope. I'm going to try putting the weapons in their own text files to see if there's a problem with the code itself or if it's due to the arrangement of the code in the text file.

EDIT: Still nothing. I even went so far as to directly add the untested weapons' tags to the dwarves' entity files. Still they didn't show up in arena.

EDIT2: APPARENTLY, a title is needed for raws with multiple items in it, or something like that. Somehow the chain-sword raws on their own got by without a title, but adding multiple items changed that.

Adding a "item_weapon_dorftech" to the top without [tags] fixed the issue. "The more you know," I guess.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 26, 2012, 06:59:43 pm
Ah, I had it up a little higher, but it was not working and I thought something along the lines of "Well it works on dwarves. So lets go take the dwarve's hemotherm code and see if that work!" It didn't. Neither did this.

Do you think it is something about having an inorganic tissue? I sent one up against a firing squad and those things can take a lot punishment. A dozen rounds where put in it, not one exploded. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 26, 2012, 07:08:42 pm
My previous question went unanswered, sorry if this gets repetitive.
Can I add verbs to the descriptor_shape files?
The other question is pointless, nevermind about it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 26, 2012, 07:13:38 pm
My previous question went unanswered, sorry if this gets repetitive.
Can I add verbs to the descriptor_shape files?
The other question is pointless, nevermind about it.

Define "verbs". If you mean with a VERB token, then no. The only shape tokens are, so far as I can tell:

NAME
WORD
ADJ
GEMS_USE_NOUN
GEMS_USE_ADJ
GEMS_USE_ADJ_NOUN
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 26, 2012, 07:27:44 pm
Spoiler (click to show/hide)
I mean a word that in syntax conveys an action.
Crud.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 26, 2012, 07:33:43 pm
Spoiler (click to show/hide)
I mean a word that in syntax conveys an action.
Crud.

...I understand that. How do you want this verb to appear in the context of engravings that will be using this symbol?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 26, 2012, 08:24:20 pm
So, my custom workshop isn't showing up on the (b)uild menu. Its tag is in the dorf's entity file too, so that can't be it. What's wrong with it?

Spoiler: Da raws: (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 26, 2012, 08:48:19 pm
OBJECT:BUILDING at the top is missing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 26, 2012, 09:08:50 pm
...that's it?

*facepalms*
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 26, 2012, 09:31:32 pm
Spoiler (click to show/hide)
I mean a word that in syntax conveys an action.
Crud.

...I understand that. How do you want this verb to appear in the context of engravings that will be using this symbol?
Nevermind, I found a solution. Put verbs in instead of adjectives, while still using the [ADJ:x] token.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 26, 2012, 11:06:08 pm
Hehe. Gotta love workarounds.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 27, 2012, 12:11:11 am
Ah. I am trying to make mines out of explosives as trap components, but they keep exploding every time I try to make them, mostly killing the dwarf and ruining the workshop. Should I not use fuel in the reaction or something?

Never mind. In retrospect, it was probably a bad idea to test temperature sensitive explosives in a warm area.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 27, 2012, 11:15:41 am
Alright. I got the building working, but for some reason it doesn't need any materials to be built.  I'm gonna look into that, but here's the raws if anyone's interested in helping out.
Spoiler (click to show/hide)


Also, if I were to add the :NO_SUBTYPE:INORGANIC instead of :NONE:NONE to [REAGENT:chain:1:ITEM_ROPE] would this make it require metal chains, rather than any rope like what I'm assuming?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 27, 2012, 11:42:23 am
The shortcut tag is right and you forgot to actually include a BUILDITEM; BUILD_MAT alone won't cut it, that's a modifier token. You probably want BUILDITEM:NONE:NONE:NONE:NONE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on October 27, 2012, 11:55:51 am
Post your body detail plan file.

Here it is

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 27, 2012, 12:03:11 pm
Is that the entire file?

If so, you're missing some things.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on October 27, 2012, 12:10:00 pm
Is that the entire file?

If so, you're missing some things.

Yes it is. Could you tell me what I missed?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 27, 2012, 12:17:22 pm
The identifier at the top and [OBJECT:BODY_DETAIL_PLAN].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on October 27, 2012, 12:29:59 pm
Thanks for all the answers. Maybe now I'll get a clean errorlog.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 27, 2012, 01:06:22 pm
Ugh. I cannot find what is wrong with my mod if my life depended on it.  The workshop builds fine, except for the fact it still doesn't need materials, but I can't cue any of the reactions for the weaponry; even after multiple checks of the tags all matching up, checking entities, and creating new worlds only to make a fortress and test it and dump it. This is the only thing stopping the mod from functioning properly, as far as I can tell. I haven't even been able to actually test if the reactions have the proper reagent tags after all this time because no matter what I do I cannot seem to get the reaction to be cued in either the workshop or the manager.

Maybe it's because there's something wrong w/ the reagents, I don't know. I feel like I hit a brick wall here.

Spoiler: building_dorftech.txt (click to show/hide)

Spoiler: reaction_dorftech.txt (click to show/hide)

Spoiler: item_weapon_dorftech (click to show/hide)

The weapons themselves work perfectly fine in arena mode, so there's no problems there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on October 27, 2012, 01:12:52 pm
Where's the [MATERIAL_SIZE:] Tag on your weapons?



And, a question of my own:
Does a weapons weight affect EDGE attacks at all?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on October 27, 2012, 01:44:32 pm
Still having problems with the body_detail_plan, added the identifier and [OBJECT:BODY_DETAIL_PLAN], but the errorlog still gives me the same thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 27, 2012, 01:50:22 pm
Where's the [MATERIAL_SIZE:] Tag on your weapons?

[MATERIAL_SIZE:] determines how many bars of a metal it costs to produce the item, in this case a weapon, at a forge.

My goal with these weapons is to create much more dangerous melee weapons, but I still want for there to be some balance. Rather than have the dwarves magically make a chainsaw out of 10 metal bars I wanted them instead to use the reactions to craft them. In my head-canon for the mod, the dwarves build the weapons from trap parts and use mechanisms to make them work, so it made sense to make reactions require specific trap parts. These weapons also end up being much more costly to build compared to the vanilla weaponry...that's the theory anyway, if the reactions would just cooperate with the workshop. -.-'

I figured that [MATERIAL_SIZE] could be excluded entirely so that the weapons can only be made with specific parts at a specific workshop.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Clover Magic on October 27, 2012, 03:45:41 pm
Unfortunately, according to the wiki, MATERIAL_SIZE is a required token.  Weapons must have it or they won't work.

I think instead you can just not give them the weapon in the entity files, but give them the reaction to make it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on October 27, 2012, 04:36:10 pm
Learned a few things recently and figured I'd share:
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 27, 2012, 06:35:39 pm
Well, more stupid modding questions.

Can you make an adjective appear IN FRONT of the shape?

Can you make them engrave something from descriptor_shapes into an important event? like,

Code: [Select]
Engraved on the wall is a masterwork engraving of dwarves by Mistem ObokUrist, the dwarves are building. This relates to the founding of X in Y]
Or
Code: [Select]
Engraved on the wall is a masterwork engraving of Urist McQueenConsort and Mistem McBornToday by Mistem ObokUrist, Urist McQueenConsort is looking at Mistem McBornToday. This relates to the birth of Mistem McBornToday in 72.
Or is that hardcoded like some... other... things are.
Also, I just realised we now have over 200 pages of questions and answers. Wow.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 27, 2012, 07:12:29 pm
Unfortunately, according to the wiki, MATERIAL_SIZE is a required token.  Weapons must have it or they won't work.

I think instead you can just not give them the weapon in the entity files, but give them the reaction to make it.

What, really? They show up just fine in arena mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 27, 2012, 07:18:11 pm
Well, more stupid modding questions.

Can you make an adjective appear IN FRONT of the shape?

Can you make them engrave something from descriptor_shapes into an important event? like,

Code: [Select]
Engraved on the wall is a masterwork engraving of dwarves by Mistem ObokUrist, the dwarves are building. This relates to the founding of X in Y]
Or
Code: [Select]
Engraved on the wall is a masterwork engraving of Urist McQueenConsort and Mistem McBornToday by Mistem ObokUrist, Urist McQueenConsort is looking at Mistem McBornToday. This relates to the birth of Mistem McBornToday in 72.
Or is that hardcoded like some... other... things are.
Also, I just realised we now have over 200 pages of questions and answers. Wow.

The examples you posted aren't shapes, so no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 28, 2012, 06:55:03 pm
*Coughcough*

What I meant to say was that I am having trouble with my explosions. They keep exploding when I don't want them to, killing the dwarves and ruining the workshop.

And my P key is stuck, so I will have to edit it after I type this. Little did I know just putting my cursor in here would mess me up...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 28, 2012, 07:00:02 pm
Having some problems with your p key, Stirk?

Anyway, yeah, you need to give the enemy the interaction to do the explosion, not have the dwarf itself do it.

(Just so you know, he said "I have a problem with the exlposives. They keep going off on the dwarf rather then the intended target when they are created. And I have my P key stuck, so I will have to edit this so you can read it.")
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lysabild on October 28, 2012, 07:09:38 pm
I have a problem with the explosives.
They keep going off on the dwarf rather than the intended target when they are created.
And I have my p key stuck, so I will have to edit this so you can read it.

No idea how to help, but making sense of your post weren't too hard.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 28, 2012, 07:20:43 pm
Quote
Anyway, yeah, you need to give the enemy the interaction to do the explosion, not have the dwarf itself do it.

Ah, if it where only that easy. The "explosives" is, well, and explosive metal that is used for things you want to explode, like landmines and rockets. When it gets to 1060 urist, it explodes, so when it hits a hemotherm it evaporates to gas and a syndrome. This works great in arena mode, but the problem is that in the production of it (So it can be used in fortress) it always explodes the second it was made. I thought it was just the scorching area I was in, but it appears to happen in other locations as well, even underground. Any idea how to fix this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 28, 2012, 07:24:06 pm
Hey hey, me again.

I finally found what was wrong with my reactions not showing up. I left the [OBJECT:REACTION] tag at the top out. *headdesk*

So, now the dorfs can construct my weapons, but the weapons don't use any of the reagents...still. Same problem with the custom workshop, it doesn't need any materials to be built. This isn't that big a deal with the workshop, if it is a bit cheap. however, the fact the weapons get made out of nothing and have no material base makes them useless when it comes to killing things.

If one reagent is incorrectly tagged, like what I suspect the trap_comp_mechanism is, then would that be enough to completely screw up all the others? I had assumed that the reaction would just not be completed, and the game would spam "Cancels 'Forge whatever':Needs reagent "<INCORRECTLY TAGGED REAGENT>"

I may just make my own mechanism for sole crafting purposes and use that instead, but I wanted to see if anyone could maybe help out with this. I have the reagents/building materials tagged, the game just doesn't recognize them.

Spoiler: reactions: (click to show/hide)

Spoiler: workshop (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 28, 2012, 07:36:07 pm
Quote
I finally found what was wrong with my reactions not showing up. I left the [OBJECT:REACTION] tag at the top out. *headdesk*

Told you to show us the top....

Quote
[BUILDITEM:2:TRAP_COMP_MECHANISM:NO_SUBTYPE:INORGANIC]

Don't think that is right. Try something more like [BUILDITEM:2:TRAP_COMP_MECHANISM:NO_SUBTYPE:NONE:NONE]. Why is the inorganic there? That goes for pretty much all of them.

Then this [BUILDITEM:3:STONE:NO_SUBTYPE:INORGANIC] Should be more like this: [BUILDITEM:3:BOULDER:NO_SUBTYPE:NONE:NONE]

Now dinner. While eating dinner:

Mechanisms isn't a trap component. Going to have to find out what that is, or alternatively, make your own. Like in the tool fire, or in the toy file, I don't know if you can even use mechanisms as building material.

You should also keep in mind while you are doing this that the dwarves will pick a random metal bar for each one, you may consider making a separate reaction for each metal.

Well that is pretty much it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 28, 2012, 07:58:31 pm
Spoiler (click to show/hide)
Now dinner. While eating dinner:

Mechanisms isn't a trap component. Going to have to find out what that is, or alternatively, make your own. Like in the tool fire, or in the toy file, I don't know if you can even use mechanisms as building material.

see, that's what I thought, since I couldn't find the raws or any tag really for mechanisms. I assumed that it would be trap_comp since that seemed like a perfectly logical label for it. My guess is it's one of those things that's hard coded in and can't really be messed with. Kinda a shame, in my opinion.

also, I did "show you guys the top" but there was nothing there to even show in the first place.

Onwards to defining a toy for using in my reactions! Prepare for more of my constant questions as more things go wrong!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 28, 2012, 08:02:24 pm
You can use mechanisms in reactions; they're called TRAPPARTS (http://dwarffortresswiki.org/index.php/Item_token)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 28, 2012, 08:07:27 pm
Quote
see, that's what I thought, since I couldn't find the raws or any tag really for mechanisms. I assumed that it would be trap_comp since that seemed like a perfectly logical label for it. My guess is it's one of those things that's hard coded in and can't really be messed with. Kinda a shame, in my opinion.

...I guess you can use them. I just looked in trap components and said "Nope. Not here". Guess I could have used the wiki....

Quote
also, I did "show you guys the top" but there was nothing there to even show in the first place.

Probably why I was confused.


So....Anything about my exploding problem?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 28, 2012, 08:09:27 pm
Yeah, make the boiling point, say, 10066.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 28, 2012, 08:19:18 pm
Quote
Yeah, make the boiling point, say, 10066.


But what did help is moving the [MATTFIXEDTEMP] thing. I had tried making it incredible hot in the early days to mimic explosions, and it didn't do anything in arena mode..... Fixed the problem, thanks.

That cat guy has been gone for a while. Do you think he is ok?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 28, 2012, 08:33:11 pm
...you really should have mentioned the MAT_FIXED_TEMP thing, you know. That's kind of important. Obviously it would instantly boil if it had a magical fixed-temperature-that-it-will-never-deviate-from that is higher than its boiling point.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 28, 2012, 08:37:00 pm
Quote
...you really should have mentioned the MAT_FIXED_TEMP thing, you know. That's kind of important. Obviously it would instantly boil if it had a magical fixed-temperature-that-it-will-never-deviate-from that is higher than its boiling point.

You know what happens. We forget things. Dwarves explode. We move on.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 28, 2012, 08:41:26 pm
Yet another stupid question, is there any way to make a plant have EVERY biome besides underground without typing EVERY biome token?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 28, 2012, 08:47:23 pm
Yet another stupid question, is there any way to make a plant have EVERY biome besides underground without typing EVERY biome token?

ALL_MAIN (http://dwarffortresswiki.org/index.php/Biome_token)

(Note that I'm always posting the links to the wiki because I seriously spend about 30% of my time modding there)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 28, 2012, 10:29:14 pm
You can use mechanisms in reactions; they're called TRAPPARTS (http://dwarffortresswiki.org/index.php/Item_token)

...well that's an odd and incredibly unlikely place for me to look for that token. I never even thought of checking there. Herp de derp.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 28, 2012, 10:39:11 pm
You can use mechanisms in reactions; they're called TRAPPARTS (http://dwarffortresswiki.org/index.php/Item_token)

...well that's an odd and incredibly unlikely place for me to look for that token. I never even thought of checking there. Herp de derp.

...That's the opposite of odd, that's the first place you should have looked. That is the one that has all the item tokens that are, you know, used in reactions. <_<
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 28, 2012, 10:45:36 pm
Quote
...That's the opposite of odd, that's the first place you should have looked. That is the one that has all the item tokens that are, you know, used in reactions. <_<

(I think he was using sarcasm. Thus the "herp derp.")
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 28, 2012, 10:47:28 pm
(sarcasm is hard on the internet :P)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smirk on October 29, 2012, 05:23:03 am
Asking to make sure: the phrases "a tendon has been torn" and "many nerves have been severed" (among others) are hard-coded, correct? They're not by chance stuck in the bottom of some forgotten text file in a side folder somewhere?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on October 29, 2012, 12:34:52 pm
Asking to make sure: the phrases "a tendon has been torn" and "many nerves have been severed" (among others) are hard-coded, correct?
IIRC, yes, they are hardcoded. If your creatures have tendons and nerves, then you can get these messages.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 29, 2012, 04:49:20 pm
So despite my correcting the mechanism reagent the reaction still doesn't require the reagents to take place. The dorfs do need fuel to produce the weapons, so it's not a complete failure. Also, the workshop is still built without any need of materials.

I think I'm gonna take a break for a couple days on this mod. Constantly regenning worlds only to find the reaction still isn't working is burning out my enthusiasm. One last question before I take a break...

I've noticed on the manager screen currently the only designation is to "construct chainsword" with no material modifiers, such as "forge iron short sword" or "forge steel short sword." This probably is due to using reactions rather than simply forging them straight from bars, right?

So if I wanted to be able to designate items to be crafted with specific materials like in vanilla DF, will I have to make multiple reactions for each metal type?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 29, 2012, 04:54:24 pm
Quote
I've noticed on the manager screen currently the only designation is to "construct chainsword" with no material modifiers, such as "forge iron short sword" or "forge steel short sword." This probably is due to using reactions rather than simply forging them straight from bars, right?

Right. And like I said, this will mean that you will get a random bar instead of a certain bar with your current reaction, and that you might want to make several reactions for different metals.

Quote
[REAGENT:metal bar:150:BAR:NO_SUBTYPE:INORGANIC]

Actually, that is wrong. It should be [REAGENT:metal bar:150:BAR:NO_SUBTYPE:NONE:NONE]

The INORGANIC is breaking it. Along with all your other reactions. You have to remove them and replace them with NONE:NONE.

Quote
[REAGENT:metal bar:150:BAR:NONE:INORGANIC:STEEL]

Ironically(?), that will probably work. As long as you remove all the inorganic from the rest of it.

And by the way, it takes second to create a new world. What parameters have you been using?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 29, 2012, 06:08:23 pm
You don't need to regen to change interactions and buildings, you know, only to add new ones.

Also, you need a NONE after INORGANIC if you only want INORGANIC mats.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 29, 2012, 06:46:45 pm
I was wondering and thought I would ask before I tried it. If you give a pet a healing reaction to allow it to regenerate limbs, will it still be a pet afterwords? Or will it become a hostile version?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 29, 2012, 08:01:45 pm
I was wondering and thought I would ask before I tried it. If you give a pet a healing reaction to allow it to regenerate limbs, will it still be a pet afterwords? Or will it become a hostile version?

Unless you transform it into something innately opposed to life or crazed, it will still be a pet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 29, 2012, 09:29:48 pm
Ah I have been having trouble and can't resist asking.

If I want to just build one part of the creature out of one tissue (In this case an adamantine horn), what would I use?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 29, 2012, 09:31:21 pm
Ah I have been having trouble and can't resist asking.

If I want to just build one part of the creature out of one tissue (In this case an adamantine horn), what would I use?

Body detail plans.

I don't think you have to make a new one with all of the things vertebrate tissue layers has, just a new one with the adamantine horn.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 29, 2012, 09:48:18 pm
If it is working, then for some reason adamantine no longer dents skin.

I tried putting an adamantine material token in the tissue, to start with.

I tried using the body detail plan, but this is the first time attempting it, so I have no clue what I am doing.
[BODY_DETAIL_PLAN:ADD_MATERIAL:INORGANIC:ADAMANTINE]

Maybe it would help if I show what I have, since I have no clue what I am doing.

Creature:
Spoiler (click to show/hide)

Tissue (Just the parts that matter this time)

Spoiler (click to show/hide)
[/spoiler]

And body plan just for fun:

Spoiler (click to show/hide)
[/spoiler]

Well that is what I have so far. I don't know how to get the tissue the right thing, is it some stupid mistake I am making or is it something worse?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 29, 2012, 09:51:07 pm
Use
Code: [Select]
[code] tags, not spoiler tags. Code tags don't fuck up bodies.

You'll want to make an entirely new BODY_DETAIL_PLAN object. See what the ones that are already there look like and build from there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on October 29, 2012, 10:02:38 pm

Actually, that is wrong. It should be [REAGENT:metal bar:150:BAR:NO_SUBTYPE:NONE:NONE]

The INORGANIC is breaking it. Along with all your other reactions. You have to remove them and replace them with NONE:NONE.

...Blagh...I have no idea what I was thinking there.  I guess I assumed that [NO_SUBTYPE:INORGANIC] was just a tag to make reagents correspond specifically to metals...or something.

And by the way, it takes second to create a new world. What parameters have you been using?

Pocket worlds that take seconds to generate. But constantly checking and rechecking code, then replacing the old copies of the code in Df's raws with the updated copies and then genning a world to embark a new fortress with all the materials to check if they'd work only to find the same issues popping up can get kinda tedious.  I saved a template to make embarks quicker, but still.

I'll make a note of the [INORGANIC] error and fix it when I get around to working on it some more.

Really guys, I can't express how I appreciate the tips and all the patience here.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 29, 2012, 10:06:37 pm
Quote
tags, not spoiler tags. Code tags don't fuck up bodies.

Still have no clue what is going on.

Quote
You'll want to make an entirely new BODY_DETAIL_PLAN object. See what the ones that are already there look like and build from there.

All right. Though why does this work better?

Would this work?

[ADD_MATERIAL:INORGANIC:ADAMANTINE:HORN_TEMPLATE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 29, 2012, 10:22:00 pm
No. You want ADD_MATERIAL:ADAMANTINE:INORGANIC:ADAMANTINE.

The first thing after ADD_MATERIAL is the identifier, the second and third are the material token.

Quote
tags, not spoiler tags. Code tags don't fuck up bodies.

Still have no clue what is going on.

Use code tags, not spoiler tags, when posting raws on the forums. Otherwise, all the
Code: [Select]
[LEFT]s and [RIGHT]s in the body will come up as
s and
s.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 29, 2012, 10:29:01 pm
Quote
No. You want ADD_MATERIAL:ADAMANTINE:INORGANIC:ADAMANTINE.

The first thing after ADD_MATERIAL is the identifier, the second and third are the material token.

Here goes nothing. Ah, still not working. Got to change some other things, off to mess with it.

Quote
Use code tags, not spoiler tags, when posting raws on the forums. Otherwise, all the

I meant there is a Sasquatch pointing a pistol to my head and ordering me to code. I think I am somewhere in Serbia and am slowly transforming into a walrus.

Well, that is what coding feels like, anyway.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 29, 2012, 10:32:20 pm
Ah, still not working. Got to change some other things, off to mess with it.

This is probably because you don't actually have your defined as being made of adamantine. How about ADD_MATERIAL:HORN:INORGANIC:ADAMANTINE? That should work.

I meant there is a Sasquatch pointing a pistol to my head and ordering me to code. I think I am somewhere in Serbia and am slowly transforming into a walrus.

Well, that is what coding feels like, anyway.

Don't worry, that's just body detail plans and interactions. The only reason I acclimated to interaction modding so quickly is because I got started about 2 months before 34.01 came out :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 29, 2012, 10:50:57 pm
Quote
This is probably because you don't actually have your defined as being made of adamantine. How about ADD_MATERIAL:HORN:INORGANIC:ADAMANTINE? That should work.

Still no. I guess I messed with enough stuff that it won't work. Ill try to work with it tomorrow, sleep...Sleeptime.

Until then, my mega beast will just have to bruise skin.

Well I am awake and still have no clue what is going on. Maybe I should just cut my losses and make the whole thing out of adamantine?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 30, 2012, 06:58:05 pm
Well I kind of gotten it to work. I used the thing I used for my tank, and it looks like it can pierce iron armor now:

Spoiler (click to show/hide)

But when I try using adamantine:
Spoiler (click to show/hide)

It....kind of works. It was able to beat a dwarf with armor on, but it seems weaker for some reason. Is there a reason for this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 31, 2012, 10:20:29 pm
-snip-
[WIKI LINK] (http://dwarffortresswiki.org/index.php/DF2012:Attack_types)
It may be because gore is a thrust attack.
Quote from: the wiki
Examples of piercing weapons include any weapon that focuses a significant amount of energy on a single point.
Adamantine is light, and can not focus a lot of energy on attacking [unless you use, for example, A cutting weapon. But that's due to it's edge, which is not a factor in stabs.]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 31, 2012, 10:23:25 pm
-snip-
[WIKI LINK] (http://dwarffortresswiki.org/index.php/Gore#Types_of_weapons)
It may be because gore is a thrust attack.
Quote from: the wiki
Examples of piercing weapons include any weapon that focuses a significant amount of energy on a single point.
Adamantine is light, and can not focus a lot of energy on attacking [unless you use, for example, A cutting weapon. But that's due to it's edge, which is not a factor in stabs.]

This is completely wrong, since thrust attacks and slash attacks are literally the same thing. The difference is that stabs have smaller contact area and more penetration, while slashes are the other way around. They're both EDGE attacks; that's their type, and that's the factor.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 31, 2012, 10:49:39 pm
Quote
Adamantine is light, and can not focus a lot of energy on attacking [unless you use, for example, A cutting weapon. But that's due to it's edge, which is not a factor in stabs.]

Part true. Adamantine is light, but I am using a cutting weapon, with and "EDGE" tag.

Quote
It may be because gore is a thrust attack.

Eh? No. I could name it "THEHAPPYDANCEOFFARIES" and it would still do the same damage kind. Names have no power here.

I tried to counteract it with

   [ATTACK_VELOCITY_MODIFIER:1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000]

But it doesn't seem to help much. I thought about just spawning it with a modded admantine sword, but I have no clue how to do that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 31, 2012, 10:56:33 pm
The maximum number that things in this game can be is probably 4294967295, you know. Velocity modifiers may be signed, though, so it could be 2147483647. Your number is, well, a bit big.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 31, 2012, 11:03:58 pm
Quote
The maximum number that things in this game can be is probably 4294967295, you know. Velocity modifiers may be signed, though, so it could be 2147483647. Your number is, well, a bit big.

Eh? We all know that if it is worth doing, it is worth overdoing. I just held down the 0 until I could honestly say "Yah. That is fit for a megabeast."

Maybe I will just make a new metal, based on adamantine but heavier?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 31, 2012, 11:06:41 pm
This game is programmed. On a computer. Variables can only go so high. Your number is 10^258, which is, in fact, higher than any normal home computer can have with one variable... by ~238 orders of magnitude.

50000 should do more than fine for a megabeast.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on October 31, 2012, 11:18:29 pm
Quote
Adamantine is light, and can not focus a lot of energy on attacking [unless you use, for example, A cutting weapon. But that's due to it's edge, which is not a factor in stabs.]

Part true. Adamantine is light, but I am using a cutting weapon, with and "EDGE" tag.

Quote
It may be because gore is a thrust attack.

Eh? No. I could name it "THEHAPPYDANCEOFFARIES" and it would still do the same damage kind. Names have no power here.

I tried to counteract it with

   [ATTACK_VELOCITY_MODIFIER:1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000]

But it doesn't seem to help much. I thought about just spawning it with a modded admantine sword, but I have no clue how to do that.

Crap. I knew my facts had flaws. But, "GORE" attacks uses Edge? I didn't know that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 31, 2012, 11:20:22 pm
GORE attacks haven't existed since 31.01 was released two years ago.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 31, 2012, 11:29:40 pm
Quote
This game is programmed. On a computer. Variables can only go so high. Your number is 10^258, which is, in fact, higher than any normal home computer can have with one variable... by ~238 orders of magnitude.

50000 should do more than fine for a megabeast.

Nonsense! You just have to believe in the power of dwarf fortress, and anything is possible! It is your nonbelief that is ruining my code!

Quote
Crap. I knew my facts had flaws. But, "GORE" attacks uses Edge? I didn't know that.

They aren't. I added the  [ATTACK_FLAG_EDGE], so mine does.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 31, 2012, 11:30:33 pm
Well, your attack isn't a GORE attack, it's an attack that the game calls GORE. There's quite a bit of difference. (The former being an old pre-31.01 attack type and the latter just being an arbitrary designation that doesn't really affect the attack)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on October 31, 2012, 11:34:42 pm
Quote
Well, your attack isn't a GORE attack, it's an attack that the game calls GORE. There's quite a bit of difference. (The former being an old pre-31.01 attack type and the latter just being an arbitrary designation that doesn't really affect the attack)

Ah? I don't know anything pre-this release, let alone coding for prethis release. How should I know that?

Like I said, I could name it HAPPYFAIRIEDANCE if I wanted to. It doesn't change anything.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 31, 2012, 11:38:25 pm
Yes, that's what I'm saying. MCipher was just saying something about GORE attacks that hasn't been true since 31.01 was released, and my EVER-ONGOING MODDING EDUCATION CAMPAIGN relies on me pointing things like that out :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Curseborn on November 01, 2012, 01:05:35 am
Hey guys Ive never modded before but was interested in trying to change a few things around in a termite civ mod.  Currently the stronger soldier classes have a little thicker chitin but what i want is to make the chitin have the qualities of different metals. I was able to add a horn and gore attack though which made me feel like i wasnt completely aweful at least.
Code: [Select]
[SELECT_CASTE:BRUTE]
[BODY:QUADRUPED:2EYES:HEART:GUTS:BRAIN:LARGE_MANDIBLES:UPPERBODY_PINCERS:HEAD_HORN]
[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]
[SELECT_MATERIAL:HORN]
[MAT:INORGANIC:ADAMANTINE]
[TISSUE:STEEL]
[TISSUE_NAME:chitin:chitin]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[BODY_DETAIL_PLAN:THICKCHITIN_TISSUES]
[USE_TISSUE_TEMPLATE:INORGANIC:ADAMANTINE]
[BODY_DETAIL_PLAN:THICKCHITIN_MATERIALS]
[USE_MATERIAL_TEMPLATE:INORGANIC:ADAMANTINE]
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:pinch:pinches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:125]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK_FLAG_WITH]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:75]
[ATTACK_PENETRATION_PERC:150]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
    [ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
      [ATTACK_SKILL:BITE]
[ATTACK_PENETRATION_PERC:150]
      [ATTACK_VERB:gore:gores]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]

Im sure there are plenty of errors, ive spent all day looking through the forum trying to do it myself but im lost.  Can anyone tell me where ive gone wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on November 01, 2012, 04:49:57 am
Wait, Gore attacks don't exist anymore?
Because my last character got his ass kicked by bogeymen who liked to gore me face.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RadHazard on November 01, 2012, 06:43:19 am
Wait, Gore attacks don't exist anymore?
Because my last character got his ass kicked by bogeymen who liked to gore me face.

I believe Putnam means that GORE type attacks, a specific thing with special qualities, no longer exist.  There are still attacks named "Gore" in the game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 01, 2012, 08:55:05 am
Wait, Gore attacks don't exist anymore?
Because my last character got his ass kicked by bogeymen who liked to gore me face.

GORE as opposed to BLUNT or EDGE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: freeformschooler on November 01, 2012, 03:23:03 pm
I'm probably just misunderstanding part of the game or how it works, but is there any reason we can't add the same tags through CE_ADD_TAG we can in CV_NEW_TAG? For example, SKILL_RATE. What part of the game mechanics prevent us from doing this other than arbitrary limits on syndrome/interaction capabilities?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 01, 2012, 04:54:09 pm
I'm probably just misunderstanding part of the game or how it works, but is there any reason we can't add the same tags through CE_ADD_TAG we can in CV_NEW_TAG? For example, SKILL_RATE. What part of the game mechanics prevent us from doing this other than arbitrary limits on syndrome/interaction capabilities?

Toady only added so many tokens because some tokens take arguments and the format for CE_NEW_TAG is incompatible with arguments, while CV_NEW/ADD_TAG basically does one token, arguments included, at a time, and you need a whole creature to apply them.

What I would really like is for syndromes to be able to apply creature variations.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 01, 2012, 05:02:20 pm
Quote
Im sure there are plenty of errors, ive spent all day looking through the forum trying to do it myself but im lost.  Can anyone tell me where ive gone wrong?

Your material modifiers are off. Lucky for you I was just messing around with something similar yesterday, so I have the code still:

Quote
Code: [Select]
[code]
[TISSUE:ADAMANTINE] [TISSUE_NAME:chitin:chitin] [TISSUE_MATERIAL:INORGANIC:ADAMANTINE] [MUSCULAR] [FUNCTIONAL] [STRUCTURAL]
[RELATIVE_THICKNESS:3]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:HORN:ADAMANTINE
]

Try inserting that. It worked on turning my megabeast's "horns" into adamantine (though it was weaker then I wanted it...). Adding something like [TISSUE_LAYER:BY_CATEGORY:SKIN:ADAMANTINE] may work for the skin.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 01, 2012, 05:12:30 pm
It will.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on November 01, 2012, 05:31:24 pm
I'm fiddling now with making reactions for specific metal-grade weapons.


Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 01, 2012, 05:52:40 pm
It's the latter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on November 01, 2012, 06:16:54 pm
If I were to add :NONE:INORGANIC:COPPER to, say, [ITEM_TRAPCOMP_LARGESERRATEDDISC] would that require all copper discs used to be copper as well?
Spoiler (click to show/hide)

If not, how could I do this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 01, 2012, 06:37:58 pm
Quote
If not, how could I do this?

Your pretty close. The NONE:NONE at the end is the part where the metal goes. So it is:

[REAGENT:large serrated discs:3:ITEM_TRAPCOMP_LARGESERRATEDDISC:INORGANIC:COPPER]

If I remember right.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 01, 2012, 06:53:02 pm
No, it's [REAGENT:large serrated discs:3:ITEM_TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC:INORGANIC:COPPER]

Reagents work like this:

REAGENT:item identifier:NUMBER OF ITEMS:item token:material token.

Item tokens are ALWAYS two parts: the item type (in this case, ITEM_TRAPCOMP) and the specific item (in this case, ITEM_TRAPCOMP_LARGESERRATEDDISC).

Material tokens are also always two parts: the material type (here, INORGANIC) and the specific material (here, COPPER). You can never have less than 2 parts to your item token or less than 2 parts to your material token.

Note that GET_MATERIAL_FROM_REAGENT is a bit different. That's GET_MATERIAL_FROM_REAGENT:identifier:material reaction product. That last part can be replaced with NONE if you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on November 01, 2012, 10:05:06 pm
I was making some cheat reactions so I can play DF as a sandbox game, but there are problems.

The stone block reaction makes nothing, and the wood block reaction creates "block" which builds into "unknown material wall".

Using the Accelerated DF mod for the wood material.

Code: [Select]
reaction_cheat

[OBJECT:REACTION]

[REACTION:CHEAT_STONE_BLOCK]
[NAME:manifest stone blocks]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_S]
[PRODUCT:100:10:BLOCKS:INORGANIC:MARBLE]
[SKILL:ALCHEMY]

[REACTION:CHEAT_WOOD_BLOCK]
[NAME:manifest wood blocks]
[BUILDING:CRAFTSMAN:CUSTOM_ALT_W]
[PRODUCT:100:10:BLOCKS:PLANT_MAT:BLANK_TREE:WOOD]
[SKILL:ALCHEMY]

[REACTION:CHEAT_FOOD]
[NAME:manifest meat]
[BUILDING:KITCHEN:CUSTOM_ALT_M]
[PRODUCT:100:10:FOOD:CREATURE_MAT:ANIMAL:MUSCLE]
[SKILL:ALCHEMY]

[REACTION:CHEAT_DRINK]
[NAME:manifest drink]
[BUILDING:KITCHEN:CUSTOM_ALT_D]
[PRODUCT:25:10:DRINK:PLANT_MAT:PLUMP_HELMET:DRINK]
[PRODUCT:25:10:DRINK:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]
[PRODUCT:25:10:DRINK:PLANT_MAT:SWEET_POD:DRINK]
[PRODUCT:25:10:DRINK:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
[SKILL:ALCHEMY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 01, 2012, 10:23:37 pm
Your missing the "NONE", it should be:

[REACTION:CHEAT_STONE_BLOCK]
   [NAME:manifest stone blocks]
   [BUILDING:CRAFTSMAN:CUSTOM_ALT_S]
   [PRODUCT:100:10:BLOCKS:NONE:INORGANIC:MARBLE]
   [SKILL:ALCHEMY]


[REACTION:CHEAT_WOOD_BLOCK]
   [NAME:manifest wood blocks]
   [BUILDING:CRAFTSMAN:CUSTOM_ALT_W]
   [PRODUCT:100:10:BLOCKS:NONE:PLANT_MAT:WIDOW_TEAR:WOOD]
   [SKILL:ALCHEMY]

I don't work with wood much, but that should work. Did you mod in a "Blank" tree that you would prefer to use?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darklord92 on November 02, 2012, 09:30:16 am
I'm a bit confused as to why this reaction is producing 10000 thread items instead of a single spool of thread ( wiki says thread needs 10000 to produce properly )

[REACTION:AGU_REFINETHREAD]
   [NAME:Extract plastic strands]
   [BUILDING:REFINERY:CUSTOM_C]
   [REAGENT:plastic:1:BAR:NO_SUBTYPE:INORGANIC:PLASTIC]
   [PRODUCT:100:10000:THREAD:NO_SUBTYPE:INORGANIC:PLASTIC]
   [FUEL]
   [SKILL:EXTRACT_STRAND]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 02, 2012, 09:42:08 am
Try using PRODUCT_DIMENSION instead of just having 10000 products.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 02, 2012, 08:10:30 pm
I wanted to make a syndrome that would turn dwarves into a tank temporarily, is this even possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on November 02, 2012, 08:35:46 pm
I wanted to make a syndrome that would turn dwarves into a tank temporarily, is this even possible?
Code: [Select]
[SYNDROME]
[SYN_NAME:Tank Driver]
[SYN_INGESTED][SYN_CONTACT][SYN_INHALED]
[CE_BODY_TRANSFORMATION:START:#:END:#][CE:CREATURE:TANK_CREATURE_ID:TANK_CASTE_ID]
The TANK_CREATURE_ID is the _X_ part of the tag [CREATURE:_X_] and the caste is the [CASTE:_Y_]. Put something to this effect at the end of a material(any kind). Though I don't recommend SYN_CONTACT because there's a chance that tank driving will infect more than the desired individuals.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 02, 2012, 08:53:11 pm
Quote
The TANK_CREATURE_ID is the _X_ part of the tag [CREATURE:_X_] and the caste is the [CASTE:_Y_]. Put something to this effect at the end of a material(any kind). Though I don't recommend SYN_CONTACT because there's a chance that tank driving will infect more than the desired individuals.

Ah thanks, that was easier then I thought.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Person on November 02, 2012, 09:13:27 pm
If I want to use a specific grown plant as a reagent, what's the right format to do so? 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on November 02, 2012, 09:25:07 pm
If I want to use a specific grown plant as a reagent, what's the right format to do so?
[REAGENT:A:1::PLANT:PLANT_ID:PLANT_MAT:PLANT_ID:STRUCTURAL]
The underlined should be the plant's ID. The bold could be something else if your using a plant that isn't composed of its STRUCTURAL material, but that likely won't be a problem unless you're dealing with weird mods.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 02, 2012, 09:27:37 pm
If I want to use a specific grown plant as a reagent, what's the right format to do so?

Like this, using Plump helmet as an example.

[REAGENT:A:1:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL][UNROTTEN]


Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 02, 2012, 11:37:37 pm
If I want to use a specific grown plant as a reagent, what's the right format to do so?
[REAGENT:A:1::PLANT:PLANT_ID:PLANT_MAT:PLANT_ID:STRUCTURAL]
The underlined should be the plant's ID. The bold could be something else if your using a plant that isn't composed of its STRUCTURAL material, but that likely won't be a problem unless you're dealing with weird mods.

Your first PLANT_ID should just be NONE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 04, 2012, 12:46:18 pm
Is it possible to raise the room value with a workshop?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 04, 2012, 01:19:57 pm
Yep. Just building a workshop in a room will increase the value of that room by the amount of the items inside. That's what the display case mod does.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zucchini on November 04, 2012, 06:15:59 pm
Hi all. Longtime lurker, now with question about dwarf preferences and the [SPECIAL] tag.

Looking back, I see that someone asked about what the [SPECIAL] tag does.  The answer was that it makes whatever has that tag unavailable to the civilization even if it can otherwise produce it, thus making it not show up in merchants' inventories, without the additional complications involved with the [DEEP_SPECIAL] tag.

So.

1) Does anyone know or can anyone confirm whether [SPECIAL] affects whether the item shows up in dwarf preferences?

2) What sorts of items do not show up in dwarf preferences, and are therefore good for intermediate products and weird shit?  I don't think I've seen tools and toys, but I'm not sure.

Thank you, thank you very much.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on November 05, 2012, 12:29:53 pm
1)To quote the wiki (http://dwarffortresswiki.org/index.php/DF2012:Inorganic_material_definition_token):
Quote
[SPECIAL] | Prevents the material from showing up in certain places. Explicitly set by all evil weather materials and implied by [DEEP_SURFACE] and [DEEP_SPECIAL].

2)No clue. I've never delved too deep in dwarven preferences personally. Maybe somebody else here knows the answer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zucchini on November 06, 2012, 01:50:30 am
Yeah, I did see that.  I suspect Toady probably made SPECIAL block the tagged item/material from dwarf preferences, because dwarfs preferring evil weather elements would be pretty hokey. But then again he could have accomplished that tanother way. Sure would be nice to have that "certain places" elaborated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheBlueSteel on November 06, 2012, 02:13:33 pm
Hey, just starting to jump into modding, wondering if anyone could point out why a custom workshop of mine refuses to work?

I'm making it so dwarves can grow stones.

Firstly I have my handy dandy basic plant that grows quickly and produces a non-edible non-brewable plant for processing. Literally, a stone berry or whatever you want to call it. Works like a charm, grows, is harvested and stored with no issues.

Spoiler (click to show/hide)

Then I have my workshop for processing the plants into stones; this appears to be where the problem is, since it doesn't even show up under workshops when I play the modded game, so I assume something is horribly wrong.

Spoiler (click to show/hide)


I just based it off the screw press since that was already there and altered it a bit, I'm sure I did something wrong, help!

Finally I have the reaction I want the Stone Crucible to perform

Spoiler (click to show/hide)

Basically it turns the plants into usable stones, but I haven't been able to test it yet. Nonetheless, I assume it won't work, since the error log complains about it.

Any help would be much appreciated, just started modding today. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on November 06, 2012, 02:15:31 pm
@TheBlueSteel: did you add the workshop as PERMITTED in the entity file of your civ ? entity_default.txt it should be...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheBlueSteel on November 06, 2012, 02:25:34 pm
Hmm, no, I did not. Completely forgot to mess with that entry... fixing.

Also, if anyone has input on the reaction that would be awesome, I have literally no idea how those should work, even after reading the wiki guide.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on November 06, 2012, 02:26:42 pm
What should I do if I want to see the caste of one of my units in Fortress mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on November 06, 2012, 02:33:07 pm
What should I do if I want to see the caste of one of my units in Fortress mode?
You might be able to see it in their description somewhere. Other then that I don't know of any places off the top of my head.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on November 06, 2012, 02:36:06 pm
What should I do if I want to see the caste of one of my units in Fortress mode?
The easiest ways are giving these castes different descriptions so you know which ones are which when you really look at them. You can also use [CASTE_TILE:# or Symbol][CASTE_COLOR:#:#:#] to differentiate at a glance, possibly with [CASTE_SOLDIER_TILE:#] so you can do the same while enlisted. If you want to tell the difference on the 'U'nits screen give them CASTE_PROFESSION_NAME's.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 06, 2012, 02:55:00 pm
Hmm, no, I did not. Completely forgot to mess with that entry... fixing.

Also, if anyone has input on the reaction that would be awesome, I have literally no idea how those should work, even after reading the wiki guide.

Reagents are exactly like products, except you have to name them and you don't get a PRODUCT_DIMENSION tag for convenience.

Both your reagent and product are wrong. What you have is this:

[REAGENT:growth stone:150:PLANT:PLANT_MAT:STONES_GROWTH:NONE]
   [PRODUCT:100:1:STONE:INORGANIC:BASALT:NONE]

What you want is this:

[REAGENT:growth stone:150:PLANT:NONE:PLANT_MAT:STONES_GROWTH:STRUCTURAL]
   [PRODUCT:100:1:STONE:NONE:INORGANIC:BASALT] With no NONE at the end.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheBlueSteel on November 06, 2012, 03:34:09 pm
Hmm, no, I did not. Completely forgot to mess with that entry... fixing.

Also, if anyone has input on the reaction that would be awesome, I have literally no idea how those should work, even after reading the wiki guide.

Reagents are exactly like products, except you have to name them and you don't get a PRODUCT_DIMENSION tag for convenience.

Both your reagent and product are wrong. What you have is this:

[REAGENT:growth stone:150:PLANT:PLANT_MAT:STONES_GROWTH:NONE]
   [PRODUCT:100:1:STONE:INORGANIC:BASALT:NONE]

What you want is this:

[REAGENT:growth stone:150:PLANT:NONE:PLANT_MAT:STONES_GROWTH:STRUCTURAL]
   [PRODUCT:100:1:STONE:NONE:INORGANIC:BASALT] With no NONE at the end.

Thanks Putnam! Got it working just fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheBlueSteel on November 06, 2012, 04:07:24 pm
Actually.... just kidding....

My current code looks like:

Spoiler (click to show/hide)

And its producing basalt just fine, but it can currently operate with absolutely any plant and won't produce any seeds from my custom plant, Growth Stone. Growth Stone is currently tagged as STONE_GROWTH, so I honestly don't quite get how the REAGENT is intaking any type of plant. Thoughts?

And, all respect to Putnam, but if someone could explain what's wrong as well as pointing out what my code should be, that would be awesome :) I don't want to bother everyone too often, so I'm trying to learn.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 06, 2012, 04:10:38 pm
You're forgetting the NONE after PLANT.

You see, PLANT is half of an item token. Every item token has two parts: the item type (in this case PLANT) and the specific item (in this case NONE). If you have less than two parts of your item token, you'll have weird things happen.

It's the same with material tokens. The first is the type (here, PLANT_MAT) and the second is the specific material (in this case, STONE_GROWTH:STRUCTURAL). PLANT_MAT and CREATURE_MAT are a bit different, in that they have two parts to their item, but that's always creature/plant:creature/plant material.

The specific item is not needed for many cases, especially with reagents. However, if you want a specific weapon, specific trap component, etc., you'll have to use it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheBlueSteel on November 06, 2012, 04:20:53 pm
Ahh, okay, that makes a lot of sense. So for the part of the code that produces seeds, the item token SEEDS:NONE is valid, but it isn't producing them when the code is run because the material token PLANT_MAT:STONE_GROWTH:STRUCTURAL doesn't reference the seeds appropriately. The intake was a quick fix and a duh-duh moment, sorry to bother you with it.

Thanks for your help by the way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 06, 2012, 06:59:14 pm
How do you use creatures in a reaction? I heard that you can, but have no clue how.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 06, 2012, 07:07:04 pm
How do you use creatures in a reaction? I heard that you can, but have no clue how.

You heard wrong. Vermin, yes, but no others.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheBlueSteel on November 07, 2012, 11:17:28 am
Heyo, I'm back! Pretty simple question this time, can't seem to find it in the wiki or the forum anywhere: can you make custom skills/professions? For instance, if I want a dwarf to be able to level in the skill "Researcher", what RAW would I have to edit to create such a profession?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on November 07, 2012, 05:01:53 pm
Heyo, I'm back! Pretty simple question this time, can't seem to find it in the wiki or the forum anywhere: can you make custom skills/professions? For instance, if I want a dwarf to be able to level in the skill "Researcher", what RAW would I have to edit to create such a profession?
You can't create custom skills/professions. You can rename already existing ones with [PROFESSION_NAME:profession:singular:plural] in the creature entries, so you could potentially take a profession that doesn't have a use (such as ALCHEMIST, with the skill for your custom reactions being ALCHEMY) and rename it to "Researcher" or whatever else you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheBlueSteel on November 07, 2012, 05:22:11 pm
Heyo, I'm back! Pretty simple question this time, can't seem to find it in the wiki or the forum anywhere: can you make custom skills/professions? For instance, if I want a dwarf to be able to level in the skill "Researcher", what RAW would I have to edit to create such a profession?
You can't create custom skills/professions. You can rename already existing ones with [PROFESSION_NAME:profession:singular:plural] in the creature entries, so you could potentially take a profession that doesn't have a use (such as ALCHEMIST, with the skill for your custom reactions being ALCHEMY) and rename it to "Researcher" or whatever else you want.

Hmm, but the labor enabled will still be "ALCHEMY" right? I'm thinking more of whether you can alter that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on November 07, 2012, 05:41:02 pm
You can't. It's hardcoded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on November 07, 2012, 05:43:22 pm
How would I set up a reaction to turn a certain fruit into a type of ammo? Actually is it possible in some way to bypass the reaction entirely? And will I still have to specify a workshop for the reaction if the civ for it is meant to be unplayeable?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 07, 2012, 06:01:35 pm
Quote
How would I set up a reaction to turn a certain fruit into a type of ammo? Actually is it possible in some way to bypass the reaction entirely? And will I still have to specify a workshop for the reaction if the civ for it is meant to be unplayeable?

I don't think you can bypas the reaction, and what do you mean "uplayable"? If you want to use it in the game, you have to put it in as a reaction and workshop, or you won't be able to use it.

It would go something like this:
Code: [Select]
[REACTION:FRUITAMMO]
[NAME:turn fruit into ammo]
[BUILDING:NAMEBUILDINGHERE!:CUSTOM_F]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:PETROLEUM] (I don't know what fruit is classified under...)
        [PRODUCT:100:10:AMMO:ITEM_AMMO_NAME AMMO HERE:GET_MATERIAL_FROM_REAGENT:A:NONE] (Some of that can be edited, like how much ammo it makes, and what the ammo is made out of)
[SKILL:FORGE_WEAPON]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on November 07, 2012, 06:15:58 pm
To answer the workshop question, no I don't believe that you need a workshop for reactions that are only used by non-playable entities. If you do turn out to need them though, then you can always just make a tiny workshop called "ai workshop" or something similar that does all of your reactions that players can't do but the computer entities can.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 07, 2012, 06:19:22 pm
Quote
To answer the workshop question, no I don't believe that you need a workshop for reactions that are only used by non-playable entities. If you do turn out to need them though, then you can always just make a tiny workshop called "ai workshop" or something similar that does all of your reactions that players can't do but the computer entities can.

Yes, but last I checked, the other entities don't really use workshops. So it wouldn't do much?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on November 08, 2012, 09:00:02 am
Quote
To answer the workshop question, no I don't believe that you need a workshop for reactions that are only used by non-playable entities. If you do turn out to need them though, then you can always just make a tiny workshop called "ai workshop" or something similar that does all of your reactions that players can't do but the computer entities can.

Yes, but last I checked, the other entities don't really use workshops. So it wouldn't do much?
Well civs can gain metals (and possibly items) from reactions, even if they don't have the workshop to make them. So what Stirk meant is that if the other civs don't gain whatever the reaction makes because there's no workshop, just give every AI civ a workshop so they would appear.

And this could work simply because if a civ doesn't have a reaction that is tied to the workshop the reaction won't appear (though AI ignores workshop requirements). You could conceivably give every playable civ a 'Shrine' workshop which could have several different 'Pray to X' tied to it which only certain civs would know of. Say dwarves 'Pray to the Mountain', elves 'Pray to the Forest Spirit', Goblins 'Pray to the Monsters of the World', kobolds 'Hope for inspiration towards Dominance', or somesuch.
Or a 'Weapons Foundry' where different playable (or non-playable) civs could make different special weapons (or special metals) without requiring more workshops (and if ai civs actually checked workshop requirements this would be a god-send, as you could just tie it to a random workshop without any fuss). Additionally what buildings each reaction is tied to can be edited mid-game, so if you really wanted you could switch them around for whatever purpose your devious mind comes up with.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on November 08, 2012, 06:39:31 pm
Quote
How would I set up a reaction to turn a certain fruit into a type of ammo? Actually is it possible in some way to bypass the reaction entirely? And will I still have to specify a workshop for the reaction if the civ for it is meant to be unplayeable?

I don't think you can bypas the reaction, and what do you mean "uplayable"? If you want to use it in the game, you have to put it in as a reaction and workshop, or you won't be able to use it.

It would go something like this:
Code: [Select]
[REACTION:FRUITAMMO]
[NAME:turn fruit into ammo]
[BUILDING:NAMEBUILDINGHERE!:CUSTOM_F]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:PETROLEUM] (I don't know what fruit is classified under...)
        [PRODUCT:100:10:AMMO:ITEM_AMMO_NAME AMMO HERE:GET_MATERIAL_FROM_REAGENT:A:NONE] (Some of that can be edited, like how much ammo it makes, and what the ammo is made out of)
[SKILL:FORGE_WEAPON]

I made this but I don't seem to be getting the material tokens right. What do I need to do?

Code: [Select]
[REACTION:MAKE_THORNAX_AMMO]
[NAME:make thornax ammo]
[BUILDING:KITCHEN:CUSTOM_F]
[REAGENT:thornax:1:PLANT:PLANT_MAT:THORNAX:STRUCTURAL_PLANT_TEMPLATE:STRUCTURAL]
        [PRODUCT:100:1:AMMO:ITEM_AMMO_THORNAX_AMMO:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]

Also I modded in a custom bodypart but now the errorlog says it has no tissue thickness. What do I need?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 08, 2012, 06:56:19 pm
Huh. That's weird. (Not complaining--I can't complain when helping people mod!) That's the third or fourth time in the last few days that someone has gotten PLANT_MATs wrong O_o Needs better documentation on the wiki, or at least less "oh well that's a mess brain skips over".

Anyway, plants in reactions go like this:

PLANT:NONE:PLANT_MAT:plant name:plant material

So what you want is:

[REAGENT:thornax:1:PLANT:NONE:PLANT_MAT:THORNAX:STRUCTURAL]

You need a custom body detail plan for your creature, or you have to give the custom body part the same CATEGORY as a body part with the same tissue thickness as you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on November 08, 2012, 07:43:30 pm
I have a few questions.

1. Is it possible for a reaction to take a reagent of specific material?
I.E. Something taking a steel sword, not just any sword.

2. Is it possible to use water in reactions? Like, the item?
I.E. Water [3]

3.What do UBSTEP and LBSTEP stand for on armor? Is it related to upper body and lower body?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheBlueSteel on November 08, 2012, 07:45:49 pm
Huh. That's weird. (Not complaining--I can't complain when helping people mod!) That's the third or fourth time in the last few days that someone has gotten PLANT_MATs wrong O_o Needs better documentation on the wiki, or at least less "oh well that's a mess brain skips over".

To be fair, the material token wiki page IS a hot mess.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 08, 2012, 07:49:11 pm
Quote
1. Is it possible for a reaction to take a reagent of specific material?
I.E. Something taking a steel sword, not just any sword.

Yep. Easy, actually.
Quote
2. Is it possible to use water in reactions? Like, the item?
I.E. Water [3]

Yep, but it has to be in a bucket. Ill show you both in a second, I need examples from my code.

[PRODUCT:60:10:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:A]

That is if you want it as a product to got container A

And I am guessing a bit more on the reagent:

Code: [Select]
[REAGENT:A:1:BUCKET:NONE:NONE:NONE]
[EMPTY]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[DOES_NOT_ABSORB]
(But you would need that in order to get the water properly)

To require water, you would probably need:

Code: [Select]
[REAGENT:A:1:BUCKET:NONE:NONE:NONE]
[CONTAINS:water]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

I think that is right.

Now for the specific item, here is your sword example:

   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_LONG:INORGANIC:STEEL]

Its the end part that does it, the :INORGANIC:STEEL
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 08, 2012, 08:19:24 pm
Huh. That's weird. (Not complaining--I can't complain when helping people mod!) That's the third or fourth time in the last few days that someone has gotten PLANT_MATs wrong O_o Needs better documentation on the wiki, or at least less "oh well that's a mess brain skips over".

To be fair, the material token wiki page IS a hot mess.

Indeed it was. I've cleaned it up a fair bit, if I say so myself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on November 08, 2012, 08:30:54 pm
Huh. That's weird. (Not complaining--I can't complain when helping people mod!) That's the third or fourth time in the last few days that someone has gotten PLANT_MATs wrong O_o Needs better documentation on the wiki, or at least less "oh well that's a mess brain skips over".
To be fair, the material token wiki page IS a hot mess.
Indeed it was. I've cleaned it up a fair bit, if I say so myself.
I thought I was missing a wiki page, and it seems that you have cleaned it up quite a lot. Last time I looked at the page there was a confusing ramble of words that didn't seem to make sense together and the table of hardcoded materials. I look now and see a total break down of what exactly everything is and how it is all used. Amazing job.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 08, 2012, 08:39:20 pm
Well, that was mostly all there before. Just pretty badly formatted :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on November 08, 2012, 10:05:31 pm
Will a descriptor pattern still work if there's no CP_COLOR?

Also will giving a playable civ that already has defined positions for the fortress mode the token [VARIABLE_POSITIONS:ALL] cause any weirdness in fortress mode?

Also is there a tag related to how goblins can become playable in adventure mode if all the other civs die?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 08, 2012, 10:12:10 pm
I should probably mention something about the water thing-You will need a bucket, it you want to make water with it. And if you want to use water, you will have to have it in the bucket- the dwarves won't know to get it from the well or water. You will probably need to use a "Put water in bucket" reaction of you want to use it in fortress mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Admiral_Aorta on November 09, 2012, 01:14:18 am
Is there a good way to make a creature ethereal? Like a ghost or something similar, where the majority of attacks used against it will just pass right through. Also, is it possible to have entities that start in the ocean? I've just tried it and I get a crash in world gen and there doesn't seem to be anything relevant in the error log.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on November 09, 2012, 08:05:18 am
Thanks for the answers on my water question.
I'll see if I can't get what im working on working now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on November 09, 2012, 08:29:16 am
Is there a good way to make a creature ethereal? Like a ghost or something similar, where the majority of attacks used against it will just pass right through. Also, is it possible to have entities that start in the ocean? I've just tried it and I get a crash in world gen and there doesn't seem to be anything relevant in the error log.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on November 09, 2012, 11:30:25 am
In response to the item subtype problems I've added a small note to the item token (http://dwarffortresswiki.org/index.php/DF2012:Item_token) page on the wiki reminding people that even if a subtype is NONE you still need to put it in.

Also, is it possible to have entities that start in the ocean? I've just tried it and I get a crash in world gen and there doesn't seem to be anything relevant in the error log.
What is the exact error message you are getting? I just test-genned a world with humans set to only spawn in oceans and the result was several large human civilizations spread out along the islands and coast-line of the world. I would like to point out that for entity site placement purposes the shore is what is considered "ocean" not the water itself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Admiral_Aorta on November 09, 2012, 05:11:52 pm
I don't get an error message, Dwarf Fortress freezes and I get the standard Windows "This program had had a problem" message. It seems to freeze after it's placed everything in worldgen when histry actually starts, so maybe the problem isn't with the entity but something else. I'll have to try looking at the code again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on November 09, 2012, 08:03:23 pm
Is your error log.txt blank though? That's the file that is monitoring DF for errors.

What type of world are you generating? If you attempt to generate something that is too very large then it's possible for the FPS to drop below 1 at times, at which point Windows freaks out and thinks that the whole thing has stopped working. I believe you can solve this by simply waiting and eventually it should continue and unfreeze. (Since it's not actually frozen, just working very, very, slowly).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 09, 2012, 08:14:07 pm
I've had errorless crashes--they're usually caused by interactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on November 09, 2012, 08:38:53 pm
Does anyone know what could be causing this megabeast to not be created in worldgen? Or at least it's not showing up in legends mode

Code: [Select]
[CREATURE:ZIVON]
[DESCRIPTION:A massive rahi that lives in the Field of Shadows. It is sometimes summoned to fight alongside the Visorak hordes, who also happen to be it's main source of food.]
[NAME:zivon:zivon:zivon]
[CASTE_NAME:zivon:zivon:zivon]
[CREATURE_TILE:'Z'][COLOR:4:0:1]
[GLOWTILE:'"'][GLOWCOLOR:3:0:1]
[EVIL]
[FANCIFUL]
[PREFSTRING:shadowy home]
[SPHERE:DARKNESS]
[SPHERE:NIGHTMARES]
[SPHERE:WAR]
[SPHERE:SACRIFICE]
[MEGABEAST][DIFFICULTY:8]
[WEBBER]
[WEBIMMUNE]
  [NOPAIN][EXTRAVISION][NOEMOTION][NOFEAR][NOSMELLYROT][HAS_NERVES]
[BODY:INSECT:2EYES:2LUNGS:HEART:THROAT:NECK:SPINE:BRAIN:UPPERBODY_PINCERS:MOUTH:TEETH:TAIL:TAIL_STINGER]
[BODY_DETAIL_PLAN:PROTODERMIC_MATERIALS]
[BODY_DETAIL_PLAN:PROTODERMIC_TISSUES]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:ARMOR:FAT:ORGANIC_PROTODERMIS]
[USE_MATERIAL_TEMPLATE:MECH_FLUID:MECH_FLUID_TEMPLATE]
  [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:ARMOR:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BLOOD:LOCAL_CREATURE_MAT:MECH_FLUID:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_SIZE:0:0:10000]
[BODY_SIZE:20:0:200000]
[BODY_SIZE:50:0:4000000]
[BODY_SIZE:100:56633693]
[MAXAGE:100000:200000]
[BUILDINGDESTROYER:2]
[LIKES_FIGHTING]
[GRASSTRAMPLE:60]
[BONECARN]
[ATTACK_TRIGGER:80:10000:100000]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:MELEE_COMBAT:7]
[NATURAL_SKILL:DODGING:5]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]
[LAIR:SIMPLE_BURROW:100]
[ALL_ACTIVE]
[USE_MATERIAL_TEMPLATE:RHOTUKA_ONE:RHOTUKA_ONE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:rhotuka]
[STATE_ADJ:ALL_SOLID:rhotuka]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:rhotuka]
[STATE_ADJ:GAS:rhotuka]
[SYNDROME]
[SYN_NAME:blinded]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:ZIVON:ALL]
[SYN_CONTACT]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:50:BP:BY_CATEGORY:EYE:ALL:START:1:END:2500]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Fire blindness rhotuka]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:RHOTUKA_ONE:TRAILING_VAPOR_FLOW]
[CDI:VERB:fire a rhotuka:fires a rhotuka:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:200]
[USE_MATERIAL_TEMPLATE:RHOTUKA_TWO:RHOTUKA_TWO_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:rhotuka]
[STATE_ADJ:ALL_SOLID:rhotuka]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:rhotuka]
[STATE_ADJ:GAS:rhotuka]
[SYNDROME]
[SYN_NAME:deafend]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:ZIVON:ALL]
[SYN_CONTACT]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:50:BP:BY_CATEGORY:EAR:ALL:START:1:END:2500]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Fire deafness rhotuka]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:RHOTUKA_TWO:TRAILING_VAPOR_FLOW]
[CDI:VERB:fire a rhotuka:fires a rhotuka:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:200]
[USE_MATERIAL_TEMPLATE:RHOTUKA_THREE:RHOTUKA_THREE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:rhotuka]
[STATE_ADJ:ALL_SOLID:rhotuka]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:rhotuka]
[STATE_ADJ:GAS:rhotuka]
[SYNDROME]
[SYN_NAME:muted]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:ZIVON:ALL]
[SYN_CONTACT]
[CE_REMOVE_TAG:CAN_SPEAK:PROB:50:START:1:END:2500]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Fire muteness rhotuka]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:RHOTUKA_THREE:TRAILING_VAPOR_FLOW]
[CDI:VERB:fire a rhotuka:fires a rhotuka:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:200]
[USE_MATERIAL_TEMPLATE:RHOTUKA_FOUR:RHOTUKA_FOUR_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:rhotuka]
[STATE_ADJ:ALL_SOLID:rhotuka]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:rhotuka]
[STATE_ADJ:GAS:rhotuka]
[SYNDROME]
[SYN_NAME:numbed]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:ZIVON:ALL]
[SYN_CONTACT]
[CE_NUMBNESS:SEV:1000:PROB:50:LOCALIZED:START:1:END:2500]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Fire numbness rhotuka]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:RHOTUKA_FOUR:TRAILING_VAPOR_FLOW]
[CDI:VERB:fire a rhotuka:fires a rhotuka:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:200]
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:sting:stings]
[ATTACK_CONTACT_PERC:5]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:snatch:snatches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK_FLAG_WITH]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[CHILD:25]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: wilsonns on November 09, 2012, 09:11:04 pm
I'd like to know how to mod reactions into the game. I really couldn't understand much of the wiki's help to create one from the scratch, so, I'm here to ask for some specialized help. My goal is to create a reaction that converts wood logs into many wood planks. If possible, I'd like to know how to mod the custom workshop too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Admiral_Aorta on November 09, 2012, 10:52:40 pm
Does anyone know what could be causing this megabeast to not be created in worldgen? Or at least it's not showing up in legends mode

Code: [Select]
[CREATURE:ZIVON]
[DESCRIPTION:A massive rahi that lives in the Field of Shadows. It is sometimes summoned to fight alongside the Visorak hordes, who also happen to be it's main source of food.]
[NAME:zivon:zivon:zivon]
[CASTE_NAME:zivon:zivon:zivon]
[CREATURE_TILE:'Z'][COLOR:4:0:1]
[GLOWTILE:'"'][GLOWCOLOR:3:0:1]
[EVIL]
[FANCIFUL]
[PREFSTRING:shadowy home]
[SPHERE:DARKNESS]
[SPHERE:NIGHTMARES]
[SPHERE:WAR]
[SPHERE:SACRIFICE]
[MEGABEAST][DIFFICULTY:8]
[WEBBER]
[WEBIMMUNE]
  [NOPAIN][EXTRAVISION][NOEMOTION][NOFEAR][NOSMELLYROT][HAS_NERVES]
[BODY:INSECT:2EYES:2LUNGS:HEART:THROAT:NECK:SPINE:BRAIN:UPPERBODY_PINCERS:MOUTH:TEETH:TAIL:TAIL_STINGER]
[BODY_DETAIL_PLAN:PROTODERMIC_MATERIALS]
[BODY_DETAIL_PLAN:PROTODERMIC_TISSUES]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:ARMOR:FAT:ORGANIC_PROTODERMIS]
[USE_MATERIAL_TEMPLATE:MECH_FLUID:MECH_FLUID_TEMPLATE]
  [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:ARMOR:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BLOOD:LOCAL_CREATURE_MAT:MECH_FLUID:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_SIZE:0:0:10000]
[BODY_SIZE:20:0:200000]
[BODY_SIZE:50:0:4000000]
[BODY_SIZE:100:56633693]
[MAXAGE:100000:200000]
[BUILDINGDESTROYER:2]
[LIKES_FIGHTING]
[GRASSTRAMPLE:60]
[BONECARN]
[ATTACK_TRIGGER:80:10000:100000]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:MELEE_COMBAT:7]
[NATURAL_SKILL:DODGING:5]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]
[LAIR:SIMPLE_BURROW:100]
[ALL_ACTIVE]
[USE_MATERIAL_TEMPLATE:RHOTUKA_ONE:RHOTUKA_ONE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:rhotuka]
[STATE_ADJ:ALL_SOLID:rhotuka]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:rhotuka]
[STATE_ADJ:GAS:rhotuka]
[SYNDROME]
[SYN_NAME:blinded]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:ZIVON:ALL]
[SYN_CONTACT]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:50:BP:BY_CATEGORY:EYE:ALL:START:1:END:2500]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Fire blindness rhotuka]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:RHOTUKA_ONE:TRAILING_VAPOR_FLOW]
[CDI:VERB:fire a rhotuka:fires a rhotuka:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:200]
[USE_MATERIAL_TEMPLATE:RHOTUKA_TWO:RHOTUKA_TWO_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:rhotuka]
[STATE_ADJ:ALL_SOLID:rhotuka]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:rhotuka]
[STATE_ADJ:GAS:rhotuka]
[SYNDROME]
[SYN_NAME:deafend]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:ZIVON:ALL]
[SYN_CONTACT]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:50:BP:BY_CATEGORY:EAR:ALL:START:1:END:2500]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Fire deafness rhotuka]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:RHOTUKA_TWO:TRAILING_VAPOR_FLOW]
[CDI:VERB:fire a rhotuka:fires a rhotuka:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:200]
[USE_MATERIAL_TEMPLATE:RHOTUKA_THREE:RHOTUKA_THREE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:rhotuka]
[STATE_ADJ:ALL_SOLID:rhotuka]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:rhotuka]
[STATE_ADJ:GAS:rhotuka]
[SYNDROME]
[SYN_NAME:muted]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:ZIVON:ALL]
[SYN_CONTACT]
[CE_REMOVE_TAG:CAN_SPEAK:PROB:50:START:1:END:2500]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Fire muteness rhotuka]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:RHOTUKA_THREE:TRAILING_VAPOR_FLOW]
[CDI:VERB:fire a rhotuka:fires a rhotuka:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:200]
[USE_MATERIAL_TEMPLATE:RHOTUKA_FOUR:RHOTUKA_FOUR_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GREEN]
[STATE_NAME:ALL_SOLID:rhotuka]
[STATE_ADJ:ALL_SOLID:rhotuka]
[STATE_COLOR:GAS:GREEN]
[STATE_NAME:GAS:rhotuka]
[STATE_ADJ:GAS:rhotuka]
[SYNDROME]
[SYN_NAME:numbed]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:ZIVON:ALL]
[SYN_CONTACT]
[CE_NUMBNESS:SEV:1000:PROB:50:LOCALIZED:START:1:END:2500]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Fire numbness rhotuka]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:RHOTUKA_FOUR:TRAILING_VAPOR_FLOW]
[CDI:VERB:fire a rhotuka:fires a rhotuka:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:200]
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:sting:stings]
[ATTACK_CONTACT_PERC:5]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:snatch:snatches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK_FLAG_WITH]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[CHILD:25]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]

You haven't got [BIOME] in there, so it will never actually spawn. Keep in mind though that there's a limited number of megabeasts so one may not always exist even if you tell the game which biome it will spawn in.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Admiral_Aorta on November 11, 2012, 06:30:40 pm
Is your error log.txt blank though? That's the file that is monitoring DF for errors.

What type of world are you generating? If you attempt to generate something that is too very large then it's possible for the FPS to drop below 1 at times, at which point Windows freaks out and thinks that the whole thing has stopped working. I believe you can solve this by simply waiting and eventually it should continue and unfreeze. (Since it's not actually frozen, just working very, very, slowly).

On further testing, it only seems to happen some times. I've had worlds where the new entity is placed and everything's fine but then other worlds with the same settings freeze. It does seem to happen more when the number of civilizations is increased, but it happens sometimes with the default settings as well. Errorlog did have a few mistyped tokens in the entity files but I fixed them and it's still doing it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 11, 2012, 06:34:39 pm
Quote
On further testing, it only seems to happen some times. I've had worlds where the new entity is placed and everything's fine but then other worlds with the same settings freeze. It does seem to happen more when the number of civilizations is increased, but it happens sometimes with the default settings as well. Errorlog did have a few mistyped tokens in the entity files but I fixed them and it's still doing it.

It might just be lag-You could try minimizing it and shrinking the screen to see if it helps.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Admiral_Aorta on November 11, 2012, 07:22:50 pm
It only seems to happen on medium or larger worlds. Even with everything but world size set to the lowest value it still does it, whereas smaller worlds generate fine even with very high numbers of civilizations. Very puzzling.  ??? Also it happens not during civ generation but when it's finalizing everything at the end, like sites, art and civ mats.
Quote
What is the exact error message you are getting? I just test-genned a world with humans set to only spawn in oceans and the result was several large human civilizations spread out along the islands and coast-line of the world. I would like to point out that for entity site placement purposes the shore is what is considered "ocean" not the water itself.
Actually I have dark fortresses being generated out in the middle of oceans as well as on coasts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 11, 2012, 07:38:23 pm
Sounds like an issue with secrets/curses.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on November 11, 2012, 08:33:47 pm
Does anyone know of any modding errors that could be causing the issue of erupting into excruciating pain all over upon entering fortified sites?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Korbac on November 11, 2012, 08:37:14 pm
Does anyone know of any modding errors that could be causing the issue of erupting into excruciating pain all over upon entering fortified sites?

Dude, I had a bad case of that once. I went with the family to visit a castle; it hurt like a bitch. Good thing there aren't too many of them around these days. :P

In all seriousness... Umm... Is it just fortified sites?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 11, 2012, 08:43:07 pm
Does anyone know of any modding errors that could be causing the issue of erupting into excruciating pain all over upon entering fortified sites?

I'm guessing you mean that literally. Check for interactions on the local creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on November 12, 2012, 03:30:09 am
Actually I have dark fortresses being generated out in the middle of oceans as well as on coasts.
If you check the legends maps you'll find that they are on tiny islands out in the middle of the ocean. The game won't naturally generate sites on nothing but water, but it will generate them on islands that are only large enough to support the site an nothing else.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 13, 2012, 07:41:50 pm
Anyone know any good walkaround to do stuff with water? I was hoping to have a fishing boat that acted like a cat (except with fish), but I can't seem to actually get them in the water to do their thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on November 14, 2012, 06:58:47 am
Anyone know any good walkaround to do stuff with water? I was hoping to have a fishing boat that acted like a cat (except with fish), but I can't seem to actually get them in the water to do their thing.

Would it be possible to make a workshop somewhat like a Magma Forge except it uses water and produces fish?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Admiral_Aorta on November 14, 2012, 07:00:06 am
Anyone know any good walkaround to do stuff with water? I was hoping to have a fishing boat that acted like a cat (except with fish), but I can't seem to actually get them in the water to do their thing.
Couldn't you make it a creature with [BIOME:ANY_OCEAN]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on November 14, 2012, 08:36:58 am
Anyone know any good walkaround to do stuff with water? I was hoping to have a fishing boat that acted like a cat (except with fish), but I can't seem to actually get them in the water to do their thing.
If you 'make' these creatures on land just make a pit zone and pit them into the water. Whether they'll even hunt vermin in the water remains to be seen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 14, 2012, 05:06:02 pm
Quote
Would it be possible to make a workshop somewhat like a Magma Forge except it uses water and produces fish?

Maybe, thanks for the suggestion. I am not sure if you can designate it over water, or what you would do to do that, though.

[Would NEEDS_WATER work for this? Does anyone know what wells use?]

Quote
Couldn't you make it a creature with [BIOME:ANY_OCEAN]?

Yes and no. That would make them naturally spawn there, but the AI makes it run to land still. So if you brought them as a pet, they would be useless.

Quote
If you 'make' these creatures on land just make a pit zone and pit them into the water. Whether they'll even hunt vermin in the water remains to be seen.

It has not been working so far. They just keep running out of the water every time you push them in.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Admiral_Aorta on November 14, 2012, 05:28:41 pm
Sounds like an issue with secrets/curses.
I haven't added any new secrets or curses yet, could interaction on creatures be causing it? Several of the castes in the new entity I added have interactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 14, 2012, 11:30:29 pm
Quote
I haven't added any new secrets or curses yet, could interaction on creatures be causing it? Several of the castes in the new entity I added have interactions.

Unlikely. As far as I know, they don't actually use interactions in world gen. Like I said, I would assume FPS error, if you minimize the window it might help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on November 14, 2012, 11:45:59 pm
Is it just me, or is CE_IMPAIR_FUNCTION really damn weak? I mean setting SEV:100 on a creature's brain doesn't even harm it in the slightest.

EDIT: Upon further testing, I've found that for this syndrome
Code: [Select]
[SYNDROME]
[SYN_CLASS:BUFF]
[SYN_NAME:Brain Impairment test]
[SYN_INGESTED]
[SYN_INJECTED]
[CE_IMPAIR_FUNCTION:SEV:<severity>:PROB:100:BP:BY_TYPE:THOUGHT:ALL:START:0:END:20]

<severity> must be at least 9900 to completely impair brain function, even 9899 doesn't cause an "impaired" status. Can anyone confirm this in the arena? This is on a clean copy of DF by the way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 15, 2012, 12:03:13 am
I'm not sure if brain impairment actually does anything other than cause some weird instant death oddities involving combat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on November 15, 2012, 12:46:44 am
I'm not sure if brain impairment actually does anything other than cause some weird instant death oddities involving combat.
Yeah, the idea was to find the threshold of "Alright if you get this much you're screwed" and put that onto some syndromes so if you had too many you'd die almost instantly. Still though, 9900 is a bit much, but now as I'm testing it ON said syndromes and not alone, it seems to be impairing fine... I don't even.

EDIT: Alright what the tits. Now 100 is enough to kill some poor idiot who I forced to drink bogeyman ichor.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 15, 2012, 12:56:08 am
Interactions are a lot less strong in terms of severity than any other syndrome, remember.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on November 15, 2012, 12:58:45 am
Interactions are a lot less strong in terms of severity than any other syndrome, remember.
I would think that when adding a syndrome via interaction the syndrome should be the same strength as it would be when acquired from ingestion, but whatever. INT/100 = SYN so 33 should probably do the trick (still testing).

So have you even gotten custom bogeymen to work without having number of bogeymen set to 1? Whenever I set it to 0 my custom ones don't spawn.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 15, 2012, 09:38:49 pm
Can anyone figure out anything wrong with this tissue layer color thing?

Code: [Select]
[CV_NEW_TAG:SET_TL_GROUP:BY_CATEGORY:WING:ALL]
[CV_NEW_TAG:TL_COLOR_MODIFIER:TYRIAN_PURPLE:1]
[CV_NEW_TAG:TLCM_NOUN:wings:PLURAL]

Here's the code for the color:

Code: [Select]
[COLOR:TYRIAN_PURPLE]
[NAME:imperial purple]
[WORD:PURPLE]
[RGB:119:0:60]

EDIT: I know this may be an odd question to ask, but... is there... some sort of limit for how many creatures/castes can be added to the game? I doubt there's a soft one, but... it appears I've hit a hard one :(

EDIT 2: NVM. However, I have officially hit memory usage problems in my mod due to having over 5000 castes. Any help with that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 16, 2012, 12:11:06 am
Quote
EDIT 2: NVM. However, I have officially hit memory usage problems in my mod due to having over 5000 castes. Any help with that?

Remove some casts?

In other words, ITS OVER 5000! >:( >:( >:(!!!!!!!11$!

Maybe something no body uses in that mod? Animal men?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Snow Gibbon on November 16, 2012, 04:25:39 am
I gots another question for you gurus again:

Is there a way to change the name of the material made when a hide is tanned? i.e. is there any way to make a "Wolf Fur Cloak" instead of a "Wolf Leather Cloak"?

Additionally, is here an easy way to make an animal not have a tannable hide at all? I am quite tired of Swan and Peacock leather clothes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on November 16, 2012, 08:41:58 am
I gots another question for you gurus again:

Is there a way to change the name of the material made when a hide is tanned? i.e. is there any way to make a "Wolf Fur Cloak" instead of a "Wolf Leather Cloak"?

Additionally, is here an easy way to make an animal not have a tannable hide at all? I am quite tired of Swan and Peacock leather clothes.
Make them use a skin template which doesn't have the material_reaction tag (copy the template with the material_reaction_product [?] removed)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on November 16, 2012, 01:49:49 pm
Is there a way to change the name of the material made when a hide is tanned? i.e. is there any way to make a "Wolf Fur Cloak" instead of a "Wolf Leather Cloak"?

Additionally, is here an easy way to make an animal not have a tannable hide at all? I am quite tired of Swan and Peacock leather clothes.

For question 1 just create a copy of the Leather Material template and change this:
Code: [Select]
[STATE_NAME:ALL_SOLID:leather]
[STATE_ADJ:ALL_SOLID:leather]
to this:
Code: [Select]
[STATE_NAME:ALL_SOLID:"whatever you want"]
[STATE_ADJ:ALL_SOLID:"whatever you want"]
The top line determines what it is called as a stand-alone item (i.e. 'pelt' would give you "wolf pelt" instead of "wolf leather") and the second line determines what is used to describe items of that material (i.e. 'fur' would give you "wolf fur coat" instead of "wolf leather coat"). Then just assign the animals that you want to have 'fur' or whatever to use the new type of leather.

For number 2 ArkFallen is right, just remove the [MATERIAL_REACTION_PRODUCT:XXXXX] line from a copy of the skin material template and then use that as your new skin.

(Since leather and skin are assigned in the STANDARD_MATERIALS body detail plan, especially if you want to do it to several creatures, it will probably just to be faster to make a copy of the body detail plan with the new materials instead of the old ones titled STANDARD_MATERIALS_FUR or something similar and then go through the raws changing STANDARD_MATERIALS to your new ones on the creatures you want to apply it to.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on November 17, 2012, 12:31:59 am
More stupid questions about creature modding.
I have been wondering if the "[WINGS]" attachment to the "[BODY:]" token would give creatures flight...
I know the "[FLIER]" token exists, but I am wondering if wings would give the creature flight, but only while the wings are attached.

A completely different question, can you make a creature permanentally count as a different one using syndromes? For example:
Spoiler: before (click to show/hide)
(The ASCII is just demonstrational)
Could you, say make a creature turn from that, To:
Spoiler: after (click to show/hide)
Permanentally, and it count as that creature (the "#" in the demonstrations), no longer counting as "Human" (the "U")?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 17, 2012, 12:34:58 am
1. Yes. You want 2WINGS, though, not WINGS. Make sure you get your tokens straight.

2. Yes. A CE_BODY_TRANSFORMATION syndrome with no END will be permanent.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on November 17, 2012, 12:41:32 am
Thanks for answering.

EDIT: Crap. I remembered something, I made the codes to make a creature be morphed into a "Manslayer", but it is always temporary, I added no END to the token line.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 17, 2012, 12:47:54 am
Hmm. Let's see the token line, then.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on November 17, 2012, 01:41:21 am
Has anyone tested [ITEMCORPSE] enough to tell me why it sometimes just doesn't work? I'm trying to make a gaseous humanoid that drops a sword upon death, but most of the time it just explodes and no sword is dropped.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Admiral_Aorta on November 17, 2012, 01:43:42 am
More stupid questions about creature modding.
I have been wondering if the "[WINGS]" attachment to the "[BODY:]" token would give creatures flight...
I know the "[FLIER]" token exists, but I am wondering if wings would give the creature flight, but only while the wings are attached.

A completely different question, can you make a creature permanentally count as a different one using syndromes? For example:
Spoiler: before (click to show/hide)
(The ASCII is just demonstrational)
Could you, say make a creature turn from that, To:
Spoiler: after (click to show/hide)
Permanentally, and it count as that creature (the "#" in the demonstrations), no longer counting as "Human" (the "U")?

I'm pretty sure that having wings is independent of flight, but if a unit with [FLIER] also has wings then it will lose flying if those wings are removed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on November 17, 2012, 05:36:10 am
Hmm. Let's see the token line, then.
Okay.
Spoiler: code line (click to show/hide)
-note- The "Doombringer" has multiple types, AKA Castes. This is simply demonstration.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 17, 2012, 12:18:30 pm
Wouldn't it be easier to directly use an ADD_SYNDROME interaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: random_odd_guy on November 17, 2012, 12:31:30 pm
Actually, I found that all you need is [FLIER] wings do nothing without that. Incidentally, you don't NEED wings to fly, however, if you DO have them, the tag gets bound to them, and when removed (but still displayed in your body parts list as having been removed) you lose the ability to fly, but if you dont have wings, you just fly superman style.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on November 18, 2012, 01:33:51 am
Is it just me, or is CE_IMPAIR_FUNCTION really damn weak? I mean setting SEV:100 on a creature's brain doesn't even harm it in the slightest.

EDIT: Upon further testing, I've found that for this syndrome
Code: [Select]
[SYNDROME]
[SYN_CLASS:BUFF]
[SYN_NAME:Brain Impairment test]
[SYN_INGESTED]
[SYN_INJECTED]
[CE_IMPAIR_FUNCTION:SEV:<severity>:PROB:100:BP:BY_TYPE:THOUGHT:ALL:START:0:END:20]

<severity> must be at least 9900 to completely impair brain function, even 9899 doesn't cause an "impaired" status. Can anyone confirm this in the arena? This is on a clean copy of DF by the way.

I'm not sure if brain impairment actually does anything other than cause some weird instant death oddities involving combat.
Yeah, the idea was to find the threshold of "Alright if you get this much you're screwed" and put that onto some syndromes so if you had too many you'd die almost instantly. Still though, 9900 is a bit much, but now as I'm testing it ON said syndromes and not alone, it seems to be impairing fine... I don't even.

EDIT: Alright what the tits. Now 100 is enough to kill some poor idiot who I forced to drink bogeyman ichor.

I haven't tested this a lot, but I found that if you have the END of a syndrome too close to the START, it is weakened. My favorite rapid death syndrome (severity 30000 bleeding from every body part) had START:0:PEAK:60 and no END. I couldn't put the PEAK closer than ~60 to the START. I don't know if I even need a PEAK. It's like there is a maximum rate of increase of syndrome worsening.

Perhaps the syndrome only procs on the creature's turn, and since typical creatures have 10-11 ticks between turns it might not proc twice in the 20 ticks that you have in your syndrome (if it needs to proc twice).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: adwarf on November 18, 2012, 09:55:24 pm
Just making sure, but is there a limit to the number of regents you can have to make an item?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on November 18, 2012, 11:02:51 pm
Quote
Just making sure, but is there a limit to the number of regents you can have to make an item?

Well nothing except practicality. Put as many as you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on November 18, 2012, 11:12:27 pm
Quote
Just making sure, but is there a limit to the number of regents you can have to make an item?
Well nothing except practicality. Put as many as you want.
Probably 32,767; or maybe 2,147,483,647. But yeah, for all intents and purposes it's unlimited (though a large number of reagents will slow down a reaction since the workshop will become cluttered due to the large number of items within it).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: adwarf on November 18, 2012, 11:13:43 pm
Quote
Just making sure, but is there a limit to the number of regents you can have to make an item?
Well nothing except practicality. Put as many as you want.
Probably 32,767; or maybe 2,147,483,647. But yeah, for all intents and purposes it's unlimited (though a large number of reagents will slow down a reaction since the workshop will become cluttered due to the large number of items within it).
:P That's good, though I don't think I'll be going beyond 8 at most.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on November 19, 2012, 01:49:48 am
Quote
Just making sure, but is there a limit to the number of regents you can have to make an item?
Well nothing except practicality. Put as many as you want.
Probably 32,767; or maybe 2,147,483,647. But yeah, for all intents and purposes it's unlimited (though a large number of reagents will slow down a reaction since the workshop will become cluttered due to the large number of items within it).
:P That's good, though I don't think I'll be going beyond 8 at most.

The most I have ever used was around 35.  It was horribly inefficient, as dwarves would get hungry, thirsty, or fall asleep while gathering materials.  I ended up changing it shortly afterwards.

You should be fine with 8, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vjek on November 19, 2012, 09:21:27 pm
Looking for some confirmation or more information on some observations.

My goal is to make GIANT and *_MAN "animals" more aggressive, so they attack everything, everyone all the time, without hesitation.

to that end, I've modified c_variation_default.txt and successfully added in:

   [CV_NEW_TAG:LIKES_FIGHTING]
   [CV_NEW_TAG:LARGE_PREDATOR]
   [CV_NEW_TAG:NOFEAR]
   [CV_NEW_TAG:OPPOSED_TO_LIFE]

to the appropriate areas, and saw good results, as expected.

However, I've been trying to add in

   [CV_NEW_TAG:CURIOUSBEAST_EATER]
   [CV_NEW_TAG:CURIOUSBEAST_GUZZLER]
   [CV_NEW_TAG:CURIOUSBEAST_ITEM]

And if I do, it seems to break things.  Specifically, I never seen any GIANT or *_MAN creatures at all.  If I remove those entries, things go back to normal.  These values are extremely useful in getting animals to investigate the fortress, so having them would be quite beneficial for my goal.  It's like DF is seeing the entries as an error, and will never spawn them on the embark.

Is there something special about these tags that I can't use them as part of a variation?  Or is there a syntax I'm missing?
If you know, please share! :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zucchini on November 20, 2012, 05:57:34 am
Can I use custom values for TOOL_USE?

I know the wiki says "Valid tool uses (and the default tools used for these tasks) are as follows:" (and the list follows), implying that no other ones can be used.

But I saw one post (http://www.bay12forums.com/smf/index.php?topic=91735.msg2560207#msg2560207) where someone was trying to use SAWMILL_AXE as a TOOL_USE (it's not on the list), and the answers given in the thread imply that it is acceptable. And oh my how that would be helpful if it's possible.

So, just wanting to verify. Can do yes yes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on November 20, 2012, 08:47:22 am
Can I use custom values for TOOL_USE?

I know the wiki says "Valid tool uses (and the default tools used for these tasks) are as follows:" (and the list follows), implying that no other ones can be used.

But I saw one post (http://www.bay12forums.com/smf/index.php?topic=91735.msg2560207#msg2560207) where someone was trying to use SAWMILL_AXE as a TOOL_USE (it's not on the list), and the answers given in the thread imply that it is acceptable. And oh my how that would be helpful if it's possible.

So, just wanting to verify. Can do yes yes?
Valid Tool Uses are just the tokens that correspond to certain hardcoded actions, so ai will use them. I assume that other TOOL_USEs would work if your use is a building requirement.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zucchini on November 20, 2012, 01:17:13 pm
That is indeed my purpose, so that's good news.  I'll try it out.  Thanks for the answer, ArKFallen. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vjek on November 20, 2012, 05:14:39 pm
Ok, maybe a more general question will elicit some brainstorming...

I'd like to make GIANT animals and animal-men more aggressive. In particular, I want them to attempt to invade my fortress at every/any opportunity.

So far, I have added/tested:

   [CV_NEW_TAG:LARGE_ROAMING]
   [CV_NEW_TAG:LIKES_FIGHTING]
   [CV_NEW_TAG:LARGE_PREDATOR]
   [CV_NEW_TAG:NOFEAR]
   [CV_NEW_TAG:OPPOSED_TO_LIFE]
   [CV_NEW_TAG:CAN_LEARN]
   [CV_NEW_TAG:CAN_SPEAK]
   [CV_NEW_TAG:EQUIPS]
   [CV_NEW_TAG:CANOPENDOORS]

And while this has definitely changed their behavior, they still will not investigate the fortress.  They will happily slaughter migrants, pack animals, liaisons, and traders/merchants, which is great, but what I really want is for them to invade.

I've compared the tags that goblins have, as they do invade, and can't see what I'm missing to make all animals similar to goblins in their behavior.   Rather than milling about the map, I just want them to head on inside.  I know that adding CURIOUSBEAST_EATER, CURIOUSBEAST_GUZZLER, or CURIOUSBEAST_ITEM will make an animal try to enter the fort for food, drink, and items, as the case may be.  However, this doesn't appear to work with GIANT or animal-men variants, so I'm looking for ideas.

I've tried PERSONALITY tags, and while those don't appear to cause problems, they don't turn animals into invaders either.

Anyone know of a MOD that has hyper aggressive GIANT animals / animal-men?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 20, 2012, 06:03:28 pm
Can I use custom values for TOOL_USE?

I know the wiki says "Valid tool uses (and the default tools used for these tasks) are as follows:" (and the list follows), implying that no other ones can be used.

But I saw one post (http://www.bay12forums.com/smf/index.php?topic=91735.msg2560207#msg2560207) where someone was trying to use SAWMILL_AXE as a TOOL_USE (it's not on the list), and the answers given in the thread imply that it is acceptable. And oh my how that would be helpful if it's possible.

So, just wanting to verify. Can do yes yes?
Valid Tool Uses are just the tokens that correspond to certain hardcoded actions, so ai will use them. I assume that other TOOL_USEs would work if your use is a building requirement.

If this is so... haha holy shit.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on November 20, 2012, 08:42:07 pm
-snip-
If you want them to invade you why don't you just make them a civilization? Then you could set them to ambush you in large numbers and attack your fortress with the intent of slaughtering everything within.

Also are you getting any error messages when you try to add the CURIOUSBEAST_XXXX tokens?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on November 20, 2012, 09:43:15 pm
Valid Tool Uses are just the tokens that correspond to certain hardcoded actions, so ai will use them. I assume that other TOOL_USEs would work if your use is a building requirement.
If this is so... haha holy shit.
Realizing just how revolutionary that could be to modding I checked it out. Yeah, no go :-[
While it does tie them to certain hardcoded actions it is probably an array instead of a string variable which, while easier and less messy, is less flexible to tinkering.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zucchini on November 20, 2012, 10:47:55 pm
Valid Tool Uses are just the tokens that correspond to certain hardcoded actions, so ai will use them. I assume that other TOOL_USEs would work if your use is a building requirement.
If this is so... haha holy shit.
Realizing just how revolutionary that could be to modding I checked it out. Yeah, no go :-[
While it does tie them to certain hardcoded actions it is probably an array instead of a string variable which, while easier and less messy, is less flexible to tinkering.

Aw, damn.  While I don't know what all that fancy talk about variable types is, I'm sad -- that would really be nice!

edited: varaibles don't exist
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vjek on November 20, 2012, 11:04:08 pm
-snip-
If you want them to invade you why don't you just make them a civilization? Then you could set them to ambush you in large numbers and attack your fortress with the intent of slaughtering everything within.

Also are you getting any error messages when you try to add the CURIOUSBEAST_XXXX tokens?
I've tried making them civs.  While it's true they will eventually show up, the virtue of animals is that they are 80,000+ of them at worldgen all ready to rock.  As civs, they... well, they're slow to show up, and are in much smaller numbers (dozens or hundreds).  Goblins work fine as enemies in civs, but they suffer from the bug of "hanging around where their leaders die", which is something I'm trying to avoid by using animals.

If curiousbeast worked, my goal would be reached and I would be happy. :)

I don't get any errors (checked all the logs, can't seem to find any) when I add the tag, but this is what happens:

For the giants or animal men on the embark when the modification is done, it works.  They immediately run into the fort.  However, after that, all giant or animal men with the tag no longer spawn on the embark.

So, thinking it was limited to just a problem with giant or animal men, I changed all the base animals and left the giant and animal men alone.  Same problem.  As the tags are inherited, this wasn't altogether surprising.  In fact, if every animal has any CURIOUSBEAST_ tag, no animals will spawn on the embark, ever.

To verify this was the case, I changed every animal to have a CURIOUSBEAST_ tag except eagles.  After that change, I only had normal eagles, giant eagles, and eagle men.  No other animal would ever spawn on the embark.

It seems like there is some hardcoding regarding back-to-back "curious" beasts coming onto the embark, although this theory is contradicted by what I observed with the eagles.  That is, I never saw another type of creature show up, despite them all being available.

It may be something like "8 different normal creatures must spawn before 1 curious" or some other strange rule, I don't know.  It's a real shame CURIOUSBEAST_ doesn't work, though.  Would make for some awesome customization.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 21, 2012, 01:03:09 am
Valid Tool Uses are just the tokens that correspond to certain hardcoded actions, so ai will use them. I assume that other TOOL_USEs would work if your use is a building requirement.
If this is so... haha holy shit.
Realizing just how revolutionary that could be to modding I checked it out. Yeah, no go :-[
While it does tie them to certain hardcoded actions it is probably an array instead of a string variable which, while easier and less messy, is less flexible to tinkering.

Aw, damn.  While I don't know what all that fancy talk about variable types is, I'm sad -- that would really be nice!

edited: varaibles don't exist

Talking about Toady's C++ code, not modding.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on November 21, 2012, 10:58:00 am
@vjek: CURIOUSBEAST_XXXX appear on a number of existing creatures. Maybe one of the other tags you're adding is conflicting with that. Try and create a copy of an existing creature with those tags and get them to appear, for a start.

BTW: have you tried BUILDINGDESTROYER tags on your creatures?
http://dwarffortresswiki.org/index.php/DF2012:Building_destroyer
Quote
Creatures with this tag are gifted with an incredible ability to sense exactly where your buildings are. Underground creatures such as the Blind cave ogre or Voracious cave crawler will charge your fort immediately after spawning at the edge of the map. Plan your defenses accordingly. Building destroyers still prefer to attack creatures, and if a valid creature target for their aggression is or becomes visible to them, they will abandon building destruction in favor of classic creature destruction.

...perfect, if the wiki is correct. Make sure to use [BUILDINGDESTROYER:2]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vjek on November 21, 2012, 05:44:47 pm
@vjek: CURIOUSBEAST_XXXX appear on a number of existing creatures. Maybe one of the other tags you're adding is conflicting with that. Try and create a copy of an existing creature with those tags and get them to appear, for a start.

BTW: have you tried BUILDINGDESTROYER tags on your creatures?
http://dwarffortresswiki.org/index.php/DF2012:Building_destroyer
Quote
Creatures with this tag are gifted with an incredible ability to sense exactly where your buildings are. Underground creatures such as the Blind cave ogre or Voracious cave crawler will charge your fort immediately after spawning at the edge of the map. Plan your defenses accordingly. Building destroyers still prefer to attack creatures, and if a valid creature target for their aggression is or becomes visible to them, they will abandon building destruction in favor of classic creature destruction.

...perfect, if the wiki is correct. Make sure to use [BUILDINGDESTROYER:2]

Yeah, I thought of that.  Buzzards, for example, are curious eaters, but when everything had that tag, not even buzzards would show up, so I don't know what the deal was there.  In any case, the defense I am testing is the "magma door" defense (pressurized magma above the door) so when it's opened, it fills the hallway, which has a floor covered in grates.  Doors and grates, if I'm not mistaken, are targeted by building destroyers.
So yes, a good idea, and I will test it, but I'm reasonably sure the building destroyers will remove the doors, thus filling the fort with magma. :)  Fun!  But not my goal. hehehe.

I'm going to take a closer look at buzzards and see what might be conflicting or missing, as the case may be.  It's possible curiousbeast_ also requires [MEANDERING] for example.  Not sure, but I'll test it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on November 22, 2012, 12:22:01 am
YES! YES!
Spoiler (click to show/hide)
The result is ALMOST perfect!! Success!... Now just to make sure they can breed this way.

-edit- NO THEY CANT. They KILLED eachother.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 22, 2012, 12:28:18 am
Use OPPOSED_TO_LIFE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vjek on November 22, 2012, 01:03:03 am
Use OPPOSED_TO_LIFE.
If that's for me, I have, and while they attack those things they can see, they don't enter the fortress.  In other words, they won't pathfind into the fortress on their own with just that tag added in, from what I've observed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 22, 2012, 01:03:54 am
Use OPPOSED_TO_LIFE.
If that's for me, I have, and while they attack those things they can see, they don't enter the fortress.  In other words, they won't pathfind into the fortress on their own with just that tag added in, from what I've observed.

Both that and make them a building destroyer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on November 22, 2012, 02:34:15 am
make them magma-immune too :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vjek on November 22, 2012, 12:41:27 pm
Ok, so, I have (mostly!) success.

I took out all the stuff I had, and put this in \raw\objects\c_variation_default.txt

   [CV_NEW_TAG:BUILDINGDESTROYER:1]

and they run directly into the fortress after a short time of milling about on the map.

I put it as the last entry in these three sections:

[CREATURE_VARIATION:ANIMAL_PERSON]
[CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS]
[CREATURE_VARIATION:GIANT]

and any/all giant or animal men have the changed behavior.

I tried    [CV_NEW_TAG:BUILDINGDESTROYER:2]

And they attempted to destroy the grates & doors which are part of my fortress defense/entrance.  With just :1, they are evidently not so interested in the grates & doors, and are trying to reach the furniture further inside, which is perfect for my needs.  Now I can have "invaders" immediately on embark, and/or whenever I wish, just by editing this single value for savage biome embarks!

I'm going to try and refine the behavior so they don't mill about before heading right in, but for now, it's 90% goal achieved.  /cheer   8)  Also, this can be done to an already existing embark, no need to re-gen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on November 22, 2012, 03:04:26 pm
I'm having trouble with different body detail plans for castes inside a creature. I never have before, it's strange.

There's several castes, then a [SELECT_CASTE:ALL] and the body detail plans for these castes. Then, there's some more castes with their own body detail plans, inside these castes.

But when I butchered a corpse of a caste that has its own body detail plan in the arena, it had the materials from the select_caste group.

This same setup always worked. What do?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 22, 2012, 03:11:30 pm
Body detail plans define materials, so they're creature level.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on November 22, 2012, 03:21:00 pm
Um... since when?! They've always been caste level. It's even in the wiki. And this has worked previously for me, I actually had castes with different material sets in the same creature!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 22, 2012, 03:23:52 pm
34.01, IIRC, made material creature-level instead of caste-level. Like how you can't make one caste magma-safe without making the rest of them magma-safe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on November 22, 2012, 03:26:10 pm
...why???
Now I have to redo... a lot of things.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on November 22, 2012, 07:02:16 pm
I believe there's a workaround...you can replace specific tissue layers within a caste using the [SELECT_TISSUE_LAYER] tokens and associated tags.

For example, within the pegasus caste:

[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE] : This defines a new material for use
      [USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE] : This defines a new tissue which will use the new material
      [SELECT_TISSUE_LAYER:HAIR:BY_CATEGORY:WING]       : This selects the tissue layer to be replaced within the caste
         [SET_LAYER_TISSUE:FEATHER]                           : This replaces that tissue layer with the new tissue.

I haven't done any tests on this, but it should presumably work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 22, 2012, 07:21:43 pm
Or you could just use the different body detail tissue layer plans for the different castes. Materials and tissues are both creature level, but tissue layers are not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on November 23, 2012, 12:59:49 am
Well, seems like I'll have to designate the tissues from different sets by different names inside the creature. Like the two types of skin inside the pony creature will have to be PONY_SKIN and SUPERIOR_SKIN. And the custom tissue layer detail plans will have to accept these names.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MasterN on November 23, 2012, 08:50:56 am
Yo, how are you doing?

I hope I'm not interrupting.
I've got trouble with something really basic (I think), and I can't solve it.

It consists entirely within the creature_standard.txt with the Values for PHYS_ATT_RANGE and MENT_ATT_RANGE.
How does this work? The wiki and the raw-description differ, and I don't get it by testing.

For reference, here are the wiki and raw descriptions in that order:

wiki: Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare and anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels. [..]
Dwarves have an equal chance of dropping into any of these (six) ranges, and an equal probability again of getting any number in that range.

raw: Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers.  The numbers are different percentile values.  1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.


The wiki suggests, that the 7 values are the boarders which a ceature can fall into, but that doesn't happen. When I, for example, set all 7 values at strength to 5000, like the elves have for memory, than it doesn't mean at all, that all dwarfs will be generated unbelievably strong (at least their description doesn't mention strength at all). While having these modifications it also happened quite often, that dwarfs got an agility value of NULL, while their lowest boarder is 150... (I'm testing it on embark dwarfs, because you can set them to 50-60 and have a lot of reference...)
I get this weird behavior with any sort of increased or reduced values.

I also can't get my head around the percentile values mentioned in the raw itself.

Does anybody know, what i'm doing (thinking) wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 23, 2012, 01:17:09 pm
The description in-game is based on the values you put in; if their strength is all set to 5000, then it won't mention their strength because their strength is average for a dwarf.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MasterN on November 23, 2012, 02:46:32 pm
The description in-game is based on the values you put in; if their strength is all set to 5000, then it won't mention their strength because their strength is average for a dwarf.
ahhh....

so if the first, and only that, was 4000, it would be mentioned as catastrophically weak, while actually be used as 4k?
this sort of sounds like a bug.

I'll try to find something to read out the exact value they're having ingame.

Big thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 23, 2012, 02:54:54 pm
It's not a bug. They;d be catastrophically weak... for a dwarf.

Think of it as like... Goku. He was stronger than most humans at the age of 10, but extremely weak for a saiyan.

Dwarf Therapist gives you the exact numerical values, by the way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Syreniac on November 23, 2012, 03:19:57 pm
This is probably a much simpler problem than I'm thinking it is, but when making a reaction which uses a large amount of one reagent which is kept in containers (enough that it will be more than is held in one container), do I put down the amount of the reagent used in both the container's reagent entry and the contained material's entry, like this:

Code: [Select]
[REACTION:QUICKSILVER]
[NAME:make quicksilver]
[REAGENT:mecury:>>10<<:LIQUID_MISC:NO_SUBTYPE:INORGANIC:MECURY]
[REAGENT:flasks:>>10<<:FLASK:NO_SUBTYPE:NONE:NONE]
[PRESERVE_REAGENT]
[CONTAINS:mercury]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:silver:1:BAR:NO_SUBTYPE:INORGANIC:SILVER]
[PRODUCT:100:2:GLOB:NO_SUBTYPE:INORGANIC:QUICKSILVER][PRODUCT_DIMENSION:150]

Or do I do it for just one of the reagents?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 23, 2012, 03:24:44 pm
You probably only want the one flask.

Also, MECURY is probably a typo.

Also, I'm pretty sure quicksilver is literally mercury.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Syreniac on November 23, 2012, 03:35:15 pm
You probably only want the one flask.

But the whole point is that I'm going to need the reaction to use several flasks worth of materials.

when making a reaction which uses a large amount of a reagent which is kept in containers (enough that it will be more than is held in one container)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 23, 2012, 03:42:02 pm
Then you'll need the amount of flasks needed to hold the total AND two different reagents for the liquids (one for the liquid in each flask).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on November 23, 2012, 11:39:25 pm
Is there any way to make a reaction that will accept any dye as a reagent?  The POWDER_DYE token isn't recognized (not surprising, I think I found that as part of the material for the dye in the plant stuff), and it looks like I should use POWDER_MISC, but I have no idea how to prevent the reaction from accepting flour and related powders if I use that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 24, 2012, 12:04:32 am
Is there any way to make a reaction that will accept any dye as a reagent?  The POWDER_DYE token isn't recognized (not surprising, I think I found that as part of the material for the dye in the plant stuff), and it looks like I should use POWDER_MISC, but I have no idea how to prevent the reaction from accepting flour and related powders if I use that.

Reaction classes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on November 24, 2012, 12:28:10 am
Ah, missed that part in the wiki.  That got rid of the error messages at least, time to see if they'll work like expected.  Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ranalcus on November 24, 2012, 06:54:58 am
Sorry for asking, but how to remove the "invisible" invaders?
I still want ambushes and sieges, but i want to see the enemy.
Please help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: AutomataKittay on November 24, 2012, 09:48:30 am
Sorry for asking, but how to remove the "invisible" invaders?
I still want ambushes and sieges, but i want to see the enemy.
Please help.

No way to remove invisibilty from ambushers, but they can be disabled by ( IIRC ) removing the [BABYSNATCHER] tag. Pretty sure it need regen, and it's probably the only thing keeping goblin hostile to everyone.

For kobolds and elves, it would be [AMBUSHER] but I don't know how they'd act if they came to siege without that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MasterN on November 25, 2012, 01:18:31 pm
Quote from: Putnam link=topic=100707.msg3817421Dwarf Therapist gives you the exact numerical values, by the way.[/quote
Thank you too.
Sorry for the late reply.

btw...
are value multipliers for items hard coded?
i'd like to "debug" some trapcomponents and I can't find anything in the raw files...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: AutomataKittay on November 25, 2012, 01:27:24 pm
btw...
are value multipliers for items hard coded?
i'd like to "debug" some trapcomponents and I can't find anything in the raw files...

http://dwarffortresswiki.org/index.php/DF2012:Item_value#Trap_component
Unfortunately, yes, for some items. I think everything that describes how value is gotten ( weapons and armors in general ) are hard-coded, otherwise you could check in raw. If it's not there, it's likely hard-coded. Decorations are hard-coded too!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on November 25, 2012, 01:27:45 pm
Base item value and quality multipliers are hardcoded...the only moddable values are those of tools and materials.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on November 25, 2012, 01:56:44 pm
Base item value and quality multipliers are hardcoded...the only moddable values are those of tools and materials.
And plants, though both he plant and all of it's products have to have their value edited as a whole.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MasterN on November 25, 2012, 02:56:10 pm
thanks.

looks like there's no other choice but not to build traps if one doesn't want to have 100 dwarfs in 2 years...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: AutomataKittay on November 25, 2012, 03:06:57 pm
thanks.

looks like there's no other choice but not to build traps if one doesn't want to have 100 dwarfs in 2 years...

Tried the pop cap in d_init? I'll alway get over 200 dwarves by end of second year if I didn't capped it at 50, even doing nothing but gathering plants and drinking waters.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MasterN on November 25, 2012, 03:31:11 pm
thanks.

looks like there's no other choice but not to build traps if one doesn't want to have 100 dwarfs in 2 years...

Tried the pop cap in d_init? I'll alway get over 200 dwarves by end of second year if I didn't capped it at 50, even doing nothing but gathering plants and drinking waters.

Since i want to keep the challenge of having many dwarfs I could at best change the ini file to suit my "needs", but I run my saves on several machines(with different OSs) and keeping track of the ini files would be annoying. So I'll just refrain from building traps. It's another challenge ^^
But thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tirion on November 25, 2012, 04:50:46 pm
Just an idea... is it possible to give descriptions to items? It'd make a lot of things easier, like deciding wether or not a weapon is better for my adventurer than the one he already has. Going to the raws and trying to get comparable data, then to the wiki to try and make sense of it, kind of breaks immersion. And minds.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on November 25, 2012, 04:57:21 pm
I am mostly sure that you cannot give items descriptions yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Robosaur on November 25, 2012, 08:15:15 pm
How does one make a creature skinless without pissing off the errorlog?
I just threw [REMOVE_MATERIAL:SKIN] and [REMOVE_TISSUE:SKIN] at the end of the creature and called it a day, but now apparently it threw a layer of fat over the muscle?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 25, 2012, 08:25:00 pm
How does one make a creature skinless without pissing off the errorlog?
I just threw [REMOVE_MATERIAL:SKIN] and [REMOVE_TISSUE:SKIN] at the end of the creature and called it a day, but now apparently it threw a layer of fat over the muscle?

There's always a layer of fat over the muscle...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Robosaur on November 25, 2012, 08:25:52 pm
sorry, I meant a layer of fat over the fat. It says in the errorlog stuff along the lines of
MEATFACE:FEMALE:upper body, layer 1: Tissue SKIN was not found, using first tissue instead
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 25, 2012, 08:28:56 pm
Oh, that? You need an entirely new body detail plan if you want to remove skin.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Robosaur on November 27, 2012, 03:12:04 pm
I have a material with a MAT_FIXED_TEMP of 20000 and an ignite point of 100... Why won't it spontenously combust in the arena?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Snake_Eyes on November 27, 2012, 06:24:51 pm
What parameters do I need to set humans to so they have only slight variations?

(It is for a caste of "attractive" humans) No bulging eyes or extremely splayed ears, at most characteristics considered "slightly" something-something.

Thanks in advance,
:) Snake_Eyes
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Funslayer on November 27, 2012, 08:26:27 pm
how would i make a simple regeneration spell?
i want to make mushroom people viable in adventure mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 27, 2012, 09:32:44 pm
how would i make a simple regeneration spell?
i want to make mushroom people viable in adventure mode.

Single-frame body transformation.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Triskelli on November 29, 2012, 04:32:14 am
Are there any guides to creating custom jewelry?  I can't seem to find them (or any other crafts) in the raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on November 29, 2012, 10:07:10 am
Currently the only crafts-like objects that you can edit are the ones in item_toy and item_instruments. All the other ones are hardcoded right now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Okocim on November 29, 2012, 10:37:57 am
Hello
My question is, is it possible to change somehow hunters/woodcuters/miners uniforms? I know it's impossible from game, but maybe it is somewhere coded in the files and not that hard to mod?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Starmantis on November 29, 2012, 01:12:35 pm
i cant seem to get the world generation parameters to work right, whenever I generate a pocket world it wont let me make it more than 30 years.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on November 29, 2012, 01:44:04 pm
Set "Percentage Beasts Dead for Stoppage:X" to -1. The problem is that in small world megabeasts tend to die out very quickly, and once a certain percentage of them (by default 80%) are dead then world gen will automatically stop. By default the year it starts checking for that on pocket worlds is 30, so that's probably why you get so many worlds that stop on that year.

Hello
My question is, is it possible to change somehow hunters/woodcuters/miners uniforms? I know it's impossible from game, but maybe it is somewhere coded in the files and not that hard to mod?
No. It's hardcoded so we can't mod it. Modding in DF mostly deals with the content of the game (so civilizations, weapons, armor, minerals, plants, creatures, etc.) without really being able to change the function of the game (so the way the game calculates attacks, or the pathfinding algorithm). There are a few things that can change the function of the game, though those are usually referred to as "utilities" instead of "mods" and have their own special threads.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zucchini on November 29, 2012, 06:44:17 pm
This question is directed to Arkhometha about his (awesome!) work in rationalizing physics values of organic materials.  However, I suppose it's not anything specific to him or his work, so I address it generally:

I'm a bit at a loss about how boiling points work.  In his values, a big concern was to make sure dwarves (and other organic living beings) die a bit more appropriately (and quickly) when, say, immersed in magma.  To that end, he uses melting points on his organic materials so that the dudes melt into the magma.

My first thought is, boiling point seems like it could be pretty appropriate for that purpose...  what would be the effect of using boiling point instead?  I read throughout the relevant threads, and didn't find (or lamely missed) anything that explains why specifically MP instead of BP.  However, I'm pretty damned sure he did it for a good reason.

So, so I can understand a bit better, how would using boiling point on skin, muscles, etc. affect the process?  Does it make people explode if we use boiling points and they dance into the magma?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on November 29, 2012, 07:23:42 pm
can someone tell me why i can't use this reaction? it does not seem to have problems( to me, it might have some fatal flaw...)

[REACTION:MAKE_GOLIATH_BLADE]
   [NAME:make a goliath blade]
   [BUILDING::MASON:CUSTOM_SHIFT_V]
   [REAGENT:BOULDER:1:NONE:NONE:NONE:NONE]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON:GOLIATH_BLADE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:MASONRY]
does anyone know whats wrong? thanks in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on November 29, 2012, 07:25:14 pm
[Double post, im very sorry!]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zucchini on November 29, 2012, 07:32:18 pm
Looks like reagent line identifier is BOULDER instead of A.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on November 29, 2012, 07:45:08 pm
then how will it know it to be a rock?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 29, 2012, 07:47:00 pm
then how will it know it to be a rock?

REAGENT:A:1:BOULDER:NONE:NONE:NONE

This question is directed to Arkhometha about his (awesome!) work in rationalizing physics values of organic materials.  However, I suppose it's not anything specific to him or his work, so I address it generally:

I'm a bit at a loss about how boiling points work.  In his values, a big concern was to make sure dwarves (and other organic living beings) die a bit more appropriately (and quickly) when, say, immersed in magma.  To that end, he uses melting points on his organic materials so that the dudes melt into the magma.

My first thought is, boiling point seems like it could be pretty appropriate for that purpose...  what would be the effect of using boiling point instead?  I read throughout the relevant threads, and didn't find (or lamely missed) anything that explains why specifically MP instead of BP.  However, I'm pretty damned sure he did it for a good reason.

So, so I can understand a bit better, how would using boiling point on skin, muscles, etc. affect the process?  Does it make people explode if we use boiling points and they dance into the magma?


There are no explosions in Dwarf Fortress and there never were. Going above the boiling point of a material causes the material to evaporate.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on November 29, 2012, 07:48:43 pm
oh I see now, sorry I caused a problem, thanks you two!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 29, 2012, 07:49:48 pm
You didn't cause a problem, you had one :P That's why we're here.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on November 29, 2012, 09:18:58 pm
I just need a few things cleared up for me before I make an attempt to help the universe:
Contact Area is how much area of your weapon hits the enemies?
Penetration depth is how far your attack goes in, I.E. Chopping power for slashes, and stab deepness for stabs?
The velocity-multiplyer is obviously how fast the weapon is going.?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 29, 2012, 09:31:17 pm
Yeah.

It's actually still "stab deepness" for slashes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on November 29, 2012, 09:38:26 pm
So, does it make bigger-around limbs get chopped off?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 29, 2012, 09:41:37 pm
I think velocity and creature strength may factor in more to that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on November 29, 2012, 09:42:04 pm
Alright, thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zucchini on November 30, 2012, 06:25:54 pm
Some question about temperature points and what they practically mean.

HEATDAM_POINT: Temperature the material takes damage at.
What does damage mean in practical game terms? How long does it take to be destroyed?

Does the difference between the heat source temp and the material matter?  Will a 11000 degree heat source burn something with, say, HEATDAM_POINT of 10800 faster than, say, an 11200 degree heat source?

IGNITE_POINT: Temp at which material catches fire. What's the difference between heat damage and fire?  (I imagine it means the object becomes a heat source in itself up to a point, but does this do anything to to the object aside from normal heat damage that would occur with equivalent temperature above HEATDAM_POINT?)

MELTING_POINT: I am under the impression both melting and boiling are instantaneous, happening in a flash, not gradually like boiling water where it happens slowly as only certain parts actually reach boiling temperature. If the material has no STATE_NAME:LIQUID specified, does the material disappear/get destroyed?

BOILING_POINT: (Instantaneous?  per question above).  If all organic materials are set to have a boiling point of, say, 11800, and a being falls into magma, does this result in horrible FPS savaging for an annoying length of time as each and every material in his body turns to hundreds of tiles of gas?  What is the message when a being is boiled?

Apologies for those things that could fairly easily be solved by testing...  I'm not quite in a position to do so now, so big thanks in advance for any answers given!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 30, 2012, 07:12:00 pm
HEATDAM_POINT refers to when the material will start getting x's around its name and such, which is what damage means. A higher degree heat source will burn faster; SPEC_HEAT is also involved in this.

Fire means the item sets fire, becomes all flashy and stuff. Having a low HEATDAM_POINT and a high IGNITE_POINT, then an item made of the material will simply start wearing away to nothing; if its IGNITE_POINT is low and HEATDAM_POINT high, then it'll stay on fire for... a very long time.

Your impression is correct, with one condition: the material boils the instant it reaches the temperature. If it has no NAME defined, it'll appear as "n/a".

BOILING_POINT is instantaneous. The message when a being is boiled is "The (creature) has bled to death".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zucchini on November 30, 2012, 08:14:35 pm
Thanks Putnam!

This makes me curious what would happen if all tissues but blood are given a boiling point. Will have to test that when I get things going.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Funslayer on November 30, 2012, 09:25:00 pm
adventure_tier is not working i tried putting the custom civ above and below the dwarves and adventure_tier does nothing, sometimes it even removes playability for other races and puts a new adventure_tier tag set to like 1 in the human civ or something.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 30, 2012, 09:26:13 pm
adventure_tier is not working i tried putting the custom civ above and below the dwarves and adventure_tier does nothing, sometimes it even removes playability for other races and puts a new adventure_tier tag set to like 1 in the human civ or something.

huh

No, it does something. It changes their placement in the adventurer mode race list.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Drawde on December 01, 2012, 02:47:39 am
I recently made a creature.  A hivable colony of spiders, to collect the webs they leave around their hives.  I've gotten them to work a couple times, but now I can't get them to appear when I start a new game.

I can purchase their silk for embark.  But when I embark I can see some webs on the ground, but no colonies.  They just don't show up at all, so I can't put any in a hive.

What did I do wrong here?  errorlog.txt shows nothing.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Drawde on December 01, 2012, 01:49:44 pm
I think I found it.  It looks like it was FREQUENCY that messed it up.

I'm not 100% certain, but when I changed it back to 100 I started finding colonies of them again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wayward Device on December 01, 2012, 03:47:08 pm
Hey, got a few questions.

Firstly, how do I get my secrets and vampires to override/replace the default vanilla ones? Basically, I'm trying to replace vanilla necromancers with ones that have some spells that take advantage of all the horrific potential of syndromes and other interactions as well as making a few changes to vampires, giving them the ability to turn into a wolf or giant bat. I'm fine making the actual new interactions that these will use and/or adding other interactions that already exist like breathing dragonfire to the secret. I can get my custom secret to show up in game if I make it a curse and set the right worldgen parameters (secrets:100,vamps:100, weres, titans etc o for quick testing) but nobody writes it down. I can't get it to replace the default "secrets of life and death". Also, if I set it up as just a secret (i.e. just [I_SOURCE:SECRET], no [I_SOURCE:DEITY] or [I_SOURCE:INGESTION]) then it never shows up.

For testing while I was trying to get this to show up I removed all the names but "Ruin" from the secret_death.txt and named the custom secret "the secrets of the universe" with the word "Power" as the only name in secret_power.txt, for quick filter on string in legends. And I've got [IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_power.txt], so it should recognize it. Here's the secret:

Spoiler (click to show/hide)

I've got it in objects in interactions_secrets.txt with the Raise interaction defined in interactions_magic.txt, the only difference from vanilla raise being it lacks [IT_FORBIDDEN:NOT_LIVING].

Similarly, I've copied interaction_vampire.txt into objects and made a few changes (removed NO_PHYS_ATT_GAIN, changed all spellings to vampyre/s to check if it's showing up). But on when I gen worlds, on vampires show up. 

Spoiler (click to show/hide)

So basically my questions are how do I replace the vanilla secrets of life and death and vanilla vampires with my own? Where are the actual vanilla secret/vampire curses located? I know it's not in interaction examples.

Finally, will adding something like

Spoiler (click to show/hide)

to the vampire interaction work? Thanks in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on December 01, 2012, 05:16:38 pm
You have to generate a world using advanced worldgen and in the parameters set number of vampire curse types to "none", thus only allowing custom vampire curses to show up. This also applies to the other curse types nearby.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pirate Bob on December 01, 2012, 05:59:33 pm
Is it possible to make a reaction that takes as input an item made from one specific material, and outputs an item made of a different specific material (which depends on the input material)?

In particular, I would like to make all bolts have the same density.  I was thinking to remove the [ITEM_AMMO] tag from all normal metals, and then create new metals with density=600 (equal to wood) that have the [ITEM_AMMO] tag.  Bolts made of these materials would have more realistic masses (90 g instead of >1 kg).  Furthermore, arena testing (http://www.bay12forums.com/smf/index.php?topic=116151.0) has shown that bolts with higher density penetrate armor significantly better than lower density bolts, meaning that (if you mod bolt velocities to be low enough that armor actually has a chance of stopping bolts) silver bolts will penetrate steel/adamantine armor much more often than steel or adamantine bolts.

Anyway, I think (although I haven't yet verified) that just creating metals with the appropriate densities and tags will cause bolts with uniform low density to show up in adventure mode.  However, for things to work right in dwarf mode I'd need a reaction which creates, for example, low density copper bolts from normal copper bars.  I'd also need to make sure that the low density copper doesn't show up as a mineral which can be mined, but rather only can be created when making bolts.

Thanks in advance for any suggestions!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on December 01, 2012, 09:32:12 pm
It would be simple to make things take a specific material and output one too, actually.

E.X.

Code: [Select]
[REACTION:DOSTUFF]
[NAME:Make steel dagger into iron longsword]
Workshop stuff, blah blah blah.
[REAGENT:A:1:WEAPON:ITEM_WEAPON_DAGGER:INORGANIC:STEEL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_LONGSWORD:INORGANIC:IRON]
[SKILL:---]

Note that that is just an example.
It won't work without all the workshop and skill stuff in it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 01, 2012, 09:57:33 pm
He wanted one that has a different specific material depending on the specific material in.

Thankfully, the answer to that is yes. I did it for SCP-914 in my SCP mod. You have to add a material reaction product to every single material you want usable in the reaction.

In your case, something like this under silver:

[MATERIAL_REACTION_PRODUCT:BOLT_MAT:BOLT_SILVER]

And have this after the reagent of the reaction:

[HAS_MATERIAL_REACTION_PRODUCT:BOLT_MAT]

And have this as the material for the product:

GET_MATERIAL_FROM_REAGENT:reagent:BOLT_MAT
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Funslayer on December 01, 2012, 10:01:39 pm
making a swarm-minded creature, would it be possible to make a natural ability in the x menu on adv mode to spawn more swarm creatures? and if so could someone show me how to put it in the raws?
EDIT: WAIT NO better idea, how would i make a syndrome transmitted by biting to turn any creature into another swarm thing that will always join me?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PrivateNomad on December 02, 2012, 02:24:18 am
Is there a way I can edit the reaction_other raw so I can get free soap? I tried removing the reagents, but the product uses the reagent's material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 02, 2012, 02:28:20 am
Set the product material to CREATURE_MAT:ELF:SOAP.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PrivateNomad on December 02, 2012, 02:31:21 am
I'm guessing that makes it out of elf tallow..?
I can work with that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on December 02, 2012, 02:35:18 am
... A higher degree heat source will burn faster; SPEC_HEAT is also involved in this.
...

Inspection with DFHack suggests that the code is something like this:
(for an iron item, SPEC_HEAT 450, in magma)
(item initially 10067 U, magma is always 12000 U)
1. Every tick, find the temperature difference 12000-10067=1933
2. (1933+0)/450=4 remainder 133
3. New item temperature is 10067+4=10071
4. Next tick, difference is 12000-10071=1929
5. (1929+133)/450 = 4 remainder 262
6. New item temperature is 10071+4=10075

The remainder eventually carries over and the temp increases by 5 (instead of 4) every few ticks. When the temperatures get close together, the rate of change of temperature of the item slows down.

This all gets much more complicated when it comes to creatures, as they have multiple body parts that exchange heat with each other. Since dwarves take 10-11 ticks to walk one step, it doesn't take long to reach the 10078 temp required for fat melting.
Title: 4 armed mutant Kobolds
Post by: Crabs on December 02, 2012, 05:06:17 am
Since this is the general mod-question thread, I'd like to have a brief answer. Opening a new thread won't be necessary, I assume.

I want to play a Kobold in Adventure mode but it should have 4 arms with each 1 hand and 5 fingers. It also sould be a little taller and stronger than his fellows, so that I won't end up having fun after ten minutes of playing.
 How do I do this? I tried to find out myself but it seemed to me that I have to create a new civilasation of 4 armed mutant Kobolds that would then populate my new created world.

And where do I have to copy the "code"?

Thanks in advance.

Crabs
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 02, 2012, 05:34:32 am
Copy the code into a new creature file. I think 4 arms is a vanilla body part, check in body_default to find out. You want a BODY_SIZE of 70000.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Crabs on December 02, 2012, 05:39:31 am
Copy the code into a new creature file. I think 4 arms is a vanilla body part, check in body_default to find out. You want a BODY_SIZE of 70000.

Thank you. Isn't 70000 the size of a human? Wouldn't be that too tall again for a kobold?
Where do I find a template/new creature file?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 02, 2012, 05:46:45 am
You don't find one. You make one. Copy the kobold, make it 60000 (dwarf-sized), and give it 4 arms.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Crabs on December 02, 2012, 07:53:44 am
You don't find one. You make one. Copy the kobold, make it 60000 (dwarf-sized), and give it 4 arms.

Okay, I just found the creature list and copied the whole "Kobold"text block to another empty text file to edit it there. I changed the name to "Koboldhero" but when I want to change the size, there are 3 size numbers:

   [BODY_SIZE:0:0:1000]
   [BODY_SIZE:1:168:5000]
   [BODY_SIZE:12:0:20000]


The last one is the one I need to change, right?
And where do I change strength, endurance and agility AND the number of arms? It only says that it has 2 hands with 5 fingers each but where to change the actual number of arms?

EDIT:
Okay, I managed it to create my "KOBOLDHERO". I read, in order to make it a playable race I have to create a new world but first I have to make a whole KOBOLDHERO civilasation frist? That would mean that many Koboldheros will spawn in the new world but I want it just to be my adventurer to be one. How do I make it a playable race then without me ending up fighting against myself?!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wayward Device on December 02, 2012, 11:44:01 am
You have to generate a world using advanced worldgen and in the parameters set number of vampire curse types to "none", thus only allowing custom vampire curses to show up. This also applies to the other curse types nearby.

Thanks, that's dealt with my vampire problem. I still can't get my custom secret to show up though, let alone replace the default secrets of life and death. Here it is again:

Spoiler (click to show/hide)

I've genned about a dozen worlds with 100 secrets and the same without and it never shows up. Again, if I set it as a curse as well as a secret it's all over the place. I've even added a bunch more IS_SPHERE tags and made sure all five races have the pantheons to support it. What am I doing wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 02, 2012, 02:05:46 pm
"100 secrets" means that there will be 100 necromancer secrets and none of yours. GEn a few worlds with no secrets.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zucchini on December 02, 2012, 05:07:48 pm
For tanning reactions that use GET_MATERIAL_FROM_REAGENT, it takes the physics values from the source skin's material and overrides destination material template values, right?

So, for example, this skin:

Code: [Select]
[MATERIAL_TEMPLATE:SKIN_WEAK_FURRY_TEMPLATE] -- (small furry animals with pelts)
[IMPACT_YIELD:6000] -- 0.6x leather
[IMPACT_FRACTURE:6000] -- 0.6x leather
[IMPACT_STRAIN_AT_YIELD:50000] -- 1x leather

... tanned into this fur:

Code: [Select]
[MATERIAL_TEMPLATE:FUR_TEMPLATE] -- (SKIN_WEAK_FURRY_TEMPLATE and SKIN_FURRY_TEMPLATE)
[IMPACT_YIELD:9000] -- 0.9x leather
[IMPACT_FRACTURE:10000] -- 0.9x leather
[IMPACT_STRAIN_AT_YIELD:50000]

...  would yield a, say, beaver fur that uses the FUR_TEMPLATE's material, but retains the 6k/6k/50k physics values from the beaver's weak skin, right?

Or do destination-material template values not get overwritten?

Trying to figure out if, for my expanded tanning mod, I need two separate non-generic material templates for fur (FUR_WEAK and FUR) or not.  I know in vanilla, skin and leather have the same characteristics, so this normally doesn't even come up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: gefer8 on December 02, 2012, 09:23:55 pm
Is there a way to find out the number of points in a specific attribute in an adventurer?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 02, 2012, 09:25:44 pm
Therapist may work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 03, 2012, 01:54:32 am
Trying to figure out if, for my expanded tanning mod, I need two separate non-generic material templates for fur (FUR_WEAK and FUR) or not.  I know in vanilla, skin and leather have the same characteristics, so this normally doesn't even come up.
You need two separate ones. When skin is tanned into leather it loses all of it's previous "skin material" attributes and gains all of the "leather material" attributes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zucchini on December 03, 2012, 04:02:14 am
Thanks i2amroy.

Ooh, that's ugly, then.  Are there any characteristics at all that are inherited from the source material/reagent, aside from the name?  Color, any specific tags, etc.?  I thought someone mentioned they liked the fact that leather can inherit temperature tolerances and such from the source animal, but that doesn't seem to be the case.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 03, 2012, 10:12:14 am
It does with dragons because of SELECT_MATERIAL:ALL
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 03, 2012, 11:15:56 am
It does with dragons because of SELECT_MATERIAL:ALL
Same with fire imps. Right now actually none of the properties are inherited by leather from skin. The reason that the name carries is over is because the game tracks the type of creature that the skin came from and therefore knows what to put in front of the name of the leather. It is fully possible to make a dragon that drops "dragon skin" and gives "chicken leather" when you tan it, as al you would need to do is make it so that the dragon creature contained the "chicken leather" material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zucchini on December 03, 2012, 03:29:18 pm
Alright, good to know.  Thanks again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on December 03, 2012, 07:20:08 pm
i have a race of snake people modded in, and they are starting to get unhappy due to them not having shoes and complain about being uncovered. is there any way to fix this, or is my first mod a failure?
also, do you need any raws to tell?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Robosaur on December 03, 2012, 07:22:29 pm
just make up a new kind of shoe made for the tail

TAIL SHOOOOES
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 03, 2012, 07:23:25 pm
Robosaur is correct here. Make a "tail sock" for them and it should work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on December 03, 2012, 07:25:42 pm
TAIL SHOOOOES! thats a funny idea, but it seems like it will work, thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on December 03, 2012, 07:40:47 pm
TAIL SHOOOOES!
im sigging this BTW
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zucchini on December 03, 2012, 08:35:27 pm
Ah, so that's why nw_kohaku had those tail warmers in her Naga mod.  I guess you could look at that for an example.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on December 03, 2012, 10:34:36 pm
I've made an ore, but I never see it after worldgen. I named it "Core Crystal", after the "Cores" in bastion.
Spoiler: code (click to show/hide)
The metal made from this crystal can be turned into weapons, and the weapons are available in the arena items list.
Is there a problem with this code?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 03, 2012, 10:49:13 pm
Yeah. Your environment is wrong, as your errorlog should tell you.

You want VEIN, not VEINS.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on December 03, 2012, 10:53:46 pm
Ah, thanks putnam. But I already found ANOTHER problem, Why do I have to be so bad at MODDING? The thing I've known about for about 2 years?
Boiling stones, Simple problem.
Why do I have to be so bad?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 03, 2012, 10:55:49 pm
What's your problem?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on December 03, 2012, 11:53:16 pm
Applying the syndrome. Simple enough.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 03, 2012, 11:54:54 pm
What syndrome?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on December 04, 2012, 12:01:21 am
A syndrome that causes so much bleeding, that the creature will die.
Code: [Select]
[SYNDROME]
  [SYN_NAME:radioactive exposure]
  [SYN_AFFECTED_CLASS:GENERAL_POISON]
  [SYN_CONTACT]
  [CE_BLEEDING:SEV:500:PROB:100:START:200:PEAK:500:END:1000
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 04, 2012, 12:05:54 am
You have no closing bracket or body part on that bleed. Also, it needs a higher severity.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on December 04, 2012, 12:10:12 am
You have no closing bracket or body part on that bleed. Also, it needs a higher severity.
That was just a demonstration mockup. It's the Application of the syndrome to the material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 04, 2012, 12:20:00 am
Replace SYN_CONTACT with SYN_INHALED, fix that bleeding effect, then stick it in the material (just kinda... put it there) and you're golden.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on December 04, 2012, 02:15:19 am
Trying to get an animated creature to commit suicide after a certain period of time, but I don't seem to be able to kill it off.  I've removed the NO_THOUGHT, NO_CONNECTIONS_FOR_MOVEMENT, and NO_THOUGHT_CENTER_FOR_MOVEMENT tags, and I'm using a syndrome that disables the brain.  It works just fine - the brain goes cyan (disabled) as expected, but the creature still doesn't die. 

Does anyone have any better suggestions?  The only thing I can think of is having the creature blow itself up with undirected dust, but that isn't the most desirable solution in this situation.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 04, 2012, 02:22:20 am
Try removing the NOBREATHE token and then using a syndrome to disable the lungs instead. Right now the brain acts kind of weird when it's disabled and doesn't quite do everything it's supposed to, but a creature that needs to breathe and can't will die flat out. (As a side effect it gives the creature a short "turning off" time where it is moving slower then normal but can still technically do things).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on December 04, 2012, 02:23:33 am
Try removing the NOBREATHE token and then using a syndrome to disable the lungs instead. Right now the brain acts kind of weird when it's disabled and doesn't quite do everything it's supposed to, but a creature that needs to breathe and can't will die flat out. (As a side effect it gives the creature a short "turning off" time where it is moving slower then normal but can still technically do things).

It's not a creature that naturally breathes, but I'll certainly give it a shot.  Normally I'd just let the animate effect expire, but I'd rather make them explode on death.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 04, 2012, 02:25:16 am
Try removing the NOBREATHE token and then using a syndrome to disable the lungs instead. Right now the brain acts kind of weird when it's disabled and doesn't quite do everything it's supposed to, but a creature that needs to breathe and can't will die flat out. (As a side effect it gives the creature a short "turning off" time where it is moving slower then normal but can still technically do things).
It's not a creature that naturally breathes, but I'll certainly give it a shot.
In that case you probably don't even need to run the syndrome that disables it's lungs since it already doesn't have any breathing body parts. Just have an interaction or syndrome that removes the NOBREATHE token and it should suffocate in short order.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on December 04, 2012, 02:31:24 am
Try removing the NOBREATHE token and then using a syndrome to disable the lungs instead. Right now the brain acts kind of weird when it's disabled and doesn't quite do everything it's supposed to, but a creature that needs to breathe and can't will die flat out. (As a side effect it gives the creature a short "turning off" time where it is moving slower then normal but can still technically do things).
It's not a creature that naturally breathes, but I'll certainly give it a shot.
In that case you probably don't even need to run the syndrome that disables it's lungs since it already doesn't have any breathing body parts. Just have an interaction or syndrome that removes the NOBREATHE token and it should suffocate in short order.

It should... but it doesn't.  :c

Thinking this might be a weird effect of [I_EFFECT:ANIMATE].  Changing it to a resurrect effect worked fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 04, 2012, 10:56:11 am
Thinking this might be a weird effect of [I_EFFECT:ANIMATE].  Changing it to a resurrect effect worked fine.
Strange, but good to know. I guess it's possible that being "animated" makes it switch to the undead hp system, where it needs to take damage to die.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorcerer on December 05, 2012, 06:27:33 am
Getting an error on this creature but I can't for the love of me find out what's wrong.

Code: [Select]
[CREATURE:COCKATRICE_GREATER]
[DESCRIPTION:A creature with the head of a chicken and the body of a snake]
[NAME:cockatrice:cockatrices:cockatrice]
[CHILD:1][GENERAL_CHILD_NAME:cockatrice chick:cockatrice chicks]
[CREATURE_TILE:'c'][COLOR:6:0:0]
[CARNIVORE]
[LARGE_ROAMING]
[LARGE_PREDATOR]
[SAVAGE]
[POPULATION_NUMBER:10:25]
[CLUSTER_NUMBER:1:1]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[PREFSTRING:clucking]
[PREFSTRING:scratching]
[BODY:HUMANOID_ARMLESS_HOVER:2WINGS_HOVER:2EYES:2LUNGS:HEART:GUTS:ORGANS:GIZZARD:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BEAK:GENERIC_TEETH_WITH_FANGS:TONGUE:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:TAIL:SKIN]
[REMOVE_MATERIAL:TAIL:LEATHER]
[REMOVE_MATERIAL:TAIL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:60]
[BODY_SIZE:1:0:1500]
[BODY_SIZE:2:0:3000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:7:15]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:BY_CATEGORY:ALL:TALON]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:scratches:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[CAN_DO_INTERACTION:PARALYZING_GAZE]
[CDI:ADV_NAME:Freeze]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERB:stare:stares]
[CDI:TARGET_VERB:are frozen:is frozen]
[CDI:TARGET_RANGE:A:8]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:30]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:62]
[CLUTCH_SIZE:4:15]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:feathers:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:GREEN:1]
[TLCM_NOUN:scales:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:RED:1]
[TLCM_NOUN:eyes:PLURAL]

Code: [Select]
*** Error(s) finalizing the creature COCKATRICE_GREATER
COCKATRICE_GREATER:FEMALE:right foot: No tissue thickness
COCKATRICE_GREATER:FEMALE:left foot: No tissue thickness
COCKATRICE_GREATER:MALE:right foot: No tissue thickness
COCKATRICE_GREATER:MALE:left foot: No tissue thickness

any ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on December 05, 2012, 10:01:03 am
Getting an error on this creature but I can't for the love of me find out what's wrong.

Code: [Select]
[CREATURE:COCKATRICE_GREATER]
[DESCRIPTION:A creature with the head of a chicken and the body of a snake]
[NAME:cockatrice:cockatrices:cockatrice]
[CHILD:1][GENERAL_CHILD_NAME:cockatrice chick:cockatrice chicks]
[CREATURE_TILE:'c'][COLOR:6:0:0]
[CARNIVORE]
[LARGE_ROAMING]
[LARGE_PREDATOR]
[SAVAGE]
[POPULATION_NUMBER:10:25]
[CLUSTER_NUMBER:1:1]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[PREFSTRING:clucking]
[PREFSTRING:scratching]
[BODY:HUMANOID_ARMLESS_HOVER:2WINGS_HOVER:2EYES:2LUNGS:HEART:GUTS:ORGANS:GIZZARD:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BEAK:GENERIC_TEETH_WITH_FANGS:TONGUE:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:TAIL:SKIN]
[REMOVE_MATERIAL:TAIL:LEATHER]
[REMOVE_MATERIAL:TAIL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:60]
[BODY_SIZE:1:0:1500]
[BODY_SIZE:2:0:3000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:7:15]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:BY_CATEGORY:ALL:TALON]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:scratches:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[CAN_DO_INTERACTION:PARALYZING_GAZE]
[CDI:ADV_NAME:Freeze]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERB:stare:stares]
[CDI:TARGET_VERB:are frozen:is frozen]
[CDI:TARGET_RANGE:A:8]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:30]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:62]
[CLUTCH_SIZE:4:15]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:feathers:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:GREEN:1]
[TLCM_NOUN:scales:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:RED:1]
[TLCM_NOUN:eyes:PLURAL]

Code: [Select]
*** Error(s) finalizing the creature COCKATRICE_GREATER
COCKATRICE_GREATER:FEMALE:right foot: No tissue thickness
COCKATRICE_GREATER:FEMALE:left foot: No tissue thickness
COCKATRICE_GREATER:MALE:right foot: No tissue thickness
COCKATRICE_GREATER:MALE:left foot: No tissue thickness

any ideas?
From the error I'd assume that your custom bodyplan that includes those feet, gives them a category that BODY:VERTEBRATE_TISSUE_LAYERS doesn't support.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zucchini on December 06, 2012, 03:13:18 am
Body detail plain questions.

1) Why does the STANDARD_MATERIALS body plan have TALLOW, SOAP and LEATHER in it?

2) Does a materials body plan have to have all material reaction products possible from a creature or something bad will happen?

I just know the answer is going to be something obvious that could have been found with some search term that's painfully obvious, but I've searched around and no luck. 

Edit:

3) Oh, and are the identifiers used anywhere else?  Can they be any string?  I'm talking about this:
[ADD_MATERIAL:FAT:FAT_TEMPLATE]

4) Are FBs hard-coded to use the standard templates?  If I'm creating a whole bunch of more specific body detail plans (each with varying materials), would I be best off relegating the standard templates to use only by FBs?  Is there anything else hard-coded to use them?

As always, tia.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 06, 2012, 10:24:01 am
It includes tallow, soap and leather because the material reaction products for them involve LOCAL_CREATURE_MAT. Also, it allows them to be named after the creature.

The identifiers are used for things like selecting materials. Also, TALLOW, SOAP and LEATHER are all mentioned with reactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vjek on December 06, 2012, 01:58:36 pm
Trap component question.

I'm doing some dodge-me trap testing, and have modified spiked balls thusly:

[ITEM_TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[NAME:ball:balls]
[ADJECTIVE:spiked]
[SIZE:2]
[HITS:3]
[MATERIAL_SIZE:1]
[WOOD]
[METAL]
[ATTACK:BLUNT:100000:2:strike:strikes:NO_SUB:2]

This works, it's basically a whiffle bat (when made of wood), but leads to other problems;
Some of the incoming creatures pass out from exhaustion running the gauntlet of 60 of these on the dodge-me bridge.  Then it takes them a very long time to die, while unconscious on the trap.  Many of them dodge and fall as desired, but those that do not are a long term annoyance.

So.

What I'm looking for is a trap component that will 100% of the time "glance away" so as not to cause any damage (zero damage!)
OR
a trap component that will, very often (100% would be great) throw the creature away from the trap, without killing it.  As in, forcibly make it move out of the trap-tile from the impact, but not killing it on the trap.

I've tried many combinations of values in the trap component size, impact area, penetration and velocity, but nothing seems to reach either of these goals.  I've tried training weapons in a weapon trap, but I've seen creatures walk through 60 of those and never dodge, so that didn't work out so well.

Any thoughts or tested solutions?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on December 06, 2012, 03:53:03 pm
Real quick, if I give a six-legged monster [stance] on each leg will it fall over if one is severed?  What about [nervous]?

What about adding a third segment to a body?  a lower-lower body that legs are attached to?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on December 06, 2012, 05:11:31 pm
Real quick, if I give a six-legged monster [stance] on each leg will it fall over if one is severed?  What about [nervous]?

What about adding a third segment to a body?  a lower-lower body that legs are attached to?
It will only fall over when half of it's [stance]s are severed. I'm not sure what nervous would do, but spines only disable the things that branch out from the brain with or after them (I *think* that's how it is supposed to work). A third segment should be fine as long as it isn't UPPERBODY or LOWERBODY as those tags will make it a bisection and insta-death.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on December 06, 2012, 06:10:13 pm
Ty.  How do you make a not-graspy tentacle capable of attack?  The only error left (besides him not wanting to stand) is him not being able to whip/bludgeon with a tentacle. . .

Spoiler (click to show/hide)
He will not attack this way. . . is it the grasp reference?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 06, 2012, 06:16:04 pm
No, it's the way you selected the attack. CHILD_TISSUE_LAYER_GROUP means you're looking for a tissue to attack with, not a body part. You want BP:BY_CATEGORY:TENTACLE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on December 06, 2012, 07:31:55 pm
I am attempting to mod in a body part, A relatively simple one. One that attaches to the abdomen (lower body) of the creature. But I can't find a part to use as a placeholder, I only want the creature to have one head, and I can't use a third hand/foot...


-EDIT- On second thought... How do you add a third foot? Is there only left and right feet?

-EDIT2- On third thought, Can there be three feet? Or is it only possible to have four/two at a time?

-FINAL EDIT- Nevermind, I found a replacement.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 07, 2012, 12:43:50 am
All you need is to have the part have CON_CAT:LOWERBODY.

Third feet are possible, just make a single part with STANCE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: weenog on December 07, 2012, 03:07:45 pm
Can you add an exotic weapon to the native weapons list so dwarves can make their own?
If so, how is this accomplished?
Can this change take effect in a current world and fortress, or would I need to start over?

Looking to arm my macedwarves with high quality silver flails, here.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 07, 2012, 03:28:24 pm
Yes.
The WEAPON entity token.
Try it in a current fortress. it shouldn't work, but it might.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 07, 2012, 09:01:57 pm
Try it in a current fortress. it shouldn't work, but it might.
It doesn't. The only thing in the entity raws that I've found that can be changed post-world gen and still have an effect is the [PERMITTED_REACTION:XXXX] tokens (and possibly the [PERMITTED_BUILDING:XXXX] and [PERMITTED_JOB:XXXX] tokens, though I haven't tested those specifically).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on December 08, 2012, 03:16:03 am
I've been trying to make a "vanity interaction", meaning an interaction that does nothing... For now.
The Problem is that every time I go to the interaction menu, the interaction is displayed as "Unknown Interaction"
Here is a version of the code.
Code: [Select]
[CAN_DO_INTERACTION:PLACEHOLDER]
[CDI:ADV_NAME:Placeholder]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:VERB:placeholder:placeholder:placeholder]
[CDI:CAN_BE_MUTUAL]
[CDI:TARGET:A:SELF_ALLOWED]
[CDI:TARGET:B:TOUCHABLE]
[CDI:TARGET_RANGE:B:1]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:FREE_ACTION]
[CDI:USAGE_HINT:GREETING]
Also, are questions about DFhack/DFusion Plugins allowed here?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 08, 2012, 10:08:47 am
Also, are questions about DFhack/DFusion Plugins allowed here?
If you ask them we can try to answer them, but you have a much better chance of getting them answered if you ask them in the DFHack thread.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on December 08, 2012, 02:15:22 pm
I've been trying to make a "vanity interaction", meaning an interaction that does nothing... For now.
The Problem is that every time I go to the interaction menu, the interaction is displayed as "Unknown Interaction"
Here is a version of the code.
Code: [Select]
[CAN_DO_INTERACTION:PLACEHOLDER]
[CDI:ADV_NAME:Placeholder]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:VERB:placeholder:placeholder:placeholder]
[CDI:CAN_BE_MUTUAL]
[CDI:TARGET:A:SELF_ALLOWED]
[CDI:TARGET:B:TOUCHABLE]
[CDI:TARGET_RANGE:B:1]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:FREE_ACTION]
[CDI:USAGE_HINT:GREETING]
Do you have an actual interaction with the ID of 'PLACEHOLDER'? Elsewise you are calling on a creature being able to do something that doesn't exist. You could simply put a few lines in an 'interaction_X' file to get rid of the error.
Code: [Select]
interaction_X
[OBJECT:INTERACTION]
[INTERACTION:PLACEHOLDER]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ogamaga on December 08, 2012, 04:08:52 pm
Is it possible to apply the [MULTIPLY_VALUE:] token only to a creature's eggs? If so, could I have an example or a link to useful info?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 08, 2012, 06:04:18 pm
Is it possible to apply the [MULTIPLY_VALUE:] token only to a creature's eggs? If so, could I have an example or a link to useful info?

Yes, by selecting only the egg materials (which can be seen by looking at the code for the egg) with SELECT_MATERIAL and PLUS_MATERIAL.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ogamaga on December 08, 2012, 07:42:06 pm
Is it possible to apply the [MULTIPLY_VALUE:] token only to a creature's eggs? If so, could I have an example or a link to useful info?

Yes, by selecting only the egg materials (which can be seen by looking at the code for the egg) with SELECT_MATERIAL and PLUS_MATERIAL.

I can't seem to make it work, here are my attempts
Spoiler (click to show/hide)

edit:Can anyone tell me what I'm doing wrong? And yes, I'm making a Golden Goose, which will lay very few eggs at a time. Also, the value is from copying from the Dragon
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 08, 2012, 07:44:39 pm
Hmm. Perhaps try setting their value directly with MATERIAL_VALUE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ogamaga on December 08, 2012, 07:51:15 pm
Hmm. Perhaps try setting their value directly with MATERIAL_VALUE.

Do you mean like this?
Code: [Select]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID][MATERIAL_VALUE:15]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID][MATERIAL_VALUE:15]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID][MATERIAL_VALUE:15]
edit:because sadly, that didn't work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 08, 2012, 07:57:23 pm
No, not like that. You still need to use SELECT_MATERIAL.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ogamaga on December 08, 2012, 08:07:34 pm
No, not like that. You still need to use SELECT_MATERIAL.

this also does nothing
Code: [Select]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID][SELECT_MATERIAL:EGGSHELL][MATERIAL_VALUE:15]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID][SELECT_MATERIAL:EGG_WHITE][MATERIAL_VALUE:15]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID][SELECT_MATERIAL:EGG_YOLK][MATERIAL_VALUE:15]
any chance of an example? I'm best when I work from an example.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 08, 2012, 08:15:01 pm
How exactly are you testing it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ogamaga on December 08, 2012, 08:31:38 pm
How exactly are you testing it?
I have a world that I'm modifying the raws for, and checking the embark cost. if I do [SELECT_MATERIAL:ALL] AND [MULTIPLY_VALUE:15] the eggs and meats cost 30 points each, if I do [SELECT_MATERIAL:MUSCLE] the meat is 30 and eggs cost 2 each. so far, nothing has resulted in more valuable eggs except [SELECT_MATERIAL:ALL]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 08, 2012, 08:35:20 pm
Try only changing eggshell, and put the material selection BEFORE the EGG_MATERIAL tokens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ogamaga on December 08, 2012, 08:44:50 pm
Try only changing eggshell, and put the material selection BEFORE the EGG_MATERIAL tokens.

If this is what you meant, then it didn't work,if not, could you give more detail?
Code: [Select]
[FEMALE]
[LAYS_EGGS]
[SELECT_MATERIAL:EGGSHELL]
[MULTIPLY_VALUE:15]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:152]
[CLUTCH_SIZE:3:8]
other tokens were included to show where I put the new stuff
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on December 08, 2012, 08:53:19 pm
I'm making a new race, and I want it to be "lead" by a member of a specific caste. The problem is, I want there to be at most only one living member of that caste at a time. I was thinking of implementing that by having the "peasants" be the main members, and then giving them an interaction that gives other members (or potentially just themselves) a syndrome that converts their caste. The problem is, I'm not sure if I can have the interaction only target if there exists no queen, so we don't get 8 bazillion of the buggers and may as well just not have another caste. The idea of just using default birth ratios came to mind, but then I said "fuck that" because of how unreliable they are. Any suggestions on implementation or is there like, some magic token I'm missing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 08, 2012, 09:00:44 pm
I'm making a new race, and I want it to be "lead" by a member of a specific caste. The problem is, I want there to be at most only one living member of that caste at a time. I was thinking of implementing that by having the "peasants" be the main members, and then giving them an interaction that gives other members (or potentially just themselves) a syndrome that converts their caste. The problem is, I'm not sure if I can have the interaction only target if there exists no queen, so we don't get 8 bazillion of the buggers and may as well just not have another caste. The idea of just using default birth ratios came to mind, but then I said "fuck that" because of how unreliable they are. Any suggestions on implementation or is there like, some magic token I'm missing?

Easier is just giving the leader caste a POP_RATIO of 1 and the rest a POP_RATIO of, say, 50 million. It's perfectly reliable.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ogamaga on December 08, 2012, 09:11:23 pm
I tried putting this
Code: [Select]
[SELECT_MATERIAL:EGGSHELL]
[MULTIPLY_VALUE:15]
both right before and right after this line (right before was more a lack of other ideas at that point)
Code: [Select]
[BODY_DETAIL_PLAN:EGG_MATERIALS]
no luck
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 08, 2012, 09:12:09 pm
Right after the line would be right. See what happens if you have it in this order:

EGG_MATERIALS BDP
multiply eggshell value
define egg
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on December 08, 2012, 09:18:42 pm
I'm making a new race, and I want it to be "lead" by a member of a specific caste. The problem is, I want there to be at most only one living member of that caste at a time. I was thinking of implementing that by having the "peasants" be the main members, and then giving them an interaction that gives other members (or potentially just themselves) a syndrome that converts their caste. The problem is, I'm not sure if I can have the interaction only target if there exists no queen, so we don't get 8 bazillion of the buggers and may as well just not have another caste. The idea of just using default birth ratios came to mind, but then I said "fuck that" because of how unreliable they are. Any suggestions on implementation or is there like, some magic token I'm missing?

Easier is just giving the leader caste a POP_RATIO of 1 and the rest a POP_RATIO of, say, 50 million. It's perfectly reliable.

Except that you'd have to force the existence of the leader. Plus, what happens if they die?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 08, 2012, 09:24:41 pm
What do you mean "force the existence" of the leader?

If they die, they're replaced by another of the same caste. I've done this workaround plenty of times and it's always worked perfectly for me.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ogamaga on December 08, 2012, 09:27:06 pm
Right after the line would be right. See what happens if you have it in this order:

EGG_MATERIALS BDP
multiply eggshell value
define egg

Does it matter if other stuff is mixed in like this?

EGG_MATERIALS BDP
multiply eggshell value
misc stuff
define egg

or this?

EGG_MATERIALS BDP
misc stuff
multiply eggshell value
define egg

If so, should I move the EGG_MATERIALS BDP to the female caste? Or would that mess other stuff up? If not, I'll try right away.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 08, 2012, 09:30:09 pm
None of that will affect anything.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on December 08, 2012, 09:35:46 pm
On species generation. With a popratio of 50 billion to 1, it works great for making sure that there are never 2 instances of the QUEEN caste, but it also makes sure that there can never be even 1 instance, unless the species is somehow forced to birth one through outside means.

I guess I'm just not privy to the inner workings of the popratio tag. I'd assume it would give the species an X% chance of birthing caste A, Y% chance of birthing caste B, and nothing more. No guarantee that, say, if we had a 50 billion to 1 ratio, that we'd ever even see caste B.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 08, 2012, 09:36:42 pm
On species generation. With a popratio of 50 billion to 1, it works great for making sure that there are never 2 instances of the QUEEN caste, but it also makes sure that there can never be even 1 instance, unless the species is somehow forced to birth one through outside means.

That's why you use the ALLOWED_CLASS or ALLOWED_CREATURE (http://dwarffortresswiki.org/index.php/Position_token) token.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on December 08, 2012, 09:45:19 pm
Because those tokens have implicit requirements that an individual with the specified caste must be alive at all times. Right? That's how it works?

edit for clarity: The question is, does including a position with [ALLOWED_CASTE] in an entity file force the game to birth or promote to the given caste if there are none alive? I ask cause the wiki doesn't actually mention anything, merely says that the given caste is the only one which can be appointed to the position.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on December 08, 2012, 10:18:01 pm
For ALLOWED_CASTE, I've generated entities with 1000 to 1 ratios for a particular caste and the position for it was always filled. I'm not sure if this would remain so for a population ratio of 50 million to one, however.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on December 08, 2012, 10:21:19 pm
Hmm. Science is necessary, perhaps?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ogamaga on December 08, 2012, 10:34:39 pm
No luck, I'm going to take a break and do other stuff for a while, I'm not giving up though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on December 08, 2012, 11:54:02 pm
Another interesting question, which I'm surprised isn't on the wiki (as far as I can tell)

What happens if you add both the [MALE] and [FEMALE] tags to a caste? I would guess that the game just overwrites one of the tokens and only uses the last one in chronological order, but in the event that it actually does the "logical" thing and makes the creature a hermaphrodite, it would come in handy.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on December 09, 2012, 12:54:07 am
What happens if you add both the [MALE] and [FEMALE] tags to a caste? I would guess that the game just overwrites one of the tokens and only uses the last one in chronological order
And you'd guess right.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on December 09, 2012, 01:17:13 am
Do you have an actual interaction with the ID of 'PLACEHOLDER'? Elsewise you are calling on a creature being able to do something that doesn't exist. You could simply put a few lines in an 'interaction_X' file to get rid of the error.
Code: [Select]
interaction_X
[OBJECT:INTERACTION]
[INTERACTION:PLACEHOLDER]
The problem is, I want only that creature to be able to use said interaction, I dont want it to be Learnable. It's a creature-Specific Interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on December 09, 2012, 01:22:17 am
Do you have an actual interaction with the ID of 'PLACEHOLDER'? Elsewise you are calling on a creature being able to do something that doesn't exist. You could simply put a few lines in an 'interaction_X' file to get rid of the error.
Code: [Select]
interaction_X
[OBJECT:INTERACTION]
[INTERACTION:PLACEHOLDER]
The problem is, I want only that creature to be able to use said interaction, I dont want it to be Learnable. It's a creature-Specific Interaction.
Interactions are only learn-able from syndromes, by making the interaction bestow itself, and if you explicitly make them secrets (there's also attack transmission like werebeasts but that isn't really learned).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on December 09, 2012, 01:56:07 am
Thanks, but there's a major problem with my creature, It won't stand up. Nor CAN it stand up.
Here is the raw file:
Spoiler (click to show/hide)
Can someone tell me the problem?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ogamaga on December 09, 2012, 07:56:55 am
Alright, I'm back. Does anyone know why this doesn't result in really expensive eggs?
Code: [Select]
[SELECT_MATERIAL:EGGSHELL]
[MULTIPLY_VALUE:20]
I've also tried applying it to EGG_WHITE and EGG_YOLK at the same time.

edit:my guess is that egg value is determined by some other material value, or in a more complex manner
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on December 09, 2012, 11:31:12 am
"EGGSHELL" by itself isn't a "thing". This is how the raws reference the materials:

Code: [Select]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]

"LOCAL_CREATURE_MAT:EGGSHELL" is the actual name of the material. Or, to access the material definition from outside the creature you use <CREATURE_NAME>:<MATERIAL_ID>

Try variations based on how the Raws reference the materials.

EDIT: Note, you could also do other things, like create your own custom body detail plan for the eggs which uses your custom material for that creature's "eggshell".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ogamaga on December 09, 2012, 01:39:15 pm
"EGGSHELL" by itself isn't a "thing". This is how the raws reference the materials:

Code: [Select]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]

"LOCAL_CREATURE_MAT:EGGSHELL" is the actual name of the material. Or, to access the material definition from outside the creature you use <CREATURE_NAME>:<MATERIAL_ID>

Try variations based on how the Raws reference the materials.

EDIT: Note, you could also do other things, like create your own custom body detail plan for the eggs which uses your custom material for that creature's "eggshell".

I actually tried that already

Is it possible to apply the [MULTIPLY_VALUE:] token only to a creature's eggs? If so, could I have an example or a link to useful info?

Yes, by selecting only the egg materials (which can be seen by looking at the code for the egg) with SELECT_MATERIAL and PLUS_MATERIAL.

I can't seem to make it work, here are my attempts
*snip*
this
Code: [Select]
[SELECT_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL]
[PLUS_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE]
[PLUS_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK]
[MULTIPLY_VALUE:15]
gives this
Code: [Select]
*** Error(s) found in the file "data/save/region11/raw/objects/creature_domestic.txt"
BIRD_GOOSE_GOLDEN:Unrecognized Creature Token: MULTIPLY_VALUE

this
Code: [Select]
[SELECT_MATERIAL:EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL]
[PLUS_MATERIAL:EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE]
[PLUS_MATERIAL:EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK]
[MULTIPLY_VALUE:15]
gives
Code: [Select]
*** Error(s) found in the file "data/save/region11/raw/objects/creature_domestic.txt"
BIRD_GOOSE_GOLDEN:Unrecognized Creature Token: MULTIPLY_VALUE


Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on December 09, 2012, 02:30:41 pm
Actually you might have been correct sorry:

http://dwarffortresswiki.org/index.php/v0.31:Modding_guide#Creature_materials_and_tissues

"[SELECT_MATERIAL:SKIN]"

Seems the reference container (the creature) is already calculated by the SELECT_MATERIAL command, since it can only be used inside the creature itself.

What I just did though, was to try upping all the base material values for egg materials in the templates ... that had no effect at all on prices.

Just to confirm ... I did a global replace of all the base material template values from 1 to 10 ... then eggs, and all other animal materials were in fact x 10 in price. So you were correct that some other material affects the value. But i gtg do stuff today, so you might have to narrow it down yourself. I might look at it later when I get home. Try something like skin, bone or muscle.

Don't forget to add that info to the modding wiki's if you get it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Malt_Hitman on December 09, 2012, 03:37:44 pm
Thanks, but there's a major problem with my creature, It won't stand up. Nor CAN it stand up.
Here is the raw file:
Spoiler (click to show/hide)
Can someone tell me the problem?

The standard dwarf uses:

[BODY:HUMANOID:...]

You currently have:

[BODY:PLACEHOLDER:...]

However, you didn't post the body that the creature is using.  If there's an issue with your creature not standing I'd guess it would be in the actual body definition and would have something to do with how you're declaring the [STANCE] tags.

More info for [STANCE] is available on the wiki: http://dwarffortresswiki.org/index.php/DF2012:Body_token (http://dwarffortresswiki.org/index.php/DF2012:Body_token)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ogamaga on December 09, 2012, 04:21:19 pm
Actually you might have been correct sorry:

http://dwarffortresswiki.org/index.php/v0.31:Modding_guide#Creature_materials_and_tissues

"[SELECT_MATERIAL:SKIN]"

Seems the reference container (the creature) is already calculated by the SELECT_MATERIAL command, since it can only be used inside the creature itself.

What I just did though, was to try upping all the base material values for egg materials in the templates ... that had no effect at all on prices.

Just to confirm ... I did a global replace of all the base material template values from 1 to 10 ... then eggs, and all other animal materials were in fact x 10 in price. So you were correct that some other material affects the value. But i gtg do stuff today, so you might have to narrow it down yourself. I might look at it later when I get home. Try something like skin, bone or muscle.

Don't forget to add that info to the modding wiki's if you get it.

Bone did the trick, will plan on updating the wiki later if nobody beats me to it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on December 09, 2012, 04:50:08 pm
So. Just finished making a new creature, stuck the appropriate files into DF, loaded it up. Went to the arena, and I didn't find the creature in there to test. Is there any way to make non-vanilla creatures show up at all in the arena? I know that there's a tag that hides them, but I know I didn't put that in...

edit: Imma derp, they were listed as Nothing, because I put CASTE_NAME twice but no CASTE. Though now I see three castes of "nothing" and it's disappointing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheYakuza on December 09, 2012, 06:24:04 pm
Quick question involving a reaction. I am trying to make a reaction in the Still that involves taking a specific plant I made and turning it into 1 bar of coke, and 2 seeds of the same plant. Right now I think it takes anything and makes it into hundreds of bars of coke.

The plant itself grows fine but I just need to get them to use it and get seeds back from the process.

Spoiler (click to show/hide)

Any idea on what I am doing wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ShinQuickMan on December 09, 2012, 06:35:08 pm
Ok, so I'm trying to make an venture mode reaction that transforms objects into human corpses, but every time the reaction is used the game crashes. Does anyone know what I'm doing wrong, or if such a thing is even possible?

Here's what I tried:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on December 09, 2012, 06:37:16 pm
Corpses aren't recognized by reactions at all. The closest approximation at the moment is making an organ or piece of meat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ShinQuickMan on December 09, 2012, 06:42:13 pm
Hmmmm.... Well, that puts me in a tough spot...

Thanks for the quick response.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on December 09, 2012, 07:10:32 pm
Super newb question. >.<

I know there's a tag that acts as a "delete", sort of like if i were to COPY_TAGS_FROM a creature, but it had TRAPAVOID and I wanted to remove that. I COULD just copy-paste all the appropriate tokens, but that bloats file size and makes it harder to read. What syntax am I looking for? Is it like, REMOVE, or REMOVE_TAG, or DELETE, or DENNIS?

on a related note, the wiki is very good at listing most tokens in pages that are grouped by category, but there isn't one (that I can find) for stuff that's more syntax-oriented than anything else. It makes me sad :(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 09, 2012, 08:10:56 pm
CV_REMOVE_TAG, I believe.

Anyone know the numbers for the MOON_PHASE?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on December 09, 2012, 08:40:48 pm
Yeah, but does that work outside of a creature variation?

last I checked, COPY_TAGS_FROM isn't a creature variation.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 09, 2012, 09:07:49 pm
No other tag that I know of, I'm afraid. You'll just have to try it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 09, 2012, 09:36:13 pm
Yeah, but does that work outside of a creature variation?

last I checked, COPY_TAGS_FROM isn't a creature variation.
Just make a new creature variation that only removes the trapavoid token. Then you can just have
Code: [Select]
[COPY_TAGS_FROM:YOUR_CREATURE]
[APPLY_CREATURE_VARIATION:REMOVE_TRAPDODGE]
[APPLY_CURRENT_CREATURE_VARIATION]
and it will still be shorter then copying all of the tokens by hand.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 09, 2012, 09:52:22 pm
What do the number values for MOON_PHASE mean?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Triskelli on December 09, 2012, 10:27:29 pm
What do the number values for MOON_PHASE mean?

The piece of code in question is [CE:PERIODIC:MOON_PHASE:27:0].  As a whole, this means that the creature will become a werebeast on every full moon, but I'm sure you figured that out yourself.  The token "MOON_PHASE:27:0" refers to the length of time that the transformation occurs in terms of days:  the wiki says that the formula for periodic tokens is "period_type:min_value:max_value".  The two numbers mean when the syndrome takes effect, and when it ends.  In this example, the werebeast syndrome begins on the last day of each month, and ends on the first day of the next.

Hopefully we'll get some more PERIODIC tokens to play with in later releases.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 09, 2012, 10:40:12 pm
So, 15:27 would last for half a month?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 09, 2012, 11:47:32 pm
It should be about half a month, yeah.

Anyway, I need a method of boomerang interaction that is based upon syndromes. The fact that I don't know one tells me that it's probably impossible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on December 09, 2012, 11:52:58 pm
What do you mean by a boomerang interaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 09, 2012, 11:57:25 pm
An add syndrome interaction, where the syndrome has two effects, at least one of which is an interaction that is intended to be used on the progenitor of the interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 10, 2012, 12:02:14 am
Care to elaborate on what exactly you are trying to do? I have a few ideas for workarounds that might work (hehe), but it's difficult unless I know more about what you are trying to ricochet back and forth (and exactly how the syndromes are involved).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 10, 2012, 12:03:51 am
This have something to do with SCP-173?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on December 10, 2012, 12:04:14 am
I'm not sure if this is what you want, but here goes...

Code: [Select]

Source - Can be in creature or added by syndrome.

[CAN_DO_INTERACTION:PLACEHOLDER]
[CDI:ADV_NAME:Placeholder]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:1200]

Interaction

[INTERACTION:PLACEHOLDER]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:opponent]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
                [CE_CAN_DO_INTERACTION:START:0:END:300]
[CDI:INTERACTION:PLACEHOLDER2]
[CDI:ADV_NAME:Placeholder 2]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:2700]
[CDI:FREE_ACTION]



And have the second interaction automatically target your thief.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 10, 2012, 12:04:50 am
Ah, of course, sorry.

An interaction that a Thief of Breath uses on his/her opponent, who can't breath for a short time; during that time, the victim adds a temporary NOBREATHE to the Thief. There are 11 more of these, so it's kind of important :P

The problem is that this has to be an attack, so I can't have the thief add the syndrome to herself; similarly, he can't have a (usable for this situation) class applied to her without him being transformed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on December 10, 2012, 12:15:47 am
If your thief is not a member of a player-controlled civilization and is hostile, you can give it the self-targeting interaction without the need for it to be an attack, as it will attack the first thing it sees, and give it the interaction at the same time.

I've edited the suggested interaction above for an attack though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 10, 2012, 12:19:14 am
The problem is this: the Thief is not a creature. The Thief is a result of an interaction. You have a human. The human is given an interaction that gives the human a choice (will be random for the AI) of ~5-11 "roles" to become. Upon choosing Thief of Breath, he/she will eventually get an interaction that allows him/her to "steal breath". My problem is that I can't get the "steal breath" thing to work (theoretically, no testing done yet).

These people will be almost exclusively playable.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on December 10, 2012, 12:23:30 am
Ah, I see. You need to have the thief interaction give the human a non-essential tag like NO_PHYS_ATT_RUST or STERILE, then have the interaction it gives the opponent (along with the syndrome, presumably a lung paralysis attack) target humans and have [IT_REQUIRES:NO_PHYS_ATT_RUST], giving the thief NOBREATHE. The only caveat is that there are only a couple of these neutral tags, so you'll run out eventually.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 10, 2012, 12:33:59 am
STERILE is already being used; also problematic is the fact that there are only so many of those tokens and no less than 12 different thief types.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 10, 2012, 12:35:27 am
Ok. I think I have an idea that might work.
1)Have the secret that enables the "thief of breath" interaction also place a permanent but harmless syndrome on the thief with the "THIEF_OF_BREATH" syndrome class.
2)Have the "steal breath" interaction unlock interaction A at [START:0] on the creature you are stealing from. Interaction A is a free action spammable ability that can target anything within (range of "steal breath") tiles that does not have the "THIEF_OF_BREATH" syndrome class. This places a short lasting but harmless syndrome with the "NOT_THIEF_OF_BREATH" syndrome class.
3)The "steal breath" interaction now unlocks interaction B at [START:10] (or some other suitably low number). Interaction B adds the [NOBREATHE] token and can target anyone that doesn't have the "NOT_THIEF_OF_BREATH" syndrome class.

So you have four secrets/interactions:
0)"Make Thief" - enables the "Steal Breath" interaction. Adds a permanent harmless syndrome with syn class THIEF_OF_BREATH.
1)"Steal Breath" - enables interaction A on the target at 0 and then enables interaction B on the target at 10.
2)Interaction A - targets anything without the syn class THIEF_OF_BREATH and adds a short-lived harmless syndrome with syn class NOT_THIEF_OF_BREATH, is spammed by the AI and should hit everything within the area.
3)Interaction B - targets anything without the syn class NOT_THIEF_OF_BREATH and adds the [NOBREATHE] token.

The only time that this should get weird is if you have multiple thieves of breath nearby, where all of them will no longer need to breathe when any of them uses the "steal breath" interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 10, 2012, 12:45:58 am
That sounds like it'll work. Thanks!

Now, to file that one away under "another modding trick".

I think it would be easier to make A permanent, but only usable after about 1000 frames so that all of the creatures who will be getting these interactions can get settled down into their respective class/aspect combos. Also, it'll be on the thief herself, rather than on the ones being stolen from.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 10, 2012, 12:50:52 am
That sounds like it'll work. Thanks!
Welcome! It's always fun to come up with workarounds (though most of them are complicated enough that people just change their ideas :'().
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 10, 2012, 12:52:15 am
Not me, hehehe. Workarounds are the butter on my interaction bread.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 10, 2012, 01:44:53 am
Speaking of overly circuitous workarounds, I haven't been developing my superhero mod for a while due to one seemingly insoluble bug: the flamey material for flamey weapons and armor, but no way to stop the non-fireproof supers from using it and killing themselves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 10, 2012, 01:47:03 am
Speaking of overly circuitous workarounds, I haven't been developing my superhero mod for a while due to one seemingly insoluble bug: the flamey material for flamey weapons and armor, but no way to stop the non-fireproof supers from using it and killing themselves.
What if you gave everyone fireproof gloves? Then they should be able to handle it without bursting into flames themselves. Other then that I don't know of any workaround, since objects are notoriously difficult to workaround as so much of their properties are hardcoded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 10, 2012, 01:52:11 am
Problem is, people embark with stuff made of it or traders/migrants/caravan guards arrive with it. Maybe I'll have to drop it, or just have it for ballista bolts and trap components only.

Also, various powers (web slinging, fire control) seem indiscriminate in their effects, but maybe that just makes managing hero squads more FUN
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 10, 2012, 10:37:57 am
The [SPECIAL] tag should prevent your fire issues.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 10, 2012, 11:41:08 am
Also, various powers (web slinging, fire control) seem indiscriminate in their effects, but maybe that just makes managing hero squads more FUN
Tell me about it. Back in my old mod I had a race that could naturally breath dragonfire. All fine and dandy until I got sieged while they were in the trade depot, triggering them throwing dragonfire about willy-nilly and killing a fair amount of my dwarves.

And yeah, [SPECIAL] should stop it from being brought by caravans, migrants, or invaders.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on December 10, 2012, 11:51:15 pm
I'm trying to implement like, a bog monster, and it's supposed to have a toxic odor. Syndrome-laiden materials, obviously, but I'm trying to figure out how to have the syndrome airborne outside of just CDI:MATERIAL_EMISSION--since that has to be activated, and isn't static or passive. I was thinking I could do a tissue layer made out of the appropriate syndrome material, gaseous at room temp, and has a crazy ass healing rate so it replenishes itself. Problem is, it's not really doing what I'd like it to be doing.... :(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 10, 2012, 11:53:02 pm
SECRETION should work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on December 10, 2012, 11:56:22 pm
figures they'd have a tag for that and I wouldn't find it.

someone really needs to write a glossary of every tag, summary of data known on it, syntax, categories, alphabetical listings, etc.

edit: SECRETION is so slow I'm having a tough time even figuring out if the extract is doing anything, and even if it is, I'm desperate to make it fizz out often. Any way to speed up the timer?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 11, 2012, 12:01:55 am
http://dwarffortresswiki.org/index.php/Category:DF2012:Tokens
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 11, 2012, 12:08:33 am
The wiki is your friend, you know :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on December 11, 2012, 12:57:11 am
wiki doesn't list everything.

:( Several whole categories of tokens aren't linked to Category:tokens, and a couple of selection-based tokens I couldn't actually find--if they exist, I'm not sure where the syntax documentation on them is. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 11, 2012, 01:03:54 am
wiki doesn't list everything.

:( Several whole categories of tokens aren't linked to Category:tokens, and a couple of selection-based tokens I couldn't actually find--if they exist, I'm not sure where the syntax documentation on them is.

Like what?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: sibelius on December 11, 2012, 07:35:18 pm
Hi

I've modded in a venomous bite for dragons, however it causes the victim to melt(it was a copy of GCS).

What can be done?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 11, 2012, 07:54:07 pm
Hi

I've modded in a venomous bite for dragons, however it causes the victim to melt(it was a copy of GCS).

What can be done?

That is caused by the dragon's venom's melting point being WAY above what it should be, due to the whole "fireproofing" thing that Toady has with the dragons. Where blood and pus's melting points are changed (There's a comment there from Toady that says why), add your venom.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on December 11, 2012, 09:03:55 pm
This syndrome won't work. . . and I'm not sure why.  I added secretions to the appropriate parts and even tried using its blood instead.
Spoiler (click to show/hide)

of small note, my last modded creature uses syn contact and secretions in the mouth to do its business, and that didnt work here...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 11, 2012, 09:08:48 pm
It doesn't have [SYN_CONTACT].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on December 11, 2012, 09:34:56 pm
So I found this token here (http://dwarffortresswiki.org/index.php/v0.31:Entity_token).
Code: [Select]
[ART_FACET_MODIFIER:OWN_RACE:512]

So I was wondering if I could use this
to make my dwarves engrave only Dwarven images (excluding all other races)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 11, 2012, 09:51:57 pm
What exactly does resurrecting with interactions do? Does it remove the "died in year X" thing from legends?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 11, 2012, 09:56:09 pm
What exactly does resurrecting with interactions do? Does it remove the "died in year X" thing from legends?

They resurrect, keeping the unit's original allegiances. Worldgen says they "come back to life".

So I found this token here (http://dwarffortresswiki.org/index.php/v0.31:Entity_token).
Code: [Select]
[ART_FACET_MODIFIER:OWN_RACE:512]

So I was wondering if I could use this
to make my dwarves engrave only Dwarven images (excluding all other races)?

Try it. See if it works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 11, 2012, 11:02:45 pm
Any way to make things officially "come back to life" if they were resurrected through other means (i.e. hacking?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xheia on December 12, 2012, 12:40:26 am
I'm just wondering, is there a "merpeople" mod where your dwarves can breathe underwater, embark in the ocean, etc.? It would be cool to see more fish creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 12, 2012, 12:43:47 am
I'm just wondering, is there a "merpeople" mod where your dwarves can breathe underwater, embark in the ocean, etc.? It would be cool to see more fish creatures.

Nope, dwarf mode AI can't recognize whether or not your creature is capable of breathing underwater.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: sibelius on December 12, 2012, 12:53:26 am
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:dragon venom]
      [STATE_ADJ:ALL_SOLID:dragon venom]
      [STATE_NAME:LIQUID:dragon venom]
      [STATE_ADJ:LIQUID:dragon venom]
      [STATE_NAME:GAS:dragon venom]
      [STATE_ADJ:GAS:dragon venom]
      [PREFIX:NONE]
      [ENTERS_BLOOD]
      [SYNDROME]
         [SYN_NAME:dragon bite]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_IMMUNE_CREATURE:DRAGON:ALL]
         [SYN_INJECTED]
         [SYN_CONTACT]
         [CE_OOZING:SEV:1000:PROB:100:START:1:PEAK:30:END:200000]
         [CE_BLISTERS:SEV:1000:PROB:100:LOCALIZED:START:1:PEAK:30:END:200000]
         [CE_VOMIT_BLOOD:SEV:1000:PROB:100:START:1:PEAK:50:END:200000]
         [CE_COUGH_BLOOD:SEV:1000:PROB:100:START:1:PEAK:50:END:200000]
         [CE_NAUSEAU:SEV:1000:PROB:100:START:1:PEAK:50:END:200000]
         [CE_PAIN:SEV:100000:PROB:100:START:1:PEAK:30:END:2000000]
         [CE_PARALYSIS:SEV:100:PROB:100:LOCALIZED:RESISTABLE:START:50:PEAK:1000:END:2000]
         [CE_BLEEDING:SEV:1000:PROB:100:LOCALIZED:START:1:PEAK:100:END:2000000]
         [CE_NECROSIS:SEV:1000:PROB:100:LOCALIZED:START:1:PEAK:50:END:20000000]
         [CE_IMPAIR_FUNCTION:SEV:10000:PROB:100:LOCALIZED:START:5:PEAK:50:END:20000000]


This poison seems inconsistent - subjects rarely seem to become nauseous, lose limbs to necrosis, or suffer localised paralysis. Oozing pus never occurs, but blistering does. Pain and bleeding, coughing and vomiting all work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 12, 2012, 12:55:55 am
You spelled NAUSEA wrong, creatures can't lose limbs to necrosis, paralysis can't be localized, and you forgot a body part for oozing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 12, 2012, 02:48:16 am
If paralysis can't be localized then someone should probably change the wiki, since right now it says that paralyses may take a target, and therefore can be localized.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on December 12, 2012, 08:46:33 am
If paralysis can't be localized then someone should probably change the wiki, since right now it says that paralyses may take a target, and therefore can be localized.
...And I can speak from experience that paralysis can take a target.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 12, 2012, 09:23:01 am
Really? My attempts always end in full-body paralysis.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: absynthe7 on December 12, 2012, 12:28:04 pm
Is there a way to remove certain building or construction types from a civ? Or to make it so that certain items can't be made from certain materials? For instance:

Weapon traps can't be built
Wall constructions can't be built
Cages cannot be made of wood

...that sort of thing. I've been messing around with the raws for non-dwarf civs to make the game a little more challenging, and removing or altering some of the cheesier defense methods would help with that, I think. It's no big deal if it's not possible, as I'm simply not building these things, but was thinking of putting it all together as a mod package in case anyone else was interested.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 12, 2012, 12:37:39 pm
Not right now sadly, as that stuff is pretty much all hardcoded. You can add alternatives (I saw a wall mod that made "workshops" that functioned identical to walls except that they could be knocked down by building destroyers) but you can't remove most of the defaults right now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on December 12, 2012, 06:01:55 pm
Really? My attempts always end in full-body paralysis.
Once again I am wrong. I guess I've never used higher severity paralysis, as a 30000 severity paralyze on the hands causes full body paralysis.
Being wrong is one thing but I absolutely HATE it when I misinform others.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 12, 2012, 09:17:31 pm
There a way to make a reaction take both the material and item type from the product? I'm trying to make a "refit clothes" reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 12, 2012, 09:18:56 pm
Item type? No, I don't think so.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Crazy Cow on December 12, 2012, 09:19:34 pm
Just a quick question here. I saw a mod that organized its adventure mode reactions by having blank reactions that didn't actually do anything. For example, the reaction list would look like this:
Code: [Select]
PROCESSING
Tan a hide
WEAPONMAKING
Make a bone spear
Make a stone spear
ARMORMAKING
Make leather armor
Make leather helmet
Thing is, I don't know how DF orders the reactions, and I figured I'd ask here before trying to figure it out myself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PrivateNomad on December 12, 2012, 09:20:09 pm
Is it possible to make it so that a plant does NOT grow in evil biomes? I want to make a type of grass that dominates evil regions, but the other grasses take over instead.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 12, 2012, 09:20:55 pm
Just a quick question here. I saw a mod that organized its adventure mode reactions by having blank reactions that didn't actually do anything. For example, the reaction list would look like this:
Code: [Select]
PROCESSING
Tan a hide
WEAPONMAKING
Make a bone spear
Make a stone spear
ARMORMAKING
Make leather armor
Make leather helmet
Thing is, I don't know how DF orders the reactions, and I figured I'd ask here before trying to figure it out myself.
DF orders the reactions as they're ordered in the file, with files being arranged by alphabetical order based on the line at the top of the file.
Is it possible to make it so that a plant does NOT grow in evil biomes? I want to make a type of grass that dominates evil regions, but the other grasses take over instead.

I don't think so, unfortunately. I needed this a while back and couldn't find anything.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PrivateNomad on December 12, 2012, 09:22:59 pm
Shame. I'm working on a mod that revolves around evil stuff. I assume theres not a way to make creatures from workshops yet?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 12, 2012, 09:32:54 pm
There is, but it's hoops as fuck.

3-part creature, limb evaporation, animation and deadly interaction, resurrection into creature you want to create.

More detailed descriptions are elsewhere because this is my least favorite workaround because of how unreliable it tends to be.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PrivateNomad on December 12, 2012, 09:37:10 pm
There is, but it's hoops as fuck.

3-part creature, limb evaporation, animation and deadly interaction, resurrection into creature you want to create.

More detailed descriptions are elsewhere because this is my least favorite workaround because of how unreliable it tends to be.

Fuuuuck that. I'm not a legendary modder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Crazy Cow on December 12, 2012, 09:40:21 pm
-
Thank you~
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on December 12, 2012, 09:41:00 pm
There is, but it's hoops as fuck.

3-part creature, limb evaporation, animation and deadly interaction, resurrection into creature you want to create.

More detailed descriptions are elsewhere because this is my least favorite workaround because of how unreliable it tends to be.

Fuuuuck that. I'm not a legendary modder.

[But you could be, if you spent just a few minutes a day learning new ways to mod!][Not that I do that, but I wish for links]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 12, 2012, 10:19:13 pm
I just spent a long time here and always look up tokens when I need to. (http://dwarffortresswiki.org/index.php/Token)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Empiricist on December 12, 2012, 11:29:48 pm
Is it possible to modify MATERIAL_EMISSION so that the material is emitted by the target at the caster so that emissions such as UNDIRECTED_DUST would occur at the target rather than the caster?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 12, 2012, 11:30:41 pm
Is it possible to modify MATERIAL_EMISSION so that the material is emitted by the target at the caster so that emissions such as UNDIRECTED_DUST would occur at the target rather than the caster?

No, but you can make an interaction that will give a creature an UNDIRECTED_DUST material emission that will be used indiscriminately.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on December 13, 2012, 06:12:56 am
There is, but it's hoops as fuck.

3-part creature, limb evaporation, animation and deadly interaction, resurrection into creature you want to create.

More detailed descriptions are elsewhere because this is my least favorite workaround because of how unreliable it tends to be.

Fuuuuck that. I'm not a legendary modder.

I could give you the raws for it.  But yes, it's convoluted, and I'm hoping someone smarter than me writes a dfhack plugin for it eventually.



Is it possible to modify MATERIAL_EMISSION so that the material is emitted by the target at the caster so that emissions such as UNDIRECTED_DUST would occur at the target rather than the caster?

No, but you can make an interaction that will give a creature an UNDIRECTED_DUST material emission that will be used indiscriminately.

And it's glorious.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on December 14, 2012, 12:43:36 pm
I -think- (just guessing) that you can give the casting creature or creature class immunity to their own reaction even if it's UNDIRECTED_DUST. I THINK. I haven't actually tried it. I might science this up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 14, 2012, 01:21:54 pm
I -think- (just guessing) that you can give the casting creature or creature class immunity to their own reaction even if it's UNDIRECTED_DUST. I THINK. I haven't actually tried it. I might science this up.
IIRC UNDIRECTED_DUST works exactly the same as cave-in dust, and as a result throws or kills everything that it hits, regardless of immunities.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on December 14, 2012, 02:09:48 pm
Yeah. Which is why I was hoping there was a way to somehow make the creature immune, but, blah.

At least it's still glorious. RELEASE THE WALKING GRENADES!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 14, 2012, 03:30:00 pm
Yeah. Which is why I was hoping there was a way to somehow make the creature immune, but, blah.
If the goal is for it to be an attack what you do is do a ricochet interaction where the "attack" of your creature actually gives the attacked creature the ability to use a self targeting UNDIRECTED_DUST interaction. Then what happens is this:

1)Your creature uses the "throw grenade" interaction
2)Enemy creature gets an "explode" reaction, and due to the stupid AI, uses it, potentially several times
3)Enemy creature dies, along with anything nearby.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Drawde on December 14, 2012, 05:57:22 pm
I've tried using UNDIRECTED_DUST to make an exploding creature.

It's fairly worthless in that usage.  It rarely kills anything, especially if in an open area.  The creature in question had this as it's only attack and I'd constantly see one "explode" hundreds of times.

And I realy wanted a self-destruct attack that didn't rely on temperature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ShinQuickMan on December 14, 2012, 08:27:41 pm
So, I've made a custom race that I plan to play in adventure mode that's, for all intents and purposes, a human shrunk down to the size of a mouse (body_size 30). Problem is, I can't seem to get clothing/armor small enough to fit these creatures, if arena testings are of any valid results (weapons and shields seem to fit just fine, though). I've looked through the wiki, but haven't had luck finding anything that would give results. So am I stuck going commando if I play this race?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Empiricist on December 15, 2012, 01:56:01 am
Can ranged weapons be modified to fire trap components, or alternatively, can ammo be given the HITS token that tap components use?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 15, 2012, 02:02:56 am
Can ranged weapons be modified to fire trap components, or alternatively, can ammo be given the HITS token that tap components use?

Nope. You can make ammo that is pretty much identical to trap components, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 15, 2012, 03:14:41 am
Something like this?

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_FU]
[NAME:fuck crumpet:fuck crumpets]
[ADJECTIVE:buttered]
[CLASS:BFG]
[SIZE:1600]
[SIZE:5000]
[ATTACK:EDGE:100:10000:tear:tears:NO_SUB:1000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 15, 2012, 03:47:00 am
...okay, if that's what you want
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CrzyMonkeyNinja on December 15, 2012, 08:35:03 pm
Can anyone tell me why my dragons are becoming farmers in Legends Mode? It's embarrassing watching them settle down and start families.

Here are the raws:

Code: [Select]
[CREATURE:Uruloki]
[DESCRIPTION:One of the Uruloki, the first dragons spawned by Morgoth in his dark fortress Angband. Fire-breathing, yet wingless.]
[NAME:fire drake:fire drakes:draconic]
[CASTE_NAME:fire drake:fire drakes:draconic]
[CREATURE_TILE:'D'][COLOR:6:0:1]
[PETVALUE:10000]
[INTELLIGENT]
[BIOME:ANY_LAND]
[FREQUENCY:10]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[FIREIMMUNE_SUPER]
[FANCIFUL]
[MEGABEAST][DIFFICULTY:8]
[ATTACK_TRIGGER:80:10000:100000]
[SPHERE:FIRE]
[SPHERE:WEALTH]
[CURIOUSBEAST_ITEM]
[NOFEAR][NOEXERT]
[BUILDINGDESTROYER:2]
[LIKES_FIGHTING]
[GRASSTRAMPLE:50]
[BONECARN]
[PREFSTRING:terrible majesty]
[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:6000]
[BODY_SIZE:1000:0:25000000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK:STRIKE:BODYPART:BY_CATEGORY:TAIL]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:strike:strikes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[ALL_ACTIVE]
[MENT_ATT_RANGE:WILLPOWER:3000:3500:3750:4000:4250:4500:5000]
[LAIR:SIMPLE_BURROW:100]
[HABIT_NUM:TEST_ALL]
[HABIT:COLLECT_WEALTH:100]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:RANGED_COMBAT:6]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[SWIMS_INNATE][SWIM_SPEED:2500]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:6100]
[CLUTCH_SIZE:1:3]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GREEN:1:BLACK:1:GREEN:1:BRASS:1:BRONZE:1:COPPER:1:EMERALD:1:GOLD:1:RED:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:15]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
[SPEC_HEAT:30000]
Need to make sure blood and pus aren't solid at regular temperatures.
[SELECT_MATERIAL:BLOOD]
[PLUS_MATERIAL:PUS]
[MELTING_POINT:10000]

Thanks in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 15, 2012, 08:44:47 pm
You have their entity set up to allow for that.

Also, can I yoink that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Empiricist on December 15, 2012, 08:55:31 pm
Can a creature be modded to rapidly reproduce a different creature (for example, a SILO creature would reproduce MISSILE creatures that would attack hostile creatures)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 15, 2012, 08:57:32 pm
Can a creature be modded to rapidly reproduce a different creature (for example, a SILO creature would reproduce MISSILE creatures that would attack hostile creatures)?

Kinda, but... well, search "hoops as fuck" for it. That's my keyword for it, now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Empiricist on December 15, 2012, 09:02:52 pm
Thanks.
In that case, would making a creature have other creatures for blood be more or less convoluted.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 15, 2012, 09:20:19 pm
Impossible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 15, 2012, 10:16:58 pm
Thanks.
In that case, would making a creature have other creatures for blood be more or less convoluted.
No, but you can make them lay other creatures as eggs
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 15, 2012, 10:21:42 pm
Thanks.
In that case, would making a creature have other creatures for blood be more or less convoluted.
No, but you can make them lay other creatures as eggs

Nope, just brain-dead vermin.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on December 16, 2012, 09:03:17 am
When exactly are the creature variations applied? Is it during the loading of a word?

If not, will a bloated c_var file slow the game down?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 16, 2012, 01:33:07 pm
When exactly are the creature variations applied? Is it during the loading of a word?

If not, will a bloated c_var file slow the game down?

Word?

No, a bloated c_var file won't slow the game down unless it's truly ridiculously huge. Don't get carried away with creature variations on creatures with lots of castes, though; Fortbent uses a GB of RAM to run because of that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on December 16, 2012, 01:51:08 pm
*world. Um.

And the c_var itself is... kinda big. This is the version that works:
Spoiler (click to show/hide)

And it's applied to multiple creatures with up to 5 castes apiece.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 16, 2012, 02:01:21 pm
Well, it's only one variation, so it shouldn't be too bad.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CrzyMonkeyNinja on December 16, 2012, 06:32:36 pm
You have their entity set up to allow for that.

Also, can I yoink that?

The funny thing is, I don't have them set up in an entity. Also, sure you can yoink it. I've been playing around with all sorts of true-to-Tolkien creatures and entities. I would put them up on the forums as a mod, but most of it about removing/changing content rather than adding it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 16, 2012, 08:29:17 pm
It's still all a mod. Actually, since it appears that you're making something, how about you yoink my enemy entity (https://dl.dropbox.com/u/13790475/Arda%20Enemy.zip)? It has Morgoth leading, Sauron as his lieutenant, orcs, uruk-hai (I keep it timeless as opposed to locked in one age or era), etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CrzyMonkeyNinja on December 16, 2012, 09:35:29 pm
Ooh, now THAT'S cool! I've never tried doing castes like that before. I could learn a lot from those files, thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Empiricist on December 17, 2012, 12:04:18 am
How can I make a RAISE spell only target body-parts from a specific creature? Also, are raised body parts loyal to their raiser or do they retain their original organism's allegiances if you do not add the OPPOSED_TO_LIFE token?
Edit: Also, can an interaction be modded so that it can only target creatures that have a specific syndrome?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 17, 2012, 09:54:33 pm
How can I make a RAISE spell only target body-parts from a specific creature? Also, are raised body parts loyal to their raiser or do they retain their original organism's allegiances if you do not add the OPPOSED_TO_LIFE token?
Edit: Also, can an interaction be modded so that it can only target creatures that have a specific syndrome?
1)I believe IT_AFFECTED_CREATURE will work, but I'm not 100% on that.

2)IIRC raised body parts will retain original loyalties unless given the OPPOSED_TO_LIFE token, in which case they will be hostile to everything that doesn't have the NOT_LIVING token.

3)You can't make interactions target something with a syndrome, but you can make them target everything that doesn't have a specific syndrome with IT_CANNOT_HAVE_SYNDROME_CLASS. So the answer is yes, but it takes a fair amount of workaround. A more detailed breakdown of the workaround can be found here (http://www.bay12forums.com/smf/index.php?topic=100707.msg3862803#msg3862803).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Eric Blank on December 17, 2012, 11:19:32 pm
Hey folks, try putting these SOUNDS in all your civilizations' creatures. Makes adventure mode towns and companions more fun.
Code: [Select]
--sounds.. loudness/distance (squares), commonness (1000 for alarm, 10k peaceful).
[SOUND:ALERT:50:1200:VOCALIZATION:shout:shouts:a warcry]
[SOUND:PEACEFUL_INTERMITTENT:45:80000:VOCALIZATION:shout:shouts:a shout] --very rare but long-distance
[SOUND:PEACEFUL_INTERMITTENT:25:180000:VOCALIZATION:ponder the futility of it all:looks very sad:insane gibbering in the distance] --very rare
[SOUND:PEACEFUL_INTERMITTENT:20:27000:VOCALIZATION:sneeze:sneezes:a sneeze]
[SOUND:PEACEFUL_INTERMITTENT:7:25000:VOCALIZATION:burp:burps:a manly burp]
[SOUND:PEACEFUL_INTERMITTENT:7:18000:VOCALIZATION:spit:spits:somebody spitting]
[SOUND:PEACEFUL_INTERMITTENT:15:9500:VOCALIZATION:talk:talks:conversation]
[SOUND:PEACEFUL_INTERMITTENT:13:24000:VOCALIZATION:pray:prays:a prayer]
[SOUND:PEACEFUL_INTERMITTENT:4:16000:VOCALIZATION:sigh:sighs:a sigh] --shortest distance/loudness
[SOUND:PEACEFUL_INTERMITTENT:16:17000:VOCALIZATION:swear:swears:somebody swearing]
[SOUND:PEACEFUL_INTERMITTENT:11:19000:VOCALIZATION:mutter:mutters:somebody muttering]
[SOUND:PEACEFUL_INTERMITTENT:8:18000:VOCALIZATION:grunt:grunts:a grunt]
[SOUND:PEACEFUL_INTERMITTENT:6:15000:VOCALIZATION:cough:coughs:a quiet cough]

I think I'll try this out and see how I like it. Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 17, 2012, 11:21:44 pm
woah, blast from the past
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Eric Blank on December 18, 2012, 08:53:37 pm
Oops.

Oh well v(0.o)v
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Askot Bokbondeler on December 19, 2012, 12:39:17 am
how would i go about healing a syndrome with another syndrome? if nothing else is possible, i can do it by having the disease syndrome enabling an interaction that made the creature infect itself periodically, and the cure syndrome making the creature an invalid target for the interaction until the disease syndrome wears off, but i hope there's a simpler solution
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 19, 2012, 12:50:02 am
how would i go about healing a syndrome with another syndrome? if nothing else is possible, i can do it by having the disease syndrome enabling an interaction that made the creature infect itself periodically, and the cure syndrome making the creature an invalid target for the interaction until the disease syndrome wears off, but i hope there's a simpler solution

Immunity is possible, but not curing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 19, 2012, 08:40:51 pm
Well, you could have it ooze something from it's internal organs as one of the symptoms, and that ooze would constantly re-infect.

Let's say you have SYNDROME_X, and it has [SYN_IMMUNE_CLASS:VACCINATED_X], plus the ooze symptom. You'd have to pre-define the ooze material as causing the syndrome, though, as otherwise it wouldn't be recursive unless you typed an infinite line of goos that define syndromes that define goos. The symptoms, including oozing, must also have an END value.

Then you have SYNDROME_Y, which cures SYNDROME_X by adding [SYN_CLASS:VACCINATED_X] to the recipient. After the current cycle wears off, the goo won't re-infect the patient, and there's your cure!

Unfortunately, this method does not allow for syndromes which cause both chronic and acute effects, since every symptom is repeated each cycle, and once cured the patient is now immune to further infections from the syndrome. That last bit can be fixed by adding an END value to SYNDROME_Y though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on December 21, 2012, 02:13:00 pm
Has anyone tried making a creature with several castes that have different megabeast status? For example, the main creature would be a megabeast with [SPOUSE_CONVERTER], and there would be several different [CONVERTED_SPOUSE] creatures with semimegabeast status, or no status. Will they reproduce with the converter?

Also, what does [NIGHT_CREATURE_HUNTER] do, exactly? Megabeast castes with Conversion seem to abduct people and turn them just fine.

Again, also: Does the gender of the abductee matter? ok, probably not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Robosaur on December 21, 2012, 03:04:34 pm
now I want to make giant dwarven megabeasts as a dwarven sub-caste
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 22, 2012, 02:24:17 am
Code: [Select]
Unrecognized Body Part Group Token: BP
this is the worst errorlog error ever
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on December 22, 2012, 05:10:36 am
I'm back with a few more questions regarding interactions. I am currently making a blob/ooze type monster I'm calling, for now, the dark waters. Its intended as a megabeast that when it attacks will turn those it touches into a "absorbed form." I have the forms made, but I dont know the best setup for a touch based interaction. It needs to be touch-based for when a creature attempts to enter melee combat with it so that they become the absorbed form. So my questions are how do i set-up a touch based interaction, and how do I make an interaction that kills any absorbed creatures?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on December 22, 2012, 11:15:38 am
Are names hardcoded?  first ones?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 22, 2012, 03:24:52 pm
Nope. First names are based on the selected symbols in the entity.

There's a TOUCHABLE thing you can use instead of LINE_OF_SIGHT.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on December 22, 2012, 03:52:45 pm
So my questions are how do i set-up a touch based interaction, and how do I make an interaction that kills any absorbed creatures?
What Putnam said.
And to kill any of the absorbed you could simply make the form unstable and evaporate (all mats have low boiling point), make the interaction ce_impair_function on the brain and have it kill it with a single love tap afterwards, or simply use the ce_bleed at extremely high severity (though this way has always been very touch-and-go for me).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Speakafreak22 on December 22, 2012, 05:51:26 pm
Sort of new at modding.
How mod elves and humans to always be at war with me?
Is there a way to make sieges come at a lower population rate (Say 50 dwarves)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 22, 2012, 05:53:36 pm
Check out the entity token article on the wiki.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Crabs on December 23, 2012, 05:41:15 am
Okay I tried to mod my own weapon.
The prototype:

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_HAMMER_SICLE]
[NAME:hammer-sicle:hammer-sicles]
[VALUE:10]
[METAL_WEAPON_MAT]
[TOOL_USE:GRIND_POWDER_GRINDER]
[TILE:'/']
[SIZE:1000]
[SKILL:HAMMER]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:800:400:slap:slaps:side:1250]
[ATTACK:BLUNT:20:400:strike:strikes:head:5000]
[ATTACK:EDGE:30:5000:stab:stabs:point:5000]
[ATTACK:EDGE:2000:1500:slash:slashes:blade:5000]

I wanted a blunt weapon that still should have a blade to cut off limbs. I tested it in adventure mode and the arena but in adv-mode the "slash" attack only shatters bones. Did I do something wrong with the values? I copied the slash attack from the "LARGE DAGGER" weapon item so I thought this would work but it still acts as a blunt weapon.
So how to I change the values that I can cut through hordes of zombies?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 23, 2012, 12:30:09 pm
I think you may want to know that any AI using that weapon will use the edge attacks almost exclusively.

Also, weapons can't have tool uses or tiles; you may have made the weapon too big, as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on December 24, 2012, 02:16:14 pm
I've got a question on how artifacts work in regards to [MATERIAL_SIZE]

Urist McWeaponsmith gets a strange mood. He decides to make an artifact of a weapon that would normally require, let's say hypothetically, 50 metal bars to forge. Will he run around collecting 50 metal bars before possibly being able to start his construction, or will he just need less than 50 bars?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 24, 2012, 03:06:05 pm
Yeah, I'm pretty sure artifacts are special in that regard.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on December 25, 2012, 03:25:50 pm
quick question on how ranged weapons work.

Is it the traits of the ammo that decides how effective the shot is, or the weapon's [SHOOT_FORCE] AND [SHOOT_MAXVEL] that decide? Or is it both the weapon's [SHOOT] values and the ammo's [ATTACK] velocity?
Spoiler: Examples of the code (click to show/hide)
I'm assuming the ammo's attack tag and values are for when used as a melee weapon, but I wanted to make sure.

I'm aiming for a class of ranged weaponry that can reliably remove limbs in a lucky shot, such as "The flying small serrated disc strikes the goblin in the head and the part sails off in an arc!"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 25, 2012, 06:15:30 pm
I believe it's both, actually.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on December 25, 2012, 07:06:35 pm
yeah, some testing of two different ranged weapons & ammo with different values against one another in arena confirmed this. They work well after the testing, so I've got that covered.

Couple more questions:
Adding the [WEAPON] and [AMMO] tags to the dwarves' entity file will allow them to forge both the weapons and its ammo in a metalsmith's forge, I'm assuming? similar to the melee weapons?

Is it possible to set how much ammo can be forged from one bar without the use of a separate workshop and reactions? Looking at the wiki's page on ammo tokens, I assume this is hardcoded otherwise.

Also, how is [MATERIAL_SIZE] measured in units? Is it the number of bars divided by 3 (1 bar=50, 3 bars=150, 10 bars=3333, etc) or just the number of raw units (1 bar, 3 bars, 3 logs, etc.) The pages on the wiki for weapons tokens and armor tokens seem to contradict one another on this.
Spoiler: Wiki quotes (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 25, 2012, 07:11:01 pm
Quick question, if you tame a wild animal completely and send some of the tames specimens back home with the caravan, can you then embark with that animal in later forts?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 25, 2012, 07:30:33 pm
@Space Cat: It's the armor one. What it means is that the MATERIAL_SIZE divided by three is the number of bars required to forge the weapon--for example, a size of 12 will take 4 bars.

@Hugo: The game tells you if your civ has actually gained knowledge about the creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on December 25, 2012, 08:17:32 pm
@Space Cat: It's the armor one. What it means is that the MATERIAL_SIZE divided by three is the number of bars required to forge the weapon--for example, a size of 12 will take 4 bars.
Does this apply to all items? item_armor.txt makes sense, all the armors there cost 3 material units. But then there's items like helms[MATERIAL_SIZE:2] or axes[MATERIAL_SIZE:4] or all the item_trapcomp's which can't be wholly divided by 3. Does this mean these items require fractions of a whole bar or something? I recall reading that forges store "fractions" of bars for later use.

So hypothetically if I want a chainsword to cost the same number of bars to forge as it takes for 3 serrated blades, [MATERIAL_SIZE:4] each, then that would make the sword [MATERIAL_SIZE:12] which in reality takes only 4 bars to forge one chainsword?

How a dwarf can pull a fully running chainsword from four bars of metal is beyond me.  :P

In reactions though bars are still worth 150 per bar, right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 25, 2012, 08:25:07 pm
They don't require them, but they do melt down to them.

Bars are 150, yes.

EDIT: Quick question: is the player spawned with a random COMBATHARDNESS in adventurer mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thuellai on December 26, 2012, 06:18:12 am
Having added a new weapon that's permitted in the entity file, do I also need to add a reaction to make that weapon available out of metal, or does having MATERIAL_SIZE take care of that for me?  And, with it being a ranged weapon, do I need a reaction to be able to produce its ammo out of metal?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 26, 2012, 06:27:09 am
Can I create a custom item that rots away and creates miasma? I once tried adding rots/miasma to inorganics, but it didnt work. I want to make a waste byproduct that works like butchery waste.

I assume PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:WASTE:MUSCLE would work, given a fake creature called "waste" that has muscle tissue that is inedible. The only problem I see is the naming, it should be an inorganic mat, not "name-meat".

Any ideas ?

@mrspace cat: no, once it is enabled, any metal that is used for weapons can be used to make your weapon. :) The ammo you need to enable in the entity file as well, nothing more.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thuellai on December 26, 2012, 01:38:08 pm
1.  Can you make a creature that has a weapon for a limb [so, one of their hands ends in a sword, for example]?  If so, how?

2.  I'm still learning the new interaction coding, but I had an idea for a robotic creature that blasts out clouds of steam as an attack.  Can this be done?  What would it look like, code-wise?

3.  Could I give a creature a single sphere bodypart used for standing/locomotion rather than a pair of legs?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 26, 2012, 01:47:32 pm
Thuellai: Nope, thouls be fine.

Meph: Add [PREFIX:NONE] to the WASTE creature's MUSCLE material.

Thuellai (again): 1. Yes, through applications of materials, body detail plans, and attacks. It's pretty complex.
2. Yep. TRAILING_VAPOR_FLOW or TRAILING_DUST_FLOW attack with the material being WATER:NONE.
3. Yep. By the way, I think sphere centurions have already been done; you could look those up for help (I'm not discouraging you from making your own, but looking up how others did what you're doing is a good way to learn).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on December 26, 2012, 02:39:29 pm
Just ran into something really obnoxious during testing.

The butchering of enemy ponies, in the arena, worked perfectly. Butchering other creatures, including beast-ponies, in the test fort also worked perfectly.
But when i tried to butcher an enemy pony, I got a heap of "frozen diomedian pony unknown substance" in place of organs and meat. Somehow, it worked fine with bones and hair and skin and nervous tissue, but not the meat. I checked the raws, everything's in order there (as it should be, as everything worked in the arena).

Why doesn't it work now if it worked in the arena???

Here's a material and tissue template of one of the tissue that got turned to "substance", as well as the template "pony" creature that I use, and the detail plans.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thuellai on December 26, 2012, 03:30:26 pm
If I want a creature to use a specific weapon, is there a way to ensure that monster has that kind of weapon?  Say, an undead knight type creature that I'd like to always carry a sword?

Also, are innate ranged attacks possible, or would that require an interaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 26, 2012, 03:47:23 pm
For the sword: my Fortbent mod has two creatures that spawn with weapons. It's like the sphere centuriona, but with the part connected to a hand/arm instead of being the arm.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 26, 2012, 09:22:22 pm
@Space Cat: It's the armor one. What it means is that the MATERIAL_SIZE divided by three is the number of bars required to forge the weapon--for example, a size of 12 will take 4 bars.

@Hugo: The game tells you if your civ has actually gained knowledge about the creature.
I know that, but does that mean you can then embark with that creature in later forts?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 26, 2012, 10:25:45 pm
If your civ's knowledge is high enough, probably.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on December 26, 2012, 10:38:07 pm
Putnam, how do you have the answer to every question?  :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 26, 2012, 11:21:05 pm
High confidence :P this answer I'm only assuming.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on December 27, 2012, 12:48:47 am
Just ran into something really obnoxious during testing.

The butchering of enemy ponies, in the arena, worked perfectly. Butchering other creatures, including beast-ponies, in the test fort also worked perfectly.
But when i tried to butcher an enemy pony, I got a heap of "frozen diomedian pony unknown substance" in place of organs and meat. Somehow, it worked fine with bones and hair and skin and nervous tissue, but not the meat. I checked the raws, everything's in order there (as it should be, as everything worked in the arena).

Why doesn't it work now if it worked in the arena???

Here's a material and tissue template of one of the tissue that got turned to "substance", as well as the template "pony" creature that I use, and the detail plans.

Spoiler (click to show/hide)

As this seems to be restricted to only the materials that have [butcher_special:meat], I'll try to fix this by applying a vanilla-style material/tissue system with materials added to each individual creature.
Should work...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 27, 2012, 01:44:45 am
If your civ's knowledge is high enough, probably.
Well, guess I'm going to go gather some hard data on that, then.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on December 27, 2012, 10:57:58 am
Just ran into something really obnoxious during testing.

The butchering of enemy ponies, in the arena, worked perfectly. Butchering other creatures, including beast-ponies, in the test fort also worked perfectly.
But when i tried to butcher an enemy pony, I got a heap of "frozen diomedian pony unknown substance" in place of organs and meat. Somehow, it worked fine with bones and hair and skin and nervous tissue, but not the meat. I checked the raws, everything's in order there (as it should be, as everything worked in the arena).

Why doesn't it work now if it worked in the arena???

Here's a material and tissue template of one of the tissue that got turned to "substance", as well as the template "pony" creature that I use, and the detail plans.

Spoiler (click to show/hide)

As this seems to be restricted to only the materials that have [butcher_special:meat], I'll try to fix this by applying a vanilla-style material/tissue system with materials added to each individual creature.
Should work...

Well um, it worked.
Continue testing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on December 27, 2012, 11:01:03 am
been redirected from the mw mod forum

trying to do a craft stone bin
here's what I got, still doesn't show on a new world
Spoiler (click to show/hide)

I also have this in permitted reactions (entity_details.txt)

  [PERMITTED_REACTION:CRAFT_STONE_BIN]
  [PERMITTED_REACTION:CRAFT_STONE_BARREL]

still not showing though when trying to add a job via work orders screen.  I gen'ed a new world as requested, but still no
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on December 27, 2012, 12:32:15 pm
Permitted them in the entity that you are playing as?
Also did you drop the reactions themselves in a normal file? Or did you make one from scratch?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on December 27, 2012, 12:51:11 pm
reactions_other.

i need to check if i put it under the right civ... doh!

la zoo and then a movie!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on December 27, 2012, 06:21:13 pm
I just checked, it's under

entity_default

[OBJECT:ENTITY]

[ENTITY:MOUNTAIN]
   [CIV_CONTROLLABLE]
   [CREATURE:DWARF]

so I did put it under the right civ
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 27, 2012, 06:30:25 pm
everything you posted is right, it should work. Did you copy INORGANIC:DUST as well? otherwise you get an errorlog, but the reactions should still show up. You can delet the entire YESDUST line anyway, has nothing to do with making bins/barrels.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on December 27, 2012, 06:43:45 pm
aw snap, I see it now... damnit.  Okay, thanks everyone for your sympathy and understanding, but I must have missed it.

But I think I do need to gen a new world, as my new world saw it, but not my modded save.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Raptor_a22 on December 27, 2012, 07:15:17 pm
Having trouble with a custom reaction.

[PRODUCT:100:1:THREAD:NONE:PLANT_MAT:REED_ROPE:THREAD][PRODUCT_DIMENSION:15000]

This gives me a 'thread' item that my dwarves refuse to weave into plant cloth. Is there something I'm doing wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 27, 2012, 07:19:02 pm
Are you sure you have the correct plant and material IDs?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Raptor_a22 on December 27, 2012, 07:45:08 pm
...

I'm going to answer no, in the hope that someone will tell me what the right ones are...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 27, 2012, 08:04:29 pm
@Space Cat: It's the armor one. What it means is that the MATERIAL_SIZE divided by three is the number of bars required to forge the weapon--for example, a size of 12 will take 4 bars.

@Hugo: The game tells you if your civ has actually gained knowledge about the creature.
I know that, but does that mean you can then embark with that creature in later forts?
If your civ's knowledge is high enough, probably.
IIRC according to Toady you can reach the "total knowledge" point but your civ can never actually make the jump to the "domesticated" point (I believe it was discussed in one of the talks, but it might have been the FotF thread). So no matter how much knowledge you gain you will never be able to actually embark with any animals.

...

I'm going to answer no, in the hope that someone will tell me what the right ones are...
As far as I can see the product portion of the reaction that you posted is right at least. Are you playing with any mods to your plants? It's possible that one of them renamed the rope reed plant and as a result you aren't calling it correctly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Raptor_a22 on December 27, 2012, 08:55:06 pm
Totally unrelated question: In order to change a creatre's egshell from a hard egg to a leathery one all I need to do is change [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID] to [EGG_MATERIAL:LOCAL_CREATURE_MAT:LEATHERY_EGGSHELL:SOLID] yes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 27, 2012, 11:08:21 pm
I believe so, yes. Check the saltwater crocodile raws if you're unsure.

How would I make a creeping dust interaction appear in every region for certain? I need it for ease of testing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 28, 2012, 12:50:33 am
Totally unrelated question: In order to change a creatre's egshell from a hard egg to a leathery one all I need to do is change [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID] to [EGG_MATERIAL:LOCAL_CREATURE_MAT:LEATHERY_EGGSHELL:SOLID] yes?

No. You need to change the body detail plan, too, otherwise there will be no LEATHERY_EGGSHELL mat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 28, 2012, 05:13:22 pm
Quick one: Can creatures inside cages be targeted by interactions ?

(why I ask: make creature, put in cage, link cage to lever. transform a creature into a creature that insta-dies and releaes toxic gas. It wont die inside the cage, because creatures in cages dont die(?), and as soon as someone pulls the lever, creature is released, dies, gastrap.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on December 29, 2012, 01:38:04 am
How do you make shearable fur?

I've added [YARN] to the material template, and added this code
Spoiler (click to show/hide)
to the creature. But it doesn't seem to be actually shearable.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 29, 2012, 01:41:03 am
What is the creature? I'm not sure if citizens are shearable, just in case that's the case.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on December 29, 2012, 01:43:43 am
Not citizen, just a domestic.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 29, 2012, 02:29:56 am
How would I add syndromes/symptoms to someone using dfhack? Needed for a control patient.

Does [POP_RATIO:0] completely stop a caste from being born?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 29, 2012, 02:31:09 am
How would I add syndromes/symptoms to someone using dfhack? Needed for a control patient.

Ask in the DFHack thread
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on December 29, 2012, 04:52:38 am
How would I add syndromes/symptoms to someone using dfhack? Needed for a control patient.

Does [POP_RATIO:0] completely stop a caste from being born?

Apparently not. I've had some negative experience with these when I had a [crazed] caste with [POP_RATIO:0] (for a syndrome) and they came in with a caravan (several times), and... yeah. Was fun.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 29, 2012, 04:58:58 am
Does it at least severely reduce the rates?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on December 29, 2012, 05:15:10 am
Think so. They only appeared a couple times.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 29, 2012, 11:57:00 am
POP_RATIO:1 with ridiculously high other pop ratios will do well. POP_RATIO:0 doesn't work the way you'd think.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zaratustra on December 29, 2012, 04:32:37 pm
Is it possible to do the following with syndromes:

* Increase/decrease a skill
* Increase/decrease reproductive rate
* Change genders

Also, is it possible to assign a metal to plant parts in the same way one does to animal parts?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on December 29, 2012, 05:04:12 pm
... It wont die inside the cage, because creatures in cages dont die(?), ...

Creatures in cages can die. For example:
- grazing animals starving in cages
- caged creatures burn/melt/bleed when the cage is heated
- bleeding goblin in cage trap after walking through a serrated disc weapon trap
- berserk dwarf dies of thirst in cage
- cats in a cage dying of old age
etc.

The state of the drowning flag is preserved when a creature is caged, so an aquatic creature would airdrown when released from the cage. That might work for you. Perhaps a time-delayed syndrome that transforms the creatures after enough time has passed so that you can cage-load them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 29, 2012, 07:37:06 pm
Is it possible to do the following with syndromes:

* Increase/decrease a skill
* Increase/decrease reproductive rate
* Change genders

Also, is it possible to assign a metal to plant parts in the same way one does to animal parts?

You can't do anything with syndromes that you don't see on the wiki's syndrome page.
To your second question: yes, and in much the same way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zaratustra on December 29, 2012, 09:42:32 pm
edit: nevermind
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Snow Gibbon on December 29, 2012, 10:18:19 pm
Has anyone experimented with putting [CURIOUSBEAST_*insert item here*] on creatures part of an entity?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 29, 2012, 11:05:49 pm
Thanks Urist. I figured out a way to craete what I wanted, and it was very easy indeed. I already have landmines in the mod, why not just put them in a cage... if you open the cage with enemies nearby, the landmine goes boom. And voila, remote controlled exploding traps. The explosion wont happen if no enemy is in range, but then why would you need it... so, everything worked better then expected.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Raptor_a22 on December 30, 2012, 12:39:26 am
Is it possible to do the following with syndromes:

* Increase/decrease a skill
* Increase/decrease reproductive rate
* Change genders

Also, is it possible to assign a metal to plant parts in the same way one does to animal parts?

Yes
No
Yes

Have a poke around in the Werewolf and Vampire interactions, specifically the werewolf transformation and the vamprism curse. You shouldhave everything you need there. If not, ask.
For genderbending, have the syndrome cause the creature to transform into a different caste. Most creatures have two castes, one for male, one for female.

http://dwarffortresswiki.org/index.php/Syndrome#Special_Effects (http://dwarffortresswiki.org/index.php/Syndrome#Special_Effects)

I dunno, probably. Edit the plant and change the material definition token.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 30, 2012, 12:46:17 am
Is it possible to do the following with syndromes:

* Increase/decrease a skill
* Increase/decrease reproductive rate
* Change genders

Also, is it possible to assign a metal to plant parts in the same way one does to animal parts?

Yes
No
Yes

Have a poke around in the Werewolf and Vampire interactions, specifically the werewolf transformation and the vamprism curse. You shouldhave everything you need there. If not, ask.
For genderbending, have the syndrome cause the creature to transform into a different caste. Most creatures have two castes, one for male, one for female.

http://dwarffortresswiki.org/index.php/Syndrome#Special_Effects (http://dwarffortresswiki.org/index.php/Syndrome#Special_Effects)

I dunno, probably. Edit the plant and change the material definition token.

The No about the reproduction rate is not entirely correct. By transformation into castes that use "multiple_litter_rare" or missing this tag, you can change this. Litter size can be modded. But all of the above would have to rely on transformation, and you can only transform each creature once at the same time. So you cant decrease skills, then increase reproduction, and then switch genders 4 times... can only be one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 30, 2012, 01:08:29 am
Also, you can't change skills at all with interactions. Skill rolls, yes, but no individual skills.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 30, 2012, 03:31:47 am
Sadly, my testing confirms this is now the case. A shame, in 34.07 transformed units acquired the [NATURAL_SKILL]s, if any, of whatever they changed into. This very much puts a damper on my cybermen mod in this version...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 30, 2012, 03:55:50 am
What? No, NATURAL_SKILLs stay. I mean that there is no creature effect for skill changing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on December 30, 2012, 05:22:40 am
Problem:

There's a reaction. All the reagents for it are present, and it can be done when ordered from the manager screen. However, it's red and inactive in the building's own menu. What do?
false alarm, there was an error in reaction's name. The red one was actually a different reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on December 30, 2012, 11:44:52 am
Actual problem, this time:
An inorganic material has [IS_STONE], but doesn't show under the "Stone/clay" tab in stockpile options. How to fix?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 30, 2012, 11:47:54 am
This question seems kind of obvious, but does it have the [NO_STONE_STOCKPILE] token?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on December 30, 2012, 12:06:14 pm
Well, obviously, it doesn't.

[edit]
Never mind, I just missed it. My attention is all over the place today :/

The question about shearable fur still stands, though. I've managed to make the tissue shearable (don't know why it wasn't earlier), but the sheared tissue can't be spun.

Somehow, the same tissue from a butchered animal can be spun.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: rabidgam3r on December 30, 2012, 02:48:40 pm
I didn't read through the entire thread, so sorry if it's been said. Can i make a weapon with infinite ammo?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 30, 2012, 02:56:12 pm
no
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 30, 2012, 10:18:42 pm
Closest thing you can do is projectile interactions and making a "free ammo" reaction for adventure mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MasterN on December 31, 2012, 03:34:12 am
Hi, how are you doing.


I'm sorry to impose upon the wisdom of the community again, but I have a little trouble with my dragon offspring...

The wiki describes the "not reproducing" fact with a missing [child:1] tag.
I added it and the [GENERAL_CHILD_NAME:] tag in the hope, that my pair of dragons would lay offspring. I've been waiting for about a year now. Since there hasn't been much success until now, I'd like to check if I made a mistake assinging the tags.
If someone would be so kind to review the following abridgement from the raw-file.
All my changes have been marked green.
I don't know if the tag order is important. I arranged them in the order suggested by surrounding creatures in that file.


[CREATURE:DRAGON]
   [DESCRIPTION:A gigantic reptilian creature.  It is magical and can breath fire.  These monsters can live for thousands of years.]
   [NAME:dragon:dragons:draconic]
   [CASTE_NAME:dragon:dragons:draconic]
   [CREATURE_TILE:'D'][COLOR:2:0:0]
   [PETVALUE:10000]
   [PET_EXOTIC]
   [TRAINABLE]
   [MOUNT_EXOTIC]
   [BIOME:ANY_LAND]
   [FREQUENCY:5]
   [CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Breath fire]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CDI:FLOW:DRAGONFIRE]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:50]
   [FIREIMMUNE_SUPER]
   [FANCIFUL]
   [MEGABEAST][DIFFICULTY:10]
      [ATTACK_TRIGGER:80:10000:100000]
   [SPHERE:FIRE]
   [SPHERE:WEALTH]
   [CURIOUSBEAST_ITEM]
   [NOFEAR][NOEXERT]
   [BUILDINGDESTROYER:2]
   [LIKES_FIGHTING]
   [GRASSTRAMPLE:50]
   [BONECARN]
   [CHILD:1]
   [PREFSTRING:terrible majesty]
   [BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [REMOVE_MATERIAL:SKIN]
      [REMOVE_MATERIAL:LEATHER]
      [REMOVE_MATERIAL:HAIR]
      [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [REMOVE_TISSUE:SKIN]
      [REMOVE_TISSUE:HAIR]
      [USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
   [USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
   [BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
   [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
   [HAS_NERVES]
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
   [CREATURE_CLASS:GENERAL_POISON]
   [GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
   [BODY_SIZE:0:0:10000]
   [BODY_SIZE:10:0:6250000]
   [BODY_SIZE:100:0:25000000]
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
   [ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:claw:claws]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
   [GENERAL_CHILD_NAME:dragon youngling:dragon younglings]
   [ALL_ACTIVE]
   [PHYS_ATT_RANGE:STRENGTH:2000:2500:3000:3500:4000:4500:5000]
   [PHYS_ATT_RANGE:TOUGHNESS:4000:4200:4400:4500:4600:4800:5000]
   [MENT_ATT_RANGE:WILLPOWER:3000:3500:3750:4000:4250:4500:5000]
   [LAIR:SIMPLE_BURROW:100]
   [HABIT_NUM:TEST_ALL]
   [HABIT:COLLECT_WEALTH:100]
   [NATURAL_SKILL:BITE:10]
   [NATURAL_SKILL:GRASP_STRIKE:12]
   [NATURAL_SKILL:RANGED_COMBAT:9]
   [NATURAL_SKILL:MELEE_COMBAT:13]
   [NATURAL_SKILL:DODGING:10]
   [NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [HOMEOTHERM:10040]
   [CASTE:FEMALE]
      [FEMALE]
      [LAYS_EGGS]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
         [EGG_SIZE:10100]
         [CLUTCH_SIZE:1:3]
   [CASTE:MALE]
      [MALE]
   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
         [TL_COLOR_MODIFIER:GREEN:1]
            [TLCM_NOUN:scales:PLURAL]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:eyes:PLURAL]
   [SELECT_MATERIAL:ALL]
      [MULTIPLY_VALUE:15]
      [COLDDAM_POINT:NONE]
      [HEATDAM_POINT:NONE]
      [IGNITE_POINT:NONE]
      [IF_EXISTS_SET_MELTING_POINT:55000]
      [IF_EXISTS_SET_BOILING_POINT:57000]
      [SPEC_HEAT:30000]
   Need to make sure blood and pus aren't solid at regular temperatures.
   [SELECT_MATERIAL:BLOOD]
    [PLUS_MATERIAL:PUS]
      [MELTING_POINT:10000]


If the raw is fine, then i guess i have to wait a little longer...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on December 31, 2012, 04:18:22 am
Hi, how are you doing.


I'm sorry to impose upon the wisdom of the community again, but I have a little trouble with my dragon offspring...

The wiki describes the "not reproducing" fact with a missing [child:1] tag.
I added it and the [GENERAL_CHILD_NAME:] tag in the hope, that my pair of dragons would lay offspring. I've been waiting for about a year now. Since there hasn't been much success until now, I'd like to check if I made a mistake assinging the tags.
If someone would be so kind to review the following abridgement from the raw-file.
All my changes have been marked green.
I don't know if the tag order is important. I arranged them in the order suggested by surrounding creatures in that file.

-snip-

If the raw is fine, then i guess i have to wait a little longer...

Since they lay eggs, make sure that your people are not collecting the eggs. Also, I think a smaller [EGG_SIZE:10100] would help speed up any hatching process. Next, you may need to remove this: [FANCIFUL]. I've had, odd, things happen to one of my creatures when they had this. Raw looks fine to me otherwise. Someone else may point out other stuff, I'm really not focused right now :-\
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 31, 2012, 05:10:13 am
Since they lay eggs, make sure that your people are not collecting the eggs. Also, I think a smaller [EGG_SIZE:10100] would help speed up any hatching process.
It's been shown that EGG_SIZE:X has no effect on egg hatching time.

And if these changes were made during a current fortress the game acts a little weird about getting fertile eggs. Here are the steps you need to do in order to get it to switch from infertile to fertile eggs:
1)Allow the dragon to claim a nest box and lay a clutch of eggs.
2)Continue claiming and taking away the eggs until the dragon leaves the nest box for a month or so. This may only be a single clutch or it may be a large number of them.
3)Wait for the dragon to lay the next clutch of eggs. These eggs should be fertile.

And lastly as a general rule if you have waited more then a year for any eggs to hatch then they won't ever hatch and aren't fertile (the actual time is 9 months IIRC, but I figure a year to be on the safe side).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on December 31, 2012, 05:26:33 am
It's been shown that EGG_SIZE:X has no effect on egg hatching time.

I was unaware of this. Learn something new everyday :3
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MasterN on December 31, 2012, 07:26:45 am
"I'll be trying that. I'll update on the progress shortly"...

.. is what I originally inteded to write, but it might take a bit longer. Since the queen arrived I've been down to 20 fps.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 31, 2012, 03:43:46 pm
Is it possible for [CE_BODY_APPEARANCE_MODIFIER] to change skin color?

I want to make a syndrome that causes dwarves to become taller, broader, stronger, berserk (all these I know how to do already) and turn green when they have "gone without a drink for far, far too long"

So, something like [COUNTER_TRIGGER:ALCOHOLIC:310000:410000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on December 31, 2012, 04:28:07 pm
I don't believe you can, no (Excepting transformations into green-skinned creatures that is).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 31, 2012, 04:50:35 pm
No, you can't. This is why I had super saiyans etc. be separate castes instead of a syndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 31, 2012, 05:16:57 pm
Oh well, I can still make them become bigger, stronger, and [CRAZED] without a body transformation. I just thought merely tantruming about sobriety was getting boring.

How much do changes in height/broadness contribute to changes in overall size? What kind of threshold would constitute becoming twice as large?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 31, 2012, 05:52:34 pm
Changing one doesn't change any of the others. A 200 increase in HEIGHT will be linear. Increases in all of them are cubic, however.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 31, 2012, 06:18:48 pm
So, will a 200 each change in Length/Height/Broadness result in a 200cm3 increase in creature size?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vjek on December 31, 2012, 10:20:23 pm
So I've tried to put Trolls in as my primary civ in opposition to the dwarves, and they're working fine.

I did this in an effort to work around the Goblin siege problem, whereby they stand near their squad leaders death location.

However, the same problem is now happening with the Trolls.  They stand around waiting for weeks or months after their squad leaders die, when I just want them to move.  This is primarily a problem with automated defenses like drowning/burning chambers/hallways and/or extensive dodge-me paths.

Is it possible to adjust a/the sieging civ so it doesn't suffer from this behavior, or is this entirely a 'next version hopefully fixes it' problem?  Something like reducing squad size, changing/adding/removing professions?  Anything at all?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 31, 2012, 10:50:03 pm
Yeah, behavior in sieges isn't exactly a raw thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Delioth on January 01, 2013, 03:42:26 am
So, will a 200 each change in Length/Height/Broadness result in a 200cm3 increase in creature size?

Not quite, Hugo. You're forgetting/overlooking a necessary cube in there... A 200 change in L/H/B would be a 2003 cm3 change (i.e. 8,000,000 cm3 change, 20 meters every direction...)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 01, 2013, 06:57:33 am
But, those characteristics being only a third each of the creature's dimensions, wouldn't it take all three to make a scaled proportion? Or are you assuming 200 means full-blown meters?

There is unfortunately scant information on the wiki on how this works...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on January 01, 2013, 11:25:29 am
What determines a shields weight?
EDIT: Other than it's material, of course.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 01, 2013, 01:02:42 pm
[MATERIAL_SIZE], I expect.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Delioth on January 01, 2013, 01:24:04 pm
But, those characteristics being only a third each of the creature's dimensions, wouldn't it take all three to make a scaled proportion? Or are you assuming 200 means full-blown meters?

A) It would take all three to make a scaled proportion, but they would have to be different in scale.
B) Seeing as body size is taken in cm3, I would guess that anything else relating to the body size would also use cm, and 200cm is 2m.

EDIT: failed at my conversions... 1m is 100 cm, not 10...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 01, 2013, 01:39:34 pm
Wiki says: Shields    : Based on UPSTEP and the race that crafted it. The bigger your creature, the heavier the shield.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 01, 2013, 02:52:52 pm
But, those characteristics being only a third each of the creature's dimensions, wouldn't it take all three to make a scaled proportion? Or are you assuming 200 means full-blown meters?

A) It would take all three to make a scaled proportion, but they would have to be different in scale.
B) Seeing as body size is taken in cm3, I would guess that anything else relating to the body size would also use cm, and 200cm is 20m.

200cm is 2m. Just wondering if anyone knows the ratios between the different body shape characteristics and actual size.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 01, 2013, 03:20:10 pm
They're percentages, not units. 200 means double, not +200 cm.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 01, 2013, 03:50:49 pm
 It appears bar weight is capped at 1200. Can anyone comfirm this? I would like to make them heavier, but changing solid density of the material does not work.

I also have a problem with interactions. I use [IT_AFFECTED_CREATURE:SPAWN] and [IT_REQUIRES:FIT_FOR_ANIMATION] to raise the bodyparts of a specific creature, the Spawn. The interaction should only target bodyparts and/or corpses of creature:spawn. But it does target all bodyparts that are fit for reanimation. Is the it_affected_creature broken when it comes to corpses?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Delioth on January 01, 2013, 04:02:02 pm
But, those characteristics being only a third each of the creature's dimensions, wouldn't it take all three to make a scaled proportion? Or are you assuming 200 means full-blown meters?

A) It would take all three to make a scaled proportion, but they would have to be different in scale.
B) Seeing as body size is taken in cm3, I would guess that anything else relating to the body size would also use cm, and 200cm is 20m.

200cm is 2m. Just wondering if anyone knows the ratios between the different body shape characteristics and actual size.

Oops, I was getting those mixed up with the speed things that add speed or some such thing... Sorry for that. Also,

I also have a problem with interactions. I use [IT_AFFECTED_CREATURE:SPAWN] and [IT_REQUIRES:FIT_FOR_ANIMATION] to raise the bodyparts of a specific creature, the Spawn. The interaction should only target bodyparts and/or corpses of creature:spawn. But it does target all bodyparts that are fit for reanimation. Is the it_affected_creature broken when it comes to corpses?

I am ~97.21% that your [IT_AFFECTED_CREATURE:SPAWN] requires a caste to be designated (based on every other instances for referencing creatures in reactions and interactions)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 01, 2013, 05:24:26 pm
I dunno, I had a recent success with simply [IT_AFFECTED_CREATURE:HUMAN]

If what you've got isn't working, giving the spawn [CREATURE_CLASS:SPAWN] and using [IT_AFFECTED_CLASS:SPAWN] should work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Geoman on January 02, 2013, 09:44:43 am
Is there any way to make building depend on energy? Just like millstone or gear assembly for example.
And how create a new building-generator (building, that creates an energy like water wheel)?
What tokens i should add to building description?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 02, 2013, 11:23:11 am
See the dfhack thread and readme. You want to look for the steam engine. It produces power. I dont think a power-needing workshop has been done yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Geoman on January 02, 2013, 01:38:35 pm
How create submenu in workshop menu (as in Metalsmith's Forge for kind of production - armor/weapon/furniture and for material - steel/iron and so on)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: hieronumos on January 02, 2013, 01:48:39 pm
How can I set immigrants skill levels to 0 so that they would look the second guy from the left in the top row in this image. I believe you used to be able to do so with RuneSmith by hand after they arrive, but it doesn't support the latest version of DF anymore. So what would be a good way to edit skills without RuneSmith?
Spoiler (click to show/hide)


They would then look like this afterwards hopefully:
(http://i.imgur.com/p7GfW.png)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 02, 2013, 03:49:30 pm
@geoman: You cant do this with modding. Thats hardcoded.

@hieronumos:You cant do this with modding. But I saw you posted in the dfhack thread as well, thats the better place for such things...

Quick question, couldnt find anything on the wiki...
I can change CE_PHYS_ATT_CHANGE and CE_MENT_ATT_CHANGE... What about personality traits? These ones: http://dwarffortresswiki.org/index.php/DF2012:Personality_trait (http://dwarffortresswiki.org/index.php/DF2012:Personality_trait)

Can I change them by syndrome and/or interaction ? I know I can manually change it in the creature raw, but that would count for all creatures of the type, not for individuals. I could use castes, and transform someone into that caste. That is the only thing I found. Think of the Tranquil in DragonAge. Transform dwarf into tranquil dwarf, gets slow-learner, but a ton of patience/orderliness/cooperation and low anger/thrillseeking...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 02, 2013, 05:01:21 pm
I don't believe it is possible, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CaptApollo12 on January 03, 2013, 04:17:43 am
I have a few questions:

1. I want to make a reaction that will turn bones into rough gems, or have bones by default be considered a rough gem

2. I want to make a reastion to turn skulls into a building material. Maybe 4 skulls for 1 "brick" of skulls?

Problem is the only modding I have done since 40d is deleting raws I dont like and adding a tag to the dwarf entity. I know I should have open:

entity_default with adding
[PERMITTED_REACTION:PREPARE_BONES]
[PERMITTED_REACTION:PREPARE_SKULLS]
To the dwarf entity

And then add a new .txt called reaction_skullbones

Spoiler (click to show/hide)

Does someone want to fill in the blanks? I havent an idea on what to put down there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 03, 2013, 04:29:05 am
[REACTION:PREPARE_BONES]
   [NAME:prepare bones]
   [BUILDING:CRAFTSMAN:CUSTOM_SHIFT_P (http://dwarffortresswiki.org/index.php/Reaction#Building)] Sets it to the craftsdwarves workshop with hotkey of "P"
   [REAGENT (http://dwarffortresswiki.org/index.php/Reaction#Reagents):A:1:CORPSEPIECE:NONE (http://dwarffortresswiki.org/index.php/Item_token):NONE:NONE (http://dwarffortresswiki.org/index.php/Material_token)][ANY_BONE_MATERIAL] Sets reagent "A", which it wants 1 of, with type corpsepiece and no material specified. ANY_BONE_MATERIAL makes it so that bone is accepted.
   [PRODUCT (http://dwarffortresswiki.org/index.php/Reaction#Products):100:1:ROUGH:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] With 100% chance, gives you 1 rough gem made of (animal) bone.
   [SKILL:Whatever you want. (http://dwarffortresswiki.org/index.php/Skill_token)

The skull one is impossible because skulls don't have their own material token, item token, or reagent modifier. You could jump through some hoops for it, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 03, 2013, 04:30:50 am
I use totems as buildmats, they are, for all gameplay mechanics, skulls. Simply because you can only make them from skulls...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CaptApollo12 on January 03, 2013, 05:27:59 am
[REACTION:PREPARE_BONES]
   [NAME:prepare bones]
   [BUILDING:CRAFTSMAN:CUSTOM_SHIFT_P (http://dwarffortresswiki.org/index.php/Reaction#Building)] Sets it to the craftsdwarves workshop with hotkey of "P"
   [REAGENT (http://dwarffortresswiki.org/index.php/Reaction#Reagents):A:1:CORPSEPIECE:NONE (http://dwarffortresswiki.org/index.php/Item_token):NONE:NONE (http://dwarffortresswiki.org/index.php/Material_token)][ANY_BONE_MATERIAL] Sets reagent "A", which it wants 1 of, with type corpsepiece and no material specified. ANY_BONE_MATERIAL makes it so that bone is accepted.
   [PRODUCT (http://dwarffortresswiki.org/index.php/Reaction#Products):100:1:ROUGH:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] With 100% chance, gives you 1 rough gem made of (animal) bone.
   [SKILL:Whatever you want. (http://dwarffortresswiki.org/index.php/Skill_token)

The skull one is impossible because skulls don't have their own material token, item token, or reagent modifier. You could jump through some hoops for it, though.

You are awesome!


So there are no uses for skulls? I dont need them to say they are skulls or anything. Now im confused.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on January 03, 2013, 07:21:10 am
What would I add to a syndrome to make it affect everything?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Delioth on January 03, 2013, 08:47:48 am
What would I add to a syndrome to make it affect everything?

Don't add the 'affected class' or 'affected creature' tags. This will make the game apply it to everything, without discrimination (immune tags still work, though)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ipwnurmom221 on January 03, 2013, 09:20:45 am
So, I'm wanting to create a nasty creature that can light its victims on fire... How can I manage this? I have a few ideas. The best would be if a syndrome could do it. This depends on whether fevers increase body temperature. If they do, I could cause a lot of !!FUN!!.

Secondly, I was thinking of it excreting a gas that ignites at room temperature. Almost as effective. Less controllable.

Thirdly, I could give it a ridiculously high body temperature and use custom materials so it doesn't kill itself immediately. Could this cause fires?

Finally, maybe I could give it claws of burning graphite (custom materials for other body parts). Igniting the graphite would be the only concern for me here... It would be a rather fearsome sight. Any ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 03, 2013, 02:46:07 pm
So, I'm wanting to create a nasty creature that can light its victims on fire... How can I manage this? I have a few ideas. The best would be if a syndrome could do it. This depends on whether fevers increase body temperature. If they do, I could cause a lot of !!FUN!!.

Secondly, I was thinking of it excreting a gas that ignites at room temperature. Almost as effective. Less controllable.

Thirdly, I could give it a ridiculously high body temperature and use custom materials so it doesn't kill itself immediately. Could this cause fires?

Finally, maybe I could give it claws of burning graphite (custom materials for other body parts). Igniting the graphite would be the only concern for me here... It would be a rather fearsome sight. Any ideas?
1)Fevers don't increase body temperature as far as I know. The only way you could have a syndrome start fires would be to have it transform things temporarily into creatures that have #2,3, or 4.

2)This works.

3)This also works.

4)This would also work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 03, 2013, 03:26:29 pm
I once made an interaction with [IT_REQUIRES:OPPOSED_TO_LIFE] and transformed the target into a blob with a body temperature higher than it's burning/melting point. Even wit 1 body part, they still die when they explode into vapor and evaporate. So, if you want fatal, I could dig up those raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ipwnurmom221 on January 03, 2013, 05:15:42 pm
So it basically explodes the victim? That would be great for another far more devastating beast!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 03, 2013, 06:50:51 pm
Can someone remind me what giving a controllable race the flight tag does? I know they'll prefer to walk along the ground, and still need a ground based path to their objective to not be "trapped", but will still occasionally fly over walls and stuff, was that it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 03, 2013, 06:53:33 pm
 HugoLuman, I would be interested in these raws as well. Would be perfect to be used in good biomes, to insta-kill undeads that enter. As a regional interaction.

And anyone knows something about max weight for bars? I get stuck at 1200 weight, but I would like them heavier, to clutter up workshops faster. Sounds stupid, but it is for a waste-system. I cant take anything else then bars, because it is attached to the vanilla smelter as well, and I cant mod the "smelt ore" reactions. Otherwise I would use custom tools with higher weight.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 03, 2013, 07:18:50 pm
Here we are:

Code: [Select]
[INTERACTION:BURN_EVIL]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
IT_REQUIRES:OPPOSED_TO_LIFE
[IT_MANUAL_INPUT:target]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:FIRE_VICTIM_CREATURE:DEFAULT]

Code: [Select]
creature_reaction_custom

[OBJECT:CREATURE]

[CREATURE:FIRE_VICTIM_CREATURE]
[DESCRIPTION:The remains of a smitten evildoer]
[NAME:dying slag:dying slag:dying slag]
[CASTE_NAME:dying slag:dying slag:dying slag]
[CREATURE_TILE:'!'][COLOR:RED]
[BODY:BASIC_1PARTBODY_THOUGHT]
[MATERIAL:KINDLING]
[STATE_COLOR:ALL:RED]
[STATE_NAME_ADJ:ALL_SOLID:kindling]
[IGNITE_POINT:10000]
[BOILING_POINT:10000]
[HEATDAM_POINT:10000]
[MAT_FIXED_TEMP:10000]
[STATE_NAME:GAS:exploding gore]
[STATE_ADJ:GAS:exploding gore]
[TISSUE:KINDLING]
[TISSUE_NAME:kindling:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:KINDLING]
[TISSUE_MAT_STATE:SOLID]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:KINDLING]
[BODY_SIZE:0:0:70000]
[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 03, 2013, 07:23:24 pm
Thank you. :)

Now I only need to figure out how to affect undeads with syndromes as well. I cant seem to find a syndrome_class for them. Interactions are ok, with IT_REQUIRES, but can I make a syndrome that only works on animated/opposed to life creatures ? Any tags I am overlooking ?

EDIT: Just wanted to let you know, the opposed to life is commented out in the raws you postet. The [] are missing.

EDIT2: Found a solution, I use ce_can_do_interaction to give them the interaction that only targets undeads. Workaround, but works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CaptApollo12 on January 03, 2013, 09:55:43 pm
How do I make these:

Spoiler (click to show/hide)

Not use the previous products as reagents?

EDIT: But still come up as bone and not just stone.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on January 03, 2013, 09:59:22 pm
I'm not sure if i'm misunderstanding your question or not, but it might be impossible, as bone material is bone material, no matter the form.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CaptApollo12 on January 03, 2013, 10:06:27 pm
Well I don't really know much about this stuff but I assume it has something to do with GET_MATERIAL_FROM_REAGENT. And I do not know of an alternative to that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Psycho Romeo on January 03, 2013, 11:11:30 pm
New to modding but I've read through the wiki articles on it. 

I want to make it such that meal reactions must use two (or more) solid items to create a meal instead of one.  I looked in the kitchen reactions and only found the tallow making one.  Can someone point me in the right direction? 

I would also like to know more about durability and wear.  I would like to make it such that clothes are destroyed once reaching the XClothingX stage, removing tattered clothing thoughts.  Is this possible and where do I start? 

I also want to know if it'd be possible to designate unowned xClothingx for refuse piles. 

Thanks. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 03, 2013, 11:48:40 pm
Kitchen reactions for cooking are hardcoded and cant be changed.

You cant mod anything wear XxXsocksXxX related either, this is hardcoded as well. Dfhack allows some functions that target xXxsocksxXx if I am not mistaken.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Psycho Romeo on January 04, 2013, 12:20:12 am
I was afraid of this.  Does that mean there's no way to change these elements without changing the core game code?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 04, 2013, 12:35:29 am
You can fix the clothing with dfhack. You could in theory mod every edible thing in the game, and then write your own custom kitchen reactions. That would work. Obviously that is a lot of work. But mods have done it, check the Underhive/Necromunda thread. They have their more difficult kitchen and still industry.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Psycho Romeo on January 04, 2013, 01:02:07 am
Thanks for the help.  I will check out both of those. 


Edit:
Unfortunately the Underhive mod is a little above my head and DFHack doesn't appear to deal with clothing the way I wanted, however the FPS fixes it does offer does help alleviate the problem. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 04, 2013, 03:04:02 am
I thought of this:
Quote
"cleanowned" to make unused XxsocksxX (and other xclothesx) lose their ownership and be able to dump them instead of litter your fortresses.

Underhive removes most edible stuff, and all drink-templates from naturally occuring plants, and then has custom reactions to combine several things, to create something edible/booze. Like I said, it is quite a task to circumnavigate the original kitchen and still reactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 04, 2013, 03:58:43 am
Minor question, would this interaction, uhh, do anything?

Spoiler (click to show/hide)

I wanted an interaction that would basically be a blunt attack from far away, like throwing a rock or something. However it would appear contact means "gently touch" rather then "punch in face". Whenever I use it in the arena it acts like nothing was done, doesn't even display a "You wave your fan" message, so I'm assuming it's that ineffective.

Thanks in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 04, 2013, 05:48:41 am
Well, here's a hint: the only place that the CONTACT interaction is used in-game is with cat greeting head-bumps.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: koter on January 04, 2013, 06:28:57 am
Hi.
Is it possible to have a creature take up another creature's abilities without having to create a new caste for every possible combination? For example, a creature that, having killed and eaten a poisonous beast in an ecounter, would become poisonous itself.

PS. I would also appreaciate any help with monarchy transfer here: http://www.bay12forums.com/smf/index.php?topic=121272.0

Thanks a lot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 04, 2013, 12:32:33 pm
Hi.
Is it possible to have a creature take up another creature's abilities without having to create a new caste for every possible combination? For example, a creature that, having killed and eaten a poisonous beast in an ecounter, would become poisonous itself.
Not really, no. You might be able to do a little bit of work with interactions and adding/removing tokens (a list may be found here (http://dwarffortresswiki.org/index.php/Interaction_token) next to IT_REQUIRES) but because there are so few things that you can add/remove right now the majority of your changes will need to be through transformations.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 04, 2013, 01:49:26 pm
Syndromes work with creature_class or syn_affected creature. Demons and Forgotten beasts and Titans, dont have creature classes. But I noticed that the graphics file for them do call upon an ID, for example FORGOTTEN_BEAST_0, FORGOTTEN_BEAST_1, FORGOTTEN_BEAST_2 and so on.

Can I target demons, titans and forgotten beasts by this ID for SYN_AFFECTED_CREATURE:FORGOTTEN_BEAST_0:DEFAULT ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 04, 2013, 02:21:17 pm
Yes. Problem is, worlds can have varying numbers of demons/forgotten beast types, with FB's having as many varieties as there are beasts. If you felt like it, though, after generating the world you could go into that save file's raws and add a tag for every FB. For demons, you could just limit the amount of species generated for them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 04, 2013, 02:33:06 pm
So if I add up to 25 for each, and the world has 50 each, only half of them are affected. But if I add 50, and the world has only 25 of each, there will be a rather big error-log spam.

I think I will boil it down to: For lore reasons demons, titans and forgotten beasts are so awesome, they are not affected.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 04, 2013, 02:39:29 pm
Well, demons should be fairly manageable, just remember to set their numbers. You can always add/remove [SYN_AFFECTED_CREATURE]'s from a syndrome after world gen to reduce error spam.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 04, 2013, 02:46:11 pm
Yes, I could. But people playing my mod will probably not enjoy learning to mod (actually, that would be great). I dont know what settings people use for their world-gens, and some of mine use demons, others disable them. so I will not include it. It's ok.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 04, 2013, 04:09:47 pm
Hi.
Is it possible to have a creature take up another creature's abilities without having to create a new caste for every possible combination? For example, a creature that, having killed and eaten a poisonous beast in an ecounter, would become poisonous itself.
Not really, no. You might be able to do a little bit of work with interactions and adding/removing tokens (a list may be found here (http://dwarffortresswiki.org/index.php/Interaction_token) next to IT_REQUIRES) but because there are so few things that you can add/remove right now the majority of your changes will need to be through transformations.

Believe it or not, this is kind of possible with CE_BODY_MAT_INTERACTION. Just give every single creature's bite attack an INJECT_EXTRACT with a new material called SALIVA, then have the poisonous creature's meat give the saliva an injected interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 04, 2013, 05:40:19 pm
Well, here's a hint: the only place that the CONTACT interaction is used in-game is with cat greeting head-bumps.

Bahahahah, okay, check. :P

EDIT: While I'm here, is there any way to make a creature immune to cave in dust throwing them around? There's an upper tier of the creature I was working on that was gonna shoot cave in dust instead of just "ranged attack" them, but I'd rather they not throw their fortress-mates around all over the place every time they use the skill.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 04, 2013, 05:51:36 pm
Hi.
Is it possible to have a creature take up another creature's abilities without having to create a new caste for every possible combination? For example, a creature that, having killed and eaten a poisonous beast in an ecounter, would become poisonous itself.
Not really, no. You might be able to do a little bit of work with interactions and adding/removing tokens (a list may be found here (http://dwarffortresswiki.org/index.php/Interaction_token) next to IT_REQUIRES) but because there are so few things that you can add/remove right now the majority of your changes will need to be through transformations.
Believe it or not, this is kind of possible with CE_BODY_MAT_INTERACTION. Just give every single creature's bite attack an INJECT_EXTRACT with a new material called SALIVA, then have the poisonous creature's meat give the saliva an injected interaction.
Interesting, so you would at least be able to have poisonous creatures make the assimilating creature become poisonous, though that does have the drawback of needing the creature to actually eat the other creature's meat, not necessarily just have it trigger upon killing the other creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 04, 2013, 06:09:17 pm
Well, it does make for interesting domestic pets in fortress mode, thats for sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CaptApollo12 on January 04, 2013, 06:25:07 pm
How does one change the raws to allow goblins to be used for bones, but not meat or leather?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 04, 2013, 06:50:38 pm
How does one change the raws to allow goblins to be used for bones, but not meat or leather?
You can't. You can either butcher them for everything, or not butcher them at all (as in vanilla).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 04, 2013, 07:27:35 pm
More interaction woes, I've made it more uhhhh, dangerous, but it still won't let me target things while I'm controlling the creature. It also doesn't seem to use it in combat in fort mode.

Code.

Spoiler (click to show/hide)

Thank yah in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 04, 2013, 07:32:05 pm
You have to post the creature that can use it and the CDI:INTERACTION inside it as well... the interaction alone is not enough to help you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 04, 2013, 07:37:05 pm
Ah yes.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on January 04, 2013, 09:54:13 pm
Unfortunately, the headbump contact doesn't appear to transfer contaminants or temperature, so my "pyrocat" or "cryocat" concepts didn't work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on January 04, 2013, 10:13:31 pm
First issue I notice is that you need to have a [IT_MANUAL_INPUT:X] under the I_TARGET, whatver you put in the IT_MANUAL_INPUT will be what it prompts you for when selecting targets.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 04, 2013, 10:36:34 pm
First issue I notice is that you need to have a [IT_MANUAL_INPUT:X] under the I_TARGET, whatver you put in the IT_MANUAL_INPUT will be what it prompts you for when selecting targets.

Ahah! That got it working. Now, however, they won't use it in fort mode (really arena, but), or at the very least don't seem to use it often, is there a way to fix that, or am I just out of luck on that front?

EDIT: Oh right, new code

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 05, 2013, 12:10:07 am
1. All your targets in the CDI should refer to the letter (the identifier, in other words), not the type. B, in this case.
2. SYN_CONTACT isn't necessary for an interaction syndrome.
3. Your material isn't defined anywhere. It needs to be defined in the CDI.
4. I have no idea what IT_MATERIAL:FLOW is supposed to be doing.
5. IT_MANUAL_INPUT refers to what the game will say when you use the interaction (select victim; victim is the manual input)
6. You need a location if you want a material emission.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CaptApollo12 on January 05, 2013, 12:18:03 am
How does one change the raws to allow goblins to be used for bones, but not meat or leather?
You can't. You can either butcher them for everything, or not butcher them at all (as in vanilla).

What entity token do I need to change there? I looked it over and nothing pops out as the obvious culprit.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 05, 2013, 12:31:01 am
Change the ethics for EAT_SAPIENT_KILL and EAT_SAPIENT_OTHER to ACCEPTABLE and you should be able to butcher them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 05, 2013, 12:31:08 am
   [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
   [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]

edit: sniped ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CaptApollo12 on January 05, 2013, 12:56:31 am
Thanks. That does not suit what im looking for though. I think I am starting to get the hang of this.

Spoiler (click to show/hide)

Any way I can change this so that it does not take bone bolts as a reagent?

EDIT:

Spoiler (click to show/hide)

Adding this to the custom workshop? It is just something I sniped off of masterwork mod and changed. Im worried that ITEM_AMMO_BOLTS does not exist.

EDIT2: It definatly does not work. It is not showing up in the workshop options.

EDIT3: FIXED it seems BONE_BOLT would not work but BONE_BOLTSS does...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 05, 2013, 01:02:23 am
1. All your targets in the CDI should refer to the letter (the identifier, in other words), not the type. B, in this case.
2. SYN_CONTACT isn't necessary for an interaction syndrome.
3. Your material isn't defined anywhere. It needs to be defined in the CDI.
4. I have no idea what IT_MATERIAL:FLOW is supposed to be doing.
5. IT_MANUAL_INPUT refers to what the game will say when you use the interaction (select victim; victim is the manual input)
6. You need a location if you want a material emission.

I took what I saw on the wiki to mean that FLOW was a like, "indefinite" material, which made sense, I didn't want it hurling rocks around and such, and it seemed easier then making an "air" material.

I'll be sure to patch up the rest of it though, thank yah! New to interactions. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 05, 2013, 01:28:16 am
FLOW means DRAGONFIRE, FIREJET, or FIREBALL for fire attacks. See here:
http://dwarffortresswiki.org/index.php/Syndrome#Breath_Attack_Types
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 05, 2013, 03:37:30 am
Ahhh, I see, gotcha. During my manual tests in the arena though, it acted as it intended, it never set anything on fire or anything. Just made them dizzy, didn't even have any impact damage. FLOW seems to be working for this, just as I'd intended, kinda odd.

EDIT: Although now that I think about it, it may do the same thing without FLOW, lesseeeeee

EDIT2: Yeah it's fine without flow, and without declaring a material, AND it got them to start using it in arena mode, thanks a ton! :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on January 05, 2013, 04:09:59 am
I hate syndromes. T_T

I didn't THINK syndromes needed a SYN_AFFECTED_CLASS tag to work (like, you could leave it out and it would affect anything that wasn't declared immune). But I'm starting to doubt this.

Code: [Select]
[MATERIAL_TEMPLATE:FAILSYNDROME]
[STATE_COLOR:ALL:VIOLET]
[STATE_NAME:ALL:syndrome gas]
[STATE_ADJ:ALL:syndrome gas]
[DISPLAY_COLOR:5:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:10]
[IGNITE_POINT:NONE]
[MELTING_POINT:9000]
[BOILING_POINT:9750]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:2]
[LIQUID_DENSITY:2]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:20] used bone for all of these but more elastic, no data
[IMPACT_FRACTURE:200]
[IMPACT_STRAIN_AT_YIELD:500000]
[COMPRESSIVE_YIELD:20]
[COMPRESSIVE_FRACTURE:200]
[COMPRESSIVE_STRAIN_AT_YIELD:500000]
[TENSILE_YIELD:115]
[TENSILE_FRACTURE:130]
[TENSILE_STRAIN_AT_YIELD:500000]
[TORSION_YIELD:115]
[TORSION_FRACTURE:130]
[TORSION_STRAIN_AT_YIELD:500000]
[SHEAR_YIELD:115]
[SHEAR_FRACTURE:130]
[SHEAR_STRAIN_AT_YIELD:500000]
[BENDING_YIELD:115]
[BENDING_FRACTURE:130]
[BENDING_STRAIN_AT_YIELD:500000]
[MAX_EDGE:0]
[ABSORPTION:0]
[IMPLIES_ANIMAL_KILL]

[SYNDROME]
[SYN_NAME:Syndrome of Not Workingness]
[SYN_IMMUNE_CREATURE:MOD_CREATURE]
[SYN_CONTACT] [SYN_INHALED]
[CE_BLEEDING:SEV:250:PROB:100:BP:BY_CATEGORY:SMELL:ALL:START:1:PEAK:70:END:50000000]
[CE_NECROSIS:SEV:2500:PROB:100:BP:BY_CATEGORY:SMELL:ALL:START:70:PEAK:70:END:50000000]
[CE_PAIN:SEV:2500:PROB:100:BP:BY_CATEGORY:SMELL:ALL:START:1:PEAK:70:END:50000000]
[CE_PAIN:SEV:2500:PROB:100:BP:BY_CATEGORY:SIGHT:ALL:START:1:PEAK:70:END:50000000]
[CE_OOZING:SEV:250:PROB:100:LOCALIZED:START:1:PEAK:70:END:50000000]
[CE_FEVER:SEV:750:PROB:100:START:1:PEAK:70:END:50000000]
[CE_NAUSEA:SEV:5000:PROB:100:START:1:PEAK:70:END:50000000]
[CE_DIZZINESS:SEV:2000:PROB:100:START:1:PEAK:70:END:50000000]
[CE_PAIN:SEV:1000:PROB:100:LOCALIZED:START:1:PEAK:70:END:50000000]
[CE_NECROSIS:SEV:200:PROB:100:LOCALIZED:START:1:PEAK:70:END:50000000]

I'm pretty sure it's the fault of the material, and not the creature, considering I was able to get the interaction working, and have reliable repeated instances of "The testdummy_dwarf is caught in a cloud of boiling syndrome gas!" with no visible signs of syndrome taking effect.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 05, 2013, 04:47:49 am
Your categories are wrong. You probably want NOSE and EYE instead of SMELL and SIGHT.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on January 05, 2013, 04:55:25 am
Huh. Well, even if that's the case, it shouldn't stop, say, Nausea and Necrosis from taking effect.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: peregarrett on January 05, 2013, 05:59:37 am
I had an idea ofmaking dwarves happy through music. There is no direct way to affect happiness by syndrome, so I thought of workarounds.
Say, if we have a workshop that produces gauseous subsctance "drum music" that hits every dwarf in vicinity, and some of them have "likes drum music for its loudness" preferences, would that increase their happiness?

There's list of thoughts that can be potentially useful:
Admired a (good quality) (object) lately - we could make stage building with piccolo as material, and those who have piccolos af their preference get this thought. Too obvious way.
Was comforted by a lovely waterfall lately - reaction that produces mist-like substance that hits everyone around?
Was comforted by a wonderful creature in a cage recently - or -
Adopted a new pet recently - reaction somehow makes an artificial unkillable creature "piccolo tune" that dwarf can pet or adopt.
Made a friend recently - well, if the effect of music raises their frendliness and conversation skill, dwarves could make friends with each others...

any more ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 05, 2013, 06:01:12 am
Mists can't be created, friends have bad long term effects, the first one would work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: peregarrett on January 05, 2013, 06:35:28 am
Mists can't be created, friends have bad long term effects, the first one would work.
First has a few roleplaying issues - that building produce happines just by its existance, the musician's role has no effect apart from constructing that.

Though, that makes sence if we consider that building as machinery music player, like pipe and barrel organ or gigantic music box. It would need a set of various instruments, mechanisms and pipes to construct, and can get free pump operator trainings...
Also, with new items - "war marches record", "romantic songs record" and so on - it can affect nearby dwarves' strength and other attributes... I guess something like that were in Masterwork mod.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: koter on January 05, 2013, 10:03:52 am
Hi.
Is it possible to have a creature take up another creature's abilities without having to create a new caste for every possible combination? For example, a creature that, having killed and eaten a poisonous beast in an ecounter, would become poisonous itself.
Not really, no. You might be able to do a little bit of work with interactions and adding/removing tokens (a list may be found here (http://dwarffortresswiki.org/index.php/Interaction_token) next to IT_REQUIRES) but because there are so few things that you can add/remove right now the majority of your changes will need to be through transformations.
Believe it or not, this is kind of possible with CE_BODY_MAT_INTERACTION. Just give every single creature's bite attack an INJECT_EXTRACT with a new material called SALIVA, then have the poisonous creature's meat give the saliva an injected interaction.
Interesting, so you would at least be able to have poisonous creatures make the assimilating creature become poisonous, though that does have the drawback of needing the creature to actually eat the other creature's meat, not necessarily just have it trigger upon killing the other creature.

Having to eat the prey to get its abilities makes perfect sense. Like, you know how in some South African tribes they believed that by eating your enemy you absorb his strength?
By the way, an interesting idea behind the combination of the two. Speaking from a newb's point of view, do you think there is a way to give an injected interaction to the absorbing creature's own blood or some other material? That way, the absorption effect will be limited to this one "absorbing" species.

And another thing: will every single creature with a special trait need tweaking to have this interaction for every trait it has? For example, making a list of possible traits from IT_REQUIRES, as i2amroy suggested, creating separate interaction for all of those and find and replace. Is it not possible to have a general one that looks for any unique traits and transfers them? That way, the creature also may, for example, grow body parts of eaten enemies (like stingers) and amass body weight. Not every time and not all body parts, of course.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 05, 2013, 02:14:44 pm
That reminds me, I wanted to make a creature that, upon eating a human, gains the ability to spit chunks of rotten flesh. Just give human tissue a SYN_INGESTED that only affects the creature, right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Andrew425 on January 05, 2013, 04:29:00 pm
I want to make a plant that produces wood logs after a year or so.

How do I go about doing that? I'd like it to be produced on farm tiles.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 05, 2013, 04:32:11 pm
Spoiler: plant (click to show/hide)

Spoiler: reaction (click to show/hide)

Taken from kobold camp, exactly what you want. Remember to add [PERMITTED_REACTION:STRIP_WOOD_STALKS] to your entity
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Andrew425 on January 05, 2013, 04:42:19 pm
Thank you!

this beats making it in a smelter!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 05, 2013, 05:13:26 pm
Thank you!

this beats making it in a smelter!
lolwut?

So, how much size exactly does 1cm3 represent? I know an average human, about 70,000, makes a good relative measure, but is that a 6ft person or a 5ft person?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 05, 2013, 05:48:25 pm
Quote
So, how much size exactly does 1cm3 represent? I know an average human, about 70,000, makes a good relative measure, but is that a 6ft person or a 5ft person?
What ? The bodysize in the game is in grams. 60000 for dwarves, means that the dwarven creatures averages at 60kg bodyweight.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Askot Bokbondeler on January 05, 2013, 05:52:44 pm
no, the body size is in cubic centimeters

from the wiki:
Quote
Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 05, 2013, 05:54:52 pm
But is 70,000cm3 a 6ft person or a 5ft person?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 05, 2013, 05:55:51 pm
Seriyu's continuing struggles against them newfangled reactions. You may notice this reaction is basically the same thing as the one I was previously having issues with, but with more stuff, it's a direct upgrade for a rare caste, blahblahblah. But none of the effects are taking effect, I can target fine, and it uses it outside of being controlled fine, so that's good, but why aren't the syndrome effects actually activating?

Spoiler: ye code (click to show/hide)

Thanks again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Askot Bokbondeler on January 05, 2013, 05:56:18 pm
But is 70,000cm3 a 6ft person or a 5ft person?
depends of the broadness of the person in question?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Delioth on January 05, 2013, 06:07:54 pm
Quote from: Seriyu
Spoiler: ye code (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 05, 2013, 06:14:00 pm
But is 70,000cm3 a 6ft person or a 5ft person?

If 1cm³ is about 1kg, then it is a very thin 6ft person, or a normal 5ft person. More or less.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 05, 2013, 06:34:55 pm
Quote from: Seriyu
Spoiler: ye code (click to show/hide)

Added all those changes, still getting errors for the localized tokens, no attempts at adding the localized stuff hasn't ended in error logs actually, now that I think about it. Likewise, the ability just gives me the "you blow your horn" message and then nothing happens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 05, 2013, 06:44:55 pm
Wait.. a syndrome with no assigned SYN_AFFECTED_CLASS or SYN_AFFECT_CREATURE will always work, on everything ?  :o
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 05, 2013, 08:01:11 pm
Is it possible to have a history string for creeping weather syndromes (e.g. the plains of suffering corrupted Urist, reducing him to a living husk in 162)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 05, 2013, 08:09:31 pm
I am fairly sure that this is impossible @hugoluman.

Anyway, I give up. Help.... I want to make a workshop cluttered. I can use any custom item I want.. how do I do it, with the least amount of items?

I tried bars... maxed weight at 1200. Needs 300 hundret of them for one CLT lvl. Tried tools, increased size, no chance... same 1200 weight cap. Tried boulders, used slade... weight is 20.000 for each boulder, but still the workshop wont clutter. I just dont know what else could work. I want a small amount of items, cluttering the workshop as fast as its possible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Delioth on January 05, 2013, 08:35:05 pm
I am fairly sure that this is impossible @hugoluman.

Anyway, I give up. Help.... I want to make a workshop cluttered. I can use any custom item I want.. how do I do it, with the least amount of items?

I tried bars... maxed weight at 1200. Needs 300 hundret of them for one CLT lvl. Tried tools, increased size, no chance... same 1200 weight cap. Tried boulders, used slade... weight is 20.000 for each boulder, but still the workshop wont clutter. I just dont know what else could work. I want a small amount of items, cluttering the workshop as fast as its possible.

Would stacks of something work? Like having it make 'slag coin (1000)', or even better, make a custom ammo named how you like, but with a class that can't be used in anything (yet). That way it will stack, and I don't think the game keeps track of every item in a stack until they have a chance of being separated (helping to keep FPS up [correct if wrong])
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 05, 2013, 11:37:24 pm
Seriyu's continuing struggles against them newfangled reactions. You may notice this reaction is basically the same thing as the one I was previously having issues with, but with more stuff, it's a direct upgrade for a rare caste, blahblahblah. But none of the effects are taking effect, I can target fine, and it uses it outside of being controlled fine, so that's good, but why aren't the syndrome effects actually activating?

Spoiler: ye code (click to show/hide)

Thanks again.

You want BY_TYPE before UPPERBODY and LOWERBODY.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on January 06, 2013, 03:45:18 am
Wait.. a syndrome with no assigned SYN_AFFECTED_CLASS or SYN_AFFECT_CREATURE will always work, on everything ?  :o

Apparently not. Which is frustrating, because that means you have no way of forcing a syndrome to always work on everything, because, say, if I were to submit my creature to a collaboration, and then it was to fight someone else in the arena, I would like to be sure the syndrome worked. Like... I'm pretty sure, the FB syndromes have some type of shenanigans, where, if you were to mod out CREATURECLASS: GENERAL POISONS then it would still work.

ugh. I really hope I don't have to add a SYN_AFFECTED_CLASS token and then manually add that class to every creature, because that would make the mod incompatible with other mods and that would be bad news.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 06, 2013, 04:07:33 am
I did that to my mod. creature_class:all_creatures... works for everythint but demons, titans and fbs... thats why I asked, if no class at all would work, I could target those as well..
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 06, 2013, 04:27:06 am
No SYN_AFFECTED_X will make it affect all creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on January 06, 2013, 11:37:20 am
Which is what I thought. But it's currently not affecting anything.

Is it a temp problem? I gave it contact and inhaled, but despite my test victims clearly being "caught in a cloud of FAILSYNDROME dust", they experience no symptoms. Of which there are several.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 06, 2013, 01:09:06 pm
Well, where's the syndrome?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CaptApollo12 on January 06, 2013, 05:15:55 pm
How does one change butchering to not give meat. I already found out how to remove skulls ---> remove totemable tag. This is for my boneworking mod. My problem is by the time I have enough bones (semirealistically) to make a perimeter around my emark I have thousands and thousands of meat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on January 06, 2013, 05:31:36 pm
How does one change butchering to not give meat. I already found out how to remove skulls ---> remove totemable tag. This is for my boneworking mod. My problem is by the time I have enough bones (semirealistically) to make a perimeter around my embark I have thousands and thousands of meat.
Remove [BUTCHER_SPECIAL:MEAT:NONE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on January 06, 2013, 05:43:43 pm
Well, where's the syndrome?
Code: [Select]
[MATERIAL_TEMPLATE:FAILSYNDROME]
[STATE_COLOR:ALL:VIOLET]
[STATE_NAME:ALL:syndrome gas]
[STATE_ADJ:ALL:syndrome gas]
[DISPLAY_COLOR:5:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:10]
[IGNITE_POINT:NONE]
[MELTING_POINT:9000]
[BOILING_POINT:9750]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:2]
[LIQUID_DENSITY:2]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:20] used bone for all of these but more elastic, no data
[IMPACT_FRACTURE:200]
[IMPACT_STRAIN_AT_YIELD:500000]
[COMPRESSIVE_YIELD:20]
[COMPRESSIVE_FRACTURE:200]
[COMPRESSIVE_STRAIN_AT_YIELD:500000]
[TENSILE_YIELD:115]
[TENSILE_FRACTURE:130]
[TENSILE_STRAIN_AT_YIELD:500000]
[TORSION_YIELD:115]
[TORSION_FRACTURE:130]
[TORSION_STRAIN_AT_YIELD:500000]
[SHEAR_YIELD:115]
[SHEAR_FRACTURE:130]
[SHEAR_STRAIN_AT_YIELD:500000]
[BENDING_YIELD:115]
[BENDING_FRACTURE:130]
[BENDING_STRAIN_AT_YIELD:500000]
[MAX_EDGE:0]
[ABSORPTION:0]
[IMPLIES_ANIMAL_KILL]

[SYNDROME]
[SYN_NAME:Syndrome of Not Workingness]
[SYN_IMMUNE_CREATURE:MOD_CREATURE]
[SYN_CONTACT] [SYN_INHALED]
[CE_BLEEDING:SEV:250:PROB:100:BP:BY_CATEGORY:SMELL:ALL:START:1:PEAK:70:END:50000000]
[CE_NECROSIS:SEV:2500:PROB:100:BP:BY_CATEGORY:SMELL:ALL:START:70:PEAK:70:END:50000000]
[CE_PAIN:SEV:2500:PROB:100:BP:BY_CATEGORY:SMELL:ALL:START:1:PEAK:70:END:50000000]
[CE_PAIN:SEV:2500:PROB:100:BP:BY_CATEGORY:SIGHT:ALL:START:1:PEAK:70:END:50000000]
[CE_OOZING:SEV:250:PROB:100:LOCALIZED:START:1:PEAK:70:END:50000000]
[CE_FEVER:SEV:750:PROB:100:START:1:PEAK:70:END:50000000]
[CE_NAUSEA:SEV:5000:PROB:100:START:1:PEAK:70:END:50000000]
[CE_DIZZINESS:SEV:2000:PROB:100:START:1:PEAK:70:END:50000000]
[CE_PAIN:SEV:1000:PROB:100:LOCALIZED:START:1:PEAK:70:END:50000000]
[CE_NECROSIS:SEV:200:PROB:100:LOCALIZED:START:1:PEAK:70:END:50000000]

I'm pretty sure it's the fault of the material, and not the creature, considering I was able to get the interaction working, and have reliable repeated instances of "The testdummy_dwarf is caught in a cloud of boiling syndrome gas!" with no visible signs of syndrome taking effect.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 06, 2013, 05:55:30 pm
Oh, right, that one.
 Again, SMELL and SIGHT aren't categories. You could just have no end on them instead of that ridiculous number, you know. The peak isn't necessary, either.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on January 06, 2013, 06:39:30 pm
huh. I was lead by the wiki to believe that the game would break without a start, a peak, and an end token. That... is interesting to know.

also did go in and switch smell/sight to nose/eye. Doesn't seem to be "the one cause".

Gah. Watch it be the interaction's fault somehow...

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Release the Syndrome]
[CDI:BP_REQUIRED:BY_CATEGORY:FOOT]
[CDI:TARGET:C:SELF_ONLY]
[CDI:TARGET_RANGE:C:1]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD_100]
[CDI:FREE_ACTION]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:FOOT_ODOR:UNDIRECTED_GAS]
[CDI:VERB:release the syndrome:releases the syndrome:releases the syndrome]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vault13dweller on January 06, 2013, 06:52:49 pm
Has anyone managed to mod it so that it can use more RAM? I'm trying to generate a world with a very long history and it keeps crashing on me.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 06, 2013, 06:57:17 pm
Large Address Aware.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 06, 2013, 08:53:36 pm
Large Address Aware.
Note that this only works on the Windows version of DF. Mac and Linux versions should already use the same amount of RAM as the LAA version does.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vault13dweller on January 06, 2013, 11:07:59 pm
Large Address Aware.

When I try to use large address aware, Dwarf Fortress says that the index file is missing even though it's quite clearly there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 07, 2013, 02:15:34 am
Syndrome question, can I attach a syndrome to a material?

And if so... say I have a metal that has a syndrome that effects a set of enemies, the syndrome is contact, if an enemy is hit with it, will it take effect? Or does that still not work?

As I recall it didn't work very well, or at all, back when I last tried my hand at this stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 07, 2013, 02:22:22 am
Yes you can give a metal a syndrome, but it will not trigger on contact. There are only two ways to do that. Ammo that is made of a metal that melts at body temperature.. if the bolt/arrow gets stuck in the enemy, it will melt, and the creature will be affected by the syndrome.

Way easier: Use the SPATTER_ADD plugin of dfhack. Both Genesis and Masterwork use it to coat weapons with materials that have syndromes. These always take affect when a target is hit, and you can coat weapons, traps or ammo. To see how it is done, simply check the dfhack readme, or my mod raws for the toxicist or runesmith. Both use the same system.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 07, 2013, 02:45:31 am
Hmmmmmm, I'll look into it, thank yah! :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darkrider2 on January 07, 2013, 03:48:56 am
I've been rolling around producing my own body parts in the body_default raw file, and I have a question which the wiki doesn't seem to be too specific about.

with the CONTYPE and CON_CAT tokens, it say it "Connects the body part to all other body parts having the specified CATEGORY/TYPE"

So does that mean if there are multiple body parts of the category RIGHT_ARM_LOWER and I set a body part to CON_CAT:RIGHT_ARM_LOWER it will produce multiple body parts each connected to a respective part of that category? Or does it mean that it will connect a singular part to ALL parts of that category, effectively fusing them together?

I'll provide some code to make it a little easier to understand. Specifically this bit.

Code: [Select]
[BODY:FOUR_ARMS]
[BP:RUA:right upper arm:STP][CATEGORY:RIGHT_ARM_UPPER][LIMB][RIGHT][CONTYPE:UPPERBODY]
[DEFAULT_RELSIZE:400]
[BP:RLA:right lower arm:STP][CATEGORY:RIGHT_ARM_LOWER][LIMB][RIGHT][CON:RUA]
[DEFAULT_RELSIZE:400]
[BP:LUA:left upper arm:STP][CATEGORY:LEFT_ARM_UPPER][LIMB][LEFT][CONTYPE:UPPERBODY]
[DEFAULT_RELSIZE:400]
[BP:LLA:left lower arm:STP][CATEGORY:LEFT_ARM_LOWER][LIMB][LEFT][CON:LUA]
[DEFAULT_RELSIZE:400]
[BP:RUA2:right upper arm:STP][CATEGORY:RIGHT_ARM_UPPER][LIMB][RIGHT][CONTYPE:UPPERBODY]
[DEFAULT_RELSIZE:400]
[BP:RLA2:right lower arm:STP][CATEGORY:RIGHT_ARM_LOWER][LIMB][RIGHT][CON:RUA2]
[DEFAULT_RELSIZE:400]
[BP:LUA2:left upper arm:STP][CATEGORY:LEFT_ARM_UPPER][LIMB][LEFT][CONTYPE:UPPERBODY]
[DEFAULT_RELSIZE:400]
[BP:LLA2:left lower arm:STP][CATEGORY:LEFT_ARM_LOWER][LIMB][LEFT][CON:LUA2]
[DEFAULT_RELSIZE:400]

Code: [Select]
[BODY:HUMAN_HANDS]
[BP:RHAND:right hand:STP][CATEGORY:RIGHT_HAND][GRASP][RIGHT][CON_CAT:RIGHT_ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LHAND:left hand:STP][CATEGORY:LEFT_HAND][GRASP][LEFT][CON_CAT:LEFT_ARM_LOWER]
[DEFAULT_RELSIZE:200]

Would this code produce a creature with four hands as intended or just two hands?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 07, 2013, 03:41:26 pm
It'll connect one to each part, like with all the other ones, I'm pretty sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 07, 2013, 05:47:27 pm
Okay, another load of questions.

One, one of my creatures has no tissue thickness, and as such all attacks pass through it. I've fiddled with too many values and tags and such in body templates and such to count and nothing seems to work. The most I've managed to get is the fat, muscle, and skin layers to vanish, and crash DF in the process somehow.


Luckily the next two are far less involved.

Two, is there any way to make bites more deadly? I'd like a human sized creature to be severing limbs and hands and such with it's bites, my initial fiddling (raising CONTACT_PERC on it's bite attack) seemed to make it less deadly, in fact.

Three, semi related, will giving the creature some set wrestling skill make it's bites more deadly?

Fourth, I lied, there's a fourth one, I have an interaction that inflicts pain on the head (thanks again to ya'll for helping me figure out localized syndromes), it's at severity 1000, and it still does only slight pain. Is there a way to increase the potency?

Thanks in advance, yet again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ultimuh on January 07, 2013, 05:52:20 pm
Is it possible to make a creature turn into a husk or something when a certain bodypart is broken or gone?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 07, 2013, 06:24:21 pm
Ultimuh: Yes, with a layer of stuffs under the bottom layer that causes husking.

Seriyu: 1. UB isn't a type, it's a token. You want BY_TOKEN.
You don't have any tissues. You need those. It's pretty clear, though, that you need only one: GAS.
Code: [Select]
[USE_MATERIAL_TEMPLATE:GAS:GAS_TEMPLATE]
[TISSUE:GAS]
[TISSUE_NAME:gas:gas]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:GAS]

That should fix it.

2. Increase velocity as well as contact perc and penetration perc. Just increase all of them. Velocity can be increased with the ATTACK_VELOCITY_MODIFIER token. 1000 is the default.

3. No, but biting skill will make it more accurate.

4. Increase severity?

Just put that in your
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 07, 2013, 06:31:59 pm
Ahah! And can severity go above 1000? The wiki says 1000 is the max, but I guess it might be out of date, I'll give it a shot. Thank yah yet again!

EDIT: Yep, raising the severity seems to help out, although it doesn't seem to be doing a whole lot irregardless. Might have to rethink the interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 07, 2013, 06:48:37 pm
The wiki says 1000 is the max

No it doesn't. Where'd you see that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 07, 2013, 06:52:17 pm
Oh. No it doesn't, my mistake. Maybe I got it confused with the probability.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on January 08, 2013, 01:41:58 am
Wait. Probability is out of 1000 and not out of 100?

That's interesting.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 08, 2013, 01:50:47 am
Wait. Probability is out of 1000 and not out of 100?

That's interesting.
Not it's not. Probability is out of 100, not 1000.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dbuhos on January 08, 2013, 10:09:51 am
How does forgotten beast generation work ? Is it possible to add your own parts/materials to the generation?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Naryar on January 08, 2013, 12:08:33 pm
I don't think so. You may however be able to mod in your very own custom FB's though.

Has anyone attempted to make plump helmet tissue eatable and brewable ? I can't seem to do so.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 08, 2013, 02:47:18 pm
How does forgotten beast generation work ? Is it possible to add your own parts/materials to the generation?

Edit the RCP raw file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dbuhos on January 08, 2013, 02:52:56 pm
How does forgotten beast generation work ? Is it possible to add your own parts/materials to the generation?

Edit the RCP raw file.

Cheers mate !
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ajonos on January 08, 2013, 04:43:15 pm
I'm pretty sure these have been done before, but I haven't managed to figure out how to do it myself:

I want to mod the game to change two things:
1) Clothing never decays (hate clothing management)
2) Clothing doesn't include material prefix (I don't care that this tunic is rat leather and that tunic is cat leather, THEY'RE BOTH THE SAME)

How would I go about modding this?

(From what I hear, the Masterwork mod does these two things, but I'm trying to keep my mods as simple and few as possible, only changing the things that bother me the most.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 08, 2013, 05:18:26 pm
First one does not work anymore. People set clothing to "hard/armor" and it will not decay, but it wont count as clothing anymore and since no clothing gives bad thoughts, everyone would go crazy.

For the second one you simply need to alter the tanners "tan a hide" reaction. Instead of get material from reagent: tan mat, you wnat creature_mat:fake-animal here, and make a new creature with ID fake-animal, [name:::] (yes, this is intentionall empty) and only a leather template inside. Should not appear anywhere in the arena or game. Whenever you tan skin now, you get the fake animal leather, which will be called "leather" since it has no creature name to put in front.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ajonos on January 08, 2013, 05:52:03 pm
First one does not work anymore. People set clothing to "hard/armor" and it will not decay, but it wont count as clothing anymore and since no clothing gives bad thoughts, everyone would go crazy.

For the second one you simply need to alter the tanners "tan a hide" reaction. Instead of get material from reagent: tan mat, you wnat creature_mat:fake-animal here, and make a new creature with ID fake-animal, [name:::] (yes, this is intentionall empty) and only a leather template inside. Should not appear anywhere in the arena or game. Whenever you tan skin now, you get the fake animal leather, which will be called "leather" since it has no creature name to put in front.

I see, thanks. Well, the second seems straightforward enough. Sucks about the durability problem though... I assume there's no way to even increase the durability of clothing either seeing as even adamantine clothing decays same as the rest. Any other ideas about how to mod so I at least don't need to worry about masterwork clothing decaying and making my legendary clothier upset? I could deal with just replacing clothing periodically if it weren't for that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 08, 2013, 05:53:21 pm
Okay, metal part got taken care of, works fine, however I removed one leg, as the creature well, has one leg. Because mythology is wierd. And now the toes aren't connecting, despite the fact that there's a perfectly good STANCE bodypart there. I've messed with CON_TYPES and such to try and get them attached, and any time they attach the toenail tissue refuses to go with it. It's not that big a deal, and I could remove the toes, but to be perfectly honest I kind've refuse to let the error log win at this point.

Code: [Select]
Body:

[BODY:HUMANOID_1LEG]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[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:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LUL:upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LLL:lower leg:STP][CON:RUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LF:foot:feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]

Creature body layout thingy:

[BODY:HUMANOID_1LEG:1EYE:2EARS:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]

5TOES is completely unchanged.

Thanks in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Delioth on January 08, 2013, 08:42:45 pm
First one does not work anymore. People set clothing to "hard/armor" and it will not decay, but it wont count as clothing anymore and since no clothing gives bad thoughts, everyone would go crazy.
*snip*

*snip* Sucks about the durability problem though... I assume there's no way to even increase the durability of clothing either seeing as even adamantine clothing decays same as the rest. Any other ideas about how to mod so I at least don't need to worry about masterwork clothing decaying and making my legendary clothier upset? I could deal with just replacing clothing periodically if it weren't for that.

Um... I believe Toady fixed that problem (armor counting as clothing), as people were having their militaries freak out from the compounded bad thoughts. As of latest version, at least, armor counts as clothing (I don't think it counted in .34.09 or something, it was only noted fixed by a random single sentence somewhere)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 08, 2013, 08:49:33 pm
In that case I will do some tests... clothing that does not wear out is a serious game factor, I could add it to my GUI as an optional setting.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alexandru H. on January 08, 2013, 09:52:31 pm
Modified the leather system so as not to get 1000 types. It's working but nobody is taking out from the butcher the bones/skull/horns, even though I have the necessary accomodations in the stockpile. From the old veok thread, I saw that Meph had the same problem: did you by any chance resolve it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 08, 2013, 09:55:12 pm
Sure I did. Veok uses inorganics, that does not work, because tanned hides from inorganic materials have no stockpile entries. tanned hides must be creatures, so make a creature as template, not an inorganic mat. See my second post above this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 08, 2013, 10:28:31 pm
Question, is there any way to permanantly raise attributes? Whether through eating something, a syndrome, etc, preferably in a manner that can be stacked, but I'm willing to settle for only one stat boost of a particular type per unit.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 08, 2013, 10:29:31 pm
Question, is there any way to permanantly raise attributes? Whether through eating something, a syndrome, etc, preferably in a manner that can be stacked, but I'm willing to settle for only one stat boost of a particular type per unit.

Yep. PHYS_ATT_CHANGE/MENT_ATT_CHANGE. It can be stacked, too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 08, 2013, 10:42:47 pm
Awesooooome, thank you! I assume if you leave out the "END:#" part of the syndrome it'll last forever?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 08, 2013, 10:43:11 pm
Yes. You don't need PEAK, either.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 08, 2013, 11:04:41 pm
Excellent. Thanks again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Maklak on January 09, 2013, 12:02:35 am
I glanced over entity_default and don't understand how do goblins bring trolls. The point is so that Steel Rangers (think Brotherhood of Steel from Fallout) could bring robotic pets with them.

EDIT:
Quote
Trolls are pets that have the EVIL tag. Goblins can own pets that have the EVIL tag.
You mean the USE_EVIL_ANIMALS does that? I suspected it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 09, 2013, 12:28:04 am
I glanced over entity_default and don't understand how do goblins bring trolls. The point is so that Steel Rangers (think Brotherhood of Steel from Fallout) could bring robotic pets with them.

Trolls are pets that have the EVIL tag. Goblins can own pets that have the EVIL tag.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 09, 2013, 01:10:12 am
If I make a creature that only has one gender will it manage to stay alive in worldgen? Or does it have to be able to breed to maintain a presence? I know it won't breed in fortress mode but will it stay alive as a species through worldgen?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 09, 2013, 01:11:19 am
Breeding is important IIRC.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 09, 2013, 01:12:18 am
Aye aye.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on January 09, 2013, 01:14:17 am
I've made single gendered and sterile creatures that showed up in the wild. It depends more upon their [POPULATION_NUMBER:X:Y] token. Civilized creatures do need to be able to breed methinks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 09, 2013, 01:22:08 am
I've made single gendered and sterile creatures that showed up in the wild. It depends more upon their [POPULATION_NUMBER:X:Y] token. Civilized creatures do need to be able to breed methinks.

I'll be sure to make sure that the creatures are spawning where intended before I change anything then, thank yah! Was hoping that was the case, I've been making a lot of single gender/genderless creatures lately.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 09, 2013, 03:01:31 am
If you want to make a non-breeding civ survive history, make them ageless and nigh-unbeatable in combat.

Very nigh-unbeatable, as even with Daleks I had to give them breeder units.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 09, 2013, 03:22:23 am
Yeah none of them are civs luckily, so that shouldn't be an issue. Good to keep in mind though. :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 09, 2013, 08:46:06 pm
Where is tissue thickness declared in normal creatures? I have a creature that uses all standard materials and yet for some reason it doesn't have any tissue thickness. All my other standard material creatures are fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 09, 2013, 08:47:18 pm
Where is tissue thickness declared in normal creatures? I have a creature that uses all standard materials and yet for some reason it doesn't have any tissue thickness. All my other standard material creatures are fine.

The standard tissue thickness body detail plan. Its identifier escapes me at the moment.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 09, 2013, 08:54:55 pm
Okay, looking at the standard tissues, it seems like nothing has changed, so I dunno why this is bugging out.

Code: [Select]
[CREATURE:INUGAMI]
[DESCRIPTION:A dog spirit, known to posess humans and occasionally serve them.]
[NAME:inugami:inugami:inugami]
[CASTE_NAME:inugami:inumgami:inugami]
[CREATURE_TILE:'I'][COLOR:7:0:1]
[LARGE_PREDATOR][NOFEAR]
[TRAINABLE][PET][FLIER]
[BONECARN]
[CLUSTER_NUMBER:3:7]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[PREFSTRING:fierce loyalty]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY:BASIC_1PARTBODY:BASIC_HEAD:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:5TOES]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:10000]
[ATTACK_PENETRATION_PERC:10000]
[ATTACK_VELOCITY_MODIFIER:30000]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:TOE]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[NATURAL_SKILL:GRASP_STRIKE:10]
[NATURAL_SKILL:BITE:10]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[BODY_SIZE:1:0:100000]
[CREATURE_CLASS:NATURE_SPIRIT]
[MAXAGE:60:120]
[NOCTURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[FANCIFUL]
[NATURAL_SKILL:GRASP_STRIKE:10]

The tissue layers haven't been altered in any way, so I'm not sure what the issue is. I just get a big list of "no tissue thickness" errors when I start up the arena.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 09, 2013, 08:57:16 pm
You defined your body after your body detail plans. It needs to go before.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 09, 2013, 09:26:51 pm
I had no idea placement effected these things! Thank you yet again. :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ShinQuickMan on January 10, 2013, 05:55:01 pm
So I'm assuming vermin can't be targeted by interactions and syndromes, most notably vermin created from reactions?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 10, 2013, 05:56:20 pm
Yerp.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Maklak on January 10, 2013, 10:22:16 pm
How do Syndromes stack? Say I have a few interactions causing syndromes on the same creature and their effects include:

Syndrome 1: [CE_SPEED_CHANGE:SPEED_PERC:115:START:0:END:100]
Syndrome 2: [CE_SPEED_CHANGE:SPEED_PERC:120:START:0:END:300]
Syndrome 3: [CE_SPEED_CHANGE:SPEED_PERC:50:START:0:END:150]

How does this work? What is the creature's SPEED_PERC when all of this stacks? What if there wasn't a Syndrome 3?

Quote from: Putnam
After all that, I think it should be 69%. Without 3, it should be 138%.
Ah, so you simply multiply the base value by them all in turn. Thanks. This, however, means that offensive spells, say for causing pain, will get much more powerful when a few of them stack.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 10, 2013, 10:25:21 pm
After all that, I think it should be 69%. Without 3, it should be 138%.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 11, 2013, 12:11:04 am
Two questions, I'm in to play testing, one, whenever I start a fort I get this

Code: [Select]
Duplicate Object: interaction MATERIAL_EMISSION
in my error log. I do have a creature with that on it, but it occurs in biomes even where it doesn't spawn.

And two, I've got a reaction that isn't showing up in a custom workshop, it's in my entity file, along with the building. The building builds fine.

Code: [Select]
[REACTION:MAKE_BARLEYBREAD]
[NAME:make barley bread]
[BUILDING:OVEN]
[REAGENT:barley flour:150:POWDER_MISC:NONE:PLANT_MAT:WHEAT]
[UNROTTEN]
[REAGENT:barley flour container:1:NONE:NONE:NONE:NONE]
[CONTAINS:barley flour]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:FOOD:ITEM_BARLEYBREAD:NONE:NONE]
[SKILL:COOK]

and the workshop for the hell of it.

[BUILDING_WORKSHOP:OVEN]
[NAME:Bread oven]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:ARCHITECT]
[WORK_LOCATION:2:3]
[DIM:3:3]
[BLOCK:1:0:0:0]
[BLOCK:2:0:0:0]
[BLOCK:3:0:0:0]
[TILE:0:1:32:32:32]
[TILE:0:2:32:32:32]
[TILE:0:3:32:32:32]
[COLOR:0:1:0:0:0:0:0:0:0:0:0]
[COLOR:0:2:0:0:0:0:0:0:0:0:0]
[COLOR:0:3:0:0:0:0:0:0:0:0:0]
[TILE:1:1:32:32:32]
[TILE:1:2:32:32:32]
[TILE:1:3:32:32:32]
[COLOR:1:1:0:0:0:0:0:0:0:0:0]
[COLOR:1:2:0:0:0:0:0:0:0:0:0]
[COLOR:1:3:0:0:0:0:0:0:0:0:0]
[TILE:2:1:32:32:32]
[TILE:2:2:32:32:32]
[TILE:2:3:32:32:32]
[COLOR:2:1:0:0:0:0:0:0:0:0:0]
[COLOR:2:2:0:0:0:0:0:0:0:0:0]
[COLOR:2:3:0:0:0:0:0:0:0:0:0]
[TILE:3:1:178:8:178]
[TILE:3:2:178:178:178]
[TILE:3:3:0:0:0]
[COLOR:3:1:4:0:1:4:4:1:4:0:1]
[COLOR:3:2:4:0:1:4:0:1:4:0:1]
[COLOR:3:3:4:0:1:4:0:1:4:0:1]
[BUILD_ITEM:1:BLOCKS:NONE:INORGANIC:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][FIRE_BUILD_SAFE]

THank yah in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 11, 2013, 12:13:18 am
You copied MATERIAL_EMISSION to another interaction file and didn't delete the original.

You forgot the hotkey (can be NONE) on the BUILDING token. (I.E, it should be [BUILDING:OVEN:CUSTOM_B] or somesuch)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 11, 2013, 12:18:26 am
The building builds fine, it's just the reaction that's the issue, it doesn't show up in the list for the building at all.

Although I do need to add hotkeys for buildings too, thanks for that.  :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 11, 2013, 12:27:14 am
The building builds fine, it's just the reaction that's the issue, it doesn't show up in the list for the building at all.

Although I do need to add hotkeys for buildings too, thanks for that.  :P

You forgot the hotkey on the BUILDING token in the reaction, which is why it isn't showing up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 11, 2013, 12:41:14 am
I see! Thank yah.

EDIT: Oh, and apologies for not noticing the first post, I need to pay more attention. :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Maklak on January 11, 2013, 01:57:39 am
I already got my answer about how syndromes with multiplicative values stack, such as CE_SPEED_CHANGE:SPEED_PERC, but what about syndromes with severity, such as pain? Say I have a few interactions causing pain on the same creature and their effects include:

[CE_PAIN:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:BP:BY_CATEGORY:ALL:ALL:START:0:END:150]
[CE_PAIN:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:BP:BY_CATEGORY:ALL:ALL:START:0:END:300]

How do these stack? Is the severity added for a value of 1100, or maybe only the highest value is important and the total severity for those 2 is 1000?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on January 11, 2013, 02:02:56 am
We cannot say for sure. I just know that multiple small pains produce quite a lot of pain in general, so it must be pain added by each element of the syndrome each tick or something.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 11, 2013, 02:21:38 am
IIRC they stack in the sense that small amount of pain+small amount of pain = medium amount of pain, or a small amount of bleeding will become a medium amount (Or rather the game tracks it as two small amounts of separate pain/bleeding, but it has the same effect as a medium amount). Note that for a lot of things (such as drowsiness, dizziness, unconsciousness, impaired function, paralysis, and a few others) once they reach a certain point then stacking more of that particular syndrome does basically nothing. Once a person is fully paralyzed you can't paralyze them anymore, for example, regardless of how much paralysis syndromes you stack on them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 11, 2013, 03:52:19 am
Some more issues with the reaction I posted earlier, it's showing up now? But now instead of taking a flour bearing object to the oven and such, they take wood logs inexplicibly, and when the reaction finishes, DF crashes.

Code: [Select]
[REACTION:MAKE_BARLEYBREAD]
[NAME:make barley bread]
[BUILDING:OVEN:CUSTOM_B]
[REAGENT:barley flour:150:POWDER_MISC:NONE:PLANT_MAT:BARLEY]
[UNROTTEN]
[REAGENT:barley flour container:1:NONE:NONE:NONE:NONE]
[CONTAINS:barley flour]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:FOOD:ITEM_BARLEYBREAD:NONE:NONE]
[SKILL:COOK]

Thank ya'll yet again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Heker_88 on January 11, 2013, 08:28:52 am
Hi I just started modding the raws trying to add a new small domestic dragon race, its all going good but I want to make them drop a bar of adimantine when butcherd im using the code

[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:THROAT]
      [EBO_ITEM:BAR:INORGANIC:ADAMANTINE]

Its currently just crashes the game when it trys to butcher the dragon, Im allso using the full "wanderers friend" mod to get them in adventure mode. Any help?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Delioth on January 11, 2013, 09:32:02 am
Hi I just started modding the raws trying to add a new small domestic dragon race, its all going good but I want to make them drop a bar of adimantine when butcherd im using the code

[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:THROAT]
      [EBO_ITEM:BAR:INORGANIC:ADAMANTINE]

For your item line, it should be [EBO_ITEM:BAR:NONE:INORGANIC:ADAMANTINE]
As is now, your RAWs are trying to reference a bar with subtype Inorganic, with a material of ADAMANTINE:WHUT?
This is probably the source of your problem, but I've never personally seen a messed up item line crashing, it just won't do anything (From experience, but I've also never had problems with EBO either)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 11, 2013, 05:40:31 pm
Yeah that line shouldn't be causing a crash all by itself. Care to post your dragon's raws? And also is there anything else showing up in your errorlog.txt?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CaptApollo12 on January 11, 2013, 07:20:12 pm
How does one mod a syndrome to cause vampirism out of a workshop?

Right out of Masterwork for materials:

Reactions: [PRODUCT:100:1:BOULDER:NONE:INORGANIC:SMOKE]

Inorganic file:

Spoiler (click to show/hide)

AND finally what I am confused about:

interactions:

Spoiler (click to show/hide)

Right out of toady's examples.
I just don't know how to link the dust to the interaction.

THANKYOU!!! XD
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 11, 2013, 07:25:23 pm
Copy the part below and including [SYNDROME].
Title: Dwarven Drugs?
Post by: anthony62490 on January 11, 2013, 08:03:51 pm
I know how to add syndromes to certain items (making venomous cows and whatnot), but is it possible to create helpful syndromes that have beneficial effects on the victim? Perhaps a syndrome that makes the victim less tired or more happy?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 11, 2013, 08:07:10 pm
Less tired, more happy, no. Other effects, yes. The syndrome article on the wiki has literally every syndrome effect in the game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 12, 2013, 04:49:02 am
A question about a plant.

Code: [Select]
[PLANT:TEA]
[NAME:tea plant][NAME_PLURAL:tea plants][ADJ:tea plant]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:4][PICKED_COLOR:6:0:0]
[GROWDUR:300][VALUE:5]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen tea]
[STATE_NAME_ADJ:LIQUID:tea]
[STATE_NAME_ADJ:GAS:boiling tea]
[MATERIAL_VALUE:10]
[DISPLAY_COLOR:7:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[ALCOHOL_PLANT]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_VALUE:7]
[DRINK]
[USE_MATERIAL_TEMPLATE:OIL:PLANT_OIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen tea oil]
[STATE_NAME_ADJ:LIQUID:tea oil]
[STATE_NAME_ADJ:GAS:boiling tea oil]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:tea seed:tea seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:subtle stature]
[WET]
[BIOME:ANY_LAND]
[SHRUB_TILE:34]
[DEAD_SHRUB_TILE:34]
[SHRUB_COLOR:6:0:0]
[DEAD_SHRUB_COLOR:0:0:1]

The farmer's workshop won't take it for seperating into leaves. Why? Also will the [DRINK] tag on the leaf template mean that only the leaves can be brewed? If not, is there a way to make that happen?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 12, 2013, 05:14:19 am
It's missing the LEAVES tag. I made tea for my science mod, if you want to have a look. I had to make a separate reaction for it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 12, 2013, 05:37:46 am
Ahah! And I think I will. Thank yah!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on January 12, 2013, 07:03:42 am
Less tired, more happy, no. Other effects, yes. The syndrome article on the wiki has literally every syndrome effect in the game.
You can make them "less tired" with a temporary NOEXERT tag.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 12, 2013, 08:14:11 am
NOSLEEP would make more sense from a gameplay perspective. You cant force your army to drink tea to get no exertion before a fight, but adding nosleep to a random assortement of your population will help the player, because the dwarves will work longer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 12, 2013, 06:15:13 pm
Two questions, during playtesting I've been getting a lot of DOUBLE TAGGED ITEM errors, does that just happen now? I don't recall it happening last time I played DF, unmodded or otherwise but I also don't think I played for very long. The controllable civ is a flier race so I'd expected a few odd errors here and there, so if it's the result of that it's fine, mostly curious.

And I've added PET_EXOTIC to the entity file for the civ, does that mean I don't need the animal tamer noble in there? Or are they still required to tame exotic animals on site?

Thank yah in advance!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 12, 2013, 10:50:00 pm
What the heck is a DOUBLE TAGGED ITEM error? O_o

PET_EXOTIC is a creature tag only. The animal tamer ("Dungeon Master") noble was removed in version 34.06 and was replaced by the current animal training sytstem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 12, 2013, 11:48:45 pm
USE_ANY_PET_RACE, not PET_EXOTIC, my bad, and yeah I dunno, it doesn't appear to be causing any issues, so it's not a super big deal, I just wonder why it's spamming my error log.  :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 12, 2013, 11:53:58 pm
DOUBLE TAGGED ITEM error = Dwarf1 builds workshop, takes boulder. Dwarf2 builds wall, takes same boulder. Game goes WTF, one job is cancelled.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on January 12, 2013, 11:54:49 pm
Oooh, so it's not the mod's fault, okay. Thank yah.

EDIT: (to putnam's previous post) oh, animal tamer removed, gotcha.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on January 13, 2013, 12:13:24 pm
im surprised the castes dont have modded traits luke they do attributes. splinterz n i were working on formulas to get dt to read any distribution of modded attributes on a normal curve of 0 to 100 and i erroneously assumed castes had traits modified as well. to my surprise they dont.  ther work still needs to b done so percents can b read properlu for kobolds and orcs. but i tgought the talented dr would b more helpful and the legions more angry

whoops. wrong thread
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 13, 2013, 08:36:50 pm
If I set the world to generate with 6 cavern layers before the magma, can I have modded ecologies with [UNDERGROUND_DEPTH:4:6] and whatnot?

Also, can I set layers to generate completely flooded?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 13, 2013, 08:39:08 pm
If I set the world to generate with 6 cavern layers before the magma, can I have modded ecologies with [UNDERGROUND_DEPTH:4:6] and whatnot?

Also, can I set layers to generate completely flooded?

You can't set more than 3 cavern layers, so no. Also, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on January 13, 2013, 10:19:50 pm
Does anyone know for sure how the LAND_HOLDER_TRIGGER tags work in the entity files?  I want to increase the minimum populations for nobility, but it looks like the populations listed are all 20 by default.  Does the game require only one of the population, exported wealth and created wealth to be met, or do all have to be met before you get these nobles?

Or is the tag ignored altogether?  It seems to me that I don't get barons until well after I have 20 dwarves and the 100,000 or so created wealth that is necessary.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 13, 2013, 10:54:25 pm
LAND_HOLDER_TRIGGER works together with LAND_HOLDER in the position, with the number for each number it works for each one.

So for example, Land_HOLDER_TRIGGER 1 is for Barony, which requires     
20 population
    100k created wealth
    10k exported wealth

Hit enter too early....Well that is from the wiki. As the wiki continues to say, you need all three met to get an offer for barony. If you don't like exporting, you can set the exported wealth to zero.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 13, 2013, 10:59:10 pm
Just to be clear, assuming average tissue density, 1cm3 ~ 1g body mass?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on January 13, 2013, 11:43:00 pm
Hit enter too early....Well that is from the wiki. As the wiki continues to say, you need all three met to get an offer for barony. If you don't like exporting, you can set the exported wealth to zero.

Thanks, that's what I was verifying.  Perhaps it was due to low trade that I take so long to make it to a barony normally, but I'll try upping the population too just for flavor.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 14, 2013, 10:52:44 am
Just to be clear, assuming average tissue density, 1cm3 ~ 1g body mass?
IIRC this is correct for normal flesh and blood, yes. If you go making creatures out of anything denser or lighter they are going to weigh more or less respectively.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on January 15, 2013, 05:12:24 pm
Ive got a quick question. Would it be possible to make a Borg like race, that has an attack that tranforms enemys into the same creature? Im geussing it would be sorta like werebeasts, however i have no experince with that sort of modding, and i want it to be instant.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 15, 2013, 05:59:58 pm
Have the attack inject a material (with SPECIALATTACK_INJECT_EXTRACT on the attack) with a material that has a CE_BODY_TRANSFORMATION that transforms them into your borg creature. Note that this wouldn't work on anything that was already transformed though, since there is currently a limit of 1 transformation at a time. This would also have all of the other transformation effects, such as fully healing the creature that transforms and making them drop all of their equipment. Lastly note that this would not work during world generation, so you would need to provide them with some other method of surviving world gen if you wanted them to work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 15, 2013, 06:51:39 pm
The full healing thing makes sense with the borg, though, hehe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 15, 2013, 08:18:28 pm
I've already done something like that with my Cybermen, feel free to look at the raws. You don't necessarily have to have an extract, you can just do [SPECIALATTACK_INTERACTION] (like werebeasts do).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 15, 2013, 08:29:19 pm
I've already done something like that with my Cybermen, feel free to look at the raws. You don't necessarily have to have an extract, you can just do [SPECIALATTACK_INTERACTION] (like werebeasts do).
Note that using SPECIALATTACK_INTERACTION will require an interaction to be created though, were if you use an extract then the entire syndrome will be contained within the extract instead of within an interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 15, 2013, 08:33:30 pm
True, but requires less copy-pasting if you have multiple creatures that convert others to your borg. If just one, then it's about the same amount of raws either way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on January 15, 2013, 09:37:01 pm
Its sorta working, only it tranforms the human into a toad every time. :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 15, 2013, 10:41:32 pm
Quote
Its sorta working, only it tranforms the human into a toad every time. :P

That means you got the species wrong in the code. Ill look a little more and see if I can help, haven't seen your codes yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on January 15, 2013, 10:56:25 pm
Spoiler (click to show/hide)

Here you go.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 15, 2013, 11:02:23 pm
Spoiler (click to show/hide)
[/code]

Well there is your problem: you have that syndrome formed wrong. For a comparison, here is one that turns things into a dwarf:

Spoiler (click to show/hide)

You don't even have the target CE:CREATURE, so it just goes to the default toad.

So if you want it to work the way I think you want it to work, you would have to do something like:

Spoiler (click to show/hide)

That will temporarily turn the dwarf of the proper gender into a borg. If you JUST want it to work on dwarves/humanoids, you will have to change it a little bit, same thing if you want it to be permanent. At the moment, it would turn anything from cats to alligators into borg...which means you should probably do:


Spoiler (click to show/hide)

Which will only affect dwarves of the correct gender.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on January 15, 2013, 11:55:46 pm
I tried using this

Spoiler (click to show/hide)

But it still turned the human into a toad.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 15, 2013, 11:58:24 pm
Which one did you try?

Either way, that must mean the creature is off... It is probably something to do with the way you did you castes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 16, 2013, 12:24:40 am
You have two castes both called HUMAN instead of MALE and FEMALE.

Also, you don't need an END and you can START at 0.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: exolyx on January 16, 2013, 12:11:47 pm
With my goofing around while modding, I eventually came across a few questions,

1. How would I spawn a creature from a custom workshop? The workshop is called a Golem forge, and that pretty much explains what it makes.

2. What would be the specific tag to enter in the workshop for needing a large gem (any kind) in order to build it?

3. Is there any way to get a creature to drop a specific item upon death without their bodies transforming into it, and without needing to butcher them?

4. How would I create a creature that runs around dropping a "bag" item, that you could "open" in a custom workshop? I have a general idea of using custom reactions, but that's about it. I think I might be able to have the bag item be considered a mineral and have a custom smelter-like workshop, with a reaction that doesn't require fuel and such, but I need some help with the idea, as I'm not a very skilled modder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on January 16, 2013, 12:26:30 pm
1.  There's not a good way, you have to use a complicated and imperfect work around, see Legends of Forlorn Realms constructs or Masterwork spawn points for a couple examples.  Also since it sounds like  you're a beginning modder, then I'd be doing you more of a favor to just say no it's not possible ^^

2.  [BUILD_ITEM:1:GEM:NONE:NONE:NONE][CAN_USE_ARTIFACT]

GEM is large gems

3.  http://dwarffortresswiki.org/index.php/Creature_tokens#I
See ITEMCORPSE

edit:  Oh, sorry, i missed what you meant by "without transforming into it."  As far as I know the options are ITEMCORPSE or EBO (what Deon described below).

4.  Make the ITEMCORPSE a tool, learn how to do custom reactions*, make a custom reaction that converts the tool into stuff, you can do the product list with or without randomness

* Download a mod that you like, play a couple games, then open their raws and see how it works.  Use the wiki or Hugo's Modding Wiki as guide.  Post here when you have specific questions
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on January 16, 2013, 01:19:48 pm
4. If you want the creature to still leave a corpse, you can use EXTRA_BUTCHER_OBJECT tag to make it drop the item when butchered. Look at gizzard stones in alligators for example.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: melkor on January 16, 2013, 02:59:10 pm
Where can i find the raw's for crafts and mugs, i want to lower their value so you cant just use stone because it would be to low value to trade.
and where do i find the craftsman workshop  raw's i also want to make the progress to make these items longer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 16, 2013, 03:11:09 pm
Where can i find the raw's for crafts and mugs, i want to lower their value so you cant just use stone because it would be to low value to trade.
and where do i find the craftsman workshop  raw's i also want to make the progress to make these items longer.
Both of these are hardcoded right now, so no can do sadly. The best you can do is to make it so that the various stones as a whole are worth less, therefore lowering the value of all stone products.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: melkor on January 16, 2013, 04:06:54 pm
dam, thx anyway.

could i then make a new craft workshop and remove the original?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 16, 2013, 04:08:39 pm
dam, thx anyway.

could i then make a new craft workshop and remove the original?
You could make a new craft workshop, but you can't remove any of the hardcoded ones (including the old workshop). Currently the only non-hardcoded workshops in vanilla that could potentially be remove are the soap maker's workshop and the screw press.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on January 16, 2013, 04:20:43 pm
Ok, got it to transform the human into a borg, however the human is still called hamun 1, is there any way to fix that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 16, 2013, 05:26:48 pm
Quote
Ok, got it to transform the human into a borg, however the human is still called hamun 1, is there any way to fix that?

If I remember it correctly, "Human" is its name. In the actual game, it will come out more like "Urist McBorg the Borg".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fishybang on January 16, 2013, 09:13:51 pm
Quote
Ok, got it to transform the human into a borg, however the human is still called hamun 1, is there any way to fix that?

If I remember it correctly, "Human" is its name. In the actual game, it will come out more like "Urist McBorg the Borg".

Ok, thanks everyone. :D

EDIT: I found a new problem, the creatures i assimilate will still be hostile, is there any way to fix that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 18, 2013, 12:16:51 am
CE_ADD_TAG:NOT_LIVING:OPPOSED_TO_LIFE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 18, 2013, 02:01:45 am
CE_ADD_TAG:NOT_LIVING:OPPOSED_TO_LIFE
Note that unless your borgs are also NOT_LIVING this will make them hostile to the borgs as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ShinQuickMan on January 18, 2013, 07:29:28 pm
I'm having some serious issues with interactions and syndromes that I use with [IT_AFFECTED_CLASS:xxx] or [SYN_AFFECTED_CLASS:xxx] tokens, respectively; the syndromes/interactions I'm using will not work so long as those tokens are there despite making sure that another syndrome with [SYN_CLASS:xxx] is active. What exactly am I doing wrong here?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 18, 2013, 07:32:12 pm
Those refer to creature class, not syndrome class, and there is no similar thing for syndrome classes (for some reason).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ShinQuickMan on January 18, 2013, 07:45:29 pm
Aw hell.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Squeegy on January 19, 2013, 01:35:50 am
Okay, I've removed [TRAPAVOID] from kobolds and genned a new world with that data. But, two kobold thieves just walked on over my cage traps in plain sight. What's the deal?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 19, 2013, 02:09:11 am
Those refer to creature class, not syndrome class, and there is no similar thing for syndrome classes (for some reason).
There is the IT_CANNOT_HAVE_SYNDROME_CLASS token though, which allows for a very length workaround involving a free action interaction that applies a harmless syndrome to everything nearby that you don't want to be targeted.

Okay, I've removed [TRAPAVOID] from kobolds and genned a new world with that data. But, two kobold thieves just walked on over my cage traps in plain sight. What's the deal?
A couple of things, some of them are stupid questions but bear with me:
1)Are your cage traps actually built?
2)Are your cage traps loaded? In vanilla they should show up as light green ^'s, not dark green ones.
3)Did you make sure that you edited the raw/objects raws and then regenerated a new world?
4)Open up your data/save/regionX/raw/objects raws. Do kobolds still have TRAPAVOID?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Squeegy on January 19, 2013, 02:44:13 am
Okay, I've removed [TRAPAVOID] from kobolds and genned a new world with that data. But, two kobold thieves just walked on over my cage traps in plain sight. What's the deal?
A couple of things, some of them are stupid questions but bear with me:
1)Are your cage traps actually built?
2)Are your cage traps loaded? In vanilla they should show up as light green ^'s, not dark green ones.
(http://i.imgur.com/BaiYVec.png)

3)Did you make sure that you edited the raw/objects raws and then regenerated a new world?
4)Open up your data/save/regionX/raw/objects raws. Do kobolds still have TRAPAVOID?
Blast! You're right, I hadn't. Fixed now, thanks very much!

e: Ok, now riddle me this. Why aren't my custom reactions showing up in my custom workshop?

Code: [Select]

[REACTION:MAKE_BONE_BLOCKS]
[NAME:scrimshaw bone blocks]
[BUILDING:SCRIMSHAW:CUSTOM_B]
[REAGENT:A:1:CORPSE:NONE:NONE:NONE][REACTION_CLASS:BONES]
[HAS_MATERIAL_REACTION_PRODUCT:BONE_MAT][USE_BODY_COMPONENT]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:BONE_MAT]
[SKILL:BONECARVE]

[BUILDING_WORKSHOP:SCRIMSHAW]
[NAME:Scrimshaw Station]
[NAME_COLOR:255:255:255]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BUILD_LABOR:BONE_CARVE]
[BUILD_KEY:CUSTOM_SHIFT_H]
[BLOCK:1:0:0:0]
[BLOCK:2:0:0:1]
[BLOCK:3:0:1:1]
[TILE:0:1:' ':' ':178]
[TILE:0:2:' ':' ':230]
[TILE:0:3:' ':' ':' ']
[COLOR:0:1:6:0:0:255:255:255:0:0:0]
[COLOR:0:2:0:0:0:0:0:0:6:0:0]
[COLOR:0:3:0:0:0:0:0:0:0:0:0]
[TILE:1:1:' ':' ':' ']
[TILE:1:2:148:' ':' ']
[TILE:1:3:' ':' ':253]
[COLOR:1:1:0:0:0:0:0:0:0:0:0]
[COLOR:1:2:6:0:0:0:0:0:0:0:0]
[COLOR:1:3:0:0:0:0:0:0:255:0:0]
[TILE:2:1:21:' ':' ']
[TILE:2:2:' ':' ':178]
[TILE:2:3:' ':' ':' ']
[COLOR:2:1:255:0:0:0:0:0:0:0:0]
[COLOR:2:2:0:0:0:0:0:0:6:0:0]
[COLOR:2:3:0:0:0:0:0:0:0:0:0]
[TILE:3:1:253:' ':253]
[TILE:3:2:' ':' ':178]
[TILE:3:3:' ':178:178]
[COLOR:3:1:255:0:0:0:0:0:255:0:0]
[COLOR:3:2:0:0:0:0:0:0:6:0:0]
[COLOR:3:3:0:0:0:6:0:0:6:0:0]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]

[PERMITTED_BUILDING:SCRIMSHAW]
[PERMITTED_REACTION:MAKE_BONE_BLOCKS]

(http://i.imgur.com/LpEA36h.png)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on January 19, 2013, 07:50:28 am
Have you added PERMITTED_REACTION to your entity file?
Have you generated a new world?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Squeegy on January 19, 2013, 04:23:34 pm
Have you added PERMITTED_REACTION to your entity file?
Have you generated a new world?

Yes, that's why I included it in the code section, and yes, it's in the save folder's raws. I've generated it several times now, in fact.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 19, 2013, 04:59:54 pm
Quote
Yes, that's why I included it in the code section, and yes, it's in the save folder's raws. I've generated it several times now, in fact.

Did you put it under the right civilization? I made that mistake recently...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on January 19, 2013, 05:02:27 pm
Yes, that's why I included it in the code section, and yes, it's in the save folder's raws. I've generated it several times now, in fact.

did you tag your reaction file with [OBJECT:REACTION] ?

anything in your errorlog?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Squeegy on January 19, 2013, 06:19:29 pm
Quote
Yes, that's why I included it in the code section, and yes, it's in the save folder's raws. I've generated it several times now, in fact.

Did you put it under the right civilization? I made that mistake recently...

Yeah, I had that thought too and made sure I didn't.

Yes, that's why I included it in the code section, and yes, it's in the save folder's raws. I've generated it several times now, in fact.

did you tag your reaction file with [OBJECT:REACTION] ?

anything in your errorlog?

Oops, no I did not! You win! Thank you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 19, 2013, 08:50:59 pm
What will specifying both [SAVAGE] and [BENIGN] in a creature's raws do?

If the wiki is taken literally, it implies that it will have nonaggressive behavior but will only show up in savage biomes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 20, 2013, 01:34:37 am
What will specifying both [SAVAGE] and [BENIGN] in a creature's raws do?

If the wiki is taken literally, it implies that it will have nonaggressive behavior but will only show up in savage biomes.

Probably the same thing putting both good and evil will do. One will overwrite the other, not sure which. I don't know if the behavior would change, though I doubt it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on January 20, 2013, 01:36:33 am
[BENIGN] not only allows creatures to be careful, but also puts them in calm areas, so it MAY be overwritten by SAVAGE. If you want the same behavior normally, just make it SAVAGE and FLEEQUICK.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 20, 2013, 01:51:22 am
The benign tag doesn't preclude appearance in normal areas, while the savage one does, though. For example, elephants may be found even in savage areas despite having the benign tag. The wiki seems to imply that [BENIGN] influences behavior as well as placement, while [SAVAGE] influences only placement but to a greater degree.

I'm going to test this.

PS: Good and Evil don't effect what regions cavern creatures appear under, but do the savagery tags?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on January 20, 2013, 02:09:30 am
No, I am almost 100% sure that caverns don't have savagery and evilness layers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 20, 2013, 02:13:40 am
I mean that [EVIL] and [GOOD] cavern creatures aren't limited to appearing in caverns underneath surface regions of their respective alignments, so maybe [SAVAGE] cavern creatures wouldn't be either. Or maybe they just wouldn't appear...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Squeegy on January 20, 2013, 02:36:25 am
Will placing a dash in the token name of something, i.e. [POSITION:LAW-GIVER] break it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on January 20, 2013, 04:04:42 am
It could be [POSITION:law GiVeR 1337] if you wanted.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Snow Gibbon on January 20, 2013, 05:52:59 am
Is there a way to make an entity hostile in Dwarf Mode without having to resort to babysnatcher and thief tags?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 20, 2013, 06:00:47 am
give them utterances or remove the ability to speak.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PhoenixEggz on January 20, 2013, 08:23:38 pm
I have a creature that has no biome tags, or vermin tags. Will it not show up? This is the intent: I want it to be a template creature for a giant variety, and to not appear in normal adventure mode gameplay. If it will show, how do I make sure it doesn't spawn without effecting the giant variety?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Squeegy on January 20, 2013, 08:27:55 pm
Why does this:
Code: [Select]
[REACTION:IMPROVE_AXEBLADE]
[NAME:improve giant axe blade]
[BUILDING:ENGINEER:CUSTOM_A]
[REAGENT:A:4:TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE:NONE]
[REAGENT:B:1:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:TRAPCOMP:GIANTAXEBLADE_IMP:NONE:GET_MATERIAL_FROM_REAGENT:A]
[SKILL:MECHANICS]
Not require any giant axe blades, but otherwise work fine?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Squeegy on January 20, 2013, 08:29:37 pm
I have a creature that has no biome tags, or vermin tags. Will it not show up? This is the intent: I want it to be a template creature for a giant variety, and to not appear in normal adventure mode gameplay. If it will show, how do I make sure it doesn't spawn without effecting the giant variety?

I don't think so. The giant variation just adds the [SAVAGE] and [LARGE_ROAMING] tags, it won't add a biome and the creature will still only show up in that biome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on January 20, 2013, 08:30:59 pm
Why does this:
Code: [Select]
[REACTION:IMPROVE_AXEBLADE]
[NAME:improve giant axe blade]
[BUILDING:ENGINEER:CUSTOM_A]
[REAGENT:A:4:TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE:NONE]
[REAGENT:B:1:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:TRAPCOMP:GIANTAXEBLADE_IMP:NONE:GET_MATERIAL_FROM_REAGENT:A]
[SKILL:MECHANICS]
Not require any giant axe blades, but otherwise work fine?
Add another :NONE at the end of REAGENT:A.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 20, 2013, 08:33:47 pm
Add another :NONE at the end of your A reagent.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PhoenixEggz on January 20, 2013, 08:51:54 pm
I have a creature that has no biome tags, or vermin tags. Will it not show up? This is the intent: I want it to be a template creature for a giant variety, and to not appear in normal adventure mode gameplay. If it will show, how do I make sure it doesn't spawn without effecting the giant variety?

I don't think so. The giant variation just adds the [SAVAGE] and [LARGE_ROAMING] tags, it won't add a biome and the creature will still only show up in that biome.

So, if i want the giant variety to spawn naturally, I need to add a biome to it? And the lesser variety won't spawn at all, since it has no specific tags? If that's all it does, then the only point of having the lesser variety is laziness, but nevertheless..
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 20, 2013, 08:54:16 pm
I have a creature that has no biome tags, or vermin tags. Will it not show up? This is the intent: I want it to be a template creature for a giant variety, and to not appear in normal adventure mode gameplay. If it will show, how do I make sure it doesn't spawn without effecting the giant variety?

I don't think so. The giant variation just adds the [SAVAGE] and [LARGE_ROAMING] tags, it won't add a biome and the creature will still only show up in that biome.

So, if i want the giant variety to spawn naturally, I need to add a biome to it? And the lesser variety won't spawn at all, since it has no specific tags? If that's all it does, then the only point of having the lesser variety is laziness, but nevertheless..

Sounds like it might be easier to just code the giant version and leave it at that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Squeegy on January 20, 2013, 09:42:37 pm
I have a creature that has no biome tags, or vermin tags. Will it not show up? This is the intent: I want it to be a template creature for a giant variety, and to not appear in normal adventure mode gameplay. If it will show, how do I make sure it doesn't spawn without effecting the giant variety?

I don't think so. The giant variation just adds the [SAVAGE] and [LARGE_ROAMING] tags, it won't add a biome and the creature will still only show up in that biome.

So, if i want the giant variety to spawn naturally, I need to add a biome to it? And the lesser variety won't spawn at all, since it has no specific tags? If that's all it does, then the only point of having the lesser variety is laziness, but nevertheless..

Sounds like it might be easier to just code the giant version and leave it at that.

Yeah, that's what I would suggest, although I have to wonder if that might make it targeted by the giant variation and result in a 'giant giant X'?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 20, 2013, 09:46:39 pm
Just remove the [APPLY_CV] and [COPY_TAGS_FROM]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Squeegy on January 20, 2013, 09:58:14 pm
Ok, I took a look at the existing creature variations and actually there's no reason that you couldn't use the smaller one with no biome, just add the biome onto the giant version. However, there still isn't much point, since you can just make the giant version.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PhoenixEggz on January 20, 2013, 10:02:00 pm
Ok, I took a look at the existing creature variations and actually there's no reason that you couldn't use the smaller one with no biome, just add the biome onto the giant version. However, there still isn't much point, since you can just make the giant version.

I combined them anyway. The deal was that the smaller one was already made, and the giant had lots of extra tags because I didn't understand how the giant variation worked out. Thank you!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 20, 2013, 11:05:38 pm
Hmm... would there be any way to force the game to only have reactions show up in the manager? IIRC, there's a bug that causes this...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 21, 2013, 12:05:59 am
Hmm... would there be any way to force the game to only have reactions show up in the manager? IIRC, there's a bug that causes this...

So that you'd need a manager in order to make certain things?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 21, 2013, 12:07:13 am
Well, it's more because I don't want certain buildings to be cluttered with an extra copy of every reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 21, 2013, 12:12:38 am
Ah. Though, requiring certain nobles for reactions sounds cool...

Any way to make a creature's claws larger without making the rest of the digit larger? I want something that can really rend without being bigger than it's victims. Would increasing tissue layer thickness of CLAW be better, or increasing sharpness of local CLAW material?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 21, 2013, 12:21:08 am
Change the stuff of the ATTACK token.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 21, 2013, 01:00:02 am
Contact and penetration are already at 100%, though, and on victims much larger than the creature, all the clawing does is bruise fat. Will increasing the tissue thickness or the [MAX_EDGE] of the claw material increase penetration?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 21, 2013, 01:17:09 am
Contact and penetration are already at 100%, though, and on victims much larger than the creature, all the clawing does is bruise fat. Will increasing the tissue thickness or the [MAX_EDGE] of the claw material increase penetration?

You can go over 100%.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 21, 2013, 02:59:19 am
What exactly does [LIGHT_GEN] do, anyway?

EDIT: Thanks for the tip on attack percentage, it worked!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 21, 2013, 03:03:06 pm
What exactly does [LIGHT_GEN] do, anyway?
It's an old holdover from 40d. Right now I think about all that it does is make your creature able to see better in adventure mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 21, 2013, 03:25:37 pm
What exactly does [LIGHT_GEN] do, anyway?
It's an old holdover from 40d. Right now I think about all that it does is make your creature able to see better in adventure mode.

I'll have to test. I hoped it would make the creature generate a ring of light around it (so you could see it in the distance in the caverns or at night) but guess not. Not even campfires or magma can do that right now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 21, 2013, 03:51:53 pm
[LIGHT_GEN] also makes creatures visible in not yet discovered terrain. For example I do use fireflies with light gen in the first cavern, vermin that always spawns, so that people can see were the caverns start, to avoid digging into it by accident.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 21, 2013, 04:04:09 pm
They do? Well crap, that might be a problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 21, 2013, 08:46:56 pm
EDIT: CRAP! double post!
[LIGHT_GEN] also makes creatures visible in not yet discovered terrain. For example I do use fireflies with light gen in the first cavern, vermin that always spawns, so that people can see were the caverns start, to avoid digging into it by accident.
Can I see a screenie of what that looks like?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 21, 2013, 08:53:39 pm
It's the creature's tile in a black void.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 21, 2013, 11:15:59 pm
Hmm, I added it to all cavern creatures to test but it doesn't seem to be working after a few months.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 21, 2013, 11:21:40 pm
Quote
Hmm, I added it to all cavern creatures to test but it doesn't seem to be working after a few months.

Do you have their code? Might help find the problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 21, 2013, 11:23:24 pm
NVM, I saw a vermin off in the dark. Guess I'm just missing things.

Does it work on non-vermin?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 22, 2013, 12:00:42 am
Yes, it works on non-vermin.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 22, 2013, 01:36:33 am
Does [AT_PEACE_WITH_WILDLIFE] override [CRAZED]? The fact that relevant syndromes in vanilla remove the tag implies so, but I haven't tested it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: koter on January 22, 2013, 03:16:20 am
Biggest DF modding question I always had was how come no one has ever made creature raws for Evangelion's Angels?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 22, 2013, 07:58:47 am
Because there are not many anime fans here? DF is western fantasy after all
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on January 22, 2013, 12:33:46 pm
In:
[CE_FLASH_TILE:TILE:168:3:0:1:FREQUENCY:200:100:START:0:END:100000]
does anyone know what the arguments of "Frequency" do specifically? 
(Wiki says "TILE:tile number:colour:FREQUENCY:?:?")

this one I can probably figure out easily enough by experiment but:
CE_DISPLAY_NAME
NAME:singular:plural:adjective
(Wiki says "Attaches a specified name to the creature's normal name.")
what does that mean to "Attach" a name? 

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 22, 2013, 02:20:35 pm
In:
[CE_FLASH_TILE:TILE:168:3:0:1:FREQUENCY:200:100:START:0:END:100000]
does anyone know what the arguments of "Frequency" do specifically? 
(Wiki says "TILE:tile number:colour:FREQUENCY:?:?")
I believe the arguments are "ticks showing normal tile":"ticks showing alt tile", but I'm not sure about that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on January 22, 2013, 02:23:27 pm
Cool, that was my best guess too after looking at how other mods use it.  I'll report back if I can confirm.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 22, 2013, 05:47:03 pm
Because there are not many anime fans here? DF is western fantasy after all

You'd be surprised :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Maximiliator on January 22, 2013, 09:26:01 pm
wow, i really love this mod ! I just read a book about druid-magic. I can have plant armies now, and transform into a direWolf :D. Is there any more magic one can learn??? If yes, from which books?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 22, 2013, 09:28:10 pm
Quote
wow, i really love this mod ! I just read a book about druid-magic. I can have plant armies now, and transform into a direWolf :D. Is there any more magic one can learn??? If yes, from which books?

Wrong thread, bud....


Does anyone know how, if possible, to designate which weapon that thieves use?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on January 22, 2013, 09:46:10 pm
In:
[CE_FLASH_TILE:TILE:168:3:0:1:FREQUENCY:200:100:START:0:END:100000]
does anyone know what the arguments of "Frequency" do specifically? 
(Wiki says "TILE:tile number:colour:FREQUENCY:?:?")
I believe the arguments are "ticks showing normal tile":"ticks showing alt tile", but I'm not sure about that.

Flash Tile seems to behave just like you suggested.  Also, the Display Name works like I had hoped, it is appended after his normal profession name.  So if I append "Hornblower", the full name displayed is "Malatug Temptrouts, Orc Farmer Hornblower".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 22, 2013, 10:03:03 pm
Does anyone know how, if possible, to designate which weapon that thieves use?
I don't believe it is possible, no. So you can't get them to all wield poleaxes or something even if you want to.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on January 22, 2013, 10:30:56 pm
Does anyone know how, if possible, to designate which weapon that thieves use?

I've noticed that thieves and babysnatchers will only use weapons in their entity that have [SKILL:DAGGER].

CE_DISPLAY_NAME

Also note that citizens affected by this in fortress mode no longer show up in Dwarf Therapist.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 22, 2013, 10:39:51 pm
Quote
I've noticed that thieves and babysnatchers will only use weapons in their entity that have [SKILL:DAGGER].

That sounds about right, thanks. Now to see if this works with ranged weapons.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 22, 2013, 11:20:21 pm
Is it possible to make a creature always wield a weapon when it comes on the map? Or is there at least some walk around that can allow them to make their own weapon? I have a creature who would be doing a lot better if it had a way to generate a sword, but can't figure out a way to get it one...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 23, 2013, 03:19:34 am
Is it possible to make a creature always wield a weapon when it comes on the map? Or is there at least some walk around that can allow them to make their own weapon? I have a creature who would be doing a lot better if it had a way to generate a sword, but can't figure out a way to get it one...
The only way that I know of doing it is to give them a sword as part of their body and then have an extra butcher item that is the sword.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: koter on January 23, 2013, 04:42:48 am
give them a sword as part of their body and then have an extra butcher item that is the sword.
Just... wow.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 23, 2013, 03:39:55 pm
Is it possible to make a creature always wield a weapon when it comes on the map? Or is there at least some walk around that can allow them to make their own weapon? I have a creature who would be doing a lot better if it had a way to generate a sword, but can't figure out a way to get it one...
The only way that I know of doing it is to give them a sword as part of their body and then have an extra butcher item that is the sword.

Too... cool... must... use!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 23, 2013, 04:56:51 pm
Quote
The only way that I know of doing it is to give them a sword as part of their body and then have an extra butcher item that is the sword.

Already have the sword body part, though thanks for the suggestion. It is juts that sword body parts can't block and I can't get it to do the damage I want... Thanks anyway.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 23, 2013, 06:56:24 pm
Quote
The only way that I know of doing it is to give them a sword as part of their body and then have an extra butcher item that is the sword.

Already have the sword body part, though thanks for the suggestion. It is juts that sword body parts can't block and I can't get it to do the damage I want... Thanks anyway.

Why can't you get it to do correct damage?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 23, 2013, 07:00:11 pm
Quote
Why can't you get it to do correct damage?

It is mostly a balancing thing. What I currently have is strong enough to kill a dwarf, and it even works like I want against tanks, but against things like helicopters and bombers I can't get it to act right.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PhoenixEggz on January 24, 2013, 04:03:52 pm
Okay, another question... I'm creating things, but they don't show up in game OR in the arena! How do I prevent this from happening to me constantly?


Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 24, 2013, 04:10:00 pm
Which set of raws are you editing? If you are editing the save raws nothing new will show up in the arena and if it's a new object it won't show up in the game. If you are editing the normal raws then it won't show up in a current game but it should show up in the arena running the default raws.

Are you putting these things in new files or in old ones? If it's a new file make sure you have the "filename.txt" and the "[OBJECT:WHATEVER]" at the top of the file or it won't read it. Also your filenames should start with "creature_" or "plant_" or whatever type of file you are creating.

If it is in an old file did you make sure that the [CREATURE:XXXX] or equivalent is all in capitals? You should try to avoid lowercase letters and spaces in object names.

Is your errorlog.txt showing anything?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PhoenixEggz on January 24, 2013, 04:20:59 pm
It was a new file, and I guess I was missing the name of the file on the top. Oops. It's fixed now and they work fine, though.

Thank you!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on January 24, 2013, 07:35:22 pm
I want to implement skill_learn_rate from modest mod's optional configuration files, it uses

but masterwork mod uses
skill_rate

what's the difference between these
skill_learn_rate
skill_learn_rates
skill_rate
skill_rates

as found on the wiki here
http://dwarffortresswiki.org/index.php/DF2012:Creature_token
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 24, 2013, 07:41:07 pm
The article you linked tells you exactly what the difference between those are.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on January 24, 2013, 07:42:40 pm
not really

skill_Rate
As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function.
 (looks like it's related to skill_rates, i.e. the "As")

skill_learn_rate
The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function.

I can read, I need help in understanding the difference

update:
are some of these related to each other?  I mean, I see not all 4 are needed to define skill rates, but are some tied to another?  Like in pairs, and what pairs are they to be used in?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 24, 2013, 08:03:32 pm
SKILL_RATE is literally SKILL_RATES, except for only one skill.

SKILL_LEARN_RATES is like SKILL_RATES, but only learning, nothing involving rust. SKILL_LEARN_RATE is for only one skill. The wiki says as much.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on January 26, 2013, 02:52:05 am
I've been trying to find a relatively simplistic manner to add a "magical shield" to a creature, which should basically behave as a bubble around them.  As far as I know, I can approximate this by adding a new tissue layer on top of the skin with whatever material I want (iron, perhaps), although I assume that won't cover their eyes (not a big deal).  Supposedly there's also a way to set this up so that the creature can't be killed by the shield being damaged.  I'm having a bit of a time figuring it out though.

I hear there's a mod that does something like this already.  Is it in Masterwork?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 26, 2013, 02:53:58 am
I've been trying to find a relatively simplistic manner to add a "magical shield" to a creature, which should basically behave as a bubble around them.  As far as I know, I can approximate this by adding a new tissue layer on top of the skin with whatever material I want (iron, perhaps), although I assume that won't cover their eyes (not a big deal).  Supposedly there's also a way to set this up so that the creature can't be killed by the shield being damaged.  I'm having a bit of a time figuring it out though.

I hear there's a mod that does something like this already.  Is it in Masterwork?

Just put a tissue layer of a strong material on top; it'll cover everything and, if you make the tissue right, it shouldn't cause any issues with pain or dying or anything like that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on January 26, 2013, 03:00:45 am
Right, so do I need to define all new templates for that, or is there a simpler way?  I see that you can define tissues locally at least, at least from the bronze colossus' raws.  This is why I was hoping there was an example.  :)

If not, I'll just make new templates and plug away at it until I figure it out.

Edit: I mean more about tissue layers than actual tissue and material definitions.  Kind of annoying to have to create a new tissue layer definition for just one creature, but if it's necessary it is what it is.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 26, 2013, 03:17:02 am
The bronze colossus raw is the perfect example; in fact, you could literally copy+paste that and use it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 26, 2013, 10:02:57 am
I've been trying to find a relatively simplistic manner to add a "magical shield" to a creature, which should basically behave as a bubble around them.  As far as I know, I can approximate this by adding a new tissue layer on top of the skin with whatever material I want (iron, perhaps), although I assume that won't cover their eyes (not a big deal).  Supposedly there's also a way to set this up so that the creature can't be killed by the shield being damaged.  I'm having a bit of a time figuring it out though.

Iron Men have a layer of gas around their bodies that works likes that (though not very protective). Just replace that with a better material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: sensei_shade on January 26, 2013, 11:46:34 am
I'm trying to give a creature a shallow layer of shelling around their body, to simulate toughened skin or... something like that. It's supposed to be over the skin. I don't get any errorlogs, but I can't tell any real difference in the combat logs (I anticipated 'tearing the shell' or something like that'), and I'm not sure if that's because of the fact that the layer is too thin or I'm doing something wrong.

This is my body detail plan.
Spoiler (click to show/hide)

And while I'm here, is there an easy way to make these layers not cover an area of the body? I'm thinking soft bellies, specifically.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 26, 2013, 01:13:00 pm
I'm trying to give a creature a shallow layer of shelling around their body, to simulate toughened skin or... something like that. It's supposed to be over the skin. I don't get any errorlogs, but I can't tell any real difference in the combat logs (I anticipated 'tearing the shell' or something like that'), and I'm not sure if that's because of the fact that the layer is too thin or I'm doing something wrong.

This is my body detail plan.
Spoiler (click to show/hide)

And while I'm here, is there an easy way to make these layers not cover an area of the body? I'm thinking soft bellies, specifically.

If you want toughened skin, it would be a lot easier to just toughen the skin... You can make the tissue out of something stronger, like bone or iron, if that is what you are looking for?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 26, 2013, 02:13:01 pm
Iron Men have a layer of gas around their bodies that works likes that (though not very protective). Just replace that with a better material.

Iron men have a layer of gas under their bodies, not around.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: sensei_shade on January 26, 2013, 02:16:44 pm
If you want toughened skin, it would be a lot easier to just toughen the skin... You can make the tissue out of something stronger, like bone or iron, if that is what you are looking for?

Well, the original intent was to creature creatures with tough backs and arms and such, and softer underbellies/necks or whatever. If that doesn't work like I want it to for whatever reason, then I guess that's what I'll do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Funk on January 26, 2013, 03:19:44 pm
try using this:
Spoiler (click to show/hide)

change [TISSUE_MATERIAL:INORGANIC:IRON] from iron to what ever your using for tough skin.


now can any one help me with getting this attack to work?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 26, 2013, 03:23:00 pm
It would be easier to just do this:

Code: [Select]
[ATTACK:ELBOW:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_CATEGORY:JOINT]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:elbow:elbows]
[ATTACK_CONTACT_PERC:100]
[ATTACK_VELOCITY_MODIFIER:2500]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KNEE:CHILD_BODYPART_GROUP:BY_CATEGORY:LEG_LOWER:BY_CATEGORY:JOINT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:knee:knees]
[ATTACK_CONTACT_PERC:100]
[ATTACK_VELOCITY_MODIFIER:2500]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]

No need to add anything to any body parts then.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 26, 2013, 03:24:58 pm
Quote
change [TISSUE_MATERIAL:INORGANIC:IRON] from iron to what ever your using for tough skin.

Or, if you want to make it all, you could just use "[TISSUE_LAYER:BY_CATEGORY:ALL:STEEL] (After designating the tissue layer) but he is right, that would work. If you want to make your belly or through t of normal flesh, then you can just erase the ones you don't want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on January 26, 2013, 04:34:54 pm
I was trying to simplify all stone types into generic Rock, Limestone, and Obsidian but I appear to not have enough stone types.
The game tends to pick one of the randomly generated evil materials, and use that as the first few stone layers' material.

inorganic_stone_layer

Code: [Select]
[OBJECT:INORGANIC]

[INORGANIC:LIMESTONE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:limestone][DISPLAY_COLOR:7:7:1][TILE:178][REACTION_CLASS:FLUX]
[SEDIMENTARY][SEDIMENTARY_OCEAN_DEEP]
[MATERIAL_VALUE:2]
[IS_STONE]
[MELTING_POINT:11485]
[SOLID_DENSITY:2710]

[INORGANIC:OBSIDIAN]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MELTING_POINT:13600]
[BOILING_POINT:16000]
[STATE_NAME_ADJ:ALL_SOLID:obsidian][DISPLAY_COLOR:0:7:1][TILE:177][LAVA]
[MAX_EDGE:20000]
[IGNEOUS_EXTRUSIVE]
[MATERIAL_VALUE:3]
[SHEAR_YIELD:33000] added by Igfig
[SHEAR_FRACTURE:33000] added by Igfig
[SHEAR_STRAIN_AT_YIELD:113] added by Igfig
[IS_STONE]
MELTING_POINT:11818 <-- I think this is from the data collected by the contributors above and is more accurate than the numbers we're using, but we're using a high melting point until environmental lava effects are further along.
[SOLID_DENSITY:2650]

[INORGANIC:ROCK]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:rock][DISPLAY_COLOR:7:0:0][TILE:178]
[IGNEOUS_INTRUSIVE][METAMORPHIC][IGNEOUS_EXTRUSIVE][SEDIMENTARY]
[SEDIMENTARY_OCEAN_SHALLOW][SEDIMENTARY_OCEAN_DEEP]
[IS_STONE]
[MELTING_POINT:12070]
[SOLID_DENSITY:2600]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on January 26, 2013, 05:11:07 pm
As is known, giving a civ a reaction to make a metal will ensure said civ will always have that metal.

If I were to remove the token that allows picks in a civ, and add a custom reaction that is used to make picks, will the civ still have access to picks, or only the player?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 26, 2013, 05:28:36 pm
Only the player.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on January 26, 2013, 05:29:28 pm
Only the player.

Thank you. Looks like my side-project will work, after all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 26, 2013, 05:33:48 pm
Not sure if you'll actually be able to dig with it, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on January 26, 2013, 05:45:05 pm
It appears the ROCK material is broken, it never shows up, and is always replaced with a random material, like Infernal Soot. Why is it broken, exactly?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 26, 2013, 05:54:14 pm
It appears the ROCK material is broken, it never shows up, and is always replaced with a random material, like Infernal Soot. Why is it broken, exactly?

Do you mean in Arena mode? That's because there is no actual ROCK material in the game. It works ok for blocks and constructions, but when dropped, it tries to call up a nonexistant dust form for the material, and instead uses a bunch of random inorganic dust materials. In 31.25, this meant random gemstones, soils, and rocks. In this version, syndrome clouds.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on January 26, 2013, 05:59:40 pm
No, not those rocks. I mean the ROCK in the code I posted.

Edit:
Okay, It appears I am missing a stone layer type.
the generic rock material I made does show up, along with the dust material.

Edit x2:
I separated the rock into a sedimentary, metamorphic, and igneous intrusive rocks, and left obsidian with igneous intrusive instead.
It seems to work now?

Edit x3:
All the stone layers are there now, but now removing ramps leaves behind evil dust materials.
Probably a problem with the soil layers. And the fact that silt is removed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on January 27, 2013, 02:53:04 pm
I started working on my bionicle mod again, and I need help with setting up descriptor pattern raws. How should I set them up so it would say something like, "His mask is the kanohi hau"?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 27, 2013, 02:56:00 pm
I started working on my bionicle mod again, and I need help with setting up descriptor pattern raws. How should I set them up so it would say something like, "His mask is the kanohi hau"?

Make a color called "the kanohi hau".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dawnkeeper on January 27, 2013, 03:00:54 pm
I set up an reaction for making some alcohol.
The reaction shows up in the building but is maked red. Looking at it is says the building is missing ?!?

building:
Spoiler (click to show/hide)

reaction:
Spoiler (click to show/hide)

What am I missing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 27, 2013, 03:05:20 pm
Does it say the building is missing? Take a screenshot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on January 27, 2013, 03:07:15 pm
How would I make a variant of the fireball reaction that is hot enough to have an effect that would burn the target to ashes as soon as possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 27, 2013, 03:07:42 pm
How would I make a variant of the fireball reaction that is hot enough to have an effect that would burn the target to ashes as soon as possible?

nope
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on January 27, 2013, 03:09:22 pm
So is there a way to make a fireball effect with temperatures comparable to dragonfire at least? I'm trying to create a creature that is suppose to have disintegration blasts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dawnkeeper on January 27, 2013, 03:12:31 pm
Does it say the building is missing? Take a screenshot.
I tried and:
"What the hell? Why does it work now?"
I left the game running while waiting for an answer and it seems the building just needed some time to ... recognize it exists.
Seems I was too fast trying to start the production.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 27, 2013, 03:17:38 pm
Quote
So is there a way to make a fireball effect with temperatures comparable to dragonfire at least? I'm trying to create a creature that is suppose to have disintegration blasts.

Well you can directly turn it into ashes, but you just can't use a fireball effect. You could technically use a transformation to turn it directly into ashes (what I do), but it is messy to be able to distribute properly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on January 27, 2013, 03:21:56 pm
So is there any other way I could simulate the disintegration effect besides fire and ashes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 27, 2013, 03:25:30 pm
Quote
So is there any other way I could simulate the disintegration effect besides fire and ashes?

Like I said, you could basically transform them to death.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 27, 2013, 03:40:20 pm
So is there any other way I could simulate the disintegration effect besides fire and ashes?

Transform them to a creature that bleeds to death and leaves behind "ashes" as a corpse?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 27, 2013, 03:44:00 pm
Quote
Transform them to a creature that bleeds to death and leaves behind "ashes" as a corpse?

Something like that. I made a creature out of ash that drops ash. And it has boiling rocks for lungs, or something that makes it have no lungs, so it just suffocates.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: shinyarceus4 on January 27, 2013, 04:08:06 pm
I'm pretty new to modding, and I've searched the thread for similar answers, but I haven't seen an answer that directly answered how to add custom graphics to creatures, starting from scratch. How do you add custom graphics to creatures, like with Mayday and Phoebus, but with mods?  ???
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 27, 2013, 04:08:55 pm
I'm pretty new to modding, and I've searched the thread for similar answers, but I haven't seen an answer that directly answered how to add custom graphics to creatures, starting from scratch. How do you add custom graphics to creatures, like with Mayday and Phoebus, but with mods?  ???

There's a tutorial in the vanilla graphics folder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: shinyarceus4 on January 27, 2013, 04:43:52 pm
I'm pretty new to modding, and I've searched the thread for similar answers, but I haven't seen an answer that directly answered how to add custom graphics to creatures, starting from scratch. How do you add custom graphics to creatures, like with Mayday and Phoebus, but with mods?  ???

There's a tutorial in the vanilla graphics folder.

Didn't even know it existed, thanks for the help!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on January 27, 2013, 07:32:23 pm
I've dived into modding... not the 1st or last game I've done a few minor hacks too.

Anyways... I modded some stuff in (can check the log file here) and now I can't build any high boots
http://www.bay12forums.com/smf/index.php?topic=117954.msg3983972#msg3983972

It's such a minor annoyance because low boots seem to offer the same coverage... but it bugs me.

I created a new world with the same mod and guess what, I can embark with high boots.  But the game I have (i.e. currently playing, not a new embark world), I can't build any...

I'm not sure why.

I did a comparison of entity_default.txt with my mod vs accelerated mod (which my mod is based on) and sure enough, they have the same boots reactions in there (I never modded anything with boots).

I did put in my reactions file ###explanation###, although... the things I put in seem to still be working.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 27, 2013, 07:40:12 pm
Can you show your entity file? The problem is probably there...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on January 27, 2013, 07:59:10 pm
Can you show your entity file? The problem is probably there...

this is from the save

Spoiler (click to show/hide)

I could upload the whole save and environment
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tahujdt on January 27, 2013, 08:04:56 pm
A mod I play accidently used the attribute change instead of the attribute add tags in a syndrome. What is the name of the adding tag?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 27, 2013, 08:09:38 pm
Can you show your entity file? The problem is probably there...

this is from the save

Spoiler (click to show/hide)

I could upload the whole save and environment

Well the boots are in the entity file, and if you can take them on the embark, you should be able to make them in the forge at the very least... No clue what is wrong.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on January 27, 2013, 08:21:38 pm
yeah, it's weird.  I just created a new world, and embarked.  And I can create them from the job queue...

oh well cruel sweet world of milk and honey (I was embarked on top of a hill with a river!)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 27, 2013, 08:27:23 pm
Can you show your entity file? The problem is probably there...

this is from the save

Spoiler (click to show/hide)

I could upload the whole save and environment

Well the boots are in the entity file, and if you can take them on the embark, you should be able to make them in the forge at the very least... No clue what is wrong.

Since both they and low boots are COMMON, not FORCED, there's a chance for them to not show up because they're both similar items.

A mod I play accidently used the attribute change instead of the attribute add tags in a syndrome. What is the name of the adding tag?

They're the same thing...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 27, 2013, 08:56:52 pm
Quote
Since both they and low boots are COMMON, not FORCED, there's a chance for them to not show up because they're both similar items.

That wouldn't stop you from building them in the forge, though...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 27, 2013, 09:00:10 pm
Quote
Since both they and low boots are COMMON, not FORCED, there's a chance for them to not show up because they're both similar items.

That wouldn't stop you from building them in the forge, though...

Yeah it would. By not show up, I mean that your entity won't be able to access them at all; they'd be counted as foreign, like whips and such.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 27, 2013, 09:15:29 pm
Quote
Yeah it would. By not show up, I mean that your entity won't be able to access them at all; they'd be counted as foreign, like whips and such.

But he is able to bring them on embark, so it can't be that anyway.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 27, 2013, 09:31:51 pm
Quote
Yeah it would. By not show up, I mean that your entity won't be able to access them at all; they'd be counted as foreign, like whips and such.

But he is able to bring them on embark, so it can't be that anyway.
When he genned a new world, he was able to.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 27, 2013, 09:45:56 pm
Quote
When he genned a new world, he was able to.

Must have misread, that makes more since. I am not even sure how he noticed this difference.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: nanomage on January 28, 2013, 06:50:33 am
Hello, I have a small material modding question to you modding community!

In the raws, behaviour under tension is described by three values:

[TENSILE_YIELD]
[TENSILE_FRACTURE]
[TENSILE_STRAIN_AT_YIELD]
The first two seem to be quite clearly tensile yield strength and ultimate tensile strength, correspondingly. (Though correct me if I'm wrong)

[TENSILE_STRAIN_AT_YIELD] bugs me though, as I'm not very learned at material science.

How do I derive the [TENSILE_STRAIN_AT_YIELD] raw value from commonly published material values, such as Young's modulus, elongation at yield percentage, etc?

EDIT:Ah nevermind, assuming it to be "yield strength"/"Young's modulus" seems fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on January 28, 2013, 04:21:37 pm
I think you're right about yield strength and ultimate yield strength.  Tensile Strain at Yield is not a unit that is commonly used in materials science.  You would normally characterize the elastic linear regime as the Tensile Yield (Stress) and the Young's Modulus (stress per strain). 

Toady instead reports the Tensile Yield (a stress) and the Tensile Strain at Yield (a strain). 

Toady's version is interchangable, modulo the unit conversion. if the 'normal' way is essentially give the y coordinate of a point and a slope, Toady's version is giving the x and y coordinate of the point.

edit:  ah, forgot to ask my question ^^

I'm trying to add extra tusks to an elephant to make it into a Mumak
An elephant apparently normally looks something like this

   [BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:OUTERBRAIN:BRAIN:SKULL:MOUTH:2TUSKS:GENERIC_TEETH:RIBCAGE]

How would I go about adding more tusks?  I find that replacing "6TUSKS" doesn't work ;)  Where can I look up what tokens are allowed in a body tag?

ed2:  I guess i see where the parts are in [OBJECT:BODY] files, is the best way to define a new body part corresponding to 6TUSKS?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 28, 2013, 06:06:46 pm
Yeah. Copy 2TUSKS, name it 6TUSKS, and add 4 more tusks. Look at the body token article on the wiki.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on January 28, 2013, 07:06:17 pm
Seems to work, thanks :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on January 28, 2013, 11:13:24 pm
Living in small caves will not effect a civ's ability to siege right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 29, 2013, 12:40:58 am
Living in small caves will not effect a civ's ability to siege right?
I don't believe that it will, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Person on January 29, 2013, 05:30:21 pm
Could I have a small guide on item corpse? I'm going to be using it a lot in something I'm working on, so I'd rather not have to make separate posts for every single item type.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on January 29, 2013, 05:54:55 pm
It's fairly simple,  The syntax is just [ITEMCORPSE:<item token>:<material token>] 

Fortress defence "Blendecs" are one example that comes to mind; some fraction of them drop some tin ore (the others drop basically nothing, i.e. a simple evaporating stone).

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 29, 2013, 06:18:23 pm
Wiki articles:

Item token (http://dwarffortresswiki.org/index.php/Item_token)
Material token (http://dwarffortresswiki.org/index.php/Material_token)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on January 29, 2013, 09:33:21 pm
I want to prevent animals from trampling grass when penned.

How can I do this?  I know in mwmod this doesn't happen, but in vanilla I have a hard time with animals dying I guess because they trample all their grass.  Either way, I'd like the trampling of grass into brown to stop, any love guys?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 29, 2013, 09:36:04 pm
What is their [GRAZER] set to? They might be eating the grass. Alternately, give them [GRASSTRAMPLE:0]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on January 29, 2013, 09:40:00 pm
grazer is set to 120
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 29, 2013, 09:53:44 pm
Then they are eating grass every 12 turns, meaning they need vast areas to survive. In the pens, they eat it before it can grow back. Increase that by about 20 times, should help greatly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on January 29, 2013, 10:11:58 pm
thx, I'd rather not mod it, if I can set one to 20 spaces, then I will
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on January 29, 2013, 10:39:22 pm
according to
http://dwarffortresswiki.org/index.php/DF2012:Pasture
you need about 169 tiles (13 by 13) for each creature with grazer 120

as Hugo mentioned, if you made the grazer = 120*20 = 2400, each creature would need about a 3 by 3 amount of pasture.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 29, 2013, 10:50:22 pm
Only rabbit sized animals can live in 1x1
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on January 30, 2013, 11:10:34 am
Unless I'm mistaken, you can also set up each creature up for adoption.  With an owner, the dwarf will (usually) automatically feed them before they starve to death.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 30, 2013, 12:46:30 pm
Unless I'm mistaken, you can also set up each creature up for adoption.  With an owner, the dwarf will (usually) automatically feed them before they starve to death.
While this might work for smaller animals (rabbits and goats) just about anything larger then a goat will still starve to death if the dwarf gets even the slightest bit busy due to the fact that "feed pet" is a very low priority task.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Glitch(TMG) on January 30, 2013, 12:48:23 pm
A question just occurred to me, after reading something in another modding thread...

You'd need to put  [CHILD:1]  into them and
   [CASTE:FEMALE]
      [FEMALE]
   [CASTE:MALE]
      [MALE]
at the end of their raw.
But I believe that would work for new world only.
^ On the question of creature reproduction, which then made me think of something that I -hope- is not true...

Has Toady not put in anything like asexual reproduction for creatures in this game?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 30, 2013, 01:09:54 pm
He hasn't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 30, 2013, 01:14:07 pm
He hasn't.
You could simulate it in-game with a "clone" reaction that has a very long cool down, but even that won't be simulated during world generation.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Glitch(TMG) on January 30, 2013, 01:20:47 pm
He hasn't.
You could simulate it in-game with a "clone" reaction that has a very long cool down, but even that won't be simulated during world generation.

Hrm, just as I feared. Well, off to make a suggestion thread about it, this is a rather striking omission--

wait, won't be done during world generation? Then how do currently non-reproducing creatures (cave floaters, floating guts, things like that) populate the world without eventually dying off like mega and forgotten beasts?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 30, 2013, 01:26:20 pm
wait, won't be done during world generation? Then how do currently non-reproducing creatures (cave floaters, floating guts, things like that) populate the world without eventually dying off like mega and forgotten beasts?
They spawn in large numbers and aren't hunted down and killed except very rarely by hunters during world generation. Assuming you had an extremely long world gen all of these creatures would go extinct, but for the most part they survive due to the fact that the only things that really get killed during world generation are important creatures and very rarely a random one by a hunter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Glitch(TMG) on January 30, 2013, 01:28:17 pm
So, given enough time they will die off like mega and forgotten beasts.

Damn. That's even worse than I thought. A striking omission indeed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on January 30, 2013, 04:21:26 pm
Is there any usage hint I could give to an interaction that temporarily transforms the user into an amphibious creature that will cause them to use it if they fall in the water?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 30, 2013, 04:45:58 pm
Is there any usage hint I could give to an interaction that temporarily transforms the user into an amphibious creature that will cause them to use it if they fall in the water?

Maybe you could use that IN_WATER LOCATION_HINT, but I'm not sure if that would work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on January 30, 2013, 04:52:34 pm
In the period of a syndrome, how big of a number would encompass about 1 turn of action for the average adventurer?

Also can a interaction have multiple usage hints?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 30, 2013, 05:21:41 pm
1 time unit = 1 tick, and the average dwarf takes one step about every 10-11 ticks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 30, 2013, 05:22:04 pm
1. I have tried fruitlessly to figure that out. Adventure mode time be whack, yo.
2. Yep.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 30, 2013, 05:24:03 pm
1. I have tried fruitlessly to figure that out. Adventure mode time be whack, yo.
Adventure mode syndromes last 1/72th the duration of fort syndromes due to the fact that 1 tick = about 1 second in adventure mode and 1 tick = 72 seconds in fort mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 30, 2013, 05:27:00 pm
Except they don't. That's the issue. I have a syndrome that lasts 100 ticks or so. In dwarf mode, this translates to (naturally) about a second's worth of a huge speed burst, enough to travel ~30-40 tiles. In adventurer mode, it usually lasts until fast travel.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 30, 2013, 05:28:07 pm
Quote
Except they don't. That's the issue. I have a syndrome that lasts 100 ticks or so. In dwarf mode, this translates to (naturally) about a second's worth of a huge speed burst. In adventurer mode, it usually lasts until fast travel.

Well the fact that it raises speed naturally messes up how the ticks work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 30, 2013, 05:28:58 pm
Yeah, but it shouldn't mess it up that badly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 30, 2013, 05:38:28 pm
Quote
Yeah, but it shouldn't mess it up that badly.

Well how much did you raise it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 30, 2013, 05:51:00 pm
It should only last about 50 turns at most, is what I'm saying; instead, it tends to last over 100.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 30, 2013, 05:54:15 pm
Quote
It should only last about 50 turns at most, is what I'm saying; instead, it tends to last over 100.

I meant to ask how high you raised the stat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 30, 2013, 06:03:24 pm
About ~500%, I think.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on January 30, 2013, 08:02:46 pm
Well that would mean it takes like a hundred steps for one tick to go by-considering you go by time at perspective in adventure mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 30, 2013, 08:09:54 pm
Well that would mean it takes like a hundred steps for one tick to go by-considering you go by time at perspective in adventure mode.

A tick is the minimum amount of time for anything to happen at all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Maklak on January 31, 2013, 02:47:18 am
I have a question about attribute rates. There are these two tokens: MENT_ATT_RATES and PHYS_ATT_RATES, which default to something like [500:4:5:4]. 500 is called "cost to improve" and the rest of them are about rusting. Does the attribute train faster with lower cost to improve, that is would [100:4:5:4] train five times as fast?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shalderave on January 31, 2013, 12:07:48 pm
Hello ladies and gentlemen of the Dwarf Fortress modding community, as you can see I just signed up but not to worry, I've done plenty of lurking to find the answers myself before bothering anyone. I do want to thank you all for being so helpful and useful to someone who just got started...and who wanted to stomp around the world as a forty foot metal giant.

My question today is this; if I take the bronze colossus' RAW from within the creature_standard.txt and changed its tissues from bronze to steel, with the appropriate capitalization and so on, would that also change my adventure mode colossus to have steel skin as well? or would I also need to change all instances of 'bronze' to 'steel' except for its name, as to not mess up any coding? I got roughed up, not killed, hard by a necromancer and his minion's silver letter openers and apparently colossi do not regenerate; I want my big stompy robot to be a little bit tougher, for cathartic reasons.

From this:
Code: [Select]
...[TISSUE:BRONZE]
[TISSUE_NAME:bronze:bronze]
[TISSUE_MATERIAL:INORGANIC:BRONZE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]...

To this:
Code: [Select]
...[TISSUE:STEEL]
[TISSUE_NAME:steel:steel]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:STEEL]...
I haven't touched the name so it'd still be known as bronze colossus so as to not screw with the piece of coding within entity_default.txt that let's me play with him.

If I am correct so far, and even if I'm not, is there also any way that I can only modify my colossus adventurer to be made out of steel and not the random NPC's? If I forget to change them back before I play fortress mode, that's quite a level of masochism I'm not ready to enjoy quite yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on January 31, 2013, 01:23:27 pm
1)You are correct on your first assumption that changing it to steel in just the creature will work just fine.
2)However this will change all bronze colossuses into steel ones. If you just want your adventurer to be made of steel, then you will need to create a new creature that can only be used in adventure mode and is different from the normal bronze colossus. This will require a regeneration as you will be creating a new creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shalderave on January 31, 2013, 03:58:44 pm
Thank you very much, I had a feeling it would work. As for creating a separate entity, that would be interesting and far more convenient when I start playing Fortress mode more often; but for now I think this will work fine. I deleted all my worlds because I hadn't done anything and one of them kept making me lag, poor generation choice, also if I meet another colossus it'll be the wrestling match of the century.

Especially now since I've turned the Bronze Colossi into this
Code: [Select]
[CREATURE:AVATAR_ADAMANTINE]
[DESCRIPTION:Avatar of a long forgotten God, inscribed with the phrase "I am become Death, Destroyer of worlds."]
[NAME:adamantine avatar:adamantine avatars:adamantine avatar]
[CASTE_NAME:adamantine avatar:adamantine avatars:adamantine avatar]
[CREATURE_TILE:'C'][COLOR:6:0:0]
[MEGABEAST][DIFFICULTY:15] 11 or higher does not get assigned as adv mode quests
[ATTACK_TRIGGER:80:10000:100000]
[FANCIFUL]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[SPHERE:METALS]
[SPHERE:STRENGTH]
[SPHERE:WAR]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[BIOME:ANY_LAND]
[EQUIPS]
[NOFEAR]
[PREFSTRING:height]
[NOBONES]
[BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:ADAMANTINE]
[TISSUE_NAME:adamantine:adamantine]
[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]

With back ups of course.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on February 01, 2013, 08:23:31 pm
I was wondering, is it possible to have stats be innate, like all dwarves are good at wrestling, or all dwarves are legendary farmers. also, is it possible to affect speed without having them walk at lightspeed?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 01, 2013, 08:31:14 pm
I was wondering, is it possible to have stats be innate, like all dwarves are good at wrestling, or all dwarves are legendary farmers. also, is it possible to affect speed without having them walk at lightspeed?

1. Yes, with NATURAL_SKILL.

2. Yes, the SPEED token. Less than 1000 is faster than normal, more than 1000 is slower.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 01, 2013, 08:35:45 pm
Yep, caste level skill called NATURAL_SKILL.
http://dwarffortresswiki.org/index.php/DF2012:Creature_token#N

Speed is quantitative, normal is 900, it's really a "turn delay" so higher numbers are slower.
http://dwarffortresswiki.org/index.php/DF2012:Speed
You can set your speed lower than 900 but higher than whatever corresponds to "lightspeed".  But, they'll do everything faster, not just walk.

ed.  rar ninjad :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on February 01, 2013, 08:42:26 pm
so like [WRESTLER:5] or is that wrong
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 01, 2013, 08:55:40 pm
[NATURAL_SKILL:<Skill_token>:5]

Check to see whether Wrestler is a valid skill token.  I think it is not.
http://dwarffortresswiki.org/index.php/DF2012:Skill_token
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 01, 2013, 09:27:28 pm
[NATURAL_SKILL:WRESTLING:5]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Greiger on February 01, 2013, 10:29:25 pm
Ok, I have a stupid question.  It's probably some super basic thing but so far all my attempts have ended in failure.

I wish to play a custom race for fortress mode.  This I have already done, and pretty thoroughly.  But dwarves might as well not exist while I'm playing them.  I want to fix that, I want to get dwarven traders, and even sieges should I piss them off.  I have spent far too long playing DF with dwarves effectively missing.

What do I need to do to make this happen? I've cloned the mountain entity once and gave them a number of humanlike tags but that didn't seem to do the trick.  Are there specific tags that need to be added, removed, or modified?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on February 01, 2013, 10:38:17 pm
Is it possible to create an interaction that will increase a certain skill to a higher level and then lower it back to what it was before?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 01, 2013, 10:44:48 pm
Ok, I have a stupid question.  It's probably some super basic thing but so far all my attempts have ended in failure.

I wish to play a custom race for fortress mode.  This I have already done, and pretty thoroughly.  But dwarves might as well not exist while I'm playing them.  I want to fix that, I want to get dwarven traders, and even sieges should I piss them off.  I have spent far too long playing DF with dwarves effectively missing.

What do I need to do to make this happen? I've cloned the mountain entity once and gave them a number of humanlike tags but that didn't seem to do the trick.  Are there specific tags that need to be added, removed, or modified?

There is several things that may have been the problem. First, are they near the dwarves geologically? Second, are they at war with the dwarves? Third, are all the dwarves wiped out? If those are not the problem, then you could lower the trade triggers, or something even further.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 01, 2013, 11:09:37 pm
Is it possible to create an interaction that will increase a certain skill to a higher level and then lower it back to what it was before?
Not really. You can alter the creatures general amount of "luck" with their skill rolls using CE_SKILL_ROLL_ADJUST, though. This will raise or lower all of a creatures skill rolls (or only a random percent of them) by a given percentage while it is active.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Geoman on February 02, 2013, 05:08:12 am
Is it possible to appoint to different castes of one creature different tiles (using graphics set)? If yes how can i do this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 02, 2013, 10:46:37 am
Is it possible to appoint to different castes of one creature different tiles (using graphics set)? If yes how can i do this?

No, you can only set tiles by profession.  If it is just an invading race you can sort of "fake" it by giving some caste high Natural skill in some skill and forcing the tile that way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on February 02, 2013, 11:17:08 am
It turns out that I didn't know that amphibious could not be added via syndrome. Is there any way I could allow the user of the interaction to breath water without transforming them into a different species?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 02, 2013, 11:48:36 am
Quote
It turns out that I didn't know that amphibious could not be added via syndrome. Is there any way I could allow the user of the interaction to breath water without transforming them into a different species?

Give them NO_BREATH?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: htabdoolb on February 02, 2013, 11:58:00 am
I'd like to make a custom bin item with a larger container capacity than the standard bin. The trouble seems to be that bins are hardcoded, not present in the raws, so I don't know how to define a custom bin. I'm assuming that bins are a sort of tool, and will have similar properties to tools such as large pots and jugs and such, but there is also the matter of them being categorized more as furniture by the game.

I've seen examples of creating bins made out of non-wood, non-metal materials here on the modding forum, but nothing about defining a separate bin item completely. I guess what I am looking for is the TOOL_USE token for bins. Large pots have FOOD_STORAGE, is there a generic ITEM_STORAGE or something similar that bins use?

Any help or suggestions are appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 02, 2013, 12:08:23 pm
That's a good idea, but the wiki is almost always comprehensive.  So since there is no tool use token listed for bins it probably doesn't exist.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 02, 2013, 01:17:49 pm
I'd like to make a custom bin item with a larger container capacity than the standard bin. The trouble seems to be that bins are hardcoded, not present in the raws, so I don't know how to define a custom bin. I'm assuming that bins are a sort of tool, and will have similar properties to tools such as large pots and jugs and such, but there is also the matter of them being categorized more as furniture by the game.

I've seen examples of creating bins made out of non-wood, non-metal materials here on the modding forum, but nothing about defining a separate bin item completely. I guess what I am looking for is the TOOL_USE token for bins. Large pots have FOOD_STORAGE, is there a generic ITEM_STORAGE or something similar that bins use?

Any help or suggestions are appreciated.

Nope, the wiki is 100% complete on that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: htabdoolb on February 02, 2013, 01:35:25 pm
I had been hoping that someone more familiar with coding and how programs work had been able to somehow pull out the hardcoded information on bins from the game, and that perhaps it simply hadn't made it onto the wiki yet(or because reverse engineering is often frowned upon).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 02, 2013, 01:37:24 pm
I had been hoping that someone more familiar with coding and how programs work had been able to somehow pull out the hardcoded information on bins from the game, and that perhaps it simply hadn't made it onto the wiki yet(or because reverse engineering is often frowned upon).

Why would you need that? The wiki is complete on this issue. If there were a new tool use added, Toady would have said so.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 02, 2013, 01:38:27 pm
I had been hoping that someone more familiar with coding and how programs work had been able to somehow pull out the hardcoded information on bins from the game

That is, in general terms, already how the wiki gets populated/checked. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on February 02, 2013, 04:08:36 pm
How would I set up a reaction that summons illusion copies of the user? I think I have an idea of how to make the illusions by messing with their tissues but I'm not sure how to summon them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 02, 2013, 04:13:11 pm
Not sure any kind of summoning, except extremely long difficult workaround ones, are possible at the moment.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 02, 2013, 04:13:38 pm
How would I set up a reaction that summons illusion copies of the user? I think I have an idea of how to make the illusions by messing with their tissues but I'm not sure how to summon them.
I can only think of one way right now, and it's hoops as fuck.
1)Utilize the "clone" reaction.
2)Have the transformed clone not have any attacks, so all if can do is "push".
3)Give the clones some sort of internally applied syndrome timer that causes them to die horrifically when the timer ends.
4)Have the clones have a item corpse that boils away into smoke.

Other then that I don't know of any ways. You might be able to get "passes through" for all of your combat messages by making all of the clone tissues be of the "feather" format, but I'm not sure if that will work completely the way that it seems like it should.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on February 02, 2013, 04:20:05 pm
hmmmm oops I worded that oddly. Nevermind I'll work on something else for now until I figure out what I meant to ask about
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shalderave on February 03, 2013, 01:41:01 am
I'm currently looking for the answer but I'll ask here as well, I just discovered that my cottoncandy-colossus can't learn anything, like wrestling. It's no wonder I missed so much; what would I have to add to make my adventurer colossus able to learn? I know about [INTELLIGENT] but the weird thing is I can talk to people, and I don't see [CAN_SPEAK] anywhere.

No matter, what's the proper way to fix this? I'm afraid if I only add [CAN_LEARN] than all the other things like [SKILL_LEARN_RATE] won't apply and it'll be fruitless or am I just being paranoid? By the way all my adventurer is is a modification of the bronze colossus to be made of Cotton candy, so whatever works for ol' bronzy boy will work for me.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 03, 2013, 02:09:24 am
[INTELLIGENT] implies [CAN_SPEAK]; [INTELLIGENT] is literally [CAN_SPEAK] and [CAN_LEARN] put together. Just use [CAN_LEARN].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shalderave on February 03, 2013, 02:12:18 am
Well see, he doesn't have any of the three but I've been talking to people. That was my only confusion; so I just slap [CAN_LEARN] in the right spot? Sounds easy enough and I believe the right spot is right above [CANOPENDOORS]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 03, 2013, 02:15:29 am
The right spot is literally anywhere outside material, tissue and attack definitions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tevish Szat on February 03, 2013, 02:18:11 am
So... I'm starting out on trying my hand at modding with more ambition than I probably have skill for.

1) Is a creature's weight calculated from its tissues, and does that alter it's speed?  For instance, if I were to give dragons skin made of Slade, would they be slower because of it?
2) Does anyone know what happens if you try to create an entity of spouse converters, or any special accommodations you have to make to allow it to function?  This for an enemy to send sieges, not a playable
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shalderave on February 03, 2013, 02:19:08 am
Thank you Putnam.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 03, 2013, 02:19:58 am
So... I'm starting out on trying my hand at modding with more ambition than I probably have skill for.

1) Is a creature's weight calculated from its tissues, and does that alter it's speed?  For instance, if I were to give dragons skin made of Slade, would they be slower because of it?
2) Does anyone know what happens if you try to create an entity of spouse converters, or any special accommodations you have to make to allow it to function?  This for an enemy to send sieges, not a playable

A creature's weight is altered by its tissues, but I don't think that that affects its speed, no.
2. Probably some weird stuff. I think there was research on it, not sure if it did anything.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 03, 2013, 03:50:57 am
So... I'm starting out on trying my hand at modding with more ambition than I probably have skill for.

1) Is a creature's weight calculated from its tissues, and does that alter it's speed?  For instance, if I were to give dragons skin made of Slade, would they be slower because of it?
2) Does anyone know what happens if you try to create an entity of spouse converters, or any special accommodations you have to make to allow it to function?  This for an enemy to send sieges, not a playable
1)Weight is calculated from tissues, yes, but it has no effect on speed. The only thing that determines speed right now are the [SPEED:XX] token, the [SWIM_SPEED:XX] token, and any speed modifying syndromes on a creature.
2)I believe that spouse converters behave similar to werebeasts in world generation (i.e. fleeing towns and moving into lairs where they raid from). Having an entire entity of them will probably cause all sorts of weird occurrences.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Duefaku on February 03, 2013, 09:23:30 am
If I replace [SWIMS_LEARNED] with [SWIMS_INNATE] in the human's raws, (so my companions can swim)
how will that affect allocating points to swimming in the chargen screen? Does it just ignore not a swimmer by allowing you to swim, but still giving the advantages of faster swim speed and ability to be stunned in the water in later skill levels?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 03, 2013, 02:15:45 pm
IIRC SWIMS_INNATE basically means that the creature has a legendary swimming skill, i.e. it doesn't gain any points in swimming, can't start drowning by falling into water, and it's swim speed is determined solely by it's [SWIM_SPEED:XXX] token rather then starting lower and eventually climbing to the maximum.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 03, 2013, 03:34:02 pm
Is there any way to get it so that a race will not bring it's wood cutting axes to fight? It is getting kind of strange to see people show up to war with chainsaws...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 03, 2013, 09:15:37 pm
Is there any way to get it so that a race will not bring it's wood cutting axes to fight? It is getting kind of strange to see people show up to war with chainsaws...

Specify them as training weapons maybe?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on February 03, 2013, 09:49:56 pm
Is there any way to get it so that a race will not bring it's wood cutting axes to fight? It is getting kind of strange to see people show up to war with chainsaws...

Specify them as training weapons maybe?
Why don't you want people going to war with chainsaws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 03, 2013, 10:01:36 pm
Quote
Why don't you want people going to war with chainsaws.

Because the other side has guns. Chainsaws don't last very long against guns.

Quote
Specify them as training weapons maybe?

I think that will work, thanks!

Well training just restricts it to being made out of wood. It might work, or it might break things. Ill have to test it out...thanks still.

Well it is working, though it still has some quirks. Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 04, 2013, 01:14:47 am
The human axeman bats the flying +steel bullet+ out of the air with his bizmuth bronze chainsaw!

Quirks? Like wooden chainsaws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on February 04, 2013, 02:30:33 am
So, are there any easy ways to have a particular species of megabeast survive world gen more reliably?  Can you just up the size to funny levels?  What do worldgen combats even consider?

I don't want them to dominate in turn, however.  If I can do this by just turning down the titan number in advanced worldgen or something, that works too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 04, 2013, 03:03:48 am
So, are there any easy ways to have a particular species of megabeast survive world gen more reliably?  Can you just up the size to funny levels?  What do worldgen combats even consider?

I don't want them to dominate in turn, however.  If I can do this by just turning down the titan number in advanced worldgen or something, that works too.
What else is in your modded world? In vanilla, megabeasts seem to remain undefeated for long periods of time, though sometimes people get lucky. If you added guns or any offensive interactions it may have tipped the balance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sorenson on February 04, 2013, 10:24:43 am
Is there anything particularly special about reactions involving critter parts, like blood, skulls, tissues, and critters themselves? Wrote out a few sacrificial reactions, but they're hosed up and I frankly don't even know where to begin in terms of what string I would use for the reagent, or if this can even be done, period:

Code: [Select]
[REACTION:SACRIFICE_BLOOD]
[NAME:BLOOD FOR THE BLOOD GOD]
[BUILDING:SHRINE:NONE]
[REAGENT:A:10:LIQUID_MISC:NONE:CREATURE_MAT:NONE:BLOOD]
[PRODUCT:1:37:BAR:NONE:INORGANIC:ADAMANTINE][PRODUCT_DIMENSION:150]
[PRODUCT:5:13:BAR:NONE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:10:13:BAR:NONE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:15:13:BAR:NONE:INORGANIC:BRONZE][PRODUCT_DIMENSION:150]
[PRODUCT:20:13:BAR:NONE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_HEARTS]
[NAME:BLOODY HEARTS FOR THE BLOOD GOD]
[BUILDING:SHRINE:NONE]
[REAGENT:A:1:MEAT:NONE:CREATURE_MAT:NONE:HEART]
[PRODUCT:1:37:BAR:NONE:INORGANIC:ADAMANTINE][PRODUCT_DIMENSION:150]
[PRODUCT:5:13:BAR:NONE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:10:13:BAR:NONE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:15:13:BAR:NONE:INORGANIC:BRONZE][PRODUCT_DIMENSION:150]
[PRODUCT:20:13:BAR:NONE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_SKULLS]
[NAME:SKULLS FOR THE SKULL THRONE]
[BUILDING:SHRINE:NONE]
[REAGENT:A:1:CORPSEPART:NONE:CREATURE_MAT:NONE:SKULL]
[PRODUCT:1:10:BAR:NONE:INORGANIC:ADAMANTINE][PRODUCT_DIMENSION:150]
[PRODUCT:5:10:BAR:NONE:INORGANIC:PLATINUM][PRODUCT_DIMENSION:150]
[PRODUCT:10:10:BAR:NONE:INORGANIC:GOLD][PRODUCT_DIMENSION:150]
[PRODUCT:15:10:BAR:NONE:INORGANIC:SILVER][PRODUCT_DIMENSION:150]
[PRODUCT:20:10:BAR:NONE:INORGANIC:BRONZE][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_ELF]
[NAME:Sacrifice Elf]
[BUILDING:SHRINE:NONE]
[REAGENT:A:1:ELF:NONE:STANDARD]
[PRODUCT:10:5:WOOD:NONE:PLANT_MAT:FEATHER:WOOD][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_HUMAN]
[NAME:Sacrifice Human]
[BUILDING:SHRINE:NONE]
[REAGENT:A:1:HUMAN:NONE:STANDARD]
[PRODUCT:5:37:BAR:NONE:INORGANIC:ADAMANTINE][PRODUCT_DIMENSION:150]
[PRODUCT:25:10:BAR:NONE:INORGANIC:PLATINUM][PRODUCT_DIMENSION:150]
[PRODUCT:50:10:BAR:NONE:INORGANIC:GOLD][PRODUCT_DIMENSION:150]
[PRODUCT:75:10:BAR:NONE:INORGANIC:SILVER][PRODUCT_DIMENSION:150]
[PRODUCT:100:10:BAR:NONE:INORGANIC:BRONZE][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_DWARF_BABY]
[NAME:Sacrifice Dwarf Baby]
[BUILDING:SHRINE:NONE]
[REAGENT:A:1:DWARF:NONE:BABY]
[PRODUCT:3:37:BAR:NONE:INORGANIC:ADAMANTINE][PRODUCT_DIMENSION:150]
[PRODUCT:13:13:BAR:NONE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:25:13:BAR:NONE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:38:13:BAR:NONE:INORGANIC:BRONZE][PRODUCT_DIMENSION:150]
[PRODUCT:50:13:BAR:NONE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]

[REACTION:SACRIFICE_DWARF_CHILD]
[NAME:Sacrifice Dwarf Child]
[BUILDING:SHRINE:NONE]
[REAGENT:A:1:DWARF:NONE:CHILD]
[PRODUCT:5:37:BAR:NONE:INORGANIC:ADAMANTINE][PRODUCT_DIMENSION:150]
[PRODUCT:25:13:BAR:NONE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
[PRODUCT:50:13:BAR:NONE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:75:13:BAR:NONE:INORGANIC:BRONZE][PRODUCT_DIMENSION:150]
[PRODUCT:100:13:BAR:NONE:INORGANIC:COPPER][PRODUCT_DIMENSION:150]
[SKILL:ALCHEMY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 04, 2013, 12:40:20 pm
1)Creatures themselves can't be used in reactions, except by making a deadly syndrome cloud appear that kills the dwarf that does it.
2)Right now you can tell the game to use body parts, but you can't really tell it what body part to use.
3)The blood looks like it should work fine with a bit of tweaking, but you probably will want to include a barrel reagent that isn't destroyed to hold the blood.

Regardless you will want to go to the wiki and check out the item token (http://dwarffortresswiki.org/index.php/Item_tokens), material token (http://dwarffortresswiki.org/index.php/DF2012:Material_token), and reactions (http://dwarffortresswiki.org/index.php/DF2012:Reactions) pages.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on February 04, 2013, 01:28:59 pm
So, are there any easy ways to have a particular species of megabeast survive world gen more reliably?  Can you just up the size to funny levels?  What do worldgen combats even consider?

I don't want them to dominate in turn, however.  If I can do this by just turning down the titan number in advanced worldgen or something, that works too.
What else is in your modded world? In vanilla, megabeasts seem to remain undefeated for long periods of time, though sometimes people get lucky. If you added guns or any offensive interactions it may have tipped the balance.

It's actually a modified version of the old My Little Fortress mod, so there are a lot of changes.  I added in this new megabeast, but while a fair number of them are spawned during worldgen they seem to get killed off by year 100 pretty consistently.  Titans seem to do fairly well.  Broze colossi and rocs sometimes have 1 or 2 survive worldgen.  Dragons seem to be the only thing that survive consistently, with 5 or more by year 250 or so.

I set the size of this megabeast to 2,000,000, gave them vampire like impact damage resistance of 25% and a fair few natural weapons, but they still seem to die off pretty quickly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tahujdt on February 04, 2013, 01:45:52 pm
I'm trying to make an interaction that transforms creatures into a "cryopod" creature and adds the NO_AGING tag. Here are the syndrome raws:
Code: [Select]
[INORGANIC:CRYOGAS_1]
[USE_MATERIAL_TEMPLATE:LIGHT_TEMPLATE]
[STATE_COLOR:ALL_SOLID:AQUA]
[STATE_COLOR:LIQUID:AQUA]
[STATE_COLOR:GAS:AQUA]
[STATE_NAME:GAS:cryogas]
[STATE_ADJ:GAS:freezing]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:10-year freezing gas]
[SYN_INHALED]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:4032000]
[CE:CREATURE:CRYOPOD:DEFAULT]
[CE_ADD_TAG:NO_AGING:START:4032000]

[INORGANIC:CRYOGAS_2]
[USE_MATERIAL_TEMPLATE:LIGHT_TEMPLATE]
[STATE_COLOR:ALL_SOLID:AQUA]
[STATE_COLOR:LIQUID:AQUA]
[STATE_COLOR:GAS:AQUA]
[STATE_NAME:GAS:cryogas]
[STATE_ADJ:GAS:freezing]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:20-year freezing gas]
[SYN_INHALED]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:8064000]
[CE:CREATURE:CRYOPOD:DEFAULT]
[CE_ADD_TAG:NO_AGING:START:8064000]

[INORGANIC:CRYOGAS_3]
[USE_MATERIAL_TEMPLATE:LIGHT_TEMPLATE]
[STATE_COLOR:ALL_SOLID:AQUA]
[STATE_COLOR:LIQUID:AQUA]
[STATE_COLOR:GAS:AQUA]
[STATE_NAME:GAS:cryogas]
[STATE_ADJ:GAS:freezing]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:30-year freezing gas]
[SYN_INHALED]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:12096000]
[CE:CREATURE:CRYOPOD:DEFAULT]
[CE_ADD_TAG:NO_AGING:START:12096000]
What I do wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 04, 2013, 02:14:15 pm
I've done some digging and I can't even find where this question has been asked before, so forgive me if this is common knowledge, but...

...are shop inventories in settlements not at all available for modding? It seems like one of those things that we really should be able to tweak, particularly since people are making mods specifically so that Outsiders don't have to run from fortress to fortress in search of a backpack because shops no longer carry them, and it's no longer possible to buy steel.

EDIT: Actually, if I hadn't forgotten that I posed this question on the forums a few days ago in a thread that was subsequently lost, I would know that it was specifically answered for me.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on February 04, 2013, 02:44:26 pm
What I do wrong?

What isn't happening that you want?  It looks to me that you've got the transformation set to happen a very long time after a creature is hit by the syndrome.  Was that intended?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 04, 2013, 03:40:07 pm
Yeah, the problem is that the start is 10 years, not the end.

Also, Avelon: no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on February 04, 2013, 04:10:05 pm
I tire of having to wait for the cool cavern creatures instead of the endless stream of crundles and bugbats. How do I make goblins bring rutherer and jabberer mounts with the same regularity as elves bring giraffes and elephants?

I'm aware that these mounts will always be hostile and that egglayers won't ever breed, but I'd like to try my luck with live offspring. They get mauled by their parents, so maybe they can be brought to the fortress's side?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 04, 2013, 05:57:56 pm
Quote
The human axeman bats the flying +steel bullet+ out of the air with his bizmuth bronze chainsaw!

Bullets are all lead! But yeah, that does happen. Though the average dwarf can put five bullets in a goblin (and vice versa) before they can get into melee levels, and if they manage that the armor that can do anything against bullets is too tough to pierce without candy weapons.

The quirks are mostly that, being wood, it is not taken into consideration for other things, like training. So if you embark on normal, they don't bring any chainsaws (you can order them to bring some, though.). But you won't get any woodcutters coming into your fortress (From what I have seen.) You can also make them in the carpenter's workshop. I might find away around it, I will have to play with it a little more.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on February 04, 2013, 06:15:46 pm
Does anyone have any idea why this megabeast is causing worldgen crashes for me?

Code: [Select]
creature_pony_megabeasts

[OBJECT:CREATURE]

[CREATURE:DRACONEQUUS_GREATER_NECROMANCER]
[DESCRIPTION:A large chimeric creature possessed of fearsome magic and little sanity.]
[NAME:greater draconequus:greater draconequuses:greater draconequus]
[CASTE_NAME:greater draconequus:greater draconequuses:greater draconequus]
[CREATURE_TILE:'D'][COLOR:1:0:0]
[MEGABEAST][DIFFICULTY:15] 11 or higher does not get assigned as adv mode quests
[ATTACK_TRIGGER:100:10000:100000]
[EXTRAVISION]
[FANCIFUL]
[BUILDINGDESTROYER:2]
[FREQUENCY:5]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP][NOFEAR][NOPAIN]
[CAN_LEARN][CAN_SPEAK]
[CANOPENDOORS]
[BIOME:ANY_LAND]
[LAIR:WILDERNESS_LOCATION:100]
[EQUIPS]
[PREFSTRING:power]
[TISSUE:MAGIC]
[TISSUE_NAME:magic field:NP]
[TISSUE_MATERIAL:INORGANIC:IRON]
[STRUCTURAL]
[RELATIVE_THICKNESS:20]
[CONNECTS]
[HEALING_RATE:10]
[TISSUE_SHAPE:LAYER]

[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:

BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TEETH:RIBCAGE:TAIL:DRACONEQUUS_HORNS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[TISSUE_LAYER_OVER:BY_CATEGORY:ALL:MAGIC]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[NATURAL_SKILL:WRESTLING:6]
[NATURAL_SKILL:BITE:3]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:STANCE_STRIKE:6]
[NATURAL_SKILL:MELEE_COMBAT:8]
[NATURAL_SKILL:DODGING:6]
[NATURAL_SKILL:AXE:8]
[NATURAL_SKILL:SWORD:8]
[NATURAL_SKILL:DAGGER:8]
[NATURAL_SKILL:PIKE:8]
[NATURAL_SKILL:MACE:8]
[NATURAL_SKILL:HAMMER:8]
[NATURAL_SKILL:WHIP:8]
[NATURAL_SKILL:SPEAR:8]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:12]
[PHYS_ATT_RANGE:AGILITY:700:1200:1400:1500:1600:1800:2500]    ++
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1200:1700:1900:2000:2100:2300:3000]    ++++
[MENT_ATT_RANGE:EMPATHY:150:600:800:900:1000:1100:1500]    -
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK:PUNCH:BODYPART:BY_CATEGORY:HAND]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[GENERAL_MATERIAL_FORCE_MULTIPLIER:3:4]
[BABY:1]
[CHILD:20]
[BODY_SIZE:0:0:75000]
[BODY_SIZE:10:0:500000]
[BODY_SIZE:20:0:2000000]
[DIURNAL]
[SPEECH:dwarf.txt]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[CASTE:MALE]
[MALE]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:2000]
[CLUTCH_SIZE:1:2]
[SELECT_CASTE:ALL]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

I at first thought it was being cause by interactions, but I removed those and it still crashes consistently.  There is a very strong correlation between increasing the number of megabeasts and how early worldgen crashes.  If I have 150 megabeast caves, it usually makes it through year 250.  If I have 300, it rarely makes it past 10.

This makes no sense.  I've compared the raws over and over again to other megabeasts and I don't know what I've done that's causing it.  I thought it might be related to breeding during worldgen or something, but rocs and I believe dragons do this without problems.  I've successfully genned worlds with this megabeast before, but it's a real crapshoot and is a total pain.  It has to have something to do with them killing something, being killed, breeding, or something, but I cannot for the life of me figure out what.

It's also frustrating that these are getting killed by what appears to be mooks in worldgen.  This despite having a magical shield as hard as iron covering them and only receiving 3/4 of impact damage, on top of being very large and naturally skilled in fighting.  I'm starting to think there's little I can do about that.

Edit: I added the [LAIR] tag and now it appears to be working for this particular attempt.  Surely that's not the reason?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tevish Szat on February 04, 2013, 06:18:47 pm
So, I've been trying my hand at creating a custom race with their own entity. For my first time modding, it's a flying success: they don't crash worldgen, and actually exist as a civilization.  Everything's fine... except I'm having trouble getting them to war with the dwarves: neighbors shows "No Trade" instead of the red line of the goblins both at the dawn of time (year 5) and with some history (year 100).

Does anyone have advice on how to get them attacking hapless fortresses?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 04, 2013, 06:20:06 pm
[BABYSNATCHER]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tevish Szat on February 04, 2013, 06:28:03 pm
[BABYSNATCHER]
I see.  Will they send sieges only with the following RAWS, or will I also see early snatchers/ambushes?

   [PROGRESS_TRIGGER_POPULATION:0]
   [PROGRESS_TRIGGER_PRODUCTION:0]
   [PROGRESS_TRIGGER_TRADE:0]
   [PROGRESS_TRIGGER_POP_SIEGE:4]
   [PROGRESS_TRIGGER_PROD_SIEGE:0]
   [PROGRESS_TRIGGER_TRADE_SIEGE:3]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 04, 2013, 06:32:48 pm
Goblins have "red line" because they are [BABYSNATCHER].  All [BABYSNATCHER] civs will be red line hostile with all non-babysnatchers and vice versa.

Some entities seem to be hostile because their creatures lack [CAN_SPEAK].  Keeping in mind that [INTELLIGENT] also implies CAN_SPEAK.  It seems entities without CAN_SPEAK will be red line hostile always to both non-babysnatcher and babysnatcher forts.

Other than that, you have to play with entity ETHICS to produce -WAR-, not red line, which is not so reliable.  i.e. even if civs hate each other they won't war constantly.

sorta-edit after seeing your follow up question

They'll send babysnatchers.  Other types of behavior are controlled by AMBUSHER, SIEGER, and SKULKING tags.  Lack of all gives normal berzerker goblin style assaults at closest open doors, with timing determined by progress triggers
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 04, 2013, 06:33:41 pm
Doing some experimentation with crafting in adventure mode... I've successfully transmuted one item type into another, but weapons are a little harder... This has been my first game-crashing experiment. I'm not sure what I'm doing wrong here, any insight?

Code: [Select]
[REACTION:FLETCHINGAVE]
[NAME:Fletch 10 arrows]
[REGEANT:A:150:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:10:ITEM_AMMO_ARROWS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][FORCE_EDGE]
[SKILL:BOWYER]
[ADVENTURE_MODE_ENABLED]

The recipe, viewed in game, states that it requires no items, so it isn't asking for metal bars. Do I have to define them one at a time for each metal type?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 04, 2013, 06:38:39 pm
You spelled REAGENT wrong.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 04, 2013, 06:42:08 pm
You're missing an "AMMO" token


[PRODUCT:100:10:AMMO:ITEM_AMMO_ARROWS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 04, 2013, 06:45:27 pm
You spelled REAGENT wrong.

*facepalm*

You know what's strange though?

Code: [Select]
[REACTION:CHEATINBAR]
[NAME:Cheat bar into existence]
[REGEANT:A:1:NONE:NONE:NONE:NONE]
[PRODUCT:100:8:BAR:NO_SUBTYPE:METAL:BRONZE][PRODUCT_DIMENSION:150]
[ADVENTURE_MODE_ENABLED]

This works! I'm guessing it's because it doesn't actually require anything or inherit anything from the line of code that is essentially defunct. Would this function WITHOUT the "regeant" (*laughing at self*) line?

After I corrected the typo, it correctly identified the requirement; however, it says 150 required (and this gives bars with a value of 150 as you can see), and after selecting 1 bar it says '0 remaining' (of the requirement) and does not create the item. Instead I have the option to cancel or select another bar - if I select another bar, it crashes.

Gonna experiment with requiring a tool for a second reAgent.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 04, 2013, 06:48:13 pm
Yes, but it would have worked differently if you had spelled it properly: it would have required one of anything, not none of anything.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 04, 2013, 06:50:27 pm
Yes, but it would have worked differently if you had spelled it properly: it would have required one of anything, not none of anything.

Yep, I see this now. I gave up my dagger to create the bars, and with the spelling correction and the addition of AMMO to the product line, it now eats 2 bars and produces 20 arrows.

Not quite what I'm looking for, so I'll need to add in a tool for a second step as I suspected, I think.

EDIT: Okay, if I have a tool for the second step it DOES call for that, DOES NOT consume the second bar, but I DO have to select a second bar and it will not work unless I have 2 bars. Increasing the value of the bars my little 'cheat into existence' reaction makes does not influence this (151 = "-1 left [consumed]". Decreasing their value to 75 (leaving 0 left after 2) requires I select a third bar.

Is this simply a problem with bars?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on February 04, 2013, 07:03:12 pm
im having problems with a set of reactions. i tried posting this earlier but it didnt work. all i know is the workshop i modded in is fine, but these reactions seam broken
Spoiler (click to show/hide)
any help would be great, thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 04, 2013, 07:04:52 pm
im having problems with a set of reactions. i tried posting this earlier but it didnt work. all i know is the workshop i modded in is fine, but these reactions seam broken
Spoiler (click to show/hide)
any help would be great, thanks

Describe what is wrong with it. Is it not showing up? Not using reagents?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 04, 2013, 07:13:04 pm
im having problems with a set of reactions. i tried posting this earlier but it didnt work. all i know is the workshop i modded in is fine, but these reactions seam broken

Reagents look like this
[REAGENT:<name>:<quantity>:<item token>:<material token>]

Your reagents are missing <name> and <quantity> tokens.  (so it is parsing the stuff you do have there in a way that doesn't make any sense.)


Here are some working vendor reactions

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on February 04, 2013, 07:15:10 pm
sorry, it pops up in the workshop, but when i tell someone to do it, they walk over, then go back to the meeting room. another question i have, if i say COIN as reagent, will it use a entire stack?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 04, 2013, 07:19:34 pm
They will bring a whole stack. 

Unless you include the tag [DOES_NOT_DETERMINE_PRODUCT_AMOUNT], if the stack is a multiple of the reagent <quantity> you will get proportionally more product too. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 04, 2013, 07:22:36 pm
Quote
sorry, it pops up in the workshop, but when i tell someone to do it, they walk over, then go back to the meeting room. another question i have, if i say COIN as reagent, will it use a entire stack?

That means that both the REAGENT and PRODUCT are off. The guy above you just covered the REAGENT, and no, you have to put a number down (I think typical stacks are 500, but I don't make coins much myself).

I see what is wrong with this too, you have

Code: [Select]
[PRODUCT:95:1:WEAPON:ITEM_WEAPON_RIFLE:IRON]
You are missing the end, it should be more like

Code: [Select]
[PRODUCT:100:10:AMMO:ITEM_AMMO_TAZER:INORGANIC:TAZER]
Put INORGANIC before the IRON. And the way you have it, it will only make a gun 95% of the time.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 04, 2013, 07:25:41 pm
So, are there any easy ways to have a particular species of megabeast survive world gen more reliably?  Can you just up the size to funny levels?  What do worldgen combats even consider?

I don't want them to dominate in turn, however.  If I can do this by just turning down the titan number in advanced worldgen or something, that works too.
What else is in your modded world? In vanilla, megabeasts seem to remain undefeated for long periods of time, though sometimes people get lucky. If you added guns or any offensive interactions it may have tipped the balance.

It's actually a modified version of the old My Little Fortress mod, so there are a lot of changes.  I added in this new megabeast, but while a fair number of them are spawned during worldgen they seem to get killed off by year 100 pretty consistently.  Titans seem to do fairly well.  Broze colossi and rocs sometimes have 1 or 2 survive worldgen.  Dragons seem to be the only thing that survive consistently, with 5 or more by year 250 or so.

I set the size of this megabeast to 2,000,000, gave them vampire like impact damage resistance of 25% and a fair few natural weapons, but they still seem to die off pretty quickly.

Well there's your problem, they're tiny compared to other megabeasts! For reference, 5,000,000 is the size of an average elephant, and a dragon grows to be up to 25,000,00. Rocs and Colossi weigh in at 20,000,000. Yours is about the size of a great white shark, which, while larger than a man, puts it about roughly equal to one in world-gen fights.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on February 04, 2013, 08:59:32 pm
That does make sense, I suppose.  The things aren't supposed to be even as large as I made them, but since size matters so much and is otherwise invisible in game just upping it is probably a perfectly acceptable way to handle this.

It was just kind of odd that they died so easily to run of the mill human sized things in world gen, despite the damage reduction, an iron hardness magical shield and natural combat skills.

Considering how many nonmaterial FBs I've seen one shotted by a single soldier, I suppose it shouldn't be so shocking, especially if that stuff isn't taken into account in worldgen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on February 04, 2013, 09:41:12 pm
is their any way to make it so they don't use 750 coins to buy 20$ worth of shotgun shells? will i have to make coins come in many stacks of 5?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 04, 2013, 09:49:20 pm
since coins are minted in stacks of 500 at the forge, it's not terribly convenient to have prices lower than 500 coins.  But yes, you can make some custom reaction that creates products of smaller stacks of coins.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 04, 2013, 10:28:45 pm
Also, you can specify the denominations and materials of coins in the entity raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Torrasque666 on February 05, 2013, 01:11:07 am
if i'm modding crops and decide i want to change the growth period, what tags do i look for and can this be achieved post world gen?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 05, 2013, 01:27:16 am
if i'm modding crops and decide i want to change the growth period, what tags do i look for and can this be achieved post world gen?

[GROWDUR:(ticks/10)], yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 05, 2013, 02:36:03 am
if i'm modding crops and decide i want to change the growth period, what tags do i look for and can this be achieved post world gen?
[GROWDUR:(ticks/10)], yes.
To add a little something [GROWDUR:1008] = 1 season to grow. You should be able to extrapolate everything else you need from that data point.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 05, 2013, 06:04:30 am
Would "at_peace_with_wildlife" help dwarves not to freak out about animals wandering close ? Or any other solution for this ? (I can only think of making them blind, or adding nofear, which would affect all creatures as far as I know)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 05, 2013, 06:17:54 am
Would "at_peace_with_wildlife" help dwarves not to freak out about animals wandering close ? Or any other solution for this ? (I can only think of making them blind, or adding nofear, which would affect all creatures as far as I know)
That will make them ignore peaceful animals and most ordinarily hostile ones (like wolves) and vice-versa. Essentially, any animal that an Elf Adventurer can walk past will be subject to this.

It may also break hunters however as I don't think they will hunt anything they are 'at peace' with.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 05, 2013, 07:37:13 am
I've defined custom items which are toys called bars. I have one for each weapons grade material, and one that is simply called 'bar'.

I've successfully created a reaction to produce one using ANY weapon as a reagent, but I'm wanting to specifically have a material requirement for each reaction.

For extra points I'd really like to be able to deduce from the item's size a specific number of bars, but I have no idea how to even look up such information if this is possible. =/

My current working reaction to produce the items themselves from weapons is as follows:

Spoiler (click to show/hide)

This produces, consuming 1 weapon, a single "bar", which has no material properties associated with it and weighs nothing. The main problem is that it doesn't correctly identify the item material to create a 'copper' bar, and the secondary problem (since this is for now a personal mod and I can adhere to my own rules if there's no workaround) is that it does not require the weapon to be copper.

Any insight?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on February 05, 2013, 08:54:47 am
Check other reactions to see the proper format.

The reagent token should be [REAGENT:name:amount:type:subtype:material type:material]
So for copper items you need [REAGENT:A:1:NONE:NONE:INORGANIC:COPPER].

The product follows the same logic, [PRODUCT:chance:amount:type:subtype:material type:material].
So for your situation it should be [PRODUCT:100:1:TOY:ITEM_TOY_COPPER_BAR_AVE:INORGANIC:COPPER]
Also product dimension is only feasible for bars, thread and cloth, don't use it with single items.
Since you already make it from copper, making it a copper "copper bar" makes no sense, and calling it bar will cause confusion with real bars, name it something like "ingot".


Also making everything for every metal type is a bad idea, you will end with tons of reactions.
Instead take material from reagent.

The ideal solution is

Code: [Select]
[REACTION:SMELT_METAL_ITEM_ADV]
[NAME:Melt metal item]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:METAL]
[PRODUCT:100:1:TOY:ITEM_TOY_INGOT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[ADVENTURE_MODE_ENABLED]

Now you just need to define that ingot toy, and also add [REACTION_CLASS:METAL] to your METAL_TEMPLATE in material_template_default.txt so it would take metal items only.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 05, 2013, 09:10:53 am
The Answer
The Answer is an artifact Post. It menaces with spikes of Concise Awesome.

AHA! Now that I actually see it in front of me it makes perfect sense. I've been modifying my question as !!SCIENCE!! uncovered new truths for me but this covers everything! Thank you!

The 'INORGANIC' tag by its Wiki description did not strike me as the likely answer to my problem. So it turns out I was just overthinking it. The reaction class tag just needed to be in its own brackets. *facepalm*

Would this then mean that I could, with a single melt-down reaction, create ingots of ANY type of metal and then, with another similar forge reaction, create a sword out of ANY type of ingot? Hmmm...don't answer that, it's time for more !!SCIENCE!!. =D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 05, 2013, 02:06:01 pm
Would this then mean that I could, with a single melt-down reaction, create ingots of ANY type of metal and then, with another similar forge reaction, create a sword out of ANY type of ingot? Hmmm...don't answer that, it's time for more !!SCIENCE!!. =D
Yes. I'm being helpful and you can't stop me! :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on February 05, 2013, 03:14:07 pm
The Answer
The Answer is an artifact Post. It menaces with spikes of Concise Awesome.

AHA! Now that I actually see it in front of me it makes perfect sense. I've been modifying my question as !!SCIENCE!! uncovered new truths for me but this covers everything! Thank you!

The 'INORGANIC' tag by its Wiki description did not strike me as the likely answer to my problem. So it turns out I was just overthinking it. The reaction class tag just needed to be in its own brackets. *facepalm*

Would this then mean that I could, with a single melt-down reaction, create ingots of ANY type of metal and then, with another similar forge reaction, create a sword out of ANY type of ingot? Hmmm...don't answer that, it's time for more !!SCIENCE!!. =D

For reference, these are reactions from Genesis:

Code: [Select]
[REACTION:BREAK_WEAPON_BARS_ADV]
[NAME:break weapon into bar]
[ADVENTURE_MODE_ENABLED]
[REAGENT:weapon:1:WEAPON:NONE:NONE:NONE][REACTION_CLASS:METAL]
[REAGENT:toolset:1:TOOL:ITEM_TOOL_TOOLSET:NONE:NONE][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:weapon:NONE][PRODUCT_DIMENSION:150]
[SKILL:CONCENTRATION]

[REACTION:BREAK_ARMOR_BARS_ADV]
[NAME:break armor into bar]
[ADVENTURE_MODE_ENABLED]
[REAGENT:armor:1:ARMOR:NONE:NONE:NONE][REACTION_CLASS:METAL]
[REAGENT:toolset:1:TOOL:ITEM_TOOL_TOOLSET:NONE:NONE][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:armor:NONE][PRODUCT_DIMENSION:150]
[SKILL:CONCENTRATION]

[REACTION:CRAFT_METAL_DAGGER]
[NAME:craft dagger]
[ADVENTURE_MODE_ENABLED]
[REAGENT:blade:150:BAR:NONE:NONE:NONE][REACTION_CLASS:METAL]
[REAGENT:toolset:1:TOOL:ITEM_TOOL_TOOLSET:NONE:NONE][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER:GET_MATERIAL_FROM_REAGENT:blade:NONE]
[SKILL:CONCENTRATION]

Note that I use actual bars, and it's not the best idea because there's a problem with a requirement of amount+1 for bars, so I will probably switch the system to ingots too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tevish Szat on February 05, 2013, 03:14:32 pm
So, still working on that custom race... they have "red line" hostility, generated through trading in their [INTELLIGENT] tag for [CAN_LEARN].  Their insta-boiling item corpse works about as intended, so when killed the main bit vanishes in a short-lived cloud.

What's not working is their [SPECIALATTACK_SUCK_BLOOD].  I added that tag to a basic strike, which they do attempt to perform.  However, it seems incapable of actually hitting!  the attack "passes right through" harmlessly.  In arena testing, they were occassionally able to draw blood by using an attack that "Gouges" rather than the altered punch ("Touches"), but failed miserably at draining the life from dwarves with their 'mere' touch.

Is the problem with their material (basically a non-hot version of the flame template), causing attacks to pass through their enemies, or is it attempting to put blood-sucking on an attack that doesn't penetrate that's the issue?  Something stranger?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 05, 2013, 03:20:23 pm
It's probably their material being unable to penetrate the skin. You'd have to give them something solid on their bodies to stick people with in order to draw blood. Perhaps an interaction with syndrome might be better for your purposes?

Also, gaseous creatures dismember fairly easily in combat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tevish Szat on February 05, 2013, 03:39:02 pm
Being dismembered easily was intentional -- they're [SPEED:0] and intended to be Glass Cannons, decently easy to kill if you actually get a chance to swing.

Perhaps I could give them solid claws with which to rip and tear their enemies...

Though talking about syndromes reminds me I need to test out the instant-necrosis hydra blood...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 05, 2013, 04:04:09 pm
So just remember, being attacked by non-solid creatures is literally like being attacked by a fluffy cloud. Unless they're actually made of fire, but still, they're not breaking any bones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 05, 2013, 04:26:02 pm
Note that I use actual bars, and it's not the best idea because there's a problem with a requirement of amount+1 for bars, so I will probably switch the system to ingots too.
I noticed that too. It doesn't use the extra bar as long as the requirement is satisfied but you still have to have that extra 1...pity.

Ingots have the disadvantage of a negligible weight as toys. I was thinking of switching their type to tool so I can make them weigh something - I would suggest you use tool or ammo also unless you WANT your ingots to weigh nothing.

--

I've got my metalworking and woodworking system completed! Many thanks to Deon for the help.

However, this reaction allows the use of the ingots themselves to create ingots. I can think of 2 workarounds but neither is preferable because my forged items have varying metal requirements...

First, the reaction:
Code: [Select]
[REACTION:SMELT_METAL_ITEM_AVE]
[NAME:Melt metal item]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:METAL]
[REAGENT:D:1:TOOL:ITEM_TOOL_SMELTER_AVE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:2:TOY:ITEM_TOY_INGOT_AVE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SMELT]
[ADVENTURE_MODE_ENABLED]

As you can see it gives 2 metal ingots. I could change it to have a chance of giving 0-2 ingots by

Code: [Select]
[PRODUCT:50:1:TOY:ITEM_TOY_INGOT_AVE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:50:1:TOY:ITEM_TOY_INGOT_AVE:GET_MATERIAL_FROM_REAGENT:A:NONE]

which would average to 1 most of the time, or I could simply set this to only ever provide 1 ingot. (meaning you exercise your skill but gain no materials)

If possible, I'd like to disallow ITEM_TOY_INGOT_AVE from being allowed to be melted. Even if I never publish this (probable unless asked), it's spammy to see all of those ingots on the selection screen even if I am being 'good' and not using them to duplicate themselves.

Any insight?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tevish Szat on February 05, 2013, 04:54:56 pm
Fluffy cloud update: Syndrome on the "Shadow" material seems to be effective... more or less.  Creatures get touched and suffer one of the CE_X symptoms included, specifically unconsciousness rather than paralysis or necrosis.  Now I just have to debug the syndrome so it actually kills dwarves rather than pinning them helpless to be harmlessly wrestled.

I might also change the fixed temp of the creatures to see if they cause cold damage.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 05, 2013, 04:59:01 pm
Cold damage wont work, you need a long exposure to cold materials before frostbite sets in. Why dont use interactions for the deadly touch? Interaction range 1... that would connect and apply the syndrome 100% of the time, no need for attacks with bodyparts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tevish Szat on February 05, 2013, 05:06:51 pm
... mostly because I'm new at this  :-[

I'll read up on interactions, and try that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Broken on February 05, 2013, 05:16:41 pm
How can i make a workshop that requires power to work? I am new to modding and the wiki says nothing about this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 05, 2013, 05:26:07 pm
How can i make a workshop that requires power to work? I am new to modding and the wiki says nothing about this.
You can't through basic modding right now. I think DFHack has an add-on that allows for a setup where certain buildings require power, but right now it's not possible without using a utility.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 05, 2013, 05:42:15 pm
Can a reaction be made to disallow certain items as reagents?
If not, can one be made to allow multiple item types as reagents?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 05, 2013, 05:46:53 pm
No, you'll have to use a different reaction for each item, unless you want every item at once.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 05, 2013, 05:52:12 pm
Quote
How can i make a workshop that requires power to work? I am new to modding and the wiki says nothing about this.

While not directly, you can make a reaction that needs energy, and then you can use the energy to make an item. The item then can be used in a reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 05, 2013, 05:58:29 pm
No, you'll have to use a different reaction for each item, unless you want every item at once.
Thanks! It's unfortunate, a single coin can be made into an ingot (and an ingot can conceivably be used to make 2 ingots) with the way I have a catch-all melting reaction. Guess that means either adding one for every single type of armor, weapons, crafts, instruments, etc. or letting it remain slightly exploity.

EDIT: But maybe if I make the ingots edged or pressed and use the tag to make edged/pressed items not allowed...

But that still leaves coins.

EDIT2: Nope, force_edge and product_pressed don't work on toys.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 05, 2013, 06:00:19 pm
no, you can have catch-alls for categories. ARMOR:NONE means all armor, for example.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 05, 2013, 06:01:11 pm
no, you can have catch-alls for categories. ARMOR:NONE means all armor, for example.
That works for armor (breastplates, shirts, robes, etc.) as well as helmets, pants, shields, etc.?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tevish Szat on February 05, 2013, 06:21:14 pm
Well, the fluffy clouds are very good at choking dwarves to death (even dwarves that are more skilled than them) and even froze one to death before I remembered to reset their internal temperature to 10000U rather than the absurd 1U, but are still not applying their syndrome.  They are properly displaying the interaction's verb in combat logs (Well, mostly properly.  they just verb, rather than verbing target), so that's something... I think I might just be unclear on how to properly use [I_EFFECT:ADD_SYNDROME]

My interaction currently looks like this...

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on February 05, 2013, 07:05:45 pm
Well, the fluffy clouds are very good at choking dwarves to death (even dwarves that are more skilled than them) and even froze one to death before I remembered to reset their internal temperature to 10000U rather than the absurd 1U, but are still not applying their syndrome.  They are properly displaying the interaction's verb in combat logs (Well, mostly properly.  they just verb, rather than verbing target), so that's something... I think I might just be unclear on how to properly use [I_EFFECT:ADD_SYNDROME]

My interaction currently looks like this...

Spoiler (click to show/hide)


Syndromes given through interactions need higher severities to have any noticeable effect.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tevish Szat on February 05, 2013, 08:16:49 pm
multiplied the severity of each symptom by 10000.  dwarves still got strangled to death.  Took out the knock-out symptom, which changed nothing: it's not the syndrome knocking them out, it's pain.  do I need to add [SYN_CONTACT], perhaps?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 05, 2013, 08:21:45 pm
multiplied the severity of each symptom by 10000.  dwarves still got strangled to death.  Took out the knock-out symptom, which changed nothing: it's not the syndrome knocking them out, it's pain.  do I need to add [SYN_CONTACT], perhaps?

Are you sure you're even targeting the dwarves with it?  I ask because you said;

>> they just verb, rather than verbing target

Can we see the CAN_DO_INTERACTION segment in your creature?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 05, 2013, 08:22:41 pm
oops, sorry for double post.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 05, 2013, 08:30:50 pm
Check to see if they are actually getting the syndrome, it tells you in the arena mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tevish Szat on February 05, 2013, 08:35:04 pm
That might be the problem... I haven't changed that bit the whole time, except midway through to add a verb so it would show on arena reports.

If arena calls out infections... then yeah, the problem is somewhere here...
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 05, 2013, 08:47:31 pm
Yeah I think you need a TARGET token in there

[CDI:TARGET:A:LINE_OF_SIGHT]
or
[CDI:TARGET:A:TOUCHABLE]

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ShinQuickMan on February 05, 2013, 09:12:38 pm
Spoiler (click to show/hide)

I'm pretty sure you need to define IE_TARGET and IE_IMMEDIATE before you define SYNDROME. Try this:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 05, 2013, 11:16:03 pm
Spoiler (click to show/hide)

I'm pretty sure you need to define IE_TARGET and IE_IMMEDIATE before you define SYNDROME. Try this:


Pretty sure you don't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tevish Szat on February 06, 2013, 12:07:45 am
Well... I moved the tags around and added Line of Sight.  Dwarves were still being, invariably, suffocated. 

I added [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED] to the effect, in case the syndrome was being reset every time (with a mere delay of 1 and [SPEED:0] creatures) the Shadow embraced.  The dwarves were still strangled to death, and the combat report showed an "embraces" at just about every action.  I removed the tag.

Realizing a syndrome was an ongoing effect, I tried removing [IE_IMMEDIATE].  Dwarves: Still strangled to death.  Combat Log: Still reports "Embraces".  [IE_IMMEDIATE] returned to the interaction.

In the interests of checking that re-application situation, I upped the wait time to 15.  Embraces occurred less frequently in the combat report, as expected, but no syndrome manifested.  Dwarves strangled to death.

At this point, I tinkered heavily: I added an [I_EFFECT:CONTACT] (Immediate and on Target A), made the syndrome [SYN_CONTACT], and changed the range to Touchable (with no specified numeric range).  Same results in the arena.  Removed [SYN_CONTACT] just in case, added back in the 1-tile range, and tried again.  Inexplicably, the first dwarf spawned won.  obsidianizing the victorious dwarf (who had, of course, gained skill) and spawning another pair had the expected result: embraces, no syndrome, dwarf suffocated to being strangled.

I gave the Add Syndrome term an IE_ARENA_NAME.  It appeared in the effect list, but spawning a dwarf with that effect resulted in a healthy dwarf just sitting there -- it seems that the problem exists within the syndrome: for some reason, it does not go, even when the game is told directly to interact.

After all the tinkering, my Raws look like this

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 06, 2013, 12:14:44 am
Here:
Code: [Select]
[INTERACTION:SHADOW_EMBRACE]
        [I_SOURCE:CREATURE_ACTION]
        [I_TARGET:A:CREATURE]
                [IT_AFFECTED_CLASS:GENERAL_POISON]
   [IT_CANNOT_HAVE_SYNDROME_CLASS:SHADOW]
[IT_MANUAL_INPUT:target]
        [I_EFFECT:ADD_SYNDROME]
                [IE_ARENA_NAME:shadow syndrome test]
                [IE_TARGET:A]
                [IE_IMMEDIATE]
                [SYNDROME]
[SYN_CLASS:SHADOW]
                    [SYN_NAME:shadow embrace]
                    [SYN_IMMUNE_CREATURE:SHADOW:ALL]
                    [CE_UNCONSCIOUSNESS:SEV:10000:PROB:100:START:5:PEAK:5:END:20000]
                    [CE_PARALYSIS:SEV:10000:PROB:100:START:10:PEAK:10:END:20000]
                    [CE_NECROSIS:SEV:10000:PROB:100:START:15:PEAK:15:END:20000]

Mostly using  CE: instead of CE_ broke everything. I also added a syn class and a cannot have syn class, to stop the spamming. It only affects each creature once.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 06, 2013, 12:14:59 am
You're missing BPs on your necrosis, for one.

For another, it's CE_X, not CE:X.

Make sure to check your errorlog!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tevish Szat on February 06, 2013, 12:57:52 am
*forehead slap*

It would be a typo with me.

I tried Meph's raws, and while the creature would not inflict it (they didn't attempt to embrace), spawning dwarves with it caused them to shortly suffocate of the total paralysis. 

I added BY_CATEGORY:ALL:MUSCLE to the necrosis, and dwarves spawned with the syndrome rotted quite nicely... though it didn't really speed their demise over the total body paralysis.  Once a dwarf succumbed to infection, though. 

Removing the paralysis for a spell (relying on the unconsciousness to take the victim dwarf out of the immediate fight) while setting all tissues (not just muscle) to rot resulted in me discovering that necrosis is not a terribly swift means of killing a body, even with insanely amped severity.  Granted, the dwarven health system would surely kill such a dwarf -- every scrap of flesh and bone in her body was rotted (the z details were... impressive to look at by the end, with every single body part including organs like the heart, lung, and brain called out as rotten), but technically the syndrome ran its course and she survived as a walking pile of rot.  I spawned an echidna, and she struck it down before finally succumbing to infection.

As such, the paralysis went back in, and the necrosis came out.  High-severity generalized paralysis seems an effective enough way for a syndrome to make normal creatures like dwarves dead.  By adding back [IT_LOCATION:CONTEXT_CREATURE], I was able to get the Shadows to use their embrace again.  I'm currently testing just how well groups of variously skilled and/or equipped dwarves fare against them.

Thank you all very much.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 07, 2013, 06:57:45 pm
This time I think I did my research thoroughly first, but I've missed obvious things and misspelled REAGENT before so...

Are there ANY tokens that can be added to an ITEM rather than a material which can then be filtered for in reactions?

For instance reactions can select reagents which are not in a pressed state with NOT_PRESSED.

I tried adding FORCE_EDGE, but I can't seem to make it stick to anything metal and I don't see anything in the material defaults to suggest metals can be made to take that. It looks to be hard-coded but I don't know if that's bound to a material or to the hard-coded item that is the small rock or what.

I also can't craft it in a pressed state as far as I can tell, but I may have been doing it wrong. Is there a way to create an item via reactions that has an engraving or improvement on it?

I'm still working on the same issue as above and on the last page - the single reaction meltdown, but I absolutely DO NOT want to have to code in a reaction for EVERY SINGLE type of item EXCEPT for whatever item type the ingot is. Right now the best I can see is allowing the melting only of weapons and chest armor since there doesn't seem to be a way to allow any armor to be a reagent in a single reaction (melt helmet, melt glove, melt shoe, melt leg armor, melt chest armor...).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 07, 2013, 07:01:57 pm
FORCE_EDGE is a PRODUCT token.

You'll have to create one reaction each for:

helmets
gloves
pants
armor
boots
weapons
tools
each item type you see in the item token article, really...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 07, 2013, 08:32:33 pm
Damn. I was really hoping I'd missed something or phrased my question too obscurely before. Thanks for the confirmation.

I opened this suggestion thread (http://www.bay12forums.com/smf/index.php?topic=122674.0) with a simple* suggestion which would be, I think, a boon to all kinds of modders and add a lot of flexibility we just don't have right now. Incidentally, it uses a segment of my script as an example.

*at least, I'm pretty sure it would be a very simple addition to the program.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alavander on February 08, 2013, 03:42:55 am
I got the following dabbling moder problem:

I got a workshop that takes 25 stone sling ammo, and 25 wooden arrows, and create a dummy wooden arrows called stonetip ("stonetip arrows"),
but they are still threated as a plant:wood (taken the solution - of making an rocktip wood with the stats of stone - from the New Genesis mod and tweaked it a bit).

So when I order my kobolds to mass produce them, they just take one stack of 25 and make it over and over from itself. (As stonetip is wood)

I would like to change them somehow to 'bone', or at least do something that would classify them as bone or a new metal material (in terms of storing), while still keeping the name ("stonetip") intact.

 To. Break. That. Loop. Of. No. Ammo. :<

It is possible? I've read up that playing with bone is kinda different then how it was before in new versions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 08, 2013, 08:55:55 am
I'd recommend just taking the reagent material from the stone you used, and using that as the material for the whole arrow you crafted. Each item in DF can only have one material. You'd specify the material with:

GET_MATERIAL_FROM_REAGENT:<id you gave the sling ammo>:NONE

And make sure you fill the id value in the same as your wrote in the reagent line for the sling ammo (this id is set arbitrarily for the modders use)

If you want to use "BONE", it has to be the bone of something - it's like variables in an object oriented programming language - DOG:BONE or CAT:BONE are a "thing", whereas "BONE" by itself isn't a defined material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 08, 2013, 09:33:03 am
Is it possible to directly alter your attributes with in-game commands, i.e. creating a reaction that increases an attribute?

It is possible? I've read up that playing with bone is kinda different then how it was before in new versions.

Have it inherit the material from the bone item but have the actual ammo be called 'stonetip arrow', requiring the stone item in question as a reagent.

What you'll get is 'elephant bone stonetip arrow' or something similar.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 08, 2013, 09:36:16 am
You can make an interaction/syndrome that can increase an attribute with CE_PHYS_ATT_CHANGE and CE_MENT_ATT_CHANGE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 08, 2013, 09:46:25 am
I saw that, but I didn't see how it could be used the way I'm hoping.

Didn't you actually do something in-game that was a command or reaction to change your strength?

Could I link a reaction with such a syndrome so that it activates the effect when the reaction itself is activated?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on February 08, 2013, 09:50:37 am
Sorry if this was discussed before but is there a way for a forced werebeast type transformation but not  werebeast but into a different creature like lets say customcreature1 goes to customcreature2 for a limited time before going back to customcreature1 trying yo make a morphling type race  sorry for misspells typing on my android
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 08, 2013, 09:59:54 am
Sorry if this was discussed before but is there a way for a forced werebeast type transformation but not  werebeast but into a different creature like lets say customcreature1 goes to customcreature2 for a limited time before going back to customcreature1 trying yo make a morphling type race  sorry for misspells typing on mu android

Yeah, [CE_BODY_TRANSFORMATION:START:0:END:X]

I saw that, but I didn't see how it could be used the way I'm hoping.

Didn't you actually do something in-game that was a command or reaction to change your strength?

Could I link a reaction with such a syndrome so that it activates the effect when the reaction itself is activated?

Make a reaction that:

In dwarf mode, makes a boiling stone that has a [SYN_INHALED] syndrome that causes CE_(PHYS/MENT)_ATT_CHANGE

In adventure mode, makes a drink that has a [SYN_INGESTED] syndrome that causes CE_(PHYS/MENT)_ATT_CHANGE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 08, 2013, 10:06:34 am
Make a reaction that:

In dwarf mode, makes a boiling stone that has a [SYN_INHALED] syndrome that causes CE_(PHYS/MENT)_ATT_CHANGE

In adventure mode, makes a drink that has a [SYN_INGESTED] syndrome that causes CE_(PHYS/MENT)_ATT_CHANGE.

...rather brilliant, but I am again made sad because I was hoping that I didn't misremember seeing someone say a reaction could be made to directly influence strength.

My idea was to (with, if possible, a percentage chance) increment attributes during the course of a crafting reaction, i.e. simulating attribute gain from skill use for non-combat skills. What would happen if you tried to use the supplied fortress mode solution in adventure mode?
Or might there be another way to automatically make this happen?

Thanks!

EDIT: Did some !!SCIENCE!! and got a melted hand. The 'rock attribute increase' boils away to nothing and does not seem to produce gas.

If dropped, it reverts to its melted liquid state despite having a fixed material temperature. Picking it up melts your hand.

Granted, I didn't try the syndrome manually, but waiting 1 tick and looking before and after shows no gas, nor does any ever appear around me. Does this mean that it's not possible to produce gas in Adv mode from a boiling rock?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dcutean on February 08, 2013, 02:31:36 pm
How can I make a creature attack that slices like a sword?

I can't find a way to alter the attack contact percentage or attack penetration percentage to cut through flesh like a sword. Any and all assistance is appreciated
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 08, 2013, 02:44:33 pm
If dropped, it reverts to its melted liquid state despite having a fixed material temperature. Picking it up melts your hand.

Why fixed material temperature?  You want it to respond to ambient temperature, but have a low boiling point so it always vaporizes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 08, 2013, 02:48:25 pm
How can I make a creature attack that slices like a sword?

I can't find a way to alter the attack contact percentage or attack penetration percentage to cut through flesh like a sword. Any and all assistance is appreciated

What you'll need to do is define or edit the material template of the body part to be used.

For this example I'll use fingernails.


Here is the finger nail template found in material_template_default.txt.
Spoiler (click to show/hide)

Note that the MAX_EDGE is 1/10 of metal - this too has an impact on how it will affect cutting.

This Wiki page (http://dwarffortresswiki.org/index.php/DF2012:Weapon#Material) has the information you need to convert any body part into a weapon of mass destruction.

For the actual implementation of that body part as a weapon, check out your creature_standard.txt.

Again I'll be using fingernails as an example:

Spoiler (click to show/hide)

The contact and penetration percentage values can be directly altered in and of themselves - they use the data from the material template and are themselves percentage multipliers. The value of 100 uses the material template values as written. That means that if you change these numbers to, say, 200 - you will get double contact area and double penetration depth. Simply doing this will make the attacks VERY effective against unarmored foes, but to make armor-piercing spike hands you'll want to actually edit the material, otherwise you will find that sometimes you punch torsos off, but an -osprey leather robe- deflects most of your attacks.

Experiment with those and you should have a lot of fun! Good luck. =)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 08, 2013, 03:06:43 pm
Why fixed material temperature?  You want it to respond to ambient temperature, but have a low boiling point so it always vaporizes.
I did that to guarantee it would vaporize even if you are in extremely cold environments. However, I removed it and in my test world it vaporizes anyway because I'm not in such an area.

Here is the test material I'm using, but it does not seem to be producing a gas. Still not clear if this is even possible in Adventure mode, otherwise why would Putnam give a separate solution? But even so, I tried:

Code: [Select]
[INORGANIC:ATTRIB_METWORK_SMELT_AVE]
this is for Smelter use attribute increases.
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:attribute increase][DISPLAY_COLOR:5:5:1][TILE:'*']
[SPEC_HEAT:5000]
[IGNITE_POINT:2000]
[MELTING_POINT:4000]
[BOILING_POINT:6000]
[SOLID_DENSITY:1346]
[IS_STONE]
[STATE_NAME:GAS:attribute increase]
[STATE_NAME:GAS:attribute increase]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_COLOR:LIQUID:GRAY]
[STATE_COLOR:GAS:GRAY]
[SYNDROME]
[SYN_NAME:attributes up]
[SYN_INHALED]
[CE_PHYS_ATT_CHANGE:STRENGTH:100:500]

This IS the correct syntax for such a syndrome, right? ATT_CHANGE is woefully under-documented, but it contains every argument specified on the Wiki.

The intended result is that when a dummy item of this material is spawned via a reaction, after 1 tick it will vaporize, leaving an inhale-able gas behind which gives you 500 points of strength. Once I can establish that it works in theory, I'll actually be assigning it single-digit values.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 08, 2013, 03:15:18 pm
it melted your hand because it was on fire. remove the ignition point. it's possible in adv mode, the issue is that the boiling gas doesn't always work; ingested syndromes always do.
Also, to make it simpler in the future: reactions can only create items, they can't do anything else.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 08, 2013, 03:27:06 pm
it melted your hand because it was on fire. remove the ignition point. it's possible in adv mode, the issue is that the boiling gas doesn't always work; ingested syndromes always do.
Also, to make it simpler in the future: reactions can only create items, they can't do anything else.
I wondered why something colder than my hand was melting my hand, but that makes sense, since fire in DF can be any temperature and always has the same effect. Also in the liquid form, since it doesn't have a custom name for it, it is magma, being liquid stone. ;) Fun times!

I haven't been able to observe boiling gas so far in any field tests. When it DOES work, will it show gas on the map or in inventory, if at all? I've been checking both after each 'wait', but I do realize that character speed determines how many ticks I'm waiting and so it may exist and then dissipate before my 'turn' is over.

Now, boiling gas syndromes not working - I've seen where it's been discussed in Fortress mode but it's one of those areas that hasn't been tested extensively. I guess I'll do some pioneering !!SCIENCE!! then. If I can get this to function, then I will have invented attribute gains for all crafting skills (with lots of help and guidance of course) in adventure mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 08, 2013, 03:32:40 pm
sorry to burst your bubble, but we've had that for a while. I said they don't work sometimes--as in, they usually work with a non-trivial chance of not working that is less than 40%.

note that skill increases can be done directly in reactions with a boiling stone that has no syndrome as a product; the reaction will increase the skill when the product is made.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 08, 2013, 03:44:01 pm
sorry to burst your bubble, but we've had that for a while. I said they don't work sometimes--as in, they usually work with a non-trivial chance of not working that is less than 40%.

note that skill increases can be done directly in reactions with a boiling stone that has no syndrome as a product; the reaction will increase the skill when the product is made.

Where is this mod or modder's resource to allow attribute increases then? I looked high and low for one once I realized my metalworking mod gave no attribute gains as I leveled up Furnace Operator/Weaponsmith/Armorsmith and couldn't find anything. Also I know well of SKILL increases, it's ATTRIBUTES I'm trying to get to raise through a reaction. And not to be rude or sound ungrateful for your help and guidance, but I'm aware that reactions only create items, which is why I'm trying to make an item that will vaporize, leaving you with a very small attribute gain as it does.

I actually have a reaction which requires nothing and spawns one of the attribute gain rocks detailed above (it is a simple toy item). Whether I spawn 1 or 100 doesn't seem to matter, it has not once affected me. 1000 strength points (I increased it from 500 in case it had worked once and not taken me up a tier) would be immediately noticeable since it would bring my strength up to the next tier, from Average to Above Average.

Since no one has pointed out an error with the syndrome itself this leads me to believe that the gas simply is not being produced OR if it's being produced it isn't affecting me. I was conducting this test indoors for fear of wind affecting gasses, but have also tried outdoors.

So if it works 60-70% of the time, why is this not functioning? Or did you mean something else? o_O

For reference, here are the 3 applicable entries:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 08, 2013, 03:57:27 pm
Orc Fortress uses boiling rocks for magic system and I can assure you it works :)   (about 50-60% of the time, just as Putnam said)  And I learned the system from Masterwork and LFR, so I know those use it extensively as well.

There was a thread a while back of folks scienceing how to make it more reliable, without much avail, but you can find it on the 2nd page if you search "boiling rocks". 

Syndromes can definitely cause attribute change, too, one or more of the Fallout type mods uses it to increase STR when you equip power armor.  search this board for CE_PHYS_ATT_CHANGE for many examples

Attributes change naturally when you use the skills, just very slowly if you don't mod the PHYS_ATT_RATES and MENT_ATT_RATES
See http://dwarffortresswiki.org/index.php/Attribute for tons more info on that
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 08, 2013, 04:11:42 pm
Since no one has pointed out an error with the syndrome itself this leads me to believe that the gas simply is not being produced OR if it's being produced it isn't affecting me. I was conducting this test indoors for fear of wind affecting gasses, but have also tried outdoors.

   [SYNDROME]
      [SYN_NAME:attributes up]
      [SYN_INHALED]
      [CE_PHYS_ATT_CHANGE:STRENGTH:100:1000]

no [SYN_AFFECTED_CLASS] ?
Just 'cause noone else has happened to come along and debug it doesn't mean it's working ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Avelon on February 08, 2013, 04:17:20 pm
   [SYNDROME]
      [SYN_NAME:attributes up]
      [SYN_INHALED]
      [CE_PHYS_ATT_CHANGE:STRENGTH:100:1000]

no [SYN_AFFECTED_CLASS] ?
Just 'cause noone else has happened to come along and debug it doesn't mean it's working ;)

(Also checking up on the things listed in the post above this one, it's funny because THIS POST was the first result when I searched for CE_PHYS_ATT_CHANGE).

Well that's true. But I figured since other parts of the posts with that data showing were being picked apart, that the code itself was looked at first. I suppose we can't assume too little, eh?
Thank you!

But is SYN_AFFECTED_CLASS actually required? Again, I checked but found no data on whether it was required or not. Since I'm testing with a human it doesn't hurt to throw in the GENERAL_POISON I suppose - I'll try that and report the effects.


EDIT: No change. Tested MANY times, also saved/reloaded and did indoors as well as outdoors. Zero success rate.

Code: [Select]
[SYNDROME]
[SYN_NAME:attributes up]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_PHYS_ATT_CHANGE:STRENGTH:100:1000:START:0]

Unfortunately I have to leave for the weekend, maybe being away a few days will grant me the insight I need. Or maybe I'll just come back and be lucky enough to find the solution here or the wiki or somesuch.

Thanks again for everything and the continued patience.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 08, 2013, 05:49:52 pm
syndrome article on the wiki is the main modder's resource for this, btw

SYN_AFFECTED_CLASS isn't required, not having it will make it affect everything
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mirkrali on February 09, 2013, 04:11:45 pm
Hullo, I'm not sure where else to ask this, but... I'm having problems making a usable civ and I'm not sure where I'm going wrong with it. Would it be possible to get some help on it?

creature
Spoiler (click to show/hide)

entity
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 09, 2013, 04:17:42 pm
describe the symptoms of your problems?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mirkrali on February 09, 2013, 04:26:29 pm
They're just not appearing at all. I'm not really an experienced enough modder to really tell what's going on with the error. Mostly I just do simple animals and whatnot.

Here's an errorlog. I'm pretty sure I messed up big, but I have no idea where to start.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Paramatter on February 09, 2013, 04:40:29 pm
Hullo, I'm not sure where else to ask this, but... I'm having problems making a usable civ and I'm not sure where I'm going wrong with it. Would it be possible to get some help on it?

creature
Spoiler (click to show/hide)

entity
Spoiler (click to show/hide)

You're trying to select castes well before they've been defined.  Also, I'm not certain if the vanilla game has a hyena man defined or not, but you might want to make sure that you haven't got a duplicate creature entry as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mirkrali on February 09, 2013, 05:35:16 pm
Hullo, I'm not sure where else to ask this, but... I'm having problems making a usable civ and I'm not sure where I'm going wrong with it. Would it be possible to get some help on it?

creature
Spoiler (click to show/hide)

entity
Spoiler (click to show/hide)

You're trying to select castes well before they've been defined.  Also, I'm not certain if the vanilla game has a hyena man defined or not, but you might want to make sure that you haven't got a duplicate creature entry as well.

Thank you! That was the problem there. I believe I have everything sorted out now. Now I can hopefully play as a civ of my favorite animal!

As an interesting side note, though, I was a bit shocked when the first few times I placed my hyena men in the arena they were under the "N" section and were called "Nothing #". I found out it was because I had failed to notice that I had deleted my description and caste name. Ah well. Everyone has to start somewhere, eh?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FearfulJesuit on February 09, 2013, 05:40:51 pm
I'm looking for a language file creator that will take characters with simple diacritics, in this case, ä and ö. Does anyone have one?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zanzetkuken The Great on February 09, 2013, 10:35:25 pm
How is it that I can utilize water and mud as reagents?  When I try to put those in, an errorlog appears.  Also, how would I make a reaction that allows the use of any kind of sand, without having to break-up the reaction into the various types of sand?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 09, 2013, 10:44:40 pm
check the item token article on the wiki

you can't
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tevish Szat on February 10, 2013, 01:22:28 am
Does anyone know what happens if you have a creature with a single caste that has both the [MALE] and [FEMALE] tags, and appropriate breeding specifications?  Will it breed as long as there are two members of the species, or will the confused critter not be able to breed at all?  For that matter, could one individual self-pollinate?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 10, 2013, 01:34:20 am
the latter tag takes priority.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on February 10, 2013, 11:34:14 am
Quickie question.

Standard vanilla pikes and halberds have a [MINIMUM_SIZE:62500] and dwarves are [BODY_SIZE12:0:60000]

This means that in Fort mode the dwarves will not be able to use the pikes and halberds unless I change the [MINIMUM_SIZE] to meet the dwarves' body_size value, right? (Arena mode would be misleading then, the dorfs used the weapons just fine there, so I assumed the unedited two-handers it would work in Fort mode as well.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Broken on February 10, 2013, 12:04:15 pm
i am thinking to make a playpen workshop. The idea is to use it to train social skills and create happiness vapor. But i don't know
if children will be capable of ue it or not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 10, 2013, 02:44:03 pm
Quote
Quickie question.

Standard vanilla pikes and halberds have a [MINIMUM_SIZE:62500] and dwarves are [BODY_SIZE12:0:60000]

This means that in Fort mode the dwarves will not be able to use the pikes and halberds unless I change the [MINIMUM_SIZE] to meet the dwarves' body_size value, right? (Arena mode would be misleading then, the dorfs used the weapons just fine there, so I assumed the unedited two-handers it would work in Fort mode as well.)

As far as I know, yes, unless it is a particularly big dwarf. It should be easy to test, if you don't believe me.

Quote
i am thinking to make a playpen workshop. The idea is to use it to train social skills and create happiness vapor. But i don't know
if children will be capable of ue it or not.

They can, but it is kind of a glitch, if you use Dwarf Therapist. Otherwise they won't use it. You also can't create happiness vapor, unfortunately.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alavander on February 11, 2013, 05:00:41 am
entity_default.txt
From what I've saw the rarity tag on items ( [GLOVES:ITEM_GLOVES_MITTENS:COMMON] )
works that way that the generated civ either have the access to item, or doesn't have it.

Common makes it so that the civ will almost always have the items, uncommon makes it about 50%, and rare is, well, rare. (Plain observation, not solid numbers).

So when the siege comes, they either all have shiny iron breastplates (except archers - propably they use uniforms too), or shiny iron mail shirts, if they were less lucky during world gen. (mail shirt is common)

Maybe its some error at my point, I dunno, had like three sieges so far in three different games, so not much data collected.

Actual question: Did I figured it right? Can you somehow modify the chances of different types of armor/metal appering for a singular invaders? I'd like for example to have a wood elves riding party be armed mostly with wood, with a few lucky ones brandishing weapons made of truesilver (for example). Or goblins running around with rusty iron and bronze, with one ocasionally wielding a steel weapon or having a nice (propably dwarven) steel breastplate.

Edit: Geh, damn it, i'll go all out with all the questions I've gotten so far... sorry for spam :)

Question 2: All missles in game currently go into quiver to be used? (For example kobold mod got throwing javelins/hammers/axes) Do the size of missle matters when it comes to quiver capacity, or its hardcoded to be 25? And if yes, then do size of missle matters much in ranged combat, or its just material properties and bow velocity/power mostly?

Question 3: Progress triggers in entity_default.txt - what are values for trade and production triggers (population values are listed on wiki)? It is changable? I tend to see the production skyrocket at some point, even with artifacts turned off. Its going wild, really, especially with a skilled cook around. Food values are really game breaking. Ah, here cometh another one...

Question 4: How to cut down food values? Manually, loweing the material value of every meat/plants/fishesh etc.?

Ty in advance, and sorry for the spam.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 11, 2013, 06:18:25 am
1)Yes you can modify what type of armor and what materials civilizations have access to. However you can't modify who has access to a given material/armor within a siege or ambush. Either they all have something, or none of them have it, no inbetweens.

2)Yes all missiles currently go into the quiver. AFAIK quiver storage capacity is hardcoded. Size works in combination with material density to determine weight, which in combination with velocity determines how much damage it can do.

3)The various values for the progress triggers and their types can be found on the wiki (http://dwarffortresswiki.org/index.php/Entity_tokens#Behavior).

4)Yeah, manually lowering everything is just about all you can do.

And no problem, that's what the thread is here for anyways.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on February 11, 2013, 03:02:37 pm
While we are on the topic of armor...

Is it possible to create custom pieces of armor for a specific part of the body?

I know that it's possible to create a custom piece of armor for the HEAD, BODY, HANDS, LEGS, and FEET, (armor, helms, gloves, pants, and shoes text files in the raws) but if I wanted to create a bracer designed specifically to be worn on a units lower arms, would that be possible?

Specialized armor designed to be worn on specific parts would be fantastic.  Mouthguards to cover teeth and keep them from being scattered, neckguards to prevent one-shot bleed outs, bracers to be worn on the arms, etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 11, 2013, 03:10:23 pm
Quickie question.

Standard vanilla pikes and halberds have a [MINIMUM_SIZE:62500] and dwarves are [BODY_SIZE12:0:60000]

This means that in Fort mode the dwarves will not be able to use the pikes and halberds unless I change the [MINIMUM_SIZE] to meet the dwarves' body_size value, right? (Arena mode would be misleading then, the dorfs used the weapons just fine there, so I assumed the unedited two-handers it would work in Fort mode as well.)
Minimum_Size only affects fort mode. Adventurers and Arena combatants can use anything. I've got a Misc. Object user wielding a 50 ton dragon corpse.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PhoenixEggz on February 11, 2013, 04:26:25 pm
How do I make a grass type immune to all fire damage, including dragonfire?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 11, 2013, 04:54:54 pm
How do I make a grass type immune to all fire damage, including dragonfire?
Presumably set the materials of the grass to have no ignition or HEAT_DAM point?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PhoenixEggz on February 11, 2013, 07:11:24 pm
How do I make a grass type immune to all fire damage, including dragonfire?
Presumably set the materials of the grass to have no ignition or HEAT_DAM point?

Would setting a homeotherm and fixed temp like the nether caps also achieve this? I really don't want to create a whole new plant tissue template.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 11, 2013, 07:12:54 pm
Homeotherm is only for creatures, btw.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PhoenixEggz on February 11, 2013, 07:23:26 pm
Okay.. I've taken a look at Nether-cap raws. There is no homeotherm like I thought there was, you're right. As follows:

Spoiler (click to show/hide)

How would I apply that to the grass? I don't know a whole lot about messing with material templates.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 11, 2013, 07:31:51 pm
Do it with the grass's basic material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PhoenixEggz on February 11, 2013, 07:40:06 pm
Do it with the grass's basic material.

So would it come out looking like this, or am I doing it wrong? I feel like i'm missing something here.


Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 11, 2013, 07:43:30 pm
Yerp.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PhoenixEggz on February 11, 2013, 07:47:51 pm
Okay, good to know I have at least a slight idea about what i'm doing here. Thanks. :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on February 11, 2013, 08:11:49 pm
While we are on the topic of armor...

Is it possible to create custom pieces of armor for a specific part of the body?

I know that it's possible to create a custom piece of armor for the HEAD, BODY, HANDS, LEGS, and FEET, (armor, helms, gloves, pants, and shoes text files in the raws) but if I wanted to create a bracer designed specifically to be worn on a units lower arms, would that be possible?

As far as I know something so specific as bracers or mouthguards are impossible currently. It may be possible to make a chainmail armor piece for the torso that also covers the legs and arms and potentially facial features, with some exploitation of values mentioned on the wiki (http://dwarffortresswiki.org/index.php/DF2012:Armor_token) about it, specifically setting [UBSETP:] to a value of 4 or higher, ie [UBSTEP:4], [UBSTEP:5], etc. There seems to be no difference in higher values' effectiveness. I have yet to test such a chainmail "full-body-suit" as of yet, so I can't guarantee it works.

Similarly, you can set gloves and boots to protect the entire leg or arm with [UPSTEP:2] or higher.

To make up for lack of specific armor pieces, you could make layers of armor, such as metal chain-hoods to be worn under the helm or chain/leather gloves or pants or shirts, etc to be worn under the respective [SHAPED] armor.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alavander on February 12, 2013, 12:46:45 pm
Here I am, clueless again...
Two Three Four questions today.

1. Question about weapon poisoning?

Im currectly looking at Genesis Reborn Coating Vat building, and its specific reactions that allows to coat weapons with poison - from what I see its done by two things - improvement reaction and poisonious materials.

Example:
Spoiler (click to show/hide)

Basically from the looks of it, it takes material, that got a syndrome (General_Poison) defined, 'improves' a weapon/bolt/arrow with it so the weapon is covered, and it transfers syndrome (mostly triggered when it enter's blood system) on hit.

Is that correct?

So for implementing a new poisons I just need to define a improvement reaction and a new, poisonious material. Is that all? No more 'Syndrome Magic'? No more digging layers upon layers of text?

2. Question about upgrading leather?

Im currently using Voek's leather mod (greatly lowers the number of leather types, to mostly three grades: animal, rare and exotic leather).
I tried to merge it with a Upgradable Leather Mod, but the exact mechanics of how both of them should look after merge eludes me, and in the end upgrading brings the item back to animal skin, which in turn can be tanned again. [facepalm]

Can someone kindly tell me what needs to be changed (not specific, just in general) to turn/upgrade one kind of material into another, while keeping the orginal name intact? (so I can have my hard exotic leather, and studded animal leather, etc.)

Tried to look at some bigger mods for intel, but they are SO big, that sometimes I just dunno whats really going out there.

3. Question about animals on embark?

It is possible to define a new animal groups (like [COMMON_DOMESTIC_PACKOBOLD] added), so you could have a bigger control over what you can bring on embark, and what caravans from different civs could bring?

4. Civs in entity_default?

It would be possible to make two civs using the same creature type, or each civ needs to have different, unique creature type (even if its a copy+paste, meh).
For example:

[ENTITY:MOUNTAIN]
   [CREATURE:DWARF]
   [TRANSLATION:DWARF]

[ENTITY:HILLS]
   [CREATURE:DWARF]
   [TRANSLATION:DWARF]

I know its cheating on what I said at the beggining of post, but:
4.5. Well, another fast question.
Can you use [HARD]/[METAL]/[STONE]/[BARRED] tags on ammo/weapons/etc. or it doesn't work? (clay sling ammo is extremely stupid, as are copper slings)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 12, 2013, 01:10:07 pm

1. Question about weapon poisoning?
Is that correct?
So for implementing a new poisons I just need to define a improvement reaction and a new, poisonious material. Is that all? No more 'Syndrome Magic'? No more digging layers upon layers of text?

I believe it also uses DFHack to automatically apply the syndrome on strike, but I'm not sure.  Someone else can confirm or not.  Dunno what you mean about no more 'syndrome magic' .. the poison you posted uses syndromes of course.

Quote
2. Question about upgrading leather?
Can someone kindly tell me what needs to be changed (not specific, just in general) to turn/upgrade one kind of material into another, while keeping the orginal name intact? (so I can have my hard exotic leather, and studded animal leather, etc.)


Think you'll have to define each of those new materials that you want.  There's not an automatic system for merging the qualities or names of two materials.
  Never mind, I'm not sure I understand those two mods you are trying to merge.  The only advice I can give you is to really take them apart and understand how they work before trying to merge them together again. 

Quote
3. Question about animals on embark?

It is possible to define a new animal groups (like [COMMON_DOMESTIC_PACKOBOLD] added), so you could have a bigger control over what you can bring on embark, and what caravans from different civs could bring?

Nope.  Would be very nice.

Quote
4. Civs in entity_default?

It would be possible to make two civs using the same creature type.

I think this is OK.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 12, 2013, 01:24:09 pm
1. Question about weapon poisoning?
Currently not really possible in vanilla. DFHack has a plugin that can be used to simulate the effects though, which is what Genesis uses IIRC.
Quote
2. Question about upgrading leather?

Im currently using Voek's leather mod (greatly lowers the number of leather types, to mostly three grades: animal, rare and exotic leather).
I tried to merge it with a Upgradable Leather Mod, but the exact mechanics of how both of them should look after merge eludes me, and in the end upgrading brings the item back to animal skin, which in turn can be tanned again. [facepalm]
I'm not exactly sure what the problem is here, but it sounds like there might be a problem with your reactions. I'd have to take a closer look at the exact leather raws and reactions used to determine exactly what was going wrong.
Quote
3. Question about animals on embark?

It is possible to define a new animal groups (like [COMMON_DOMESTIC_PACKOBOLD] added), so you could have a bigger control over what you can bring on embark, and what caravans from different civs could bring?
Nope.
Quote
4. Civs in entity_default?

It would be possible to make two civs using the same creature type, or each civ needs to have different, unique creature type (even if its a copy+paste, meh).
Completely possible. It's the entity that determines what creatures are used, not vice-versa, so there are no problems with using the same creature multiple times (Heck, back in 40d I even had something like 12 different human civilizations!)
Quote
4.5. Well, another fast question.
Can you use [HARD]/[METAL]/[STONE]/[BARRED] tags on ammo/weapons/etc. or it doesn't work? (clay sling ammo is extremely stupid, as are copper slings)
Those are armor tokens. As a general rule tokens from one type can not be placed on another and work properly. If you think that there is even a chance that they might be acceptable tags then you can always check the wiki (in this case the weapon token (http://dwarffortresswiki.org/index.php/Weapon_token) and ammo token (http://dwarffortresswiki.org/index.php/Ammo_token) pages) which list all valid tokens that the community knows about for a given item/creature type.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alavander on February 12, 2013, 02:14:32 pm
Thank you very much for answering.

Its a shame about poisons though, would be very nice if my kobs could use poisoned arrows on these vile goblins.
Oh, and sorry for my crude english, haven't used it in a bit, so it get all (rusty) on me.

About leather upgrades I'll take the Smakemupagus advice and try to take them brick by brick to understand them once more (instead of semi-blindly copying and pasting) and will post if I'll get any questions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 12, 2013, 05:25:21 pm
If scales are modded to be tannable, does dragon leather retain its fireproof properties?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 12, 2013, 05:46:52 pm
Yes, but not for the reason you gave.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 12, 2013, 08:24:46 pm
If scales are modded to be tannable, does dragon leather retain its fireproof properties?
Dragons have
Code: [Select]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:15]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
[SPEC_HEAT:30000]
Which selects all of their materials (including the one for leather) and makes them fireproof. Since the leather material is defined separately from the skin one each has separate temperature resistance values. You could even create a creature that was weak against fire when it was alive but who's tanned leather was immune to all fire.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on February 13, 2013, 11:24:05 am
2. Question about upgrading leather?

Im currently using Voek's leather mod (greatly lowers the number of leather types, to mostly three grades: animal, rare and exotic leather).
I tried to merge it with a Upgradable Leather Mod, but the exact mechanics of how both of them should look after merge eludes me, and in the end upgrading brings the item back to animal skin, which in turn can be tanned again. [facepalm]

Can someone kindly tell me what needs to be changed (not specific, just in general) to turn/upgrade one kind of material into another, while keeping the orginal name intact? (so I can have my hard exotic leather, and studded animal leather, etc.)

Tried to look at some bigger mods for intel, but they are SO big, that sometimes I just dunno whats really going out there.

From what I can understand, Voek's mod causes animals to drop either "Animal" "Rare" or "Exotic" skins, rather than "Cat skin" or "Dog skin" or (etc).

The leather tier shouldn't have a problem with this, assuming you made the necessary changes to the skin and leather raws. 

How the leather tier mod works is it takes leather and changes it into a different material, kinda like how smelting works.  It uses [GET_MATERIAL_FROM_REAGENT] for the subtype (name), so in theory it should just draw from the name of Voek's leathers.

I can't find Voek's mod on DFFD so I can't be for certain. :\
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alavander on February 14, 2013, 05:54:31 am
Another question:

Do setting high natural skills in social skills/appraiser to another race makes it so its harder to bargain with thier caravans?

For example if I put a natural 15 in appraiser/social skills to a race, and a caravan from that race comes, would the trader demand MORE goods for an exchange? (at least until my brooker gets more skilled)

(Tried to look for some kind of trade !SCIENCE!, but appraisal/trade is used fairy often, d'oh)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on February 14, 2013, 08:50:59 am
Hypothetical question about the way tissue/body plans work:
Would it be possible to make a cavern-dwelling humanoid creature that is "basically" inside-out? As in it's organs are kept on the outside of the creature and can be separately targeted by attacks?

I'd imagine something similar can be done simply by making a creature that has no skin added to the body plan, but to me this seems like the creatures would just bleed out soon after the game spawns them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on February 14, 2013, 05:08:52 pm
From what I can understand, Voek's mod causes animals to drop either "Animal" "Rare" or "Exotic" skins, rather than "Cat skin" or "Dog skin" or (etc).
How is this done? I'm trying to do the same thing, but while I've got a reaction that works the product isn't being treated like ordinary leather. It goes in the right stockpile and I can make leather goods from it, but it isn't available at embark or for trading.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 14, 2013, 05:11:29 pm
Hypothetical question about the way tissue/body plans work:
Would it be possible to make a cavern-dwelling humanoid creature that is "basically" inside-out? As in it's organs are kept on the outside of the creature and can be separately targeted by attacks?

I'd imagine something similar can be done simply by making a creature that has no skin added to the body plan, but to me this seems like the creatures would just bleed out soon after the game spawns them.
You'd need to make copies of the organs without [INTERNAL] if you wanted out-of-body organs and you might need to get rid of small for targeting (not sure). To make them appropriately inside out can be another much more complex matter involving messing with the BODY_DETAIL_PLAN in creature arguments and possibly making a new body detail plan. Really depends on how far you'd want to go.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 14, 2013, 06:02:52 pm
You wouldn't have to make a new one, you'd just have to reverse the order of the arguments in the creature file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on February 14, 2013, 07:49:50 pm
You wouldn't have to make a new one, you'd just have to reverse the order of the arguments in the creature file.
What Putnam means is this
Code: [Select]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:BONE:MUSCLE:FAT:SKIN:CARTILAGE]But that will give them a layer of bone where skin would usually be, muscle where fat was, skin where muscle was, and cartilage in the places cartilage is supposed to be (so the nose wouldn't be totally inside out).
To make it function more similar to the bones being properly outside the body (to be properly inside out) would be a hassle and potentially require a new body detail plan.

As I meant to say, making them properly inside out would be a pain and a half :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 14, 2013, 07:51:23 pm
Bones are defined entirely through tissue layers, I'm pretty sure, so no, not really.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 15, 2013, 02:34:09 am
Alright, whipped this up real quick. Makes any creature 10x bigger, as confirmed by number of butcher products from an affected vs a normal carcass in Arena mode. Also, punches sent unaffected (normal sized) human across the map.

Code: [Select]
[INTERACTION:GIGANTICISM]
[I_SOURCE:SECRET]
[IS_NAME:the power of hulk]
[IS_SPHERE:STRENGTH]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Gargantuan]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:giant:giants:gigantic:START:0]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:10000]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:LENGTH:10000]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:10000]

Now just to make it so dwarves become this with [CRAZED] when going without booze for too long. For balance, how much sober time sounds appropriate?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on February 15, 2013, 05:49:35 am
What happens when you add NO_EAT to a starving creature? Will it remove hunger or keep the starvation level? Actually if nobody can answer me, I am going to check it out myself and reply :).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on February 15, 2013, 10:43:11 am
What happens when you add NO_EAT to a starving creature? Will it remove hunger or keep the starvation level? Actually if nobody can answer me, I am going to check it out myself and reply :).
NO_EAT means the creature does not require to eat to survive so you will not get hunger or die from starvation so most likely I.. think
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on February 15, 2013, 10:44:40 am
Alright, whipped this up real quick. Makes any creature 10x bigger, as confirmed by number of butcher products from an affected vs a normal carcass in Arena mode. Also, punches sent unaffected (normal sized) human across the map.

Code: [Select]
[INTERACTION:GIGANTICISM]
[I_SOURCE:SECRET]
[IS_NAME:the power of hulk]
[IS_SPHERE:STRENGTH]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Gargantuan]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:giant:giants:gigantic:START:0]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:10000]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:LENGTH:10000]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:10000]

Now just to make it so dwarves become this with [CRAZED] when going without booze for too long. For balance, how much sober time sounds appropriate?
I would say about half a year or a little longer
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on February 15, 2013, 11:22:37 am
I feel slightly noobish for asking this, but:

Can a creature have one caste with both [MALE] and [FEMALE] tokens and still be able to breed?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 15, 2013, 01:34:36 pm
I feel slightly noobish for asking this, but:

Can a creature have one caste with both [MALE] and [FEMALE] tokens and still be able to breed?

No. The one you put on the bottom will take over.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 15, 2013, 01:44:15 pm
Sorry for the double post, but I have my own questions. Is it possible, and if so how, to lower the firing speed without lowering the speed of the creature by making it heavy?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on February 15, 2013, 03:54:44 pm
Sorry for the double post, but I have my own questions. Is it possible, and if so how, to lower the firing speed without lowering the speed of the creature by making it heavy?

Are you talking about ranged weapons?

IIRC, my understanding is that if you lower [SHOOT_MAXVEL:x] then you lower the overall shooting rate for a weapon as well.  Increasing [SHOOT_FORCE:x] compensates for the loss in projectile momentum/penetrating power.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 15, 2013, 04:15:15 pm
Sorry for the double post, but I have my own questions. Is it possible, and if so how, to lower the firing speed without lowering the speed of the creature by making it heavy?

Are you talking about ranged weapons?

IIRC, my understanding is that if you lower [SHOOT_MAXVEL:x] then you lower the overall shooting rate for a weapon as well.  Increasing [SHOOT_FORCE:x] compensates for the loss in projectile momentum/penetrating power.

Yep, and thanks for the info. Now I got some balancing to do...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: exolyx on February 15, 2013, 05:25:28 pm
Code: [Select]
[OBJECT:INTERACTION]

[INTERACTION:DRAGON_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the breath of dragons]
[IS_SPHERE:MOUNTAINS]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Dragonspeaker]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:dragonspeaker:dragonspeakers:dragonspeaker:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:FIREIMMUNE_SUPER:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:60]

While on the subject of secrets, I made this, though it doesn't seem to appear in the arena, is there anything I did wrong here that could have caused that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 15, 2013, 05:40:19 pm
Quote
While on the subject of secrets, I made this, though it doesn't seem to appear in the arena, is there anything I did wrong here that could have caused that?

What do you mean by "It is not appearing in the arena"? Do you mean that you can't get a dwarf to become a "dragonspeaker"? Or that his syndromes are not appearing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2013, 05:45:20 pm
Alright, whipped this up real quick. Makes any creature 10x bigger, as confirmed by number of butcher products from an affected vs a normal carcass in Arena mode. Also, punches sent unaffected (normal sized) human across the map.

Code: [Select]
[INTERACTION:GIGANTICISM]
[I_SOURCE:SECRET]
[IS_NAME:the power of hulk]
[IS_SPHERE:STRENGTH]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Gargantuan]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:giant:giants:gigantic:START:0]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:10000]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:LENGTH:10000]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:10000]

Now just to make it so dwarves become this with [CRAZED] when going without booze for too long. For balance, how much sober time sounds appropriate?

That's not 10x, that's 1000... to the power of three. Those are percentages, correct?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on February 15, 2013, 05:48:41 pm
Code: [Select]
[OBJECT:INTERACTION]

[INTERACTION:DRAGON_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the breath of dragons]
[IS_SPHERE:MOUNTAINS]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Dragonspeaker]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:dragonspeaker:dragonspeakers:dragonspeaker:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:FIREIMMUNE_SUPER:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:60]

While on the subject of secrets, I made this, though it doesn't seem to appear in the arena, is there anything I did wrong here that could have caused that?
Don't all secrets require a raise corpse to work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 15, 2013, 05:49:31 pm
Quote
Don't all secrets require a raise corpse to work?

.....No...I have one that works just fine without it, personally.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 15, 2013, 06:16:18 pm
Code: [Select]
[OBJECT:INTERACTION]

[INTERACTION:DRAGON_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the breath of dragons]
[IS_SPHERE:MOUNTAINS]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Dragonspeaker]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:dragonspeaker:dragonspeakers:dragonspeaker:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:FIREIMMUNE_SUPER:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:60]

While on the subject of secrets, I made this, though it doesn't seem to appear in the arena, is there anything I did wrong here that could have caused that?

All right, you where too slow and I tested it myself. You messed up on the dragonfire part, just copy the dragon's fire and replace it with dragon's fire: Like this, crudly:

Code: [Select]
[OBJECT:INTERACTION]

[INTERACTION:DRAGON_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the breath of dragons]
[IS_SPHERE:MOUNTAINS]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Dragonspeaker]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:dragonspeaker:dragonspeakers:dragonspeaker:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:FIREIMMUNE_SUPER:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire] [CDI:USAGE_HINT:ATTACK] [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH] [CDI:FLOW:DRAGONFIRE] [CDI:TARGET:C:LINE_OF_SIGHT] [CDI:TARGET_RANGE:C:15] [CDI:MAX_TARGET_NUMBER:C:1] [CDI:WAIT_PERIOD:50]


For some reason, that seems to work better when I tested it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2013, 06:27:36 pm
Code: [Select]
[OBJECT:INTERACTION]

[INTERACTION:DRAGON_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the breath of dragons]
[IS_SPHERE:MOUNTAINS]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Dragonspeaker]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:dragonspeaker:dragonspeakers:dragonspeaker:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:FIREIMMUNE_SUPER:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:60]

While on the subject of secrets, I made this, though it doesn't seem to appear in the arena, is there anything I did wrong here that could have caused that?
Don't all secrets require a raise corpse to work?

No, that's towers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 15, 2013, 07:24:56 pm
Alright, whipped this up real quick. Makes any creature 10x bigger, as confirmed by number of butcher products from an affected vs a normal carcass in Arena mode. Also, punches sent unaffected (normal sized) human across the map.

Code: [Select]
[INTERACTION:GIGANTICISM]
[I_SOURCE:SECRET]
[IS_NAME:the power of hulk]
[IS_SPHERE:STRENGTH]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Gargantuan]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:giant:giants:gigantic:START:0]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:HEIGHT:10000]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:LENGTH:10000]
[CE_BODY_APPEARANCE_MODIFIER:APPEARANCE_MODIFIER:BROADNESS:10000]

Now just to make it so dwarves become this with [CRAZED] when going without booze for too long. For balance, how much sober time sounds appropriate?

That's not 10x, that's 1000... to the power of three. Those are percentages, correct?

Those are percentages, so it is 10x. Humans usually drop 19 bones, for instance, but one affected with this drops 190. Which is weird, since 10,000% should actually be 100x bigger.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2013, 08:16:40 pm
Yes, but you're doing it over 3 dimensions. A 100% increase over 3 dimensions would cube, not double, the volume.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wastedlabor on February 16, 2013, 12:16:26 am
Simple question: Does doing COPY_TAGS_FROM on a creature that already does COPY_TAGS_FROM work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: exolyx on February 16, 2013, 12:32:29 am
Yeah, I still don't get in in arena mode and I copied your change word for word(and by that I mean right click copy for right click paste.), maybe there's something else that I'm doing wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 16, 2013, 12:53:16 am
Quote
Yeah, I still don't get in in arena mode and I copied your change word for word(and by that I mean right click copy for right click paste.), maybe there's something else that I'm doing wrong?

*Snaps* I got it! If it isn't showing up in the Arena mode, you are missing

Code: [Select]
interaction_dragonbreath
at the top. I didn't get that error since I posted it on one of my existing pages.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 16, 2013, 12:59:26 am
Yes, but you're doing it over 3 dimensions. A 100% increase over 3 dimensions would cube, not double, the volume.
And yet, the mass appears to be only 10x as great, as measured by increase in butchery products. Perhaps there's some bizarre divisor in the code that judges how much mass increases with body dimensions.

Anyway, how to get a syndrome with those effects to apply to all dwarves without having dwarves ooze something. Maybe give the alcohol material template a syndrome which applies only to dwarves?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 16, 2013, 01:00:54 am
Give them an initiator reaction that they use on themselves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 16, 2013, 01:08:34 am
Will they keep spamming it and lower framerate though? Or can using the interaction disable further use forever?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 16, 2013, 01:09:34 am
Will they keep spamming it and lower framerate though? Or can using the interaction disable further use forever?

Just make its wait period, like, 1000000000 or something and you won't have to worry much. Also, IT_CANNOT_TARGET_IF_ALREADY_AFFECTED.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: exolyx on February 16, 2013, 12:32:20 pm
Ok, this is exactly what I have in the folder, word for word. still not appearing anywhere

Code: [Select]
interaction_dragonbreath

[OBJECT:INTERACTION]

[INTERACTION:DRAGON_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the breath of dragons]
[IS_SPHERE:MOUNTAINS]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:dragonspeaker]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:dragonspeaker:dragonspeakers:dragonspeaker:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:FIREIMMUNE_SUPER:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire][CDI:USAGE_HINT:ATTACK][CDI:BP_REQUIRED:BY_CATEGORY:MOUTH][CDI:FLOW:DRAGONFIRE][CDI:TARGET:C:LINE_OF_SIGHT][CDI:TARGET_RANGE:C:15][CDI:MAX_TARGET_NUMBER:C:1][CDI:WAIT_PERIOD:50]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 16, 2013, 12:58:08 pm
Spoiler (click to show/hide)

Fine. I will rewright it again, basing it off one of my own. I tested this, and it works fine on mine, so here:

Code: [Select]
interaction_dragonbreath

[OBJECT:INTERACTION]

[INTERACTION:DRAGON_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the breath of dragons]
[IS_SPHERE:MOUNTAINS]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:dragonspeaker]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:dragonspeaker:dragonspeakers:dragonspeaker:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:FIREIMMUNE_SUPER:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]

[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:MATERIAL:INORGANIC:FLOW:DRAGONFIRE]
    [CDI:VERB:breath fire:breaths fire:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:50]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:60]

Now to be clear, to test it, you select "dwarf" as a creature and hit the u button until the dragonbreather thing comes up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: exolyx on February 16, 2013, 01:00:56 pm
Human, dwarf, elf, nothing seems to work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 16, 2013, 01:05:47 pm
Human, dwarf, elf, nothing seems to work.

Just to make sure it isn't operator error, can you turn them into necromancers and vampires?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 16, 2013, 01:13:38 pm
exolyx: try putting "number of secrets" in worldgen to 0
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 16, 2013, 01:14:23 pm
exolyx: try putting "number of secrets" in worldgen to 0

That shouldn't effect arena mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: exolyx on February 16, 2013, 01:19:15 pm
Human, dwarf, elf, nothing seems to work.

Just to make sure it isn't operator error, can you turn them into necromancers and vampires?
Yes, I can turn them into necromancers and vampires.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 16, 2013, 01:21:04 pm
...errorlog?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 16, 2013, 01:23:06 pm
Human, dwarf, elf, nothing seems to work.

Just to make sure it isn't operator error, can you turn them into necromancers and vampires?
Yes, I can turn them into necromancers and vampires.

Did you spell the file name wrong? I'm running out of ideas, and I tested it on mine. It works fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: exolyx on February 16, 2013, 03:07:21 pm
To be clear, it does in fact go in the interactions examples folder, correct?

I've checked the game where I copied the necromancer tags and basically just pasted them, but changed the raw name so it isn't a duplicate, and changed the arena name to see if it could be made in the arena, again, nothing happened.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 16, 2013, 03:08:10 pm
To be clear, it does in fact go in the interactions examples folder, correct?

No, that doesn't do anything. It needs to go into the raw/objects folder. The interactions examples folder is for examples, I.E, stuff to base things off of that won't appear in-game explicitly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: exolyx on February 16, 2013, 03:35:11 pm
To be clear, it does in fact go in the interactions examples folder, correct?

No, that doesn't do anything. It needs to go into the raw/objects folder. The interactions examples folder is for examples, I.E, stuff to base things off of that won't appear in-game explicitly.
Well there's my problem, sorry for being a bit dense.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thundercraft on February 17, 2013, 09:12:17 pm
One aspect of modding that I find particularly hard to grasp is syndromes. The wiki page on syndromes (http://dwarffortresswiki.org/index.php/DF2012:Syndrome) is pretty informative. But there are some details that seem glossed over. Are there any other tutorials or docs on syndromes?

Question:

I know syndrome Special Effects (http://dwarffortresswiki.org/index.php/DF2012:Syndrome#Special_Effects) are often temporary, like CE_PHYS_ATT_CHANGE and CE_SPEED_CHANGE, as I've seen potions of strength and speed for a temp boost. But is there a way to make effects like CE_ADD_TAG and CE_BODY_TRANSFORMATION permanent? (Among other things, I'm wanting to add STERILE to a creature and make it permanent.)

It looks like syndromes usually have a PEAK and END to designate when the effect becomes most progressive and when it stops (like PEAK:1000:END:2000). But could I just leave that off a syndrome to make it permanent? Or is there another way to do it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 17, 2013, 09:20:35 pm
Yes, at least, a [CE_CAN_DO_INTERACTION: ] on a syndrome can be permanent and works fine if you just leave off the START END and PEAK.

And many mods use permanent CE_BODY_TRANSFORMATION
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 17, 2013, 11:36:44 pm
The wiki article on syndrome explicitly says that PEAK and END are optional. In fact, I added that part!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 18, 2013, 03:54:58 pm
Been out of modding for a bit

does transformed creatures breed?

say turn genderless creature into another
male and female version creatures

I'm having an issue with this, as they don't breed:

Spoiler: Creatures (click to show/hide)

The first one is the target, the second is the breeders
Goes first into either one of the 2 male/female castes of number 2
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 18, 2013, 04:03:38 pm
Can we see your [CREATURE:HUMAN_PLAY]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 18, 2013, 04:05:47 pm
Can we see your [CREATURE:HUMAN_PLAY]?

Spoiler: HUMAN_PLAY (click to show/hide)

I had this working with Droids awhile back before I turned them into clones. But the droid makers you embarked/traded for (instead of transforming another creature into them)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 18, 2013, 04:17:49 pm
Oh. Now I understand. You mean that your equipment puller transforms into either the DNA database or the cloning vat right? Guess I didn't need to see your human entry. :P

As for why it isn't working, it's possible that since you have a missing open bracket '[' before [PET] at the very bottom it's not reading them correctly as PET's. Since [PET] is the token that enables creatures to breed without needing to be married, that might be causing some problems.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 18, 2013, 04:20:04 pm
If this works, You just became my cloning hero
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smirk on February 18, 2013, 04:49:54 pm
Quick question: does the [VERMIN_HATEABLE] tag bring any unwanted weirdness with it, or can it be safely added to non-vermin creatures/casts? No indications on the wiki; just double-checking to be sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 18, 2013, 04:53:37 pm
I have a little issue of pig tail clothing being able to deflect bullets. Said bullets can send a dwarf flying many tiles back when they hit normally, as well as still killing them, so I have no clue why this is happening.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 18, 2013, 05:04:59 pm
Quick question: does the [VERMIN_HATEABLE] tag bring any unwanted weirdness with it, or can it be safely added to non-vermin creatures/casts? No indications on the wiki; just double-checking to be sure.
Won't cause issues with larger beasts, but only if they are vermin will people hate them.

I have a little issue of pig tail clothing being able to deflect bullets. Said bullets can send a dwarf flying many tiles back when they hit normally, as well as still killing them, so I have no clue why this is happening.

Does your bullets have good pentration?

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_BULLET_50CAL]
[NAME:.50 cal round:clip of .50 cal rounds]
[CLASS:50CAL]
[SIZE:50]
[ATTACK:EDGE:1:1000000:pierce:pierces:NO_SUB:50000]
[ATTACK:EDGE:100000:1000000:pierce:pierces:NO_SUB:50000]

allows armor pentration, and limb removal (flips a coin in this fasion)

@i2amroy
Clones now are produced, Thank you
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 18, 2013, 05:33:13 pm
I haven't done any other tests, but my adventure mode testing does not have very optimistic implications for transformed creature procreation. On a transformed creature, I ran the Dfusion empregnate script. No offspring resulted, and checking the flags, no pregnancy occured. The control test on a non-transformed unmarried human peasant made a baby appear.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 18, 2013, 05:41:05 pm
Quote
Does your bullets have good pentration?

Ah thanks, that was the problem. I guess I just thought penetration was mostly for sticking, since I have never had a problem with ranged weapons not being able to pierce armor. Normally, a wooden bolt can pierce addy armor....

Quote
I haven't done any other tests, but my adventure mode testing does not have very optimistic implications for transformed creature procreation. On a transformed creature, I ran the Dfusion empregnate script. No offspring resulted, and checking the flags, no pregnancy occured. The control test on a non-transformed unmarried human peasant made a baby appear.

He got the problem fixed? He did say it is working, did you fix the [PET] token?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 18, 2013, 05:48:26 pm
DFhack impregnate ignores married or [PET] status. Unmarried females without the [PET] token just produce offspring with "father lost to history" in legends. Even if it's a sterile female, a baby will appear. Haven't tested on males. But running the script on a transformed female person, no baby. I have done no tests in fort mode, I'm just saying my results don't support transformed procreation so far.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smirk on February 18, 2013, 06:02:45 pm
Quick question: does the [VERMIN_HATEABLE] tag bring any unwanted weirdness with it, or can it be safely added to non-vermin creatures/casts? No indications on the wiki; just double-checking to be sure.
Won't cause issues with larger beasts, but only if they are vermin will people hate them.


Damn; I really wanted to get some self-loathing dwarves going. Suppose I could make a non-existent vermin cast named "dwarves", but no-one would ever actually get the negative thoughts. It's a start, anyway.


Separate question: for stacked body parts like teeth, are INDIVIDUAL_NAMEs ever used? Even knocking them out results in multiple scattered "tooth" parts rather than "molar" or "incisor" or the like, as far as I can tell from limited testing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on February 18, 2013, 10:25:00 pm
So I felt like making a bastion mod, but I can't get the Gasbags to work.

They won't appear in the arena.

Spoiler: creature_bastion (click to show/hide)

Is being made only of skin and organs the problem? Or am I missing a vital tag?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 18, 2013, 10:28:28 pm
It's [OBJECT:CREATURE], not [ITEM:CREATURE].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on February 18, 2013, 10:30:47 pm
Oh wow, how did I miss THAT?

Edit:
For some reason the skin color only effects the third finger, left hand.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 18, 2013, 11:20:13 pm
You forgot [TLCM_NOUN:skin:SINGULAR] under the color modifier.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boozebeard on February 19, 2013, 01:04:44 pm
To add multiple prefstring entries, what do you use? Colons, commas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 19, 2013, 01:10:02 pm
To add multiple prefstring entries, what do you use? Colons, commas?
Multiple tokens. i.e.:
Code: [Select]
[PREFSTRING:manliness]
[PREFSTRING:awesomeness]
[PREFSTRING:radicalness]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boozebeard on February 19, 2013, 01:24:07 pm
Thank you very much!

How does this look?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PhoenixEggz on February 19, 2013, 02:55:50 pm
I'm having some issues with a creature variation.

I'm trying to make it automatically apply a specific tile color, and remove the previous fur colors and such.

When applied, it doesn't do these things, and appears like a regular creature, the only obvious thing changed is the name.

Variation:

Spoiler (click to show/hide)

Sample creature:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on February 19, 2013, 04:36:02 pm
Yes another annoying question from me
I am trying to edit the serpent humanoid race to make civilizations just for the purpose of playing as one the only problem is I am at lost on how to make them fit into armor [Dwarven size armor at least] Anyone know what the problem is? I do think it has to do with [Size] but I am not sure how
Sorry for my annoyance :[
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 19, 2013, 04:38:05 pm
When a race builds armor they make it for themselves, if you want them to wear armor that dwarves make, they have to be the size of a dwarf
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on February 19, 2013, 04:47:50 pm
When a race builds armor they make it for themselves, if you want them to wear armor that dwarves make, they have to be the size of a dwarf
Ah thank you I feel stupid for not knowing that!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 19, 2013, 05:02:18 pm
When a race builds armor they make it for themselves, if you want them to wear armor that dwarves make, they have to be the size of a dwarf
Ah thank you I feel stupid for not knowing that!
It's ok I just got back into modding, I was wondering why my pets couldn't breed, I left the [PET] tag out. Oops lol
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on February 19, 2013, 05:09:23 pm
<deleted stupid post, Putnam answered correctly below>

:/
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 19, 2013, 05:53:04 pm
Is there any way to edit the raw of the monarch/king/whatever so they come to my when I only have 60 dwarves? After that it's just way too much management for my poor brain to handle and becomes a chore instead of fun.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 19, 2013, 06:18:45 pm
I'm having some issues with a creature variation.

I'm trying to make it automatically apply a specific tile color, and remove the previous fur colors and such.

When applied, it doesn't do these things, and appears like a regular creature, the only obvious thing changed is the name.

Variation:

Spoiler (click to show/hide)

Sample creature:
Spoiler (click to show/hide)

You forgot [APPLY_CURRENT_CREATURE_VARIATION].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 19, 2013, 06:42:56 pm
Is there any way to edit the raw of the monarch/king/whatever so they come to my when I only have 60 dwarves? After that it's just way too much management for my poor brain to handle and becomes a chore instead of fun.

I am pretty sure the monarch's arrival is hard coded, the lesser nobles you can tweak with LAND_HOLDER_TRIGGER in the entity.  Although, the King comes at 80, right?  just let those last 20 dwarves idle or make blocks on repeat or something and you'll be fine :D

A question too,
My mod Orcs are babysnatchers, so somewhat often, the civ nobles are a grown up snatched Dwarf or whatever.  Fine, but I'd like to restrict the monarch to be an orc.  Wiki suggests that this should work:

ALLOWED_CREATURE:CREATURE:CASTE

Anyone know if caste ALL is valid?

[ALLOWED_CREATURE:ORC_TAIGA:ALL]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: roushguy on February 19, 2013, 06:46:24 pm
I'm looking for someone else help making an interaction available to a caste of all-male dwarves with slightly bigger-than-average dwarves with innate axe skill, that causes minor rotting, but also increases their strength and other physical attributes. If overused, the rot kills them, but if tactically applied, IE adventure mode, they should be a great deal of fun.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 19, 2013, 07:00:21 pm
Is there any way to edit the raw of the monarch/king/whatever so they come to my when I only have 60 dwarves? After that it's just way too much management for my poor brain to handle and becomes a chore instead of fun.
I am pretty sure the monarch's arrival is hard coded, the lesser nobles you can tweak with LAND_HOLDER_TRIGGER in the entity.  Although, the King comes at 80, right?  just let those last 20 dwarves idle or make blocks on repeat or something and you'll be fine :D

Actually the reason I was asking is because of looking up the monarch page on the wiki which states you need a metropolis and that's 140+ dwarves. Then again considering how often wiki data can be oudated I could be going off the wrong info.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 19, 2013, 07:18:31 pm
Actually the reason I was asking is because of looking up the monarch page on the wiki which states you need a metropolis and that's 140+ dwarves. Then again considering how often wiki data can be oudated I could be going off the wrong info.

Oh, yes I see.  I don't know for sure but I didn't think Metropolis was a condition anymore. -- On the wiki talk page you see someone else mention they got the Mountainhome Conditions to pop up while still at City rank too.  I am 99% sure it's unmoddable though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on February 19, 2013, 10:16:38 pm
I'm having trouble with a plant. It exists, but can't be embarked with as humans, and always fails to be picked.
It's entirely inedible on purpose.

Spoiler: Zulwood Raws (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 19, 2013, 10:23:03 pm
does the human civ you embark as, have any land claimed in Shrubland Biomes?

also if I'm not mistaken (could be) I think only useful plants are embarkable with (like food, thread, powder?) I don't think Toady made Oil and essentical requirement.

Try adding in an editable flour to the plant, but un-millable
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on February 20, 2013, 11:43:52 am
Well I have two questions now for one

Does [NIGHT_CREATURE_BOGEYMAN] and [NIGHT_CREATURE_HUNTER] cause any stat changes when they are being put into the world in generation? Such as higher strength due to being a night creature?

Secondly I was wondering if someone has the most simple type of self transformation interaction been having trouble understanding it
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 20, 2013, 01:12:56 pm
Secondly I was wondering if someone has the most simple type of self transformation interaction been having trouble understanding it

Spoiler: Secreation Method (click to show/hide)

I'll add an interaction based one, interactions you have a bit more control with, since you have access to usage hints.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on February 20, 2013, 01:20:00 pm
Secondly I was wondering if someone has the most simple type of self transformation interaction been having trouble understanding it

Spoiler: Secreation Method (click to show/hide)

I'll add an interaction based one, interactions you have a bit more control with, since you have access to usage hints.


Oh thank you so much savior of today  8) just one last thing is how would it look if it was to be put onto a breath attack just add all of it below the material emission?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 20, 2013, 01:43:50 pm
Like the creature breathes a cloud of transformation vapor/gas?

You would have to place the syndrome on the material that is gasous with SYN_CONTACT and SYN_INHALED attributes


It may, or maynot need some fixing since I threw this together
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ItinerantWraith on February 20, 2013, 03:15:54 pm
I'm guessing that [AT_PEACE_WITH_WILDLIFE] probably conflicts with the hunting labor, but will it conflict with trapping?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 20, 2013, 03:34:03 pm
Trapping no, that is for vermin. I don't know if it conflicts with hunting, but it makes it so animals ignore the race/entity
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ivan Issaccs on February 20, 2013, 07:22:19 pm
Is their anything I can modify to stop traps and the like blocking depot access.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 20, 2013, 07:37:14 pm
Other then playing an older version from the time before traps blocked depots, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Endarei on February 20, 2013, 08:45:55 pm
I've got a couple questions... one's not directly a modding question, and I could likely find the answer myself had I less limited Internet time, but here it is: Who would I ask about using pieces from the Phoebus graphics set? More specifically, I have a mod I've just about got share-ready, but the graphics I have at the moment for the creatures were basically frankensteined together from a few of the Phoebus monsters. I want to know whether or not I have to make new graphics for them from scratch or if it would be acceptable to use them as-is.

Secondarily, I seem to have an issue with my dwarves penning them. Less than half of them actually get penned, most of them just run about with out my dwarves (to my knowledge) even trying to put them where they belong. I thought initially that it might have been because they fly, but I haven't seen such a problem with giant cave swallows? Although, I've also never owned the swallows in the numbers that I have my creatures.

Oh! one more, minor issue - is there a way to make child-age creatures' graphic match their adult caste colors?

Thanks in advance for any help you're able to provide.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 20, 2013, 08:57:21 pm
Quote
I've got a couple questions... one's not directly a modding question, and I could likely find the answer myself had I less limited Internet time, but here it is: Who would I ask about using pieces from the Phoebus graphics set? More specifically, I have a mod I've just about got share-ready, but the graphics I have at the moment for the creatures were basically frankensteined together from a few of the Phoebus monsters. I want to know whether or not I have to make new graphics for them from scratch or if it would be acceptable to use them as-is.

This might be confusing, so pay attention. Probably the user "Phoebus". Just an assumption. http://www.bay12forums.com/smf/index.php?action=profile;u=22376 (http://www.bay12forums.com/smf/index.php?action=profile;u=22376)

Quote
Secondarily, I seem to have an issue with my dwarves penning them. Less than half of them actually get penned, most of them just run about with out my dwarves (to my knowledge) even trying to put them where they belong. I thought initially that it might have been because they fly, but I haven't seen such a problem with giant cave swallows? Although, I've also never owned the swallows in the numbers that I have my creatures.

Can I see the codes, please? It might help me guess. Flying might do it, since it has weird path finding things, though it is possible to be something else.

Quote
Oh! one more, minor issue - is there a way to make child-age creatures' graphic match their adult caste colors?

Can't help there, not much a graphic guy.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 20, 2013, 09:09:47 pm
I think Phoebus is Ok with it, just as long as you give credit where credit it due.

And I believe you would have to force the child graphic to be the same color (aka no neutral colors)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on February 20, 2013, 09:28:07 pm
I've been doing some removal of some of the different types of stuff that gets brought onto a fortress map. I was getting crashes upon attempted embark when I removed too many metals*, and in trying to figure out the problem I found a world that looked interesting. So I decided to take a break from troubleshooting and play a game with the changes so far. The problem now is that the game crashes when the first caravan arrives, so far about 6 out of 7 times (I've determined this by examining the gamelog after crashing). I've made quite a lot of changes, and was wondering if any of the following changes were known to cause problems:

Some of these don't appear to be causing any problems, but I don't know because I don't know what's causing the problem.

*or something. That's my best guess so far, and I was in the middle of trying to prove it wrong when I took the chance to do something else for a while.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Endarei on February 20, 2013, 09:41:11 pm
This might be confusing, so pay attention. Probably the user "Phoebus". Just an assumption. http://www.bay12forums.com/smf/index.php?action=profile;u=22376 (http://www.bay12forums.com/smf/index.php?action=profile;u=22376)
The snarkiness wasn't necessary, but thank you anyways.

Quote
Can I see the codes, please? It might help me guess. Flying might do it, since it has weird path finding things, though it is possible to be something else.

Here's my 0.34.11 version, although I've been using the 0.31.21 version and I don't know if the same penning issue occurs in the latest version. The only difference is the Interacton (which instead is [FIREBREATH]) and of course the CREATURE_CLASS tag.

Spoiler (click to show/hide)


Quote
Can't help there, not much a graphic guy.

Not a problem, it's more of a mild irritant than an actual problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 20, 2013, 09:48:36 pm
Quote
Removing inorganic materials and forgetting to remove the reactions for them in the entity file

Shouldn't make anything crash, a failed reaction just defaults to not being there.

Quote
Removing blood from vermin

Shouldn't be the problem, unless it is happening randomly, or they are trying to bring vermin blood in. Still shouldn't make it crash.

Quote
Creating plants and animals that don't exist in-game (either through the relevant token or by not giving the plants a biome) and then using their materials as reaction products and stockpile list placeholders (to fix potential variations on the thread stockpile bug)

I don't think that would do it either, might have to check with someone else though.

Quote
Removing all removable crafts

Nope.

Quote
Altering the skin material template to make it tan into the leather of one of the non-existent creatures mentioned above

Also no.

What does your error log say?

Quote
The snarkiness wasn't necessary, but thank you anyways.

It is required. Part of the contract.

Quote
Here's my 0.34.11 version, although I've been using the 0.31.21 version and I don't know if the same penning issue occurs in the latest version. The only difference is the Interacton (which instead is [FIREBREATH]) and of course the CREATURE_CLASS tag.

I will do tests on it in a second, though it will be for the latest version. Should be simple though. I am assuming it is the flyer or the amphibious tag, but science must be done to make sure.


***UPDATE***

Your lizards work fine, I can pen them with no problem. Might want to lower their speed, not sure why you have it so high.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Endarei on February 20, 2013, 09:58:39 pm
It is required. Part of the contract.

Fair enough.  ;D

Quote
I will do tests on it in a second, though it will be for the latest version. Should be simple though. I am assuming it is the flyer or the amphibious tag, but science must be done to make sure.

Quite likely one of the two. I've been considering removing the amphib tag -- it doesn't serve much point anyways. I'm more loathe to remove the flier tag, as I have tried to keep them as canon-accurate as possible. My playtesting is going slowly anywho... I end up doing more playing than testing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 20, 2013, 10:01:43 pm
It is required. Part of the contract.

Fair enough.  ;D

Quote
I will do tests on it in a second, though it will be for the latest version. Should be simple though. I am assuming it is the flyer or the amphibious tag, but science must be done to make sure.

Quite likely one of the two. I've been considering removing the amphib tag -- it doesn't serve much point anyways. I'm more loathe to remove the flier tag, as I have tried to keep them as canon-accurate as possible. My playtesting is going slowly anywho... I end up doing more playing than testing.

Well they work fine in my test, using the most recent version. If you want to test it yourself feel free.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Endarei on February 20, 2013, 10:05:38 pm
***UPDATE***

Your lizards work fine, I can pen them with no problem. Might want to lower their speed, not sure why you have it so high.

Might be just an issue with the older vers then. And, mostly to make up for not being able to make them teleport. Canon-accuracy and all that. The majority of my tweaks thus far have been balancing accuracy and playability. Another concession to be made.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 20, 2013, 10:09:13 pm
Quote
Might be just an issue with the older vers then. And, mostly to make up for not being able to make them teleport. Canon-accuracy and all that. The majority of my tweaks thus far have been balancing accuracy and playability. Another concession to be made.

...Cannon to what exactly? From the raws I looked at, they looked overpowerd already. Why don't you just switch over the the current version?

In any case, make a new world and get a few of those cheep ones to test it out, after removing flier. Flier isn't useful in fortress mode anyway, considering you still need to path. Making it amphibious should still be able to get you threw lava and water.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Endarei on February 20, 2013, 10:45:27 pm

...Cannon to what exactly? From the raws I looked at, they looked overpowered already. Why don't you just switch over the the current version?

In any case, make a new world and get a few of those cheep ones to test it out, after removing flier. Flier isn't useful in fortress mode anyway, considering you still need to path. Making it amphibious should still be able to get you threw lava and water.

Anne McCaffrey's Dragonriders of Pern novels. I'd like to make a full Pern mod but the dragons would never be accurate.

And I'm reluctant to switch up because a.)my laptop has had issues with it and b.) I'm just used to the old one and find it more enjoyable, at least so long as I'm hindered by this old beast(the laptop).

And with that I'm off til the next time I can get to the library. Have a good night/whatever time it is where you live.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 21, 2013, 01:11:43 am
Why would the dragons never be accurate? I could theoretically (I.E could but won't) make it and/or tell you if you can't if you describe it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 21, 2013, 02:42:26 am
Is it possible to add tamable tags to a world that's already been generated? I know modifying raws usually doesn't but wanted to ask to be sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 21, 2013, 02:58:49 am
Actually, many creature tag changes will work. Your civ still won't have creatures domesticated, but if you add [PET] it will allow you to tame wild ones even on a fort in progress.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 21, 2013, 03:07:34 am
Thanks. :D There's a bunch of cool stuff I think would make for awesome pets so this will help out a lot if I happen to get lucky and they come along to my fort.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: roushguy on February 21, 2013, 09:47:01 am
Is it at all possible to have a creature that grows scales of a certain material that can be collected on its death? IE if I wanted a new kind of dragon, with growing metal scales, that could then be melted down, like wafers, into weapons and such.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Endarei on February 21, 2013, 10:41:17 am
Why would the dragons never be accurate? I could theoretically (I.E could but won't) make it and/or tell you if you can't if you describe it.

To grab a bit from their Wikipedia page:
Quote
Upon hatching, each dragonet chooses one of the humans present (usually) and Impresses to that person; from that moment on, the pair are in a constant state of telepathic contact for as long as they both live.
and
Quote
As a safeguard against the possible damage that could be caused by such powerful creatures, Ping engineered dragons to be profoundly psychologically dependent on their riders. Any dragonet that fails to Impress to a human shortly after hatching will die. If a dragon's rider dies, the dragon immediately suicides by going between without a destination. The only exception is when the rider of a queen dragon dies while the queen is gravid; the dragon waits just long enough to lay her eggs and see them hatch before disappearing between. (Humans who lose their dragons typically commit suicide as well. However, some do survive, although the experience leaves profound psychological trauma.)

Unless I made it some alterverse Pern where somehow the Dragons evolved or were re-engineered to become independent of the humans, the Dragon/human relationship and dragon names would be, so far as I'm aware, impossible with the game's mechanics.

Would it be possible to make their ability to breathe fire dependent on consumption of a specific item? I haven't bothered trying yet because it didn't look feasible, but I don't know much about the Interactions yet.


Oh, not to mention...
Quote
Anne McCaffrey has stated in a number of documents and interviews that dragonets use pheromones to determine the sexual orientation of the humans to whom they Impress. According to these statements, greens Impress only to women or to "effeminate" homosexual men. Blues Impress primarily to homosexual or bisexual men with "masculine" temperaments, or possibly to masculine or lesbian women; browns similarly Impress primarily to heterosexual men, but sometimes to bisexual men. Bronzes and golds Impress exclusively to heterosexual men and heterosexual women, respectively.

This again could be solved by the alterverse theory, but I'm hesitant to go that direction. And my statement that canon-accuracy is pretty much impossible still holds.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tahujdt on February 21, 2013, 12:52:13 pm
How do you make wooden blocks be called "planks"?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 21, 2013, 12:54:35 pm
How do you make wooden blocks be called "planks"?

BLOCK_NAME:sing:plur
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 21, 2013, 02:05:21 pm
How do you make wooden blocks be called "planks"?

Seriously? Three times ? ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 21, 2013, 02:10:52 pm
@Endarei
I think I could get you fairly close to the bonding mechanism through interactions (though it would have some problems such as either a dwarf would be able to stop multiple dragons, even those it hadn't bonded with, from suiciding). It would require a fair bit of work through, and a bit of micromanagement. I think the keyword here is "hoops as fuck".

Here are the steps:
1)The dragon is born. Newborn dragons are of a caste (you could call it "*color* hatchling" or something similar) that secretes a poison within themselves that only affects newborn dragons. This poison should be fairly strong, but not strong enough to kill them before they can bond.

The next few steps are fairly complicated, so I'll outline some of the information prior to them. Note that "hatchlings" and "dragons" are two different castes.
Spoiler: interactions: (click to show/hide)

2)The hatchling uses the "Bond" interaction on a nearby dwarf.
3)The dwarf completes the connection by using the "Connect" interaction on the hatchling.
4)The hatchling should now be kept as close to the dwarf as possible, this can be done through training and then assigning it to the given dwarf. If the dragon is too far from a rider of it's color for too long it will die.
5)The rider dwarves use the "Reinforce" interaction to reset the suicide timers on the adult dragons.
6)If the dragon goes unreinforced for too long, it uses the "Suicide" interaction to kill itself (this will occur most often if it's rider dies, assuming they are kept close most of the time).

As for
Would it be possible to make their ability to breathe fire dependent on consumption of a specific item? I haven't bothered trying yet because it didn't look feasible, but I don't know much about the Interactions yet.
Totally possible. Just have a food item that temporarily allows dragons to use the material breath interaction. It would be incredibly difficult to get the dragons to eat it though, and anybody else could eat it as well for food.

The sexual orientation thing is out the window though, simply because right now dwarves only have two orientations, "male" and "female". You could limit the "Bond" interaction by gender though.

Also while I could potentially set it up that dwarves suicide if their dragon dies as well, it opens up more loopholes and errors then it fixes, so I decided to leave it out.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on February 21, 2013, 02:23:51 pm
Quick question: Is it possible to make a custom liquid, like water or magma?  I have a few traps that would work perfectly with liquid nitrogen but I wanted to check to see if it's even possible.

Failing that, is it possible to change the natural temperature of lava to below-freezing temperatures?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 21, 2013, 02:36:18 pm
No and no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on February 21, 2013, 02:37:14 pm
sadly no, water and magma are the only true liquids and it's hardcoded :(

it is possible to make flash freezing spells/interactions though, if you have a spell generate a liquid glob of a material which only exists in the liquid state at very extreme temperatures.

described in  this thread (http://www.bay12forums.com/smf/index.php?topic=101264.msg2998907#msg2998907)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on February 21, 2013, 03:31:38 pm
What does your error log say?
There isn't one. I fixed all the errors I was generating before moving onto the metal crash, which is why this sudden crashing is so frustrating.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: melkor on February 21, 2013, 03:47:17 pm
i want to change the amount of meat a corpse drop, i want to reduce it.
is there a way to change a global text?

or do i need to give every creature, NOMEAT and EXTRA_BUTCHER_OBJECT
and then ad the meat that belongs to that creature and, where do i find this meat section or do i need to make new items and reactions to make food?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 21, 2013, 03:49:55 pm
What does your error log say?
There isn't one. I fixed all the errors I was generating before moving onto the metal crash, which is why this sudden crashing is so frustrating.

Did you happen to remove a plant that has LEAVES like the Quarry Bush? I know DF filps a B**ch if it can't find something that can make 1 of every item type.

If you want to see really simple materials Download my Mod DFRTS in my sig, and look at what I cut stuff down too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 21, 2013, 03:51:49 pm
You would need to give it NOMEAT and EBO. For your EBO item format you would want something like MEAT:NONE:CREATURE_MAT:*creature id here*:MUSCLE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: melkor on February 21, 2013, 04:17:25 pm
You would need to give it NOMEAT and EBO. For your EBO item format you would want something like MEAT:NONE:CREATURE_MAT:*creature id here*:MUSCLE.

i assume EBO is extra butcher object and that i need to edit every single creature
thx for this, but 1 more question. doing that once will give 1 piece of meat so if i need 3 meat i need to insert this 3 times.
so just checking i am getting this right if i would want different food material i would need to:
MEAT:NONE:CREATURE_MAT:*creature id here*:Fat/Brain/Heart/Lungs/Intestines ETC...

or does NOMEAT only removes meat?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tahujdt on February 21, 2013, 05:14:45 pm
How do you make wooden blocks be called "planks"?

Seriously? Three times ? ^^
It was funny b/c Hugo_the_Dwarf resopnded to all three of them at once. Uber-ninja'd!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on February 21, 2013, 05:23:15 pm
Did you happen to remove a plant that has LEAVES like the Quarry Bush? I know DF filps a B**ch if it can't find something that can make 1 of every item type.
I haven't touched the plants or trees. The only thing I've removed everything of is the crafts in the raws, and there are hardcoded ones left over. But I'll take a look at the mod and see if I can discern any gross differences.

i want to change the amount of meat a corpse drop, i want to reduce it.
is there a way to change a global text?
You can change the material templates to make tissue materals not-meat. Remove the [MEAT] token from everything you don't want to have as meat, and also alter the [BUTCHER_SPECIAL:MEAT:NONE] token. Removing it entirely will make the game treat the tissue as it does cartilage or nervous tissue, sending it to any refuse pile that'll take it.

Having muscle tissue as your nominated food tissue won't reduce meat production much for small creatures that only produce a few different stacks of meat, so maybe you can use intestines instead. They're returned in small amounts by most butcherable creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Endarei on February 21, 2013, 05:44:32 pm
@Endarei
I think I could get you fairly close to the bonding mechanism through interactions (though it would have some problems such as either a dwarf would be able to stop multiple dragons, even those it hadn't bonded with, from suiciding). It would require a fair bit of work through, and a bit of micromanagement. I think the keyword here is "hoops as fuck"....

Holy shit, this might actually be doable. :o Thank you. I'll have to get up to my elbows in this Interactions shit to figure it all out, but it's not like I have a life anyways.  :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boozebeard on February 21, 2013, 06:42:39 pm
Question: Can I make my dwarves able to be naked with no repercussion, and if so could I do it in an already running game?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 21, 2013, 07:19:20 pm
Question: Can I make my dwarves able to be naked with no repercussion, and if so could I do it in an already running game?

[NOEMOTION]

doesn't require Regen, works instantly when added
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boozebeard on February 21, 2013, 07:24:21 pm
Thank you. I'm playing an above ground tribal sort of settlement and want them to wear minimal/no clothes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 21, 2013, 09:41:21 pm
I just added the pet tag and trainable to something then when I pulled up the game went into the animal menu and set it to be tamed by one of my two trainers but they aren't trying to do anything even though it's the only labor I have on right now. There's plenty of plants to use for food which makes me wonder what's wrong since the creature in question doesn't have carnivore tags.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 21, 2013, 10:05:33 pm
Do you have a Kennel?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 21, 2013, 10:09:43 pm
Yes, two of them. I plan to make a couple more since I have other dwarves with skill but the two I'm using right now were the highest skill.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 21, 2013, 10:30:54 pm
Yes, two of them. I plan to make a couple more since I have other dwarves with skill but the two I'm using right now were the highest skill.

Did you gen a new world?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 21, 2013, 10:34:27 pm
No I was told I didn't need to since it was just modifying raws that already exist.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 21, 2013, 11:18:49 pm
Did you modify the save files or the raws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 21, 2013, 11:25:19 pm
The save files.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 22, 2013, 12:29:55 am
Did you designate war/hunting training?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 22, 2013, 12:35:43 am
Doesn't it need tamed first to make them war/hunting? And yes, I gave them the trainable token.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thundercraft on February 22, 2013, 12:39:55 am
@Endarei
A Pern mod will never be complete until Dwarves can ride a Mount (http://dwarffortresswiki.org/index.php/Mount) like invaders can. I did make that suggestion (http://www.bay12forums.com/smf/index.php?topic=24818.msg4038304#msg4038304) in the Eternal Suggestion Voting thread. Maybe one day...  :-\

@Endarei
I think I could get you fairly close to the bonding mechanism through interactions (though it would have some problems such as either a dwarf would be able to stop multiple dragons, even those it hadn't bonded with, from suiciding).

I was working on a reply when i2amroy beat me to it and I had to rewrite. And his answers were knowledgeable and clever. However, I do have some suggestions of my own that might solve some issues.

The sexual orientation thing is out the window though, simply because right now dwarves only have two orientations, "male" and "female". You could limit the "Bond" interaction by gender though.
Correct me if I'm wrong, but couldn't you modify vanilla dwarves to give them multiple castes - like how the Genesis mod (http://www.bay12forums.com/smf/index.php?topic=52988.0) used to - but have one caste without [MALE] or [FEMALE]? Wouldn't that be like having hetero dwarves (male and female who marry and reproduce) and non-hetero dwarves (genderless who do not)? If you can target an interaction for MALE or FEMALE, then I would imagine you can target for certain castes of dwarves. Obviously, that's a very poor simulation because they're technically genderless. I only mention it as a workaround for game limitations.

Unless I made it some alterverse Pern... [snip] the Dragon/human relationship and dragon names would be, so far as I'm aware, impossible with the game's mechanics.

How to make newly hatched dragons die unless they "bond" right away:

An extremely simple solution might be to give them a rather high GRAZER value, meaning they will normally starve to death. But once a pet has an owner that owner will take care of it, preventing starvation. (See this talk on the wiki (http://dwarffortresswiki.org/index.php/DF2012_Talk:Pet).)

However, this assumes that baby animals graze on grass to some degree. Nothing I found on the wiki confirms or denies this. And players I've asked did not know and could only offer a guess. It seems !science! is needed: Someone needs to pen a baby in an area without grass and see if it starves.

Would it be possible to make their ability to breathe fire dependent on consumption of a specific item? I haven't bothered trying yet because it didn't look feasible, but I don't know much about the Interactions yet.
Totally possible. Just have a food item that temporarily allows dragons to use the material breath interaction. It would be incredibly difficult to get the dragons to eat it though, and anybody else could eat it as well for food.

Couldn't it also work by making the dragons grazers and mod or create a type of grass, cave moss, or floor fungus defined in the raws with a plant material containing a SYN_INGESTED syndrome that will only affect Pern dragons that graze on it?

If so, like i2amroy's idea, you'd still need two versions of your Pern dragons, one that does not have fire breath and one that does and have a syndrome to transform into the latter.

A likely issue with depending on a particular grass, though, is the probability that said grass will appear at your embark location or in a given biome. (Which could be adjusted via raws. You might even give this syndrome to multiple grasses or delete several vanilla grasses.) Or, instead, you could give this trait to a cave moss or floor fungus.

On having a dragon adopt a specific human/dwarf and being telepathically bonded:

The dragon is the one who chooses the human to bond with, correct? Then perhaps you should use the [ADOPTS_OWNER] tag, making them similar to cats (http://dwarffortresswiki.org/index.php/Cat) in how they adopt dwarves? You could keep prospective dwarves (or playable humans) near the dragon (assigned to a pen or chained?) until the dragon adopts one of them. (No cages, though, as they prevent cats from adopting.)

If you are not averse to a bit of scripting in Lua or C++ for DFHack, a custom script could open up a lot more possibilities:

You'd probably want to also give your Pern dragons [TRAINABLE] (equivalent to TRAINABLE_HUNTING (http://dwarffortresswiki.org/index.php/DF2012:Animal_trainer#Train_a_Hunting_Animal) and TRAINABLE_WAR (http://dwarffortresswiki.org/index.php/DF2012:Animal_trainer#Train_a_War_Animal)). Question: Those tags normally allow it to be assigned to a specific dwarf, but [ADOPTS_OWNER] prevents this. Does that mean [ADOPTS_OWNER] would prevent those tags from working?

Anyway, when a cat adopts a dwarf it follows them around and gives the owner a happy thought. That's sort of like bonding. But Animal trainer "bonding" (http://dwarffortresswiki.org/index.php/DF2012:Animal_trainer#Bonding) could take that up a notch:

Quote
As animal trainers work with an animal, they may become bonded to it ("formed a bond with an animal training partner"), and this relationship is visible in the dwarf's relationships screen... [snip]... The death of a bonded animal results in a bad thought for the trainer ("has lost an animal training partner to tragedy"), whose exact severity is unknown but fairly significant.

Again, this assumes [TRAINABLE] still works with [ADOPTS_OWNER]. But, depending on the severity of that bad thought from the loss and possible accumulation of other bad thoughts, it's possible for this to trigger the trainer/owner to tantrum or go insane.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 22, 2013, 12:57:20 am
Quote
Doesn't it need tamed first to make them war/hunting? And yes, I gave them the trainable token.

If you don't have it tamed yet, then it will be difficult to do at first do to the fact that your civ has no knowlage on how to tame that animal.

Maybe try again, without designating a specific one, and see if that works?

Have you designated a training area?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 22, 2013, 01:19:21 am
Yes I have a training area, it's where my kennels set. When I go into the animal menu with z and hit t to select a trainer after doing so it goes from Critter Name, stray creature (tame) to Creature Name, stray.
----
Should I add the fanciful tag back on? Or switch the pet to pet exotic? I'm running out of ideas to try.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 22, 2013, 01:31:16 am
You could set the firestone as a specific food of dragons, ensuring that the dragons get fed exclusively that, much like pandas have for bamboo in their raws.

Also, no need for the syndrome to transform them into another caste/species of dragon, just have the temporary syndrome give them [CAN_DO_INTERACTION] with START and END values.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 22, 2013, 02:19:21 pm
Yes I have a training area, it's where my kennels set. When I go into the animal menu with z and hit t to select a trainer after doing so it goes from Critter Name, stray creature (tame) to Creature Name, stray.
----
Should I add the fanciful tag back on? Or switch the pet to pet exotic? I'm running out of ideas to try.

So you have a Kennel
You designated a zone for "Animal Training (t)"
do you have said creatures pastured, caged in that zone?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ogamaga on February 22, 2013, 02:34:56 pm
is there any way to use a variable reagent quantity on multiple reagents like in cooking?

edit: I mean like 8 reagent A + 4 B makes 12 product and 7 A + 43 B makes 50 product
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 22, 2013, 04:17:13 pm
Yes I have a training area, it's where my kennels set. When I go into the animal menu with z and hit t to select a trainer after doing so it goes from Critter Name, stray creature (tame) to Creature Name, stray.
----
Should I add the fanciful tag back on? Or switch the pet to pet exotic? I'm running out of ideas to try.

So you have a Kennel
You designated a zone for "Animal Training (t)"
do you have said creatures pastured, caged in that zone?

Ended up quitting and restarting when I got up today. Now it works fine, the trainer I assigned has started doing their job and seems to be using plants from the stockpile. Not really sure what to think but ain't gonna argue.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 22, 2013, 05:53:31 pm
Yes I have a training area, it's where my kennels set. When I go into the animal menu with z and hit t to select a trainer after doing so it goes from Critter Name, stray creature (tame) to Creature Name, stray.
----
Should I add the fanciful tag back on? Or switch the pet to pet exotic? I'm running out of ideas to try.

So you have a Kennel
You designated a zone for "Animal Training (t)"
do you have said creatures pastured, caged in that zone?

Ended up quitting and restarting when I got up today. Now it works fine, the trainer I assigned has started doing their job and seems to be using plants from the stockpile. Not really sure what to think but ain't gonna argue.

So you didn't reset? You have to shutdown the game and start again for the changes to take place. That was your problem.

is there any way to use a variable reagent quantity on multiple reagents like in cooking?

edit: I mean like 8 reagent A + 4 B makes 12 product and 7 A + 43 B makes 50 product

No, but you can make different reactions for each product and end.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 22, 2013, 05:58:03 pm
Yes I have a training area, it's where my kennels set. When I go into the animal menu with z and hit t to select a trainer after doing so it goes from Critter Name, stray creature (tame) to Creature Name, stray.
----
Should I add the fanciful tag back on? Or switch the pet to pet exotic? I'm running out of ideas to try.

So you have a Kennel
You designated a zone for "Animal Training (t)"
do you have said creatures pastured, caged in that zone?

Ended up quitting and restarting when I got up today. Now it works fine, the trainer I assigned has started doing their job and seems to be using plants from the stockpile. Not really sure what to think but ain't gonna argue.

So you didn't reset? You have to shutdown the game and start again for the changes to take place. That was your problem.


No, I originally made the changes before starting the game up. However, after getting frustrated I killed it with DFHack die and then when I got up today started it again. This time it worked correctly and the person assigned to the task is doing their job and using plants from the stockpile I have in my nearby farm. So yeah not entirely sure what was going on but it's fine now.
-----------
Okay it's tamed now so I switched the training area into a pasture as well and tried to assign the critter to it but when I do no one comes to remove it from the cage. When I go back into the pasture menu it has the green grassy symbol off to the left but the right is cleared instead of having the green cage symbol. Any ideas?
------------
Also, it's in an animal stockpile. Do I need to build the cage with the build command before it can be released into a pasture?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on February 22, 2013, 07:14:10 pm
how do i add claws to animals? im trying to add velociraptors to my private mod, but im having trouble with bodyparts. can anyone help?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 22, 2013, 07:30:21 pm
I made raptors recently, started with eagles as a base and went from there. Look at their raws. Make sure to change the RELSIZE of the toe claws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on February 22, 2013, 07:35:13 pm
ok, i was thinking of more JP raptors but the bird ones would be ok. thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 22, 2013, 08:15:19 pm
You can just remove the feathers and paste in scales if you want JP ones. I just recommend starting with a bird because they're already bipeds with claws on their feet. Just remove the wings and beak, add arms.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: psychomantits on February 23, 2013, 04:54:25 am
How can I add additional material to cover my creature, making fake clothes (meat -> fat -> skin -> hair -> custom material)? Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 23, 2013, 02:57:29 pm
How can I add additional material to cover my creature, making fake clothes (meat -> fat -> skin -> hair -> custom material)? Thanks!

You mean by tissues? or Body Parts?

Spoiler: Body Method (click to show/hide)
^^^Taken from my Litches^^^

Spoiler: Tissue (click to show/hide)
^^^For the tissue method, it's best to setup TISSUE_TEMPLATES then make a body detail plan that covers the bodyparts with the sepical tissues

SHIRT tissue
Upper Sleave Tissue
Boots Tissue
Lower Sleave Tissue
etc.

EDIT:
With the body part method you get some weird combat messages I believe, this code is old and Will probably modify it to be a hybrid of body/tissue method.
I choose the Body method because to me it was easier to not only name, but to assign the cloth tissue to it, just layer the ROBE category of body parts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 23, 2013, 07:11:16 pm
is there any way to use a variable reagent quantity on multiple reagents like in cooking?

edit: I mean like 8 reagent A + 4 B makes 12 product and 7 A + 43 B makes 50 product
Not really. You can make it so that a single reagent determines the amount with the [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] token, (so you could require 1 A and 1 B to make 1 C, but if you use a stack of 20 B then you would get 20 C) but other then that the answer is no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 23, 2013, 10:14:38 pm
I tamed a critter that has the EQUIP tag in its raws so I have to wonder if there is any way I can get it to wield weapons and/or armor now that it's been trained?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on February 24, 2013, 02:11:16 am
Not really. You might be able to do something with DFHack, but nothing is possible through modding.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 24, 2013, 03:02:47 am
What exactly would I use on it to accomplish such a thing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 24, 2013, 03:04:34 am
Change to adventure mode, controlling the creature in question, pick up whatever equipment, swap back to fort mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 24, 2013, 03:12:05 am
Change to adventure mode, controlling the creature in question, pick up whatever equipment, swap back to fort mode.

You could probably change the equipment directly somehow, too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 24, 2013, 03:28:49 am
How do I do that? I never bothered with adventure mode before.
--------
Still can't figure out how to use adventure mode on my save. DFHack seems to have something for taking over companions and equipping them but I'm not sure that'd work on the critter since it's tamed and not a companion.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tahujdt on February 24, 2013, 05:26:11 pm
Is it possible to make an interaction that doesn't need line of sight? For example, an uber-necromancer that can raise corpses even though he can't see them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Batbuttz0r on February 24, 2013, 05:45:55 pm
besides genning a world with vampires and setting up a fort near a known vampire lord area, how can I infect my dwarfs with vampirism? Or give them the necronomicon?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 24, 2013, 05:50:29 pm
Quote
besides genning a world with vampires and setting up a fort near a known vampire lord area, how can I infect my dwarfs with vampirism? Or give them the necronomicon?

Well, in adventure mode you can break into a tower and take it, and drink the blood of a vampire. You could probably bring those to a for area, but the books wouldn't work properly.

For vampires, last I checked your dwarfs could get it by drinking vampire blood. So wait until you have a known vampire, set up a spear trap with wooden training weapons, and make him bleed into your water supply. Then forbid the alcohol, set up the infected water as a drinking spot, and wait. Be careful, this can be dangerous.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Batbuttz0r on February 24, 2013, 06:33:01 pm
Thanks! Is it possible to mod like some kind of vampire blood item that doesn't decay or dwindle for people to drink from?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 24, 2013, 06:43:03 pm
Thanks! Is it possible to mod like some kind of vampire blood item that doesn't decay or dwindle for people to drink from?

Well... there might be easier ways to do it, depending on your goal. Are you attempting to make an all-vampire mod?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 24, 2013, 06:58:36 pm
I just looked at DFHack's readme and it says about being able to mode switch which is what I'm guessing HugoLuman was talking about though the directions aren't very clear. So, can someone give me instructions on how to use it to equip the tamed critter and then hop back to my fort?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Batbuttz0r on February 24, 2013, 08:50:57 pm
Thanks! Is it possible to mod like some kind of vampire blood item that doesn't decay or dwindle for people to drink from?

Well... there might be easier ways to do it, depending on your goal. Are you attempting to make an all-vampire mod?

just trying to see if I could create a structure that gives off an infinite supply of contaminated water. Like a well structure that doesn't need a underground reservoir.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 24, 2013, 09:00:20 pm
Quote
just trying to see if I could create a structure that gives off an infinite supply of contaminated water. Like a well structure that doesn't need a underground reservoir.

Maybe, I would have to know the tags of vampire blood, but there are easier ways to make your fortress all vampires, like making the dwarf creature all vampires.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 24, 2013, 09:04:05 pm
Quote
just trying to see if I could create a structure that gives off an infinite supply of contaminated water. Like a well structure that doesn't need a underground reservoir.

Maybe, I would have to know the tags of vampire blood, but there are easier ways to make your fortress all vampires, like making the dwarf creature all vampires.

Vampire blood can't have a material token due to the fact that its specialness is due to interactions, but you can make new vampire blood that gives a vampire-causing interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 24, 2013, 09:21:02 pm
Anyone know how to lower the temperature in arena mode? Explosives are difficult to practice with when they just blow everyone up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on February 24, 2013, 09:43:56 pm
um my new creature won't wear clothes, and i dont know if its a problem with the creature or the entity...
Entity:
Spoiler (click to show/hide)
Creature:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 24, 2013, 09:56:01 pm
um my new creature won't wear clothes, and i dont know if its a problem with the creature or the entity...
Entity:
Spoiler (click to show/hide)
Creature:
Spoiler (click to show/hide)

It is the creature. You forgot the [EQUIPS] tag.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 25, 2013, 12:29:39 am
Vermin can't use interactions, yes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 25, 2013, 01:44:47 am
you are correct putnam
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Batbuttz0r on February 25, 2013, 02:10:16 am
Quote
just trying to see if I could create a structure that gives off an infinite supply of contaminated water. Like a well structure that doesn't need a underground reservoir.

Maybe, I would have to know the tags of vampire blood, but there are easier ways to make your fortress all vampires, like making the dwarf creature all vampires.

Vampire blood can't have a material token due to the fact that its specialness is due to interactions, but you can make new vampire blood that gives a vampire-causing interaction.

how would I do that? look up the syndrome and create my material and attach the syndrome? but how would they get the blood? just add the material onto the vamps as a droppable or something they can put in a bucket or just add the material as something created from my well str-


long story short could you provide me a simple example for how I would do this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 25, 2013, 03:40:16 am
I just looked at DFHack's readme and it says about being able to mode switch which is what I'm guessing HugoLuman was talking about though the directions aren't very clear. So, can someone give me instructions on how to use it to equip the tamed critter and then hop back to my fort?
You'll be wanting dfusin>tools>change current adventurer, while selecting the creature by putting the (k) cursor over it. Then you >quit dfusion and >mode set to adventure mode. You'll have to save and reload. Do whatever you need to, then >mode set back to fort. Save and reload. You may want to back up your save before attempting this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 25, 2013, 04:26:20 am
I just looked at DFHack's readme and it says about being able to mode switch which is what I'm guessing HugoLuman was talking about though the directions aren't very clear. So, can someone give me instructions on how to use it to equip the tamed critter and then hop back to my fort?
You'll be wanting dfusin>tools>change current adventurer, while selecting the creature by putting the (k) cursor over it. Then you >quit dfusion and >mode set to adventure mode. You'll have to save and reload. Do whatever you need to, then >mode set back to fort. Save and reload. You may want to back up your save before attempting this.

Since minotaurs become so big at adulthood does that mean they could dual wield dwarf weapons due to them being smaller?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 25, 2013, 05:16:52 am
Weapons don't vary in size by species, only armor does. If by dwarf weapons you mean weapons commonly used by dwarves, though, then yes. They can even easily wield a pike in each hand.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thundercraft on February 25, 2013, 07:25:55 am
That reminds me: There was talk in the Future of the Fortress (http://www.bay12forums.com/smf/index.php?topic=100851.0) thread about the new combat system coming soon and how it should make Hydras kick ass because they'll be able to attack with all of their heads at once (per Toady). And this also applies to multi-armed creatures:

I am really curious as to how mighty Hydras will be with that release.
****. Hadn't thought of that. 7 bite attacks at once... Hopefully ballistae are back to being powerful again.

Ah, 6/18/12.

Quote
[The combat move/speed split will] also clean up some weirdness with rider combat that was exacerbated by the changes of the last week. Splitting movement and combat reactions should lead to some cool side benefits, such as creatures like horses and cheetahs being able to move quickly without getting extra attacks, and things like hydras and many-armed critters being able to use numerous attacks at once.

I was contemplating how downright brutal it might get if each arm of a four or six-armed monster wielded a weapon. Or do weapons not work that way?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on February 25, 2013, 03:30:10 pm
Weapons don't vary in size by species, only armor does. If by dwarf weapons you mean weapons commonly used by dwarves, though, then yes. They can even easily wield a pike in each hand.

I was thinking of giving them a steel axe and a silver warhammer so the minotaur would be a 'ready for anything' deal.
----------
Tried out the dfusion thing it appears to have worked though just in case I made a backup of my world save in the event something mooks up. Thanks for the help. :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Soulbourne on February 25, 2013, 04:11:41 pm
I'm trying to do a minor mod for my game, so I can give my champion a Masterwork Gem Encrusted Gold Banded Steel Short Sword in the future, and I'm curious if this code would be correct for the custom reaction:

Code: [Select]
[REACTION:ENCRUST_WEAPON_GEM]
     [NAME:Encrust Weapon with Gems]
     [BUILDING:JEWELERS_WORKSHOP:NONE]
     [REAGENT:A:1:WEAPON:NONE:ANY:NONE][PRESERVE_REGENT]
     [REAGENT:B:1:GEM:NONE:ANY:NONE]
     [IMPROVEMENT:100:1:WEAPON:COVERED:GEM]
     [SKILL:ENCRUSTGEM]


Not sure if that'd work or not-any critiques?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 25, 2013, 06:09:10 pm
Nope.

[IMPROVEMENT:100:1:A:COVERED:GET_MATEIRAL_FROM_REAGENT:B:NONE]

You also probably want SMALLGEM or ROUGH instead of GEM; GEM refers to large gems.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on February 25, 2013, 06:09:54 pm
You would need to make a custom workshop; you currently can't make a reaction for existing workshops (unless I'm terribly mistaken.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 25, 2013, 06:10:47 pm
You would need to make a custom workshop; you currently can't make a reaction for existing workshops (unless I'm terribly mistaken.)

You aren't terribly mistaken, but you are mistaken.

The only vanilla buildings that can be used are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, and CRAFTSMAN.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on February 25, 2013, 06:33:59 pm
While I'm in the room, is there a way to make a metal creature heal?

Let's say I've modded bronze colossuses (colossi?) to be pets.  How do I set them up to heal fractures and such?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 25, 2013, 06:36:52 pm
Set up their tissue to heal like any other tissue.

Also, colossuses.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on February 25, 2013, 07:10:42 pm
The historical name would be colossi, same as "oculi" for "oculus". I guess colossuses is possible too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 25, 2013, 07:13:03 pm
Colossuses is the one in the files, so we go with with that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on February 25, 2013, 07:17:48 pm
Toady One is a matematician, not a philologist ;).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Soulbourne on February 25, 2013, 08:58:56 pm
Code: [Select]
[REACTION:ENCRUST_WEAPON_GEM]
     [NAME:Encrust Weapon with Gems]
     [BUILDING:CRAFTSMAN:NONE]
     [REAGENT:A:1:WEAPON:NONE:ANY:NONE][PRESERVE_REGENT]
     [REAGENT:B:1:SMALLGEM:NONE:ANY:NONE]
     [IMPROVEMENT:100:1:A:COVERED:GET_MATERIAL_FROM_REAGENT:B:NONE]
     [SKILL:ENCRUSTGEM]

That then?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 25, 2013, 09:05:34 pm
It should be NONE:NONE, not ANY:NONE.

http://dwarffortresswiki.org/index.php/Material_token

http://dwarffortresswiki.org/index.php/Item_token
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 25, 2013, 11:38:55 pm
If I want to make an interaction that can only be used once, I can just add an enourmous wait period number? Thats my first idea, so if anyone knows a better way, please tell. Otherwise the question is: What is the highest number I can still put in, without breaking DF ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 25, 2013, 11:46:50 pm
As a safe upper bound, the maximum wait period I would give you is 2147483647. That's plenty.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 26, 2013, 07:54:43 am
That is a lot more random then I thought, but it is more then enough :) Thank you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on February 26, 2013, 01:02:38 pm
So I'm using the leather tiers mod, which lets you upgrade leather into different strengths (padded, studded, plate, runic, etc.).

I want humans to be able to use these upgraded leathers too, so I included "permit reaction" in their entity page for all the various leather-related stuff.

Sadly, they don't show up with upgraded leather and don't trade it. 

Is there a way to give them this material or am I missing something?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Organum on February 26, 2013, 01:45:48 pm
I designed a race of creatures with arachnid lower bodies and humanoid upper bodies. I've spent a few days trying to debug them for Fortress Mode, and they work okay there aside from not wearing clothes. In Adventure Mode, they neither wear clothing nor wield anything other than spears. I'm not sure what's causing the problem.

I'm thinking it's either the shape of their bodies or their size, but their upper bodies are humanoid and their sizes only range from 60000-80000, right around Dwarf and Human. Their civ should have access to the weapons and armor, since I copied the item tokens in their entity file directly from that of the Dwarves. It's perplexing.

Is there any advice y'all could give me on this (Aside from "retire from modding", haha)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on February 26, 2013, 02:52:40 pm
Do they have EQUIPS?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Organum on February 26, 2013, 03:41:13 pm
Do they have EQUIPS?

*headdesk*

They do not. Gee whiz. It figures that it'd be something simple like that, haha. Thanks muchly!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 26, 2013, 06:43:28 pm
That is a lot more random then I thought, but it is more then enough :) Thank you.

It's a perfectly round number! Here, let me write it in binary for you:

0111111111111111111111111111111
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 26, 2013, 06:52:58 pm
I would like my playable race (kobolds) to be hostile to every other race. Goblins (babysnatchers) and dwarves alike. The only way I know of is utterances or the lack of CAN_SPEAK. Any other way? I would like to keep language and names...

Worst case I would mod dwarves/humans/elves to be babysnatchers, active only whenever I play Kobolds.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 26, 2013, 06:58:14 pm
I would like my playable race (kobolds) to be hostile to every other race. Goblins (babysnatchers) and dwarves alike. The only way I know of is utterances or the lack of CAN_SPEAK. Any other way? I would like to keep language and names...

Worst case I would mod dwarves/humans/elves to be babysnatchers, active only whenever I play Kobolds.

Playing around with the ethics file might do it, making them baby snatchers with the exact opposite ethics of Goblins so they still go to war more often then naught.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 26, 2013, 07:06:16 pm
Has nothing to do with ethics and wars... I also have up to 35 races, cant make the ethics clash with all of them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mitre on February 26, 2013, 07:15:54 pm
Question: Is there any utility to edit an adventurer?
--by Edit, I'm referring to appearance and the likes.

I understand't be a rather difficult thing to make. With enough hunting and pecking with a memory editor, I guess I might be able to tweek some. I was wondering if someone has daunted the task though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 26, 2013, 07:16:30 pm
DFHack should work, you'll just have to do some stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mirkrali on February 26, 2013, 08:44:02 pm
Hi, I was wondering if there was anywhere I could be pointed to that could give me more detailed help on making castes? I checked the wiki and didn't really find anything that could show me step by step. See, I wanted to add a caste to my hyena man civ that was essentially just really big and toothy hyenas, but I'm not really sure how to go about it so that everything works properly. Any help would be appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 26, 2013, 08:48:28 pm
Castes are no different from new creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 26, 2013, 08:55:28 pm
Or have a look at the antmen or bees. They already have a caste system, and it should be easy to learn from seeing an example.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on February 26, 2013, 09:22:34 pm
Hi, I was wondering if there was anywhere I could be pointed to that could give me more detailed help on making castes? I checked the wiki and didn't really find anything that could show me step by step. See, I wanted to add a caste to my hyena man civ that was essentially just really big and toothy hyenas, but I'm not really sure how to go about it so that everything works properly. Any help would be appreciated.

Since they have a different body plan, you need to move the existing bodyplan tags, (and other tags) into the existing castes, then make a new caste with the new body-plan. Just be aware that most tags can be isolated to the caste level, but some are "global" for the who race.

you need to learn the caste tags like SELECT_CASTE, SELECT_ADDITIONAL_CASTE etc to do this, see the wiki creature modding sections.

It should be possible to debug / fine-tune the giant hyenas as a separate pet/domestic species first (but remember to define everything within the caste level), then you fix up your existing hyena-man creature to put all their tags inside the castes, and mush the two species together, but probably a bit more debugging needed at the end.

Do it in stages.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on February 26, 2013, 09:57:12 pm
Okay, let's say a creature walks up to you and offers you one of several buffs. How would you get to choose which one you get?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 26, 2013, 09:59:16 pm
It would give you a bunch of SELF_ONLY interactions that are mutually exclusive with IT_CANNOT_HAVE_SYNDROME_CLASS.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: exolyx on February 27, 2013, 07:28:33 pm
So yeah, me again. About that secret I tried modding in, I knew of this problem but didn't want to seem like a nuisance after my silly mistake.

Code: [Select]
[OBJECT:INTERACTION]

[INTERACTION:DRAGON_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the breath of dragons]
[IS_SPHERE:MOUNTAINS]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Dragonspeaker]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:dragonspeaker:dragonspeakers:dragonspeaker:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]

However, this problem is a lot more specific. You see, they wont breathe fire and I cannot give them [FIREIMMUNE_SUPER] as a tag. As well as being unable to breathe fire. the exact errorlog text is

Code: [Select]
*** Error(s) found in the file "raw/objects/interaction_secrets_pack.txt"
DRAGON_SECRET:Unrecognized Interaction Token: CAN_DO_INTERACTION

And one last question, I just realized that they may very well melt themselves, is it possible to change their temperatures and such so that they wont melt? and how would I do so?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 27, 2013, 07:34:55 pm
[CE_CAN_DO_INTERACTION:START:0]
   [CDI:INTERACTION:MATERIAL_EMISSION]

Not that thing you have there. So you should have this:

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]

You have this:

Code: [Select]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]

Public service announcement: if the errorlog tells you that something you did is wrong, it's wrong.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lycaeon on February 27, 2013, 07:35:38 pm
Unfortunately, there's no way to make them immune to their own fire apart from transforming them into a creature that already is immune (Or using a shield for adventurers).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 27, 2013, 08:24:47 pm
Question Time.

Any way to reduce the bad impact of dead civ members? Some sort of inbuilt "does not care for anything anymore"? I want cheap throw-away melee fighters in my race, without starting tantrums everywhere.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on February 27, 2013, 08:31:26 pm
Question Time.

Any way to reduce the bad impact of dead civ members? Some sort of inbuilt "does not care for anything anymore"? I want cheap throw-away melee fighters in my race, without starting tantrums everywhere.

 PERSONALITY Caste token with 0 stress, makes things effect him less, along with other personality modifiers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 27, 2013, 08:59:41 pm
ANGER Not prone to becoming enraged or throwing tantrums
VULNERABILITY Less susceptible to unhappy thoughts
DEPRESSION  Less likely to be stricken by melancholy.

Perfect, thanks for that little push. Found it on the wiki. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on February 28, 2013, 04:38:04 pm
So, I want to make vampirism spread through bites.

The example interactions show how to do it through literal bites; through combat, the vampire chomping down on some poor scrub and infecting him.

What I want is for when the vampire feeds, but doesn't kill, leaving the victim "pale" or "faint."

Is there a way to do this?  My gut tells me there may be a work-around, but nothing that works the way I want it too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on February 28, 2013, 05:07:07 pm
So, I want to make vampirism spread through bites.

The example interactions show how to do it through literal bites; through combat, the vampire chomping down on some poor scrub and infecting him.

What I want is for when the vampire feeds, but doesn't kill, leaving the victim "pale" or "faint."

Is there a way to do this?  My gut tells me there may be a work-around, but nothing that works the way I want it too.

You cannot mod the vanilla vampires. What you can do is make a vampire curse that is identical to the vanilla one, with an extra interaction that gives this curse to other people. I don't think it's possible to synch it with the feeding.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mohreb el Yasim on February 28, 2013, 08:00:47 pm
1) Does races get acces to metal if you generate world without cave-layers?
2) If you mod their mining equipement out?
3) Can they get acces to those metals again if you add in specific reactions (so you can limit wich race get wich type of metal/ore)?
4) How to give costum item materiels to be liked by civ members?
5) How does flying affects civ-members? (i heard it is broken but in wich way?)
6) What size of clothing/armor does civ members do if different castes are not the same size?
7) What are the actual war-generatinc proportions from clashing etics? (i know in earlyer versions it was not too high)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 28, 2013, 08:05:56 pm
1) yes
2) no
3) yes, absolutely. I use it frequently
4) Liked? Like "dwarf likes steel for its steely steel?" Cant mod that. Try dfhack.
5) Flying civ members should be fine. AI is stupid, and I dont know how it does affect FPS (too many possible paths) Just test it. :)
6) All clothing done by you will fit.
7) Fuzzy. Just make one unthinkable and give the other civ acceptable. Buts wars dont happen often, rather use BABYSNATCHER tags. this gives war 100% of the time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 28, 2013, 08:07:43 pm
Flying civ members are perfectly fine so long as they don't decide to stop what they're doing on a roof.

Also, 4 is unnecessary, they can like it if you add it. You can't force them to, however.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mohreb el Yasim on February 28, 2013, 08:15:57 pm
1) yes
2) no
3) yes, absolutely. I use it frequently
4) Liked? Like "dwarf likes steel for its steely steel?" Cant mod that. Try dfhack.
5) Flying civ members should be fine. AI is stupid, and I dont know how it does affect FPS (too many possible paths) Just test it. :)
6) All clothing done by you will fit.
7) Fuzzy. Just make one unthinkable and give the other civ acceptable. Buts wars dont happen often, rather use BABYSNATCHER tags. this gives war 100% of the time.
thanks for the fast answer.
for the 4) io was more in the idee of
Urist like steel. (in vanilia) <= why?
,so you can add in new metals/gems/woods/plants/stones and then your civ memebers will think "Urist like niobium" (not all civmember or one at specific but randomly as it is for dwarves with vanilia metals)  [i ask as it effects quality of product / mandates and soo]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 28, 2013, 08:17:57 pm
If the material exists, civ members can like it. In fact, in my Science mod, I've seen civ members like niobium, hehe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 28, 2013, 08:18:05 pm
That works automatically. If you add new plants, creatures and inorganics, dwarves will automatically like them now and then. I thought you wanted to make a dwarf like a specific material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 01, 2013, 07:27:17 am
Ok so I decided to start on a very small mod working on making new secrets so adventure mode is not so dull so just a quick question
Is there a way to restrict a race from obtaining certant secrets? I understand not aging works but anything else?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 01, 2013, 12:48:27 pm
Ok so I decided to start on a very small mod working on making new secrets so adventure mode is not so dull so just a quick question
Is there a way to restrict a race from obtaining certant secrets? I understand not aging works but anything else?
I believe this should work as a workaround to stop them from obtaining the secret in gameplay, though it wouldn't stop them from getting it in world generation. All you need to do is give the creature access to a self-targeting interaction that applies a harmless syndrome class to the creature. then make it so that the interaction can't target creatures with that syndrome class (so that they don't spam it constantly), and then give the secret IT_CANNOT_HAVE_SYNDROME_CLASS:XXXX.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tevish Szat on March 01, 2013, 03:11:12 pm
1) Is it possible to have a creature pass through walls like Ghosts do?  I'm poking at modding some Lovecraftian entities and the Hounds of Tindalos would be perfect with that capibility
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 01, 2013, 03:15:37 pm
No. ^^ You can give him a 10000% speedboost erratically for a few ticks, so he seemingly teleports, but no passing through walls...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 01, 2013, 03:39:22 pm
Ok so I decided to start on a very small mod working on making new secrets so adventure mode is not so dull so just a quick question
Is there a way to restrict a race from obtaining certant secrets? I understand not aging works but anything else?
I believe this should work as a workaround to stop them fry
om obtaining the secret in gameplay, though it wouldn't stop them from getting it in world generation. All you need to do is give the creature access to a self-targeting interaction that applies a harmless syndrome class to the creature. then make it so that the interaction can't target creatures with that syndrome class (so that they don't spam it constantly), and then give the secret IT_CANNOT_HAVE_SYNDROME_CLASS:XXXX.

Or you could use IT_IMMUNE_CREATURE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mirkrali on March 01, 2013, 04:50:57 pm
Okay, so I'm seriously having trouble adding a new caste to this race. Can anyone tell me what I'm doing wrong?

errorlog
Spoiler (click to show/hide)

raws
Spoiler (click to show/hide)

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 01, 2013, 05:01:16 pm
You use  [SELECT_CASTE:HYENA_MAN], but have no [CASTE:HYENA_MAN].. I think that is all thats missing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mirkrali on March 01, 2013, 05:12:13 pm
Huh... My mistake, then. I thought that the first few lines would describe that caste for me. I'll give it a go and see what the results are.

Edit: I have a question, though... Since male and female are also castes, would one have to define them outside of the hyena man and warg castes or have individual ones for each?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 01, 2013, 05:21:31 pm
male and female are not castes. most creatures only name their castes male and female, because thats the only types they need.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mocman on March 01, 2013, 09:53:10 pm
um id like to know before i implement
[MATERIAL_VALUE:0]
is zero a valid value?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 01, 2013, 09:53:45 pm
Yes. In fact, you can even have negative values.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mocman on March 01, 2013, 09:56:22 pm
whoa what happens with negatives?
just multiplies like usual.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 01, 2013, 10:32:14 pm
Negatives have negative value.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Endarei on March 02, 2013, 08:55:04 pm
'Ello again. Sorry it took me so long to get back to this.

Sounds like a lot of stuff for a Pern mod would require extensive knowledge and use of DFhack and Interactions. More stuff for me to learn! Which...will be tricky at best, since I won't be able to do any playtesting. My ten year old laptop doesn't like the latest version of the game, to the point where it's pretty much unplayable within an in-game year after Embark. Oh, and trying to use the newer DFhack (newer than that for 0.31.21, that is) completely freezes my computer :D

I still like to grasp it as a possibility in the future and at least start to work on the basics of it. I'll try and respond to some of the points ya'all brought up to me.

Correct me if I'm wrong, but couldn't you modify vanilla dwarves to give them multiple castes - like how the Genesis mod (http://www.bay12forums.com/smf/index.php?topic=52988.0) used to - but have one caste without [MALE] or [FEMALE]? Wouldn't that be like having hetero dwarves (male and female who marry and reproduce) and non-hetero dwarves (genderless who do not)? If you can target an interaction for MALE or FEMALE, then I would imagine you can target for certain castes of dwarves. Obviously, that's a very poor simulation because they're technically genderless. I only mention it as a workaround for game limitations.

I think you're right and making different castes for the different types would be the best way to get around that, unless there was a way to prevent them from forming relationships with the opposite sex and maintain their gender, which at this point I don't believe there is...? Still, we can work with what we've got.

Quote
On having a dragon adopt a specific human/dwarf and being telepathically bonded:

The dragon is the one who chooses the human to bond with, correct? Then perhaps you should use the [ADOPTS_OWNER] tag, making them similar to cats (http://dwarffortresswiki.org/index.php/Cat) in how they adopt dwarves? You could keep prospective dwarves (or playable humans) near the dragon (assigned to a pen or chained?) until the dragon adopts one of them. (No cages, though, as they prevent cats from adopting.)

Eeeeee. The problem here would be 1.)Multiple cats can adopt an individual, and 2.)They only tend to adopt an individual who has 'likes cats...' in their profile. Considering how much fewer fauna Pern has vs. vanilla DF, the latter may not be -as- much of a problem but the former is right out.
I think the bonding would definitely have to be Interaction based at the very least, because I think the best way to prevent multiple bondings wound be to 'transform' the individual into a separate creature...? Being, a Rider/dragonman/etc... though I just realized, hierarchy will be an absolute bitch to set up properly.  :o The Holds and the Weyrs may need entirely separate entities. No, not may, they definitely will have to. >_<

Quote
If you are not averse to a bit of scripting in Lua or C++ for DFHack, a custom script could open up a lot more possibilities:
This would be lovely. However, I believe Dragons would have to be all separate castes under the same Creature file in order for clutches to be proper, and would caste-level prefstrings work for this? Which brings to mind another issue... how to acquire them? Would have to be on embark -- can't very well have rogue dragons romping about. Could we create a creature or item, erm, I believe item-as-a-creature would be what's needed here... for an egg, or eggs, to hatch into the first dragons... to prevent unbonded starters... Erk, but also, migrants tend to come with a randomish selection of whatever's available at Embark? Wait, this makes the eggitemcreature a better idea. yes I'm rambling, sorry. So we don't get unbonded or errantly bonded dragons with the migration waves.

Anyways, enough of that!! Moving on...

You could set the firestone as a specific food of dragons, ensuring that the dragons get fed exclusively that, much like pandas have for bamboo in their raws.

Also, no need for the syndrome to transform them into another caste/species of dragon, just have the temporary syndrome give them [CAN_DO_INTERACTION] with START and END values.

Sounds just about right... I wonder though, if it would be possible to make firestone a mineable stone, and perhaps use a custom building+reaction to turn that into edible/usable firestone for the Dragons...?
Also, can there be a way to make their fire attacks cause phosphine poisoning...? I started re-reading the first book...
Spoiler (click to show/hide)
Also, (canon)they need to expel the firestone after it's used up because they can't digest it. This sounds plausible with Interactions...?

Also...
Spoiler (click to show/hide)

Aaaand thus ends the amount of time I have on the Internet today. Sorry for my rambling and general uselessness.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 02, 2013, 09:16:47 pm
Quote
I think you're right and making different castes for the different types would be the best way to get around that, unless there was a way to prevent them from forming relationships with the opposite sex and maintain their gender, which at this point I don't believe there is...? Still, we can work with what we've got.

What do you mean by that? You mean [STERILE}? I don't know anything about the books you are talking about.

Quote
Also, can there be a way to make their fire attacks cause phosphine poisoning...? I started re-reading the first book...

Yes, with syndromes, but you would probably have to have two separate attacks.

Quote
Also, (canon)they need to expel the firestone after it's used up because they can't digest it. This sounds plausible with Interactions...?

This will go a lot smother if you don't obsess over cannon. You should probably get the basics first, then add useless things like that.

I don't see how you can do much with those dragons, at the moment they are really over powered...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vattic on March 02, 2013, 09:38:31 pm
I'm sure I read about someone trying similar before but I can't figure out which search terms to use. It's also been a few months since I did any modding in DF and the first interaction I've messed around with.

I have a creature that has a body part which falls off after a short while. I did this by adding two parts, one which melts at room temperature, and one which doesn't but is attached to the body by the melting part.

The idea was to have the creature then animate this fallen part. For whatever reason it does not seem to count as a corpse, and so, cannot be reanimated.

Anyone else achieved similar?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 02, 2013, 09:53:51 pm
Quote
I'm sure I read about someone trying similar before but I can't figure out which search terms to use. It's also been a few months since I did any modding in DF and the first interaction I've messed around with.

I have a creature that has a body part which falls off after a short while. I did this by adding two parts, one which melts at room temperature, and one which doesn't but is attached to the body by the melting part.

The idea was to have the creature then animate this fallen part. For whatever reason it does not seem to count as a corpse, and so, cannot be reanimated.

Anyone else achieved similar?

Narhiril had made something like that, and she let me borrow the scripts. I use it to fire missiles from my CIWS, and it appears to work fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on March 02, 2013, 10:04:27 pm
the piece you drop has to be valid for reanimation ofc , so there might be constraints as to what in can be.  Hands for example.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vattic on March 02, 2013, 10:30:09 pm
the piece you drop has to be valid for reanimation ofc , so there might be constraints as to what in can be.  Hands for example.
Completely forgot to add [LIMB] to the parts. You reminded me that some parts won't reanimate.

Thank you both.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 03, 2013, 01:35:44 am
Say, I've been noticing a problem with my Daleks. Despite the outer tissue (the armor) being completely magma proof, upon contact with anything abnormally hot, the soft inner organ (internal creature) seems to burn away, leaving no corpse. So, if they die from heat there ought to be a corpse entirely complete except for the squishy mutant inside, and they shouldn't die in the first place from just being in a "burning" tile for 1 click. Anyone had similar problems with any kind of creature?

Tissue, creature, and bp_plan raws in my sig.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The13thRonin on March 03, 2013, 01:55:00 am
Can a plant have more than one extract to barrel?

For example can I have a choice between extracting a jam or a jelly or a paste from an apricot?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 03, 2013, 03:47:41 am
@The13thRonin: Yes, if you make custom reactions for it. No, if you want to use the vanilla reaction.

@HugoLuman: That is normal, in vanilla DF the fat melts away, but the skin is intact... inner fat gone, outer skin ok. Same problem. You have to make everything fireproof.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The13thRonin on March 03, 2013, 03:59:50 am
@The13thRonin: Yes, if you make custom reactions for it. No, if you want to use the vanilla reaction.

@HugoLuman: That is normal, in vanilla DF the fat melts away, but the skin is intact... inner fat gone, outer skin ok. Same problem. You have to make everything fireproof.

Meph could you throw together a quick example for me please?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 03, 2013, 10:39:03 am
Say, I've been noticing a problem with my Daleks. Despite the outer tissue (the armor) being completely magma proof, upon contact with anything abnormally hot, the soft inner organ (internal creature) seems to burn away, leaving no corpse. So, if they die from heat there ought to be a corpse entirely complete except for the squishy mutant inside, and they shouldn't die in the first place from just being in a "burning" tile for 1 click. Anyone had similar problems with any kind of creature?

Tissue, creature, and bp_plan raws in my sig.

If you don't mind your Daleks changing temperature, giving them [FIXED_TEMP:XXX] will keep them from burning.

Quote
Meph could you throw together a quick example for me please?

I will give you one, not mine though. It makes plump helmets into wine, just change the wine and plump helmets into what you want.
Code: [Select]
[REACTION:BREW_HELMET_PLUMP]
[NAME:make plump helmet wine]
[BUILDING:STILL:CUSTOM_W]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:NONE:NONE:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]



Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 03, 2013, 02:45:34 pm
I mean, the Daleks should probably still die from being in magma for too long, but the weird thing is they die instantly from anything 'burning' or hotter, when other creatures take a while to die from burns. The message is "died in the heat", not "melted" "bled to death" or "burned to death" like normal creatures get. Also, on death from this they ought to leave behind the shell, not just vanish.

I also gave the outer shell "tissue" a very high thickness and insulation value, shouldn't that slow down heat transfer to the internal squishy bit?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 03, 2013, 02:46:27 pm
Also increase its spec heat maybe
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mirkrali on March 03, 2013, 02:52:25 pm
Hullo, I have one or two more questions before I'm finally able to get this darned race finalized.

1. Is it possible for a creature without hands to be able to pick up weaponry and tools?

2. I want each of my castes to have their own names in arena mode (Ex: Hyena man 1, Hyena woman 2, Warg 3, etc) But I have no idea how to make it so in the raws, because whatever I do they still turn out as hyena man 1/2/3. I also have the problem of the warg caste only showing up as female in the arena. That's not as much of a problem, but I would still like to know what's up with that.

3. Is it possible for a non intelligent creature (a pet, essentially) to give birth to functional civ members?

my raws, in case they're asked for.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 03, 2013, 03:18:24 pm
1) Yes, just give another body part (like the mouth or feet) the [GRASPS] token.

2) Not possible, unless you give them a syndrome secretion / self-use interaction that appends something to their name

3) Only with hacking.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 03, 2013, 03:19:04 pm
Quote
1. Is it possible for a creature without hands to be able to pick up weaponry and tools?

No

Quote
2. I want each of my castes to have their own names in arena mode (Ex: Hyena man 1, Hyena woman 2, Warg 3, etc) But I have no idea how to make it so in the raws, because whatever I do they still turn out as hyena man 1/2/3. I also have the problem of the warg caste only showing up as female in the arena. That's not as much of a problem, but I would still like to know what's up with that.

The name of the creature in arena mode is just a name, it will not show up in fortress mode. You can change it on an individual bases, but it is unchangeable and impotent as far as the game is concerned.

Do you have a male warg cast? *Looks at Warg*. Oh I see. You need to have male and female as separate casts, you only have one cast, so it won't work.

Quote
3. Is it possible for a non intelligent creature (a pet, essentially) to give birth to functional civ members?

Kind of, but it is messy. Hugo was working on something like that. I myself have another kind of walk around, but it is even messier. Hugo's makes your guy give birth to dwarves, but mine basically just transforms them into dwarves.

Basically in my way, you give them a syndrome that turns them into the species you want. They then act like the species, with some glitches, but they can do anything the civ members can like that.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mirkrali on March 03, 2013, 03:35:16 pm
The both of you are giving me rather different replies on the grasping issue, but ah, thank you very much for your help! Maybe I'll finally be able to play DF without being irritated over my incomplete race.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 03, 2013, 03:42:23 pm
The both of you are giving me rather different replies on the grasping issue, but ah, thank you very much for your help! Maybe I'll finally be able to play DF without being irritated over my incomplete race.

It is my understanding of it that having the [GRASP] tag effectively makes it a hand, since it will wield weaponry and such. You might as well just rename your hands something else.

Do you need help with the coding on number 3?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 03, 2013, 03:48:28 pm
Quote
3. Is it possible for a non intelligent creature (a pet, essentially) to give birth to functional civ members?
Quote
3) Only with hacking.

This is not true. I have it in my mod, it works, only problem that arises is that the corpses are not buried, you have to slab all of them after they die.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 03, 2013, 03:50:10 pm
[GRASP] doesn't add fingers or wrists or automatically put it at the end of an arm. So, you can add it to mouths and the only difference is that the creature will be able to pick up something with their mouth, like a dog. They can still bite with the mouth. So, things can totally use tools and pick stuff up without actual hands.

But yes, the soldiers will bring weapons grasped in their mouths if you do that. You could give the token to feet or tentacles or whatever other body part you want, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on March 03, 2013, 08:27:00 pm
That works automatically. If you add new plants, creatures and inorganics, dwarves will automatically like them now and then.
How about creating the material as a product of a creature with the [DOES_NOT_EXIST] tag? Or maybe it's the [FANCIFUL] tag -- I don't ever recall seeing a dwarf who liked leather or bone from any of the game's fanciful creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on March 04, 2013, 06:05:27 am
If you make a baby snatcher civ, do Dwarves lay siege? I got none in 10 years but considering I only got 2 human siege and 3 elven ambushes, I may have chosen a wrong position.

Also, is there something preventing goblins to trade with me? All the places I tried had "No trade". I wanted at least merchants so I can properly antagonize then.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 04, 2013, 08:48:41 am
Alright the question train has came to a complete stop
just one thing I am having trouble doing

1. Is it possible to have a creature that is mounted on a horse that he is connected to? Since my idea was to make a secret that involves being blood bounded to a dark horse and if the horse dies the rider dies so why not make it connected?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wastedlabor on March 04, 2013, 11:34:18 am
Lazy modder question. What would be a good melting temperature for a material that you could make cages from and would melt if the cages are on stone near magma?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on March 04, 2013, 11:54:20 am
Hey, friends.  I'm having a bit of trouble getting a syndrome to work right.


Not sure what I'm doing wrong, any help would be nice. 
Interaction with accompanying syndrome beneath the spoiler.

Spoiler (click to show/hide)


EDIT: I had the eye-bleeding as by_category instead of by_type, so fixed that.  The other problems still stand, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on March 04, 2013, 04:13:58 pm
What would be a good melting temperature for a material that you could make cages from and would melt if the cages are on stone near magma?
Warm tiles are at 10075 degrees, and the outside temperature at the default worldgen temperature settings max out at... somewhere in the 10050-10060 region?

10074 would certainly do it, though you may want to mess with the specific heat to control how fast the material gets from ambient temperature (underground, this is always 10015 degrees) to its melting temperature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 04, 2013, 05:56:28 pm
Hey, friends.  I'm having a bit of trouble getting a syndrome to work right.

  • When touched, they should start vomiting blood and bleeding from their eyes, before dying of severe spinal and brain necrosis.
  • I can get the necrosis to start, but no one dies of it and it's labeled as "minor rot" when viewed. 
  • As for the vomit, only one or two tiles get a "spattering" (I want them to constantly spew blood).
  • They don't bleed from the eyes either, as far as I can tell.

Not sure what I'm doing wrong, any help would be nice. 
Interaction with accompanying syndrome beneath the spoiler.

Spoiler (click to show/hide)


EDIT: I had the eye-bleeding as by_category instead of by_type, so fixed that.  The other problems still stand, though.

The severity is really low for a syndrome, jacking it up a lot should help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 04, 2013, 06:28:37 pm
Note that creatures don't die from necrosis until they go into combat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mohreb el Yasim on March 04, 2013, 06:43:46 pm
Can graphics be defined for a caste in specifique?
What target should be used for fortress mode auto targeting syndrome? (i hasitade betvene CLEANING and GREETING SELF ONLY but i do not know wich would work / work better)
Uninteligent civ members use still the same way of procreating than domestic animals?
Can professions be restricted to a caste inside a creature or we can only set the skill precentages to prevent efficient use of said jobs?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 04, 2013, 06:49:21 pm
Quote
What target should be used for fortress mode auto targeting syndrome? (i hasitade betvene CLEANING and GREETING SELF ONLY but i do not know wich would work / work better)

Depends on what you want do do with it.

Quote
Uninteligent civ members use still the same way of procreating than domestic animals?

No, as far as I know, they still have to marry.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 04, 2013, 06:49:44 pm
Can graphics be defined for a caste in specifique?

I wish, but no.

What target should be used for fortress mode auto targeting syndrome? (i hasitade betvene CLEANING and GREETING SELF ONLY but i do not know wich would work / work better)

GREETING or SELF_ONLY would both work, but I would recommend GREETING.

Uninteligent civ members use still the same way of procreating than domestic animals?

What stirk said.

Can professions be restricted to a caste inside a creature or we can only set the skill precentages to prevent efficient use of said jobs?

The latter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on March 04, 2013, 10:09:07 pm
The severity is really low for a syndrome, jacking it up a lot should help.

Oh, really?  None of the natural syndromes go past 100 in severity, so I thought that a syndrome 10 times the limit would do the job nicely.

I just gave it a whack and it worked.  Thanks, people.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 04, 2013, 10:14:30 pm
The limit is 2147483647, not 100. The natural syndromes have that because they're not interactions. Interactions are special, you need much higher sevs because it assumes it's coming from the smallest possible creature (or something like that).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on March 04, 2013, 11:58:55 pm
Note that creatures don't die from necrosis until they go into combat.
What does that mean? I've never heard of anything like that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on March 05, 2013, 12:40:20 am
Note that creatures don't die from necrosis until they go into combat.
What does that mean? I've never heard of anything like that.

It's bizarre but true.  A unit with necrosis in their brain and spine won't die till they get attacked.  I hit a unit with a syndrome that rotted their brain, but they didn't die until nearly a half-hour later when they got pecked in the leg by a duck.  It's weird.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 05, 2013, 01:10:35 am
Will things like vomiting that produce combat reports work as well?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on March 05, 2013, 01:58:57 am
Will things like vomiting that produce combat reports work as well?

They will produce an announcement, if you are in adventure mode ("You vomit blood").  Otherwise, you won't notice other than a spot of blood showing up.

Also, it's pretty much impossible to get a dwarf to turn into a constant blood-vomit fountain.

 I tried.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 05, 2013, 02:14:42 am
what about paralyzing the legs, causing them to fall over? Will that trigger combat and thus necrosis-melting?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on March 05, 2013, 03:53:10 am
If you make a baby snatcher civ, do Dwarves lay siege? I got none in 10 years but considering I only got 2 human siege and 3 elven ambushes, I may have chosen a wrong position.

Also, is there something preventing goblins to trade with me? All the places I tried had "No trade". I wanted at least merchants so I can properly antagonize then.
Do they have [COMMON_DOMESTIC_PACK] and/or [COMMON_DOMESTIC_PULL]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on March 05, 2013, 10:09:38 am
what about paralyzing the legs, causing them to fall over? Will that trigger combat and thus necrosis-melting?

Paralysis is full-body.  If you mean CE_IMPAIR_FUNCTION, then I guess, as long as it makes a combat log.  Fall damage and cave-in's trigger the necrosis-death, too.

Note, though, that if the rot is "minor" then the necrosis isn't lethal (even if it's their brain and spine).  From Advanced Rot they'll die at the drop of a hat.



Also, I've been working on some zombies and I think I've come up with a partial fix for the infinite-reraising deal.  If you give the target corpse

      [IT_REQUIRES:FIT_FOR_RESURRECTION]
      [IT_REQUIRES:FIT_FOR_ANIMATION]

then the target must have either a head or hands to be reraised.  Oddly, after chopping them to bits you get "Urist McNoheadorhands' partial remains" which I don't think are supposed to exist, but he's unraisable. 

I'd like for it to just be isolated to requiring a head rather than hands, as a headless zombie blindly fumbling for my adventurer is a little silly.

Is there any other way to make raising a corpse require the targets head to be attached to their upper body?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 05, 2013, 10:53:36 am
Also for "Underground special" Is there any difference from that to a husk/thrall stat wise?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sibilantjoe on March 05, 2013, 10:56:17 am
So, in an attempt to make some kind of quasi-immortal caste in Masterwork's Bandit race, I lifted the regeneration interaction from the excellent Dragonball mod and tried to add it to the caste. However, when I test the new caste everything works except the interaction, which shows up as "unknown interaction" under 'innate ability.' Here's what my raws look like:

-SNIP-

Genning a new world fixed it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sibilantjoe on March 05, 2013, 11:31:57 am
While I'm here, though--is there a way to keep a creature from being able to die from blood loss without making them undead?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on March 05, 2013, 11:35:27 am
While I'm here, though--is there a way to keep a creature from being able to die from blood loss without making them undead?

removing the tag [HAS_BLOOD] should do the trick.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sibilantjoe on March 05, 2013, 11:57:13 am
While I'm here, though--is there a way to keep a creature from being able to die from blood loss without making them undead?

removing the tag [HAS_BLOOD] should do the trick.

Can I do that just for the caste, though, or will I have to apply that to the entire race?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tahujdt on March 05, 2013, 12:29:16 pm
Is it possible to have an interaction that does not require line of sight to be activated? Like an uber necromancer who can raise corpses even if he can't see them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 05, 2013, 01:01:03 pm
Is it possible to have an interaction that does not require line of sight to be activated? Like an uber necromancer who can raise corpses even if he can't see them.
I don't believe it's possible, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on March 05, 2013, 02:00:00 pm
Is it possible to have an interaction that does not require line of sight to be activated? Like an uber necromancer who can raise corpses even if he can't see them.
I don't believe it's possible, no.


Liessssssssss

For the TARGET token, the wiki says:

Specifies how the creature chooses what to . Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls. Valid target types:
     LINE_OF_SIGHT - the source needs to be able to see the target
    TOUCHABLE - the source needs to be able to touch the target
    DISTURBER_ONLY - the target must be whoever disturbed the source
    SELF_ALLOWED - the target can be the source
    SELF_ONLY - the target must be the source

So, leave out the selection token.  Problem solved.  Likely, it will only work thus in dwarf mode, since in adventure you can't actually do anything you can't see. I haven't tested it, but it is possible it may be a general "Raise everything within reach without selection" kinda reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mohreb el Yasim on March 05, 2013, 02:02:56 pm
is there a way to mod the embarking wagon (i tried the creature called wagon but well it has no effect on that)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tahujdt on March 05, 2013, 02:45:34 pm
Is it possible to have an interaction that does not require line of sight to be activated? Like an uber necromancer who can raise corpses even if he can't see them.
I don't believe it's possible, no.


Liessssssssss

For the TARGET token, the wiki says:

Specifies how the creature chooses what to . Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls. Valid target types:
     LINE_OF_SIGHT - the source needs to be able to see the target
    TOUCHABLE - the source needs to be able to touch the target
    DISTURBER_ONLY - the target must be whoever disturbed the source
    SELF_ALLOWED - the target can be the source
    SELF_ONLY - the target must be the source

So, leave out the selection token.  Problem solved.  Likely, it will only work thus in dwarf mode, since in adventure you can't actually do anything you can't see. I haven't tested it, but it is possible it may be a general "Raise everything within reach without selection" kinda reaction.
I was intending to make a radio broadcasting thing that affects all people of the home civ. Just a fluff thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sibilantjoe on March 05, 2013, 03:03:04 pm
Is weight the primary variable in determining when attacks will send victims flying? I had one adventurer who was sending people flying left and right with a 96-weight halberd, but my current adventurer (who is many times stronger) isn't having nearly as much luck with fists, staffs, etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 05, 2013, 04:13:22 pm
Is weight the primary variable in determining when attacks will send victims flying? I had one adventurer who was sending people flying left and right with a 96-weight halberd, but my current adventurer (who is many times stronger) isn't having nearly as much luck with fists, staffs, etc.
Weight and size are the main things, yes. The heavier your weapon is the more force can be transferred into the target, and the smaller the target is the more effect said force will have upon them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 05, 2013, 05:52:22 pm
is there a way to mod the embarking wagon (i tried the creature called wagon but well it has no effect on that)

no
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on March 05, 2013, 08:44:26 pm
is there a way to mod the embarking wagon (i tried the creature called wagon but well it has no effect on that)

no

Is this true? I vaguely remember reading somewhere that you could...something about fireballs, idk.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 05, 2013, 08:51:17 pm
is there a way to mod the embarking wagon (i tried the creature called wagon but well it has no effect on that)

no

Is this true?

yes

Is this true? I vaguely remember reading somewhere that you could...something about fireballs, idk.

no
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on March 06, 2013, 01:33:17 am
If you make a baby snatcher civ, do Dwarves lay siege? I got none in 10 years but considering I only got 2 human siege and 3 elven ambushes, I may have chosen a wrong position.

Also, is there something preventing goblins to trade with me? All the places I tried had "No trade". I wanted at least merchants so I can properly antagonize then.
Do they have [COMMON_DOMESTIC_PACK] and/or [COMMON_DOMESTIC_PULL]?

They are vanilla gobelins and nope they do not seem to have those tags. That might explain then.

Edit : Massive elven ambush again, and an human siege that went badly. At least I know my citizens are not too strong in combat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 06, 2013, 03:59:24 am
Also for "Underground special" Is there any difference from that to a husk/thrall stat wise?

Yes. "Underground Specials" are exactly like raised corpses, using the fake "hitpoint" system and receiving no alteration to speed or stats. Thus, they are far, far weaker than husks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 06, 2013, 08:34:13 am
as so the same as regular raised undead?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 06, 2013, 10:08:59 am
yeah
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 06, 2013, 10:36:37 am
yeah
Ah alright thank you putnam <3
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 06, 2013, 11:07:46 am
Also for "Underground special" Is there any difference from that to a husk/thrall stat wise?
Yes. "Underground Specials" are exactly like raised corpses, using the fake "hitpoint" system and receiving no alteration to speed or stats. Thus, they are far, far weaker than husks.

yeah
Ah alright thank you putnam <3
I see what you are up to Putnam! Coming in here with your one word answers and stealing the glory from other innocent answerers! :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 06, 2013, 12:35:39 pm
Also for "Underground special" Is there any difference from that to a husk/thrall stat wise?
Yes. "Underground Specials" are exactly like raised corpses, using the fake "hitpoint" system and receiving no alteration to speed or stats. Thus, they are far, far weaker than husks.

yeah
Ah alright thank you putnam <3
I see what you are up to Putnam! Coming in here with your one word answers and stealing the glory from other innocent answerers! :P
Putnam is the hero dwarves need
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: xcorps on March 06, 2013, 04:09:50 pm
Is there a way to change mood behavior? Particularly frequency, and also possible stop it from happening for x number of years, or tie moods to wealth or population?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 06, 2013, 04:18:50 pm
Is there a way to change mood behavior? Particularly frequency, and also possible stop it from happening for x number of years, or tie moods to wealth or population?
No. You can turn it off/on with the init file, [ARTIFACTS:YES/NO], but that's it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: xcorps on March 06, 2013, 06:15:15 pm
Is there a way to change mood behavior? Particularly frequency, and also possible stop it from happening for x number of years, or tie moods to wealth or population?
No. You can turn it off/on with the init file, [ARTIFACTS:YES/NO], but that's it.

That's too bad, it'd be nice. Thanks for the quick reply.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nil Athelion on March 06, 2013, 11:46:41 pm
Before the DF2012 update, I was working on a few mods.  But totally got sidetracked with the DF2012 update, and then with other things.

I have a bunch of dinosaur animals written up, and some civ stuff.  Is there anything that keeps me from just plugging the same animals into DF2012?

Anything that makes making animals easier or more interesting since before DF2012 came out?

Is there a place I can read all that kind of stuff?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 07, 2013, 12:01:52 am
The only thing I can think of that really change things up is... tongues. Tongues were added.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 07, 2013, 12:45:33 am
A few tokens related to aliveness and whether or not a creature can become undead were changed/removed. Other than that, not much.

Some important entity and language file changes though, so watch out. You'll have to remove the dirty words from any custom languages since the game will give you "unrecognized word token: [WORD:ANUS], etc" errors.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 07, 2013, 06:12:33 am
Webs and firebreath were also modified, but I think that's it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on March 07, 2013, 11:21:28 am
yeah
I thought regular raised undead got bonuses to strength and toughness?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on March 08, 2013, 02:02:10 am
Does the FRIENDLY_COLOR tag work for world map settlements?  I tried putting [FRIENDLY_COLOR:4:0:1] but the dark fortress built by my civ is gobelin purple instead of red.
Perhaps I hit an hardcoded part.

Otherwise I found out that vanilla dwarves also lack the trigger tags to lay siege, I just added those to see how it goes.
I suppose I cannot redefine the MOUTAINS entity in my own raws to add the tags and I need them to be in entity_default.

Anyway, I only need to mope up details, like adding pets because fiber cloth only caused me 2 failed moods. I'm always amazed how easy modding DF is.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 08, 2013, 02:12:34 am
Webs and firebreath were also modified, but I think that's it.

Oh yes, if any of your creatures have webs, firebreath, fireballs, or any breath attack, you'll need to rewrite that in interaction form.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Timber on March 08, 2013, 02:15:32 pm
Anyone have something  basic (link?) to help a guy know how to play a Goblin or Kobald in Adventure mode?
I changed added a tag that lets me play them but they start in a human city, some humans talk the others just kick ass.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 08, 2013, 03:14:38 pm
If you want to start in  a goblin fortfress, you can't.

The ones that talk to you  haven't been wrongded by your goblin civ. there is no way to tell who has been wronged and who hasn't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on March 08, 2013, 03:41:52 pm
For now you only spawn in human settlements. If you wish to not have most of the citizen go after you, you have to remove the LOCAL_BANDITRY token from the goblin entity. BABYSNATCHER can stay and perhaps ITEM_THIEF too, but the later will cause your problem with caravans in fortress mode.

For kobolds you probably have to remove UTTERANCES from the creature file too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 08, 2013, 05:52:07 pm
Or, if you don't want to sacrifice the large part of the Goblins, you can change goblin's homes to TOWNS instead of dark fortresses. If you want, you can also change humans tags to something else. This way you will still be a goblin, get sent on quests by goblins, etc.

Other then that, you could enable outsider. An outsider goblin won't get attacked.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mura on March 08, 2013, 08:49:58 pm
Is there any way to make a syndrome such that anyone affected by the syndrome is capable of reliably transmitting it to friendlies via physical contact?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 08, 2013, 09:17:02 pm
Is there any way to make a syndrome such that anyone affected by the syndrome is capable of reliably transmitting it to friendlies via physical contact?

Yep, give them the very same interaction that imbues the syndrome with a GREETING usage hint.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mura on March 08, 2013, 09:20:30 pm
Thank you very much.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 08, 2013, 11:42:22 pm
Is there any way I can restrict which metals make which item, in so that the entity will still make both?

I am having troubles. First, the troops would show up with lead rockets, which ended up being useless. So I made it so you could get an explosive bar. Now troops come with explosive bullets, which way a lot less and end up still being able to do a lot of damage. And still show up with lead rockets more often then not. My goal is to make bullets out of lead, rockets out of explosives, and have neither made out of the wrong material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 08, 2013, 11:56:00 pm
no
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 08, 2013, 11:58:35 pm
no

Ah, I guess  I will have to balance some numbers. I guess I could make it weigh more, but that will make the unlucky people who carry explosives worse then the others....Ah, maybe I should just make explosives for your fort only?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Morgorin on March 09, 2013, 12:30:48 am
Quick question: Do you have to create a new world just to test something out in the arena?  It's been a while since I last played DF, so I forgot a few things. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on March 09, 2013, 12:38:26 am
no, you'll see once you select the Arena game option, you can choose default raws
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 09, 2013, 11:35:44 pm
How would I create Vampire Bats and Were Dogs thst spread vampirism or a beast transformation condition to people they bite. Or a chance to when they bite.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 09, 2013, 11:44:19 pm
the example interactions describe them very well
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 10, 2013, 01:58:25 am
so its possible eh? all I need to know
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: robertheinrich on March 10, 2013, 10:15:19 am
Where should I get started if I want to realize the following:

I'd like to be able to recycle low quality crafts, specifically furniture. As an example burn beds to charcoal or ash, make rock blocks from stone cabinets, coffers and statues etc.

I figure it's not possible to add such reactions to existing workshops like the wood furnace or the masons's shop? Checked the raws and only found a fraction of workshops covered - is the rest hardcoded? I assume some existing mod already added similar things, so if anybody could hint me towards it I'd appreciate it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 10, 2013, 11:00:46 am
Where should I get started if I want to realize the following:

I'd like to be able to recycle low quality crafts, specifically furniture. As an example burn beds to charcoal or ash, make rock blocks from stone cabinets, coffers and statues etc.

I figure it's not possible to add such reactions to existing workshops like the wood furnace or the masons's shop? Checked the raws and only found a fraction of workshops covered - is the rest hardcoded? I assume some existing mod already added similar things, so if anybody could hint me towards it I'd appreciate it.

It is possible to do, and pretty easy. You can't set the quality though, so you should be careful when you do it. You can add it to some existing workshops, if you want to. I could make a simple one if you tell me which building you want it in.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: robertheinrich on March 10, 2013, 11:23:33 am
I think it would make sense for the wood furnace. "Make charcoal from furniture" or, if that's too unspecific, "make charcoal from wooden bed". However I could not find the wood furnace in the RAWs, hence my question if it's hardcoded. I found the "reaction_smelter.txt" and "reaction_other.txt", but they only cover some few buildings.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 10, 2013, 12:00:40 pm
Is it possible to create a race of undead that when killed transform into skeletons, but can transform back into
normal undead form when transmuting a special *[SOUL] item I've added to drop from all the humanoid races?

And how do I play as more than one race in any given build? used to be possible, Masterwork is telling me to only activate one playable race at a time, not sure why.

I swear before you could just switch your home civ and then you could play as that race, it just took choosing the right civ. You could be any race. Did they change it or does matserwork change it or what?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 10, 2013, 12:09:29 pm
I think it would make sense for the wood furnace. "Make charcoal from furniture" or, if that's too unspecific, "make charcoal from wooden bed". However I could not find the wood furnace in the RAWs, hence my question if it's hardcoded. I found the "reaction_smelter.txt" and "reaction_other.txt", but they only cover some few buildings.

Wood furnace? Off the top of my head I don't think so. I could put it in the smelter, if you want.

Is it possible to create a race of undead that when killed transform into skeletons, but can transform back into
normal undead form when transmuting a special *[SOUL] item I've added to drop from all the humanoid races?

And how do I play as more than one race in any given build? used to be possible, Masterwork is telling me to only activate one playable race at a time, not sure why.

I swear before you could just switch your home civ and then you could play as that race, it just took choosing the right civ. You could be any race. Did they change it or does matserwork change it or what?

Yes, it is theoretically possible but kinda complicated.

You have to add  CIV_CONTROLLABLE to their entity file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 10, 2013, 12:14:03 pm
CIV_CONTROLLABLE, ah yes now I remember.

well i'll attempt it I guess. Hmmm, how do you control the outcome of dying? is there an [ON_DEATH] tag/function?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 10, 2013, 12:15:41 pm
CIV_CONTROLLABLE, ah yes now I remember.

well i'll attempt it I guess. Hmmm, how do you control the outcome of dying? is there an [ON_DEATH] tag/function?

You can  make them drop a specific item on their death, depending on what you mean by controlling the outcome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 10, 2013, 01:31:25 pm
CIV_CONTROLLABLE, ah yes now I remember.

well i'll attempt it I guess. Hmmm, how do you control the outcome of dying? is there an [ON_DEATH] tag/function?

Anything not in here doesn't exist for creatures. (http://dwarffortresswiki.org/index.php/Creature_token)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 10, 2013, 02:25:07 pm
CIV_CONTROLLABLE, ah yes now I remember.

well i'll attempt it I guess. Hmmm, how do you control the outcome of dying? is there an [ON_DEATH] tag/function?

Anything not in here doesn't exist for creatures. (http://dwarffortresswiki.org/index.php/Creature_token)

So what? Use ITEMCORPSE  and create a special item that causes a reaction once its dropped or spawned that will bring back anything from the dead? But there is no resurrect spell is there?  *scratches head*
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 10, 2013, 02:36:36 pm
There is a resurrect interaction, but no resurrect syndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on March 10, 2013, 02:38:51 pm
I swear before you could just switch your home civ and then you could play as that race, it just took choosing the right civ. You could be any race. Did they change it or does matserwork change it or what?

one of the reasons that Masterwork doesn't let you is that a Kobold world gen has undiggable stone.
Adding CIV_CONTROLLABLE to other entities works fine in general though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 10, 2013, 02:43:10 pm
Quote
So what? Use ITEMCORPSE  and create a special item that causes a reaction once its dropped or spawned that will bring back anything from the dead? But there is no resurrect spell is there?  *scratches head*

Well bringing things back from the dead is problematic. If you just want them undead, it *Could* be possible to simple use a slightly modified version of the Necromancer's raising spell. Mostly, if the "soul" item could act as a one-use necromancer, reviving the corpse you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 10, 2013, 03:06:04 pm
Except that animation is an interaction effect, not a syndrome, which means that it can't be done with boiling rocks or anything like that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 10, 2013, 03:11:12 pm
Quote
Except that animation is an interaction effect, not a syndrome, which means that it can't be done with boiling rocks or anything like that.

Maybe not, but he wants to use an item to revive something if I read him correctly. So you can use the boiling rock to give someone an interaction. Correct?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 10, 2013, 03:33:55 pm
Yeah, but that relies on somebody being nearby at the moment of death.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 10, 2013, 03:37:47 pm
Well yeah. I am still not entirely clear of what he wants.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 10, 2013, 03:54:43 pm
Okay, I wanted to mod http://darksouls.wikidot.com/ that games hundead/humanity system into Dwarf Fortress somehow.

My plan was that everyone would start as an undead human. And when they died they'd transform into an Undead Skeleton. And then they'd have to go to a campfire structure and use a droppable [SOUL] item to transmute themself back into the original [UNDEAD HUMAN] race.

So basically I just wanted to know if I could make a race that when it died transformed into another race (one time). instead of becoming a corpse.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 10, 2013, 04:26:19 pm
Okay, I wanted to mod http://darksouls.wikidot.com/ that games hundead/humanity system into Dwarf Fortress somehow.

My plan was that everyone would start as an undead human. And when they died they'd transform into an Undead Skeleton. And then they'd have to go to a campfire structure and use a droppable [SOUL] item to transmute themself back into the original [UNDEAD HUMAN] race.

So basically I just wanted to know if I could make a race that when it died transformed into another race (one time). instead of becoming a corpse.

Not without a huge walkaround. It...Might be possible though....Let me think for a second.

You could make the "human undead" have a syndrome in their blood, or brain, so that when hit with a "Fatal" shot, instead of dying, it covers the creature with the blood. The blood could then have a syndrome that turns undead into skeletons. The skeletons could have a boiling body part called the "soul" so it flies off when they transform. It can then be collected and thrown in a fire to explode, releasing a syndrome that...Turns you back into an undead?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 10, 2013, 04:27:45 pm
Probably not :V
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: robertheinrich on March 10, 2013, 05:01:58 pm
I think it would make sense for the wood furnace. "Make charcoal from furniture" or, if that's too unspecific, "make charcoal from wooden bed". However I could not find the wood furnace in the RAWs, hence my question if it's hardcoded. I found the "reaction_smelter.txt" and "reaction_other.txt", but they only cover some few buildings.

Wood furnace? Off the top of my head I don't think so. I could put it in the smelter, if you want.

Sure, if you could show me how to use a smelter to make charcoal from furniture that would be great. I searched around in the RAWs and did not find any example to go by. None of the "real" furniture objects (beds, chests, cabinets) is defined there so I have no idea how to specify them as input reagent for the reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 10, 2013, 05:05:03 pm
The wiki is always your friend. (http://dwarffortresswiki.org/index.php/Item_token)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: robertheinrich on March 10, 2013, 05:33:18 pm
The wiki is always your friend. (http://dwarffortresswiki.org/index.php/Item_token)

Heh. I should have figured. I had checked the wiki entries for beds and other furniture items but they didn't help much. Now after reading the articles about item and material tokens and reactions I feel way less lost. Thanks a lot!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The13thRonin on March 10, 2013, 06:14:51 pm
I'm trying to work out how to create a new reaction to press juice from any plant that I give a certain token to. This juice would then be used for cooking. I'm a bit stuck though. Here's what I've got so far:

Code: [Select]
[REACTION:PRESS_JUICE]
[NAME:press juice from plant]
[BUILDING:SCREW_PRESS:CUSTOM_P]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:JUICE_LIQUID_MAT]
[NOT_PRESSED]
[REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:juice:JUICE_LIQUID_MAT][PRODUCT_TO_CONTAINER:liquid container]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:NONE:SEED]
[SKILL:PRESSING]

I think that bits all right (apart from me needing to add a seed)... What would I have to add to the section below to get it to start producing blackberry juice which could be used for cooking?

Code: [Select]
[PLANT:BLACKBERRY]
[NAME:blackberry][NAME_PLURAL:blackberries][ADJ:blackberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:58][PICKED_COLOR:0:0:1]
[DRY][BIOME:NOT_FREEZING]
[GROWDUR:600][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen blackberry wine]
[STATE_NAME_ADJ:LIQUID:blackberry wine]
[STATE_NAME_ADJ:GAS:boiling blackberry wine]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:0:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen blackberry jam]
[STATE_NAME_ADJ:LIQUID:blackberry jam]
[STATE_NAME_ADJ:GAS:boiling blackberry jam]
[MATERIAL_VALUE:20]
[DISPLAY_COLOR:0:0:1]
[EDIBLE_COOKED]
[EXTRACT_STORAGE:BARREL]
[PREFIX:NONE]
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
[SPRING][SUMMER][AUTUMN]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:blackberry seed:blackberry seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:precise thorns]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 10, 2013, 08:24:59 pm
[PRODUCT:100:5:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:juice:JUICE_LIQUID_MAT][PRODUCT_TO_CONTAINER:liquid container]

JUICE_LIQUID_MAT should be EXTRACT, and you simply give the plant a second extract with the REACTION_CLASS:JUICE. Then add a REACTION_CLASS:JUICE to the reagent. Or you could make a new template as well, a new PLANT_EXTRACT_TEMPLATE if you want, name it juice template... needs the [LIQUID_MISC_PLANT] tag.

It would still stay an extract, you cant make new liquids. Dwarves wont drink it... you can use it to cook though. A bread-bacon-egg-orangejuice meal. ;)

Question: Can a non-alcoholic drinks even be done? I know dwarves dont drink water from barrels, and I have never seen them drink milk... I think I will do a test with fake-juice-milk in barrels, without the alcohol tag, and see what happens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 10, 2013, 08:36:33 pm
Okay, I wanted to mod http://darksouls.wikidot.com/ that games hundead/humanity system into Dwarf Fortress somehow.

My plan was that everyone would start as an undead human. And when they died they'd transform into an Undead Skeleton. And then they'd have to go to a campfire structure and use a droppable [SOUL] item to transmute themself back into the original [UNDEAD HUMAN] race.

So basically I just wanted to know if I could make a race that when it died transformed into another race (one time). instead of becoming a corpse.

Not without a huge walkaround. It...Might be possible though....Let me think for a second.

You could make the "human undead" have a syndrome in their blood, or brain, so that when hit with a "Fatal" shot, instead of dying, it covers the creature with the blood. The blood could then have a syndrome that turns undead into skeletons. The skeletons could have a boiling body part called the "soul" so it flies off when they transform. It can then be collected and thrown in a fire to explode, releasing a syndrome that...Turns you back into an undead?

more simplier than add, soul items are added to EVERY creature. I guess I'll do that manually.

So the syndrome thing, how would this look like? Just create the syndrome with a [UNDEAD] qualifier? and a [CUSTOM RACE NAME] tag so it only happens with my special human undead race?

and how would I stop them from dying? on death it would instantly transform?

Anyway, the soul item is something they must get from killing other non undead races. And then ressurect themselves at a special building with a interaction to gain back their undead race form.. Is the idea...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The13thRonin on March 10, 2013, 08:36:35 pm
[PRODUCT:100:5:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:juice:JUICE_LIQUID_MAT][PRODUCT_TO_CONTAINER:liquid container]

JUICE_LIQUID_MAT should be EXTRACT, and you simply give the plant a second extract with the REACTION_CLASS:JUICE. Then add a REACTION_CLASS:JUICE to the reagent. Or you could make a new template as well, a new PLANT_EXTRACT_TEMPLATE if you want, name it juice template... needs the [LIQUID_MISC_PLANT] tag.

It would still stay an extract, you cant make new liquids. Dwarves wont drink it... you can use it to cook though. A bread-bacon-egg-orangejuice meal. ;)

Question: Can a non-alcoholic drinks even be done? I know dwarves dont drink water from barrels, and I have never seen them drink milk... I think I will do a test with fake-juice-milk in barrels, without the alcohol tag, and see what happens.

I just want it to be a non-alcoholic juice used for cooking.

Your explanation is a little confusing... I don't understand where you want me to put all the tokens? Can you break it down for me step-by-step and make clear references to which .txt files they need to go in?

I already have an extract for jam. If I make another extract in the plants .txt file it will overwrite my jam one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 10, 2013, 08:42:39 pm
Okay, I wanted to mod http://darksouls.wikidot.com/ that games hundead/humanity system into Dwarf Fortress somehow.

My plan was that everyone would start as an undead human. And when they died they'd transform into an Undead Skeleton. And then they'd have to go to a campfire structure and use a droppable [SOUL] item to transmute themself back into the original [UNDEAD HUMAN] race.

So basically I just wanted to know if I could make a race that when it died transformed into another race (one time). instead of becoming a corpse.

Not without a huge walkaround. It...Might be possible though....Let me think for a second.

You could make the "human undead" have a syndrome in their blood, or brain, so that when hit with a "Fatal" shot, instead of dying, it covers the creature with the blood. The blood could then have a syndrome that turns undead into skeletons. The skeletons could have a boiling body part called the "soul" so it flies off when they transform. It can then be collected and thrown in a fire to explode, releasing a syndrome that...Turns you back into an undead?

more simplier than add, soul items are added to EVERY creature. I guess I'll do that manually.

So the syndrome thing, how would this look like? Just create the syndrome with a [UNDEAD] qualifier? and a [CUSTOM RACE NAME] tag so it only happens with my special human undead race?

and how would I stop them from dying? on death it would instantly transform?

Anyway, the soul item is something they must get from killing other non undead races. And then ressurect themselves at a special building with a interaction to gain back their undead race form.. Is the idea...

You cannot have an on-death trigger. Buildings cannot have interactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 10, 2013, 08:51:25 pm
Okay, I wanted to mod http://darksouls.wikidot.com/ that games hundead/humanity system into Dwarf Fortress somehow.

My plan was that everyone would start as an undead human. And when they died they'd transform into an Undead Skeleton. And then they'd have to go to a campfire structure and use a droppable [SOUL] item to transmute themself back into the original [UNDEAD HUMAN] race.

So basically I just wanted to know if I could make a race that when it died transformed into another race (one time). instead of becoming a corpse.

Not without a huge walkaround. It...Might be possible though....Let me think for a second.

You could make the "human undead" have a syndrome in their blood, or brain, so that when hit with a "Fatal" shot, instead of dying, it covers the creature with the blood. The blood could then have a syndrome that turns undead into skeletons. The skeletons could have a boiling body part called the "soul" so it flies off when they transform. It can then be collected and thrown in a fire to explode, releasing a syndrome that...Turns you back into an undead?

more simplier than add, soul items are added to EVERY creature. I guess I'll do that manually.

So the syndrome thing, how would this look like? Just create the syndrome with a [UNDEAD] qualifier? and a [CUSTOM RACE NAME] tag so it only happens with my special human undead race?

and how would I stop them from dying? on death it would instantly transform?

Anyway, the soul item is something they must get from killing other non undead races. And then ressurect themselves at a special building with a interaction to gain back their undead race form.. Is the idea...

It is simpler then it sounds, the soal thing, it would be something that could be done in the body tag, mostly.

The syndrome would have to effect only the species you want to use, which can be easily done by SYN_AFFECTED_CREATURE.

The other part would be *kind* of problematic. If you don't give them a brain, the only way you can kill them is by cutting them in half. Think of them like a mummy. On "Death", that is, when they start bleeding vitals everywhere, the blood will get on them. When the blood gets on them, they will transform. It won't be instant, but it will probably work.

If that is what you want, then you would want the "soul" item to be an additional drop, not a body part, so it gets dropped when you kill a creature. Then you can go to a workshop and use the reaction, you can use it to release a boiling stone that gives the new reaction, that turns them back by removing the transformation.

That does have a lot of glitches (it might not work in the rain, for example), but it will probably be the closest thing you can get to what I think you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The13thRonin on March 10, 2013, 09:01:17 pm
Can anyone help me with the jam/juice situation?

I'm really lost.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 10, 2013, 10:03:34 pm
Okay, I wanted to mod http://darksouls.wikidot.com/ that games hundead/humanity system into Dwarf Fortress somehow.

My plan was that everyone would start as an undead human. And when they died they'd transform into an Undead Skeleton. And then they'd have to go to a campfire structure and use a droppable [SOUL] item to transmute themself back into the original [UNDEAD HUMAN] race.

So basically I just wanted to know if I could make a race that when it died transformed into another race (one time). instead of becoming a corpse.

Not without a huge walkaround. It...Might be possible though....Let me think for a second.

You could make the "human undead" have a syndrome in their blood, or brain, so that when hit with a "Fatal" shot, instead of dying, it covers the creature with the blood. The blood could then have a syndrome that turns undead into skeletons. The skeletons could have a boiling body part called the "soul" so it flies off when they transform. It can then be collected and thrown in a fire to explode, releasing a syndrome that...Turns you back into an undead?

more simplier than add, soul items are added to EVERY creature. I guess I'll do that manually.

So the syndrome thing, how would this look like? Just create the syndrome with a [UNDEAD] qualifier? and a [CUSTOM RACE NAME] tag so it only happens with my special human undead race?

and how would I stop them from dying? on death it would instantly transform?

Anyway, the soul item is something they must get from killing other non undead races. And then ressurect themselves at a special building with a interaction to gain back their undead race form.. Is the idea...

You cannot have an on-death trigger. Buildings cannot have interactions.

I mean the boiling rock trick that turns into a vapor, isn't that called an interaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 10, 2013, 10:16:54 pm
No, that's a syndrome caused by a reaction. Only creatures can have interactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The13thRonin on March 11, 2013, 01:08:39 am
OK... My new JUICE custom extract finally appears as blackberry juice after it's pressed... *Fist-pumps air*.

But it's still not available in the embark screen. Blackberry jam is there but not juice. Is there a way to make it appear at embark?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: outsane_geek on March 11, 2013, 07:44:41 am
Is there a way to make a fire-breathing creature that doesn't suffocate itself without [NOBREATHE]?  Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 11, 2013, 09:50:25 am
firebreath and breathing have nothing to do with each others, so, yeah, making one is no problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: outsane_geek on March 11, 2013, 10:29:27 am
My problem is they keep suffocating on the smoke.  How do you keep them from doing that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 11, 2013, 11:06:18 am
Add the  [NOBREATHE] tag. Other then that, no way I know of.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 11, 2013, 01:31:11 pm
How would I go about making an 'Avatar' creature that only shows up in transformations?

I want to make sure they don't appear except someone with the specific interaction transforms into them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 11, 2013, 01:36:39 pm
How would I go about making an 'Avatar' creature that only shows up in transformations?

I want to make sure they don't appear except someone with the specific interaction transforms into them.
Do not add any biome tokens to the creature. It'll never appear unless by interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 11, 2013, 01:41:03 pm
Ok. And another question:

How would I go about doing:
A self targeted transformation interaction
An interaction that is multi target that reduces stats without emitting gas
Both have to be usable by an adventurer

I've tried and failed to do this. I'm not too used to modding yet: I just returned from a long hiatus from modding.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 11, 2013, 01:44:51 pm
1. TARGET:SELF_ONLY
2. MAX_TARGET_NUMBER:more than one
3. Yes.

http://dwarffortresswiki.org/index.php/Interaction_token
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 11, 2013, 01:46:00 pm
A question of my own: I have a few creatures that use [BODY_DETAIL_PLAN:CHITIN_MATERIALS] and [BODY_DETAIL_PLAN:CHITIN_TISSUES] instead of the standard ones. However, I want them to have teeth. What do I need to add to give their teeth a material wihtout removing the body detail plan tokens above?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 11, 2013, 01:47:45 pm
[USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 11, 2013, 01:51:22 pm
[USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]
Thanks. This solved a lot of problems.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 11, 2013, 02:20:06 pm
Double post, but whatever.

I'm having a slight problem with interactions used by creatures. For example, with sload, I am getting this error:
Code: [Select]
*** Error(s) finalizing the creature SLOAD
Interaction Token not recognized : SLOADNECRO

This is the interaction-related part in the creature:
Code: [Select]
[CAN_DO_INTERACTION:SLOADNECRO]
[CDI:ADV_NAME:Raise the undead]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:10]
[CDI:WAIT_PERIOD:10]

And the interaction itself:
Spoiler: kind of big (click to show/hide)

I have no idea why that error appears and looking at other mods has left me more confused since I see no differences in the tokens.


EDIT: Putnam, placing the [USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE] in the offending creatures didn't work. Is there any specific place it needs to be?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 11, 2013, 02:41:22 pm
OK... My new JUICE custom extract finally appears as blackberry juice after it's pressed... *Fist-pumps air*.

But it's still not available in the embark screen. Blackberry jam is there but not juice. Is there a way to make it appear at embark?

Well, it is hard to make a journey with juice intact, yet jam and preserves were invented to make fruit last longer. Might be best to leave it like that? But maybe you're doing some modern mod, implying refrigeration. Hmm...

Is there any way to make a creature still appear in the wild if it has an entity?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 11, 2013, 02:52:37 pm
I think it just having biome tags should work for that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 11, 2013, 03:06:22 pm
You know, this might require testing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 11, 2013, 04:27:43 pm
Is there any way to make a creature still appear in the wild if it has an entity?
I think it just having biome tags should work for that?
If it doesn't the easiest thing to do would be just to duplicate your creature. I'm fairly certain the Putnam is right here though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 11, 2013, 04:44:26 pm
I'd just make a civilised and a nomadic version of the same creature. I'm not sure, but I don't think biome tags work on entity creatures, but again, fuzzy memory, as I derped out and forgot how to do interactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 11, 2013, 04:52:12 pm
Double post, but whatever.

I'm having a slight problem with interactions used by creatures. For example, with sload, I am getting this error:
Code: [Select]
*** Error(s) finalizing the creature SLOAD
Interaction Token not recognized : SLOADNECRO

This is the interaction-related part in the creature:
Code: [Select]
[CAN_DO_INTERACTION:SLOADNECRO]
[CDI:ADV_NAME:Raise the undead]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:10]
[CDI:WAIT_PERIOD:10]

And the interaction itself:
Spoiler: kind of big (click to show/hide)

I have no idea why that error appears and looking at other mods has left me more confused since I see no differences in the tokens.


EDIT: Putnam, placing the [USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE] in the offending creatures didn't work. Is there any specific place it needs to be?

Yes, right after the body definition. You also need to define the tooth tissue with USE_TISSUE_TEMPLATE--sorry I forgot that.

Are you sure you have the correct file format? I've noticed you missing that before >_>
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 11, 2013, 05:05:51 pm
There was a bracket missing in [OBJECT:INTERACTION]. I really need to pay more attention.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 11, 2013, 05:07:23 pm
Giving humans biome, frequency, and other tags didn't work. Giving dingoes an entity caused them to disappear from the wild.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 11, 2013, 05:15:34 pm
Giving humans biome, frequency, and other tags didn't work. Giving dingoes an entity caused them to disappear from the wild.

Well I guess it depends on what you want to do. You could probably mirror the effect by making two different creatures, one with a different name used for entities, one for wild.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 11, 2013, 05:25:53 pm
One final question: One creature keeps generating this particular error
Code: [Select]
CHAURUS:HUNTER:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
CHAURUS:HUNTER:Attack KICK seems to have correct format but could not find proper BPs in any caste, so not added

Despite having a body part with STANCE and teeth.

Spoiler: The Creature (click to show/hide)

Spoiler: Body (click to show/hide)

Any insights as to what the problem is?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 11, 2013, 05:29:15 pm
Reminder: do NOT have [OPPOSED_TO_LIFE] civ creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 11, 2013, 05:46:08 pm
Why...?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 11, 2013, 05:47:23 pm
They'll move in with other civ creatures during worldgen... then start fighting them once you arrive, causing a loyalty cascade.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 11, 2013, 06:09:19 pm
They'll move in with other civ creatures during worldgen... then start fighting them once you arrive, causing a loyalty cascade.

........That sounds fun. Civil war!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 11, 2013, 06:28:17 pm
They'll move in with other civ creatures during worldgen... then start fighting them once you arrive, causing a loyalty cascade.

........That sounds fun. Civil war!

Let's not see this as a bug, let's this as a feature. Infiltrators!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 11, 2013, 07:57:19 pm
...again, loyalty cascade. The entire town becomes completely and utterly impossible to interact with in any way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 11, 2013, 10:01:54 pm
...again, loyalty cascade. The entire town becomes completely and utterly impossible to interact with in any way.

Which is where the FUN comes in. Its like you don't even play dwarf fortress at all...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 11, 2013, 10:03:07 pm
FUN ain't fun if it's not fun, and it's not fun if the Fun isn't caused by the player. Here, it's just kinda... bullshit. That's how I felt, anyway.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 11, 2013, 10:34:11 pm
No, that's a syndrome caused by a reaction. Only creatures can have interactions.

Ahhh, so with syndromes I can create my desired effects? Hmmm......
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 11, 2013, 10:39:29 pm
No, you can't. Resurrection and animation are interactions; only creatures can do that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 11, 2013, 11:07:01 pm
Code: [Select]
[SYN_AFFECTED_CREATURE:NAME OF UNDEAD GOES HERE]
[CE_BODY_TRANSFORMATION:PROB:100] [CE:CREATURENAME OF SKELITON:CASTE]

Ruffly. Put that in their blood, then remove all blood vessels except those in the areas you want to remain vital. Then in theroy, when they bleed by being hit in say, the head, it will cause them to transform into skeletons.

Out of time for today...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 12, 2013, 06:21:30 am
FUN ain't fun if it's not fun, and it's not fun if the Fun isn't caused by the player. Here, it's just kinda... bullshit. That's how I felt, anyway.

No fun allowed
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Werehuman on March 12, 2013, 12:48:25 pm
 How would you set a custom workshop to use an animal as a reagant, but not kill the animal? I am guessing it would be found partially in butcher shop for the 1st part, but mainly in milking animals. Yet, I cannot find raws for this. Any help?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 12, 2013, 12:52:21 pm
How would you set a custom workshop to use an animal as a reagant, but not kill the animal? I am guessing it would be found partially in butcher shop for the 1st part, but mainly in milking animals. Yet, I cannot find raws for this. Any help?
doesnt the farmers workshop do such things to cows and sheep? milking shearing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 12, 2013, 01:02:41 pm
You can't set a workshop to use an animal as a reagent. Neither butchering nor anything in the farmer's workshop have raws. You cannot use any type of item in reagents that you don't find here. (http://dwarffortresswiki.org/index.php/Item_token)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 12, 2013, 01:11:23 pm
You can, however, have the creature produce either milk or wool of a specific unusable type, harvest it at a farmer's workshop, and then use that in a reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on March 12, 2013, 03:36:38 pm
Does anyone know what the values relevant to MOON_PHASE are?

Quote from: magmawiki
All creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.
PERIODIC:period_type:min_value:max_value
COUNTER_TRIGGER:counter_name:min_value:max_value:REQUIRED
Currently, the only valid period type is MOON_PHASE.

Is it just the days of the month?
Interaction example is like this :
interaction examples\interaction_werebeast.txt(33): [CE:PERIODIC:MOON_PHASE:27:0]
but then... zero is a max_value?

anyway
so maybe would this apply the various creature effect depending on time of the month?
Code: [Select]
[SYNDROME]
[IE_ARENA_NAME:Lunacy]
[SYN_CLASS:WERECURSE]
        [CE_DIZZINESS:START:0]
[CE:PERIODIC:MOON_PHASE:1:10]
        [CE_ADD_TAG:LIKES_FIGHTING:START:0]
[CE:PERIODIC:MOON_PHASE:11:20]
        [CE_ADD_TAG:CRAZED:START:0]
[CE:PERIODIC:MOON_PHASE:21:26]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:WERE_WHATEVER:DEFAULT]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE_ADD_TAG:NO_AGING:START:0]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 12, 2013, 03:39:45 pm
I think it just refers to days, yeah.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 12, 2013, 03:45:43 pm
I think it just refers to days, yeah.
This right here. And the reason zero is a max value is because each month has 28 days in it. So the werebeast transformation has them transform on the 27th of the month and continue through until the 1st.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on March 12, 2013, 03:48:38 pm
Cool thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lida_Brainbroken on March 12, 2013, 11:08:14 pm
Added the CAN_LEARN tag to my dogs so their wardog battle skills might increase, instead I'm buying dogs that can clean fish and stuff.  Not quite the effect I was looking for.  I could ignore it, but is there a better way? :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 12, 2013, 11:11:53 pm
no
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lida_Brainbroken on March 12, 2013, 11:13:48 pm
no

lol, thanks.  Ignoring is the plan then.

edit: Seems you can't train them as war dogs while they have the tag anyhow.  Darn, no seasoned killers for me.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: yovannyX on March 12, 2013, 11:31:20 pm
Hello

this i my first time modding and i am aiming for a polymorph interaction,

right now i am using Putnam's namek example so i can create a "Mimic" that can polymorph to a creature (Deon's winged human) and back, but right now i am only getting a memory can't read crash, can someone help me?

Spoiler (click to show/hide)

and the interaction here:

Spoiler (click to show/hide)

im sure there must be either a big or a stupid mistake in there
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 12, 2013, 11:35:48 pm
i like the way you kept my manual inputs :P

anyway, you seem to misunderstand--the second interaction is just in case a namek is born as the second caste, not so they can transform back. The END handles that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: yovannyX on March 12, 2013, 11:47:10 pm
i like the way you kept my manual inputs :P

anyway, you seem to misunderstand--the second interaction is just in case a namek is born as the second caste, not so they can transform back. The END handles that.

so...i have to add

START:0:END:X

right? but in that case, how do i make it transform back into a mimic? do i use the same interaction but aimed for mimic?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 13, 2013, 12:02:12 am
The END makes it transform back. Make it 1.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 13, 2013, 06:47:46 am
Ok so I starting to work on this mini mod for golems just simple ones and abominations [I love warcraft 3] So I thought what if I made a mercenary type idea. I am explaining this dumb so how it works is since I do recall modding Trolls to be part of a embark and when i brought them due to the can learn tag it had names ect and gained skills so why not make golems thay can pearn and be assigned to ropes so they can patrol certant areas here is the first one I made bit bad but hey its a start
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 13, 2013, 10:20:07 am
Spoiler (click to show/hide)
[/quote][/spoiler]


....What was the question?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 13, 2013, 03:50:00 pm
One final question: One creature keeps generating this particular error
Code: [Select]
CHAURUS:HUNTER:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
CHAURUS:HUNTER:Attack KICK seems to have correct format but could not find proper BPs in any caste, so not added

Despite having a body part with STANCE and teeth.

Spoiler: The Creature (click to show/hide)

Spoiler: Body (click to show/hide)

Any insights as to what the problem is?

Finally figured this one out. Placing the attacks inside the castes instead of outside solved the problem. No idea why it bugs when placed under [SELECT_CASTE:ALL], but it's finally solved.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 13, 2013, 03:56:47 pm
I think your main problem was that you had HUNTER:FEMALE instead of HUNTER_FEMALE, which caused a HUNTER caste to be there that didn't have the required BPs and no HUNTER_FEMALE caste.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 13, 2013, 04:01:50 pm
I think your main problem was that you had HUNTER:FEMALE instead of HUNTER_FEMALE, which caused a HUNTER caste to be there that didn't have the required BPs and no HUNTER_FEMALE caste.

You are right, but this didn't pop in the errorlog which is strange. I'm going to correct that now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 14, 2013, 12:35:16 pm
Is it possible to actually force someone to fall under your command like a zombie, only while still being alive, like a necormancer with zombies?

I just had a brief, most likely unfulfilled idea for a Code Geass mod and I was thinking about implementing a certain Geass; namely, forcing (living) humans to follow your commands. Also, my current in progress mod would probably implement that.

I know Necromancers do it with zombies, so would it be possible to do it for living things?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 14, 2013, 12:38:23 pm
Only if you yourself have OPPOSED_TO_LIFE. Also, you can't force them to be companions.

(without DFHack)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 14, 2013, 12:46:59 pm
They wouldn't need [OPPOSED_TO_LIFE], but if it's an absolute requirement...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 14, 2013, 12:48:45 pm
It's the reason zombies aren't hostile to them.

I think that it's the ANIMATE interaction that causes the thralldom, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 14, 2013, 12:51:08 pm
Well, they'd be more thralls than zombies. They'd be bound to the caster's will.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 14, 2013, 12:51:53 pm
Yeah, I'm pretty sure that can't be done with syndromes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 14, 2013, 12:55:53 pm
Eh...so would killing them and bringing them back in the same interaction work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 15, 2013, 07:44:44 am
I have a question about the RETRACT_INTO_BP tag

 How does it actual work on creatures is it used when threatened or when they are injured? or does it not work?
Also wanted to add about hight

my understanding to how its measured is a bit dim anyone care to shed some light read the wiki slightly confused thank you
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 15, 2013, 09:56:18 am
I have a question about the RETRACT_INTO_BP tag

 How does it actual work on creatures is it used when threatened or when they are injured? or does it not work?
Also wanted to add about hight

my understanding to how its measured is a bit dim anyone care to shed some light read the wiki slightly confused thank you
Spoiler (click to show/hide)

Test the armadillo to see, in my experiences with them, they seem to do it when threatened.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 15, 2013, 11:27:59 am
I have a question about the RETRACT_INTO_BP tag

 How does it actual work on creatures is it used when threatened or when they are injured? or does it not work?
Also wanted to add about hight

my understanding to how its measured is a bit dim anyone care to shed some light read the wiki slightly confused thank you
Spoiler (click to show/hide)
hmm I shall test this when i get home wanted to try making a voidwalker that retreats intp a space rip but my problem was it has to be apart of the body so..

Test the armadillo to see, in my experiences with them, they seem to do it when threatened.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 16, 2013, 12:48:59 pm
Hm. How would I go about making a HIDE interaction that exudes smoke and actually HIDES the user.

Yes, I know it's been asked before. I just don't have the time or patience to trawl through this behemoth of a thread to find it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on March 16, 2013, 12:53:49 pm
If I create a custom weapon and a custom metal, can I set that weapon to be made of ONLY that metal somehow?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on March 16, 2013, 12:58:24 pm
Hm. How would I go about making a HIDE interaction that exudes smoke and actually HIDES the user.

Yes, I know it's been asked before. I just don't have the time or patience to trawl through this behemoth of a thread to find it.

I would imagine creating a substance with a syndrome that reacts only when inhaled would do the trick.  Give it a low time limit and have it increase their sneak roll's an insane amount.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 16, 2013, 12:59:50 pm
I've done the substance and I ripped the interaction off the octopi, minus water as a required location, but you can't boost a single roll. If you boost skill rolls, you boost all of them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 16, 2013, 01:58:17 pm
If I create a custom weapon and a custom metal, can I set that weapon to be made of ONLY that metal somehow?

Well no, it can still be made of any metal that can make weapons. But if you don't have it in the entity files, and only have the reaction, then it will only be made out of that kind of metal, but your civilization won't make it. You will only be able to make it in fortress mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on March 16, 2013, 02:09:52 pm
If I create a custom weapon and a custom metal, can I set that weapon to be made of ONLY that metal somehow?

Well no, it can still be made of any metal that can make weapons. But if you don't have it in the entity files, and only have the reaction, then it will only be made out of that kind of metal, but your civilization won't make it. You will only be able to make it in fortress mode.

That is perfect, thanks.

LET'S saaaaaaaay...the civ has the reaction, but not access to the metal.  For all intents and purposes, the item can't be made normally; could it still be made via strange moods? 

I ask this because of Putnam's mod with magic'd items with syndromes and whatnot.  I always wanted strange moods to make magic'd stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 16, 2013, 02:15:44 pm
If I create a custom weapon and a custom metal, can I set that weapon to be made of ONLY that metal somehow?

Well no, it can still be made of any metal that can make weapons. But if you don't have it in the entity files, and only have the reaction, then it will only be made out of that kind of metal, but your civilization won't make it. You will only be able to make it in fortress mode.

That is perfect, thanks.

LET'S saaaaaaaay...the civ has the reaction, but not access to the metal.  For all intents and purposes, the item can't be made normally; could it still be made via strange moods? 

I ask this because of Putnam's mod with magic'd items with syndromes and whatnot.  I always wanted strange moods to make magic'd stuff.

For some intents and purposes. They will make them, but they have to have a preference for the weapon, which makes it rare.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 16, 2013, 02:19:35 pm
My script requires the material, not the item, to have a syndrome attached. I don't think artifacts would work with it, unfortunately, though I would definitely like them to.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on March 16, 2013, 02:21:31 pm
Hm. How would I go about making a HIDE interaction that exudes smoke and actually HIDES the user.

Yes, I know it's been asked before. I just don't have the time or patience to trawl through this behemoth of a thread to find it.

There's one in Dwarf Chocolate & Masterwork. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 16, 2013, 04:18:40 pm
You know how that one guy talked about not putting hates life in that thing? Well it seems something similar happens if you give them killing acceptable as an ethic. I just started as a blacklisted in my own mod, and when I got into the town a child assassin with a sniper rifle shot down the leader, then a few thieves tried to kill me. The only person I could talk to was a prisoner.

It is fun, I am just wondering how it would work in fortress mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 16, 2013, 05:15:45 pm
That was probably due to [LOCAL_BANDITRY], not acceptable entity member killing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 16, 2013, 09:11:13 pm
That was probably due to [LOCAL_BANDITRY], not acceptable entity member killing.

Doubtful, since they also attacked me, and I was the same race from the same area, and that they attacked in the middle of town. I guess that would make since, but wouldn't explain the whole "Child killing their own parent" thing, would it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 16, 2013, 10:00:01 pm
LOCAL_BANDITRY causes people to attack you even if you're in their civ, so...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on March 17, 2013, 10:28:32 pm
So I'm adding some inorganic stones and ores for a bit of flavor in my DF worlds. I'm pretty sure these will work, but it wouldn't hurt to run it by this thread for some proofreading, I guess, considering this is my first time I've dabbled in inorganics modding.I'm not sure if the ores will smelt the right metals though, and I dunno if the different obsidians will show up right. The world genned ok, at least.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 17, 2013, 10:32:21 pm
Looks fine to me.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 18, 2013, 06:22:28 am
Ok so I scrapped my idea for a new one adding a scourge secret turning you into a necromancer for the scourge!! just  a few problems

Is it possible to make a artifical rotten tissue? I understand I can make it easily cuttable but for looks can I make it look rotten in the discription I am making risen ghouls but I am making their bitting stronger at the trade making then easily killable Thanks and you guys are the best if you want I can post results as I go along working on adding risen skeleton warriors
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 18, 2013, 10:23:03 am
Ok so I scrapped my idea for a new one adding a scourge secret turning you into a necromancer for the scourge!! just  a few problems

Is it possible to make a artifical rotten tissue? I understand I can make it easily cuttable but for looks can I make it look rotten in the discription I am making risen ghouls but I am making their bitting stronger at the trade making then easily killable Thanks and you guys are the best if you want I can post results as I go along working on adding risen skeleton warriors

Well mild necrosis is rotting, so if you give them a necrosis syndrome somehow they will rot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 18, 2013, 03:19:27 pm
Ok so I scrapped my idea for a new one adding a scourge secret turning you into a necromancer for the scourge!! just  a few problems

Is it possible to make a artifical rotten tissue? I understand I can make it easily cuttable but for looks can I make it look rotten in the discription I am making risen ghouls but I am making their bitting stronger at the trade making then easily killable Thanks and you guys are the best if you want I can post results as I go along working on adding risen skeleton warriors

Fake rotting is as easy as this:

   [TISSUE:SKIN]
   [TISSUE_NAME:rotten flesh:NP]
   [SCARS]
   [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
   [RELATIVE_THICKNESS:1]

   Lower is faster.
   [HEALING_RATE:100]

   [VASCULAR:1]
   [PAIN_RECEPTORS:5]
   [CONNECTS]
   [TISSUE_SHAPE:LAYER]

by changing the tissue name, you can rename it to interesting things, the combat log will look like:

You slash the Ghoul in the upper arm, cutting the upper arms rotten flesh
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 18, 2013, 04:55:42 pm
If you want them to have miasma underground, give them a secretion (pus would work well) that causes their skin to rot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spirit of Power on March 18, 2013, 05:47:12 pm
So I'm trying make lasers, basically. I want them to melt through anything unlucky enough to be hit by them. I tried making a material that has a syndrome with SYN_CONTACT and making an interaction to throw a glob of it at something, but it glances away instead of doing what it's supposed to (necrosis). Is there a way to get around this, like throwing a liquid glob instead of solid? Or am I basically stuck with making bolts out of this stuff/only using it against regular fleshy creatures?

Material raws:

Code: [Select]
[INORGANIC:PLASMA] -- a lot of this is copied from ki in Putnam's DB mod
[STATE_COLOR:ALL_SOLID:RED]
[STATE_NAME:ALL_SOLID:plasma]
[STATE_ADJ:ALL_SOLID:plasma]
[STATE_COLOR:LIQUID:RED]
[STATE_NAME:LIQUID:plasma]
[STATE_ADJ:LIQUID:plasma]
[STATE_COLOR:GAS:RED]
[STATE_NAME:GAS:plasma]
[STATE_ADJ:GAS:plasma]
[DISPLAY_COLOR:4:0:1]
[BUILD_COLOR:4:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:10]
[IGNITE_POINT:NONE]
[MELTING_POINT:9000]
[BOILING_POINT:11000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[SOLID_DENSITY:2670]
[LIQUID_DENSITY:3300]
[MOLAR_MASS:1]
[IMPACT_YIELD:5000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:5000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:5000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:5000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:5000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:5000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:100000]
[ABSORPTION:100]
[SYNDROME]
[SYN_NAME:being melted by plasma]
[SYN_AFFECTED_CLASS:ALL]
[SYN_CONTACT]
[CE_NECROSIS:SEV:500:PROB:100:LOCALIZED:START:0:END:20]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 18, 2013, 05:55:35 pm
So I'm trying make lasers, basically. I want them to melt through anything unlucky enough to be hit by them. I tried making a material that has a syndrome with SYN_CONTACT and making an interaction to throw a glob of it at something, but it glances away instead of doing what it's supposed to (necrosis). Is there a way to get around this, like throwing a liquid glob instead of solid? Or am I basically stuck with making bolts out of this stuff/only using it against regular fleshy creatures?

Material raws:

Code: [Select]
[INORGANIC:PLASMA] -- a lot of this is copied from ki in Putnam's DB mod
[STATE_COLOR:ALL_SOLID:RED]
[STATE_NAME:ALL_SOLID:plasma]
[STATE_ADJ:ALL_SOLID:plasma]
[STATE_COLOR:LIQUID:RED]
[STATE_NAME:LIQUID:plasma]
[STATE_ADJ:LIQUID:plasma]
[STATE_COLOR:GAS:RED]
[STATE_NAME:GAS:plasma]
[STATE_ADJ:GAS:plasma]
[DISPLAY_COLOR:4:0:1]
[BUILD_COLOR:4:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:10]
[IGNITE_POINT:NONE]
[MELTING_POINT:9000]
[BOILING_POINT:11000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[SOLID_DENSITY:2670]
[LIQUID_DENSITY:3300]
[MOLAR_MASS:1]
[IMPACT_YIELD:5000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:0]
[COMPRESSIVE_YIELD:5000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:0]
[TENSILE_YIELD:5000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:0]
[TORSION_YIELD:5000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:0]
[SHEAR_YIELD:5000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:0]
[BENDING_YIELD:5000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:0]
[MAX_EDGE:100000]
[ABSORPTION:100]
[SYNDROME]
[SYN_NAME:being melted by plasma]
[SYN_AFFECTED_CLASS:ALL]
[SYN_CONTACT]
[CE_NECROSIS:SEV:500:PROB:100:LOCALIZED:START:0:END:20]

It is technically possible to use it as a weapon, or a close-range gas-style attack, but it is impossible to throw a burning laser to my knowlage.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 18, 2013, 05:56:06 pm
Remove your SYN_AFFECTED_CLASS thing. That isn't necessary, and yours makes it not work explicitly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spirit of Power on March 18, 2013, 06:13:52 pm
It is technically possible to use it as a weapon, or a close-range gas-style attack, but it is impossible to throw a burning laser to my knowlage.

Well damn :/

Remove your SYN_AFFECTED_CLASS thing. That isn't necessary, and yours makes it not work explicitly.

Fixed. Thank you both for the help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 18, 2013, 08:34:39 pm
It is technically possible to use it as a weapon, or a close-range gas-style attack, but it is impossible to throw a burning laser to my knowlage.

If there's an interaction that fires a gob of it, whether liquid or solid you can pick up that gob (in a waterskin if it's liquid) if it got stuck in or if it fell a z-level after firing. Then you can throw it. Probably you'll burn your hand, but you can still throw it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 18, 2013, 09:03:00 pm
It is technically possible to use it as a weapon, or a close-range gas-style attack, but it is impossible to throw a burning laser to my knowlage.

If there's an interaction that fires a gob of it, whether liquid or solid you can pick up that gob (in a waterskin if it's liquid) if it got stuck in or if it fell a z-level after firing. Then you can throw it. Probably you'll burn your hand, but you can still throw it.

Not what I meant. Of course, you could just throw the bullet for all that, I have made explosive rockets that could technically be thrown. I meant thrown as in interactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 18, 2013, 10:20:44 pm
It is technically possible to use it as a weapon, or a close-range gas-style attack, but it is impossible to throw a burning laser to my knowlage.

If there's an interaction that fires a gob of it, whether liquid or solid you can pick up that gob (in a waterskin if it's liquid) if it got stuck in or if it fell a z-level after firing. Then you can throw it. Probably you'll burn your hand, but you can still throw it.

Not what I meant. Of course, you could just throw the bullet for all that, I have made explosive rockets that could technically be thrown. I meant thrown as in interactions.

You can't make it raise the throwing skill, but you can use "thrown" as the verb. You could also use a reaction/interaction to make a gob and then just throw it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 18, 2013, 10:36:04 pm
It is technically possible to use it as a weapon, or a close-range gas-style attack, but it is impossible to throw a burning laser to my knowlage.

If there's an interaction that fires a gob of it, whether liquid or solid you can pick up that gob (in a waterskin if it's liquid) if it got stuck in or if it fell a z-level after firing. Then you can throw it. Probably you'll burn your hand, but you can still throw it.

Not what I meant. Of course, you could just throw the bullet for all that, I have made explosive rockets that could technically be thrown. I meant thrown as in interactions.

You can't make it raise the throwing skill, but you can use "thrown" as the verb. You could also use a reaction/interaction to make a gob and then just throw it.

....Are you confused, or am I the one confused? Lets backtrack.

1. A guy asks if there is a way for him to spit poison
2. I say no
3. You.....say something?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 18, 2013, 11:13:55 pm
4. I say you can.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 18, 2013, 11:19:25 pm
Yes, you can totally make something spit poison! What gave you the idea that you can't? I was just going on the talk about "throwing lasers."
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 18, 2013, 11:30:46 pm
Quote
Yes, you can totally make something spit poison! What gave you the idea that you can't? I was just going on the talk about "throwing lasers."

Hah! That was a test! So you do know what is going on!

I think.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 19, 2013, 06:23:28 am
Ok so I scrapped my idea for a new one adding a scourge secret turning you into a necromancer for the scourge!! just  a few problems

Is it possible to make a artifical rotten tissue? I understand I can make it easily cuttable but for looks can I make it look rotten in the discription I am making risen ghouls but I am making their bitting stronger at the trade making then easily killable Thanks and you guys are the best if you want I can post results as I go along working on adding risen skeleton warriors

Fake rotting is as easy as this:

   [TISSUE:SKIN]
   [TISSUE_NAME:rotten flesh:NP]
   [SCARS]
   [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
   [RELATIVE_THICKNESS:1]

   Lower is faster.
   [HEALING_RATE:100]

   [VASCULAR:1]
   [PAIN_RECEPTORS:5]
   [CONNECTS]
   [TISSUE_SHAPE:LAYER]

by changing the tissue name, you can rename it to interesting things, the combat log will look like:

You slash the Ghoul in the upper arm, cutting the upper arms rotten flesh
Ah thank you just one last thing so I know I am correct it is possible to make a skeleton creature if I remove all the tissues like
          [REMOVE_MATERIAL:SKIN]
      [REMOVE_MATERIAL:MUSCLE]
      [REMOVE_MATERIAL:HAIR]


EDIT!!
I am not sure if i asked before but what is the formula for hight?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spirit of Power on March 19, 2013, 10:13:15 am
Ah thank you just one last thing so I know I am correct it is possible to make a skeleton creature if I remove all the tissues like
          [REMOVE_MATERIAL:SKIN]
      [REMOVE_MATERIAL:MUSCLE]
      [REMOVE_MATERIAL:HAIR]


EDIT!!
I am not sure if i asked before but what is the formula for hight?

Okay, for the first: That would give you a creature that has skin, muscle, and hair made of bone. I think. Make a new tissue layer plan without ARG4, ARG3, ARG2, and any body parts you don't want from the vertebrate plan. That should give you what you want.

For the second: I'll assume you mean body size. Body size in DF is in cubic centimeters. Fairly simple.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 19, 2013, 10:36:14 am
Ah thank you just one last thing so I know I am correct it is possible to make a skeleton creature if I remove all the tissues like
          [REMOVE_MATERIAL:SKIN]
      [REMOVE_MATERIAL:MUSCLE]
      [REMOVE_MATERIAL:HAIR]


EDIT!!
I am not sure if i asked before but what is the formula for hight?

Okay, for the first: That would give you a creature that has skin, muscle, and hair made of bone. I think. Make a new tissue layer plan without ARG4, ARG3, ARG2, and any body parts you don't want from the vertebrate plan. That should give you what you want.

For the second: I'll assume you mean body size. Body size in DF is in cubic centimeters. Fairly simple.
Worked thank you spirit you have my thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 20, 2013, 01:01:04 pm
I want to make a power armor, but I want it to need an item already attached to a dwarf before the dwarf an equip it or it wont work?

is this possible?

also how would I go about making something that changes the size of my dwarfs?

thx
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 20, 2013, 02:35:21 pm
1. You can't have prerequisites for equipment, no.

2. CE_BODY_APPEARANCE_MODIFIER
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 20, 2013, 03:06:38 pm
1. You can't have prerequisites for equipment, no.

2. CE_BODY_APPEARANCE_MODIFIER

guess this is impossible then:

http://warhammer40k.wikia.com/wiki/Power_Armour


I'm trying to make these guys:

http://warhammer40k.wikia.com/wiki/Space_Marine


I want to make it so that my dwarves can go to a building and then cause a boiling stone process to change their body. But I want it to have 19 steps. The last being a implanted form with an extra part.

I'd like each step to inject the dwarf's body with a new organ via a boiling stone transformation. But doing that would require a 19 race change for each step right?

But since power armor is just general I guess I'll just forget about it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spirit of Power on March 20, 2013, 03:45:27 pm
guess this is impossible then:

http://warhammer40k.wikia.com/wiki/Power_Armour


I'm trying to make these guys:

http://warhammer40k.wikia.com/wiki/Space_Marine


I want to make it so that my dwarves can go to a building and then cause a boiling stone process to change their body. But I want it to have 19 steps. The last being a implanted form with an extra part.

I'd like each step to inject the dwarf's body with a new organ via a boiling stone transformation. But doing that would require a 19 race change for each step right?

But since power armor is just general I guess I'll just forget about it.

Actually, you could make a new creature that is essentially a person in power armor, and transform a dwarf or whatever into that in a reaction which consumes various pieces of power armor called "Wear Power Armor" or something. Then, if/when they need to get out, have them do a reaction called "Take Off Power Armor" or something, which gives you back the armor.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 20, 2013, 03:50:25 pm
guess this is impossible then:

http://warhammer40k.wikia.com/wiki/Power_Armour


I'm trying to make these guys:

http://warhammer40k.wikia.com/wiki/Space_Marine


I want to make it so that my dwarves can go to a building and then cause a boiling stone process to change their body. But I want it to have 19 steps. The last being a implanted form with an extra part.

I'd like each step to inject the dwarf's body with a new organ via a boiling stone transformation. But doing that would require a 19 race change for each step right?

But since power armor is just general I guess I'll just forget about it.

Actually, you could make a new creature that is essentially a person in power armor, and transform a dwarf or whatever into that in a reaction which consumes various pieces of power armor called "Wear Power Armor" or something. Then, if/when they need to get out, have them do a reaction called "Take Off Power Armor" or something, which gives you back the armor.

using the same boiling stone process??
this could work....hmmm..

As for inserting them with gene seeds, do I just create 19 different races and one Power Armor race that has the parts of the others in sequence for my desired effects? Using the boiling stone syndrome to transformation process?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on March 20, 2013, 03:55:00 pm
No, you'll need to use the new trueTransformation dfhack feature.  Otherwise, with regular boiling stone transformations, you can only ever transform each creature once, not 19 times and not back-and-forth from "in armor" to "out of armor" states.

You probably want dfhack anyway for a 19 step process so you can use autosyndrome, otherwise each step may or may not work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 20, 2013, 03:57:09 pm
guess this is impossible then:

http://warhammer40k.wikia.com/wiki/Power_Armour


I'm trying to make these guys:

http://warhammer40k.wikia.com/wiki/Space_Marine


I want to make it so that my dwarves can go to a building and then cause a boiling stone process to change their body. But I want it to have 19 steps. The last being a implanted form with an extra part.

I'd like each step to inject the dwarf's body with a new organ via a boiling stone transformation. But doing that would require a 19 race change for each step right?

But since power armor is just general I guess I'll just forget about it.

Actually, you could make a new creature that is essentially a person in power armor, and transform a dwarf or whatever into that in a reaction which consumes various pieces of power armor called "Wear Power Armor" or something. Then, if/when they need to get out, have them do a reaction called "Take Off Power Armor" or something, which gives you back the armor.

using the same boiling stone process??
this could work....hmmm..

As for inserting them with gene seeds, do I just create 19 different races and one Power Armor race that has the parts of the others in sequence for my desired effects? Using the boiling stone syndrome to transformation process?

Unfortunately that won't work, since you can only transform a creature once. It would be possible to make it a 19 step syndrome with boiling rocks, but they would not be able to transform him each time, unless you want to do a time limit (For example, you could have a syndrome that transforms a guy 19 times, or a bunch of other complicated things)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 20, 2013, 03:59:28 pm
guess this is impossible then:

http://warhammer40k.wikia.com/wiki/Power_Armour


I'm trying to make these guys:

http://warhammer40k.wikia.com/wiki/Space_Marine


I want to make it so that my dwarves can go to a building and then cause a boiling stone process to change their body. But I want it to have 19 steps. The last being a implanted form with an extra part.

I'd like each step to inject the dwarf's body with a new organ via a boiling stone transformation. But doing that would require a 19 race change for each step right?

But since power armor is just general I guess I'll just forget about it.

Actually, you could make a new creature that is essentially a person in power armor, and transform a dwarf or whatever into that in a reaction which consumes various pieces of power armor called "Wear Power Armor" or something. Then, if/when they need to get out, have them do a reaction called "Take Off Power Armor" or something, which gives you back the armor.

using the same boiling stone process??
this could work....hmmm..

As for inserting them with gene seeds, do I just create 19 different races and one Power Armor race that has the parts of the others in sequence for my desired effects? Using the boiling stone syndrome to transformation process?

Unfortunately that won't work, since you can only transform a creature once. It would be possible to make it a 19 step syndrome with boiling rocks, but they would not be able to transform him each time, unless you want to do a time limit (For example, you could have a syndrome that transforms a guy 19 times, or a bunch of other complicated things)

how can I make the transformations last over a long period of time, because this can work out great. I need to to add an organ every 3 months during the transformation process to Aristates. Until its complete and when at the end it transforms the guy into a full blown Aristates.

err how can I do this!!?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 20, 2013, 04:04:10 pm
No, you'll need to use the new trueTransformation dfhack feature.  Otherwise, with regular boiling stone transformations, you can only ever transform each creature once, not 19 times and not back-and-forth from "in armor" to "out of armor" states.

You probably want dfhack anyway for a 19 step process so you can use autosyndrome, otherwise each step may or may not work.

Well wait, Im not against using this Dfhack, how would I make it so my DF runs using DF hack in my modded game? I could do it this way.

What is this, "autosyndrome"

please sir forgive my ignorance...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spirit of Power on March 20, 2013, 04:08:52 pm
how can I make the transformations last over a long period of time, because this can work out great. I need to to add an organ every 3 months during the transformation process to Aristates. Until its complete and when at the end it transforms the guy into a full blown Aristates.

err how can I do this!!?

Ah, yes, as smakemupagus has reminded me, you'll need trueTransformation from DFHack for that, if you want multiple transformations or transformations with no time limit. It would allow you to do a 19-step process at the end of which they are essentially tireless unending metal obelisks of destruction, though it would take like 20-40 additional castes for dwarves if you're doing this in Fort mode (IIRC. Correct me if I'm wrong, but only transformations into another caste of the same creature will allow you to give said creature jobs in fort mode, correct? And you'd have to have separate castes for female dwarves, if you want them to be able to do this). Or you could theoretically use CE_ADD_TAG but that may or may not work for this, depending on what you want.

Well wait, Im not against using this Dfhack, how would I make it so my DF runs using DF hack in my modded game? I could do it this way.

What is this, "autosyndrome"

please sir forgive my ignorance...

You should see the DFHack thread somewhere in the topic list, direct all DFHack-related questions there please. Anyways, autoSyndrome allows you to guaranteed, 100% apply syndromes to creatures under certain circumstances. Meph made a guide which outlines how to apply a syndrome when a specific reaction is done using it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 20, 2013, 04:11:36 pm
guess this is impossible then:

http://warhammer40k.wikia.com/wiki/Power_Armour


I'm trying to make these guys:

http://warhammer40k.wikia.com/wiki/Space_Marine


I want to make it so that my dwarves can go to a building and then cause a boiling stone process to change their body. But I want it to have 19 steps. The last being a implanted form with an extra part.

I'd like each step to inject the dwarf's body with a new organ via a boiling stone transformation. But doing that would require a 19 race change for each step right?

But since power armor is just general I guess I'll just forget about it.

Actually, you could make a new creature that is essentially a person in power armor, and transform a dwarf or whatever into that in a reaction which consumes various pieces of power armor called "Wear Power Armor" or something. Then, if/when they need to get out, have them do a reaction called "Take Off Power Armor" or something, which gives you back the armor.

using the same boiling stone process??
this could work....hmmm..

As for inserting them with gene seeds, do I just create 19 different races and one Power Armor race that has the parts of the others in sequence for my desired effects? Using the boiling stone syndrome to transformation process?

Unfortunately that won't work, since you can only transform a creature once. It would be possible to make it a 19 step syndrome with boiling rocks, but they would not be able to transform him each time, unless you want to do a time limit (For example, you could have a syndrome that transforms a guy 19 times, or a bunch of other complicated things)

how can I make the transformations last over a long period of time, because this can work out great. I need to to add an organ every 3 months during the transformation process to Aristates. Until its complete and when at the end it transforms the guy into a full blown Aristates.

err how can I do this!!?

It would be a syndrome something like this:

Code: [Select]
[SYNDROME]
[SYN_NAME:Armor transform]
[SYN_INHALED]
[CE_BODY_TRANSFORMATION:START:1:END:50000]
                   [CE:CREATURE:CREATURE1:MALE]
[CE_BODY_TRANSFORMATION:START:50000:END:100000]
                [CE:CREATURE:CREATURE2:MALE]
[CE_BODY_TRANSFORMATION:START:100000:END:150000]
                [CE:CREATURE:CREATURE3:MALE]
[CE_BODY_TRANSFORMATION:START:100000:]
                [CE:CREATURE:CREATURELAST:MALE]

And that might be able to work. I was just doing a general thing, it might not work perfectly if you just use that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 20, 2013, 04:12:15 pm
@Spirit if he's willing to go that far, then just go to Dfusion and use the friendship plugin to give the creatures  jobs and usefulness.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on March 20, 2013, 04:18:42 pm
What you're trying to do is really complicated.  I sort of would advise you to get the hang of doing a single transformation or other simpler "syndrome magic" first, even to get started there it can be complicated, you might want to download a mod that already has stuff for you to look at.  For example you can't do totally arbitrary things with a syndrome, you have to look at Syndrome tokens on the wiki, see what you can do, and figure out what is close enough to what you want to make it work.  If you really think this 19 step transformation process business is worth diving right in at the deep end, then DFHack thread is the place to go.

autosyndrome
http://www.bay12forums.com/smf/index.php?topic=91166.msg4108566#msg4108566

But noone is going to be able to tell you the "right" way to do it, because you are doing something quite hard and unusual there will be compromises and creative solutions and etc.  For example you could have the guy get dizzy one month, get more agile the next month, go blind for 2 weeks, etc. etc. and then transform at the end after 19 months, all in one syndrome.  Or you could make 38 new creatures and 19 transformations for each of 2 genders and deal with all that, maybe or maybe not, because trueTransform is really new.  Up to you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 20, 2013, 04:23:09 pm
What you're trying to do is really complicated.  I sort of would advise you to get the hang of doing a single transformation or other simpler "syndrome magic" first, even to get started there it can be complicated, you might want to download a mod that already has stuff for you to look at.  For example you can't do totally arbitrary things with a syndrome, you have to look at Syndrome tokens on the wiki, see what you can do, and figure out what is close enough to what you want to make it work.  If you really think this 19 step transformation process business is worth diving right in at the deep end, then DFHack thread is the place to go.

autosyndrome
http://www.bay12forums.com/smf/index.php?topic=91166.msg4108566#msg4108566

But noone is going to be able to tell you the "right" way to do it, because you are doing something quite hard and unusual there will be compromises and creative solutions and etc.  For example you could have the guy get dizzy one month, get more agile the next month, go blind for 2 weeks, etc. etc. and then transform at the end after 19 months, all in one syndrome.  Or you could make 38 new creatures and 19 transformations for each of 2 genders and deal with all that, maybe or maybe not, because trueTransform is really new.  Up to you.


hmmmmmm, yeah. But from what I can see it's possible....

so thats a start.... so I'll go ask about trueTransform in the DFhack forum then.. thank!!!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rydel on March 20, 2013, 05:41:59 pm
What control's the Human Diplomat's ability to report traps back so that later siegers can ignore them?  Is this something that is hard coded to diplomats, or could it be given to something else?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 20, 2013, 05:43:39 pm
IIRC Meph made a script which you can use/modify to apply a syndrome when a specific reaction is done.

Agh why does everyone seem to think this?

autoSyndrome does that. expwnent made that plugin. Meph made the topic explaining its usage.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 20, 2013, 05:46:35 pm
What control's the Human Diplomat's ability to report traps back so that later siegers can ignore them?  Is this something that is hard coded to diplomats, or could it be given to something else?

I think any official that can visit a fort will report traps.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rydel on March 20, 2013, 05:53:07 pm
So, no way to stick it on something like thieves or snatchers, then?
And, I'm going to guess that there's no way to get a hostile civ to send a stealth diplomat that won't try to meet with anyone, right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 20, 2013, 05:53:35 pm
IIRC Meph made a script which you can use/modify to apply a syndrome when a specific reaction is done.

Agh why does everyone seem to think this?

autoSyndrome does that. expwnent made that plugin. Meph made the topic explaining its usage.

You cant blame me. ^^ I always write the names of the scripts authors next to it... expwnent, falconne, putnam. I dont know why people think that... its the same with the therapist. "Hey meph has this super custom therapist, which it totally not done by splinterz at all. Not even a bit."
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 20, 2013, 05:55:03 pm
IIRC Meph made a script which you can use/modify to apply a syndrome when a specific reaction is done.

Agh why does everyone seem to think this?

autoSyndrome does that. expwnent made that plugin. Meph made the topic explaining its usage.

You cant blame me. ^^ I always write the names of the scripts authors next to it... expwnent, falconne, putnam. I dont know why people think that... its the same with the therapist. "Hey meph has this super custom therapist, which it totally not done by splinterz at all. Not even a bit."

Well I know it's not your fault :P I've seen the issue before; it's an oddity. People latch on to one person in the community and automatically assume that everything is done by him/her sometimes. It appears you've got that one :P

So, no way to stick it on something like thieves or snatchers, then?
And, I'm going to guess that there's no way to get a hostile civ to send a stealth diplomat that won't try to meet with anyone, right?

Anything not in here doesn't exist. (http://dwarffortresswiki.org/index.php/Entity_token)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spirit of Power on March 20, 2013, 07:01:20 pm
Well I know it's not your fault :P I've seen the issue before; it's an oddity. People latch on to one person in the community and automatically assume that everything is done by him/her sometimes. It appears you've got that one :P

Sorry, I just sort of assumed that Meph did that :/

I knew he didn't make autoSyndrome, but I thought he did make a script which does that. Eh, close-ish, he made a guide for it. I'll go back and edit my post then.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 21, 2013, 07:07:01 pm
How do I stop the auto pause announcements? I hate my game continuously pausing because something crazy is happening. I don't care if my fort becomes a super empire. That's 50 different events pausing my game every second.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on March 21, 2013, 07:10:09 pm
How would one go about making a creature completely out of bone?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 21, 2013, 07:10:20 pm
How do I stop the auto pause announcements? I hate my game continuously pausing because something crazy is happening. I don't care if my fort becomes a super empire. That's 50 different events pausing my game every second.

announcements.txt in the init folder
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 21, 2013, 07:29:12 pm
How do I stop the auto pause announcements? I hate my game continuously pausing because something crazy is happening. I don't care if my fort becomes a super empire. That's 50 different events pausing my game every second.

announcements.txt in the init folder

Holy shi-
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 21, 2013, 08:43:54 pm
How would one go about making a creature completely out of bone?

There are two ways you could do this, you could either remove the materials that are not "Bone" (And brain, if you want your creature to still be mortal...). The second would be to literally make the skin and such out of bone. Which do you want?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on March 21, 2013, 08:47:40 pm
How would one go about making a creature completely out of bone?

There are two ways you could do this, you could either remove the materials that are not "Bone" (And brain, if you want your creature to still be mortal...). The second would be to literally make the skin and such out of bone. Which do you want?

The first.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 21, 2013, 08:58:01 pm
Quote
The first.

Well this might not work right, it might, so here goes nothing.

Where it says

Code: [Select]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
on your normal creature, remove everything but the bone, like this:

Code: [Select]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:BONE]
But like I said, it might not work right.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 21, 2013, 09:01:26 pm
That will give you a damn big errorlog. Either make a new body detail plan or just put bone in 5 times.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 21, 2013, 09:03:48 pm
That will give you a damn big errorlog. Either make a new body detail plan or just put bone in 5 times.

Yeah it will. My error log is bigger then my mod. The real question is, "will it work"?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spirit of Power on March 21, 2013, 10:02:16 pm
Yeah it will. My error log is bigger then my mod. The real question is, "will it work"?

It'll make all of the skin and muscle and such out of bone. If you want a living skeleton you'll want to modify the vertebrate tissue layer plan so it doesn't have any parts you don't want and ARG4, ARG3, and ARG2. If you want a ribcage you'll need a heart, as IIRC the ribcage plan defines the ribs relative to the heart. Also keep in mind if you remove the brain the creature will be effectively unkillable, except by magma, atom-smashing, and possibly a few other dwarven tricks. I haven't personally made one so I'm not really sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 21, 2013, 11:46:46 pm
Yeah it will. My error log is bigger then my mod. The real question is, "will it work"?

It'll make all of the skin and muscle and such out of bone. If you want a living skeleton you'll want to modify the vertebrate tissue layer plan so it doesn't have any parts you don't want and ARG4, ARG3, and ARG2. If you want a ribcage you'll need a heart, as IIRC the ribcage plan defines the ribs relative to the heart. Also keep in mind if you remove the brain the creature will be effectively unkillable, except by magma, atom-smashing, and possibly a few other dwarven tricks. I haven't personally made one so I'm not really sure.
So assuming I wish to make bone dragons, do the wings have any special requirements to enable flight?

I wish to spawn Bone dragons that never die of old age in my world....
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 21, 2013, 11:49:32 pm
[FLIER]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 21, 2013, 11:58:02 pm
[FLIER]

I wonder if I can make the Bone Dragons spew miasma as an attack... hmmm
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on March 22, 2013, 12:04:45 am
[FLIER]

I wonder if I can make the Bone Dragons spew miasma as an attack... hmmm
They could spew a necrosis causing vapour, which would cause those affected to give off miasma and possibly rot to death.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: QuiteFranklyMyMaN on March 22, 2013, 12:10:32 am
[FLIER]

I wonder if I can make the Bone Dragons spew miasma as an attack... hmmm
They could spew a necrosis causing vapour, which would cause those affected to give off miasma and possibly rot to death.

woaahh.........
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on March 22, 2013, 07:33:48 am
[FLIER]
I wonder if I can make the Bone Dragons spew miasma as an attack... hmmm
They could spew a necrosis causing vapour, which would cause those affected to give off miasma and possibly rot to death.
woaahh.........

Do share the resulting bone dragons' raws when finished. That just sounds too cool to not share.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on March 22, 2013, 02:36:24 pm
Okay, so I got my bone creature into the game and its pretty buggy.
Apparently it has no tissue thicknesses.
I made the body detail plans and stuff, so I don't understand what's going on.
Here are the raws.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 22, 2013, 02:39:55 pm
That is exactly what I meant when I said it would fill your errorlog.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on March 22, 2013, 02:43:13 pm
That is exactly what I meant when I said it would fill your errorlog.

I did remove the other tissue types in the bonebeast_tissue_layer thing, so. It's only ARG1.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spirit of Power on March 22, 2013, 04:45:34 pm
That is exactly what I meant when I said it would fill your errorlog.

I did remove the other tissue types in the bonebeast_tissue_layer thing, so. It's only ARG1.

Post the raws for your tissue layer definition. Keep in mind you'll have to do more than just delete the ARGs you don't want; ARG1 is the skin layer in the vertebrate plan, and ARG4 is (or should be, if I'm correct about this) bone. So it's more like you'd have to get rid of everything except ARG4 and replace ARG4 with ARG1.

EDIT: Also, post your errorlog. I might be wrong or this might not be the problem, so it's probably better if you post the errorlog.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on March 22, 2013, 05:24:52 pm
That is exactly what I meant when I said it would fill your errorlog.

I did remove the other tissue types in the bonebeast_tissue_layer thing, so. It's only ARG1.

Post the raws for your tissue layer definition. Keep in mind you'll have to do more than just delete the ARGs you don't want; ARG1 is the skin layer in the vertebrate plan, and ARG4 is (or should be, if I'm correct about this) bone. So it's more like you'd have to get rid of everything except ARG4 and replace ARG4 with ARG1.

EDIT: Also, post your errorlog. I might be wrong or this might not be the problem, so it's probably better if you post the errorlog.

Here's the tissue layer thing.

Spoiler (click to show/hide)

And the errorlog.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on March 22, 2013, 05:26:44 pm
Hey guys, I want to make a breed of blind cave badgers. I assume if I remove the eyes from the body plan that will make the species as a whole blind, but I'd kinda prefer to keep the eyes in their sockets but just unable to see anything. I also want them to be shearable, but I'm not sure exactly how to achieve that, since I haven't messed with tissue modding a bunch yet.

Oh, and the [CRAZED] tag won't interfere with animal training, right? Or will they still try to attack dwarves after training?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on March 22, 2013, 05:35:00 pm
Hey guys, I want to make a breed of blind cave badgers. I assume if I remove the eyes from the body plan that will make the species as a whole blind, but I'd kinda prefer to keep the eyes in their sockets but just unable to see anything. I also want them to be shearable, but I'm not sure exactly how to achieve that, since I haven't messed with tissue modding a bunch yet.

Oh, and the [CRAZED] tag won't interfere with animal training, right? Or will they still try to attack dwarves after training?


For the blind eyes, just make a new body part called 2EYES_BLIND or something, and remove the [SIGHT] token from them.

For the shearable stuff, just do the following:
Code: [Select]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:fur]
[STATE_ADJ:ALL_SOLID:fur]
[YARN]

That should work.
And for the last, crazed will interfere with animal training. They'll attack everything except their own race, regardless of whether they're domesticated or not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 22, 2013, 05:56:13 pm
That is exactly what I meant when I said it would fill your errorlog.

I did remove the other tissue types in the bonebeast_tissue_layer thing, so. It's only ARG1.

Post the raws for your tissue layer definition. Keep in mind you'll have to do more than just delete the ARGs you don't want; ARG1 is the skin layer in the vertebrate plan, and ARG4 is (or should be, if I'm correct about this) bone. So it's more like you'd have to get rid of everything except ARG4 and replace ARG4 with ARG1.

EDIT: Also, post your errorlog. I might be wrong or this might not be the problem, so it's probably better if you post the errorlog.

Here's the tissue layer thing.

Spoiler (click to show/hide)

And the errorlog.

Spoiler (click to show/hide)

Ah. You forgot the SKULL, TOOTH, SPINE and HORN BPs.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on March 22, 2013, 06:03:55 pm
Thank you! It's working now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 22, 2013, 06:04:52 pm
Hey guys, I want to make a breed of blind cave badgers. I assume if I remove the eyes from the body plan that will make the species as a whole blind, but I'd kinda prefer to keep the eyes in their sockets but just unable to see anything. I also want them to be shearable, but I'm not sure exactly how to achieve that, since I haven't messed with tissue modding a bunch yet.

Oh, and the [CRAZED] tag won't interfere with animal training, right? Or will they still try to attack dwarves after training?


The crazed will, unfortunately, probably mess with animal training. Don't know about the rest though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 23, 2013, 03:24:25 pm
How would you suggest I put in a level up system for an RPG mod?

So far, I'm considering doing it by COMBAT_HARDNESS, but I can't seem to place where I put it. Because I have a lot more classes and races, rather than doing it like Deon did (one adventurer creature with several variations with interactions and skills), I have different base creatures (a shaman creature, barbarian creature, etc). I also want to place in specializations (i.e Basic Shaman -----> Bullroarer Shaman), which are unlocked by leveling to the right level and selecting it from the list of available specializations at that level.

However, what I can't figure out is where to put the leveling up syndrome. I know it needs to be some sort of self-targeted interaction, but I want to do it so you have it on spawning in the game world, and so when you start beating animals up for levels you eventually get the option to specialize available on your interaction screen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 23, 2013, 03:39:47 pm
Give it to every intelligent creature, and have it have a usage hint of GREETING. Give them a SELF_ONLY specialization interaction at certain levels. Fortbent does something similar: you can choose which role you want at the start. Each role has an 8% chance of appearing at the start, but there are 144 of them anyway. You may want a bit more of a chance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 23, 2013, 03:42:03 pm
I'll have a look at Fortbent. Thanks for the advice!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 23, 2013, 05:14:03 pm
Sorry for double post, but what if I wanted to specialize more than once?

This is an hypothetical tree of specializations:
Basic Shaman ----> (Level 5/COMBAT_HARDNESS 5) -----> Bullroarer Shaman/Bearchosen Shaman ------> (Level 20/COMBAT_HARDNESS 20) Horn of the Wild(if bullroarer)/Claw of the Wild(if bearchosen) ------->(Level 45/COMBAT_HARDNESS 45) Nature's Protector (if horn)/Nature's Wrath (if claw)

If I have to do this with trueTransformation, would I have to ask permission to use the plugin as a part of the mod?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on March 23, 2013, 05:26:24 pm
the plugin is included in dfhack for everyone to use, just give guys a credit.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: filipmolnar on March 24, 2013, 10:19:00 am
Hi everyone,

I created a new reaction to process pig tails to cotton thread, as the one from the farmer's workshop couldn't be tracked by the workflow plugin. Mine can be tracked, the only problem is that it works too well.

The reaction:
Spoiler (click to show/hide)

The problem is that the reaction is almost instantaneous (about 10-15 ticks, I think), whereas the one from farmer's workshop takes ages in comparison. I tried to look for the solution to this but could not find anything (there is just too much info on the forums). I looked at reactions like the Furniture Workshops Make Stone Bedroom Set and those take more time too. Obviously I am refering to the time after all the reagents have been collected.
I also looked at the building raws, suspecting that the building itself could have a modifier for job speed, but that is not the case either.

TL,DR: How can I make my reactions take some time to complete?

Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ancusohm on March 24, 2013, 12:52:20 pm
I think it would be cool to be able to make new murky pool tiles so that you could build your own rain collectors.  I believe there's a filetype dfhack command that can change tiles into murkypools,   and I know there are ways to run dfhack commands from inside dwarf fortress.   Would it be possible to mod constructions in such a way that dwarves could make murky pools?

On a related note: could you mod constructions so that dwarves made natural walls that would not deconstruct on collapse?

I know I could do it through the dfhack terminal.  I just think it would be cool to be able to do it all within Dwarf Fortress itself
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on March 24, 2013, 08:44:28 pm
I'm trying to make my own custom reactions for making studded leather armor, with the options of different metal studded armor, ie steel studded leather or bronze studded leather.

So I've got a rough reaction to turn 1 metal bar into 10 metal "studs" which I plan on being used for pieces of studded leather armor or to turn into caltrops for quick weapon traps.
Spoiler (click to show/hide)
I want to make the studs be usable for other crafting, such as jewelers encrusting items with the studs like they would for jewels or just cutting metal studs. Being used in artifacts would be cool too, and I assume I could do this by defining the metal studs in their own inorganic.txt file but I'm not sure if this would work.

Should I define the studs as their own material.txt or as inorganics? It looks like inorganics are specifically for ores.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 24, 2013, 08:46:56 pm
Studs are going to be items, not a material. If you notice, inorganics are every material that aren't a creature, plant or hardcoded material. See items_metal.

You probably want them to be a tool.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on March 24, 2013, 09:18:15 pm
Ah. Close enough then, as long as it can be used in the needed reactions it'll be fine.

Spoiler: Like this? (click to show/hide)

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 24, 2013, 09:20:11 pm
Looks fine, except for how you have your item tokens set up. You could just have it be all in one reaction, with an INORGANIC:NONE as material for the reagent and GET_MATERIAL_FROM_REAGENT:metal bar:NONE.

You want TOOL:ITEM_TOOL_METALSTUDS for the tool.

See these articles:
http://dwarffortresswiki.org/index.php/Reaction
http://dwarffortresswiki.org/index.php/Item_token
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: filipmolnar on March 25, 2013, 06:14:24 am
I am kind of afraid, that my question goes unanswered so here it is again.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dwarvinator on March 25, 2013, 07:39:22 am
I apologise in advance, I know this is going to sound soo basic to you guys, but we alls gotta start somewhere.
I want to get an Ed Gein thing going on in my fortress. Never messed with the raws before tho. From what I can gather, I just need to delete NOMEAT, NOSKIN and NOT_BUTCHERABLE from my target creatures. Is that right?
Also, I am having difficulty locating the raws for humans, goblins, trolls, etc...may as well add dorfs, too, I spose

Edit: Thought I might add an item drop for males comprising a small leather pouch, for amusement, if at all possible.

Further Edit: Just discovered named sentients are not butcherable. Sorry to take up space..I'll get my coat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: filipmolnar on March 25, 2013, 07:58:49 am
I apologise in advance, I know this is going to sound soo basic to you guys, but we alls gotta start somewhere.
I want to get an Ed Gein thing going on in my fortress. Never messed with the raws before tho. From what I can gather, I just need to delete NOMEAT, NOSKIN and NOT_BUTCHERABLE from my target creatures. Is that right?
Also, I am having difficulty locating the raws for humans, goblins, trolls, etc...may as well add dorfs, too, I spose

Edit: Thought I might add an item drop for males comprising a small leather pouch, for amusement, if at all possible.

http://en.wikipedia.org/wiki/Ed_Gein
You mean this serial killer who chopped of things from people and kept them in his house?

The raws you can find under Dwarf Fortress\raw\objects . The .txt files are the raws. I think you are looking for the entity and body raws. Hope this helps!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dwarvinator on March 25, 2013, 08:44:57 am
Ah, so that's where. Couldn't make them edible after all. Thanks though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gaybarowner on March 25, 2013, 09:38:19 am
Well I am quite sure what I am doing is wrong I am removing all the tissues besides bones for a "Skeleton" creature but I doubt I am doing it right here is what I got don't laugh please :[

Spoiler (click to show/hide)
Its not even close to finish so I still have lots more to add ;_;
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 25, 2013, 11:18:28 am
Someone correct me if I am wrong, but to remove a tissue you need to state [REMOVE_TISSUE:HAIR] (or whatever you want to remove). I don't see that in your code.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: filipmolnar on March 25, 2013, 11:28:23 am
I have no experience with body modding whatsoever. I suggest you take a look at other modded creatures and try to understand those first. If you understand how those work you will have a much easier time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 25, 2013, 11:45:57 am
How long does it take for COMBAT_HARDNESS to move up?

I'm still trying to balance my class levelling system, and I'm trying to figure out how long it takes for combat hardness to move up a level.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on March 25, 2013, 11:49:23 am
Combat_Hardness is not measured by time. Its the lines in the creatures description, like: Has seen death lately... the highest one is : Doesnt care for anything anymore.

The more people die, the higher the combat hardness is.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 25, 2013, 11:54:16 am
So basically, more murder= more COMBAT_HARDNESS?

Great...rebalancing is in order.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spirit of Power on March 25, 2013, 01:06:26 pm
Well I am quite sure what I am doing is wrong I am removing all the tissues besides bones for a "Skeleton" creature but I doubt I am doing it right here is what I got don't laugh please :[

Spoiler (click to show/hide)
Its not even close to finish so I still have lots more to add ;_;

This:
Code: [Select]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:BONE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS] [BP_LAYERS:BY_CATEGORY:BODY:ARG1:25]
 [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG1:25]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG1:25]
[BP_LAYERS:BY_CATEGORY:ARM:ARG1:25]
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG1:25]

Is wrong. What you want is to put this:

Code: [Select]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS] [BP_LAYERS:BY_CATEGORY:BODY:ARG1:25]
 [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG1:25]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG1:25]
[BP_LAYERS:BY_CATEGORY:ARM:ARG1:25]
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG1:25]

In a body detail plan folder (say, b_detail_plan_skeleton.txt). Put [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:BONE] in the creature raws, but replace VERTEBRATE_TISSUE_LAYERS with whatever you name the custom plan (let's say SKELETON_TISSUE_LAYERS). Additionally, you're missing a ton of body parts. You need legs and feet and hands and a spine and a skull, just for starters.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: filipmolnar on March 25, 2013, 02:31:09 pm
My question still goes unanswered.

Please someone help.

Spoiler (click to show/hide)

Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 25, 2013, 02:41:37 pm
You can't modify reaction speed. The closest work around is to make a reaction with several stages, for example:
1) Pig tail -> cotton thread (10%) [this can be a toy item to stop people from using it]
2)cotton thread (10%) -> cotton thread (20%)
3)...
4)cotton thread (90%) -> cotton thread

All of the reactions except the first can be [AUTOMATIC], so that once a dwarf does the first one it should automatically go on to do the later ones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: filipmolnar on March 25, 2013, 03:01:35 pm
You can't modify reaction speed. The closest work around is to make a reaction with several stages, for example:
1) Pig tail -> cotton thread (10%) [this can be a toy item to stop people from using it]
2)cotton thread (10%) -> cotton thread (20%)
3)...
4)cotton thread (90%) -> cotton thread

All of the reactions except the first can be [AUTOMATIC], so that once a dwarf does the first one it should automatically go on to do the later ones.

What I don't get is that other reactions, like the mentioned stone bedroom set, take more time to complete. Is that because there are more products? If so, then sepparating the 2 seeds into 4 50% seeds or 8 25% seeds would in the long run make about the same amount of seeds, but would take a longer time to complete. I am thinking about this because as stated the reaction for a stone bedroom set takes longer (the reaction itself, after all the reagents have been collected).

If I am incorrect about the product amount changing the reaction time, then what makes the stone bedroom set take longer to complete?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 25, 2013, 03:51:19 pm
You can't modify reaction speed. The closest work around is to make a reaction with several stages, for example:
1) Pig tail -> cotton thread (10%) [this can be a toy item to stop people from using it]
2)cotton thread (10%) -> cotton thread (20%)
3)...
4)cotton thread (90%) -> cotton thread

All of the reactions except the first can be [AUTOMATIC], so that once a dwarf does the first one it should automatically go on to do the later ones.

What I don't get is that other reactions, like the mentioned stone bedroom set, take more time to complete. Is that because there are more products? If so, then sepparating the 2 seeds into 4 50% seeds or 8 25% seeds would in the long run make about the same amount of seeds, but would take a longer time to complete. I am thinking about this because as stated the reaction for a stone bedroom set takes longer (the reaction itself, after all the reagents have been collected).

If I am incorrect about the product amount changing the reaction time, then what makes the stone bedroom set take longer to complete?
Skill levels influence job speed too. A legendary will complete jobs far, far, far faster than a dabbler
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: filipmolnar on March 25, 2013, 04:08:31 pm
You can't modify reaction speed. The closest work around is to make a reaction with several stages, for example:
1) Pig tail -> cotton thread (10%) [this can be a toy item to stop people from using it]
2)cotton thread (10%) -> cotton thread (20%)
3)...
4)cotton thread (90%) -> cotton thread

All of the reactions except the first can be [AUTOMATIC], so that once a dwarf does the first one it should automatically go on to do the later ones.

What I don't get is that other reactions, like the mentioned stone bedroom set, take more time to complete. Is that because there are more products? If so, then sepparating the 2 seeds into 4 50% seeds or 8 25% seeds would in the long run make about the same amount of seeds, but would take a longer time to complete. I am thinking about this because as stated the reaction for a stone bedroom set takes longer (the reaction itself, after all the reagents have been collected).

If I am incorrect about the product amount changing the reaction time, then what makes the stone bedroom set take longer to complete?
Skill levels influence job speed too. A legendary will complete jobs far, far, far faster than a dabbler

Both reactions were done by dwarves with dabbling skill level in the needed skills
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on March 25, 2013, 11:29:09 pm
I'm having some issues with these two creatures I'm making.

The errorlog
Spoiler (click to show/hide)

The Chimera.
Spoiler (click to show/hide)

The Gorgon.
Spoiler (click to show/hide)

And the body files.
Spoiler (click to show/hide)

And then the body detail plan.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 25, 2013, 11:33:16 pm
ARG6 does not exist. Args only go up to 5.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on March 25, 2013, 11:43:02 pm
Ah, okay.
Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on March 26, 2013, 03:56:03 am
There used to be an utility which checked raws and showed you possible faults and errors... It's not Raw explorer. Can anyone help me with its name? :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on March 26, 2013, 04:43:34 am
There used to be an utility which checked raws and showed you possible faults and errors... It's not Raw explorer. Can anyone help me with its name? :D

Is that RCFC ? (http://www.bay12forums.com/smf/index.php?topic=107340.msg3192060#msg3192060)
I have not tried it yet, but since I crashed world gen with a few descriptor changes I'll start using when I'll get in creature tokens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on March 26, 2013, 06:26:48 am
Thanks, that's what I needed!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on March 26, 2013, 06:53:23 am
I couldn't find specifics about CAVE_ADAPT. I know for sure that it provide your fort with a lot of vomit and bad thoughts, but the wiki mentions bonuses. Do we know what bonus in particular a dwarf get from staying underground?

Also to be sure, a CAVE_ADAPT counter is only set when the tag is added to the creature right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: filipmolnar on March 26, 2013, 07:58:20 am
The wiki does not mention positive sides of cave adaptation. The only positive thing I can think of is that you like the color green and there is not much of that on your embark. In that case cave adaption is a great source of green paint.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 26, 2013, 12:58:49 pm
Is there any way to make people not like spending too much time underground? Cave adapt only really comes into effect when people come back up to the surface after spending too much time underground. I want to encourage building living space on the surface for my mod.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 26, 2013, 02:12:51 pm
The cave_adapt counter doesn't discriminate whether the unit is above or below ground.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 26, 2013, 04:17:06 pm
Hm. Let me reiterate a question I posed but I think I didn't phrase correctly and can't take the time to quote.

Would it be possible to turn a LIVING person into a slave to you without killing him and reviving him?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 26, 2013, 04:48:24 pm
Not without DFHack, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 26, 2013, 04:53:06 pm
Damn.

So would it be possible just by killing him and reviving him with a single interaction, yes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 26, 2013, 04:55:11 pm
Yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 26, 2013, 10:05:45 pm
The cave_adapt counter doesn't discriminate whether the unit is above or below ground.

No, but the function of the token does. Cave adapted people are perfectly fine staying underground, the only problem is if you need them to do something on the surface. Then they get sick. Whereas, I want to make people sick from being underground too long, whether or not they return to the surface, so as to encourage players to build living space on the surface.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 26, 2013, 10:11:44 pm
Then have a nausea syndrome caused by a high cave adaptation?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 26, 2013, 10:31:18 pm
Perhaps. But on the flip side, taking them back up to the surface would still aggravate their health and make them unhappy for a few days, rather than reducing the nausea. Unless the counter doesn't require the token to count time spent underground.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Torrasque666 on March 27, 2013, 10:21:02 am
This is a reaction I'm working on to make sets of metal clothing. Will it work, or do I still need to change something?
Code: [Select]
[REACTION:CLOTHING_SET_METAL]
[NAME:Make a set of clothing (metal)]
[BUILDING:TAILOR:CUSTOM_G]
[REAGENT:A:30000:CLOTH:NONE:INORGANIC:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT][ANY_YARN_MATERIAL]
   [PRODUCT:100:1:ARMOR:ITEM_ARMOR_SHIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:100:2:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:100:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on March 27, 2013, 10:46:24 am
This is a reaction I'm working on to make sets of metal clothing. Will it work, or do I still need to change something?
Code: [Select]
[REACTION:CLOTHING_SET_METAL]
[NAME:Make a set of clothing (metal)]
[BUILDING:TAILOR:CUSTOM_G]
[REAGENT:A:30000:CLOTH:NONE:INORGANIC:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT][ANY_YARN_MATERIAL]
   [PRODUCT:100:1:ARMOR:ITEM_ARMOR_SHIRT:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:100:2:SHOES:ITEM_SHOES_SHOES:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:100:1:PANTS:ITEM_PANTS_PANTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]

Seeing as how you are making the mail shirt, shoes, and pants out of YARN, I doubt very much whether this reaction will provide anything made of metal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on March 27, 2013, 02:28:15 pm
Does anyone know what is a type of an item "raw skin"? Is it "glob"? What would be a reaction product to output the exact raw skin you get from butchering a creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Will_Tuna on March 28, 2013, 12:16:27 pm
Can you mod Emu men and woman to have children? lay eggs? get married?

i have trapped some and want to make a emu people population in my fort. So can i mod the save game Raws that they will have children?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on March 28, 2013, 12:22:23 pm
You should add a [CHILD:x] token, and if you want to make them to lay eggs, copy egg information from another bird's female caste with eggs (make sure you make the eggs less in number and bigger in size).

P.S. My question with raw skin object type still stands, does nobody know that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 28, 2013, 12:24:47 pm
Can you mod Emu men and woman to have children? lay eggs? get married?

i have trapped some and want to make a emu people population in my fort. So can i mod the save game Raws that they will have children?

Yes, but stuff won't reproduce unless it's part of your fort (pet or citizen). You'd need to hack
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on March 28, 2013, 12:27:17 pm
He can just tame them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 28, 2013, 12:29:21 pm
P.S. My question with raw skin object type still stands, does nobody know that?

CORPSEPIECE

You may want a glob instead, yeah.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on March 28, 2013, 12:32:00 pm
Why? Can't I create [PRODUCT:100:1:CORPSEPIECE:NONE:CREATURE_MAT:ANIMAL:SKIN] to replicate butchering for skin?

P.S. I am actually thinking about EBO to make some creatures drop 2 or 3 identical leather.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 28, 2013, 12:55:23 pm
Is it possible to add more than one REACTION_CLASS to materials?

I'm just confirming before I waste my time doing experiments. I'm putting together something that might require these.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 28, 2013, 12:59:08 pm
Yes
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: rainpeltstar on March 28, 2013, 03:20:12 pm
How could I change the blood color for a certain species? (Trying to make them bleed purple) Would I have to make a new material template?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 28, 2013, 03:22:54 pm
How could I change the blood color for a certain species? (Trying to make them bleed purple) Would I have to make a new material template?

Nope. All you need is STATE_COLOR:LIQUID:(raw defined color). Those can be found on the "color" page on the wiki.

This is my favorite piece of modding knowledge to give out, btw, because it was the first thing I ever learned about modding. I was making Trolls for Fortbent (that was my first modding project), and I needed new blood colors. So I copy+pasted the already-in-game-but-unrelated troll's blood (which is cyan). Then I learned about material identifiers from that particular incident...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on March 28, 2013, 05:03:28 pm
I've noticed that gremlins modded to be purchasable at embarkation come equipped with their own crossbows thanks to the Natural Skill Ambusher they have, is it possible to mod a species to have natural Mining skill that would come equipped with picks, and would dig in the same way that gremlins mine?

I'm going to guess the answer is a resounding no, but its worth a shot checking in case anyone tried it before.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 28, 2013, 05:06:56 pm
Nope, only the ambusher skill comes with equipment
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on March 28, 2013, 06:16:37 pm
Nope, only the ambusher skill comes with equipment

Ah well, it was just a hope since Migrant miners come equipped with picks already
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 28, 2013, 08:21:09 pm
I've noticed that gremlins modded to be purchasable at embarkation come equipped with their own crossbows thanks to the Natural Skill Ambusher they have, is it possible to mod a species to have natural Mining skill that would come equipped with picks, and would dig in the same way that gremlins mine?

I'm going to guess the answer is a resounding no, but its worth a shot checking in case anyone tried it before.

You know, we should think of a way to utilize this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 29, 2013, 04:10:24 am
Guys, I keep crashing every time I select a certain variation of a creature, but not when I select a different one.

I don't know what's wrong; it always crashes when I try to select it in arena...

Here's the problematic c_variation:
Spoiler (click to show/hide)

The target creature:
Spoiler (click to show/hide)

The c_variation of the creature in question:
Spoiler (click to show/hide)

And a relevant errorlog:
Spoiler (click to show/hide)

For comparison, this one works perfectly:
Spoiler (click to show/hide)

And a corresponding creature:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on March 29, 2013, 04:40:39 am
Are your nekora_crafter/dwarf_crafter/etc. defined above their respective creatures or below them? So does it go:
[CREATURE:nekora_crafter]
[CREATURE:nekora]     (This way is wrong)
or
[CREATURE:nekora]
[CREATURE:nekora_crafter]     (This way is right)

If they are defined above the creatures they are copying from then the game will error out since it is trying to copy tokens from a creature that doesn't exist. This is why in vanilla the animal people are always defined directly underneath their respective normal creatures; it prevents copy errors.

If you absolutely want to put a variation in a different file then it's base creature I would highly suggest giving that file some name like zz_putfilenamehere.txt to ensure that it loads last.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 29, 2013, 04:42:29 am
...damnit.

Thanks for the advice. I didn't know that you had to define c_variations under the target creatures.

EDIT:
Ok. I just did some insanity experiments. Apparently you can spawn a vermin dog with reactions. It's quite buggy and I know a lot of people probably did it, but I'm going to see if it's worth some looking into.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on March 29, 2013, 11:13:37 am
I'm using a graphics pack right now and I've been having trouble with Vermin. The pack (CLA's) has graphics for all the vermin including fish, but unfortunately the game when run doesn't use the vermin graphics he included and instead uses the default "." that comes with the tileset.

How can I get the game to recognize that it should use his graphics?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on March 29, 2013, 11:28:02 am
Iamanelf, those vermin are pretty useless, they don't even sting or do what they should.

Bobs, vermin cannot use graphical tiles.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bobsnewaddress on March 29, 2013, 11:48:46 am
Iamanelf, those vermin are pretty useless, they don't even sting or do what they should.

Bobs, vermin cannot use graphical tiles.

Wonder why he included them in the pack then? Ah well, no great loss - the rest of the graphics in the set work well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 29, 2013, 11:54:17 am
Iamanelf, those vermin are pretty useless, they don't even sting or do what they should.

Bobs, vermin cannot use graphical tiles.
I still find it funny that you can spawn a vermin dog. The images....

Also, is it possible to make a corpse part from a workshop?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on March 29, 2013, 03:43:40 pm
I see what you are thinking... Create a raw skin, then animate it to spawn a creature? I should test that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on March 29, 2013, 03:46:39 pm
Yes. I need it to make a golemcraft reaction. Hence the various questions I've been posing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on March 29, 2013, 05:40:13 pm
Quick question,

Is it possible to link attribute levels to physical features other than muscles?

For example, alongside or instead of bulging muscle, a superdwarvenly strong dwarf has a long and luscious beard. Possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 29, 2013, 05:52:44 pm
Yes, you can add [THICKENS_ON_STRENGTH] to any tissue. Though, that just means the tissue will get thicker with increased strength. That's about all you can do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spirit of Power on March 29, 2013, 06:24:35 pm
Is it possible to have constant high-speed regeneration? I know it's possible to use transformations to mimic something similar (Namekians in the DB mod), but is it possible to have it work via healing rates and such? Like, would it be possible to set a healing rate so astronomically high the tissue will actually close wounds and stop bleeding withing seconds? I assume regrowing limbs like this is impossible, though. I'm aiming for something similar to the high-speed regeneration in Bleach, and I'd prefer it to be an automatic process, if at all possible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 29, 2013, 06:44:21 pm
Is it possible to have constant high-speed regeneration? I know it's possible to use transformations to mimic something similar (Namekians in the DB mod), but is it possible to have it work via healing rates and such? Like, would it be possible to set a healing rate so astronomically high the tissue will actually close wounds and stop bleeding withing seconds? I assume regrowing limbs like this is impossible, though. I'm aiming for something similar to the high-speed regeneration in Bleach, and I'd prefer it to be an automatic process, if at all possible.

Yes, it works exactly like you say: just set healing rate of all tissues to 1, though limb regrowth is still impossible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spirit of Power on March 30, 2013, 08:56:10 pm
Alright, I'm getting several problems with this creature here:

Code: [Select]
[CREATURE:DEMIDRAGON] -- Raws were originally taken from Sindarin in Deon's LotR mod, intended for use with that mod
========= Naming ========================================================================
[NAME:demidragon:demidragons:demidragon]
[PREFSTRING:wings]
[PREFSTRING:fire breath]
[PREFSTRING:strength]
[PROFESSION_NAME:CROSSBOWMAN:marksman:marksmen]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:elite marksman:elite marksmen]
[PROFESSION_NAME:BLOWGUNMAN:spellcaster:spellcasters]
[PROFESSION_NAME:MASTER_BLOWGUNMAN:wizard:wizards]
[PROFESSION_NAME:LASHER:halberdier:halberdiers]
[PROFESSION_NAME:MASTER_LASHER:elite halberdier:elite halberdiers]
========= Representation ================================================================
[CREATURE_TILE:'d']
[COLOR:4:0:1]
========= Biomes and population information =============================================
[DIURNAL]
[MUNDANE]
========= Castes ========================================================================
[CASTE:FEMALE]
[FEMALE]
[CASTE_NAME:demidragon:demidragons:demidragon]
[DESCRIPTION:(70 kg) The Demidragons are a hybrid of dragon and elf, bred by Morgoth
from the dragons for the purpose of elite footsoldiers. Immune to heat and cold, capable of breathing
fire, supernaturally strong, and capable of flight, they were a resounding success. However, they
rebelled shortly after, forming their own civilization free from his control.] -- My explanation for
why an elf/dragon hybrid even exists

[CASTE:MALE]
[MALE]
[CASTE_NAME:demidragon:demidragons:demidragon]
[DESCRIPTION:(70 kg) The Demidragons are a hybrid of dragon and elf, bred by Morgoth
from the dragons for the purpose of elite footsoldiers. Immune to heat and cold, capable of breathing
fire, supernaturally strong, and capable of flight, they were a resounding success. However, they
rebelled shortly after, forming their own civilization free from his control.]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

[CASTE:FIRE_FEMALE]
[POP_RATIO:0] -- Unless I'm mistaken, these should never, ever appear
[FEMALE]
[CASTE_NAME:flaming demidragon:flaming demidragons:flaming demidragon]
[DESCRIPTION:(70 kg) The Demidragons are a hybrid of dragon and elf, bred by Morgoth
from the dragons for the purpose of elite footsoldiers. Immune to heat and cold, capable of breathing
fire, supernaturally strong, and capable of flight, they were a resounding success. However, they
rebelled shortly after, forming their own civilization free from his control.]

[CASTE:FIRE_MALE]
[POP_RATIO:0]
[MALE]
[CASTE_NAME:flaming demidragon:flaming demidragons:flaming demidragon]
[DESCRIPTION:(70 kg) The Demidragons are a hybrid of dragon and elf, bred by Morgoth
from the dragons for the purpose of elite footsoldiers. Immune to heat and cold, capable of breathing
fire, supernaturally strong, and capable of flight, they were a resounding success. However, they
rebelled shortly after, forming their own civilization free from his control.]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
========= Abilities and disabilities ====================================================
[SELECT_CASTE:FEMALE]
[CAN_DO_INTERACTION:DEMIDRAGON_TRANSFORMATION_FEMALE] -- Made two separate
interactions to avoid any gender swapping issues
[CDI:ADV_NAME:Activate your aura of fire]
[CDI:VERB:become enveloped in flames:becomes enveloped in flames:NA]
[CDI:USAGE_HINT:FLEEING]
[CDI:TARGET:C:SELF_ONLY]
[CDI:TARGET_RANGE:C:1]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:5000]

[SELECT_CASTE:MALE]
[CAN_DO_INTERACTION:DEMIDRAGON_TRANSFORMATION_MALE]
[CDI:ADV_NAME:Activate your aura of fire]
[CDI:VERB:become enveloped in flames:becomes enveloped in flames:NA]
[CDI:USAGE_HINT:FLEEING]
[CDI:TARGET:C:SELF_ONLY]
[CDI:TARGET_RANGE:C:1]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:5000]

[SELECT_CASTE:FIRE_MALE]
[SELECT_ADDITIONAL_CASTE:FIRE_FEMALE]
[IMMOLATE]

[SELECT_CASTE:ALL]
[INTELLIGENT]
[EQUIPS]
[CANOPENDOORS]
[FIREIMMUNE_SUPER]
[BUILDINGDESTROYER:2]
[BONECARN]
[FLIER]
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:4]
[LIKES_FIGHTING]
[MAGMA_VISION]
[NOEXERT]
[NOFEAR]
[TRANCES]
[PHYS_ATT_CAP_PERC:STRENGTH:400000] -- This and the base attributes were copied from
Putnam's DB mod
[PHYS_ATT_CAP_PERC:AGILITY:400000]
[PHYS_ATT_CAP_PERC:TOUGHNESS:400000]
[PHYS_ATT_CAP_PERC:ENDURANCE:400000]
[MENT_ATT_CAP_PERC:WILLPOWER:400000]
[MENT_ATT_CAP_PERC:SPATIAL_SENSE:400000]
[MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:400000]
[PHYS_ATT_RANGE:STRENGTH:1000:2050:3150:3550:3750:3950:5000]
[PHYS_ATT_RANGE:AGILITY:1000:2050:3150:3550:3750:3950:5000]
[PHYS_ATT_RANGE:TOUGHNESS:1000:2050:3150:3550:3750:3950:5000]
[PHYS_ATT_RANGE:ENDURANCE:1000:2050:3150:3550:3750:3950:5000]
[MENT_ATT_RANGE:SPATIAL_SENSE:1000:2050:3150:3550:3750:3950:5000]
[MENT_ATT_RANGE:KINESTHETIC_SENSE:1000:2050:3150:3550:3750:3950:5000]
[MENT_ATT_RANGE:WILLPOWER:1000:2050:3150:3550:3750:3950:5000]
[PHYS_ATT_RATES:STRENGTH:1:3:4:3] -- Added mostly for convenience in adventure mode
[PHYS_ATT_RATES:AGILITY:1:3:4:3]
[PHYS_ATT_RATES:TOUGHNESS:1:3:4:3]
[PHYS_ATT_RATES:ENDURANCE:1:3:4:3]
[MENT_ATT_RATES:WILLPOWER:1:3:4:3]
[MENT_ATT_RATES:SPATIAL_SENSE:1:3:4:3]
[MENT_ATT_RATES:KINESTHETIC_SENSE:1:3:4:3]

[CAN_DO_INTERACTION:MATERIAL_EMISSION] -- Copied directly from dragons, but the
spelling was corrected because that always bothered me
[CDI:ADV_NAME:Breathe fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:500] -- 10x longer than a dragon's wait time, but it makes
sense to me that a hybrid wouldn't be as good at this as a full-on dragon

[SOUND:ALERT:50:1200:VOCALIZATION:shout:shouts:a warcry]
========= Body ==========================================================================
[SELECT_CASTE:ALL]


[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:2WINGS:THROAT:NECK:SPINE
:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE] -- Basically regular humanoids
with wings and a tail
[HOMEOTHERM:10077] -- 10 urists higher than humans. Should result in them being
abnormally hot but not melts-your-face-off hot
========= Body materials ================================================================
[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:DEMIDRAGON_MATERIALS] -- Used special modded materials
[BODY_DETAIL_PLAN:DEMIDRAGON_TISSUES]
[BODY_DETAIL_PLAN:DEMIDRAGON_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:SCALE] -- Modded
vertebrate plan so that the skin layer of the wings and tail was replaced with ARG5, and all other
ARG5 references were replaced with fat
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]

[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]

[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]

[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]

[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]

[SELECT_CASTE:MALE]
[SELECT_ADDITIONAL_CASTE:FEMALE]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:5]
[COLDDAM_POINT:NONE] -- Completely immune to heat and cold
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[IF_EXISTS_SET_MELTING_POINT:55000]
[IF_EXISTS_SET_BOILING_POINT:57000]
[SPEC_HEAT:30000]

[SELECT_CASTE:FIRE_MALE]
[SELECT_ADDITIONAL_CASTE:FIRE_FEMALE]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:5]
[COLDDAM_POINT:NONE] -- SHOULD make these always on fire and completely
unharmed by it, but wierdly enough it not only still kills them but it affects the regular ones too :/
May have to reconsider this feature. Maybe a transformation into one made out of fire?
[HEATDAM_POINT:NONE]
[IGNITE_POINT:0]
[IF_EXISTS_SET_MELTING_POINT:NONE]
[IF_EXISTS_SET_BOILING_POINT:NONE]
[SPEC_HEAT:30000]

[SELECT_CASTE:MALE]
[SELECT_ADDITIONAL_CASTE:FEMALE]
[SELECT_MATERIAL:BLOOD]
[PLUS_MATERIAL:PUS]
[MELTING_POINT:10000]

[HAS_NERVES]
========= Syndromes and curses relation =================================================
[SELECT_CASTE:ALL]
[SPOUSE_CONVERSION_TARGET]
[CREATURE_CLASS:GENERAL_POISON]
[CREATURE_CLASS:HUMANOID]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
========= Attributes and skills =========================================================
[SWIMS_LEARNED][SWIM_SPEED:2500]
========= Growth and procreation ========================================================
[SELECT_CASTE:ALL]
[BABY:1]
[CHILD:12]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
========= Attacks =======================================================================
[SELECT_CASTE:ALL]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:50]
[ATTACK_VELOCITY_MODIFIER:300]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE] -- Used the high velocity kick in vanilla
creature variations
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_VELOCITY_MODIFIER:3000]
[ATTACK:SLAP:BODYPART:BY_CATEGORY:TAIL] -- It does have a tail, so why not use it?
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:slap:slaps]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:PUNCH:BODYPART:BY_TYPE:HEAD]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:headbutt:headbutts]
[ATTACK_CONTACT_PERC:100]
[ATTACK_VELOCITY_MODIFIER:500]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
========= Body appearance modifiers =====================================================
[SELECT_CASTE:ALL]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:55:65:85:90:92:100:110]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:150]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:75:80:90:100:110:120:135]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:BROADNESS:30:55:60:80:95:100:100]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:150:165:168:170:182:185:190]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:40:50:70:80:100:150]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:30:50:70:80:100:150]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:30:50:70:80:100:150]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
========= Personality ===================================================================
[SELECT_CASTE:ALL]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[PERSONALITY:EXCITEMENT_SEEKING:70:90:100]
========= Appearance ====================================================================
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]

[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHE
STNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:G
OLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW
_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_
SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:70:0:90:0]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]

[TL_COLOR_MODIFIER:DARK_PEACH:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUP
E_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:30:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]

[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE
_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EY
E_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_D
ARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:
IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_
GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDN
IGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE
_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EY
E_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_
EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IR
IS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]

Specifically, the transformation and always-on-fire bit. You should be able to see this from the comments, but the special caste I made for the on-fire versions doesn't work. It sets the regular castes on fire too, and it also still causes them to die from the fire even when they shouldn't be able to. Is there a way to work around this? If not, I suppose I'll have to go with my other idea (making the special caste out of fire).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spirit of Power on March 30, 2013, 08:57:31 pm
Oh god dammit, double post. Sorry. Anyone know how I can delete this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 30, 2013, 09:17:06 pm
Well, for one, POP_RATIO:0 sets it to 100. Set it to 1 instead and have all the other ones be ridiculously large.

[SELECT_MATERIAL:ALL] selects all materials, which are not caste level, but creature level.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bronnh on March 30, 2013, 09:20:50 pm
Hey, this is probably a stupid question, buuuut...

Is it possible to have plants and trees grow naturally in tundra biomes? I'm trying to mod in some plants and they don't spawn in worldgen. It doesn't produce an errorlog or anything. I'm kinda new to modding and I this is my first try at adding non-creature related things. Any answer would be nice; I've been trying to figure this out for a few days now and can't find any answers.

[PLANT:ROOT_ARCTIC]
   [NAME:arctic root][NAME_PLURAL:arctic roots][ADJ:arctic root]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_ARCTIC]
      [MATERIAL_VALUE:2]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
      [EDIBLE_VERMIN]
      [EDIBLE_RAW]
      [EDIBLE_COOKED]
   [PICKED_TILE:161][PICKED_COLOR:255:255:255]
   [GROWDUR:300][VALUE:3]   
   [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_ARCTIC]
      [STATE_NAME_ADJ:ALL_SOLID:frozen arctic wine]
      [STATE_NAME_ADJ:LIQUID:arctic wine]
      [STATE_NAME_ADJ:GAS:boiling arctic wine]
      [MATERIAL_VALUE:4]
      [DISPLAY_COLOR:0:0:0]
      [EDIBLE_RAW]
      [EDIBLE_COOKED]
      [PREFIX:NONE]
   [DRINK:LOCAL_PLANT_MAT:DRINK]
   [USE_MATERIAL_TEMPLATE:SEED:SEED_ARCTIC]
      [MATERIAL_VALUE:3]
      [EDIBLE_VERMIN]
      [EDIBLE_COOKED]
   [SEED:arctic root seed:arctic root seeds:4:0:1:LOCAL_PLANT_MAT:SEED]
   [FREQUENCY:100]
   [CLUSTERSIZE:5]
   [PREFSTRING:hardiness]
   [PREFSTRING:pure whiteness]
   [WET][DRY]
   [BIOME:TUNDRA]
   [SPRING]
   [SUMMER]
   [AUTUMN]
   [WINTER]
   [SHRUB_TILE:142]
   [DEAD_SHRUB_TILE:28]
   [SHRUB_COLOR:255:255:255]
   [DEAD_SHRUB_COLOR:5:6:0]

^code for the plant, all of the defined materials exist in other raws, and they're basically copy-pastes of regular plant material so they should work. Of course, if it's not possible to put plants in tundra biomes then none of this matters.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 30, 2013, 09:33:54 pm
How can you tell they don't spawn in worldgen?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bronnh on March 30, 2013, 09:41:46 pm
Well they don't SEEM to, I try going to different tundra sites in Fort mode and it's all barren. OH and if it matters I also have a tree set to spawn there, which also don't seem to spawn.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 30, 2013, 09:44:34 pm
I know this sounds odd, but:

1. Add [CIV_CONTROLLABLE] to humans.
2. Make sure you embark as humans.
3. Try to take some arctic roots on embark.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bronnh on March 30, 2013, 09:45:16 pm
I'll try that.

EDIT: Tried it with my custom race and I can bring the plants. SO they are being generated. Maybe they're just really rare?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on March 31, 2013, 11:37:14 am
What's the reagent line for sand in a custom reaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on March 31, 2013, 12:12:46 pm
It's POWDER_MISC.

There're different kinds of sand, so if you want to use ANY, just add [REACTION_CLASS:SAND] to sand types, and then use

Code: [Select]
[REAGENT:sand:1:POWDER_MISC:NONE:INORGANIC:NONE][REACTION_CLASS:SAND]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][BAG][PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT][CONTAINS:sand]

Otherwise it's [REAGENT:sand:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN] or any other type of sand.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on March 31, 2013, 12:20:35 pm
Thanks :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lwCoyote on March 31, 2013, 05:02:54 pm
Can dwarves be modded so that they can, during world gen, settle in good/evil/savage biomes? *dreams of a world with a minimum savagery of 100 and dwarves*
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on March 31, 2013, 05:11:24 pm
Can dwarves be modded so that they can, during world gen, settle in good/evil/savage biomes? *dreams of a world with a minimum savagery of 100 and dwarves*

Yes, you can give it "Good", "Evil", "Savage", etc creature tokens, though I am not sure how that effects civilized creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bronnh on March 31, 2013, 07:32:21 pm
Alright, another question. Is it possible to use syndromes or interactions to change a creature's body materials without transforming them into another creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 31, 2013, 07:36:59 pm
No
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Guthbug on March 31, 2013, 08:05:50 pm
Since we're talking about syndromes and interactions, I'm going to stop beating my head on the wall and post this question. Maybe one of you has already figured this out and I'm trying to reinvent the wheel.

I have an underground race of undead. Upon embark they're fine, but after a few days in the dark they become cave adapted and can no longer survive being outside. When they go outside, I want to hit them with blistering first (as if they were caught in a blistering rain in an evil biome) and then shortly thereafter afflict them with necrosis so that they begin to rot away.

How would I do this? Where would I call the interaction and then use the add_syndrome? In their creature file? Can anyone show me an example of what this ought to look like?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 31, 2013, 08:10:45 pm
You can't do that. There's no way to have the interaction happen when they go above-ground.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on March 31, 2013, 08:18:51 pm
Couldn't he give them an interaction "become cave-adapted" after reaching a certain level of cave-adaptation, which would then afflict them with the wanted syndrome if their cave-adaptation level fell to low?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 31, 2013, 08:19:25 pm
Couldn't he give them an interaction "become cave-adapted" after reaching a certain level of cave-adaptation, which would then afflict them with the wanted syndrome if their cave-adaptation level fell to low?

They can't start out cave-adapted, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on March 31, 2013, 08:23:59 pm
Couldn't he give them an interaction "become cave-adapted" after reaching a certain level of cave-adaptation, which would then afflict them with the wanted syndrome if their cave-adaptation level fell to low?

They can't start out cave-adapted, though.

Quote
Upon embark they're fine, but after a few days in the dark they become cave adapted and can no longer survive being outside.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Guthbug on March 31, 2013, 08:26:31 pm
It would be fine if they didn't start out cave adapted. That's in their lore. They were above ground before they were drawn to the barrow, but once in the barrow it's the magic of the barrow that sustains them.

I would want cave adaptation to start after a specific period of days, but then instead of just vomiting and lowered stats if they go outside, it hits them with the necrosis syndrome.

As usual, I have ideas beyond my modding capabilities. :)

As a workaround if I couldn't do this, I was thinking about just hitting them with the interaction at the beginning and have its timer start ticking, then have a little workshop reaction need to take place periodically in order to reset the timer.

Keeping them close and confined in the underground is crucial to their gameplay, so I've got to come up with something that does that and fits within the lore.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 31, 2013, 08:29:46 pm
The problem is that the cave adaptation syndrome will hit them even while underground.

Your ideas are beyond my modding abilities, too. They're beyond everybody's.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Guthbug on March 31, 2013, 08:52:45 pm
Hrm. Well, back to the drawing board, I suppose.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 01, 2013, 01:05:14 am
That's the thing: you can make something trigger with time spent underground, but you can't make something trigger with emergence from underground, such as the hard-coded nausea.

Unless, maybe you had a secondary syndrome (applied by something in the first one) that triggers when the counter resets to 0?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 01, 2013, 01:41:26 am
The counter doesn't go down at all, I'm pretty sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 01, 2013, 02:14:24 am
Not even when people are done vomiting and are once again fine in the sun? May require science, then. Well, what are we waiting for? People with working dfhack, test this now!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Guthbug on April 01, 2013, 08:11:07 am
Heh. I put a pin in it for now. I've got about a billion other things to do in this mod before I need to worry about this part.

Right now I'm going through "Kobold Camp" to try and figure out how he heals ogres. I think there might be a clue there on how I can do this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 01, 2013, 09:41:23 am
Heh. I put a pin in it for now. I've got about a billion other things to do in this mod before I need to worry about this part.

Right now I'm going through "Kobold Camp" to try and figure out how he heals ogres. I think there might be a clue there on how I can do this.

Interaction that greatly boosts RECUPERATION (which is a syndrome effect, can be applied through an interaction, syndrome giving methods like boiling stones or special food, etc..)

this will improve healing greatly, but the bone tissues are probably altered a bit so they do not require to be "set" to heal, which for pets you cannot "set" broken bones, thus never heal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Guthbug on April 01, 2013, 10:31:49 am
Interesting. This might let me have all of my race start with a rotting syndrome, but if they get underground and build a workshop fast enough they could run a specific reaction to heal their rot.

I'm still struggling with this one but for now I've got a ton of workshop reactions to put together. I do not lack for things to do.

Right now I'm trying to figure out how to use Putnam's force script to force migrants as a reaction, and what the constraints would be. If you are already at your population cap, will more migrants be forced to come anyway? If your parent civilization has failed, where do more migrants come from?

I don't think there's any way to spawn a single citizen from a reaction, is there? I want to leverage Putnam's work, if possible, as it seems to give me the most options.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 01, 2013, 11:57:33 am
I don't know if the script will force migrants past the popcap. Note that migrants are more "coax" than "force", as they stll won't come if you're on a different season than normal. Spawning a single citizen is a bit harder, to say the least.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Guthbug on April 01, 2013, 12:02:39 pm
I did some experimenting with it earlier via the command interface. It works pretty well for my purposes. I only tested it past the first "year", but the migrants come in summer, fall, and the following spring. Nothing happened when I tried it in winter. Haven't figured out how to force a siege appropriately yet though. Seems like I can only call elves, goblins, or my home civ.

Good work on those, by the way. How do I call it via a reaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 01, 2013, 12:43:20 pm
Autosyndrome. Have a boiling stone with a boiling point of less than 9000 and these syn classes in a syndrome:

Code: [Select]
[SYN_CLASS:\COMMAND]
[SYN_CLASS:force]
[SYN_CLASS:siege]
[SYN_CLASS:EVIL or PLAINS or FOREST or (not recommended) MOUNTAIN or (seriously DON'T DO THIS) player]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Guthbug on April 01, 2013, 12:54:56 pm
Sweet! Thanks! I'll go try that out here in a bit.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on April 01, 2013, 05:31:41 pm
Is there any way to mod the hydra so it will regrow lost heads? It'd definitely make things more fun especially since I recently caught one in a cage trap but am somewhat worried about losing it to bleeding.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on April 01, 2013, 05:45:38 pm
Is there any way to mod the hydra so it will regrow lost heads? It'd definitely make things more fun especially since I recently caught one in a cage trap but am somewhat worried about losing it to bleeding.

Yes, kind of. You could give it the reaction to transform into a Hydra, which will heal it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on April 01, 2013, 06:31:25 pm
Well I suppose that would work. How do I do that though? The interactions confuse me even more so than normal modding.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on April 02, 2013, 12:30:06 pm
I want to make a civilization populated by only the certain caste members of a certain creature. Can I do that somehow? I'd rather not make a completely new critter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 02, 2013, 01:16:56 pm
I want to make a civilization populated by only the certain caste members of a certain creature. Can I do that somehow? I'd rather not make a completely new critter.
Nope, any entity of a creature will be present as all castes. Of course nothing says that your new creature can't be identical to a given caste.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on April 03, 2013, 03:14:19 pm
Is there any way to mod the hydra so it will regrow lost heads? It'd definitely make things more fun especially since I recently caught one in a cage trap but am somewhat worried about losing it to bleeding.

Yes, kind of. You could give it the reaction to transform into a Hydra, which will heal it.

Can anybody help me with this? I'd really like to use it as a means of getting around how hydras tend to die of blood loss but don't even know where to start with interactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 03, 2013, 04:16:02 pm
Start with the example interactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rorsten594 on April 03, 2013, 05:07:05 pm
how do I make graphics for my custom race?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 03, 2013, 05:55:05 pm
There's a pretty thorough tutorial in the graphics/example folder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rorsten594 on April 03, 2013, 06:03:30 pm
thanks also ill be posting my mod soon Hopoloid Fortress :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Guthbug on April 03, 2013, 06:40:09 pm
I'd like to be able to drop a stone that calls an interaction across the map.

I've been fiddling with the interactions, but the ones I can't get to work are:

WEATHER_CREEPING_GAS
WEATHER_FALLING_MATERIAL

Does anyone have an example of these they can show me? There's one example out there on the net but either I'm using it wrong or it doesn't work.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 03, 2013, 06:46:39 pm
Those only work with regional interactions; syndromes can't have them happen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Guthbug on April 03, 2013, 07:43:14 pm
Ah, too bad, but it explains things now. :)

Thanks.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 03, 2013, 08:57:03 pm
Those only work with regional interactions; syndromes can't have them happen.
No X-Men for you! Seriously, though, weather control would be fun...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on April 03, 2013, 09:26:16 pm
Those only work with regional interactions; syndromes can't have them happen.
No X-Men for you! Seriously, though, weather control would be fun...

As far as I know, you can do it in DF hack, if you really want to.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on April 03, 2013, 11:00:04 pm
Two quick questions about Syndromes:

1. If a target is already afflicted by a syndrome with CE_PHYS_ATT_CHANGE, and they get targeted again by the same syndrome, will the effect stack, or will it be overwritten?

2. If a target is afflicted by a syndrome without an end time, and gets transformed into something else, will the syndrome remain? If it goes away as the other creature, will it come back when the target turns back?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 03, 2013, 11:02:25 pm
1. Overwritten.

2. God I hope it stays :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 03, 2013, 11:22:14 pm
1. If a target is already afflicted by a syndrome with CE_PHYS_ATT_CHANGE, and they get targeted again by the same syndrome, will the effect stack, or will it be overwritten?
1. Overwritten.
On this topic, will it still be overwritten if it's a different syndrome? So if I infect a dwarf with a 2x strength syndrome and then a 3x strength syndrome will he end up with just the 3x? Or will it become a 6x?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 03, 2013, 11:26:32 pm
Yes, it'll still be overwritten, I think. Gotta test that, though. DFHack has some easy ways to check.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Guthbug on April 04, 2013, 10:25:48 am
Those only work with regional interactions; syndromes can't have them happen.
No X-Men for you! Seriously, though, weather control would be fun...

As far as I know, you can do it in DF hack, if you really want to.

Heh. I'm trying to create a mage's lab that lets you transform the area into an "evil" biome, or at least simulate some of the activities that would take place there. Meph's "judgement stone" is sort of my template for making things happen in workshops, but custom interactions are beyond me still. I see stuff in magmawiki but I can't figure out how to shoehorn it into the game.

I thought next I'd try to experiment with those "dwarven landmines" and such to see if I can make some sort of creature/object that sits outside and then explodes when enemies bother it with giant clouds of syndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on April 04, 2013, 12:03:57 pm
Yes, it'll still be overwritten, I think. Gotta test that, though. DFHack has some easy ways to check.

Hmmm, I guess I will have to play around with syndrome stacking and transformations. Kind of the back bone of what I have planned so better test it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on April 04, 2013, 05:36:14 pm
Anybody got a replacement or equivalent workaround to simulate the old 40d tag SEVERONBREAKS? I'm trying to make a creature with body parts that disintegrate at room temperature, but just setting the boiling point to 2 degrees Urist doesn't make it dissolve fast enough for my personal taste.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 04, 2013, 05:40:14 pm
Set the boiling point to room temperature? (10070 urist)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on April 04, 2013, 10:55:32 pm
Well, the problem I'm having, is I plop the sucker down in the arena, and it takes like, a bajillion ticks, but his arm does, in fact, disintegrate as intended. However, it takes too long, as I'm trying to set up for a duplication interaction. Boiling point doesn't make a difference in how long it actually takes to boil. If the temperature of the air is 10060, for instance, it doesn't matter if his arm boils at 10060, 100059, or 1, it still takes the same amount of time before his arm turns into a cloud of Poof, and his hands fly off in directions. (That amount of time, if you're curious, is "too long.")

I did a test and got more than 140 instances of the "You are melting!" message before his arm finally came off. Here's the material and tissue definitions:

Code: [Select]
[MATERIAL:POOF]
[STATE_COLOR:ALL:PINK]
[STATE_NAME_ADJ:ALL:poof:poof]
[BOILING_POINT:9525]
[HEATDAM_POINT:9525]
[SPEC_HEAT:1]
[TISSUE:POOF]
[TISSUE_NAME:poof:poof]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:POOF]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:DISINTEGRATES:POOF:SIDES]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on April 04, 2013, 11:01:22 pm
What did you make out of that tissue? A whole arm?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 04, 2013, 11:03:10 pm
[MAT_FIXED_TEMP:10000]
[BOILING_POINT:5]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 04, 2013, 11:45:40 pm
One question that's been bugging me for quite some time...

Does adding [REACTION_CLASS] to every stone set it to economic, and therefore unusable in Fort Mode (unless allowed in stocks screen)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 04, 2013, 11:50:13 pm
One question that's been bugging me for quite some time...

Does adding [REACTION_CLASS] to every stone set it to economic, and therefore unusable in Fort Mode (unless allowed in stocks screen)?

I'm not sure. Every reaction class in vanilla happens to also have a reaction associated with it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 05, 2013, 02:39:25 am
I think you need to have an actual reaction, though I'm not 100% on that. In the event that they do go economic keep in mind that all layer stones will automatically be enabled at the start of each embark (similar to what happens with flux stones).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Guthbug on April 05, 2013, 09:19:00 am
Ok, a couple of questions here:

1. Is the trade depot unique and hardcoded? Can I create a different building and give it a specific tag which would make it be used as a trade depot?

2. MAXAGE in the entity file seems to be throwing me. My civilization doesn't breed. If I leave off MAXAGE completely then they survive even at 600+ years in worldgen, but if I add a MAXAGE of 800+ minimum years then worldgen rejects all builds (doesn't crash, just doesn't ever find a playable world). If I leave MAXAGE out of the entity completely, what defaults is it using? I can't seem to figure out what's happening from reviewing legends.

3. Giving the EXPEDITION_LEADER the responsibility for law enforcement seems to make him criminally insane. Are those behaviors hardcoded and can I control them anywhere else than besides in the entity screen? Is there a complete list of them somewhere else? Can I modify them or add new ones?

Ok, #3 is multiple questions. You got me. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 05, 2013, 09:39:10 am
1. Yes and No. Yes hardcoded, no you cant make a new one.

2. There is no MAXAGE tag in the entity. Its a creature token. Its the maximum age a creature reaches before it can die of old age. No maxage means the xcreature does not die of old age.

3. Why criminally insane? law enforcers are usually very violent... the tokens I did send you, here again: http://dwarffortresswiki.org/index.php/Position_token (http://dwarffortresswiki.org/index.php/Position_token)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Guthbug on April 05, 2013, 09:47:55 am
1. Yes and No. Yes hardcoded, no you cant make a new one.

2. There is no MAXAGE tag in the entity. Its a creature token. Its the maximum age a creature reaches before it can die of old age. No maxage means the xcreature does not die of old age.

3. Why criminally insane? law enforcers are usually very violent... the tokens I did send you, here again: http://dwarffortresswiki.org/index.php/Position_token (http://dwarffortresswiki.org/index.php/Position_token)

Ah. Creature files. Can't keep up with what's where. :) I guess that explains why they aren't dying out in worldgen without that tag.

I've only had a couple of events where the law enforcement came up, but it seemed to happen very fast. Much faster than when I've appointed a separate noble for law enforcement. Might be because the top guy doesn't have much to do and can get right on any "infractions". What happened before was it seemed like he just immediately killed someone else on a whim. I couldn't determine the reasoning behind it. More testing is called for.

I tweaked their emotional stability some based on what you did with kobolds. I may have made them somewhat insane as a base.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 05, 2013, 09:53:21 am
My kobolds are the opposite of insane. They are designed NOT to tantrum. Since the race is based on many children and throw-away military, I wanted the rest to stay stable and dont freak out when 20 bolds die at a time. If you want insane, you cant copy the kobolds.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Guthbug on April 05, 2013, 10:39:59 am
My kobolds are the opposite of insane. They are designed NOT to tantrum. Since the race is based on many children and throw-away military, I wanted the rest to stay stable and dont freak out when 20 bolds die at a time. If you want insane, you cant copy the kobolds.

No, but the kobolds were the first race I came across with personality tags, letting me know that such things exist. :)

What seems to be happening is that, with my civ, I increased their love of order and discipline. They don't really tantrum, but they seem to stay permanently unhappy. They get happy thoughts from talking to nobles, so I may have to increase the number of nobles who go around comforting them. They also get happy thoughts from their surroundings, which is appropriate. I did not realize how much of the happiness of living creatures came from what they were eating and drinking. That seems to offset most of the unhappiness and when you remove eat and drink tags, they spiral downwards significantly.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 05, 2013, 12:37:29 pm
The biggest things are friends, lovers, marriages and kids. The things that are worst are miscarriages, abductions, death of kids, friends and lovers. Pets are also quite important.

EDIt: Oh, and you probably want LIKES_FIGHTING, which gives the "took joy in slaughter lately" thought, after each fight.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on April 05, 2013, 08:07:13 pm
[MAT_FIXED_TEMP:10000]
[BOILING_POINT:5]

Yeah, no. I didn't expect that to really help, and, it didn't. The problem isn't getting the material to dissolve, it's getting it to dissolve in less than two hundred steps. Ideally, single digits, but if that's not possible, well, I'll take any improvement I can get. The other option I guess would be to create some kind of four-armed being, and only use the Poof material with two of the arms, and so it's effectually just a normal creature afterwards, but it doesn't solve the problem of it taking like, six seconds at 100FPS before the arms finally come off. Which is a problem for various other reasons.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on April 06, 2013, 05:10:26 am
I have adapted a few summoning interactions from masterwork.
Everything work as intended, I am even using truetransform, but the creature is 'friendly' on the unit list.

Typing 'tweak makeown' on dfhack fix that, so I thought you could try to have autosyndrome do that for you but I can't seem to make it work.
Can tweak commands be fired with autosyndrome ?

Here's the last interaction, I am using a duck and a dog for testing purposes :
Spoiler (click to show/hide)

Another thing : As the name implies, I tried to summon fire imps. But they have no caste and DF keep issuing errors about unrecognized caste token.
I tried using GENERIC, MALE, NONE and nothing as the caste token, how do I handle that besides editing the creature ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on April 06, 2013, 03:10:37 pm
Making new creatures with unusual bones... And once again, I'm left grinding my teeth at the BONE STACK BUG.

The only way around it is with making bone bolt-consuming reactions. Apparently, even Meph hasn't found a better solution for it.

I mean, I could make all the creatures who have a certain bone material one size, and use a stack-consuming reaction to create a special tool item from it... BUT THEN, if any creature gets limbs severed, there's more than one stack of bones and more tools than there are supposed to be!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on April 06, 2013, 11:22:37 pm
Can you change a creature's immunities to syndromes without transformations? As in, can I change its CREATURE_CLASS? Or alternatively, can I make a creature unable to get a syndrome if it already has a different syndrome?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 06, 2013, 11:25:34 pm
Yeah, with IT_CANNOT_HAVE_SYNDROME_CLASS.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on April 06, 2013, 11:28:35 pm
Yeah, with IT_CANNOT_HAVE_SYNDROME_CLASS.
That's through interaction, I mean directly through syndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Carch on April 07, 2013, 02:16:36 pm
I've been looking for a while now, and while this is not exactly a modding question I'm not sure where else it should go.
is there a mod (or way to mod back) so that you have the old embark information?
like what kind of deposits(sedimentary etc.) and listing sand and such.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 07, 2013, 02:17:40 pm
Yeah, with IT_CANNOT_HAVE_SYNDROME_CLASS.
That's through interaction, I mean directly through syndrome.
No. You can only change which interactions can affect it, not which syndromes can.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on April 07, 2013, 02:25:57 pm
Yeah, with IT_CANNOT_HAVE_SYNDROME_CLASS.
That's through interaction, I mean directly through syndrome.
No. You can only change which interactions can affect it, not which syndromes can.
Damn, I thought there might be some workaround to prevent guys from getting doubly poisoned or something. Alright then, is it possible to add an interaction directly to a material?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 07, 2013, 02:41:46 pm
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 07, 2013, 02:54:10 pm
Spoiler: Inorganic (click to show/hide)

Could make your poisions self induced interactions, that are aquired through a material, just pick this apart.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 07, 2013, 03:05:32 pm
Right. I'm losing my grips on hoops >_<
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on April 07, 2013, 03:49:57 pm
Spoiler: Inorganic (click to show/hide)

Could make your poisions self induced interactions, that are aquired through a material, just pick this apart.
Aha, yes I was wondering if something like that was feasible, that may be one solution to my vampire blood transmission problem. Thank you.

On the off chance anyone knows, is it possible to make a reaction to get blood from any piece of a creature? I have this reaction here:
Code: [Select]
[REACTION:C_EV_EXTRACT]
[NAME:create vampiric wolf extract]
[ADVENTURE_MODE_ENABLED]
[REAGENT:bottle:1:TOOL:ITEM_TOOL_BOTTLE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT][PRESERVE_REAGENT][EMPTY]
[REAGENT:corpse:1:NONE:NONE:CREATURE_MAT:WOLF_V:ALL][UNROTTEN][PRESERVE_REAGENT]
[PRODUCT:100:1:LIQUID_MISC:NONE:CREATURE_MAT:WOLF_V:EXTRACT][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bottle]
and I was wondering if I should even try to change it to work for any creature or if that would be a waste of time. ITEM_TOOL_BOTTLE is already defined in another raw, so don't worry about that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 07, 2013, 03:59:55 pm
Wouldn't it be easier to use the FLASK:NONE item than the bottle?

Anyway, note sure if that CREATURE_MAT:WOLF_V:ALL will work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on April 07, 2013, 04:03:08 pm
Wouldn't it be easier to use the FLASK:NONE item than the bottle?

Anyway, note sure if that CREATURE_MAT:WOLF_V:ALL will work.
Oh, that part works all right, not sure how but it does. It asks for skin or fat, but actually works for any material from the animal. I made the bottles specifically so I could have small containers made from bone and horn, which is why I was asking about flasks earlier. Since apparently you can't make your own flasks, I just made those instead.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on April 07, 2013, 08:58:45 pm
I don't suppose [NATURAL_SKILL:ALL:10] works does it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on April 07, 2013, 09:28:57 pm
I don't suppose [NATURAL_SKILL:ALL:10] works does it?
I don't think it does. Haven't tried it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 08, 2013, 09:43:37 am
I don't suppose [NATURAL_SKILL:ALL:10] works does it?
I don't think it does. Haven't tried it.
It doesn't work. Whatever goes in the first argument needs to be a skill token (http://dwarffortresswiki.org/index.php/DF2012:Skill_token). You could, however, set up a creature variation which would shorten it down to two lines in your creature (and would be useful if you were applying it to multiple creatures).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on April 08, 2013, 02:05:01 pm
I was hoping someone could help me with an interaction for the hydra that would cause it to basically 'heal' lost heads by transforming into itself and is triggered by the loss of one of its noggins. Not entirely sure if the loss thing is a possible thing for it to react to though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Xangi on April 08, 2013, 02:21:45 pm
I was hoping someone could help me with an interaction for the hydra that would cause it to basically 'heal' lost heads by transforming into itself and is triggered by the loss of one of its noggins. Not entirely sure if the loss thing is a possible thing for it to react to though.
Put this into the hydra raw:
Code: [Select]
[CAN_DO_INTERACTION:HYDRA_REGEN]
[CDI:ADV_NAME:Regenerate]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:FLEEING]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:regenerate:regenerates:NA]
[CDI:WAIT_PERIOD:1000]

And make a new file called interaction_hydraregen with this inside:
Code: [Select]
interaction_hydraregen
[OBJECT:INTERACTION]
[INTERACTION:HYDRA_REGEN]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:1]
  [CE:CREATURE:HYDRA:MALE]

When the hydra gets weak enough to break combat, it'll regenerate all its wounds. Adjust the CDI:WAIT_PERIOD as necessary to keep this from getting too absurd.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zlurker on April 08, 2013, 02:42:20 pm
I was hoping someone could help me with an interaction for the hydra that would cause it to basically 'heal' lost heads by transforming into itself and is triggered by the loss of one of its noggins. Not entirely sure if the loss thing is a possible thing for it to react to though.
Put this into the hydra raw:
Code: [Select]
[CAN_DO_INTERACTION:HYDRA_REGEN]
[CDI:ADV_NAME:Regenerate]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:FLEEING]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:regenerate:regenerates:NA]
[CDI:WAIT_PERIOD:1000]

And make a new file called interaction_hydraregen with this inside:
Code: [Select]
interaction_hydraregen
[OBJECT:INTERACTION]
[INTERACTION:HYDRA_REGEN]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:1]
  [CE:CREATURE:HYDRA:MALE]

When the hydra gets weak enough to break combat, it'll regenerate all its wounds. Adjust the CDI:WAIT_PERIOD as necessary to keep this from getting too absurd.

I'll add it in when I get to playing a bit later and see if it works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zzedar on April 08, 2013, 03:57:39 pm
Is there any way to make a creature that eats coke? SPECIFIC_FOOD doesn't seem to support that kind of thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 08, 2013, 06:29:42 pm
Yeah, things can't eat stuff if stuff isn't a food item (CHEESE etc.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on April 08, 2013, 06:31:44 pm
Quote
Is there any way to make a creature that eats coke? SPECIFIC_FOOD doesn't seem to support that kind of thing.


Not without some insane walkaround, SPEC FOOD only supports things that come from plants and creatures, to my knowledge.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on April 08, 2013, 06:58:52 pm
Make a reaction that turns COKE into COKE_FOOD which is a product of a plant that doesn't grow in-game?

Also, is it possible to create an object in-game that can have historical engravings and creatures on it?

Like, "this is a painted canvas. It depicts forgotten beasts by Urist McArtist. The forgotten beasts are undulating rhythmically."
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 08, 2013, 06:59:39 pm
Or just have the reaction turn it into a CHEESE of material COAL:COKE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Langolier on April 09, 2013, 02:37:47 am
I have here a reaction for a simple mining system in adventure mode, which I'm using in the crafting of adventure mode armors.

Spoiler (click to show/hide)

Problem is it feels a tad overpowered, since theoretically you could just spam it until you have a full candy suit of armor. Any way I could reduce the OP'ness without getting rid of possible ores? I was thinking to not preserve the pick reagent, but I'm not sure how frequent they are found while adventuring...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 09, 2013, 06:00:08 am
Switch production chances to one, remove [PRESERVE_REAGENT] from the line below,

[REAGENT:A:1:WEAPON:ITEM_WEAPON_PICK:NONE:NONE:NONE][PRESERVE_REAGENT]

then make it produce a clone of said pick, to imitate breaking a pick while mining.

[PRODUCT:90:1:WEAPON:ITEM_WEAPON_PICK:GET_MATERIAL_FROM_REAGENT:A:NONE]

This has a 10% chance to break the pick each time the reaction is used.

And if you don't want to gain a masterwork pick in the process, remove mining. Mining governs how well you swing a pick anyway, so you might want to remove that to avoid brokeness.

Alternatively, use AdvFort in DFhack. It allows you to mine, among other things.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on April 09, 2013, 01:11:08 pm
Does anyone know if invaders are pulled from historical figures, or are they generated on the spot like they were in .31.25?  I'm basically curious if a new caste I add after world gen will show up in invasions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 09, 2013, 01:14:31 pm
Does anyone know if invaders are pulled from historical figures, or are they generated on the spot like they were in .31.25?  I'm basically curious if a new caste I add after world gen will show up in invasions.
I believe that right now they are still just generated on the spot, but their leaders/generals are all historical figures when they siege you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on April 09, 2013, 01:29:11 pm
Cool, thanks.  Adding a new caste should work then.  Time to experiment.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shalderave on April 10, 2013, 07:40:52 pm
Hello Gentlemen and women, how would I go about adding teeth to a bronze colossus? So's my modified adventurer can bite faces.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on April 10, 2013, 08:28:08 pm
How would I make a creature out of different materials? Im planning on making a mod for me and my friends that add playable ghosts, needless, but fragile characters. I want to make them out of shadows, but their isnt a material for it, so how would I make a material? also, I want one caste to have a pumpkin head, so how would I differentiate the different materials for the different parts. The plan I had was (Head=Pumpkin) (Body=Shadow) and (Soul=a everything organ made of fire?) can anyone give me any pointers to do any of that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 10, 2013, 08:41:10 pm
Hello Gentlemen and women, how would I go about adding teeth to a bronze colossus? So's my modified adventurer can bite faces.

Just add TEETH to the body.

How would I make a creature out of different materials? Im planning on making a mod for me and my friends that add playable ghosts, needless, but fragile characters. I want to make them out of shadows, but their isnt a material for it, so how would I make a material? also, I want one caste to have a pumpkin head, so how would I differentiate the different materials for the different parts. The plan I had was (Head=Pumpkin) (Body=Shadow) and (Soul=a everything organ made of fire?) can anyone give me any pointers to do any of that?

http://dwarffortresswiki.org/index.php/Modding_guide#Materials
http://dwarffortresswiki.org/index.php/Modding_guide#Creature_materials_and_tissues
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shalderave on April 10, 2013, 09:41:35 pm
Thanks Putnam, you're on a roll.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 11, 2013, 09:26:53 am
Is it possible to make an interaction with two simultaneous effects, like a syndrome and rock throwing, or a multi-element breath attack (just for the jumble of colors), or Dragonfire and TRAILING_DUST_FLOW?

Also, does total necrosis kills a target instantly, or does it just make the victim vulnerable to one hit kills (via swords, etc.)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ViolinAnon on April 11, 2013, 01:26:47 pm
Hello, I made a new creature and I need some help with it.

Spoiler: Jumping Spider (click to show/hide)

My problem is that it's not a threat. At all.
I don't want it to just kill dwarves left and right, but it cannot kill an unarmed, unarmored and unskilled dwarf.
All it does is dent the skin.
How would I go about fixing that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on April 11, 2013, 01:39:02 pm
Is it possible to make an interaction with two simultaneous effects, like a syndrome and rock throwing, or a multi-element breath attack (just for the jumble of colors), or Dragonfire and TRAILING_DUST_FLOW?

Also, does total necrosis kills a target instantly, or does it just make the victim vulnerable to one hit kills (via swords, etc.)?

A custom interaction can have many simultaneous effects, but not including material emissions.  MATERIAL_EMISSION (which covers rock throwing and breath attacks) is itself a hard-coded interaction. .... actually on second thought, maybe, you can write your own new interaction with multiple I_EFFECT:MATERIAL_EMISSION.

Necrosis is strange, even if very severe it doesn't seem to be fatal until the victim takes a hit (or possibly, enters some kind of state related to being in close combat?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on April 11, 2013, 02:04:55 pm
Hello, I made a new creature and I need some help with it.
My problem is that it's not a threat. At all.
I don't want it to just kill dwarves left and right, but it cannot kill an unarmed, unarmored and unskilled dwarf.
All it does is dent the skin.
How would I go about fixing that?

if you want it to be a physical danger to dwarves, it's too small.  Make the creature bigger, or maybe you can try increasing the
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
to greater than 100 percent and see if that helps.

You can always make the SEV (severity) tokens on its poison effects much higher.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 11, 2013, 02:12:45 pm
Yes (multiple I_EFFECTs).

The latter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ViolinAnon on April 11, 2013, 02:21:28 pm
if you want it to be a physical danger to dwarves, it's too small.  Make the creature bigger, or maybe you can try increasing the
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
to greater than 100 percent and see if that helps.

You can always make the SEV (severity) tokens on its poison effects much higher.

The thing is, the venom never comes into play since it can't break the skin.
That's the only thing I'd need, I think. For it to break the skin and actually make 'em bleed.
And I just realised I haven't gave them teeth, so they just sorta gum their enemies.
Maybe that would help?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on April 11, 2013, 02:38:45 pm
yes some combination of

teeth
bigger/stronger monster
smaller attack contact area
larger attack penetration perc

would probably help
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on April 11, 2013, 02:39:45 pm
I think giving him fangs would work well. It may be a little bit of trial-and-error to get them to penetrate clothing and not, say, leather. But fangs would work well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on April 12, 2013, 07:51:25 pm
I heard that towers will only be built by secret keepers if the interaction uses a corpse, so will books still be findable for secrets that don't involve corpses?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 12, 2013, 07:57:19 pm
Yeah, in keeps and such.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on April 12, 2013, 08:02:51 pm
...

Also, does total necrosis kills a target instantly, or does it just make the victim vulnerable to one hit kills (via swords, etc.)?

...

Necrosis is strange, even if very severe it doesn't seem to be fatal until the victim takes a hit (or possibly, enters some kind of state related to being in close combat?)

Severe bleeding from every single body part, like some kind of magical ebola, can kill creatures (at least the ones that have blood) in 3-4 steps. Necrosis and paralysis are overrated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 12, 2013, 10:29:38 pm
...

Also, does total necrosis kills a target instantly, or does it just make the victim vulnerable to one hit kills (via swords, etc.)?

...

Necrosis is strange, even if very severe it doesn't seem to be fatal until the victim takes a hit (or possibly, enters some kind of state related to being in close combat?)

Severe bleeding from every single body part, like some kind of magical ebola, can kill creatures (at least the ones that have blood) in 3-4 steps. Necrosis and paralysis are overrated.

But it wouldn't be fun if a basilisk's gaze could cause massive bleeding pools on the ground.

...actually, that would be quite neat, now that I think about it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 13, 2013, 12:38:03 am
But it wouldn't be fun if a basilisk's gaze could cause massive bleeding pools on the ground.

...actually, that would be quite neat, now that I think about it.
Personally (since I prefer the "turn to stone" style basilisks) I use a combination of total paralysis and a massive negative CE_SPEED_CHANGE to simulate turning them to stone. Then I just add a CE_IMPAIR_FUNCTION effect onto both the lungs, heart, and brain to insure that pretty much everything dies.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 13, 2013, 02:17:25 pm
anyone got some good advice for reducing the amount of grass animals consume?

And does grass growback?

I'd like to reduce the amount of grass that is set by default for the larger animals...  I know there's a token I need to edit it, but are there suggested settings I should set it to?  I guess I could look at other mods.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on April 13, 2013, 02:18:39 pm
GRAZER, the wiki quantitatively tells you how many squares you'll need per animal at a given setting, so you can choose

Yes, grass grows back at a fixed rate except in freezing biomes, that's why there is a certain amount of space that reaches equilibrium with animals of a given size.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 13, 2013, 04:30:17 pm
Basilisk gaze = transform into a insta-kill creature that uses a rock statue as itemcorpse. Tada! Petrifying gaze, resulting in real statues :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 13, 2013, 06:33:12 pm
Basilisk gaze = transform into a insta-kill creature that uses a rock statue as itemcorpse. Tada! Petrifying gaze, resulting in real statues :)
Suddenly I have the strange vision of a dwarf meeting a basilisk's stare and transforming into a statue of cheese.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ivan Issaccs on April 13, 2013, 08:20:25 pm
I'm sure its been answered before but what can I do to remove skill rust and item wear on things like clothes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on April 13, 2013, 08:21:50 pm
Basilisk gaze = transform into a insta-kill creature that uses a rock statue as itemcorpse. Tada! Petrifying gaze, resulting in real statues :)
Suddenly I have the strange vision of a dwarf meeting a basilisk's stare and transforming into a statue of cheese.

perfect for decorating the larder that the basilisk has taken up residence in :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 13, 2013, 08:46:47 pm
1st question:

2nd question:

3rd question:
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on April 14, 2013, 11:00:53 am
I've been trying to create a creature that can spray acid. How would having them release a liquid that is set to an absurdly high temperature work out?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 14, 2013, 12:16:09 pm
I've been trying to create a creature that can spray acid. How would having them release a liquid that is set to an absurdly high temperature work out?

I think it would burn the creature, or more accurately, pop up a lot of 'You are melting!' announcement chatter.

Basilisk gaze = transform into a insta-kill creature that uses a rock statue as itemcorpse. Tada! Petrifying gaze, resulting in real statues :)

Make it worse. Add NOBREATHE to it, but make it hunger and thirst. Make it die from starvation as the stupid lizard claws it with its weak nails.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on April 14, 2013, 12:53:27 pm
According to the wiki, the [SPECIAL] tag on inorganic materials prevents them from showing up in "certain places". Does anyone know the details?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on April 14, 2013, 05:17:15 pm
When determining path finding, do the restrictions apply to all creatures, only dwarves, only friendly creatures, some sort of mix?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on April 14, 2013, 05:45:22 pm
Trying to make new metal that would be somewhere between iron and steel in terms of combat usefulness. How should I modify all those properties of the materials?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on April 14, 2013, 06:04:57 pm
average them all?

of course alternatively you can do something creative like "it's like iron but light," ; "like steel but too heavy for armor" ; "like iron but doesn't deform as much before material failure" ; "like iron but better against impact".   but, of course, you'd have to pick one.  if you just want it "in between," there's nothing to really go on other than, make it in between.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on April 14, 2013, 06:20:46 pm
Well mostly I was more asking what do the different properties mean so I'd know how to use them, since it's a material from a story that has its actual properties rather vaguely defined. Partially because earth metals don't exist in that universe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on April 14, 2013, 06:25:42 pm
http://dwarffortresswiki.org/index.php/DF2012:Material_science
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 14, 2013, 07:00:13 pm
I was looking at fortress defense mod, and reading the readme, it states that the attacks come in waves based on the current population, how is this defined via tokens/raws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on April 14, 2013, 07:10:19 pm
PROGRESS_TRIGGER_POPULATION   
level    0 to 5,
civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Catsup on April 14, 2013, 07:59:47 pm
my first dwarven caravan brought a stack of 10 "liquids(10)" in a barrel that does not fit into any stockpile category. Is this the result of raw duplication? the only modding i did was to creatures and the entity raw for world gen (mainly starting biomes and world constructions). I did not add any new creatures, only changed existing ones' stats around. I also did not touch items or reactions at all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 14, 2013, 08:47:10 pm
When determining path finding, do the restrictions apply to all creatures, only dwarves, only friendly creatures, some sort of mix?

Dwarves only.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on April 14, 2013, 09:13:18 pm
So, I added a new caste to a game that was already in progress.  I've done this a few times without problems in the past.  This time, when I reloaded the game, existing blood spatters are randomly various shades of pink and purple.  I appear to have tracked this down to adding feather tissues and materials to the creature file.

This is caused by a similar phenomenon to duplicated raws, right?  If I remove these lines:

[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]

It works fine, but generates errors because the new castes have feathers.  Am I out of luck on getting this to work properly without a regen / new embark?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on April 15, 2013, 12:08:11 am
ok so i have a question. in my current fort i seemed to have captured two hippos and 5 hippo calfs. how do i train them and how can i weaponize them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 15, 2013, 12:10:19 am
ok so i have a question. in my current fort i seemed to have captured two hippos and 5 hippo calfs. how do i train them and how can i weaponize them?

Add [TRAINABLE] and [PET_EXOTIC] (if not already there) to the creature definition. This is weaponisation in and of itself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on April 15, 2013, 12:25:32 am
ok so i have a question. in my current fort i seemed to have captured two hippos and 5 hippo calfs. how do i train them and how can i weaponize them?

Add [TRAINABLE] and [PET_EXOTIC] (if not already there) to the creature definition. This is weaponisation in and of itself.

thank you as always putnam :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 15, 2013, 01:53:29 am
3rd question:
  • Is there a way I can make templates for item types to allow in for civilizations?

    Say I have a standard set of armor I want all civ's to have access too (say leather armor set), is there a way to create a leather armor template so I can just reference that vs copying and pasting each armor piece in?
No, copy pasting is what you will need to do.

According to the wiki, the [SPECIAL] tag on inorganic materials prevents them from showing up in "certain places". Does anyone know the details?
It stops traders from bringing them, and also stops them from being used for armor/weapon materials. There might be a few other places, but I don't remember them off the top of my head. Those are the big two though.

my first dwarven caravan brought a stack of 10 "liquids(10)" in a barrel that does not fit into any stockpile category. Is this the result of raw duplication? the only modding i did was to creatures and the entity raw for world gen (mainly starting biomes and world constructions). I did not add any new creatures, only changed existing ones' stats around. I also did not touch items or reactions at all.
IIRC this bug is caused when a civilization has a domesticated creature with a "blood sucking" ability. It can also occur if you create a creature/plant with an extract or other liquid and then don't bother to name the new material. Regardless it's not something you really need to worry about.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 15, 2013, 05:38:18 am
Is it possible to make resurrective dust coating?

Coat the limbs in dust and it stands up as undead?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on April 15, 2013, 07:18:30 am
Is there a way to make a reaction that will accept a variable amount of barrels with reagents?

For example, if it needs 15 sweet pod syrup as a reagent, it would accept one barrel with 5 syrup and another with 10, or three with 5 each, or one with 15...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 15, 2013, 07:31:50 am
New Guy: no.

Valikdu: no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on April 16, 2013, 01:23:47 am
Do multiple syndromes on one material (used for an evil cloud) work?  I created this material:

Code: [Select]
[INORGANIC:DISCORDANT_MAGIC]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:discordant magic]
[STATE_NAME_ADJ:LIQUID:discordant magic]
[STATE_NAME_ADJ:GAS:discordant magic]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:450]
[MELTING_POINT:10]
[BOILING_POINT:20]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:10000]
[SYNDROME]
[SYN_NAME:discordant corruption]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_ADD_TAG:CRAZED:START:0:END:500]
[SYNDROME]
[SYN_NAME:discordant corruption]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:PONY_LITTLE:FEMALE]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0:END:500]
[CE:CREATURE:PONY_DISCORDANT:FEMALE]
[SYNDROME]
[SYN_NAME:discordant corruption]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:PONY_LITTLE:MALE]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0:END:500]
[CE:CREATURE:PONY_DISCORDANT:MALE]
[SYNDROME]
[SYN_NAME:discordant corruption]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:PONY_LITTLE:FEMALE_PEGASUS]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0:END:500]
[CE:CREATURE:PONY_DISCORDANT:FEMALE_PEGASUS]
[SYNDROME]
[SYN_NAME:discordant corruption]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:PONY_LITTLE:MALE_PEGASUS]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0:END:500]
[CE:CREATURE:PONY_DISCORDANT:MALE_PEGASUS]
[SYNDROME]
[SYN_NAME:discordant corruption]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:PONY_LITTLE:FEMALE_UNICORN]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0:END:500]
[CE:CREATURE:PONY_DISCORDANT:FEMALE_UNICORN]
[SYNDROME]
[SYN_NAME:discordant corruption]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CREATURE:PONY_LITTLE:MALE_UNICORN]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0:END:500]
[CE:CREATURE:PONY_DISCORDANT:MALE_UNICORN]

And now things that wander through the cloud don't have anything happen to them.  I get no errors in the error log.  At first I just had the original syndrome that made things [CRAZED], and that worked.  After adding the others, nothing has anything happen to it.  So far as I can tell the transformation syndromes are correct, but it's possible something is wrong with them.

Do I have a problem with those?  Can I not do this at all?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 16, 2013, 01:43:56 am
Your creatures aren't already affected by any kind of transformation right?

Other then that I can't find any problems with your syndromes (though only lasting for a little over 5 steps worth of movement [not ticks!] seems a little short).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 16, 2013, 04:09:16 am
Perhaps it has something to do with all of the transformation syndromes affecting GENERAL_POISON.

Try removing SYN_AFFECTED_CLASS:GENERAL_POISON on the transformations. Keep the GENERAL_POISON on crazed.

If not, move crazed to every part of the transformation syndrome and remove GENERAL_POISON?

It's supposed to work; Deon even has a variation of that in the form of werebeast curse, one side affecting males and the other for the females respectively.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on April 16, 2013, 07:38:28 am
Your creatures aren't already affected by any kind of transformation right?

Other then that I can't find any problems with your syndromes (though only lasting for a little over 5 steps worth of movement [not ticks!] seems a little short).

No, they haven't been transformed by anything.  And the duration is quite short, which is mostly intended, but probably shouldn't be that short.  I can't remember if I adjusted that down for some reason, but they stayed crazed long enough to cause some damage back when that was all that happened.  Hmm...

Perhaps it has something to do with all of the transformation syndromes affecting GENERAL_POISON.

Try removing SYN_AFFECTED_CLASS:GENERAL_POISON on the transformations. Keep the GENERAL_POISON on crazed.

If not, move crazed to every part of the transformation syndrome and remove GENERAL_POISON?

It's supposed to work; Deon even has a variation of that in the form of werebeast curse, one side affecting males and the other for the females respectively.

I'll try all of these tonight when I get a chance.  The affected class for the syndrome was something I was wondering about too.

Actually, come to think of it, to my knowledge the only things that have wandered through the evil clouds so far have been armored soldiers.  I assumed that it being a contact syndrome like that would affect them anyway, but is it possible their armor stopped it?  I think I may have had one civilian walk through it with no ill effect, but she did have clothes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 16, 2013, 07:59:54 am
I think armor may negate contact effects, similar to how shoes minimize FB poison effects.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zzedar on April 16, 2013, 11:47:37 am
How do the thicknesses specified in [BODY_DETAIL_PLAN] interact with the relative thicknesses in [TISSUE_TEMPLATE]? Are they multiplicative, or does the first override the second entirely, or what? For instance, if I have a body part whose BODY_DETAIL_PLAN has muscle:20 and fat:15, and I use the default muscle and fat templates (which specify RELATIVE_THICKNESS:3 and 1, respectively), does that mean that the ratio will be 20:15 (=4:3), or 60:15 (=4:1)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 16, 2013, 01:11:42 pm
Actually, come to think of it, to my knowledge the only things that have wandered through the evil clouds so far have been armored soldiers.  I assumed that it being a contact syndrome like that would affect them anyway, but is it possible their armor stopped it?  I think I may have had one civilian walk through it with no ill effect, but she did have clothes.
I think armor may negate contact effects, similar to how shoes minimize FB poison effects.
IIRC armor/clothes can block contaminants from reaching their target (and thus stop contact poisons) based on their COVERAGE values (Which defaults to 100%).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on April 16, 2013, 01:36:51 pm
Odd thing about that though... does armor or clothing stop vanilla evil clouds?  I've never actually played in such a biome before this one with my modded clouds, but I've never heard of anyone having a dwarf walk through these clouds without becoming a husk.

If I recall correctly, inhalation didn't work for the cloud syndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 16, 2013, 01:44:34 pm
For the most part dwarves almost always have some part of their body uncovered (hands/head mostly). It might be possible that the mod you are running this in has a different basic state.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on April 16, 2013, 02:12:22 pm
It's a heavily modified version of one of the old pony mods.  That does have some obvious changes to clothing and armor, but especially for civilians there should be some exposed body parts.  Tails come to mind.

Actually, come to think of it, it's possible that soldiers could be completely covered.  I'm not sure how the armor covers them precisely.  Helms don't normally cover faces, do they?  I'm not entirely sure how DF decides that, actually.  Tails may be covered by lower body clothes and armor, I'm not entirely sure.

Based on combat reports and general feel for it, those appear to be exposed though...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DWC on April 16, 2013, 10:26:20 pm
Howdy, I'm working on modding my game in the spirit of the 'Accelerated DF/ Modest Mod' method.

I'm trying to figure out what to do with clothing and armor and I need some ideas. My goal is to streamline the types and amount of clothing worn, but without taking away too much protection or unbalancing anything. I'm thinking of making custom clothing to resolve some of this. I'm wondering if say, shoes/caps/gloves should work like socks and can be worn under armor boots, so they only put on and remove armor going on and off duty, or if simplifying the crap an individual wears would be better by having them get rid of their shoes. Not sure how buggy this all is either.

Also considering a single generic 'uniform' clothing piece for non-dwarves to wear, since dwarves can't wear their crap anyways they don't need to be standardized across every race and goblin invaders can afford to have their clothing abstracted a bit.

In the same vein, I'm wondering if a single upper body item like a shirt or coat can replicate the mysterious protective qualities of multiple cloaks. Same with hoods. So a single substantial item can replace the stacks of cloaks and hoods without sacrificing protection.

Also, is there actually a protective difference between leather armor and leather clothing? Testing in the arena suggests there isn't but maybe I'm doing it wrong.

What do siegers/ ambushers wear for armor anymore? I noticed in adventure mode the soldiers and whatnot all have a very standard uniform of a metal cap or helm and a single torso armor. Never any boots or gauntlets or anything.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: D_E on April 17, 2013, 03:18:46 am
Actually, come to think of it, it's possible that soldiers could be completely covered.  I'm not sure how the armor covers them precisely.  Helms don't normally cover faces, do they?  I'm not entirely sure how DF decides that, actually.  Tails may be covered by lower body clothes and armor, I'm not entirely sure.

Based on combat reports and general feel for it, those appear to be exposed though...

The wiki has a good explanation of how armor coverage works (http://dwarffortresswiki.org/index.php/Armor#Coverage).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zzedar on April 17, 2013, 12:59:50 pm
Is there any way to set how much time a custom reaction takes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 17, 2013, 01:58:42 pm
Is there any way to set how much time a custom reaction takes?
Not directly no. Right now all custom reactions operate on the same principles as vanilla reactions so the speed is set. What you can do is make a multi-step reaction if you want a longer time though.

Example: Bless wood reaction
1)Wood -> Blessed Wood (25%) [this can be a TOY item if you don't want partially blessed wood to be used]
2)Blessed Wood (25%) -> Blessed Wood (50%)
3)Blessed Wood (50%) -> Blessed Wood (75%)
4)Blessed Wood (75%) -> Blessed Wood [this is your actual blessed wood].

If you make all of the reactions but the first one AUTOMATIC (in this case the Wood -> Blessed Wood (25%)) then when a dwarf starts the process they should automatically complete it all of the way unless they get interrupted without any further micromanagement on the player's end.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zzedar on April 17, 2013, 05:02:35 pm
Not directly no. Right now all custom reactions operate on the same principles as vanilla reactions so the speed is set.
See, that's what perplexed me. There clearly are some vanilla reactions that take longer than others -- strand extraction, for instance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 17, 2013, 05:06:21 pm
Those aren't really reactions, in the raw sense--they're hardcoded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zzedar on April 17, 2013, 11:48:55 pm
Hmmm... I wonder if I could set it up such that beginning the reaction (or at a point directly preceding the reaction), a special interaction was applied to the dwarf that adjusted said dwarf's speed, and then the effect ended as soon as the dwarf left the workshop. Would that work? Does CE_SPEED_CHANGE affect speed of work, or just speed of movement?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 17, 2013, 11:54:27 pm
It affects speed of everything as of now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 18, 2013, 12:32:55 am
While the idea is sound, right now there isn't any way to put it into action, (i.e. you can't make something that only affects dwarves in a specific workshop unless you made them perform another reaction to create a boiling stone with that effect first).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zzedar on April 18, 2013, 12:39:15 am
While the idea is sound, right now there isn't any way to put it into action, (i.e. you can't make something that only affects dwarves in a specific workshop unless you made them perform another reaction to create a boiling stone with that effect first).
(Edit, replacing original response): I think I could do it with a DFHack script, though I don't see any way to do it efficiently -- I'd have to regularly check whether the reaction was ongoing, since DFHack only has a reactioncomplete hook, not a reactionstarted hook.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 18, 2013, 02:09:39 am
How does one create an explosive creature, one that goes boom after creation?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on April 18, 2013, 02:13:58 am
For a simple self immolating destruction, tissues are flammable at room temperature works.

For explosion, hmm.  You could just give it CDI destructive materials emission attacks such as undirected dust attacks without appropriate usage hints.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zzedar on April 18, 2013, 02:14:29 am
How does one create an explosive creature, one that goes boom after creation?
Set its body temperature to be higher than its boiling point.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 18, 2013, 09:42:31 am
How does one create an explosive creature, one that goes boom after creation?

Like a complete explosion? total vaporization? then:

How does one create an explosive creature, one that goes boom after creation?
Set its body temperature to be higher than its boiling point.
For a simple self immolating destruction, tissues are flammable at room temperature works.

For explosion, hmm.  You could just give it CDI destructive materials emission attacks such as undirected dust attacks without appropriate usage hints.

But if you want it to be more of a "I see you, BOOM!" then:
Spoiler (click to show/hide)

the interaction:
Spoiler (click to show/hide)

This is a caste of a special mechanical creature that I have in a few of my mods that litterly can be pastured and they hide, spring from ambush to explode violently, at rare times it survives, most times it and it's target(s) are dead.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 18, 2013, 09:49:03 am
How does one create an explosive creature, one that goes boom after creation?

Like a complete explosion? total vaporization? then:

How does one create an explosive creature, one that goes boom after creation?
Set its body temperature to be higher than its boiling point.
For a simple self immolating destruction, tissues are flammable at room temperature works.

For explosion, hmm.  You could just give it CDI destructive materials emission attacks such as undirected dust attacks without appropriate usage hints.

But if you want it to be more of a "I see you, BOOM!" then:
Spoiler (click to show/hide)

the interaction:
Spoiler (click to show/hide)

This is a caste of a special mechanical creature that I have in a few of my mods that litterly can be pastured and they hide, spring from ambush to explode violently, at rare times it survives, most times it and it's target(s) are dead.

I tested this hours earlier, really impressed with your work. Sets a large multi-colored kaboom that burns and moves targets everywhere. But I decided not to use this, due to being unfamiliar with animation mechanics.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on April 18, 2013, 02:56:07 pm
Sooooo,  when a creature has the [CARNIVORE] token, will it only item edibles made from Item token MEAT, or any edible with the [MEAT] token in it?

Specifically, take kobolds, which are [BONECARN] and thereby CARNIVORE.  Aside from MEAT produced by butchering, would they eat, say, cheeses or tallow if the material definition included the [MEAT] material definition token?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 18, 2013, 03:25:18 pm
I think they will eat anything with the [MEAT] token on it, but I'm not 100% on that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Greiger on April 18, 2013, 10:34:56 pm
Does anybody know how creature shells work?  I created a creature with the plans that it would have an armored bony bit partially covering it's head.  Managed to get it in place and not throwing errors but when I attack the critter in the arena I discover that it is listing it's armored frill as a separate bodypart from the head.  It's head seems hard to hit, but I can't be sure it's unusually so, as the head always tends to be a hard target anyway.  Actually hitting the head shows no sign of it going through the frill first, and smashing the frill shows no sign of damage to the head.

Trying again with a turtle, as it's shell is what I based the frill bodypart around, and it seems to be a little harder to hit it's upper body, but again it's not conclusively so.

Does anybody in here know if shells provide any 'make it harder to hit' style protection to what they are supposed to be covering or do they just act as fluff?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zzedar on April 18, 2013, 11:14:11 pm
Do you have the actual raws? You need to set the BP_RELATION to have it surround the body part in question -- depending on the coverage token in the BP_RELATION tag, it will provide more or less protection.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: D_E on April 19, 2013, 01:23:57 am
Does anybody in here know if shells provide any 'make it harder to hit' style protection to what they are supposed to be covering or do they just act as fluff?

Shells that properly surround a bodypart take damage instead of the surrounded bodypart. So if the frill is properly set up, when the creature is struck in the head its frill will take damage rather than it's head. The combat messages will still claim that the head was damaged, though, so you have to actually look at the creature to check whether you hit the head or if the attack was intercepted by the frill.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on April 19, 2013, 02:48:01 am
How can you properly debug a syndrome ?

I made a reaction that transform a surrounding creature in this post (http://www.bay12forums.com/smf/index.php?topic=124135.msg4181254#msg4181254).

It worked well when I had only one. Then I copied over the inorganics and interactions, changing only the ID of the items involved.
Only the first one worked, and it was not even the original one. I cannot even see where is the issue and trying to fix that only broken the last working reaction. There is too much potential issues in a syndrome reaction I cannot reliably test.

Is there a way to display a message when a creature receive a syndrome , when it receive the ability to do an interaction and when said interaction is activated ?

I need to dump something like "Milith is affected by syndrome X" and "Milith used interaction Y on creature Z" so I can narrow the issue on a single step.

Of course the error log is empty. Syndromes are the worst thing in the history of things. >:(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 19, 2013, 03:12:54 am
You might want to ask the question of why it isn't working in whatever utility you are using to apply the syndromes. I'm not too sure how much we can help you here in the general questions thread. :P

And to answer your other question, I don't know of anything that will output a log like that off the top of my head.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zzedar on April 19, 2013, 03:46:32 am
It worked well when I had only one. Then I copied over the inorganics and interactions, changing only the ID of the items involved.
What changes exactly did you make? In particular, I note that the reaction is a [FREE_ACTION], so is it possible that the game tried to apply both interactions to the same target at the same time?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on April 19, 2013, 04:10:03 am
"Milith used interaction Y on creature Z" so I can narrow the issue on a single step.

The CDI:VERB and CDI:TARGET_VERB interaction tokens will put stuff in your combat log.

Milith invokes the rite of pain!
Elf speardancer is wracked with pain!

      [CAN_DO_INTERACTION:PAIN_ORC]
         [CDI:ADV_NAME:Rite of pain]
         [CDI:USAGE_HINT:ATTACK]         
         [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
         [CDI:VERB:invoke the rite of pain:invokes the rite of pain:NA]
         [CDI:TARGET_VERB:are wracked with pain:is wracked with pain:NA]
         [CDI:TARGET:A:LINE_OF_SIGHT]
         [CDI:TARGET_RANGE:A:10]
         [CDI:MAX_TARGET_NUMBER:A:1]
         [CDI:WAIT_PERIOD:100]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on April 19, 2013, 05:31:30 am
You might want to ask the question of why it isn't working in whatever utility you are using to apply the syndromes. I'm not too sure how much we can help you here in the general questions thread. :P

There is a chance that autosyndrome is giving me trouble here, I look for way to confirm the issue.

I'll do what I usually do: revert to a step where everything worked and redo every changes one by one. I'll use a stun effect to check if the syndrome is applied, but something that does not disrupt the process would be better.

What changes exactly did you make? In particular, I note that the reaction is a [FREE_ACTION], so is it possible that the game tried to apply both interactions to the same target at the same time?

I pasted those elements in their respective files for each of the 6 planned creatures and replaced the references to the creature each time.
So I have a reaction, an inorganic, and an interaction all named after the creature that leads to a truetransform.

The CDI:VERB and CDI:TARGET_VERB interaction tokens will put stuff in your combat log.

I'll try to see if those are added to the gamelog. That should cover most of the process.

Thank you for your answers, this issue made me feel like a moody dwarf who cannot find the right stack of cloth.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Greiger on April 19, 2013, 08:44:43 am
Thanks for the help with my question guys.  With that new info it's hard to tell, but I think it works.

Since somebody asked, and just in case there is still an issue I'm not seeing, below are the bodypart raws.  (Yes  I was not sure what the term for such a thing was when I named the thing, so it's called one thing in the raw name, another in the displayed name)
Spoiler: Body detail plan (click to show/hide)
Spoiler: bodypart (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Button on April 19, 2013, 02:57:36 pm
Noob question.

I want human and dwarven civilizations to be able to spawn in good and evil biomes in worldgen, but I can't find tags dealing with the moral alignment of sites.

Are they avoiding these sites because they lack the [USE_WOOD_X], [USE_PLANTS_X], [USE_ANIMALS_X] tags?

Would [USE_ANIMALS_EVIL] mean dwarven caravans would show up with troll fur goods? If so, would [USE_WOOD_EVIL] and [USE_PLANTS_EVIL] be enough to allow dwarven civs to spawn in evil biomes? (Troll fur goods are so quintessentially Goblin that I'd rather not be able to import them).

Or would I have to mod the races themselves to use the [EVIL] and [GOOD] tags in order to allow civs to spawn there? Would this have any political consequences in worldgen or afterwards?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zzedar on April 19, 2013, 03:22:59 pm
I want human and dwarven civilizations to be able to spawn in good and evil biomes in worldgen, but I can't find tags dealing with the moral alignment of sites.
I think they already can spawn in any alignment (whether they'll survive long in an evil biome is a separate issue entirely). However, even if they do spawn there, they won't use evil/good animals, plants etc. unless you add [USE_GOOD_ANIMALS], [USE_EVIL_PLANTS], etc.

Edit: Actually, wait. You many have to remove the [BENIGN] tag. Further update: Nope, that's just for savage/tame.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 19, 2013, 10:19:19 pm
Noob question.

I want human and dwarven civilizations to be able to spawn in good and evil biomes in worldgen, but I can't find tags dealing with the moral alignment of sites.

Are they avoiding these sites because they lack the [USE_WOOD_X], [USE_PLANTS_X], [USE_ANIMALS_X] tags?

Would [USE_ANIMALS_EVIL] mean dwarven caravans would show up with troll fur goods? If so, would [USE_WOOD_EVIL] and [USE_PLANTS_EVIL] be enough to allow dwarven civs to spawn in evil biomes? (Troll fur goods are so quintessentially Goblin that I'd rather not be able to import them).

Or would I have to mod the races themselves to use the [EVIL] and [GOOD] tags in order to allow civs to spawn there? Would this have any political consequences in worldgen or afterwards?

Civs only spawn on none savage, evil, good biomes but they can expand to cover them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Miriage on April 20, 2013, 05:01:10 am
Code: [Select]
[PHYS_ATT_RANGE:RECUPERATION:1000:1500:1750:2000:2250:2500:3000]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1000:1500:1750:2000:2250:2500:3000]
Is there any reason why this would not work? The dwarves at embark on a fresh generated world were unchanged from default.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on April 20, 2013, 05:31:13 am
Thank you for your answers, this issue made me feel like a moody dwarf who cannot find the right stack of cloth.

For info, I managed to debug the syndrome by adding stuns then making the interaction self only.

It turns out that reducing the speed of a creature slow down the interaction execution. So slowing down made the interaction time out without being executed.

Transforming a creature next to the workshop is still unreliable depending of the position of the creature. If the worker must path through the creature, it will work at 100% chance. However if the creature is at the east and the worker go south to exit the workshop, it start to get random depending of lines of sight.
An interaction is not activated right away, there seem to cap as how fast an interaction is launched, probably to limit the power of necromancers. I'll do more science on that when DF2013 is out to see if we can drop movement speed while keeping action speed at 100%.

Thank you for your help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: zzedar on April 20, 2013, 05:40:36 pm
Code: [Select]
[PHYS_ATT_RANGE:RECUPERATION:1000:1500:1750:2000:2250:2500:3000]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1000:1500:1750:2000:2250:2500:3000]
Is there any reason why this would not work? The dwarves at embark on a fresh generated world were unchanged from default.
Did you check their actual attribute values in an external utility, or are you just going by their descriptions? The dwarf description superlatives are by comparison to the norms for a dwarf, so if you raise the norms, that raises the standard they have to meet to be described as better than average in the description.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Miriage on April 20, 2013, 08:30:39 pm
Code: [Select]
[PHYS_ATT_RANGE:RECUPERATION:1000:1500:1750:2000:2250:2500:3000]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1000:1500:1750:2000:2250:2500:3000]
Is there any reason why this would not work? The dwarves at embark on a fresh generated world were unchanged from default.
Did you check their actual attribute values in an external utility, or are you just going by their descriptions? The dwarf description superlatives are by comparison to the norms for a dwarf, so if you raise the norms, that raises the standard they have to meet to be described as better than average in the description.
Thanks for the reply, I have just been checking the description's as I was unaware of that fact. Thank you I will look up the actual values next time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Miriage on April 21, 2013, 02:04:43 am
Is there a way to restrict castes to certain jobs/skills and/or avaliable equipment?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 21, 2013, 02:08:00 am
Is there a way to restrict castes to certain jobs/skills and/or avaliable equipment?

Skills, yes. Jobs, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 21, 2013, 06:41:11 am
Is it possible to add ore veins running through slade?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 21, 2013, 06:50:49 am
No, candy and slade can be replaced, but you cant put other minerals in those.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 21, 2013, 07:31:50 am
Aww that sucks. Thanks, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: salttotart on April 21, 2013, 02:21:53 pm
I haven't tried to do any raw modding since way back 40d, so I am very much out of the loop.  I am trying to add a smelter recipe that allows me to just pull logs out of it.  I remember from my previous attempts that it is possible to pull completed items out (i.e., beds), but I have been unsuccessful in having materials appear.  Also, last I knew, I had to replace an existing smelter reaction if I wanted to be able to use it in an established fort, but now I do not see my changes at all in my ongoing fort.

Here is what I am replacing one of my smelter reactions with:
Code: [Select]
[REACTION:MAKE_WOOD]
[NAME:make alder logs]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:LOG:NO_SUBTYPE:WOOD:ALDER][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

What am I missing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 21, 2013, 02:23:31 pm
You need to add PERMITTED_REACTION:MAKE_WOOD to the entity, and the product is 100:10:WOOD:NONE:PLANT_MAT:ALDER:WOOD
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on April 21, 2013, 02:27:50 pm
Also, last I knew, I had to replace an existing smelter reaction if I wanted to be able to use it in an established fort, but now I do not see my changes at all in my ongoing fort.

What am I missing?

As far as the updating an existing world, you didn't actually replace an existing reaction (i.e. keep the same REACTION: identifier as an old), you made a new one called "MAKE_WOOD"

Product dimension 150 is for bars, if you use it on wood you'll probably get 150 times the logs that you intend
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: salttotart on April 21, 2013, 02:43:18 pm
So the code should be:
Code: [Select]
[PERMITTED_REACTION:MAKE_WOOD]
[NAME:make alder logs]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:WOOD:NONE:PLANT_MAT:ALDER:WOOD][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

So, should I eliminate the PRODUCT_DIMISION piece?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 21, 2013, 02:53:38 pm
yeah
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on April 21, 2013, 02:56:39 pm
No, no.

This should indeed be a [REACTION:XXXX]

You *might* want to rethink the label (XXXX) in the REACTION tag, because you said you are trying to replace an existing reaction so that you can apply it to an existing world, but you gave this a new unique label.  With a new unique label it should work fine in new worlds.  If you want to replace an old one you have to use the same label as an existing reaction.

[PERMITTED_REACTION:XXXX] goes in the *entity*.  That is a different type of object defined in a different file that describes what your civilization has access to.  Whatever label you give you reaction, you have to also permit it in the entity.

>> So, should I eliminate the PRODUCT_DIMISION piece?

If you leave it there you will probably get 10*150 = 1500 logs.  I don't think that's what you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 21, 2013, 03:00:04 pm
Ok, now I have a question: Is there an easy way to make all creatures that have feathers to actually give feathers upon being butchered?

The material template is there, and creatures already do have this:
Code: [Select]
[BODY_DETAIL_PLAN:COMMON_ANIMAL_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:COMMON_ANIMAL_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]

I am just surprised that it doesnt give feathers already... Maybe the creatures are too small? (I am thinking of birds mostly, tiny tiny birds)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: salttotart on April 21, 2013, 03:09:20 pm
This should indeed be a [REACTION:XXXX]

You *might* want to rethink the label (XXXX) in the REACTION tag, because you said you are trying to replace an existing reaction so that you can apply it to an existing world, but you gave this a new unique label.  With a new unique label it should work fine in new worlds.  If you want to replace an old one you have to use the same label as an existing reaction.
Ok, I'll change that back.

[PERMITTED_REACTION:XXXX] goes in the *entity*.  That is a different type of object defined in a different file that describes what your civilization has access to.  Whatever label you give you reaction, you have to also permit it in the entity.
What would the entity for this reaction be?  I can't find alder logs in the raw folder.

If you leave it there you will probably get 10*150 = 1500 logs.  I don't think that's what you want.
Yeah... I'll be getting rid of that item.  I might change it to 10 and have the reaction produce 1.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 21, 2013, 03:21:15 pm
The entity means dwarves. entity_default.txt. MOUNTAIN.

If it's 10, the reaction will produce 10.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: salttotart on April 21, 2013, 03:24:35 pm
Got it and added it.  Okay, I'll see if it works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 21, 2013, 03:26:19 pm
Ok, now I have a question: Is there an easy way to make all creatures that have feathers to actually give feathers upon being butchered?

The material template is there, and creatures already do have this:
Code: [Select]
[BODY_DETAIL_PLAN:COMMON_ANIMAL_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:COMMON_ANIMAL_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]

I am just surprised that it doesnt give feathers already... Maybe the creatures are too small? (I am thinking of birds mostly, tiny tiny birds)

Oh and once I am here already:
1. feathers?
2. Anyone tried pets with BLOODSUCKER tag?
3. I wonder if you can make an undead opposed_to_life race thats at peace with wildlife, then remove vanilla demons, add undead, opposed_to_life custom demons, invade hell and spawn 100 friendly demon dudes that are happy to see visitors.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: salttotart on April 21, 2013, 04:21:18 pm
Well, I put the following adjustment in an the game crashed.

Code: [Select]
[REACTION:ROSE_GOLD_MAKING]
[NAME:make alder logs]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:LOG:NO_SUBTYPE:WOOD:ALDER]
[SKILL:SMELT]

The REACTION field is such because I'm running it in an existing world. Any ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 21, 2013, 04:24:40 pm
Well, I put the following adjustment in an the game crashed.

Code: [Select]
[REACTION:ROSE_GOLD_MAKING]
[NAME:make alder logs]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:LOG:NO_SUBTYPE:WOOD:ALDER]
[SKILL:SMELT]

The REACTION field is such because I'm running it in an existing world. Any ideas?


[PRODUCT:100:10:WOOD:NONE:PLANT_MAT:ALDER:WOOD]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: salttotart on April 21, 2013, 04:28:00 pm
[PRODUCT:100:10:WOOD:NONE:PLANT_MAT:ALDER:WOOD]

That did it.  Thanks you!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 21, 2013, 06:08:08 pm
redirect from here
http://www.bay12forums.com/smf/index.php?topic=119644.15

Local_Creature_Mat vs Creature_Mat

Is there a difference between using the two?

Vanilla uses local_creature_mat, accelerated mod uses creature_mat.

I don't know if I should bother with changing it unless someone (cough cough... Meph) can explain why it was modded to be creature_mat

Update:
The only thing I can think of is maybe creature_mat vs local means that the game doesn't have to keep track of what creature it is attached to (especially if something get's cut off)

UPDATE:
Nm, I figured it out.
It's from the accelerated creature animal, all the creature_mat's point to a single animal entry vs each individual entry for a specific creature...

hence the creature_mat:animal:pus vs local_creature_mat:pus
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 21, 2013, 06:44:26 pm
LOCAL_CREATURE_MAT refers to the... local creature. LOCAL_CREATURE_MAT:SKIN in the DWARF thing means CREATURE_MAT:DWARF:SKIN. CREATURE_MAT refers to a specific creature; saying CREATURE_MAT:ANIMAL:PUS with vanilla DF would spit out a "no creature called ANIMAL" error. The reason accelerated does that is because there's explicitly a single creature that all creatures get their materials from, which is how simplified leather etc. is implemented.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 22, 2013, 02:11:33 am
could someone help me with my mod.

For some reason (even after doing everything from scratch), i'm not able to build mail shirts...
http://www.bay12forums.com/smf/index.php?topic=125119.0

I think it might be an entity file...  I'm not sure though.

Update: I verified it is now working in v5.0.2, not sure if removing the trailing ] in removed armor types fixed it, or if it was a fluke...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 22, 2013, 10:17:43 am
Continuation to my clown tent queries.

Is it possible to turn slade into soil to allow grass to grow on it, and allow trees to grow?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 22, 2013, 10:35:34 am
No. Grass and trees grow on stone as well, even slade, but never on depth 4 (magmalake) or 5 (hell). You can make a plant with depth:5:5, but it wont grow in hell. Once you breach hell, it will start growing in the caverns/on soil.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 22, 2013, 10:47:19 am
No. Grass and trees grow on stone as well, even slade, but never on depth 4 (magmalake) or 5 (hell). You can make a plant with depth:5:5, but it wont grow in hell. Once you breach hell, it will start growing in the caverns/on soil.

Interesting fact. I might try this one for an experiment.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: escaped lurker on April 22, 2013, 04:34:53 pm
To put it plainly, i would like to implement a necromancer-based civ that would be able to raise "skeleton"-civ-pet-members at an altar that spawn as members of your fort, able to be roped into military service. (Obviously with accodring tags and raising costs, dependant on wich kind, but i disgress.)
But before i would even get deeper into the makings of this mod, i would like to inquire if this train of thought is even possible? I tried to gather some !Science! on it, but failed to uncover the needed information on "raise a creature out of nothing, for your own fort".

My current hopeful modus operandi-i would be as follows;
"Altar"->"Necromancer" uses Job-Interaction->"boiling stone"-> "Necromancer" gets transformed into creature with "rotting off" body-part for a few ticks -> rotted body-part gets raised/transformed into seperate creature?
"Altar"->"Necromancer" uses Job-Interaction-> boiling stone raises "skeleton-related" corpse-mat that is produced alongside in the reaction?


Any information, advice or workarounds will be highly appreciated :3

Edit: Seems like i need to review my plans then - Thanks for the quick reply Meph
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 22, 2013, 04:40:28 pm
This works, although this part:
Quote
as members of your fort
is impossible. You will get friendly creatures, similar to how traders and diplomats act. They stand around, attack your enemies, but you cant give them orders or move them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on April 22, 2013, 04:59:11 pm
aaaaargh

so I've got a material emission interaction. Two of them, as a matter of fact. They use the same material, come from the same creature. One of them is of the type UNDIRECTED_VAPOR and the other is of type TRAILING_VAPOR_FLOW. However, whenever I use the second one, it causes the target to start melting, which is nice, but not the intended effect. I've played around with melting/boiling points, fixed temps, and no matter what I do, the trailing vapor flow causes melting--but not the undirected vapor. What gives? D:
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 22, 2013, 05:06:28 pm
Ok, now I have a question: Is there an easy way to make all creatures that have feathers to actually give feathers upon being butchered?

The material template is there, and creatures already do have this:
Code: [Select]
[BODY_DETAIL_PLAN:COMMON_ANIMAL_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:COMMON_ANIMAL_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]

I am just surprised that it doesnt give feathers already... Maybe the creatures are too small? (I am thinking of birds mostly, tiny tiny birds)

Oh and once I am here already:
1. feathers?
2. Anyone tried pets with BLOODSUCKER tag?
3. I wonder if you can make an undead opposed_to_life race thats at peace with wildlife, then remove vanilla demons, add undead, opposed_to_life custom demons, invade hell and spawn 100 friendly demon dudes that are happy to see visitors.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 22, 2013, 05:30:36 pm
I don't think feathers actually show up as an item in-game right now (so regardless of how big the bird is you never get them). I seem to remember someone doing a workaround that output a skin type item or something like that, but I don't think you can get just plain old feathers right now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 22, 2013, 05:41:56 pm
No. Grass and trees grow on stone as well, even slade, but never on depth 4 (magmalake) or 5 (hell). You can make a plant with depth:5:5, but it wont grow in hell. Once you breach hell, it will start growing in the caverns/on soil.

Interesting fact. I might try this one for an experiment.

Allow me to correct this by setting the sentence right.

Yes nothing grows on cave level 4-5 because there is no... Mud, cavern grass, plants, trees grow on stone due to all cavern ground being coated in mud. And since magma sea and clown tent lack mud, nothing will grow. But due to how Toady has the cave levels setup yes breaching those layers will make plants/grass on all levels.

So in short:
Grass/Plants/Trees in cavern levels can grow on anything covered in mud, and on soil. But stone covered in mud works too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on April 22, 2013, 05:44:59 pm
Feathers don't currently exist, but that doesn't mean you can't make them. I'm fairly certain that, if nothing else, you can just use it as an EBO. I don't know if you can just slap that into a body detail plan or not, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on April 22, 2013, 06:15:02 pm
A note on Feathers.

I'm not sure how Toady has it worked into the game, but you can obtain feathers as a body part by designating the feathers as a shearable tissue.  However, like with all tissues, the game seems to keep track of how "big" the sheared tissue is once severed, for the purpose of things such as spinning into thread (if it doesn't hit some threshold, the game won't use it).  This indicates some product dimension type mechanic is involved (just like with butchering).

Just like with organs and other tissues when butchering, if the BODY_SIZE*REL_SIZE(factor of body part rel_size and tissue thickness I believe) of the tissue in question doesn't hit some threshold, then it won't display as a product of the butchering.  Shearing is a special case where the game will output the tissue after the shearing task, but it will have the pseudo-product_dimension below the game's desired critical value, possibly making it unusable (at least for hard-coded reactions, such as spinning thread or carving crafts).


Some quick science:

I took turkeys and cranked their body size up to 5000000 (three orders of magnitude).  I also increased the tissue layer thickness for all feather to 10 (10x increase).  After butchering, "Feather" was observable in the butchering results.  But it was only that, 'Stray Turkey Gobbler Feather'.  No number of units, just like skin.  There were 110 Meat and 72 bones though.

I thought to myself "Hey, if that were hair, it would have said something like 'Stray Turkey Gobbler Hair(17)' or some such, because its so damn big that all the different body part hair layers should yield individual butchering returns".  So I changed the Tissue_Shape of the Feather tissue to be STRANDS to match hair.  The result:  Still only one single feather body part after butchering.



My current conclusion:

I haven't done enough science to make a conclusive statement, but I have a suspicion.  I think Feather, like skin, is treated specially by the game, with a restriction on multi-body-part butchering returns, and some critical body size vs. relative size equation that is currently elusive.  Making a creature large enough, and drastically increasing the size of the Feather Tissue, does allow one to obtain Feather from butchering.  Just what steps you are willing to pursue further on this course is up to you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on April 22, 2013, 11:30:32 pm
I am trying to understand how [CE_DISPLAY_NAME:NAME:Squire:Squires:Squire:START:0] in syndromes works. It appears to also add Dwarf to the front of the creature's designation. For instance Joe Smith, Woodcutter becomes Joe Smith, Dwarf Woodcutter Squire. Is it possible to change the way the name is altered? (Put Squire in the front, no Dwarf, put Dwarf Squire together, etc...)

On a similar front, I have tried using two different CE_DISPLAY_NAME syndromes on the same creature (from two seperate syndromes), but the name doesn't change from the first. Does anyone know of a way to reset the name so that a single dwarf can change their display name?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 22, 2013, 11:32:23 pm
Nope. I think that the display name is a single value in the creature, so they don't stack.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 22, 2013, 11:34:18 pm
I am trying to understand how [CE_DISPLAY_NAME:NAME:Squire:Squires:Squire:START:0] in syndromes works. It appears to also add Dwarf to the front of the creature's designation. For instance Joe Smith, Woodcutter becomes Joe Smith, Dwarf Woodcutter Squire. Is it possible to change the way the name is altered? (Put Squire in the front, no Dwarf, put Dwarf Squire together, etc...)
Not that I know of.

Quote
On a similar front, I have tried using two different CE_DISPLAY_NAME syndromes on the same creature (from two seperate syndromes), but the name doesn't change from the first. Does anyone know of a way to reset the name so that a single dwarf can change their display name?
I think you can apply a second name change if you have the first one wear off first. You could potentially do this for an indefinite amount of time syndrome by having the name change syndrome only last a short time but be periodically "refreshed" by a self-targeting interaction. When you want the name to change back all you have to do is to give them a syndrome that stops them from targeting themselves (IT_CANNOT_HAVE_SYNDROME_CLASS) and then your new name should apply itself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on April 23, 2013, 12:23:49 am
Dang, well I suppose I will just have to do without the name change then
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 23, 2013, 12:28:56 am
No. Grass and trees grow on stone as well, even slade, but never on depth 4 (magmalake) or 5 (hell). You can make a plant with depth:5:5, but it wont grow in hell. Once you breach hell, it will start growing in the caverns/on soil.

Interesting fact. I might try this one for an experiment.

Allow me to correct this by setting the sentence right.

Yes nothing grows on cave level 4-5 because there is no... Mud, cavern grass, plants, trees grow on stone due to all cavern ground being coated in mud. And since magma sea and clown tent lack mud, nothing will grow. But due to how Toady has the cave levels setup yes breaching those layers will make plants/grass on all levels.

So in short:
Grass/Plants/Trees in cavern levels can grow on anything covered in mud, and on soil. But stone covered in mud works too.

Yeah, I know this, unless you meant that it would be possible to grow things on sladium if it were muddied first.



Moving on, I'd like to ask if there's a way to make a targeted creature vanishing spell. Kind of like how creatures vanish in plain sight, but used by another creature to another creature instead.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 23, 2013, 12:43:20 am
No. Grass and trees grow on stone as well, even slade, but never on depth 4 (magmalake) or 5 (hell). You can make a plant with depth:5:5, but it wont grow in hell. Once you breach hell, it will start growing in the caverns/on soil.

Interesting fact. I might try this one for an experiment.

Allow me to correct this by setting the sentence right.

Yes nothing grows on cave level 4-5 because there is no... Mud, cavern grass, plants, trees grow on stone due to all cavern ground being coated in mud. And since magma sea and clown tent lack mud, nothing will grow. But due to how Toady has the cave levels setup yes breaching those layers will make plants/grass on all levels.

So in short:
Grass/Plants/Trees in cavern levels can grow on anything covered in mud, and on soil. But stone covered in mud works too.

Yeah, I know this, unless you meant that it would be possible to grow things on sladium if it were muddied first.



Moving on, I'd like to ask if there's a way to make a targeted creature vanishing spell. Kind of like how creatures vanish in plain sight, but used by another creature to another creature instead.

Slade muddied stuff grow, yes

Vanishing spell (on a target) yes just the simple Hide on the target, like making a resurrect or reanimate spell, just replace the target with a living creature and the effect as HIDE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 23, 2013, 12:45:40 am
Noted. Thanks, Hugo.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 23, 2013, 09:06:55 am
Question:
Convert metal stone blocks back to boulders.

It's happened before, where on early embark the only fire safe material I have to build stuff with are my ores.  If I forget to turn them back off and later start making blocks, I see fire safe blocks and think the stone is lost.

My first idea was create a custom reaction to turn blocks into bars, but then realized the ratio of 1 boulder to 4 blocks isn't the same as bars to ore is, AND that metal ores are sometimes made up of more than 1 metal.  So I would instead need to make a custom reaction that turned 4 blocks back into a matching boulder of ore.

Is this fairly straightforward?  Just create a reaction that takes 4 blocks of the same type and outputs a boulder, or is that even possible?  Am I going to just need to make 1 reaction, or 1 for each type of ore I need to convert (I'm wondering if there may be an issue with mixing block types to create a single boulder, which is not what I want,  I want all the same block type to recreate a boulder)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 23, 2013, 09:32:08 am
   [REAGENT:A:4:BLOCKS:NONE:INORGANIC:METAL_STONE]
   [PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]

Alternatively, put a [REACTION_CLASS:ORE] to all the metal ores, and use

   [REAGENT:A:4:BLOCKS:NONE:NONE:NONE][REACTION_CLASS:ORE]
   [PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]

to get them back.

Fixed post.

To add: The reaction class will indiscriminately look for blocks with [REACTION_CLASS:ORE], so you might want to do the first one instead.

But reaction classes streamline a lot of things, so it's put there for consideration.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 23, 2013, 09:37:10 am
This reaction might take 1 iron block, 1 silver block, 1 copper block and 1 adamantine block, and make one iron ore.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 23, 2013, 09:45:44 am
Only the second one. But the first one does clutter up the workshop menu. Depends on how much you want it in depth.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on April 23, 2013, 09:48:25 am
By INORGANIC:METAL_STONE you mean, make a separate reaction for each of

INORGANIC:COPPER
INORGANIC:IRON
...
etc.

right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 23, 2013, 10:17:50 am
the stone would be things like copper nuggets tetrahedrite magnetite etc. i know tetra is copper and silver ore inside. so thats why i need to convert tetrahedrote blocks back into tetrahedrite stone so i can then run it thru my smelter to get coper and silver ore
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 23, 2013, 10:24:47 am
By INORGANIC:METAL_STONE you mean, make a separate reaction for each of

INORGANIC:COPPER
INORGANIC:IRON
...
etc.

right?

TETRAHEDRITE, etc etc.

He wanted his ores back.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on April 23, 2013, 04:04:53 pm
Code: [Select]
[REACTION:BLOCKS_TO_BOULDERS]
[NAME:squash blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:NONE:NONE][FIRE_BUILD_SAFE]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

This should take any non-wood blocks and let you turn them back into boulders.  However, things like glass and clay bricks can be queried by the reaction to make boulders of those materials.  I personally think that is awesome, I want me some glass boulders.

If you want greater specificity, you can make a series of reactions, calling out the METAL_ORE:X token in the reagent material argument.  Your reagent lines then should look like this:

Code: [Select]
[REACTION:COPPER_ORE_BLOCKS_TO_BOULDERS]
[NAME:copper ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:COPPER]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:IRON_ORE_BLOCKS_TO_BOULDERS]
[NAME:iron ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:IRON]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:SILVER_ORE_BLOCKS_TO_BOULDERS]
[NAME:silver ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:SILVER]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:GOLD_ORE_BLOCKS_TO_BOULDERS]
[NAME:gold ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:GOLD]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:TIN_ORE_BLOCKS_TO_BOULDERS]
[NAME:tin ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:TIN]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:ZINC_ORE_BLOCKS_TO_BOULDERS]
[NAME:zinc ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:ZINC]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:NICKEL_ORE_BLOCKS_TO_BOULDERS]
[NAME:nickel ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:NICKEL]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:ALUMINUM_ORE_BLOCKS_TO_BOULDERS]
[NAME:aluminum ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:ALUMINUM]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:BISMUTH_ORE_BLOCKS_TO_BOULDERS]
[NAME:bismuth ore blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:BISMUTH]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

[REACTION:PLATINUM_ORE_BLOCKS_TO_BOULDERS]
[NAME:platinum blocks into boulders]
[BUILDING:SCREW_PRESS:NONE]
[REAGENT:A:4:BLOCKS:NONE:METAL_ORE:PLATINUM]
[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:PRESSING]

Of course you don't need to use the screw press for this, I just like the thought of pressing your blocks back into boulders   :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: escaped lurker on April 23, 2013, 04:24:04 pm
After the need to change my original plan, i have some other questions;

Does [MAX_SITE_POP_NUMBER] restrict the number of citizen in fortress mode, and would "pet" castes be counted as such - thus filling the limit - or just be treated like normal pets?

What i would like to know is if i transform somone from my "Pet" caste into a "Normal" citizen, will i gain "normal" access to its labor menu, or what kind of ills might come with that method?
Edit: Guess i'll have to keep them within the military then - Thanks again for the quick reply Meph

Thanks in advance :3
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 23, 2013, 04:35:20 pm
It wouldnt work, they would be treated as pets. Even if you transform a PET to a non-pet creature, that PET tag remains, oddly enough. There are wonky workarounds, but even then you have troubles with assigning labor, relationships and burials/slabbing/ghosts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 23, 2013, 06:14:32 pm
The PET tag doesn't remain, but the flag that says that the creature is a pet does.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 23, 2013, 06:20:21 pm
thanks wannabehero, but that still doesn't solve my original problem of tetrahedrite blocks, which contain both copper/silver.  I guess I would just do the same reaction but specifying tetrahedrite blocks?

Question, what does ENVIRONMENT_SPEC do?  Does it mean this inorganic material contains these other material's?  I'm asking because I'm trying to remove some stone from my game and if it's the opposite (i.e. if these environment_spec's are actually the only inorganic material's that can contain the parent object, i.e. in this case flint; then I may not want to remove them).

Spoiler (click to show/hide)

also, what does the [sedementary] tag do?  I mean, if I have rock_salt that has [sedementary]; and rock_salt_deposit that has environment_spec's in them.  Could I just pull the rock_salt?  I'm trying to figure out what sedementary does, i'm assuming it means it only exists in certain layers... which means I may inbalance the availability of said inorganic stone.

I may have found the answer, but I'm still confused.

http://dwarffortresswiki.org/index.php/DF2012:Inorganic_material_definition_token
Quote
[ENVIRONMENT_SPEC:stone:type:freq]    Specifies which specific minerals will contain this mineral. See below.

wait... but the same page seems to contradict that
Quote
The frequency number varies from 1 to 100 and determines the relative frequency at which the stone will be chosen to appear - if all frequency values are the same, then all stones will be equally likely to appear.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 23, 2013, 06:47:41 pm
How does that contradict?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 23, 2013, 06:51:39 pm
one says
Quote
specifies which specific minerals contain this mineral
so in this case, each enviro_spec could contain flux

Spoiler (click to show/hide)

but...then
Quote
The frequency number varies from 1 to 100 and determines the relative frequency at which the stone will be chosen to appear - if all frequency values are the same, then all stones will be equally likely to appear.

okay, maybe it's saying the frequency of chalk & limestone will occur WITHIN flint... that's the contradiction.  I'm reading the 1st paragraph as chalk and limestone CAN contain flint, but then the next paragraph is saying that FLINT CAN CONTAIN chalk or limestone...

I think I know the answer now...  I think ENVIRONMENT_SPEC are stones WITHIN the parent stone (in this case flint).  What gave it away was the vein, cluster_small, cluster entries.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 23, 2013, 06:53:23 pm
You're thinking of it backwards. If you put [ENVIRONMENT_SPEC:LIMESTONE:CLUSTER_SMALL:100] into flint, flint will show up often in limestone, not the other way around.

If you have two minerals, each of which show up in limestone, like so:

[INORGANIC:MINERAL_ONE]
...
[ENVIRONMENT_SPEC:LIMESTONE:CLUSTER:100]

[INORGANIC:MINERAL_TWO]
...
[ENVIRONMENT_SPEC:LIMESTONE:CLUSTER:1]

The former will appear 100 times as often as the latter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 23, 2013, 06:54:38 pm
thanks, you helped me from doing a big modding mistake ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dante on April 24, 2013, 04:54:21 am
I searched and only found some tangential answers, so:

1. Is there a way to make a creature drop an item both on death and on butchering? Creatures with ITEMCORPSE drop on death, but seem to drop nothing when butchered.

2. And can I change the way butchery works so that I only get the 'extra butcher object'?
e.g.
I have a tree giant with
  [EXTRA_BUTCHER_OBJECT:BY_TOKEN:HEART]
    [EBO_ITEM:WOOD:NONE:PLANT_MAT:BIRCH:WOOD]
which drops the extra log on butchering (as long as it doesn't have an ITEMCORPSE), but it also drops huge stacks of wood (~400), even though it has NOBONES, NOMEAT, NOSKIN, NOSKULL. Also, NOT_BUTCHERABLE doesn't seem to do anything at all, but the entity I'm using thinks it's okay to butcher sentients, so that might be interfering.

Any suggestions/advice welcome
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 24, 2013, 07:53:57 am
Has anybody tried reversing the effects of zombification, using CE_REMOVE_TAG and removing all the associated zombie tags from a creature while it is being RESURRECTed?

E: Or using conflicting interaction requirements, like IT_REQUIRES:FIT_FOR_ANIMATION and IT_FORBIDDEN:FIT_FOR_RESURRECTION?

I know that it's practically impossible while the creature is "living", because of ANIMATE having slightly different properties than RESURRECT.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 24, 2013, 09:16:21 am
Anyone ever added the PET tag to goblins/invaders, to see if they can be tamed after being caught in a cage trap? I assume its not possible because of the civ-alignement, but asking doesnt hurt.

@new guy: Do you mean resurrecting a corpse to make a normal, living being... Or "curing" an undead to make a normal, living being? First one works, second one I dont know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on April 24, 2013, 10:28:03 am
I searched and only found some tangential answers, so:

1. Is there a way to make a creature drop an item both on death and on butchering? Creatures with ITEMCORPSE drop on death, but seem to drop nothing when butchered.

2. And can I change the way butchery works so that I only get the 'extra butcher object'?
e.g.
I have a tree giant with
  [EXTRA_BUTCHER_OBJECT:BY_TOKEN:HEART]
    [EBO_ITEM:WOOD:NONE:PLANT_MAT:BIRCH:WOOD]
which drops the extra log on butchering (as long as it doesn't have an ITEMCORPSE), but it also drops huge stacks of wood (~400), even though it has NOBONES, NOMEAT, NOSKIN, NOSKULL. Also, NOT_BUTCHERABLE doesn't seem to do anything at all, but the entity I'm using thinks it's okay to butcher sentients, so that might be interfering.

Any suggestions/advice welcome

1.  I believe the only way to obtain items from a creature on death is with ITEMCORPSE, which as you say, precludes the ability to butcher any remains.

There may be way to do what you want using a syndrome hoop, but I'm not well versed enough to put that together.  Maybe one of the other more experienced syndrome modders can think of a way to have a dead creature resurrect, split, transform, and die again, leaving you two different corpses (if that is possible).

2.  Does the material used for the tree giant tissues have the token [BUTCHER_SPECIAL:WOOD:NONE]?  If, for example, your tree giant uses the WOOD_TEMPLATE in the creature mat for its tissues, and your game has been modded by things like Modest Mod or Accelerated Modest Mod, then the BUTCHER_SPECIAL token will be there.  Something to check at least.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 24, 2013, 11:42:14 am
Anyone ever added the PET tag to goblins/invaders, to see if they can be tamed after being caught in a cage trap? I assume its not possible because of the civ-alignement, but asking doesnt hurt.

@new guy: Do you mean resurrecting a corpse to make a normal, living being... Or "curing" an undead to make a normal, living being? First one works, second one I dont know.

Resurrecting a recently animated, but collapsed corpse to make a normal being.

Animate seems to have some hidden flags concerning how it's handled, namely that it's HP based and there's a slight reduction in speed by default.

And I don't think the goblin thing works either because of the aforementioned civ-alignment. I'm not sure if you could tame dragons now if they were enemies to your civ in this version.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: escaped lurker on April 24, 2013, 11:47:33 am
Anyone ever added the PET tag to goblins/invaders, to see if they can be tamed after being caught in a cage trap? I assume its not possible because of the civ-alignement, but asking doesnt hurt.

I dont know if any of the "intelligent" tags would affect it (very much doubt it, actually), but invaders per se can be tamed (Or rather, i did so previously with some of their mounts in this version). They still hold on to their alignment and will attack you if you free them, but they also do not gain any trap-immunity like mentionend on the wiki. Their offspring thou, will be "normal" pets of your fort - with varying degrees of wildness obviously. The parents will attack their young, so freeing them for spore-breeding and recaging was what i did.

Oh my.. taming and breeding another civ in your own fort - that line of thought opens quite the possibilities.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 24, 2013, 11:49:56 am
new guy, I think it would be easiest of you test this. I dont think anyone has done it yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 24, 2013, 11:58:55 am
Hmm, I might be able to try doing that, but first, is it possible to add the pet tag mid-save?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 24, 2013, 12:01:02 pm
I dont think so, since it handles alignement between creatures, like ownership.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 24, 2013, 01:04:19 pm
Guess I'll have to gen a new world, then.

I'll first try it with Cave pops, and then civvies. Might report in a day or so.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 24, 2013, 02:16:26 pm
I'm checking out modest bodies.  It's throwing an error
"Body Token Recognized But Could Not Connect: HUMANOID_JOINTS"

it looks like he just forgot to paste a section into :Humanoid_Joints from the original body_default.txt file.

However, does anyone know (I tried looking at it) if there was more info that he may have put into it?  I didn't see another joints example to copy from within the file other than where he defined joints in other body parts.

here's the link to my question on the modest bodies thread
http://www.bay12forums.com/smf/index.php?topic=116332.msg4199874#msg4199874
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 24, 2013, 02:35:51 pm
I dont think so, since it handles alignement between creatures, like ownership.

This is wrong. You can add the PET token.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 24, 2013, 02:39:43 pm
Really? What happens to the owner of a pet if the pet tag is removed... does he become unhappy? Does he forget that he ever had a pet?

Sorry for the misinformation then, I rarely mod already genned worlds.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 24, 2013, 02:43:23 pm
He still has a pet. Removing the pet tag will keep existing ones, but disallow taming of later ones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kat on April 24, 2013, 03:11:10 pm
I would like to be able to make potash (fertiliser), using blood or bone items. Maybe even meat products too.

Is this possible? and if so, how?

E.g.
Custom reaction, takes a stack of bones, turns it into a bar of potash. Or takes one of those barrels of blood merchants bring, turns that into potash.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 24, 2013, 04:00:50 pm
I'm trying to create a Silence Spell to stop spell casters from well, casting. But this setup is not working as planned.
Spoiler: Spell (click to show/hide)

Spoiler: Spells on Creature (click to show/hide)

All creatures have a special functional muscle tissue for the Tongue bodypart so that the impare function works (tested it) but everyone still casts their combat spells when under the silence spell.

So either I have to manually cut out tongues to stop mages or does anyone know a good way to "stop" or "hinder" interaction usage?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 24, 2013, 06:25:22 pm
weird problem, I'm getting pig tail fiber chain coif's

here's my coif
Spoiler (click to show/hide)

here's my thread template
Spoiler (click to show/hide)

I commented out items_hard from wool/hair and it seemed to prevent those types of items (I believe), but I'm still getting some weird armor combo's where I shouldn't be getting armor from.  In this case the coif.

Any help would be appreciated :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 24, 2013, 06:26:44 pm
give it an armor level
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 24, 2013, 06:41:37 pm
thanks!

Here's one more question

Quote
found something odd in arena mode. Not sure if it is important, but I thought I'd let you know.

http://imgur.com/bUo1Eon

edit: probably just little bits of code hanging over from the stone removal, don't worry about it. It probably displays all the empty spots where vanilla stone went as "metal" because they are missing and it doesn't know what they are.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on April 24, 2013, 06:58:19 pm
I'm trying to create a Silence Spell to stop spell casters from well, casting. But this setup is not working as planned.
Spoiler: Spell (click to show/hide)

Spoiler: Spells on Creature (click to show/hide)

All creatures have a special functional muscle tissue for the Tongue bodypart so that the impare function works (tested it) but everyone still casts their combat spells when under the silence spell.

So either I have to manually cut out tongues to stop mages or does anyone know a good way to "stop" or "hinder" interaction usage?
If an interaction has a [CDI:VERBAL_SPEECH], and the caster does not have [CAN_SPEAK], then they will not be able to use it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 24, 2013, 07:12:47 pm
[CDI:VERBAL], not VERBAL_SPEECH. VERBAL_SPEECH does not require VERBAL.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 24, 2013, 07:44:51 pm
[CDI:VERBAL], not VERBAL_SPEECH. VERBAL_SPEECH does not require VERBAL.

So if I make all spells [CDI:VERBAL:stuff:stuff] and then silence just removes the [CAN_SPEAK] tag that will stop the interaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 24, 2013, 09:24:19 pm
There's no stuff, it's just CDI:VERBAL, and yeah. Isn't removing [CAN_SPEAK] pretty appropriate for a silence spell, anyway? :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 24, 2013, 10:35:41 pm
There's no stuff, it's just CDI:VERBAL, and yeah. Isn't removing [CAN_SPEAK] pretty appropriate for a silence spell, anyway? :P

Haha didn't know that thought making tongues out of a muscle that is functional so I can impair it would stop it if the tongue is needed lol

Time for some spell alterations now
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Necrisha on April 24, 2013, 10:50:22 pm
Ok a quick question from modding noob:

I'm adding the embassy building and reaction set from the masterwork updated version of to a succession fort that is ongoing. I have copy-pasted the relevant parts in the appropriate building file, same with the correct reaction file and added the required lines to the entity file. This is all in the raws folder for the save. Fortunately there are no "special" new materials required, as far as I can tell.

 Is there any glaring part I'm missing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 24, 2013, 11:07:20 pm
DFHack and my force script.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 24, 2013, 11:08:15 pm
Quote
that is ongoing.

Adding new buildings and reactions to a running fort?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Necrisha on April 24, 2013, 11:14:47 pm
*facepalm* ok... Yes for exaltationhexxed; here's the ref:
Spoiler (click to show/hide)

I'm not too concerned about the force script; I figure gchristopher is handling that since he's got funky stuff to fix on his turn- I'm just pretty new to raw editing and figured I might have missed something.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 25, 2013, 09:43:14 am
my mod is throwing pathing issues in the errorlog.  i didnt think anything of it because its not crashing but someone reported its crashing his adventure mode. any troubleshooting ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 25, 2013, 09:57:36 am
pathing issues shouldnt be able to cause crashes. They usually appear in fire/water, when the AI decides to quickly change pathing. I can recreate those endlessly if I wanted to, but I never had a crash. It is not something that is done wrong by modding, its just game behavior. But yet again I have to say: Please post your errorlog ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 25, 2013, 10:01:28 am
thx. the guy said it was a cat throwing it. ill play a while and repost it when i see it
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 25, 2013, 11:48:59 am
Does anyone know if I can make an interaction that targets titans, fbs or demons, using [IT_AFFECTED_CREATURE:CREATURE_ID:ALL]? I assume not, but asking doesnt hurt.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: crusaderbond on April 25, 2013, 11:55:48 am
Error log from the version I downloaded yesterday at 4:00 and crashed twice, maybe this will help.
I took out the lines about giant crabs because they put me over the char limit

path fail: peregrine falcon,83,111,1 -> 98,111,4: Id #1:Path Goal Chase Opponent:Station None at 83,111,1
*** Error(s) found in the file "raw/objects/material_template_default.txt"
HAIR_TEMPLATEUnrecognized Material Template Token: TEMS_HARD
FIREHEART: Environment Spec Stone Not Found, Token - KIMBERLITE
CRYSTAL_STORM: Environment Spec Stone Not Found, Token - KIMBERLITE
CRYSTAL_WARD: Environment Spec Stone Not Found, Token - KIMBERLITE
CRYSTAL_FROST: Environment Spec Stone Not Found, Token - MICROCLINE
CRYSTAL_FLARE: Environment Spec Stone Not Found, Token - KIMBERLITE
MELANTERITE: Environment Spec Stone Not Found, Token - ILMENITE
*** Error(s) finalizing the creature DROW
DROW:FEMALE:outer brain: No tissue thickness
DROW:MALE:outer brain: No tissue thickness
DROW:FEMALE_ALBINO:outer brain: No tissue thickness
DROW:MALE_ALBINO:outer brain: No tissue thickness
*** Error(s) finalizing the creature DROW_EVIL
DROW_EVIL:FEMALE:outer brain: No tissue thickness
DROW_EVIL:MALE:outer brain: No tissue thickness
DROW_EVIL:FEMALE_ALBINO:outer brain: No tissue thickness
DROW_EVIL:MALE_ALBINO:outer brain: No tissue thickness
*** Error(s) finalizing the creature WARLOCK_SPY
WARLOCK_SPY:MALE:outer brain: No tissue thickness
*** Error(s) finalizing the creature RAPTOR
RAPTOR:FEMALE:outer brain: No tissue thickness
RAPTOR:MALE:outer brain: No tissue thickness
*** Error(s) finalizing the creature RHENAYAS_DROW_ROTHE
RHENAYAS_DROW_ROTHE:FEMALE:outer brain: No tissue thickness
RHENAYAS_DROW_ROTHE:MALE:outer brain: No tissue thickness
*** Error(s) finalizing the creature RHENAYAS_DROW_LIZARD_GIANT
RHENAYAS_DROW_LIZARD_GIANT:FEMALE:outer brain: No tissue thickness
RHENAYAS_DROW_LIZARD_GIANT:MALE:outer brain: No tissue thickness
*** Error(s) finalizing the creature RHENAYAS_DROW_SPIDER
RHENAYAS_DROW_SPIDER:FEMALE:outer brain: No tissue thickness
RHENAYAS_DROW_SPIDER:MALE:outer brain: No tissue thickness
*** Error(s) finalizing the creature RHENAYAS_DROW_SPIDER_GIANT
RHENAYAS_DROW_SPIDER_GIANT:FEMALE:outer brain: No tissue thickness
RHENAYAS_DROW_SPIDER_GIANT:MALE:outer brain: No tissue thickness
*** Error(s) finalizing the creature WARLOCK
WARLOCK:ICE:outer brain: No tissue thickness
WARLOCK:ACID:outer brain: No tissue thickness
WARLOCK:FORCE:outer brain: No tissue thickness
WARLOCK:ZAP:outer brain: No tissue thickness
WARLOCK:DARK:outer brain: No tissue thickness
*** Error(s) finalizing the creature ORC
ORC:FEMALE:outer brain: No tissue thickness
ORC:MALE:outer brain: No tissue thickness
ORC:FEMALE_WARLORD:outer brain: No tissue thickness
ORC:MALE_WARLORD:outer brain: No tissue thickness
ORC:FEMALE_SHIELDBEARER:outer brain: No tissue thickness
ORC:MALE_SHIELDBEARER:outer brain: No tissue thickness
ORC:FEMALE_BERSERKER:outer brain: No tissue thickness
ORC:MALE_BERSERKER:outer brain: No tissue thickness
ORC:FEMALE_SHAMAN:outer brain: No tissue thickness
ORC:MALE_SHAMAN:outer brain: No tissue thickness
ORC:FEMALE_SCOUT:outer brain: No tissue thickness
ORC:MALE_SCOUT:outer brain: No tissue thickness
*** Error(s) finalizing the entity FOREST_EVIL
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity MOUNTAIN_EVIL
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity FOREST
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity PLAINS
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity EVIL
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity SAVAGE
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity TUNDRA_EVIL
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity VALLEY
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity EVIL_NOBLE
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity DESERT
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity TUNDRA
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity SWAMP_INSECT
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity SWAMP_INSECT_EVIL
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the reaction MAKE_SALTPETER
Unrecognized Inorganic Token: SALTPETER
*** Error(s) finalizing the reaction MAKE_QUICKSILVER
Unrecognized Inorganic Token: CINNABAR
*** Error(s) finalizing the reaction MAKE_MIDNIGHT_ELIXIR
Unrecognized Inorganic Token: COBALTITE
*** Error(s) finalizing the reaction MAKE_ANTIMONY
Unrecognized Inorganic Token: STIBNITE
*** Error(s) finalizing the reaction MAKE_EMEN_AREN_FROM_VITRIOL
Unrecognized Inorganic Token: SALTPETER
*** Error(s) finalizing the reaction MAKE_EMEN_AREN_FROM_ALUM
Unrecognized Inorganic Token: SALTPETER
*** Error(s) finalizing the reaction WOOTZ_STEEL_MAKING
Unrecognized Inorganic Token: ILMENITE
Impoverished Word Selector
FIREHEART: Environment Spec Stone Not Found, Token - KIMBERLITE
*** Error(s) finalizing the creature DROW
DROW:FEMALE:outer brain: No tissue thickness
DROW:MALE:outer brain: No tissue thickness
DROW:FEMALE_ALBINO:outer brain: No tissue thickness
DROW:MALE_ALBINO:outer brain: No tissue thickness
*** Error(s) finalizing the creature DROW_EVIL
DROW_EVIL:FEMALE:outer brain: No tissue thickness
DROW_EVIL:MALE:outer brain: No tissue thickness
DROW_EVIL:FEMALE_ALBINO:outer brain: No tissue thickness
DROW_EVIL:MALE_ALBINO:outer brain: No tissue thickness
*** Error(s) finalizing the creature WARLOCK_SPY
WARLOCK_SPY:MALE:outer brain: No tissue thickness
*** Error(s) finalizing the creature RAPTOR
RAPTOR:FEMALE:outer brain: No tissue thickness
RAPTOR:MALE:outer brain: No tissue thickness
*** Error(s) finalizing the creature RHENAYAS_DROW_ROTHE
RHENAYAS_DROW_ROTHE:FEMALE:outer brain: No tissue thickness
RHENAYAS_DROW_ROTHE:MALE:outer brain: No tissue thickness
*** Error(s) finalizing the creature RHENAYAS_DROW_LIZARD_GIANT
RHENAYAS_DROW_LIZARD_GIANT:FEMALE:outer brain: No tissue thickness
RHENAYAS_DROW_LIZARD_GIANT:MALE:outer brain: No tissue thickness
*** Error(s) finalizing the creature RHENAYAS_DROW_SPIDER
RHENAYAS_DROW_SPIDER:FEMALE:outer brain: No tissue thickness
RHENAYAS_DROW_SPIDER:MALE:outer brain: No tissue thickness
*** Error(s) finalizing the creature RHENAYAS_DROW_SPIDER_GIANT
RHENAYAS_DROW_SPIDER_GIANT:FEMALE:outer brain: No tissue thickness
RHENAYAS_DROW_SPIDER_GIANT:MALE:outer brain: No tissue thickness
*** Error(s) finalizing the creature WARLOCK
WARLOCK:ICE:outer brain: No tissue thickness
WARLOCK:ACID:outer brain: No tissue thickness
WARLOCK:FORCE:outer brain: No tissue thickness
WARLOCK:ZAP:outer brain: No tissue thickness
WARLOCK:DARK:outer brain: No tissue thickness
*** Error(s) finalizing the creature ORC
ORC:FEMALE:outer brain: No tissue thickness
ORC:MALE:outer brain: No tissue thickness
ORC:FEMALE_WARLORD:outer brain: No tissue thickness
ORC:MALE_WARLORD:outer brain: No tissue thickness
ORC:FEMALE_SHIELDBEARER:outer brain: No tissue thickness
ORC:MALE_SHIELDBEARER:outer brain: No tissue thickness
ORC:FEMALE_BERSERKER:outer brain: No tissue thickness
ORC:MALE_BERSERKER:outer brain: No tissue thickness
ORC:FEMALE_SHAMAN:outer brain: No tissue thickness
ORC:MALE_SHAMAN:outer brain: No tissue thickness
ORC:FEMALE_SCOUT:outer brain: No tissue thickness
ORC:MALE_SCOUT:outer brain: No tissue thickness
*** Error(s) finalizing the entity FOREST_EVIL
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity MOUNTAIN_EVIL
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity FOREST
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity PLAINS
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity EVIL
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity SAVAGE
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity TUNDRA_EVIL
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity VALLEY
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity EVIL_NOBLE
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity DESERT
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity TUNDRA
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity SWAMP_INSECT
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the entity SWAMP_INSECT_EVIL
Unrecognized entity gloves token: ITEM_GLOVES_GLOVES
*** Error(s) finalizing the reaction MAKE_SALTPETER
Unrecognized Inorganic Token: SALTPETER
*** Error(s) finalizing the reaction MAKE_QUICKSILVER
Unrecognized Inorganic Token: CINNABAR
*** Error(s) finalizing the reaction MAKE_MIDNIGHT_ELIXIR
Unrecognized Inorganic Token: COBALTITE
*** Error(s) finalizing the reaction MAKE_ANTIMONY
Unrecognized Inorganic Token: STIBNITE
*** Error(s) finalizing the reaction MAKE_EMEN_AREN_FROM_VITRIOL
Unrecognized Inorganic Token: SALTPETER
*** Error(s) finalizing the reaction MAKE_EMEN_AREN_FROM_ALUM
Unrecognized Inorganic Token: SALTPETER
*** Error(s) finalizing the reaction WOOTZ_STEEL_MAKING
Unrecognized Inorganic Token: ILMENITE
loop path fail: <invalid goal> cat,143,96,143 -> 146,42,143: Id #21218:Path Goal Seek Station:Station Vermin Hunting at 149,42,143
loop path fail: <invalid goal> cat,143,91,143 -> 146,42,143: Id #21218:Path Goal Seek Station:Station Vermin Hunting at 149,42,143
loop path fail: <invalid goal> cat,143,66,143 -> 180,16,144: Id #21401:Path Goal Seek Station:Station Vermin Hunting at 182,17,144
loop path fail: <invalid goal> cat,143,119,143 -> 180,123,144: Id #21172:Path Goal Seek Station:Station Vermin Hunting at 115,33,143
loop path fail: <invalid goal> cat,18,143,143 -> -20,170,143: Id #21700:Path Goal Seek Station:Station Vermin Hunting at -20,169,143
loop path fail: <invalid goal> human,0,128,143 -> -1,132,143: Id #21832:Path Goal Seek Station:Station None at 2,132,143
path fail: <invalid goal> cat,62,66,140 -> -31,66,142: Id #23731:Path Goal Seek Station:Station Vermin Hunting at -34,64,142
loop path fail: <invalid goal> cat,143,70,140 -> 170,94,140: Id #23925:Path Goal Seek Station:Station Vermin Hunting at 46,94,142
loop path fail: <invalid goal> cat,143,33,144 -> 176,8,144: Id #25277:Path Goal Seek Station:Station Vermin Hunting at 179,10,144
loop path fail: <invalid goal> cat,143,99,143 -> 179,52,144: Id #25671:Path Goal Seek Station:Station Vermin Hunting at 178,52,144
loop path fail: <invalid goal> cat,94,0,143 -> 103,-3,144: Id #25589:Path Goal Seek Station:Station Vermin Hunting at 1,39,143
loop path fail: <invalid goal> cat,95,0,143 -> 99,-2,144: Id #25590:Path Goal Seek Station:Station Vermin Hunting at 102,-3,144
loop path fail: <invalid goal> cat,0,77,143 -> -8,72,143: Id #26117:Path Goal Seek Station:Station Vermin Hunting at 10,5,144
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 25, 2013, 12:00:42 pm
fyi, you have an old version, all but the pathfinding errors have been fixed.  The pathfinding is probably not the cause of the crash?

It's good to see the specific pathfinding errors though, so the modders can comment on it if it is a problem.

Maybe your using a new version and didn't clear the errorlog out?  I know the packages I send, I always have a clean slate for the errorlog.txt
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 25, 2013, 02:13:52 pm
Does anyone know if I can make an interaction that targets titans, fbs or demons, using [IT_AFFECTED_CREATURE:CREATURE_ID:ALL]? I assume not, but asking doesnt hurt.
I don't believe you can, no. You may be able to make an interaction that can target them by using the hidden in-game names for randomly generated creatures though (DEMON_1, etc.). I'm not sure if that works or not, but it would probably be your best shot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 25, 2013, 02:17:19 pm
Thats what I thought. Problem is that I dont know the number, so either only some are affected, or I have an errorlog showing "demon190, demon 191, demon 192, and so forth" dont exist...

Doesnt matter, it was just a little something for flavor I thought of. Nothing gameplay changing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on April 25, 2013, 03:30:23 pm
I've made a creature with custom material templates and tissues.
And now, somehow, no one wants to do anything with its products. It's really weird. I work with custom material sets all the time, this kinda never happened before.
In a testfort, I have a refuse stockpile linked to a tannery and a craftsman shop, filled with these creatures' parts. The Tannery won't tan, the workshop won't make any totems or bone crafts. The meat and organs don't even appear in the kitchen cooking menu.

What to do?

The raws: [large walls of code]

Creature file
Spoiler (click to show/hide)

The material templates:
Spoiler (click to show/hide)

The tissue templates:
Spoiler (click to show/hide)

The body detail templates:
Spoiler (click to show/hide)

The template-creature that is used for all the creature_mat's:
Spoiler (click to show/hide)

And a reaction:
Spoiler (click to show/hide)

(the raw hide is supposed to go through a normal tanner reaction first, then through this one to get useable leather)

[RESOLVED] Wait, so they'll gladly butcher the INVADERS and make stuff out of them, but not the TAMED ANIMALS if they're sapient? Even with the fixed ethics?
Okay...

Tip for everyone: ETHICS DON'T ALLOW THE USAGE OF BUTCHERED SAPIENT TAMED ANIMAL PRODUCT
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dante on April 25, 2013, 03:41:09 pm
1. Is there a way to make a creature drop an item both on death and on butchering? Creatures with ITEMCORPSE drop on death, but seem to drop nothing when butchered.

2. And can I change the way butchery works so that I only get the 'extra butcher object'?

1.  I believe the only way to obtain items from a creature on death is with ITEMCORPSE, which as you say, precludes the ability to butcher any remains.

There may be way to do what you want using a syndrome hoop, but I'm not well versed enough to put that together.  Maybe one of the other more experienced syndrome modders can think of a way to have a dead creature resurrect, split, transform, and die again, leaving you two different corpses (if that is possible).

What's weird is that when an [ITEMCORPSE] is listed, then butchering the creature doesn't even create that item - it generates nothing at all. If butchering just dropped the itemcorpse, I would be okay with that.

2.  Does the material used for the tree giant tissues have the token [BUTCHER_SPECIAL:WOOD:NONE]?  If, for example, your tree giant uses the WOOD_TEMPLATE in the creature mat for its tissues, and your game has been modded by things like Modest Mod or Accelerated Modest Mod, then the BUTCHER_SPECIAL token will be there.  Something to check at least.

Aha, I'll try this, thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 25, 2013, 04:15:15 pm
my mod is still getting weird coif's

animal skin coif

and animal skin breastplate

here's the template for skin

Spoiler (click to show/hide)

just in case it's leather, here's leather
Spoiler (click to show/hide)

and here's breastplate
Spoiler (click to show/hide)

and helm
Spoiler (click to show/hide)

here's the non accelerated
Spoiler (click to show/hide)


any ideas why I'm getting animal skin breastplates?

here's an update of some of the items

http://i.imgur.com/YXQFjNE.jpg

razorplate is this mw armor
Spoiler (click to show/hide)

UPDATE:
I think it may be because I had a bunch of .txt.bak files in my objects folder.  I think it was causing the game to get confused as to what object entries to use.

Update 2:
Meph says it might be due to a missing material template
http://www.bay12forums.com/smf/index.php?topic=125490.msg4204301#msg4204301

I noticed I had animal skin lamellar gauntlets, I have no lamellar creature...  so I guess I'm going to copy that over from mwmod right now
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 25, 2013, 09:56:10 pm
if meph is right, I did a quick search through of all :leather entries, cross referenced them with creature_mat and saw 3 I didn't have creature definitions for
animal_rare, animal_exotic, & animal_lamellar

so I'm going to add these in

Spoiler (click to show/hide)

I thought it was my local_creature_mat not being creature_mat:animal's

and changing out local_creature_mat:leather to creature_mat:animal:leather for my tan_mat, but that wasn't it.

still getting animal_skin items, although... that's not really a bug there...  (I mean animal skin armor is what comes up, no more plate mail) but yea, I'm not supposed to be getting those items I don't think.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 25, 2013, 10:34:32 pm
What's weird is that when an [ITEMCORPSE] is listed, then butchering the creature doesn't even create that item - it generates nothing at all. If butchering just dropped the itemcorpse, I would be okay with that.
Pardon me if this seems apparent, but how exactly are you butchering a creature with [ITEMCORPSE:X]? A creature that doesn't have [ITEMCORPSE:X] should leave a corpse for butchering, but any creature with [ITEMCORPSE:X] should leave that item instead of a corpse, not allowing for any butchering at all. So what exactly are you butchering? If it's just the arms and legs or any other body parts that go flying off then I can perfectly see not getting anything from them, but where exactly are you getting these corpses you are butchering?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 25, 2013, 10:38:29 pm
I assume that he has a pet. A tame creature, PET tag, with itemcorpse.

I thought about that problem, but couldnt find a nice solution either.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 25, 2013, 10:38:58 pm
Add an upperbody EBO right after the itemcorpse that is the same as the itemcorpse?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 25, 2013, 11:42:44 pm
I checked all my creature_mat's looked for any matching :leather, and ensured they all had a leather defined.

I did see an animal_exotic who had a leather:leather_tough something or other tempalate, but I had the template for it.

I tried a combination of commenting things out, going to tan_mat's and changing them to creature_mat:animal:leather_accelerated... no errors in the errorlog, but I still see animal skin...

Driving me nuts...  How should I go about troubleshooting this?  Should I just delete like half my creatures and reopen the game and see if the issue is gone until I can widdle it down?

Update:
Maybe I found it
Tanned_Chitin...

damn, that wasn't it
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on April 26, 2013, 01:39:10 am
check your reaction products too
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kat on April 26, 2013, 08:32:25 am
I would like to be able to make potash (fertiliser), using blood or bone items. Maybe even meat products too.
Is this possible? and if so, how?
E.g.
Custom reaction, takes a stack of bones, turns it into a bar of potash. Or takes one of those barrels of blood merchants bring, turns that into potash.

no-one knows? :(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 26, 2013, 08:41:29 am
I noticed I didn't have a material for animal for tanned_drakescale, so I added it.

Then I realized... I don't see drakescale or chitin armors... maybe this is the culprit?  I have the entry in my creature, I have the material templates.  I remember civforge used to specify that an item was chitin armor vs leather armor.  Any ideas on where I should be looking to verify my chitin armor entries are being made correctly?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 26, 2013, 08:45:41 am
Like smake said, check your reaction products. Probably in the "tan a skin" reaction. Guy takes a skin, tries to make leather, but the skin material does not have the correct MATERIAL_REACTION_PRODUCT.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 26, 2013, 08:50:04 am
that's what I was looking at when I realized I didn't have a tan a chitin, but neither does civforge...  but I do recall civforge had tanned chitin.  Thx for the tip, I got to get ready for a bitch of a day at work today
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 26, 2013, 08:52:46 am
You dont need a tan leather, tan chitin, tan scale and so forth. The reaction checks the material for the reaction_product in the material template. All reagents with tan_mat are accepted as reagents.

So it takes skin, which has a tan_mat:leather, and makes leather.
It takes scales, which has a tan_mat:tanned_scale, and makes tanned scale.
It takes chitin, which has a tan_mat:tannd_chitin, and makes tanned chitin.

One reaction for all material types. Check the masterwork tanner to see the difference between the reaction, I have a ton of examples in there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 26, 2013, 08:54:33 am
one last question

I don't have anything that has scale_mat yet have this reaction

nm... I had a search filter on

what I don't see as embark options for gear is any chitin materials.

so that's why I was thinking this was the culprit.

I don't see tanned chitin or chitin armors, but I do have the tan_mat for chitin

Update:
under scale_template

I have this
Spoiler (click to show/hide)

I see two material_reaction_product:
could this be the problem?    [MATERIAL_REACTION_PRODUCT:SCALE_MAT:CREATURE_MAT:ANIMAL:HIDE]

I do have hide items... maybe I'm not supposed to have two material_reaction_products in the file?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Broken on April 26, 2013, 09:52:50 am
I was looking the armor tokens and saw this:

ARMORLEVEL 0 armor is subject to wear as well as being used as every-day clothing by dwarves.

METAL_ARMOR_LEVELS  Metal versions of this item count as one ARMORLEVEL higher.

So, if i understand correctly, if i add METAL_ARMOR_LEVELS to, say, cloaks, this will make adamantine cloaks inmune to wear?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on April 26, 2013, 12:26:41 pm
I would like to be able to make potash (fertiliser), using blood or bone items. Maybe even meat products too.
Is this possible? and if so, how?
E.g.
Custom reaction, takes a stack of bones, turns it into a bar of potash. Or takes one of those barrels of blood merchants bring, turns that into potash.

no-one knows? :(

Sure.  If you download Orc Fortress in my sig:
Look up the Freelancer's Guild or the Tribal Warcrafter.  These have reactions that accept blood (bones too for that matter).  Copy the reagents.
Look up the Farmer's Market.  This has reaction that creates potash.  Copy the product from there.



Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vyznev on April 26, 2013, 02:51:42 pm
Code: [Select]
[CREATURE:ANIMAL_EXOTIC]
[NAME:tough:tough:tough]
...
[USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE]
[STATE_NAME:SOLID:cheese]

I'm... pretty sure this will allow dwarves to "prefer to consume tough cheese".  Not sure if you intended that or not...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 26, 2013, 03:18:12 pm
If it has [PREFIX:NONE], you won't see "tough".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on April 26, 2013, 05:17:54 pm
If it has [PREFIX:NONE], you won't see "tough".
I think he means that because there is a creature with the adjective form of it's name being "tough" if you have a dwarf that likes the chees of that creature then their description will say that they "like tough cheese" (as opposed to liking goat cheese or whatnot).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 26, 2013, 06:17:43 pm
PREFIX:NONE remedies that as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 26, 2013, 07:11:49 pm
Do I understand this correctly: SKILL_LEARN_RATES:0, with the addition of  SKILL_LEARN_RATE:SKILL_ID:100 and SKILL_RATE:SKILL_ID:100:0:0:0 in the same caste will create a caste that cant learn any skills besides the ones I declare in the SKILL_ID in the second and third tag.

In essence, I want a priest that can learn one skill, praying, but cant learn any other skills.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 26, 2013, 09:51:04 pm
Meph:

Quote
Like smake said, check your reaction products. Probably in the "tan a skin" reaction. Guy takes a skin, tries to make leather, but the skin material does not have the correct MATERIAL_REACTION_PRODUCT

how can I tell what skins can be used for tanning (so I can check them and see if they have the MATERIAL_REACTION_PRODUCT)?

I'm thinking either the material template says it's tannable (but then again, isn't this just a circular question?  wouldn't it say if it was tannable by specifiying MATERIAL_REACTION_PRODUCT)... there's got to be a a to b relationship, if a is MATERIAL_REACTION_PRODUCT, then b is tan_mat or... something else.

what I'm seeing are these
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:LEATHER]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:TANNED_CHITIN]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:SCALE]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL_EXOTIC:LEATHER][REACTION_CLASS:EXOTIC]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:LEATHER][REACTION_CLASS:LEATHER_NORMAL]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:ANIMAL:TANNED_DRAKESCALE]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]

Shouldn't I be looking for these key terms and making sure each and everyone has a match?

I'm about to test my other hypothesis though, see where this error started...

UPDATE:
I figured where the error occured at.

between accelerated mod and civilization forge (neither had a skin prior).

So... this means if I can limit my search to just the differences between say... accelerated civforge and accelerated, I should be able to find the f up?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on April 27, 2013, 08:55:34 am
I found the source of my problem.

Tanned_chittin

I took my clean version of civforge accelerated merge and removed all creatures that were brought to the table, saw I was still getting animal skin

so then I started looking at material templates.

I commented out

MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:TANNED_CHITIN

and it went away...

So I guess tanned_chitin isn't defined at this point.  Have to see if I can fix it and reproduce it

I got it now, animal doesn't have a tanned_chittin:tanned_chittin_template something or other...

Fixed:
added this to creature_accelerated
   [USE_MATERIAL_TEMPLATE:TANNED_CHITIN:TANNED_CHITIN_TEMPLATE]

update
im gonna change that to local vs animal n ensure chittinous creatures have it. also gonna see how civforge handled it
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kat on April 27, 2013, 11:44:35 am
I would like to be able to make potash (fertiliser), using blood or bone items. Maybe even meat products too.
Is this possible? and if so, how?
E.g.
Custom reaction, takes a stack of bones, turns it into a bar of potash. Or takes one of those barrels of blood merchants bring, turns that into potash.

no-one knows? :(

Sure.  If you download Orc Fortress in my sig:
Look up the Freelancer's Guild or the Tribal Warcrafter.  These have reactions that accept blood (bones too for that matter).  Copy the reagents.
Look up the Farmer's Market.  This has reaction that creates potash.  Copy the product from there.

Ok.
So what I am looking at here is something along the lines of:

[Reaction:Bonemeal_fertiliser]
[Name:grind bones]
[Building:????] - I think the Quern or Millstone would work best here?
[reagent:bone:1:none:none:none:none][use_body_component][Any_bone_material]
[product:100:1:Bar:none:potash:none][product_dimension:150]
[skill:milling]

[Reaction:Blood_bone_fertiliser]
[Name:make blood and bone meal]
[Building:????] - Unsure - Kiln perhaps?
[reagent:bone:1:none:none:none:none][use_body_component][Any_bone_material]
[reagent:blood:150:none:none:none:none][reaction_class:blood]
[reagent:blood barrel:1:barrel:none:none:none][preserve_reagent][does_not_determine_product_amount][contains:blood]
[product:100:2:Bar:none:potash:none][product_dimension:150]
[skill:????] - Unsure - if it's the kiln, then Smelt ?
And to use this reaction, I'd have to put [Reaction_class:blood] under the blood template in the material_template file ?

Does that seem ok so far?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 27, 2013, 02:07:44 pm
Yeah. You're set.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dante on April 27, 2013, 06:34:04 pm
I assume that he has a pet. A tame creature, PET tag, with itemcorpse.

I thought about that problem, but couldnt find a nice solution either.
Yes this. I've tried all the combinations I can think of, but it looks like there's no real solution. Ah well.

Add an upperbody EBO right after the itemcorpse that is the same as the itemcorpse?
Unfortunately if an itemcorpse tag is present, then butchering either a pet or a bodypart returns nothing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tuck_Lion on April 27, 2013, 10:25:47 pm
I am terribly new to modding Dwarf Fortress and so far I have achieved creating two new civs and some very minor modding to creatures. Currently I'm attempting to understand reaction modding, and it all seems quite digestable, and have made a test of my knowledge so far to create a reaction which takes a barrel full of venom and moves it into a large pot. This is what I have:
Spoiler (click to show/hide)
This job takes place at a custom building I've thrown in named "Alchemist's Lab". I would like if somebody more experienced than me would proofread the reaction; when I attempt to load a world with this addition to the reaction_other.txt file, I'm given the error "Missing Reaction Definition" or something similar.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 27, 2013, 10:30:24 pm
[PRODUCT:100:5:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:venom:NONE:NONE] should be:
[PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:venom:NONE]

One NONE less, and since your 150 input equals 1 output you shouldnt use 5, but only 1 as a product. Otherwise you get 5 times the poison. Might I ask why you want to move it from barrel to pot?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tuck_Lion on April 28, 2013, 01:06:45 am
[PRODUCT:100:5:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:venom:NONE:NONE] should be:
[PRODUCT:100:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:venom:NONE]

One NONE less, and since your 150 input equals 1 output you shouldnt use 5, but only 1 as a product. Otherwise you get 5 times the poison. Might I ask why you want to move it from barrel to pot?
Good question! This little addition came about from inspiration to add some consistency to the two civs I had been working on.
Spoiler (click to show/hide)

TL;DR Do-it-yourself blowdarts !!science!!

Edit: After substituting in what you gave me, I am receiving the same error message. Is there anything I need to add to the Giant Cave Spider's raws or anything?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 28, 2013, 06:58:47 am
I will try to make it a bit easier for you. There is a working dfhack plugin to apply poisons to weapons, ammo or trapcomps. Its called add_spatter. You simply install dfhack r3, it comes included. Nothing else you have to do.

Code: [Select]
[REACTION:SPATTER_ADD_AMMO_VENOM]=> this must be exactly that name, for the plugin to find it, at least the front part, with SPATTER_ADD_
[NAME:coat with venom (ammo)]
[BUILDING:TOXICIST:CUSTOM_P] => whatever, thats just the one I use
[REAGENT:extract:150:NONE:NONE:NONE:NONE]
[MIN_DIMENSION:150]
[REACTION_CLASS:ADD_SPATTER_VENOM] => this must be exactly that name, for the plugin to find it.
[REAGENT:extract container:1:NONE:NONE:NONE:NONE]
[CONTAINS:extract]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:object:25:AMMO:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[REAGENT:tallow:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
[IMPROVEMENT:800:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
[SKILL:WAX_WORKING]

Code: [Select]
[MATERIAL_TEMPLATE:CREATURE_EXTRACT_TEMPLATE]
[REACTION_CLASS:ADD_SPATTER_VENOM] => only this is new
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:ALL_SOLID:frozen extract]
[STATE_ADJ:ALL_SOLID:frozen extract]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:extract]
[STATE_ADJ:LIQUID:extract]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:boiling extract]
[STATE_ADJ:GAS:boiling extract]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:25]
[SPEC_HEAT:4181]
[IGNITE_POINT:NONE]
[MELTING_POINT:9950]
[BOILING_POINT:10200]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1200]
[LIQUID_DENSITY:1200]
[MOLAR_MASS:20000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[LIQUID_MISC_CREATURE]
[ROTS]

This is it. It accepts any creature extract, which is usually venom and poison, and from any container. Then open all creature files with notepad++ and search and replace this:

Code: [Select]
[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]with
Code: [Select]
[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE][MILKABLE:LOCAL_CREATURE_MAT:VENOM:20000]
and

Code: [Select]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]with
Code: [Select]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE][MILKABLE:LOCAL_CREATURE_MAT:POISON:20000]
And now you can use any bought creature poison or venom to coat your ammo, and milk any pet your have that produces poison. It will create the poison directly into a bucket, which is accepted by the coating reaction as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tuck_Lion on April 28, 2013, 01:15:13 pm
Ok, thanks. I figured I might eventually resort to something like this.
Edit: Alright, I've had my Fun frolicking about the raws for now. I'm gonna move on over to masterwork.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 28, 2013, 10:58:52 pm
Could I avoid loyality cascades if I change [ETHIC:KILL_ENTITY_MEMBER:ONLY_IF_SANCTIONED] to [ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]  ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 28, 2013, 11:04:38 pm
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 28, 2013, 11:20:33 pm
Ok, thank you. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 29, 2013, 09:01:15 am
Is [WEATHER_CREEPING_GAS] gas, or is it dust?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 29, 2013, 09:10:08 am
Gas. Dust would physically push people around, which is not the case.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 29, 2013, 09:31:05 am
So, I guess it would be fine if I set custom creeping gasses to INHALED?

Thanks Meph. :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vanzetti on April 29, 2013, 01:19:52 pm
Is it possible to create a playable sentient undead race in DF? Something akin to Forsaken from World of Warcraft. Undead, but not necessary evil.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 29, 2013, 05:55:44 pm
Yes, it is. Good luck. Need any help, we're right here :V
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tahujdt on April 29, 2013, 10:54:04 pm
Yes, it is. Good luck. Need any help, we're right here :V
If you plan on raising corpses, please be aware that they cannot hold noble positions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 30, 2013, 05:20:31 am
Just for confirmation, is it possible having two [SYNDROME] tokens in one inorganic?

As in:
[SYNDROME]
effects
[SYNDROME]
effects
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 30, 2013, 08:59:30 am
Yes, as many as you want. I use it for example on my warpstone. Normal dwarves die, special dwarves are immune to the first syndrome and wont die,but a second syndrome affects only them and makes them weak instead.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 30, 2013, 01:22:42 pm
Is there a way to force a civ to supply a material that isn't a metal?

If possible, might have to do this for whale oil. :3
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 30, 2013, 01:42:11 pm
Sure. Just add a creature extract to a creature the civ has access to. Or a plant extract, if you want to. I dont know if dwarves (mountain) have access to whales (ocean) though, so you might have to introduce some kind of fake pet creature to add the extract to. I dont know if it works with reactions, but you could give your civ a reaction without a workshop assigned that produces your whale oil. Civs in worldgen will use it, your fortress cant, and your traders will bring it. At least thats how it works for stone and metal, never tried with extracts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on April 30, 2013, 02:14:43 pm
On second thought, I don't even have to do this. I just need to make a race-exclusive tool, made with metals of course, to force caravans to bring my whale oil canisters.

Oh, and this wonderful item is based hugely on Dishonored. :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tuck_Lion on April 30, 2013, 09:54:12 pm
Alright, but what if I want the civ to also bring things that don't hold extracts? e.g. strictly glass items
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 30, 2013, 10:15:20 pm
On second thought, I don't even have to do this. I just need to make a race-exclusive tool, made with metals of course, to force caravans to bring my whale oil canisters.

Oh, and this wonderful item is based hugely on Dishonored. :P
Thats what I thought, at least the Dishonored part.

Your solution is a good one btw. Instead of complicated extracts, actual fluids, you just use a metal tool, a "iron can of whale oil" and "tin can of whale oil". That is very clean and simple, modding wise. Good choice.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kat on May 01, 2013, 01:44:32 pm
if a reaction creates an item that is capable of having a quality, are the items all base quality, or does it depend on the skill of the user?

e.g. a reaction that made something like iron spears. Would the spears all be base quality ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on May 01, 2013, 02:26:37 pm
If you defined a profession to do a reaction, then the items would have quality modifiers that are dependent on the skills of the worker.

If you haven't defined a profession, then all items would be of base quality, due to the fact that you are using no skill.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Mc Dwarf on May 01, 2013, 05:15:52 pm
I want to set something up so that nobles get punished severly but not fatally by the dwarve without me doing anything. How would I do it and what exactly would I do?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 01, 2013, 05:55:36 pm
You wouldn't do that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on May 01, 2013, 08:17:41 pm
I'm having

animal meat
and
meat
(and yet even another)
meat

show up in my food stockpiles...

here's my notepad++ search results for :meat

any ideas (like where else I should be looking?).  I figured it's something similar to my tanned chittin problem... or maybe not.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 01, 2013, 08:33:22 pm
You have generic meat. It's slightly wonky.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on May 01, 2013, 08:47:05 pm
well it's pulled from meph's accelerated mod.

I plan/hope on doing fish next
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 01, 2013, 10:07:05 pm
Its because some of your creatures use material and tissue templates that redirect to the standardized meat, and other do not, because the creatures are from another mod.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on May 01, 2013, 10:34:33 pm
I figured as much, is it because of the inorganic:sausage and ground_meat?

or are you saying I need to go through my creatures and make sure there using the muscle templates and such that point to :animal: ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on May 01, 2013, 10:56:13 pm
is there a simple way to grow trees on farm plots (or even just plain old wood)?  Or does it have to be ran through a workshop (like in mwmod)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 01, 2013, 11:15:40 pm
If Masterwork has a workaround, there's a pretty good chance it has to be done that way. Unless I say it doesn't :V
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 01, 2013, 11:18:16 pm
or are you saying I need to go through my creatures and make sure there using the muscle templates and such that point to :animal: ?

is there a simple way to grow trees on farm plots (or even just plain old wood)?
Yes to the first, No to the second.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on May 01, 2013, 11:39:22 pm
civforge has grime, a byproduct of the quintain...  it's counted as a fat/food that has no use.

Mephestereas said the reason it's produced is the quintain has to produce something to allow for skills to be trained.

I tried setting a boiling point as per his instruction, but it destroys the quintain.  So I set grime to rot.

However, I have to ensure all my food stockpiles don't take grime, and create one food stockpile that does...  Is there a way to get the workshop to produce something that doesn't actually produce anything so my dwarf's can still train at the quintain?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 01, 2013, 11:41:22 pm
produce boiling rocks that boil away harmlessly. it done in masterwork as well, see knowledge_stone.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on May 01, 2013, 11:44:55 pm
here's knowledge_stone

but I don't see any relevant token's that specify harmless boiling

Spoiler (click to show/hide)

update:
it must be the template?
STONE_VAPOR_TEMPLATE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 01, 2013, 11:53:21 pm
BOILING_POINT:990
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on May 01, 2013, 11:56:23 pm
that still destroyed the building

I saw a message in dfhack that was in red about building being lost, I'll update as soon as I see it again

Forgetting job 88570 (CustomReaction): holder building lost.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 02, 2013, 12:01:04 am
Oh, yeah. That's a property of the building. It needs to be fire safe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on May 02, 2013, 12:02:05 am
thanks.  I was being cheap about it and using wood shields and wood training weapons...

Is there a way to get it to "boil" when it hits sunlight?

nm... it's cleanable
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kat on May 02, 2013, 11:59:40 am
If you defined a profession to do a reaction, then the items would have quality modifiers that are dependent on the skills of the worker.

If you haven't defined a profession, then all items would be of base quality, due to the fact that you are using no skill.

so if the reaction has [skill:bonecarve] in it's definition, then any items created would have quality that depends on the worker's bonecarving skill, yes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on May 02, 2013, 12:55:26 pm
If you defined a profession to do a reaction, then the items would have quality modifiers that are dependent on the skills of the worker.

If you haven't defined a profession, then all items would be of base quality, due to the fact that you are using no skill.

so if the reaction has [skill:bonecarve] in it's definition, then any items created would have quality that depends on the worker's bonecarving skill, yes?

Yes. Also, the worker must have bonecarving activated in its jobs in order to produce the items. If you define no profession, any available worker will use the workshop to produce what it needs.



Does anyone know if it's possible to make a long-ranged explosion spell? So far, the only hack I've got in mind is to make the target creature learn an undirected dust ability and make the source throw a fireball at the same time, which isn't good for adventure mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on May 02, 2013, 01:01:45 pm
Try Putnam's Projectile Expansion.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on May 02, 2013, 01:03:34 pm
Oh. Of course. There's always that, I suppose :P

Does Projectile Expansion include interactions, or does it only involve items?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 02, 2013, 06:04:57 pm
If I could get interactions to apply scripts, I'd be a happy man.

But I can't AFAIK, so projectiles only. You could use some CE_CAN_DO_INTERACTION magic to emulate the effect, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tfaal on May 02, 2013, 11:39:33 pm
Is there any way to make DF creatures bleed out in a longer, more protracted fashion? Increasing the vascularity of tissues seems to make them shoot a bit burst of blood at first, but it still doesn't keep bleeding for very long.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: reemer30 on May 03, 2013, 09:13:20 pm
I made a custom stone for killing dwarves when they operate a workshop, and I wanted to know if traders will bring this stone with them, and kill some of them.
 
Spoiler (click to show/hide)
And also, How can I make an item produced have no material on it, I have it as a toy now, but should I make it a gem or something
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 03, 2013, 09:39:31 pm
Yeah, traders will show up with argottspein. You want [SPECIAL].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on May 04, 2013, 12:17:20 am
Haha. I didn't actually know that there was a difference between just [SPECIAL] and [DEEP_SPECIAL], which is what makes Raw Adamantine so !!fun!!. Good to know I suppose.

Anyway... since I don't know if doing this will bork the game, I wanna check to make sure first, so that if I go through with it and something doesn't work, I know at least that this didn't cause it.

If you set up multiple castes, and in each caste, include a different tissue template, but assign each of those to the same identifier, does the game treat this as "overloading" a variable and choosing the correct one depending on which caste is active? Or does it merely overwrite the previous value with the most recent, or perhaps even do something stranger?

For example:

Code: [Select]
[CASTE:IRON]
[USE_TISSUE_TEMPLATE:SKIN:IRON]
[CASTE:PLATINUM]
[USE_TISSUE_TEMPLATE:SKIN:PLATINUM]
[CASTE:NICKEL]
[USE_TISSUE_TEMPLATE:SKIN:NICKEL]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 04, 2013, 12:20:59 am
Much stranger. You'll have to use IRON_SKIN etc. for all of that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on May 04, 2013, 02:25:07 am
Is there a way to keep a dwarf from running away from a harmless, immobile creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on May 04, 2013, 02:43:46 am
I think making it blind will help. I know someone created a creature so benign it would walk right up to dwarves. I think it was Eric Blank?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 04, 2013, 02:44:16 am
NOFEAR
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on May 04, 2013, 02:48:35 am
Darn. Not the tokens I'm looking for. Oh well, might as well live with it for now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on May 04, 2013, 03:31:08 am
Is there any way to make DF creatures bleed out in a longer, more protracted fashion? Increasing the vascularity of tissues seems to make them shoot a bit burst of blood at first, but it still doesn't keep bleeding for very long.

Bleeding is weird. The vanilla vascular ratings are way too low for anything other than a death by a thousand cuts and bleeding is naturally staunched at the same rate, with no regard to creature volume, wound size or tissue healing rate.

When a vascular tissue is cut, it splashes out the first "tick" of bleeding right away and then bleeds out at a rate of X blood per tick, where X is adjusted by vascular rating, wound contact area, artery hits and whether a stuck weapon was twisted free from the wound. It naturally staunches at a rate of 5 blood units/tick on average, but I've seen it do jumps of 2-10 units between turns. The total amount of blood in a creature doesn't seem to be related to vascular ratings at all, I'm guessing it's just body volume.

Cut arteries increase blood loss, obviously, but I haven't figured how much damage it does and whether it's a multiplier or not. Cutting a major artery is a killswitch that kills a creature of just about any size in less than ten ticks. My healthy dwarves usually go down after moving 7-8 tiles. The destroyed heart of a giant gouts blood at a rate of over 10 thousand units per tick.

To answer your question, try giving your tissues two-digit VASCULAR ratings for a start and see what happens. Even a dwarf with VASCULAR:250 muscle could survive a deep gushing gash across his chest until the bleeding stopped. VASCULAR:750 and an artery hit is enough for instant death.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on May 04, 2013, 07:05:29 am
Much stranger. You'll have to use IRON_SKIN etc. for all of that.

Drat. There's no less than 11 of those. Oh well.

Now I'm curious exactly what would happen, though. Time for personal science I suppose? DF, prepare your buns.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Centigrade on May 04, 2013, 10:43:02 am
I want to mod creatures to not become exhausted, and to have equal ability scores so that I can remove some variables from object testing. How do I do this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on May 04, 2013, 10:46:39 am
[NOEXERT]

If by ability, you mean physical and mental attributes, go to the wiki (http://dwarffortresswiki.org/index.php/v0.31:Cheating), check the section "Tinkering with the Dwarven Soul", copy the PHYS and MENT_ATT_RATES and such, and set every value you see to an average. 5000:5000:5000:5000:5000:5000 are all equal scores of the highest attribute, which means your dwarves will run like ninjas, so you might want to set it to 3000.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: reemer30 on May 04, 2013, 02:57:21 pm
I gave a custom dwarf caste fire attacks, and gave the caste [FIREIMMUNE] but they are still bleeding to death a few seconds after using it.
Heres the caste stuff:
Spoiler (click to show/hide)
I cut the interactions out of fire imps, and the stats from MWDF orc sorcerers, if that helps at all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on May 04, 2013, 03:03:35 pm
You need not only FIREIMMUNE but also to protect the body materials from melting.  A simple try might be

[SELECT_MATERIAL:ALL]
[HEATDAM_POINT:NONE]

For a more sophisticated thing you can do like the fireimps have,

   [SELECT_MATERIAL:ALL]
      [MULTIPLY_VALUE:3]  ###### <------ Not critical obviously
      [COLDDAM_POINT:NONE]
      [HEATDAM_POINT:NONE]
      [IGNITE_POINT:NONE]
      [IF_EXISTS_SET_MELTING_POINT:15000]
      [IF_EXISTS_SET_BOILING_POINT:20000]
   [SELECT_MATERIAL:GOO] ##### <---- Here you want to substitute your creature's blood or whatever else should stay liquid
      [MELTING_POINT:10000]

Or another possibility, if it fits your idea of how the creature would be, is to set the body materials at a fixed temp that matches its homeotherm, like the Orcish Frostskald

      [HOMEOTHERM:10000]
      [FIXED_TEMP:10000]

(that's the temperature of Nethercap wood of course, not specifically the right temperature for a fire mage)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 04, 2013, 03:04:22 pm
That'll make all the dwarven castes immune to fire, though...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on May 04, 2013, 03:09:23 pm
That'll make all the dwarven castes immune to fire, though...

 :o

Damn, you're right, SELECT_MATERIAL is creature level.
Well, don't do that then. ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on May 04, 2013, 03:39:51 pm
That'll make all the dwarven castes immune to fire, though...

 :o

Damn, you're right, SELECT_MATERIAL is creature level.
Well, don't do that then. ^^

Well, you could define two types of skin mats, one for the ordinary skinned creatures, the other, absolutely fire immune. Assuming it works the way I think it does, you should be able to target the fireproof skin via SELECT_MATERIAL without affecting the combustible material, though it'd clutter the page.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on May 04, 2013, 03:41:41 pm
Huh. Select material can't be used only on castes? That's intriguing. I was aware that this was not the case. I may have to go in and tweak a few things to account for that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on May 04, 2013, 03:52:26 pm
Huh. Select material can't be used only on castes? That's intriguing. I was aware that this was not the case. I may have to go in and tweak a few things to account for that.

I'm not positive that the wiki is right about this one, if you get a chance to do some !!SCIENCE!! that would be nice :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on May 04, 2013, 04:48:26 pm
For plants, if the growing time is longer than a season and a plant only gets one active season, do all currently active plants in a farm plot die or does it just not allow planting any more of them? I'm trying to have planting seasons and harvesting seasons.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on May 04, 2013, 04:54:04 pm
If the plant cannot grow in the season, it will die.
If the plant can grow but the dwarves just aren't ordered to plant it in the 2nd season, they plants will live and not be replanted after harvest.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on May 04, 2013, 04:56:28 pm
So growing seasons seperate from harvest seasons (aside from just pretending like they're there by ordering dwarves) are not possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on May 04, 2013, 05:04:55 pm
well, if you set the growdur so that it takes about 2 full seasons to grow, but allow it to live in SPR, SUM, AUT ... then you're probably only going to want to plant in SPR, and will be able to harvest in AUT.  It's not just pretend, if you plant in SUM or AUT instead they'd die when winter comes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on May 04, 2013, 05:06:06 pm
Ah, I see. That way, players could be free to make a bad decision, which they must use strategy to avoid XD
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Maklak on May 04, 2013, 06:53:21 pm
Is there some way to prevent grass wildfires? Magma, or other hot things set the map on fire and I don't want that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on May 04, 2013, 07:00:39 pm
Not sure, but try either:

1)removing grass

or

2)making grass fireproof.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 04, 2013, 08:37:55 pm
Its only 1), remove grass. Or turn temperature off. Or make it rain. Thats about it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: layback on May 05, 2013, 06:35:44 am
how does one make his own custom graphics for new races or monsters/ im tryng to mod a copy of a mod for personal use but want to use custom art

also how do i create my own art for use in game? how do the frames work??

hmm thanks!

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 05, 2013, 11:00:13 am
The graphics example in the vanilla raw/graphics folder is a good tutorial.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on May 05, 2013, 06:51:56 pm
I'm playing masterwork mod (not sure if this is a masterwork thing or not), but some units in the military screen are highlighted different colors, green, brown, cyan.  It's completely new to me and I'm not sure what they represent
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 05, 2013, 07:10:10 pm
Not an MW thing. I think it's a DFHack thing. Green means they're in a different squad.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on May 06, 2013, 11:24:06 am
1) I want to create a new weapons-grade metal called ORCHILIUM.

2) I want it to be smelted from pig iron and copper.

3) I want it to be a goblin exclusive.

How would I do this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on May 06, 2013, 11:42:31 am
(1) Create the metal, by for example copying the entry for INORGANIC:IRON and tweaking the values to taste.  The only thing you really *must* change is the name.  If you don't know what the tokens mean the best is to wiki it

http://dwarffortresswiki.org/index.php/Material_definition_token

Your new entry must be in a file whose first token is [OBJECT:INORGANIC].  This could be the original file that Iron is defined in within your DF install, but for organizational purpose you might prefer to make a new one.

Decide what workshop will do this reaction, if any.  If you only want non-playable goblin civs to do this it doesn't need a workshop.  Not all vanilla DF buildings are moddable, so you'll have to look into that, or define your own new workshop.

(2) Create the smelting reaction.  It will look something like this.

Spoiler (click to show/hide)

I dunno what your comfort level is with modding, so not sure in how much detail you would like this explained. Anything you don't understand look up on the wiki or ask about.   Obviously if you don't want a workshop to be required, delete the "Building" lines.  The 150's are the required unit of measure for bars.

(3) Now you need to Permit the reaction for whichever entities (civilizations) you want to have access to it.  For example, for my reaction above the token is
[PERMITTED_REACTION:ORICHALCUM_ALLOY].  You put that token anywhere under the corresponding [ENTITY: ] entry(s) that you would like to have it.  For Goblins that would be [ENTITY:EVIL].  If you look at the existing entities you should see how it works.  For bars, that's all you have to do; if they have the smelting reaction they should be able to make and use the metal.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on May 06, 2013, 01:06:08 pm
You'd need to make sure they also have access to the pig iron smelting reaction in order to get it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on May 06, 2013, 01:32:45 pm
You'd need to make sure they also have access to the pig iron smelting reaction in order to get it.

Yesssss, this was the crucial flaw in my modification.  After trying and failing, I thought I'd just throw my goals in here to see if anyone would do something different.  I forgot to give them pig iron, so they wouldn't be able to make anything out of pig iron, including the orchilium...yep, that was it.  Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: reemer30 on May 06, 2013, 07:44:35 pm
Can someone explain how a multi creature civil functions when you place it in game? I was thinking this might help leave some dwarves flammable and some not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 06, 2013, 08:49:16 pm
You'll probably want castes for that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on May 06, 2013, 10:05:10 pm
Can someone explain how a multi creature civil functions when you place it in game? I was thinking this might help leave some dwarves flammable and some not.

If you have more than one creature in an Entity, when it creates a new instance of that entity it will randomly pick one of the creatures, not all of them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on May 07, 2013, 01:08:17 am
Can someone explain how a multi creature civil functions when you place it in game? I was thinking this might help leave some dwarves flammable and some not.

If you have more than one creature in an Entity, when it creates a new instance of that entity it will randomly pick one of the creatures, not all of them.

So, if you have an EVIL civ with OGREs and TROLLs as its creatures, then you'd get one or the other, not both.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ancusohm on May 07, 2013, 02:18:29 pm
Is there any way to run a script that will cause a dwarf to be punished as if they had committed a crime?

I think it would be cool if you could run a hack that would have someone beaten to improve production.  Like, one dwarf gets beaten by the hammerer, and then every other dwarf gets an increase to their self_discipline or achievement_striving.

It would also be satisfying just to be able to sentence some particularly annoying dwarves to be beaten.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 07, 2013, 02:38:57 pm
I'll take a look at the structs there to see if it's not too non-trivial to add a new criminal act.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ruhn on May 07, 2013, 07:49:13 pm
I'm thinking about writing a utility that can view and modify the military uniforms (for starters).
It would be along the same line as Dwarf Therapist.

If my limited search result-reading is correct, the DAT files are compressed and we don't have any libraries to reverse-engineer them?
I would love to hear any way to get started.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 07, 2013, 07:54:12 pm
I have done this by using macros in the past. You record yourself once setting up a couple of uniform templates, then run it once when you start a new fort.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on May 08, 2013, 12:25:09 am
Has anyone ever found a way to disable caravans bringing barrels of blood?

Two potential methods:

a) Editing RAWs before worldgen to somehow prevent the activity. (I don't have high hopes for this since people have tried to do this before)

b) Editing the lists of items that civs can bring using DFHack during a running game. (I don't know if this is possible, but it seems like the most likely option)

Also, the humans bring animal man blood in a vanilla game, which is ethically weird.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on May 08, 2013, 12:56:36 am
That seems like a dead end to me, yeah. If a civ can butcher a creature and the creature has been defined to have blood by the [BLOOD:material parent token:material name:matter state] token, it comes up no matter what it is. I made horses bleed INORGANIC:GOLD:SOLID and sure enough molten gold was right there in the embark menu.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on May 08, 2013, 01:10:39 am
Best way to deal with the blood thing is to make blood alcohol, although really, blood barrels are kind of annoying and useless.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 08, 2013, 01:40:25 am
You can take it away from them in the entity file. [USE_ANIMAL_PRODUCTS] should, among others, control all creature extracts, which is blood as well. Of course they wont trade any other animal product, like leather then...

Otherwise I couldnt found a way around it. I personally just made it useful by allowing blood-wine and sacrificing blood on an altar
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on May 08, 2013, 08:06:12 am
If I change the fort pop max in game can I increase the allowed limit of my current fort?

And, Is there a table of exactly how big a priority a job is, and how much experience affects the priority?


EDIT:
derp, Wiki, my friend.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on May 09, 2013, 05:42:25 am
You can edit your settings to any maximum pop in game. This does not relate to the population settings from the raws.

Job priorities is sadly a bit random as dwarves tend to pick the first job it come to them. You can affect it slightly with your squad, ie sending a squad near a wounded they will sometimes drag him back. Sometimes.

I have a question myself. I made this reaction :
Spoiler (click to show/hide)

The job is functional but I have two issues : First the blood is shown as 'liquid' in the reagent list ingame despite the barrel being properly marked as 'blood barrel'. Then a worker once used a barrel of lye instead. A second time after I was out of lye (soap made on repeat), blood was properly used.
The job was only available after I bought blood from the merchants, but I am afraid the worker will swap the blood with any liquid. Anyone made a blood reaction without editing the vanilla raws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on May 09, 2013, 12:02:34 pm
How to circumvent the bone stack bug:

Make your creature's bone material turn into globs on butchering! ( [BUTCHER_SPECIAL:GLOB:NONE] )

Sure, you won't be able to use the standard bone-crafting reactions, but you will be able to do all kinds of custom stuff instead - without whole dragon skeletons being used up to decorate one bed with hanging rings of dragon bone.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 09, 2013, 12:04:11 pm
How to circumvent the bone stack bug:

Make your creature's bone material turn into globs on butchering! ( [BUTCHER_SPECIAL:GLOB:NONE] )

Sure, you won't be able to use the standard bone-crafting reactions, but you will be able to do all kinds of custom stuff instead - without whole dragon skeletons being used up to decorate one bed with hanging rings of dragon bone.
Wont work... yes, the custom reaction can use them, but like you said, all vanilla reactions would fail. This itself is not a major problem, since you can recreate them with custom reactions, but you moody-dwarves will go insane whenever they need bones for a mood.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zanzetkuken The Great on May 09, 2013, 05:27:13 pm
Alright, I've tracked some code down that was crashing my game when I tried to begin world gen.  Trouble is, I don't know what is wrong with it.  I need some help.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on May 09, 2013, 05:28:39 pm
what's in your errorlog?
DRACOLICH is a valid creature?
DEFAULT is a valid caste?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zanzetkuken The Great on May 09, 2013, 07:39:02 pm
what's in your errorlog?
DRACOLICH is a valid creature?
DEFAULT is a valid caste?

That's just it, this:
Code: [Select]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[SYN_CLASS:WERECURSE]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DRACOLICH:DEFAULT]
works in a different interaction, and the Dracolich is a creature.  I don't get any errorlog, but when this is in, the game crashes when I try to enter 'Design New World with Advanced Parameters,' the arena mode, or 'Create a World,' but when it isn't in, the game works just fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on May 09, 2013, 10:29:25 pm
I don't see anything wrong with that. Perhaps, it has something to do on your creature instead?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on May 09, 2013, 11:39:14 pm
You can take it away from them in the entity file. [USE_ANIMAL_PRODUCTS] should, among others, control all creature extracts, which is blood as well. Of course they wont trade any other animal product, like leather then...

Otherwise I couldnt found a way around it. I personally just made it useful by allowing blood-wine and sacrificing blood on an altar

I would prefer a solution that allows caravans to bring milk, leather, and meat, but not blood. You will very rarely see milk as a brought extract, because it accounts for only 2% (or something) of the possible extracts that can be brought.

Quietust points out here that DFHack can change what caravans bring: http://www.bay12forums.com/smf/index.php?topic=115625.msg3568624#msg3568624
We know that civs have a list of items/animals that they can bring, which is created at the end of worldgen based on the land that they occupy and other civ tokens. It should be feasible to drop blood barrels (and perhaps the "liquid" barrels) from the list.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on May 10, 2013, 08:28:12 am
I don't see anything wrong with that. Perhaps, it has something to do on your creature instead?

Probably this.

Is it a megabeast?  I had an enormous amount of trouble adding a megabeast, which caused the game to crash randomly but early in world gen.  The problem was me leaving the LAIR tags out of the creature.  I can't find any evidence that this is a mandatory tag, and maybe it was blind luck it genned the time I added that, but that fixed it for me anyway.

Try posting the creature raws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: slothen on May 10, 2013, 08:43:19 am
population, ubiquitous, biomes, subzones, and population depletion.

Populations are stored on a per-subzone basis, and each subzone is equivalent to a single biome, right?  If you straddle two biomes, you're getting two subzones, and thus each zone has its own population of creatures.

Ubiquitous means creature will appear in EVERY zone for which it can appear.  Logically, since giant desert scorpions have [POPULATION_NUMBER:5:10], that means in a savage desert (not straddling two biomes), I will either get 0 or I will get at least 5.  But at most I can kill capture 10 and then they're extinct?

These numbers seem absurdly low.  Is my understanding of how these things work correct?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on May 10, 2013, 11:19:43 am
I'm not really sure about the sub-zones or ubiquitous tags, but I think you've got it right.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on May 10, 2013, 11:26:01 am
How to circumvent the bone stack bug:

Make your creature's bone material turn into globs on butchering! ( [BUTCHER_SPECIAL:GLOB:NONE] )

Sure, you won't be able to use the standard bone-crafting reactions, but you will be able to do all kinds of custom stuff instead - without whole dragon skeletons being used up to decorate one bed with hanging rings of dragon bone.
Wont work... yes, the custom reaction can use them, but like you said, all vanilla reactions would fail. This itself is not a major problem, since you can recreate them with custom reactions, but you moody-dwarves will go insane whenever they need bones for a mood.

Well, it's good for the case when you want to do something really special with a particular creature's skeleton. Like, have the skeleton made out of crystals - which you want to do particular things with, AND which simply wouldn't make sense to do standard bone-carving with. Also, it keeps things fair in case a creature's limb gets severed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on May 10, 2013, 11:37:41 am
QUESTION: Entity Triggers.

Do the non-siege triggers (PROGRESS_TRIGGER_POPULATION) include ambushes?

What does this mean, exactly:
Quote
Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.

Does "at least one other" include the siege triggers?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on May 11, 2013, 01:55:26 pm
QUESTION: Entity Triggers.

Do the non-siege triggers (PROGRESS_TRIGGER_POPULATION) include ambushes?
Yes. It will trigger either ambushes or traders depending on how friendly they are.

Quote
What does this mean, exactly:
Quote
Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.

Does "at least one other" include the siege triggers?
I've never heard of this behavior personally, and looking at the wiki it appears to be something that has been carried over from the point where the PROGRESS_TRIGGER token descriptions were added back in .31. If someone wants to run a quick verification test on this that would be amazing since I can't right now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zanzetkuken The Great on May 11, 2013, 02:09:14 pm
I don't see anything wrong with that. Perhaps, it has something to do on your creature instead?

The creature works.  The interaction has something in it crashing the game, since I have successfully generated a world without it, but with it in, the game crashes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on May 12, 2013, 05:02:02 pm
Hey friends.

So I want to make a necromancer reaction that involves creating "limited" zombies; that is, the zombies must have an intact head attached to an upper body.

What I've tried doing was making the valid targets both [FIT FOR RESURRECTION] and [FIT FOR RAISING].  It came close; the target had to have a "graspable" limb attached to their upper body.  Basically, as long as the target had one of their hands or their head, they could be raised.  This wasn't quite what I had in mind, though, as a headless body with only one arm left doesn't exactly make sense from a zombie stand point.

The second thing I tried to do cause the targets to transform into a different creature which did NOT have the GRASP tag on their hands; this combined with the fore mentioned reaction allowed re-raising as long as they had their head, but it had a few problems too.  Since they're being transformed into a ZOMBIE creature, any injuries they sustained during their previous life were magically healed, including severed heads.  Besides the frustration of a generic ZOMBIE creature, having to behead a target twice doesn't make any sense.

Does anyone else have any advice? I'd appreciate any help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ancusohm on May 13, 2013, 11:59:31 am
Random question, but is there any way to have a syndrome alter a creature's body tokens? 

Like, could you have a syndrome that applies the [breathe] token to a specific body part?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 13, 2013, 12:21:28 pm
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tfaal on May 13, 2013, 04:31:14 pm
Hey friends.

So I want to make a necromancer reaction that involves creating "limited" zombies; that is, the zombies must have an intact head attached to an upper body.

What I've tried doing was making the valid targets both [FIT FOR RESURRECTION] and [FIT FOR RAISING].  It came close; the target had to have a "graspable" limb attached to their upper body.  Basically, as long as the target had one of their hands or their head, they could be raised.  This wasn't quite what I had in mind, though, as a headless body with only one arm left doesn't exactly make sense from a zombie stand point.

The second thing I tried to do cause the targets to transform into a different creature which did NOT have the GRASP tag on their hands; this combined with the fore mentioned reaction allowed re-raising as long as they had their head, but it had a few problems too.  Since they're being transformed into a ZOMBIE creature, any injuries they sustained during their previous life were magically healed, including severed heads.  Besides the frustration of a generic ZOMBIE creature, having to behead a target twice doesn't make any sense.

Does anyone else have any advice? I'd appreciate any help.

Here's an idea; instead of transforming them, give them a syndrome that disables their graspers. I think that MIGHT work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on May 13, 2013, 08:42:04 pm
I don't think that would work.

Even though their hands are rotten or paralyzed, they still have the graspable tokens on them.  And the question that came right after mine made it clear that interactions can't remove tokens, so...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on May 13, 2013, 10:54:14 pm
Ended up making my own lua script to stop blood barrels: http://www.bay12forums.com/smf/index.php?topic=91166.msg4246062#msg4246062

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: slothen on May 14, 2013, 12:13:58 am
population, ubiquitous, biomes, subzones, and population depletion.

Populations are stored on a per-subzone basis, and each subzone is equivalent to a single biome, right?  If you straddle two biomes, you're getting two subzones, and thus each zone has its own population of creatures.

Ubiquitous means creature will appear in EVERY zone for which it can appear.  Logically, since giant desert scorpions have [POPULATION_NUMBER:5:10], that means in a savage desert (not straddling two biomes), I will either get 0 or I will get at least 5.  But at most I can kill capture 10 and then they're extinct?

These numbers seem absurdly low.  Is my understanding of how these things work correct?

Bumping for more responses.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 14, 2013, 12:14:43 am
yes
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: slothen on May 14, 2013, 06:39:14 pm
thank you.  that makes me sad.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: eliterandomaccount on May 14, 2013, 08:48:41 pm
Hello! new here, I'm using Ironhand graphics and my dead dwarfs are appearing as solid black squares and it's driving me nuts! How do I fix this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on May 14, 2013, 10:31:17 pm
Hello! new here, I'm using Ironhand graphics and my dead dwarfs are appearing as solid black squares and it's driving me nuts! How do I fix this?
Sounds like a graphics installation problem. Reinstall it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sgt_Cookie on May 15, 2013, 01:02:51 pm
First off, I'm a complete newbie at DF modding, so I don't know if this would be basic knowledge or an advanced trick.

So, I want to create a prosthetic limb, like a hook or a peg leg, the item in and of itself I can figure out, but getting a handless/legless Dwarf to use it is where I have no idea on how to start.

I was thinking that the simplest way would be to give it a special tag that means it can only be used by a creature without that particular appendage. Is that the right way forward? And if so, where would I start?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tfaal on May 15, 2013, 01:31:00 pm
There's no good way forward, I'm afraid; prosthetic limbs are beyond the scope of current modding. There's no tag you can place on an item to have it be used as a prosthetic. Furthermore, there's no way to do a creature transformation to transform a dwarf into a form that has a prosthetic body part, because you can't check whether the dwarf is actually missing the limb. In other words, I could probably make a workshop that transforms a dwarf into a dwarf with a hook for their left hand, but it would work on *any* dwarf, and it would cure all the dwarf's other wounds as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sgt_Cookie on May 15, 2013, 04:02:17 pm
So, you're saying, that in a game that has a simulated nervous system, checking for a missing limb is beyond its capabilities?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 15, 2013, 05:52:38 pm
Learn about how Dwarf Fortress is modded, then complain. You're asking for a token that simply does not exist. If it's not in the raws, DFHack is your only hope.

If you want to try and make it, go ahead and learn DFHack, then make the 87178291200 creatures needed for that. I'll wait.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on May 15, 2013, 06:35:10 pm
So, you're saying, that in a game that has a simulated nervous system, checking for a missing limb is beyond its capabilities?

We don't have the source code.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: InfinityWEAPON on May 15, 2013, 08:42:26 pm
If I gen a world where a certain race has the [TRAPAVOID] tag, and then remove that tag from their entry in the raws, will the creatures still maintain their trap avoidiness?

(For clarification, I mean the raws in the save file, not in the DF folder)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on May 15, 2013, 08:54:37 pm
If I gen a world where a certain race has the [TRAPAVOID] tag, and then remove that tag from their entry in the raws, will the creatures still maintain their trap avoidiness?

(For clarification, I mean the raws in the save file, not in the DF folder)

Nope. Similarily, you can remove tokens from fliers to make them fall to the ground once you load the game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: InfinityWEAPON on May 15, 2013, 09:41:23 pm
Cool, thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sheer_Bliss on May 16, 2013, 12:49:13 am
how do I got about modding my adventurers stats and attributes (and gear if possible)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 16, 2013, 12:49:45 am
DFHack.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sheer_Bliss on May 16, 2013, 12:52:14 am
DFHack.
anything to add? Is there a thread I can visit or a wiki page?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 16, 2013, 01:01:07 am
Yeah, sorry. You could also make a creature specifically for adventuring with some special natural skills.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sheer_Bliss on May 16, 2013, 01:21:09 am
any helpful links? :P I checked out the dfhack thread and the general modding questions but didn't find anything. Sorry I'm new to the whole DF modding thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on May 16, 2013, 05:27:40 am
You can edit the HUMAN creature or copy it to make a new one with a different name. If you copy it, you'll need to copy the entity too, making sure it has the INDIV_CONTROLLABLE and/or ADVENTURER_TIER token, and link it to your creature.

Check the df wiki for creature and entity tokens for more modifications. Essentially natural skills and the attributes may be the ones you are looking for. Have fun.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheTinCat on May 16, 2013, 08:29:25 pm
This has most likely already been asked and answered, maybe even more than once but my searches are not giving me what I want.
I see a lot of people saying they like making the GIANT variations of creatures trainable (and also creature-men? I may have read wrong)

How exactly do I go about making them trainable?
Is there a single file that I can add [TRAINABLE] too, or do I have to do through all the individual creature files and add it to all the giant variations?

Whoever answers this, much thanks in advance!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lethosor on May 16, 2013, 08:37:49 pm
This has most likely already been asked and answered, maybe even more than once but my searches are not giving me what I want.
I see a lot of people saying they like making the GIANT variations of creatures trainable (and also creature-men? I may have read wrong)

How exactly do I go about making them trainable?
Is there a single file that I can add [TRAINABLE] too, or do I have to do through all the individual creature files and add it to all the giant variations?

Whoever answers this, much thanks in advance!
c_variation_default.txt

In this case it's the ANIMAL_PERSON and GIANT variations (although there are others, such as ANIMAL_PERSON_LEGLESS, that you may want to make trainable too).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheTinCat on May 16, 2013, 10:09:26 pm
In this case it's the ANIMAL_PERSON and GIANT variations (although there are others, such as ANIMAL_PERSON_LEGLESS, that you may want to make trainable too).
You sir, are a gentleman and a scholar. much appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on May 20, 2013, 07:53:41 am
So I'm ripping off the humans and making a sixth race.  They'll be afraid of water.  Just wanted to confirm that by leaving the swims_learned they'll drown by default.  Also wondering if locations were in fact hardcoded (you cant create your own, still non-existent name for them).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 20, 2013, 09:20:54 am
very hard-coded
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on May 20, 2013, 03:59:36 pm
So after looking through the wiki and this forum I am pretty sure I know the answer, but thought I would ask anyway.

Is there any way to change a creatures skill levels and/or skill learn rates using interactions/syndromes/df hack?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on May 20, 2013, 04:25:32 pm
http://dwarffortresswiki.org/index.php/Syndrome

CE_SKILL_ROLL_ADJUST  PERC:percentage:PERC_ON:percentage:  Alters the skill level of a creature. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll. 

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on May 20, 2013, 04:27:07 pm
http://dwarffortresswiki.org/index.php/Syndrome

CE_SKILL_ROLL_ADJUST  PERC:percentage:PERC_ON:percentage:  Alters the skill level of a creature. The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.

Indeed but that does not take a particular skill
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 20, 2013, 04:47:12 pm
there is a syndrome CE_SKILL_ROLL_ADJUST that will increase all skills? other then that Skill learn rates are on the "SOUL" level thus no syndrome/interaction/transformation can alter it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 20, 2013, 04:57:21 pm
You can sorta adjust soul things with CE_MENT_ATT_CHANGE, but the change itself is its own value elsewhere.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: travellersside on May 20, 2013, 05:08:33 pm
I'm trying to make temporary items (around for a while as catalysts, but will eventually need replacing). I remembered that if an item is in a stockpile that has refuse collection as part of the settings, it will suffer wear and eventually disappear.

So, what kind of refuse-type items could I realistically make (and rename) as results of reactions? I know that I can't make bones or other bodyparts, for example, which is a shame. Is there anything at all that can be made which would normally be stored in Refuse piles?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 20, 2013, 05:36:16 pm
no
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on May 20, 2013, 06:52:04 pm
I'm trying to make temporary items (around for a while as catalysts, but will eventually need replacing). I remembered that if an item is in a stockpile that has refuse collection as part of the settings, it will suffer wear and eventually disappear.

So, what kind of refuse-type items could I realistically make (and rename) as results of reactions? I know that I can't make bones or other bodyparts, for example, which is a shame. Is there anything at all that can be made which would normally be stored in Refuse piles?
It might be a better idea to make the item of a material that will slowly boil away at room temperature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 20, 2013, 09:53:06 pm
I'm trying to make temporary items (around for a while as catalysts, but will eventually need replacing). I remembered that if an item is in a stockpile that has refuse collection as part of the settings, it will suffer wear and eventually disappear.

So, what kind of refuse-type items could I realistically make (and rename) as results of reactions? I know that I can't make bones or other bodyparts, for example, which is a shame. Is there anything at all that can be made which would normally be stored in Refuse piles?
It might be a better idea to make the item of a material that will slowly boil away at room temperature.
better yet heatdam point at room temp, it's doesn't boil, but it will break down
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: travellersside on May 21, 2013, 02:56:37 am
A good point. I hadn't been thinking in that direction. However, I do want it to last a reasonable amount of time, rather than disintegrate in a day or two. What's the realistic lifespan for things this way? Can they last a month? (Which would be about right for what I need - you get some mileage, but it's going to need replacing relatively often)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on May 21, 2013, 10:18:26 am
Why do goblins have no eat and no drink tags?  It cant be because they are immortal, elves lack those tags. . .


Also, I don't see smelting iron or any way to denote iron availability.  Is there any way to ensure a civ cant work iron?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 21, 2013, 11:45:39 am
the no eat and drink was due to them being bonecarn, and races that eat only meat/bones sometimes to most of the time starve out. As for Iron it's the permitted job "FURANCE_OPERATOR" even if theey can't mine but have iron in their lands they can "magically" smelt it. same with reactions that produce "bars" they will always have that metal (this is why dwarves even if lacking copper, can still trade bronze)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 21, 2013, 12:40:17 pm
the no eat and drink was due to them being bonecarn, and races that eat only meat/bones sometimes to most of the time starve out.

That's kobolds. Goblins have NO_EAT and NO_DRINK because it doesn't fit with the in-game lore--Toady's said that he can't imagine goblins raising livestock or farming.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on May 21, 2013, 12:44:24 pm
hunh.  well I ran a few worlds, same seed but different tags on my little custom civ.  The world was slightly different when I added the no_eat/drink tags.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 21, 2013, 12:57:17 pm
the no eat and drink was due to them being bonecarn, and races that eat only meat/bones sometimes to most of the time starve out.

That's kobolds. Goblins have NO_EAT and NO_DRINK because it doesn't fit with the in-game lore--Toady's said that he can't imagine goblins raising livestock or farming.
No vanilla goblins have "BONECARN" which for some  reason acts like CARNIVORE thus since goblins "do no have" anyway to get meat at an easy rate or farm at all, NO_EAT and NO_DRINK are needed so they don't starve

so yes, Toady did say that, so for lore, and because of the BONECARN they have those two tags.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: i2amroy on May 21, 2013, 04:06:31 pm
That's kobolds. Goblins have NO_EAT and NO_DRINK because it doesn't fit with the in-game lore--Toady's said that he can't imagine goblins raising livestock or farming.
No vanilla goblins have "BONECARN" which for some  reason acts like CARNIVORE thus since goblins "do no have" anyway to get meat at an easy rate or farm at all, NO_EAT and NO_DRINK are needed so they don't starve

so yes, Toady did say that, so for lore, and because of the BONECARN they have those two tags.
Putnam is actually right in this matter. Goblins have had [NO_EAT][NO_DRINK] since the early versions of the game; long prior to the problem with starving to death during world generation. This was because Toady decided long ago that within his lore goblins didn't need to eat or drink (except for occasionally eating the bones of their enemies).

Kobolds, on the other hand, only gained [NO_EAT][NO_DRINK] recently, as part of the bug-fix for starving to death, and if the bug gets fixed will probably go right back to eating and drinking.

Both have the same tokens, but for intrinsically different reasons:
Kobolds - were given the tokens to prevent them from starving to death due to a bug.
Goblins - already had the tokens due to the lore, and as a result the starving bug never affected them in the first place.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: drayath on May 22, 2013, 01:17:00 pm
Query on reactions; Is it possible to make an item with an improvement. I.e. can parts A+B be conbined in a single reaction somehow.

E.g.

[REACTION:MAKE_BOLT_POISONED]
   [NAME:make poison bolt]
   [BUILDING:AMMOCASTER:CUSTOM_A]
   [REAGENT:extract:150:NONE:NONE:NONE:NONE]
      [MIN_DIMENSION:150]
      [REACTION_CLASS:POISON]
   [REAGENT:extract container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:extract]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
        [SKILL:WAX_WORKING]

# A) This would create the bolts
        [REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:IRON]
        [PRODUCT:100:25:AMMO:ITEM_AMMO_BOLTS_FOUR:GET_MATERIAL_FROM_REAGENT:metal:NONE]

# B) This could cover them in poison (required dfhack-itemsyndrome plugin work when hits enemy)
   [REAGENT:object:25:AMMO:NONE:NONE:NONE][PRESERVE_REAGENT]
   [IMPROVEMENT:800:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
   
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on May 22, 2013, 01:28:31 pm
I want to select material X of creature Y and remove one token from it. Can I do this in one line without having to bother with creature variations or replacing the material entirely?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 22, 2013, 02:50:39 pm
I want to select material X of creature Y and remove one token from it. Can I do this in one line without having to bother with creature variations or replacing the material entirely?

not 100% sure by what you mean by this, you can use SELECT_MATERIAL and overwrite tags in the material look at DRAGON in creature_standard.txt for a ref on this.

but then all the castes have the alteration
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: drayath on May 22, 2013, 04:04:26 pm
Another question; If i have an interaction on a turret to shoot SOLID_GLOB's do any skills (e.g. ranged combat etc) affect the chance to hit, seems quite low by default and i wanted to raise it a bit.

E.g.
       [CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Spit molten rock]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CDI:MATERIAL:INORGANIC:COPPER_VAPOR:SOLID_GLOB]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 22, 2013, 07:49:52 pm
Throwing, I think. Archery (RANGED_COMBAT) too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 22, 2013, 08:37:47 pm
Throwing, I think. Archery (RANGED_COMBAT) too.

Yup those two are used for material emission interactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 23, 2013, 08:11:47 am
Drayath: As far as I know you cant get the item creation and the improvement into one reaction, you need two. Easiest is of course an automated second one to follow up the first.

Throwing/Archery: That is good to know. :) Makes balancing my turrets a bit better.

I dont really have fast/stable internet atm, so I have to pester you guys with some questions, because it would takes ages to sift through the wiki/search here.

1. How would a carbon-copy of the vanilla "mill plants"-reaction look? I want the exact same reaction, that accepts any plant and produces any milled product.

Code: [Select]
[REACTION:MILL_GENERIC]
[NAME:mill plants]
[BUILDING:QUERN:CUSTOM_M]
[BUILDING:MILLSTONE:CUSTOM_M]
[REAGENT:A:1:PLANT:NONE:NONE:STRUCTURAL][UNROTTEN]
[REAGENT:flour bag:1:BOX:NONE:NONE:NONE]
    [BAG]
[EMPTY]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:MILL:NONE:GET_MATERIAL_FROM_REAGENT:A:MILL]
[PRODUCT_TO_CONTAINER:flour bag]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED]
[SKILL:MILLING]

Does that look about right? Maybe adding a REACTION_CLASS:CAN_BE_MILLED, to all fitting plants and the reaction?

2. Will undeads resurrected by an opposed_to_life, not_living creature attack it? I know the undeads my warlocks raise always cause friendly fire, but if the invading race would be undead themselves... wouldnt that solve the problem?

3. Is there any way to "un-hide" something? I know the hide-effect makes creatures invisible, but interaction casting does not reveal them. Its really bad when you have an invisible spellcaster on the map who attacks you with interactions, but you cant even find him.

4. I would like plants to only grow in depth 2:2 or 3:3, but still be able to be farmed in farmplots. I somehow remember that there was a problem somewhere.. in essence, I want plants that you can only find in the wild to get seeds, and you can not buy the seeds at embark/from caravans.

5. I modded in minecarts with spikes... they are a tool, so they can have attacks. But it seems that the attack is not triggered when they hit anything on the tracks. So even a spiked cart with an edged attack deals only blunt damage. It seems that the attack only comes into effect when a dwarf actually uses the cart as a weapon, hitting someone with it. Is this correct?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Trapezohedron on May 23, 2013, 09:59:39 am
meph@2:

Yes. Somehow, NOT_LIVING does not prevent creatures from being attacked by their OPPOSED_TO_LIFE summons, even when they have that tag themselves. One way to prevent it is to use an interaction that they'll immediately use on themselves when they enter the map that grants them NO_AGING. Or so I've found to have prevented it. This only works for animated (i.e zombie) creatures, as the animated creatures get added to the necromancer's team.

EDIT: Tokens I used:

[CE_ADD_TAG:OPPOSED_TO_LIFE:NO_AGING:STERILE:NOT_LIVING:NO_EAT:NO_DRINK:START:0]

Sterile could probably be removed with no problems, but I did add OPPOSED_TO_LIFE on the interaction itself, instead of the creature directly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Obsessed on May 23, 2013, 03:36:04 pm
Is there some way to figure out how large a body part, such as converting the number into feet or would basing it off of the human raws be better? Does the size of a body part effect anything, say, you make a person's fist insanely large, does it annihilate everything it hits?

Also, is there a way to make a creature either have more blood or bleed out slower?


Got a few more questions, is it possible to make a creature immune to becoming a were[insert animal here] and is it possible to make digigrade legs?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on May 23, 2013, 04:29:30 pm
3. Is there any way to "un-hide" something? I know the hide-effect makes creatures invisible, but interaction casting does not reveal them. Its really bad when you have an invisible spellcaster on the map who attacks you with interactions, but you cant even find him.
Using a material emission un-hides the user.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 23, 2013, 04:48:39 pm
meph. clearly you arenmt aware of the HAS_MATERIAL_REACTION_PRODUCT:x tag. For that, x should be MILL.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on May 25, 2013, 09:22:28 pm
So I was hoping someone would know about worldgen wars.  What conditions must be met in order for a civ to puppet a captured site as opposed to pillaging or destroying it?  Why do dwarves seem most likely to keep a site while goblins won't?  Are there tags or hard coded reasons?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: sackhead on May 25, 2013, 09:26:24 pm
hi i am trying to make a Greek vase mod...
I was wondering how can i add reactions so my dwarves can add art to these vases the i cant get it to work all i can add are spikes hanging rings etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 25, 2013, 09:30:18 pm
Nope.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 25, 2013, 09:48:47 pm
hi i am trying to make a Greek vase mod...
I was wondering how can i add reactions so my dwarves can add art to these vases the i cant get it to work all i can add are spikes hanging rings etc.

you can make a crap ton of custom materials in a fake creature (inside a fake creature so random generated beasts don't make themselves out of it) and then have a custom "Paint vase with xxxx" reactions that take a vase and another object (paint?) and adds and covered improvment on the vase of the painting

"the greek vase is covered in paintings of heroes fighting titans"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: sackhead on May 25, 2013, 09:53:40 pm
thanks thats a great idea
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 25, 2013, 10:06:07 pm
meph. clearly you arenmt aware of the HAS_MATERIAL_REACTION_PRODUCT:x tag. For that, x should be MILL.

Well... care to elaborate? ^^ I just need a reaction that accepts any plant that has a mill_product and produces 150 powder out of it. It should be terribly simple, like the tanning reaction I guess.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 25, 2013, 10:23:20 pm
HAS_MATERIAL_REACTION_PRODUCT:MILL as a reagent modifier will make it only accept reagents that have the MILL material reaction product.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 25, 2013, 10:47:30 pm
meph. clearly you arenmt aware of the HAS_MATERIAL_REACTION_PRODUCT:x tag. For that, x should be MILL.

Well... care to elaborate? ^^ I just need a reaction that accepts any plant that has a mill_product and produces 150 powder out of it. It should be terribly simple, like the tanning reaction I guess.

[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]

but for your purposes it would be:
[MATERIAL_REACTION_PRODUCT:MILL_MAT:LOCAL_PLANT_MAT:MILL]

then your product will be:

[PRODUCT:100:150:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:milled plant:MILL_MAT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 25, 2013, 11:20:57 pm
You kind of failed to show anything about HAS_MATERIAL_REACTION_PRODUCT :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 25, 2013, 11:26:04 pm
You kind of failed to show anything about HAS_MATERIAL_REACTION_PRODUCT :P

lol well I assumed that he was looking at how tanning goes (How the skin template uses it to reference LEATHER for the tanning reaction)

so I just kinda gave the important bits of the reaction (altho I left out the reagent but that one is easy enough, and someone with a mod as big as Masterwork has to know how REACTION_CLASS and its big brother works)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 25, 2013, 11:41:40 pm
I wouldn't assume that, since he mentioned REACTION_CLASS in a place where HAS_MATERIAL_REACTION_PRODUCT would be much more efficient...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 25, 2013, 11:55:39 pm
Keep making fun of me, because I'd use reaction_class, and not the has_material_reaction_product... the question still stands however ;)

If it were just for a few plants I'd add the reaction class, but there are a lot of them...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: reemer30 on May 26, 2013, 02:52:58 am
Ok, so I was working on a spell for my mage, and I came across the idea of turning blood into fire with a spell. I made a transformation syndrome interaction. My next step was to make the creature have fire for blood, or some fire-like material. Would I change this within the creature itself, or use a new tissue/material template to achieve this. I experimented with using material templates, but that didn't seem to work. Anyway, here's the mat template if it helps:
Spoiler (click to show/hide)

Anyway, I thank you in advance for your help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on May 26, 2013, 12:32:15 pm
...

5. I modded in minecarts with spikes... they are a tool, so they can have attacks. But it seems that the attack is not triggered when they hit anything on the tracks. So even a spiked cart with an edged attack deals only blunt damage. It seems that the attack only comes into effect when a dwarf actually uses the cart as a weapon, hitting someone with it. Is this correct?

I gave carts an axe blade attack and they suddenly became capable of severing limbs and doing other edged damage which wasn't possible before. However, the combat text is always "The X minecart strikes Y in the ...". It doesn't use the text descriptions from the attack token, but it does use the damage parameters. Something similar happens with falling objects - they use the attack damage, but not the description text.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ancusohm on May 26, 2013, 02:46:50 pm
This is probably a stupid question.  But does anyone know where can I find the code for the trueTransformation hack? 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 26, 2013, 02:58:02 pm
wrong thread? might want to try down at the DFHack thread
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tirion on May 27, 2013, 10:11:58 am
Tower science question: what are the requirements for a creature to be considered a necromancer's minion in worldgen? Is there any way to have towers with no conventional zombies, instead giving the necromancers an interaction that raises a corpse but instantly transforms it into some other creature? If yes, what would that creature have to be? I thried just now with a simple animal, no towers appeared.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dbuhos on May 28, 2013, 10:51:41 am
How would I get around making buildable trophies [In DF mode] from skulls/bones ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on May 28, 2013, 06:15:08 pm
How would I get around making buildable trophies [In DF mode] from skulls/bones ?

I'm afraid I don't quite understand; you can already make totems and crafts, do you mean like, and item called "trophy" or...?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 28, 2013, 07:20:38 pm
Make a reaction that takes skulls and/or bones (there's a couple of tokens for the reagent that I don't have off the top of my head for that, as I've never used them) and make them into a tool called "trophy" that can be used to build a building called "trophy" that is made of the reagent material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on May 29, 2013, 04:46:27 am
Perhaps you can directly make a building that takes corpse pieces with "any bone material" and "any skull material" as construction materials.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 29, 2013, 08:26:57 am
Quote
Perhaps you can directly make a building that takes corpse pieces with "any bone material" and "any skull material" as construction materials.

Yes you can, but they still create miasma, rot, can be animated, and the building deconstructs once they are completely rotted away.

My question still stands: A copy of the vanilla "mill plant" reaction. Accepts any plant, makes the fitting mill product. Putnam, HAS_MATERIAL_REACTION_PRODUCT is truly something I have never, ever used in any reaction...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Incantatar on May 29, 2013, 08:41:34 am
I'm a total newb to DF modding. I would like to mod in gender differences. Can i cut out
Code: [Select]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++

These tags establish the growth phases of the creature's life.  The format is (BODY_SIZE|<year>|<day>|<average size>).

[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]

These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.

[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
and paste changed values under both caste declarations, i.e. [CASTE:FEMALE] [CASTE:MALE]? Would that work? Could there be any ingame incompatibilities?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 29, 2013, 08:59:38 am
That would work, you got it right. :) Once you are done, could you post the actual differences you modded in? :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Incantatar on May 29, 2013, 09:22:03 am
Thanks. I'll have to try this out a bit. Basically i want to make male dwarves taller, broader, stronger, tougher and analytical and let female dwarves have more patience, empathy and linguistic ability. Atm i'm adding 100 to the percentiles on the one gender and subtracting 100 on the other.
One problem i have is that empathy and linguistic ability are not defined for dwarves. What are the standard values here?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 29, 2013, 09:29:42 am
The wiki should show the standard values. Keep in mind that there are a lot more then the ones you posted in your example, like recuperation, endurance and many mental skills. The max is 5000, I think for dwarves its around 2500 or so. To see a better difference, dont add total amounts (like 100), but rather percentage, so add/remove 10-20% of the value you see. That would make a lot more sense, because reducing 500 to 400 is a big step, but reducing 2500 to 2400 is a small difference.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Incantatar on May 29, 2013, 09:42:07 am
You're right i thought about that myself a minute ago. Percentages make much more sense.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 29, 2013, 11:23:16 am
Quote
My question still stands: A copy of the vanilla "mill plant" reaction. Accepts any plant, makes the fitting mill product. Putnam, HAS_MATERIAL_REACTION_PRODUCT is truly something I have never, ever used in any reaction...

Another one that popped up: Is it possible to cure werebeasts? I know its easy with vampirism, because you can simply remove the bloodsucker tag (and the other tags), but how could I do that on a werecreature? They have this syndrome:

Code: [Select]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:WEREBEAST:DEFAULT]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE_ADD_TAG:NO_AGING:START:0]

So all I can think of is removing NO_AGING and adding a periodic display name (chained werebeast) and a periodic speed_perc:0, so they cant move. Or move really slowly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 29, 2013, 12:03:12 pm
My question still stands: A copy of the vanilla "mill plant" reaction. Accepts any plant, makes the fitting mill product. Putnam, HAS_MATERIAL_REACTION_PRODUCT is truly something I have never, ever used in any reaction...

I was hoping to avoid a long winded example, but here it comes lol:

quick how-to for your "custom" mill reaction

1. find a(some) plant(s) that you wish to be in your reaction and add [MATERIAL_REACTION_PRODUCT:CUSTOM_MILL:LOCAL_PLANT_MAT:MILL] the CUSTOM_MILL is like a reaction class, however the second two points to another material (much like looking at the SKIN_TEMPLATE in "material_templates.txt")

2. create your reaction

Code: (Example from small tree processing in Regen) [Select]
[REACTION:PROCESS_SMALL_TREE]
[NAME:process small tree]
[BUILDING:WOOD_REGEN:CUSTOM_P]
[BUILDING:WOOD_PROCESSOR:CUSTOM_P]
[REAGENT:A:1:PLANT:NONE:NONE:NONE][[b]HAS_MATERIAL_REACTION_PRODUCT:LOG_MAT[/b]] -- much like reaction class only...
[PRODUCT:100:1:WOOD:NONE:GET_MATERIAL_FROM_REAGENT:A:LOG_MAT] --- this is what differs
[PRODUCT:85:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT] --- as you can see I use a LOG_MAT material but I have a SEE_MAT
[PRODUCT:15:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED_MAT] --- placed into the same material aswell, allowing me to use two different materials from one.
[SKILL:CARPENTRY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 29, 2013, 12:49:24 pm
Thank you :) Now I do feel a bit silly, because this is what I used extensively with tan_mat and all those custom tanner reactions.

Really, this helped a lot. I can fix a bug now that I previously thought unfixable. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on May 30, 2013, 03:04:51 am
Yes you can, but they still create miasma, rot, can be animated, and the building deconstructs once they are completely rotted away.

That... is actually pretty cool! A necro could animate our displayed kills and send those towards your fort.

If you limit the items to bone and skulls items however, you'll get no miasma of animation. The building may be temporary but will last long enough to be useful.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 30, 2013, 07:06:38 am
Again, thanks Hugo. Just added the lines, it was 426 find&replaces across the different tilesets. :) Thats how many mill-product bearing plants exist.

Code: [Select]
[REACTION:MILL_PLANTS_VANILLA_COPY]
[NAME:mill plants]
[BUILDING:QUERN:CUSTOM_M]
[BUILDING:MILLSTONE:CUSTOM_M]
[REAGENT:A:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:CUSTOM_MILL]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:A:CUSTOM_MILL]
[PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:A:SEED]
[SKILL:PROCESSPLANTS]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on May 31, 2013, 02:57:35 am
I remember a video about a blind crossbow dwarf shooting bolts in every direction. Is there a way to replicate that effect?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on May 31, 2013, 03:19:05 am
I remember a video about a blind crossbow dwarf shooting bolts in every direction. Is there a way to replicate that effect?

A syndrome with a CE_IMPAIR_FUNCTION effect targeting both eyes should do the trick.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on May 31, 2013, 03:50:23 am
Well, I've tried that in arena, and it seems that I can't shoot while blind. Oh well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on May 31, 2013, 05:46:01 am
I only saw a video of a blind dwarf shooting at random during practice. I think a dwarf need to be aware of its target before attacking or interacting so to achieve this during combat you will have to work around this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on May 31, 2013, 12:20:32 pm
If a civ gets skulking and item thief will they automaticlly become hostile or will they send caravans?  will  said civ start sieging if theives are successful?

Id like a civ that turns hostile after a time or unsubtle condition but trades until then.


Also, could me having all civs startpop over 100 be why my worldgen is so crashy?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on May 31, 2013, 12:26:48 pm
If a civ gets skulking and item thief will they automaticlly become hostile or will they send caravans?  will  said civ start sieging if theives are successful?

SKULKING will just make them not raid until they've got some successful thefts under their belt. Kobolds get that "automatically hostile" thing because UTTERANCES (in the creature raws) makes them unintelligible sword fodder to everyone else that doesn't have also have SKULKING. If it can only froth and gibber, it's just an asshole animal, right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on May 31, 2013, 01:16:35 pm
If a civ gets skulking and item thief will they automaticlly become hostile or will they send caravans?  will  said civ start sieging if theives are successful?

SKULKING will just make them not raid until they've got some successful thefts under their belt. Kobolds get that "automatically hostile" thing because UTTERANCES (in the creature raws) makes them unintelligible sword fodder to everyone else that doesn't have also have SKULKING. If it can only froth and gibber, it's just an asshole animal, right?

UTTERANCES causes instant hate because they cannot communicate properly (same as leaving any speech tags out) also ITEM_THIEF entites are normally at war with others because nobody like their stuff stolen (same with BABY_SNATCHER, kidnappers are not looked on too kindly)

so if a race cannot talk, they cannot make peace treaties with the other races thus making them a valid target for warfare.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on June 01, 2013, 05:38:13 pm
How do I ensure a semimegabeast spawns with a weapon?  Preferably a particular one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on June 01, 2013, 06:03:19 pm
How do I ensure a semimegabeast spawns with a weapon?  Preferably a particular one.

The way minotaurs do it is to have the HABIT:USE_ANY_MELEE_WEAPON:100 tag. However, you probably need a lair for it to apply and it's completely randomized.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 01, 2013, 06:22:09 pm
could do some science and have NATURAL_SKILL on your mega beast

see if that changes its behaviour towards the desired weapon
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on June 01, 2013, 09:54:00 pm
e: no, no, I don't really know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Raptor_a22 on June 01, 2013, 11:51:26 pm
Just a quick question on reactions,

How do I define a reagent of 'skin', specifically chitin?

I'm trying to get my Dark Elves to make 'spidersteel' using GCS chitin.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 02, 2013, 12:10:11 am
well you can goto the "material_template_default.txt" and find the "CHITIN" template and add in: [MATERIAL_REACTION_PRODUCT:TAN_CHITIN:<insert material group>:<inster material subgroup>] -- What this does is class all chitin as TAN_CHITIN and attaches an extra material to it, say a standard attachement is
[MATERIAL_REACTION_PRODUCT:TAN_CHITIN:LOCAL_CREATURE_MAT:SPIDER_STEEL] --- looks for a material in the creature tagged as SPIDER_STEEL, now since you altered the entire CHITIN template butchering other creatures that yield chitin will flip a b**ch when put through the reaction.

So if you want only GCS to have this goto the creature and after the [BODY_DETAIL_PLAN:xxxxx_MATERIALS] toss in:
[REMOVE_MATERIAL:CHITIN]
then
[USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE]
   [MATERIAL_REACTION_PRODUCT:TAN_CHITIN:LOCAL_CREATURE_MAT:SPIDER_STEEL]
then under it
[USE_MATERIAL_TEMPLATE:SPIDER_STEEL:METAL_TEMPLATE]
   *copy all values from INORGANIC:STEEL but change the name*

now that the creature has an internal "steel" material we can go to out reaction

[REAGENT:gcs chitin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN][HAS_MATERIAL_REACTION_PRODUCT:TAN_CHITIN] --- targets the chitin
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_CHITIN] --- this makes a leather item from the internal "SPIDER_STEEL" material

EDIT:
the rest is up to you, hope this helps.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on June 02, 2013, 12:14:52 am
There should be a shorter, simpler way.

[REAGENT:giant chitin chunk:1:NONE:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:CHITIN][USE_BODY_COMPONENT]

Hugo described the way vanilla tanning works above. It most certainly works, but it's a little overkill for just a single creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Raptor_a22 on June 02, 2013, 02:18:52 am
Hugo's method is a bit too complicated for what I wanted to do, and I want to make metal bars, not a tanned hide. (Probably should have made that clearer)

The finished reaction:
Code: [Select]
[REACTION:SPIDERSTEEL_MAKING]
[NAME:make steel bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:SILK_IRON]
[REAGENT:C:1:BOULDER:NO_SUBTYPE:NONE:NONE][REACTION_CLASS:FLUX]
[REAGENT:D:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[REAGENT:E:1:NONE:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:CHITIN]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:SPIDERSTEEL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 02, 2013, 03:06:56 am
I actually need some help with this. The problem is, the creature won't stand properly. It has a brain, two stance bodyparts (and yes checked to make sure they connected properly) it could stand on it's own before so I don't understand why it chooses to fall down now.

Spoiler: Creature (click to show/hide)


Spoiler: Body (click to show/hide)

Would really like this critter walking again, so I can flesh it out more.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on June 02, 2013, 08:21:37 am
stance on its lower leg will work.  theyll stand on it.


perhaps not ideal but you can work on it more.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on June 02, 2013, 08:37:54 am
this works. 

[spoiler:this]
Code: [Select]
[BODY:ARMORED_HUMANOID]

[BP:UB:breastplate:STP][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:2000]
[BP:LB:fauld:fauld][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:2000]
[BP:HD:helmet:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:600]
[BP:RUA:right rerebrace:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:400]
[BP:LUA:left rerebrace:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:400]
[BP:RLA:right vambrace:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLA:left vambrace:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RH:right gauntlet:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:160]
[BP:LH:left gauntlet:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:160]
[BP:RUL:right cuisse:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LUL:left cuisse:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:RLL:right greave:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:800]
[BP:LLL:left greave:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:800]
[BP:RF:right high foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:240]
[BP:LF:left high foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:240]


[/spoiler]

It may look the same, but I magiced it up so now mine works on my comp.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 02, 2013, 01:08:45 pm
ok fixed it thank you, I think it was more of me messing up with which file I was updating.

See I made a program that adds filters to certain files say for the interest of graphic packs. Allowing me to have only one copy of raws to work with instead of making several copies for each graphic pack. The issue was that I didn't have my rawFileList done (just creatures and inorganics) so it wasn't porting over the body changes, hehe silly me.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on June 02, 2013, 01:23:01 pm
So I have another question . . .

I'm trying to add my first 'advanced' token to my raws.  CE_ADD_TOKEN:CRAZED.  But it won't work despite several attempts and even using raws stolen from this website.  I cannot get my creature to spew crazee goodness.

Spoiler (click to show/hide)

This really irks me.  I want a way to turn dwarves against one another.  In the arena tests I get nothing from this but the dizziness.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on June 02, 2013, 02:02:05 pm
[CE_ADD_TAG:OPPOSED_TO_LIFE:START:100]

And I have a question: is there really no way to add item descriptions?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Toxicshadow on June 02, 2013, 03:05:53 pm
[CE_ADD_TAG:OPPOSED_TO_LIFE:START:100]

And I have a question: is there really no way to add item descriptions?
Nope. Adding say, [DESCRIPTION:x] just gives an error. At DF's current state, by default, you cannot add a description.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on June 02, 2013, 03:34:42 pm
That sucks.

Maybe if I can create some sorta item-creatures...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on June 02, 2013, 03:42:37 pm
So I have another question . . .

I'm trying to add my first 'advanced' token to my raws.  CE_ADD_TOKEN:CRAZED.  But it won't work despite several attempts and even using raws stolen from this website.  I cannot get my creature to spew crazee goodness.

This really irks me.  I want a way to turn dwarves against one another.  In the arena tests I get nothing from this but the dizziness.

CE_ADD_TOKEN doesn't exist:
http://dwarffortresswiki.org/index.php/DF2012:Syndrome#Special_Effects
you probably want CE_ADD_TAG

CRAZED should work, but watch out for loyalty cascades.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Toxicshadow on June 02, 2013, 03:47:29 pm
That sucks.

Maybe if I can create some sorta item-creatures...
Well, Hugo_the_Dwarf got away with that in Regen with his landmines. They're immobile creatures that, on sight, release fire. It usually kills the landmine, making them one-use items. However you can't really *wield* a creature...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 02, 2013, 03:58:13 pm
So I have another question . . .

I'm trying to add my first 'advanced' token to my raws.  CE_ADD_TOKEN:CRAZED.  But it won't work despite several attempts and even using raws stolen from this website.  I cannot get my creature to spew crazee goodness.

This really irks me.  I want a way to turn dwarves against one another.  In the arena tests I get nothing from this but the dizziness.

CE_ADD_TOKEN doesn't exist:
http://dwarffortresswiki.org/index.php/DF2012:Syndrome#Special_Effects
you probably want CE_ADD_TAG

CRAZED should work, but watch out for loyalty cascades.

I haven't really seen CRAZED work for me, and if a dwarf does become crazed I think special flags get set off and prevent loyalty cascades? I know Mepg played around with it alot. But my CRAZED interactions don't want to apply it to my targets.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on June 02, 2013, 04:02:21 pm
Well, maybe I can create some sort of "library" workshop where you can turn dwarfs into living books with item descriptions.
I've heard that descriptions are bugged on transformation, so that might not work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 02, 2013, 04:49:07 pm
Well, maybe I can create some sort of "library" workshop where you can turn dwarfs into living books with item descriptions.
I've heard that descriptions are bugged on transformation, so that might not work.

Wrong descriptions, it's the color modifiers and such. See where a dwarf has Hair, Skin, Eyes, etc. A book would have Binding, Cover, Back different tissues. The game flips a table when its like well lets read the descriptors of... wait... What the hell is this? there is no skin, no eyes, no hair. Just new tissues. *CRASH*

So instead of briging up blues eyes (the book lacks eyes) it's trying to describe something that is not there (in programming it's trying to apply a value onto a null object. Say Eye.Color = Blue, but Eye object instead of being an actual object it's 'null' and not an Eye Object. Doesn't make much sense if you're not a programmer and ran into issues with incorrectly defined objects) So since it can't apply it's value (or retrieve) it throws an exception (which I assume is not properly caught) and crashes
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on June 02, 2013, 05:03:35 pm
Okay, so I just have to use dwarfs-possessed-by-item-descriptions. Works for me!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 03, 2013, 12:14:05 am
Is it possible to have farmable plants (which you can grow in farmplots) that naturally only occur in depth:2:2 and 3:3 ?

And how does the pet behaviour for goblins and trolls work? Goblin sieges bring troll squads, although they are not part of the civ... they are also no mounts... I have never been able to reproduce that for other civs. Is it that they are a pet with intelligent/equip, that the goblins have access to?

I would like to add this behaviour to other siegers as well, so Automatons could bring clockwork spiders, or frost giants bring ice-wargs.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 03, 2013, 12:36:32 am
Is it possible to have farmable plants (which you can grow in farmplots) that naturally only occur in depth:2:2 and 3:3 ?

And how does the pet behaviour for goblins and trolls work? Goblin sieges bring troll squads, although they are not part of the civ... they are also no mounts... I have never been able to reproduce that for other civs. Is it that they are a pet with intelligent/equip, that the goblins have access to?

I would like to add this behaviour to other siegers as well, so Automatons could bring clockwork spiders, or frost giants bring ice-wargs.

I would assume that these lines int he goblin entity allow them to use Trolls

[USE_CAVE_ANIMALS] --- Trolls live here
[USE_EVIL_ANIMALS] --- I'd assume this is like COMMON_DOMESTIC

since Troll learn but don't talk they are like and animal and being EVIL and all they class as being tamed or captured by goblins. I've seen elves bring packs of War Animals as squads (War Bear squad has sprung from ambush) so this may be likely for Goblins as well

Just my 2 cents

EDIT:
as for the farming bit, Why not? you just have to find the plants and hope to get seeds. Less of course they refuse to show up in the farming menu. I have a work around if that is the case. (might have)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smakemupagus on June 03, 2013, 01:41:04 am
I would like to add this behaviour to other siegers as well, so Automatons could bring clockwork spiders, or frost giants bring ice-wargs.

Whatever the trick is, you did with Dwarves! -- they used to very reliably bring parties of prototype Golems when they attacked Orc fortresses.

Quote
Is it possible to have farmable plants (which you can grow in farmplots) that naturally only occur in depth:2:2 and 3:3 ?

I could have sworn you already have this too :)  Zombie flowers and lich-fronds from the deepest caverns?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on June 03, 2013, 07:20:53 am
And how does the pet behaviour for goblins and trolls work? Goblin sieges bring troll squads, although they are not part of the civ... they are also no mounts... I have never been able to reproduce that for other civs. Is it that they are a pet with intelligent/equip, that the goblins have access to?

I looked into this a while ago. They're both intelligent and [EVIL].

Evil creatures have this weird solidarity thing going on. The trolls are sapient (if slow), aren't "tamed" per se and don't have any real domestication roles, but goblins take them in as if they were domestic pets. I'm guessing that they need [LIKES_FIGHTING] to be brought in as shock troops, but I don't know for sure.

[SAVAGE] does not have a similar effect, sadly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on June 03, 2013, 11:13:14 am
I could not pin it down but I think it is about the 'underground' part that allow goblins to have trolls as pets.

I pasted the tags around underground biome and layers to a non intelligent creature and it became available to my entity with both underground and evil creature tags. Adding PET to it also allowing those to be brought by migrants and traders. Trolls aren't pets and are unavailable after embark.

I have not tested siege but that should be half of the question. Humans bring animals in sieges as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 03, 2013, 11:45:09 am
Maybe I should just play more. Its not like I have ever seen any sieges in the last... 20 versions of my mod or so. Testforts only last 1-2 seaons, till a feature has been declared ok for release. ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on June 03, 2013, 01:21:08 pm
How to circumvent the bone stack bug:

Make your creature's bone material turn into globs on butchering! ( [BUTCHER_SPECIAL:GLOB:NONE] )

Sure, you won't be able to use the standard bone-crafting reactions, but you will be able to do all kinds of custom stuff instead - without whole dragon skeletons being used up to decorate one bed with hanging rings of dragon bone.

Yeah, and DON'T FORGET TO ADD THESE:
   [DO_NOT_CLEAN_GLOB]
   [STOCKPILE_GLOB]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 03, 2013, 02:02:22 pm
I could not pin it down but I think it is about the 'underground' part that allow goblins to have trolls as pets.

I pasted the tags around underground biome and layers to a non intelligent creature and it became available to my entity with both underground and evil creature tags. Adding PET to it also allowing those to be brought by migrants and traders. Trolls aren't pets and are unavailable after embark.

I have not tested siege but that should be half of the question. Humans bring animals in sieges as well.

Trolls are allowed as pets for goblins because they allow both evil pets and cave pets.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on June 04, 2013, 01:18:42 am
Snatchers will try to abduct the babies of your pets that have [CAN_LEARN].

Did you know this? I didn't O_O
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 04, 2013, 02:28:50 am
Yeah, there's a bunch of cool interesting stuff with [CAN_LEARN] to discover.

I could pretend that I'm sitting on a bunch of mystical DF information, but I'm really not. If I discover something, I post about it. Yeah, that's interesting.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: random_odd_guy on June 04, 2013, 05:45:52 pm
How do I get my custom creations to stop spamming their CANDOINTERACTION abilities every two seconds for no apparent reason?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 04, 2013, 06:09:19 pm
Throw a USAGE_HINT on the CANdoINTERACTION
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on June 04, 2013, 06:35:27 pm
Does the [MEGABEAST] tag affect egg incubation time? I know it's been tested with Rocs modded to have [COMMON_DOMESTIC], but [COMMON_DOMESTIC] might cancel whatever effects [MEGABEAST] has.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on June 05, 2013, 02:24:44 am
Is there any way to make my little cave blob instantly combust onto a cloud of vapor?  I tried having a creature 'explode' by transforming into a modified cave blob. . . but nothing.

Fake edit:  rather I couldnt make it instantaneous.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sheer_Bliss on June 05, 2013, 03:01:09 am
is there any way to make my adventurer spawn as a vampire and/or necromancer?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on June 06, 2013, 12:33:53 am
Statement:
In order to make stone items and gems stockpileable, the stone / gem has to be defined as [INORGANIC:]. If it's defined inside a creature or a plant, it won't be on stockpile lists.

Just in case someone else didn't know this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 06, 2013, 12:35:33 am
is there any way to make my adventurer spawn as a vampire and/or necromancer?

Make a new race that has all the properties of a vampire and/or necromancer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on June 06, 2013, 03:02:32 am
Or you could spawn a plant which gives a curse and eat it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sheer_Bliss on June 06, 2013, 03:22:17 am
so is that just a matter of copypasta'ing a race/plant and changing the tags?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on June 06, 2013, 07:37:01 pm
Okay so I was making some interactions for some beholders and they bugged out.

Errorlog:
Code: [Select]
*** Error(s) finalizing the creature GAUTH
Interaction Token not recognized : BEHOLDER_DAZE_CENTRAL

Can Do Interaction thing:
Code: [Select]
[CAN_DO_INTERACTION:BEHOLDER_DAZE_CENTRAL]
[CDI:ADV_NAME:use central eye]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TYPE:HEAD:BY_CATEGORY:EYE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:20]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:feel very dizzy all the sudden:seems to be very dizzy]
[CDI:WAIT_PERIOD:100]

And the interaction:
Code: [Select]
[INTERACTION:BEHOLDER_DAZE_CENTRAL]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:dazed]
[CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:END:25]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 06, 2013, 08:52:44 pm
the end time is a bit short, it's roughly a game hour
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on June 06, 2013, 08:56:08 pm
the end time is a bit short, it's roughly a game hour

Noted, but what's wrong with it the interaction itself?
Why isn't it working?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 06, 2013, 09:22:35 pm
the end time is a bit short, it's roughly a game hour

Noted, but what's wrong with it the interaction itself?
Why isn't it working?

have a look at my dizzy spell (befuddle (confusion if you will))

Code: [Select]
[INTERACTION:BEFUDDLE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:CONFUSED]
[SYN_NAME:Confused]
[CE_DIZZINESS:SEV:5000:PROB:100:START:0:END:500]

EDIT:
oops I forgot that your sev needs to be increased, see when a creature injects a venom (syndrom) it injects an amount based on its size (so a giant cave spider pumps alot of venom into a bite, where a bee does not) since interactions are not injected, but merely "there" they are taken into consideration "Pure Basic" so you have you play with the numbers to get you desired effect (with CE_PARALYSIS the SEV needs to be 9000+ to paralyse someone, else it numbs them or does nothing)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on June 06, 2013, 09:43:34 pm
Thank you, that's helpful information, but that wasn't the problem.
I didn't get to see if the interaction actually worked or not because it didn't get through. The gauth couldn't use the interaction at all.
Because of this.

Code: [Select]
*** Error(s) finalizing the creature GAUTH
Interaction Token not recognized : BEHOLDER_DAZE_CENTRAL

Which popped up again.

Code: [Select]
*** Error(s) finalizing the interaction SECRET_LICH
Interaction Token not recognized : NECRO_RAISE

Code: [Select]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Animate corpse]
[CDI:INTERACTION:NECRO_RAISE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]

Code: [Select]
[INTERACTION:NECRO_RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on June 06, 2013, 09:56:37 pm
I think I know what the problem is. Are NECRO_RAISE and BEHOLDER_DAZE_CENTRAL in a different file from SECRET_LICH? If so, does the file they are in have the file name and [OBJECT:INTERACTION] at the top?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dcutean on June 06, 2013, 09:56:53 pm
Is there a way to make a creature which is strong enough to crush other creatures head's with it's hands? Like Khan from the most recent Star Trek film.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on June 06, 2013, 09:58:19 pm
I think I know what the problem is. Are NECRO_RAISE and BEHOLDER_DAZE_CENTRAL in a different file from SECRET_LICH? If so, does the file they are in have the file name and [OBJECT:INTERACTION] at the top?

They are in different files, yes.
And yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on June 07, 2013, 12:36:35 am
I think I know what the problem is. Are NECRO_RAISE and BEHOLDER_DAZE_CENTRAL in a different file from SECRET_LICH? If so, does the file they are in have the file name and [OBJECT:INTERACTION] at the top?

They are in different files, yes.
And yes.
If the interactions that don't work are in the same file, something may be up with the file. Are there interactions that do work in that file?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 07, 2013, 12:43:05 am
I think I know what the problem is. Are NECRO_RAISE and BEHOLDER_DAZE_CENTRAL in a different file from SECRET_LICH? If so, does the file they are in have the file name and [OBJECT:INTERACTION] at the top?

They are in different files, yes.
And yes.
If the interactions that don't work are in the same file, something may be up with the file. Are there interactions that do work in that file?
The question that should be asked is:
If you control the creature that naturally has this ability, have it ready to use (does it show up for use)
   if yes, does the target creature have the syndrome active (leave control mode and 'v' then 'z' to view description)
      if effects are not taking place, up the SEV number by 100 (or 1000) and rerun tests until desired effect.
   if no, check errorlog.txt
      if that is clean, interaction file must be done improperly as in not looking like this:
Spoiler (click to show/hide)
         or the creature's CAN_DO_INTERACTION is improper
      if errorlog has issues, report them here (or fix them if you know how)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on June 07, 2013, 12:46:05 am
      if errorlog has issues, report them here (or fix them if you know how)
You mean these:

Errorlog:
Code: [Select]
*** Error(s) finalizing the creature GAUTH
Interaction Token not recognized : BEHOLDER_DAZE_CENTRAL
Code: [Select]
*** Error(s) finalizing the creature GAUTH
Interaction Token not recognized : BEHOLDER_DAZE_CENTRAL

Which popped up again.

Code: [Select]
*** Error(s) finalizing the interaction SECRET_LICH
Interaction Token not recognized : NECRO_RAISE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on June 07, 2013, 12:50:39 am
My 2 is to try to rename, reorganize it.  If it isnt picking up the name than maybe the order of your interdependent interactions is off orsomething.

Takes all of two seconds and its established order does matter.  Also you can change names back later.


EDIT:  While here, Is there any good, reliable, or established ways to encourage a creature with multiple interactions to consistently use one first?  I have a creature that can turn into two things.  One requires a certain BP, and Id like if those posessing that BP used that one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 07, 2013, 01:20:56 am
For SoulEater's errorlog looks like the game cannot find his new interacitons. Hopefully they are in the /raw/objects foulder (since the error is "can't understand this interaction token")

for PK since fallen parts are considered that creature you could have it constantly switching between two castes just spewing forth droppers (which you can target a specific caste in a creature) and transform those parts in turn.

CREATURE:MONSTER:A - Lost Souls
CREATURE:MONSTER:B  - Blobs
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 07, 2013, 02:55:41 am
You're all kinda forgetting the line that contains the file name at the top.

Do you have that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on June 07, 2013, 02:45:30 pm
I think I know what the problem is. Are NECRO_RAISE and BEHOLDER_DAZE_CENTRAL in a different file from SECRET_LICH? If so, does the file they are in have the file name and [OBJECT:INTERACTION] at the top?

They are in different files, yes.
And yes.
If the interactions that don't work are in the same file, something may be up with the file. Are there interactions that do work in that file?

No.

For SoulEater's errorlog looks like the game cannot find his new interacitons. Hopefully they are in the /raw/objects foulder (since the error is "can't understand this interaction token")

for PK since fallen parts are considered that creature you could have it constantly switching between two castes just spewing forth droppers (which you can target a specific caste in a creature) and transform those parts in turn.

CREATURE:MONSTER:A - Lost Souls
CREATURE:MONSTER:B  - Blobs

They are.
I just ended up reinstalling DF and its fine now.


You're all kinda forgetting the line that contains the file name at the top.

Do you have that?

Yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on June 08, 2013, 12:39:18 am
Can I make the maxage [MAXAGE:100:100] to make a creature die at precisely age 100, or do I have to do [MAXAGE:99:100] instead?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 08, 2013, 05:03:37 am
100:100 should work. Try it!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Button on June 08, 2013, 11:12:54 pm
I have a couple questions about the creature tags [LARGE_PREDATOR] and [UBIQUITOUS]:

From what I understand, only one [LARGE_PREDATOR] is allowed per region, and [UBIQUITOUS] creatures show up in every qualified region.

If a [LARGE_PREDATOR] is [UBIQUITOUS], does it take up the [LARGE_PREDATOR] slot for its region?

If two [LARGE_PREDATORS] with the same biome are [UBIQUITOUS], what happens?

And finally, what do I lose if I remove [LARGE_PREDATOR] from, for example, beak dogs?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pie Maker on June 10, 2013, 03:33:12 pm
Is it possible to make a creature use a syndrome-causing interaction targeting itself only when it sees a hostile creature? If it is, could you please give me an example?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 10, 2013, 04:16:53 pm
Is it possible to make a creature use a syndrome-causing interaction targeting itself only when it sees a hostile creature? If it is, could you please give me an example?
USAGE_HINT:FLEEING

Code: (From Octopus) [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION_WITH_HIDE_EFFECT]
[CDI:ADV_NAME:Squirt ink]
[CDI:USAGE_HINT:FLEEING]
[CDI:LOCATION_HINT:IN_WATER]
[CDI:BP_REQUIRED:BY_TYPE:UPPERBODY]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:INK:SPATTER_LIQUID]
[CDI:VERB:squirt ink:squirts ink:NA]
[CDI:TARGET:C:SELF_ONLY]
[CDI:TARGET:D:SELF_ONLY]
[CDI:WAIT_PERIOD:200]
[CDI:FREE_ACTION]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pie Maker on June 11, 2013, 08:00:33 am
Is it possible to make a creature use a syndrome-causing interaction targeting itself only when it sees a hostile creature? If it is, could you please give me an example?
USAGE_HINT:FLEEING

Code: (From Octopus) [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION_WITH_HIDE_EFFECT]
[CDI:ADV_NAME:Squirt ink]
[CDI:USAGE_HINT:FLEEING]
[CDI:LOCATION_HINT:IN_WATER]
[CDI:BP_REQUIRED:BY_TYPE:UPPERBODY]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:INK:SPATTER_LIQUID]
[CDI:VERB:squirt ink:squirts ink:NA]
[CDI:TARGET:C:SELF_ONLY]
[CDI:TARGET:D:SELF_ONLY]
[CDI:WAIT_PERIOD:200]
[CDI:FREE_ACTION]
Thanks Hugo. A question: will this make the creature only use the interaction when it is fleeing due to being hurt, or will it use it as soon as it spots an enemy? If it is the former, can I make the creature automatically flee from hostile creatures without the need to initiate combat? (Or do creatures always flee in this manner, just not in Arena mode?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: COMMOFDOOM on June 11, 2013, 07:55:19 pm
Is there a way to induce dwarves to vomit. From either a bad thought, a displeasing sight or even placing a custom workshop.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 11, 2013, 08:40:32 pm
CE_UNCONSCIOUSNESS
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on June 11, 2013, 08:42:34 pm
You can give dwarves syndromes that induce nausea, but not in the ways you described. I'd assume DFHack could induce nausea from very bad thoughts, and maybe add a syndrome to miasma, but I don't know whether anyone did that already. But you can write a custom reaction for your custom workshop that creates a piece of material that evaporates at room temperature, which can be inhaled by the crafting dwarf, leading to syndromes causing nausea (efficiency guaranteed only with DFHack's itemsyndrome). But why do you need dwarves to barf anyway? Deck the halls with puke and vomit?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 11, 2013, 08:45:26 pm
CE_UNCONSCIOUSNESS
He meant CE_NAUSEA
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: COMMOFDOOM on June 11, 2013, 09:53:26 pm
It would be interesting to see where the vomit would pile up. Determining which engraving or rotten food pile is the most appalling. Where bad thoughts frequently occur. Plus dwarves don't seem to mind everything being covered in fecal matter and urine because they don't even note it's presence or the activity of releasing it.

Can a custom workshop emit a material effecting nearby dwarves other than the worker? For example a statue that emits fumes of a material or syndrom or both.

Miasma can be modified?

Could a dwarf be given a syndrome that causes them to vomit when performing certain things. For example after drinking they vomit, or after viewing a pleasing picture.


I'm starting researching now but a quick answer from an experienced modder will save time. This can and will be done on a newly generated world.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 11, 2013, 10:03:09 pm
Miasma can't be modified.

After drinking, yes (with SYN_INGESTED). After viewing a picture, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on June 12, 2013, 11:30:23 am
Materials can be given syndromes upon breathing, contact or drinking. Puddles will also affect creatures without boots when they walk over it.

Those can also be set to boil at room temperature and therefore cause inhaling effects to nearby creatures.

You can produce a boulder of this material in a workshop (range is a tad limited however). You can also have a living creature produce 'miasma' by secreting such boiling material or throwing it as a directed gas when 'greeting' an ally. Perhaps vomit is a material you can edit, you'll need to search for it in the raw files.

If a creature's meat has an ingested syndrome, that will work if a dwarf eat it. I think it is removed if cooked however. You can also give syndrome to drinks.

Likewise a creature can give a syndrome to another on sight through interaction. Even if the interaction is going backwards (it's the creature that see the dwarf, so the dwarf is sick), but ingame that will simulate a disgusting sight/smell.

However inanimate items and images will not have such effect. You cannot change the miasma from dead creatures too.

Hygiene have many positives effects to the game. This is a priority to me.  ;D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hommit on June 13, 2013, 01:23:53 am
IS it possible to change color of stone wall/floor (maybe by changing layer stone) with ingame methods (reaction or something)? I'd like to have stone paint to make my fort colourful :)
like 1 stone boulder/block+booze = 10 units of paint.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 13, 2013, 01:26:29 am
IS it possible to change color of stone wall/floor (maybe by changing layer stone) with ingame methods (reaction or something)? I'd like to have stone paint to make my fort colourful :)
like 1 stone boulder/block+booze = 10 units of paint.

Only way would be to make a special material that is every desired color "painted bricks" then have a reaction as you suggested (stone + color item = colored bricks) you'd then have to dig the walls out and build walls with your colored bricks in their place.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 13, 2013, 01:26:51 am
I would have just said "no" :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: reemer30 on June 15, 2013, 12:13:01 am
I was looking for a way to change the material of someone's blood into a different one, with an interaction. I have a transformation spell made, all I need to take the dwarf/elf body set and change the blood material. How should I go about changing the blood into either like a liquid fire, or a flaming liquid. Maybe magma. Trying to make my mages more !!FUN!!. I thank you in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 15, 2013, 12:13:23 am
You can't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: reemer30 on June 15, 2013, 10:20:36 am
Hmm, that's too bad, maybe I can work with something else. How would you change the material of a body part, I was going for blood but I would deal with something else. Maybe change it to a gaseous blood or something. Thanks in advance
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pie Maker on June 15, 2013, 10:46:52 am
I was looking for a way to change the material of someone's blood into a different one, with an interaction. I have a transformation spell made, all I need to take the dwarf/elf body set and change the blood material. How should I go about changing the blood into either like a liquid fire, or a flaming liquid. Maybe magma. Trying to make my mages more !!FUN!!. I thank you in advance.
Perhaps you could transform the target into a creature that is identical to it, except for the fact that it has magma blood?
Mind you, this would heal your target of all its wounds, but that's hardly an issue when it's going to die immediately afterwards.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: reemer30 on June 15, 2013, 10:53:14 am
Exactly what I was working on, but, unless I interpreted putnam's answer wrong, I believe it is impossible to do. I was wondering how to change the material of the blood, because I have not done any changes with the body materials at all, and I wanted to know how to alter the body materials.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 15, 2013, 03:02:19 pm
You can't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on June 16, 2013, 03:01:07 pm
Exactly what I was working on, but, unless I interpreted putnam's answer wrong, I believe it is impossible to do. I was wondering how to change the material of the blood, because I have not done any changes with the body materials at all, and I wanted to know how to alter the body materials.

Perhaps adding castes to your creature to transform to will give you want you want... kind off.
As a general change-material-of-any-creature interaction, this is not possible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tahujdt on June 16, 2013, 03:28:44 pm
You can't.
Did you program a bot to read modding questions and respond, "you can't"?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 16, 2013, 03:31:42 pm
I can't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: tahujdt on June 16, 2013, 04:01:06 pm
I can't.
Congrats, then, I can see it works well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 16, 2013, 05:43:25 pm
Guess Putnam has to update his bot, needs a larger response database. Putnam V2.0

EDIT:
I'm only joking It would probably be very hard to make a Bot respond on forums, due to it trying to guess typos and bad grammar and the like. Not only that extract a basic idea of what a comment could be, and give a valid response. Cause if it was a Bot you'd see Putnam as that guy that has a post every other post lol.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 16, 2013, 05:54:21 pm
I won't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hommit on June 17, 2013, 11:06:09 am
Any way to make gloves be able to used on any hand, like boots? or is it hardcoded?
It really annoying that i have to count left and right masterwork gloves separately, unlike boots.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on June 17, 2013, 02:09:49 pm
Is CE_PHYS_ATT_CHANGE cumulative or additive? I mean, if [CE_PHYS_ATT_CHANGE:AGILITY:200:0] then [CE_PHYS_ATT_CHANGE:AGILITY:500:0] does that equals to [CE_PHYS_ATT_CHANGE:AGILITY:1000:0] or [CE_PHYS_ATT_CHANGE:AGILITY:600] ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vagabond. on June 17, 2013, 04:59:31 pm
Qustion:
What are some must-have mods for Adventure Mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on June 17, 2013, 10:56:08 pm
I made a new race in the raw folder it works in both adv and fort mode.
however I don't know how to make them dig or cut trees.
I have not tested it yet, but I may have fixed the digging problem
however the tree problem is still there is it as simple as having the
woodcutting skill and an axe in hand or is it more complicated?

   p.s. hope this thread is active.  :P I hate waiting.  8)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 17, 2013, 10:58:24 pm
i have no idea what your problem could be with the axes

do they have hands and brains and [INTELLIGENT]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Halfling on June 17, 2013, 11:02:30 pm
Is there any good way to use a particular vermin as a reagent?

I want to make mezcal with "worms", or I guess more like snake wine, from vermin - live or remains, doesn't really matter. That's easy enough, but I want it to say which vermin it came from such as "pixie mezcal" or "cave swallow mezcal", and the "remains" seem to give no usable clue as they are actually made out of CREATURE_ID:CASTE and not any of that creature's materials.

So here's what I came up with:
Spoiler: reaction_mezcal (click to show/hide)

Spoiler: inorganic_mezcal (click to show/hide)

Spoiler: material_template (click to show/hide)

Spoiler: permissions (click to show/hide)

...that is,

Spoiler: simple reaction (click to show/hide)

except renamed and retargeted for every in-game vermin. The materials and the reactions work fine, which can easily be tested by giving it some other target, but the targeting itself does not. Giving it REMAINS:, VERMIN:, or PET: identifies correctly in the reaction requirements as "live acorn fly", "tame acorn fly" etc, but does not give usable results even if you have the reagents - but if you remove the part about which vermin to use it'll work happily. Nor does defining a specific caste of the vermin seem to work. I specifically tried with several different types of remains, giving the reaction permission to target MALE and FEMALE castes, and nothing. Nor is this change of targeting identified.. Apparently there is a bug that prevents that...? http://www.bay12games.com/dwarves/mantisbt/view.php?id=4973

What I was assuming happens here is that much as reactions that produce vermin produce casteless broken vermin, so this reaction looks for a no-caste vermin -- but producing such with a custom reaction for this reaction to use does not seem to work either, they're equally un-usable. I'm really stumped.

Am I missing something really simple here??

Next plan is to write a script that changes all vermin to be made entirely of ACORN_FLY_MATERIAL, BLOOD_GNAT_MATERIAL etc, make them leave vermin chunks at death, retrieve the material with an automatic reaction at the butchers, then use a reaction specific for that material to process it to mezcal corresponding to that vermin and drink it at last...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on June 17, 2013, 11:06:43 pm
i have no idea what your problem could be with the axes

do they have hands and brains and [INTELLIGENT]?

i fixed the problem i forgot to allow axes  :-\ simple mistakes on my part
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Halfling on June 18, 2013, 03:01:06 am
Welp, I fixed my own problem too. Shouldn't whine before its time. I'll just share the journey anyway for anyone who's vermin curious now.

Did some more testing in adventure mode, and apparently it's only that you just can't use CREATURE_ID:CASTE to identify a reagent. If you specify one of the creature's materials instead, it'll work, but that never does even though it apparently does for products. There's some very confusing stuff with giant white storks if you try to transform vermin into themselves, dead variants of same vermin or to pet status using GET_MATERIAL_FROM_REAGENT, but it's probably best left alone. Also, you can't produce a vermin by specifying a creature material only: for products you must instead (always?) specify CREATURE_ID:CASTE.

My reaction to target a particular vermin was therefore fixable to:

Spoiler (click to show/hide)

and now it uses remains normally.

Edited from rambling stupidity into concise point.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Matoro on June 18, 2013, 04:55:43 am
Qustion:
What are some must-have mods for Adventure Mode?

Wanderer's friend (http://www.bay12forums.com/smf/index.php?topic=61304.0) adds large amount of crafting reactions. I have took only some of those reactions for my own games, like making decorations and leather stuff. Also I've modded every civ to build cities, which is very helpful for not-human -adventurers (at least in the current version).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vagabond. on June 18, 2013, 05:10:07 pm
Qustion:
What are some must-have mods for Adventure Mode?

Wanderer's friend (http://www.bay12forums.com/smf/index.php?topic=61304.0) adds large amount of crafting reactions. I have took only some of those reactions for my own games, like making decorations and leather stuff. Also I've modded every civ to build cities, which is very helpful for not-human -adventurers (at least in the current version).
Question:
How does one do that? I honestly don't know...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 18, 2013, 05:21:54 pm
[DEFAULT_SITE_TYPE:CITY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on June 19, 2013, 12:59:18 am
sorry to bother again but now I have ore trouble.
In an attempt to create a ore and metal with no mistakes I copied
hematite and changed the name to my want...how ever I ran into
a few problems

1. The ore can be found in the earth near hematite but has the name
    of it metal counter part, it also took on the appearance of a stone
    with the phobus tileset and can not be used to do anything (I think)

2. Can't smelt the bars I think this is because I don't have a reaction
    for it but I don't know how to make one. :-[
    I tried to find the iron reaction, but drew blanks...

Sad to admit but I tied really hard to figure this out before I bugged anyone.

The race (creature)
Spoiler (click to show/hide)

The race (entity)
Spoiler (click to show/hide)

The stone
Spoiler (click to show/hide)

The metal
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 19, 2013, 01:35:29 am
Try putting the left bracket into [METAL_ORE:STAR:30].

Also, you definitely don't need a reaction for it. There is no iron reaction. Metal ores don't need reactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on June 19, 2013, 01:50:38 am
quite saddening if the one [ kept the whole thing from working
i simply left the bracket off because i didn't know if i wanted it
i'l fix it thanx again
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NRDL on June 19, 2013, 03:20:24 am
Can somebody please explain to me how the attribute caps work?  I'm thinking of making a human caste, with the only difference being that they don't have any strength, speed limits. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on June 19, 2013, 03:29:36 am
[PHYS_ATT_CAP_PERC:STRENGTH:400000]
[PHYS_ATT_CAP_PERC:AGILITY:400000]

Shamelessly stolen from Putnam.

EDIT:fix'd
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on June 19, 2013, 03:40:47 am
So you CAN get strength higher than 5000. Huh.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 19, 2013, 03:41:28 am
Not in the raws, but it can be increased in-game to 2^31-1.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on June 19, 2013, 03:45:52 am
Holy crap.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 19, 2013, 05:34:31 am
Can corpses be affected with syndromes?

For example a creature targets a corpse (fit_for_animation) with a syndrome that has a 25% chance of raising and transforming it into creature A after 50000 ticks, and a 50% to transform it into creature B after 100000 ticks, and a 100% chance to transform into creature C after 250000 ticks. I want this sort of delayed reaction from corpses... that can be blocked. With "CANNOT_HAVE_SYNDROME_CLASS" or "SYN_IMMUNE_CLASS".

Essentially:
You bury a corpse. Corpse might raise after 3-12 months as a monster.
You build a custom workshop, dwarf gets interaction, dwarf affects corpse with syndrome to stop this from happening. Corpse gets buried, nothing happens after 3-12 months.

I am a bit stumped. I know it should be possible somehow, but its hard...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on June 19, 2013, 12:56:11 pm
Hey guys!

So I've been trying to modify the mask, helm, and cap items so that they will fit with one another.  I've studied the wiki and fiddled with the permit and size values, but I can't seem to get it to work right and I'm getting tired of regenning worlds.

What I'm trying to do is make it so that the following combinations are possible:
HELM + MASK
HELM + CAP
CAP + MASK

Even when I can finally get the combinations to work right, civilians end up picking up masks and helms and wearing them like clothing, which was not my intention.  I want HELM and MASK to be items used for combat only.  Could someone who's more familiar with clothing sizes and stuff give me a hand? I have the unmodded RAWS below.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 19, 2013, 01:14:16 pm
Hey guys!

So I've been trying to modify the mask, helm, and cap items so that they will fit with one another.  I've studied the wiki and fiddled with the permit and size values, but I can't seem to get it to work right and I'm getting tired of regenning worlds.

What I'm trying to do is make it so that the following combinations are possible:
HELM + MASK
HELM + CAP
CAP + MASK

Even when I can finally get the combinations to work right, civilians end up picking up masks and helms and wearing them like clothing, which was not my intention.  I want HELM and MASK to be items used for combat only.  Could someone who's more familiar with clothing sizes and stuff give me a hand? I have the unmodded RAWS below.

Spoiler (click to show/hide)

HELMs should only have [SHAPED] on them

all HELMs CAPs and MASKs should have a [LAYER_PERMIT:2] and a [LAYER_SIZE:1]

since they all have a permit of 2, but a size of 1 you can basically wear only two things but 2 helms (due to SHAPED). But these combos are possible

HELM + CAP
HELM + MASK
CAP + MASK
CAP + CAP
MASK + MASK

not including hoods turbans and other misc helm items.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Brilliand on June 19, 2013, 01:34:54 pm
I was looking for a way to change the material of someone's blood into a different one, with an interaction. I have a transformation spell made, all I need to take the dwarf/elf body set and change the blood material. How should I go about changing the blood into either like a liquid fire, or a flaming liquid. Maybe magma. Trying to make my mages more !!FUN!!. I thank you in advance.
Perhaps you could transform the target into a creature that is identical to it, except for the fact that it has magma blood?
Mind you, this would heal your target of all its wounds, but that's hardly an issue when it's going to die immediately afterwards.

Blood doesn't exist until the creature bleeds.  Magma blood won't heat him up from inside.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 19, 2013, 02:34:02 pm
Can corpses be affected with syndromes?

For example a creature targets a corpse (fit_for_animation) with a syndrome that has a 25% chance of raising and transforming it into creature A after 50000 ticks, and a 50% to transform it into creature B after 100000 ticks, and a 100% chance to transform into creature C after 250000 ticks. I want this sort of delayed reaction from corpses... that can be blocked. With "CANNOT_HAVE_SYNDROME_CLASS" or "SYN_IMMUNE_CLASS".

Essentially:
You bury a corpse. Corpse might raise after 3-12 months as a monster.
You build a custom workshop, dwarf gets interaction, dwarf affects corpse with syndrome to stop this from happening. Corpse gets buried, nothing happens after 3-12 months.

I am a bit stumped. I know it should be possible somehow, but its hard...

No, animation isn't a syndrome effect.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Brilliand on June 19, 2013, 03:09:34 pm
Can corpses be affected with syndromes?

For example a creature targets a corpse (fit_for_animation) with a syndrome that has a 25% chance of raising and transforming it into creature A after 50000 ticks, and a 50% to transform it into creature B after 100000 ticks, and a 100% chance to transform into creature C after 250000 ticks. I want this sort of delayed reaction from corpses... that can be blocked. With "CANNOT_HAVE_SYNDROME_CLASS" or "SYN_IMMUNE_CLASS".

Essentially:
You bury a corpse. Corpse might raise after 3-12 months as a monster.
You build a custom workshop, dwarf gets interaction, dwarf affects corpse with syndrome to stop this from happening. Corpse gets buried, nothing happens after 3-12 months.

I am a bit stumped. I know it should be possible somehow, but its hard...

I don't think corpses can have syndromes on them.  If they could, though, then what you want could be achieved through a regional interaction (in every region) that raises a creature that was previously marked for resurrection by one of these delayed-reaction necromancers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on June 19, 2013, 05:20:00 pm
well darn didn't get to test it till now but now the ore appears as star and is useless
however i looked in the smelter and saw the moonstone so that part works..kinda
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Halfling on June 19, 2013, 05:52:00 pm
snip

I don't think corpses can have syndromes on them.  If they could, though, then what you want could be achieved through a regional interaction (in every region) that raises a creature that was previously marked for resurrection by one of these delayed-reaction necromancers.

In the wiki it said corpses could be targeted by IT_CANNOT_HAVE_SYNDROME_CLASS. It seemed very redundant if corpses can't have syndromes.

So, to test, I wrote this:

Spoiler (click to show/hide)

At first I thought the corpse loses track of the syndrome, but looking more closely, actually it seems like the corpse does have the syndrome. The creature, upon being resurrected, is still anti-resurrected... but this doesn't seem to affect any attempts to resurrect it. It still can be even though it remembers being anti-resurrected.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 20, 2013, 08:21:32 am
So you are saying that the corpse correctly gets the SYN_CLASS:ANTI-RESURRECTION, but the interaction   ignores [IT_CANNOT_HAVE_SYNDROME_CLASS:ANTI-RESURRECTION] and resurrects it anyway?

I will have to try regional interactions then that are always active in all regions. Not sure if that is possible. It would also be more random that way, which is something I dont like. If it works once every 2 months, and a dwarf dies just after it triggered, you will have almost 2 months... but if the dwarf dies just before it triggers, then you have no time to actually embalm him first.

Best case I want is that every dwarf that dies gets a count-down till it resurrects/transforms into a worm-creature, which can be stopped with IT_CANNOT_HAVE_SYNDROME_CLASS and a SYNDROME_CLASS added by the undertaker/embalmer.

Would using CE_ADD_TAG:CANNOT_UNDEAD:NOT_LIVING to the corpse remove the "fit for resurrection/fit for animation" from it? That way the resurrection/animation interaction would ignore the embalmed corpse.

Display names is the next interesting bit... I have to test if "mutilated corpse of urist" can become "mutilated corpse of urist (embalmed)", for easier handling.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Halfling on June 20, 2013, 09:52:46 am
I'm not sure if the corpse has the syndrome, but in testing, first giving a human a syndrome, then lopping his head off with an adamantine axe, then resurrecting him made the resurrected creature still have the syndrome, so it does not vanish. It's pretty hard to tell if the corpse has it if it doesn't affect targeting, at least if you're not somebody who knows how to memory hack. I think.

But - how about just a reaction that takes a corpse and a coffin and makes an embalmed corpse sarcophagus that's inorganic?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on June 20, 2013, 01:07:29 pm
Spoiler (click to show/hide)


Hey, just popping back in to say that I got the armor values all worked out.  Thanks to Hugo_The_Dwarf for his help!

The following adjustments allow the following combinations:
HELM + MASK
HELM + CAP
MASK + CAP

Spoiler (click to show/hide)

Alternatively, you can allow an additional cap with each combination by changing the size and permit values to:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Brilliand on June 20, 2013, 05:14:16 pm
I'm not sure if the corpse has the syndrome, but in testing, first giving a human a syndrome, then lopping his head off with an adamantine axe, then resurrecting him made the resurrected creature still have the syndrome, so it does not vanish. It's pretty hard to tell if the corpse has it if it doesn't affect targeting, at least if you're not somebody who knows how to memory hack. I think.

I see your ANTI-RESURRECTION_2 interaction attempts to add a syndrome to an already-dead corpse.  Didn't you test that one?  Giving a syndrome to a creature while it's dead is much more applicable to what Meph wants to do than simply having syndromes persist through death.

But - how about just a reaction that takes a corpse and a coffin and makes an embalmed corpse sarcophagus that's inorganic?

I don't think that would prevent ghosts...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vagabond. on June 20, 2013, 05:56:19 pm
Alright, fairly minor question:
How does one take control of other creatures via a DFhack script/plugin? I honestly have no idea.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Halfling on June 20, 2013, 07:02:00 pm
snip

I see your ANTI-RESURRECTION_2 interaction attempts to add a syndrome to an already-dead corpse.  Didn't you test that one?  Giving a syndrome to a creature while it's dead is much more applicable to what Meph wants to do than simply having syndromes persist through death.

But - how about just a reaction that takes a corpse and a coffin and makes an embalmed corpse sarcophagus that's inorganic?

I don't think that would prevent ghosts...

Good point. On point 1, I did test it but neglected to mention the results. Give human syndrome, strike him down, resurrect him -> human with syndrome. Strike human down, target human corpse with syndrome interaction, resurrect him -> human with no syndrome. Corpses simply not being properly targetable by syndrome tokens (both in the sense of reading from and adding to syndromes) would explain this, but so does corpses actually not having syndromes and them being stored elsewhere.

Considering that it does not happen in vanilla, is it actually known what happens to a dwarf corpse that is used in a reaction? If you butcher it, can the meat be buried? If you transform it into a traction bench made of GET_MATERIAL_FROM_REAGENT, will they bury it? That tag seems to cause the world to do very strange things at least if you use it when transforming vermin.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on June 20, 2013, 10:48:35 pm
Alright, fairly minor question:
How does one take control of other creatures via a DFhack script/plugin? I honestly have no idea.

adv-bodyswap
i never tested it so idk how it works
type ls in the dfhack shell and all commands will be displayed
near the top t says plugins adv-bodyswap is one of them
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 20, 2013, 11:18:44 pm
So I can affect a dwarf before he dies, but the corpse itself cant be affect with syndromes or do interactions. That, yet again, leaves me with regional interactions that have to be active on every map, for good, evil and neutral biomes.

I can do a priest that sanctifies living dwarves to prevent them from becoming an undead, but I cant use the corpses for anything like that... mh. I could make the undertaker a caste, have a dwarf be transformed into the undertaker (only one per fort) in the custom workshop, and he can target the already risen corpses, but that just gets tiresome in a big fort. And have constant rise/transform/put-down messages...

Getting rid of the corpse all together and making a custom coffin-tool would work, but really badly, because of ghosts and the fact that custom furniture cant be done.

Ok, so it boils down to this: How can I remove FIT_FOR_ANIMATION and/or FIT_FOR_RESURRECTION from a corpse?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vagabond. on June 20, 2013, 11:23:39 pm
Alright, fairly minor question:
How does one take control of other creatures via a DFhack script/plugin? I honestly have no idea.

adv-bodyswap
i never tested it so idk how it works
type ls in the dfhack shell and all commands will be displayed
near the top t says plugins adv-bodyswap is one of them
I probably should have clarified, I meant in Fortress Mode.  I remember seeing a script of it somewhere that basically allows you to take other civilizations creatures, but I can't find it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Brilliand on June 21, 2013, 12:17:27 am
Ok, so it boils down to this: How can I remove FIT_FOR_ANIMATION and/or FIT_FOR_RESURRECTION from a corpse?

Animate it and transform it into a creature that dies instantly and can't be animated/resurrected?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 21, 2013, 06:56:13 am
Then I cant bury them anymore, leading to bad thoughts and ghosts.

Maybe I should better ask Putnam about a dfhack script. ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Halfling on June 21, 2013, 07:44:30 am
Obviously you can't give a corpse improvements, but I wondered if that would alter a corpse so you can't do things with it. Did not, it can have hanging rings of bismuth bronze (well not really, because it does not accept improvements) but it still works. And turning it into a bed with GET_MATERIAL_FROM_REAGENT, my favorite reaction, results in a "dwarf muscle bed" so I doubt that helps. Turning it into a remains results in a "white stork man " with the trailing space included, which then transforms into a toad if transformed into a living vermin. Trying to turn it into itself crashes the game.

Spoiler (click to show/hide)

So yeah, hacking it is or if there's some simple mistake that could fix corpse syndrome targeting so you could fix the exe like with some other things... or there is the alternative that corpse + coffin -> slab called "sarcophagus" that then is engraved with the name of who was embalmed. Which requires some micro unless you don't really care whose sarcophagus was carved with whose name.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GuardianTempest on June 22, 2013, 11:19:14 am
Woah, it's been forever and I think I forgot my beginner modding knowledge.

Anyway, is it possible to apply flight-capabilities to clothes? I'm planning on making wingpacks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on June 22, 2013, 11:24:13 am
Woah, it's been forever and I think I forgot my beginner modding knowledge.

Anyway, is it possible to apply flight-capabilities to clothes? I'm planning on making wingpacks.
Not unless you are Putnam.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: JacenHanLovesLegos on June 22, 2013, 12:01:38 pm
Is it possible to brew a drink from a processed plant? I'm trying to mod in sugarcane, so it should go something like Sugarcane -> Molasses -> Rum.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pie Maker on June 22, 2013, 12:28:21 pm
Woah, it's been forever and I think I forgot my beginner modding knowledge.

Anyway, is it possible to apply flight-capabilities to clothes? I'm planning on making wingpacks.
Not unless you are Putnam.
Fortunately, Putnam already wrote a script for this sort of thing. Try itemsyndrome (http://www.bay12forums.com/smf/index.php?topic=123817.0).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 22, 2013, 02:28:17 pm
Woah, it's been forever and I think I forgot my beginner modding knowledge.

Anyway, is it possible to apply flight-capabilities to clothes? I'm planning on making wingpacks.
Not unless you are Putnam.
Fortunately, Putnam already wrote a script for this sort of thing. Try itemsyndrome (http://www.bay12forums.com/smf/index.php?topic=123817.0).

Even with that, syndromes can't allow flying, so...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: JacenHanLovesLegos on June 22, 2013, 03:29:27 pm
Along with my question a couple posts above, I also have the problem that my custom plants, when planted in a farm, produce "meadow grass". Anyone know what that means?

Here are the plants that I know have been affected:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Brilliand on June 22, 2013, 04:14:00 pm
Woah, it's been forever and I think I forgot my beginner modding knowledge.

Anyway, is it possible to apply flight-capabilities to clothes? I'm planning on making wingpacks.
Not unless you are Putnam.
Fortunately, Putnam already wrote a script for this sort of thing. Try itemsyndrome (http://www.bay12forums.com/smf/index.php?topic=123817.0).

Even with that, syndromes can't allow flying, so...

There's always transformation syndromes.  Can flying be caste-specific?

Also, can a syndrome take away flying?  I'm thinking the dwarves could be modded with flying ability and a "cannot fly" syndrome that comes off when the wingpack is worn.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 22, 2013, 04:30:25 pm
Yes, flying can be caste-specific, no, a syndrome can't take away flying, no, transformation syndromes are not practical (especially with itemsyndrome; I'm still not sure if it works with transformations correctly).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GuardianTempest on June 22, 2013, 08:17:42 pm
I guess we'll have to wait for the next version of Dwarf Fortress, so much for making an Albowtross.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CrzyMonkeyNinja on June 22, 2013, 10:13:23 pm
Alright, I know I am committing the modding sin of "asking someone how to do it before screwing around with it yourself for three hours", but can I create a creature that is made of a material that will cause all (or at least most) attacks to get the "but the strike passes through" message, and therefore can not be easily (or ever) killed? I hope to make something rare and ghost-y-ish so I don't care if it's practically invincible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 22, 2013, 10:15:09 pm
Yes, by making the layer shape FEATHER.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CrzyMonkeyNinja on June 22, 2013, 10:23:01 pm
Yes, by making the layer shape FEATHER.
Ah, wonderful. Thank you very much.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GuardianTempest on June 23, 2013, 03:29:37 am
Ah, I just remembered this. I saw these codes whilst browsing some archives out of boredom. Obviously they're outdated (they were posted like 5 years ago!) so can anyone fix these how do I fix these? All the code looks so legit that I keep overlooking anything.

Spoiler: body_domestic_humanoid (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 23, 2013, 03:48:58 am
that's OLD
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on June 23, 2013, 03:55:52 am
It's easier to redo them from scratch than to update this code. I think like 90% of tags need to be changed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tirion on June 23, 2013, 11:41:06 am
Okay, quick question: what happens if I give other tissues a melting point, the same as fat has one? What needs to melt in order to kill a !!Husk!!?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on June 23, 2013, 12:04:00 pm
Is there a way to have a creature wield exactly the same weapon every time? Also, if I add a contact syndrome to the material a creature's skin, will it work when the creature punches something? Finally, is there a way to make a material (which I shall then make a creature out of) totally invulnerable? I assume you would make all the yield, fracture and strain values really really high? Thanks in advance, these are the main 3 barriers I'm facing. I bet there is a really stupidly simple answer though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 23, 2013, 02:33:43 pm
1. Make the "weapon" a part of the creature's body
2. No, but you can have it injected
3. Yeah, make it adamantine + 1 should do it
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on June 23, 2013, 02:57:47 pm
Thanks for the prompt reply. Now, I wonder if no.2 would work if I added a liquid 'second skin' - both skins would be indestructible and the liquid skin would carry the syndrome. Any tips to go about this? Is there a way to force it to cover the whole body without making it the creature's blood or completely liquid? I could always do completely liquid I suppose... As long as I omit that in the description, but I'd love to know if a second skin of liquid is possible. Especially so if I could give it a regeneration rate of 0.
Thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 23, 2013, 03:06:20 pm
I would just go with injection for all the attacks...

Yeah, liquid skin is possible
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on June 23, 2013, 03:15:09 pm
I would just go with injection for all the attacks...

Yeah, liquid skin is possible
Putnam you are a saviour! The skin shall be liquid and invulnerable (but injections really, really don't suit the creature I am making, seeing as the syndrome causes you to instantly turn into red mist). Thanks for the help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on June 23, 2013, 04:15:17 pm
I have two questions:

1) Is it possible to modify bone so that you can build using it? I tried altering the material RAWS for it and can't seem to achieve the desired effect.

2) How can I add a feathery frill to a creature? I'm not quite down with the creature RAWS yet, I know enough to build a poisonous snake man but not enough to give him a frill.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on June 23, 2013, 06:32:54 pm
How would one go about forcing clothes by gender? I have an odd feeling about males in thongs and mini skirts...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on June 23, 2013, 06:54:48 pm
How would one go about forcing clothes by gender? I have an odd feeling about males in thongs and mini skirts...
Not possible right now. You can't set clothing per caste or per body parts, only per entity.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bobnova on June 23, 2013, 07:56:00 pm
I searched, I found nothing I could figure out.
I did science, and got nowhere there either.

I have a creature bite, it causes syndrome that causes significant bleeding.
What I want to do is cause contact with the blood of the bitten creature (which is, by now everywhere), to cause significant bleeding.

What I can't figure out is making the infected creature's blood infectious.

My eventual goal: Dwarven Ebola.


I feel like I'm close, I've been studying how the Vampire stuff works and trying to shuffle it, without any luck. Spent some time studying the disease mod, couldn't figure out how to adapt that one either.
Any of you know how to make a bite of a creature (or the blood of a creature, if it won't effect the creature) cause infectious blood in the bitten creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 23, 2013, 08:03:07 pm
CE_BODY_MAT_INTERACTION
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bobnova on June 23, 2013, 09:43:58 pm
Spent the time since that reply till now trying to make it work.
Still failing horribly.
Not sure if it's the interaction or the attempt at causing the interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 23, 2013, 09:44:31 pm
Well, let's see what you've done, then.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bobnova on June 23, 2013, 10:00:35 pm
The interaction has gone through uncounted revisions. It's largely based on vampires. The trigger has seen the most abuse from me, I've tried a few of 'em.
Code: [Select]
[INTERACTION:EBOLA]

[I_SOURCE:ATTACK]
[IS_HIST_STRING_1: consumed the tainted blood of ]
[IS_HIST_STRING_2: and was cursed]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Ebola]
[SYNDROME]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]
[CE:INTERACTION:EBOLA]
[CE:SYNDROME_TAG:SYN_CONTACT]
[CE:SYNDROME_TAG:SYN_INJECTED]
[CE_BLEEDING:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:SKIN:BP:BY_CATEGORY:ALL:FAT:RESISTABLE:SIZE_DILUTES:VASCULAR_ONLY:START:1000:PEAK:5800:END:7000]
There's no source for "contact", that would have been too easy I guess.

The initial aardvark venom. It works just fine, other than not causing the bitten creature's blood to become infectious.
Code: [Select]
[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen goblin venom]
[STATE_ADJ:ALL_SOLID:frozen goblin venom]
[STATE_NAME:LIQUID:goblin venom]
[STATE_ADJ:LIQUID:goblin venom]
[STATE_NAME:GAS:boiling goblin venom]
[STATE_ADJ:GAS:boiling goblin venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:Ebola]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
                                          [SYN_IMMUNE_CREATURE:GOBLIN:ALL]
[SYN_INJECTED]
                                          [SYN_CONTACT]
[CE_BLEEDING:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:FAT:RESISTABLE:SIZE_DILUTES:VASCULAR_ONLY:START:600:PEAK:5800:END:7000]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]
                                          [CE:INTERACTION:EBOLA]
[CE:SYNDROME_TAG:SYN_CONTACT]
[CE:SYNDROME_TAG:SYN_INJECTED]

I expect I'm missing something small and stupid, that's what it feels like.
I am, fairly obviously, a total noob when it comes to DF modding.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 23, 2013, 10:03:53 pm
Post errorlog.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on June 23, 2013, 10:11:27 pm
Does dfhack.settimeout actually work in Lua code?  I've tried to adapt the way Putnam was using it for his growth size bug fix, and nearest I can tell it's not working in my script at least.  The script runs once at DF startup (I put it in dfhack.init), and the debugging text never fires after that point.  For reference, here's the code:

Code: [Select]
local args = {...}

function count_children(unit_id)
local children = 0

for key, value in pairs(df.global.world.units.all) do
if value.relations.mother_id == unit_id then
children = children + 1
end
end

return children
end

function terminate_pregnancy(unit)
if unit.relations.pregnancy_timer > 0 then
unit.relations.pregnancy_ptr:delete()
unit.relations.pregnancy_ptr = nil
unit.relations.pregnancy_timer = 0
unit.relations.pregnancy_mystery = -1
return 1 -- Terminated a pregnancy
end

-- Wasn't pregnant
return 0
end

function family_planning(children_min, children_max)
local terminated_pregnancies = 0

for key, value in pairs(df.global.world.units.all) do
local children = 0

-- Only married females matter
if (value.sex == 0 and value.relations.spouse_id ~= -1) then
children = count_children(value.id)
end

math.randomseed(value.id)
local maximum_children = math.random(children_min, children_max)
local caste = df.creature_raw.find(value.race).caste[value.caste]
local menopause_age = math.random(caste.misc.maxage_min * 0.66, caste.misc.maxage_max * 0.66)
local age = df.global.cur_year - value.relations.birth_year

if age > menopause_age or children > maximum_children then
-- This is awkward syntax, but I have no idea how to pass local values by reference in Lua
terminated_pregnancies = terminated_pregnancies + terminate_pregnancy(value)
end
end

print("Terminated " .. terminated_pregnancies .. " pregnancies.")
end

if df.isnull(args[2]) then
print('You did not specify two parameters, so a child cap of 2-4 is assumed.')
args[1] = 2
args[2] = 4
end

function apply_family_planning()
family_planning(tonumber(args[1]), tonumber(args[2]))
dfhack.timeout(1, "months", apply_family_planning)
end

apply_family_planning()

Ignore the fact that I'm doing unsafe things with the random number generator.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 23, 2013, 10:16:19 pm
Try making it 100 ticks or something.

Also, you aren't in the DFHack thread :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bobnova on June 23, 2013, 10:21:44 pm
Errorlog.txt doesn't seem to log anything from the arena.
I'm going to have to move the starting venom to something else and test in a game. I'll get on that.


EDIT:
And my save with dozens of captured goblins to use for this turns out to be corrupted. Crap.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on June 23, 2013, 10:23:49 pm
Try making it 100 ticks or something.

Also, you aren't in the DFHack thread :P

Clicked the wrong thread.  I seem to be doing that a lot lately.   ::)

I'll try that, thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CrzyMonkeyNinja on June 24, 2013, 03:56:49 pm
Yes, by making the layer shape FEATHER.
I seem to be having some trouble implementing my new materials. What I have done so far is to copy the standard tissue templates and make "ghostly" feather-shaped versions of all of them. Then I copied the standard body detail plan and created a "ghostly" version using all of the "ghostly" tissues. I have applied both the material and body detail template in the creature's raws and then made my own "ghostly" sinew template when things didn't work. I finally thought for a moment and looked at the errorlog. here is an excerpt:

Code: [Select]
ULAIRI:DEFAULT:upper body, layer 1: Tissue SKIN was not found, using first tissue instead
ULAIRI:DEFAULT:upper body, layer 2: Tissue FAT was not found, using first tissue instead
ULAIRI:DEFAULT:upper body, layer 3: Tissue MUSCLE was not found, using first tissue instead

(this same thing happens for every body part, tissue type, and layer)
I'm pretty sure that I have "skin", "fat", and "muscle" defined in my body detail raws:

Code: [Select]
[ADD_MATERIAL:SKIN:SKIN_TEMPLATE_GHOSTLY]
[ADD_MATERIAL:FAT:FAT_TEMPLATE_GHOSTLY]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE_GHOSTLY]

and my "ghostly" templates seem to be in order

Code: [Select]
[TISSUE_TEMPLATE:SKIN_TEMPLATE_GHOSTLY]
[TISSUE_NAME:skin:NP]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
[RELATIVE_THICKNESS:1].
[HEALING_RATE:1]
[VASCULAR:1]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:FEATHERS]

[TISSUE_TEMPLATE:FAT_TEMPLATE_GHOSTLY]
[TISSUE_NAME:fat:NP]
[THICKENS_ON_ENERGY_STORAGE]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FAT]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:1]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[INSULATION:100]
[TISSUE_SHAPE:FEATHERS]

[TISSUE_TEMPLATE:MUSCLE_TEMPLATE_GHOSTLY]
[TISSUE_NAME:muscle:muscles]
[THICKENS_ON_STRENGTH]
[ARTERIES]
[SCARS]
[MUSCULAR]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:MUSCLE]
[RELATIVE_THICKNESS:3]
[HEALING_RATE:1]
[VASCULAR:5]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:FEATHERS]

Is there something that I've missed here or is the problem elsewhere, perhaps in the creature raws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 24, 2013, 04:00:19 pm
Is the BDP below the BODY token?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CrzyMonkeyNinja on June 24, 2013, 04:13:44 pm
Is the BDP below the BODY token?
Yes. This is my block of BODY and BDP tokens.

Code: [Select]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:GHOSTLY_MATERIALS]
[BODY_DETAIL_PLAN:GHOSTLY_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Quailman on June 24, 2013, 05:54:59 pm
I've been trying to work on an interaction that allows an adventurer to cast one of several spells after consuming a certain food.  I've done this successfully by making that certain food add the [SUPERNATURAL] tag to whoever eats it, and then adding all of the spells through [CAN_DO_INTERACTION].  The spells require the user to have the [SUPERNATURAL] tag and then remove that tag from the user as part of their effect so they can't cast them again until something adds the [SUPERNATURAL] tag again.  However, I can't seem to figure out any way to make this happen with a material emission interaction.  In fact, I can't think of any way to remove the ability to do a material emission interaction based on when that interaction is used (I want you to be able to eat the food and then wait any amount of time before choosing your spell).  I can't settle for excessive recharge times, since the entire idea is that you can keep casting spells as long as you keep consuming the magical food.

So I guess my question is: Is there any way to remove the ability to perform a material emission interaction at the time (or shortly after) it is performed, without making the interaction available for only a set time whether it is performed or not?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 24, 2013, 06:03:39 pm
Make a new interaction that does both the material emission and the syndrome effect.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Quailman on June 24, 2013, 06:18:04 pm
Make a new interaction that does both the material emission and the syndrome effect.

Oh, okay.  I thought it was impossible, but I guess I just have no idea what the hell I'm doing.  Thanks, I must have something small messed up.  I'll figure it out.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on June 25, 2013, 09:57:03 am
Make a new interaction that does both the material emission and the syndrome effect.
But what about NPCs? USAGE_HINT:ATTACK doesn't work with TARGET:SELF_ONLY.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Halfling on June 25, 2013, 10:57:35 am
Make a new interaction that does both the material emission and the syndrome effect.
But what about NPCs? USAGE_HINT:ATTACK doesn't work with TARGET:SELF_ONLY.

Make the spell do both an untargeted and targeted material emission, untargeted transmits the anti-magic syndrome. Not 100% reliable.

Or if nobody comes up with something smarter, you can do bouncing syndromes which let you do more complex interactions between two creatures. Something like:
Eat magic pie
get syn CAN_INITIATE_MAGIC_TRANSACTION.
CAN_INITIATE_MAGIC_TRANSACTION: add tag: MISCHIEVIOUS. cdi: free action: attack: MAGIC_RECIPROCITY.
MAGIC_RECIPROCITY: adds syn CAN_RECIPROCATE_MAGIC to enemy.
CAN_RECIPROCATE_MAGIC: cdi: RECIPROCAL_MAGIC_ENABLE: attack, free action. RECIPROCAL_MAGIC_ENABLE: target requires: MISCHIEVIOUS. Adds syn MAGIC_ENABLED to target.
MAGIC_ENABLED: cdi: MAGIC_SPELL: attack (100 phases, usage delay 200 phases). cdi: MAGIC_FINISH (start: 100 phases, end: 300 phases?) target: self only; no usage hint.
MAGIC_FINISH: add syndrome: remove tag. MISCHIEVIOUS

Would not work for the player character since you're just not going to want to do all those interactions yourself every time. The player character should instead get an interaction that gives them a syndrome that first enables magic for a short while and then burns it out. NPCs wouldn't know how to use that properly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Brilliand on June 25, 2013, 11:39:24 pm
Make a new interaction that does both the material emission and the syndrome effect.
But what about NPCs? USAGE_HINT:ATTACK doesn't work with TARGET:SELF_ONLY.

Make the spell do both an untargeted and targeted material emission, untargeted transmits the anti-magic syndrome. Not 100% reliable.

Or if nobody comes up with something smarter, you can do bouncing syndromes which let you do more complex interactions between two creatures. Something like:
Eat magic pie
get syn CAN_INITIATE_MAGIC_TRANSACTION.
CAN_INITIATE_MAGIC_TRANSACTION: add tag: MISCHIEVIOUS. cdi: free action: attack: MAGIC_RECIPROCITY.
MAGIC_RECIPROCITY: adds syn CAN_RECIPROCATE_MAGIC to enemy.
CAN_RECIPROCATE_MAGIC: cdi: RECIPROCAL_MAGIC_ENABLE: attack, free action. RECIPROCAL_MAGIC_ENABLE: target requires: MISCHIEVIOUS. Adds syn MAGIC_ENABLED to target.
MAGIC_ENABLED: cdi: MAGIC_SPELL: attack (100 phases, usage delay 200 phases). cdi: MAGIC_FINISH (start: 100 phases, end: 300 phases?) target: self only; no usage hint.
MAGIC_FINISH: add syndrome: remove tag. MISCHIEVIOUS

Would not work for the player character since you're just not going to want to do all those interactions yourself every time. The player character should instead get an interaction that gives them a syndrome that first enables magic for a short while and then burns it out. NPCs wouldn't know how to use that properly.

Couldn't you simply have the initial interaction give the target the ability to take away your magic?  The rest of the interaction's effects would need to be delayed a bit, just in case they're fatal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Halfling on June 26, 2013, 03:35:31 am
Make a new interaction that does both the material emission and the syndrome effect.
But what about NPCs? USAGE_HINT:ATTACK doesn't work with TARGET:SELF_ONLY.

Make the spell do both an untargeted and targeted material emission, untargeted transmits the anti-magic syndrome. Not 100% reliable.

Or if nobody comes up with something smarter, you can do bouncing syndromes which let you do more complex interactions between two creatures. Something like:
Eat magic pie
get syn CAN_INITIATE_MAGIC_TRANSACTION.
CAN_INITIATE_MAGIC_TRANSACTION: add tag: MISCHIEVIOUS. cdi: free action: attack: MAGIC_RECIPROCITY.
MAGIC_RECIPROCITY: adds syn CAN_RECIPROCATE_MAGIC to enemy.
CAN_RECIPROCATE_MAGIC: cdi: RECIPROCAL_MAGIC_ENABLE: attack, free action. RECIPROCAL_MAGIC_ENABLE: target requires: MISCHIEVIOUS. Adds syn MAGIC_ENABLED to target.
MAGIC_ENABLED: cdi: MAGIC_SPELL: attack (100 phases, usage delay 200 phases). cdi: MAGIC_FINISH (start: 100 phases, end: 300 phases?) target: self only; no usage hint.
MAGIC_FINISH: add syndrome: remove tag. MISCHIEVIOUS

Would not work for the player character since you're just not going to want to do all those interactions yourself every time. The player character should instead get an interaction that gives them a syndrome that first enables magic for a short while and then burns it out. NPCs wouldn't know how to use that properly.

Couldn't you simply have the initial interaction give the target the ability to take away your magic?  The rest of the interaction's effects would need to be delayed a bit, just in case they're fatal.

Sure. But then you could have a magic spree occasionally if the creature is feeling lazy, and you would have free shots at any unconscious creature should think.
I don't know if they're more diligent about using attacks they gain, but when I made romance with interaction bouncing like this they usually took a little while after gaining it to use a new interaction... with the greeting hint, so could be that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on June 26, 2013, 11:41:17 pm
ran into a problem with my moon elves expedition leader position
I wanted the role to be female only however it seems males can take the position as well as females
Position:
   [POSITION:EXPEDITION_LEADER]
      [NAME:priestess:priestesses]
      [SITE]
      [GENDER:FEMALE]
      [NUMBER:1]
      [REPLACED_BY:MAYOR]
      [RULES_FROM_LOCATION]
      [RESPONSIBILITY:MEET_WORKERS]
      [RESPONSIBILITY:RECEIVE_DIPLOMATS]
      [RESPONSIBILITY:MILITARY_GOALS]
      [PRECEDENCE:110]
      [DO_NOT_CULL]
      [ACCOUNT_EXEMPT]
      [DUTY_BOUND]
Did I do something wrong?
thanx in advance
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 26, 2013, 11:43:13 pm
I believe how elected and noble positions work in fortress mode is that anyone can do it. However world gen has no problem accepting the requirements.

Someone that knows more about this will explain it better for you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on June 26, 2013, 11:47:25 pm
No, requirements work just well. I am not sure about gender, but castes definitely work, so use a caste limitation instead.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on June 26, 2013, 11:54:04 pm
thanx guys i'll work on it right now, see where it takes me
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on June 27, 2013, 12:02:04 am
Just to be clear, you can't make custom creatures appear in Hell?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 27, 2013, 12:08:09 am
Just to be clear, you can't make custom creatures appear in Hell?

UNDERGROUND DEPTH 5:5 is hell

but I think you need to add AT_PEACE_WITH_WILDLIFE or else random demons and your creature will be always at war (at least that is what my memory serves)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 27, 2013, 12:13:20 am
Just to be clear, you can't make custom creatures appear in Hell?

You definitely can. Check out a few of LFR's spoiler creatures for examples.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 27, 2013, 03:49:23 am
And another note: The initial spawning of demons under the spire only accepts flying creatures. And if you want only custom creatures in hell, set the number of demons in the adv. worldgen to 0. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on June 28, 2013, 01:27:46 pm
How do I create a creature that A). has a melting limb so its grasper falls off, and B) transforms said grasper into another creature? I've looked it up and attempted it but I don't seem to be getting far.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on June 28, 2013, 09:15:33 pm
I've another question if nobody minds

I'm trying my luck with reactions now and seem a lil stumped on the parameters..

Reaction code:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 28, 2013, 09:18:14 pm
PLANT:NONE, not just PLANT.

PRODUCT_DIMENSION is how large the product is. For a BAR, 150 is perfect. However, just SOAP is not. You want BAR:NONE:PLANT_MAT:FLOWER_POD_LUNAR:SOAP. You'll have to include the soap material into the plant.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on June 28, 2013, 09:24:11 pm
Thanx again!

so it should look like this?
Code: [Select]
reaction_moonelf

[OBJECT:REACTION]

[REACTION:LUNAR_POD_SOAP]
[NAME:make lunar soap]
[BUILDING:HERBARIUM:S]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:FLOWER_POD_LUNAR:STRUCTURAL][UNROTTEN]
[PRODUCT:100:1:BAR:NONE:PLANT_MAT:FLOWER_POD_LUNAR:SOAP][PRODUCT_DIMENSION:150]
[SKILL:HERBALIST]

also does the plant raw need to have something saying it can make soap?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 28, 2013, 09:43:31 pm
It needs to have a SOAP material just like it has STRUCTURAL.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on June 28, 2013, 10:00:47 pm
Thanx once again putnam you are a life soap saver
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on June 29, 2013, 03:11:48 am
How would I create an interaction where I could summon a different creature without transforming into said creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 29, 2013, 12:46:19 pm
have summoner transform into a creature that has rotting parts

CONNECTOR -> PART_THAT_FALLS

Connector is made from a material that melts/boils away around "9000" so tissue layer that material on that. The PART_THAT_FALLS have it made from bone so layer that with the BONE tissue

so when the summoner transforms into that creature it will have to remain transformed for about 500-1500 ticks (forgot the exact melt time) but when the creature transforms add an interaction through the syndrome that targets the "dropper" creature and RESURRECTs it

Spoiler (click to show/hide)

You can have the summoned dropper creature/caste have a CREATURE_CLASS and have that as the AFFECTED_CLASS so it only targets summonable material to resurrect and transform into other creatures.

Also Remember if you want it hostile right way have the resurrect give OPPOSED_TO_LIFE and NOT_LIVING make sure the summoner has the same tokens. But if you want the summons and summoner to hate all life and not kill each other, make the summon creature a part of the same creature by caste and make them all CRAZED.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on June 29, 2013, 06:10:33 pm
Didn't we already establish that this method only creates friendly creatures, not fort members?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on June 29, 2013, 06:53:01 pm
It's good enough for me. I'm using it for an adventure mode interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 29, 2013, 08:27:59 pm
Didn't we already establish that this method only creates friendly creatures, not fort members?

Neither Him or I mentioned anything about fortress members, he just wanted to summon a creature, and I gave him some suggestions on how to make them hostile.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: reemer30 on June 30, 2013, 02:04:09 am
Is there a way to restrict reactions or similar to certain castes or nobility positions? Is there a way to stop certain dwarves from performing the reaction? Its something I want restricted to my untrained magic class to change their magic class.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 30, 2013, 02:22:48 am
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on June 30, 2013, 02:41:34 am
Is there a way to restrict reactions or similar to certain castes or nobility positions? Is there a way to stop certain dwarves from performing the reaction? Its something I want restricted to my untrained magic class to change their magic class.
No.
Only way to do that is to micro manage the crap out of your fortress by using workshop permissions (assigning a shop to certain dwarves)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Alehkra on July 01, 2013, 06:21:06 am
Is there a way to restrict noble positions to certain castes? And more, is there a way to make castes inheritable?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 01, 2013, 06:37:48 am
Is there a way to restrict noble positions to certain castes? And more, is there a way to make castes inheritable?
Use [ALLOWED_CREATURE:yourCreatureHere:yourCasteHere] in the position definition to restrict positions to castes. And no, castes aren't inheritable.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on July 03, 2013, 12:08:23 pm
Is there a way to make a creature breath a cloud of something that isn't fire? This doesn't work:

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
   [CDI:ADV_NAME:Shoot lightning]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
   [CDI:FLOW:LIGHTNING]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:5]
   [CDI:MAX_TARGET_NUMBER:C:1]
   [CDI:WAIT_PERIOD:15]

And yes, I do have a working version of lightning. The creature bleeds lightning.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 03, 2013, 01:19:22 pm
Replace [CDI:FLOW:LIGHTNING] with [CDI:MATERIAL:LOCAL_CREATURE_MAT:LIGHTNING:LIQUID_GLOB].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on July 03, 2013, 01:32:11 pm
Replace [CDI:FLOW:LIGHTNING] with [CDI:MATERIAL:LOCAL_CREATURE_MAT:LIGHTNING:LIQUID_GLOB].
Ok, I tried that and it just made me spit a glob of molten superhuman n/a, which quickly solidified into a glob of superhuman silk. I wanted a cloud of lightning.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 03, 2013, 01:53:24 pm
In that case, your lightning material isn't called LIGHTNING. Replace LIGHTNING with the name of that material. I assumed that your lightning was liquid, but if LIQUID_GLOB does not suit your needs, you can pick another from http://dwarffortresswiki.org/index.php/DF2012:Syndrome#Breath_Attack_Types.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Brilliand on July 03, 2013, 10:52:16 pm
For a cloud, wouldn't you want a TRAILING_GAS_FLOW instead of a LIQUID_GLOB?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 03, 2013, 11:26:12 pm
It was made pretty explicit that he wanted WEB.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Brilliand on July 04, 2013, 12:21:43 am
It was made pretty explicit that he wanted WEB.

Where was that made explicit?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 04, 2013, 12:35:48 am
Well, the silk threw me off, for one. Also, a cloud would work perfectly with web by having it evaporate at very cold temperatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 04, 2013, 01:19:07 am
You can make chain-lighting a solid-glob that gives the interaction to the hit target to target any 2 non-already-affected targets within range. Hitting a single unit would only hurt it, but hitting a single unit within a big army would lead to the solid-glob being respawned till it hits all units in range.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Button on July 05, 2013, 09:37:17 am
I would like to create small Animal Person camps on the surface, not just in the caverns, but my initial experiments haven't worked. Is the small-camp kind of civilization hardcoded into [LAYER_LINKED]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 05, 2013, 10:33:21 am
Yes. It's a very limited, specific exception and Toady's bothered by it. He's looking to solve it for the next release.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on July 05, 2013, 05:11:41 pm
am i allowed to add... say LOW_CHEEKBONES to this, and it will show up in game?

Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 05, 2013, 05:13:14 pm
No. You can't just add tokens. Besides, the low range of HIGH_CHEEKBONES is low cheekbones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 05, 2013, 05:14:07 pm
Yeah, those correspond to hardcoded description sets.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on July 05, 2013, 05:22:01 pm
Ahh thanx guys, that explains why I couldn't get anything new to show up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on July 06, 2013, 12:09:17 am
     EDIT: I'm dumb.. I forgot to permit the reaction sorry.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 06, 2013, 12:44:43 am
More important is that you didn't ask the question well enough--I couldn't tell is if the reaction wasn't showing up (which was clearly the case) or if the reaction itself had something wrong with it (didn't look like it).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pickerel on July 06, 2013, 09:18:40 am
Questions:
I am trying to decide whether it would be worthwhile to update a mod I made long ago, but it depends on whether the modability has reached a certain point...
1. Is it yet possible to mod some of those formerly more hard-coded buildings?  For example, I had long ago (~2 years?) modded glasses and glazes, but it was rather kludgey in the way I did it because the Glass and Magma Glass building's options could not be modded, so I needed to make my own buildings and put all the reactions accordingly within them.
2. Is it yet possible to set up the task options for one's building/buildings so as to have them tiered.  Reason/Example: as I said in question 1, my mod was kludgey, and because we, as modders, couldn't make lists within lists (like in the Glass Shop, you can choose Green Glass, then choose the items to make from it), I had to make a ton of different shops, one for each type of glass.  This was because in my self-made shops, it wasn't possible to use tiering of options, so all the production options of every shop just sat right out on its sleeve, making having more than 1 type of glass at a shop untenable due to the massive lists of items that would be involved.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 06, 2013, 09:24:01 am
Questions:
I am trying to decide whether it would be worthwhile to update a mod I made long ago, but it depends on whether the modability has reached a certain point...
1. Is it yet possible to mod some of those formerly more hard-coded buildings?  For example, I had long ago (~2 years?) modded glasses and glazes, but it was rather kludgey in the way I did it because the Glass and Magma Glass building's options could not be modded, so I needed to make my own buildings and put all the reactions accordingly within them.
2. Is it yet possible to set up the task options for one's building/buildings so as to have them tiered.  Reason/Example: as I said in question 1, my mod was kludgey, and because we, as modders, couldn't make lists within lists (like in the Glass Shop, you can choose Green Glass, then choose the items to make from it), I had to make a ton of different shops, one for each type of glass.  This was because in my self-made shops, it wasn't possible to use tiering of options, so all the production options of every shop just sat right out on its sleeve, making having more than 1 type of glass at a shop untenable due to the massive lists of items that would be involved.
1) Those buildings are still hard-coded and unmoddable.
2) Tiered reactions are still impossible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pickerel on July 06, 2013, 09:39:57 am
1) Those buildings are still hard-coded and unmoddable.
2) Tiered reactions are still impossible.
Dash!
Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Danvern on July 06, 2013, 04:51:05 pm
- Caste specific weapons
- "Melee" weapons that can reach farther than one tile
- Weapons that make multiple attacks
- "Guided" weapons; or rather weapons that increase accuracy, both ranged and melee, no matter the skill of the user
- Weapons that make multiple attacks, IE a short sword that that can stab StuckUpTreeHuggingHippieElf 1 in the head and in the heart without increasing the user movement rate (Attack speed, not movement speed)
- Reverse weight? (Increases speed)
- Creature armor, or insuring a caste always spawns with a set of specified armor (Creature armor being natural armor that is treated as such and can have configurable "health" [like undead] or act like regular armor)
- Armor and items that give abilities (IE a staff or wand)
- Suicide attacks (Exploding Carp)
- Environment effecting attacks (DF Creeper)
- Effects upon creature death (Literal Catsplosion while trying to solve a figurative Catsplosion)

Saw this thread and reposted it here.

Trying to make a large mod, so I have the time and resources.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 06, 2013, 05:29:39 pm
1. no
2. no
3. no
4. no
5. no
6. yes, but I'm not sure about its affects on speed (speed increases can be done with DFHack script, itemsyndrome)
7. Yeah, sorta, but it'll be a tissue like the rest
8. With itemsyndrome, yeah, vanilla, no
9. Yeah, undirected dust emissions
10. no
11. DF doesn't actually have "explosions" at all, btw, but yeah, sorta, with itemcorpse.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Danvern on July 06, 2013, 06:05:19 pm
1. Saw in the other topic that it can be done with civs, is it that it can be forbiden form civs or is it that it is allowed. (If I make a weapon only for elves, can creatures not associated to a civ use it?)
2. What about a ranged weapon with limited range and infinite ammo? (Possible?)
3. Any DFHack things for allowing only attacks on a turn? And are there any methods for making a bow fire multiple arrows per shot, like fire-imp's fireball attack?
4. What about fireball like projectiles; haven't seen them miss?
5. Duplicate, sorry :/
|
7. So can it deflect damage? (Edged weapons should have virtually no effect.) And can it have "Health"? (6 hits from a steel hammer cause it to fall off.)
8. Any link to tutorials of integrating DFHack with your mod?
|
10. What about the properties of cave-ins?
11. DFHack or vanilla?
12. A way to prevent vampire and other status like that. (Vampire golems? WTF)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 06, 2013, 06:19:06 pm
1. It's allowed, but there really is no difference between having only elves not allowed and having everyone but elves allowed. All civs can use, only certain civs can make.
2. No.
3. "On a turn"? No. Also, no. Weapons can ONLY do what the tokens say, nothing more. If it's not in the wiki's weapon token article, it can't do ANYTHING else.
4. Just have multiple targets for the emission
|
|
7. Yes, no.
8. See my board, the DFHack scripts topic.
|
10. That would be the suicide attacks that I mentioned for 9
11. Vanilla, [ITEMCORPSE]
12. Yeah, vampires can't be NOT_LIVING to begin with.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Danvern on July 06, 2013, 08:38:11 pm
7. Than is there any way to make it so that you have to cut through multiple layers of "armor" to actually get to the core parts of the creature? (Must break through exoskeleton to get to heart, lungs, vital organs, etc)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 06, 2013, 09:13:06 pm
7. Yeah, that's how tissue layers work normally.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on July 07, 2013, 12:27:11 am
Is it possible to make breath weapons piercing? Say, I want to make a Gatling-gun type creature that fires bullets at a high enough velocity to punch through shields, or at very least make the breath behave like an arrow.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on July 07, 2013, 01:59:28 am
You can't make it sharp, but you can give the projectile material extremely high density and have it flung at extremely high velocity.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on July 07, 2013, 02:05:15 am
Interesting. How does one modify shooting velocity?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 07, 2013, 02:07:29 am
Not with breath weapons.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on July 07, 2013, 02:48:02 am
Another question: Anyway to make a fire-like substance that burns the target without spreading beyond the fireball? Sort of like an explosion.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 07, 2013, 03:06:28 am
Yeah, just make something really hot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on July 07, 2013, 03:55:13 am
Er, perhaps I should have elaborated (though thanks for the information!): Something akin to fireball that actually causes a 3x3 space of flame to burst out, but the flame dissipates before it burns down an entire section of forest.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 07, 2013, 03:56:16 am
No.

If it isn't here, it doesn't exist. (http://dwarffortresswiki.org/index.php/Syndrome#Breath_Attack_Types)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Brilliand on July 07, 2013, 10:43:23 am
What about projectile expansion into something really hot?  Or would that start fires too?  (It does work with breath attacks, right?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Danvern on July 07, 2013, 01:23:25 pm
Anyway to make the aforementioned Gatling-gun? And how would you do the:
You can't make it sharp, but you can give the projectile material extremely high density and have it flung at extremely high velocity.
as an ability?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Witty on July 07, 2013, 01:41:33 pm
Is there a limit on the characters (letters) usable by creatures? I tried making a creature with the £ symbol, but it didn't register properly. Is there any way I can work around this?

edit: Nevermind, figured it out. Just had to input the ASCII id number manually.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on July 07, 2013, 05:24:57 pm
Hmmm building_custom.txt isn't helping me much here
would this work for a building requirement?

Code: [Select]
[BUILD_ITEM:1:BOULDER:INORGANIC:MELFIRON:NONE]
MELFIRON is the raw name of a custom metal ore
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 07, 2013, 06:17:21 pm
Hmmm building_custom.txt isn't helping me much here
would this work for a building requirement?

Code: [Select]
[BUILD_ITEM:1:BOULDER:INORGANIC:MELFIRON:NONE]
MELFIRON is the raw name of a custom metal ore
You need [BUILD_ITEM:1:BOULDER:NO_SUBTYPE:INORGANIC:MELFIRON].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on July 07, 2013, 06:28:29 pm
oh thanx, hate to ask but could you tell me what NO_SUBTYPE means?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 07, 2013, 06:35:30 pm
oh thanx, hate to ask but could you tell me what NO_SUBTYPE means?
The format is [BUILD_ITEM:<amount>:<type>:<subtype>:<material>]. Since the BOULDER item type has no subtypes, we just write NO_SUBTYPE. If, on the other hand, you wanted to use a sword for a building, you'd write [BUILD_ITEM:WEAPON:ITEM_WEAPON_SWORD:NONE:NONE], since ITEM_WEAPON_SWORD_SHORT is a subtype of WEAPON. If you wanted an iron short sword, you'd write [BUILD_ITEM:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:IRON]. If you wanted a short sword out of human bone, you'd write [BUILD_ITEM:WEAPON:ITEM_WEAPON_SWORD_SHORT:CREATURE_MAT:HUMAN:BONE]. See http://dwarffortresswiki.org/index.php/DF2012:Item_token for a list of item types.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on July 07, 2013, 06:42:35 pm
thank you this helps alot  ;D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Witty on July 07, 2013, 08:36:32 pm
Alright, another little issue I ran into...
How can I get my gigantic lovecraftian horror to bite through bronze?

I used this first in the [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
  [REMOVE_MATERIAL:TOOTH]
                [USE_MATERIAL_TEMPLATE:GENERIC_TEETH:STEELTOOTH_TEMPLATE]
Here's the steeltooth template, which as the name implies, is basically just various tags copied from the steel entry.
Spoiler (click to show/hide)

But all his bite attacks continue to just glance away when attacking the bronze colossus.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 07, 2013, 08:39:38 pm
Try changing the bite attack's [ATTACK_VELOCITY_MODIFIER:x]. The default is 1000, by the way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on July 07, 2013, 10:34:06 pm
Try changing the bite attack's [ATTACK_VELOCITY_MODIFIER:x]. The default is 1000, by the way.

Could also increase the SOLID_DENSITY. He is currently using 500 for his tooth, whereas steel has 7850.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Brilliand on July 08, 2013, 01:59:44 am
Is there a limit on the characters (letters) usable by creatures? I tried making a creature with the £ symbol, but it didn't register properly. Is there any way I can work around this?

edit: Nevermind, figured it out. Just had to input the ASCII id number manually.

It might depend on the file's character encoding - files nowadays are often in UTF-8 (a cross between ASCII and Unicode), but DF would need the file to actually be encoded in extended ASCII (or ANSI) for the extended ASCII characters to work when directly typed in.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MisterMoxxie on July 08, 2013, 04:38:53 am
Is there a way to mode farm plots to be built anywhere (ie on stone), or to be able to 'construct' soil somehow?

I'm building a 'prison' of sorts. All but my original 7 will be in 'cells', each with their own single-tile farm plot. Irrigation is possible, but would be difficult on that scale. Especially with only my original 7 to 'work' with.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 08, 2013, 04:43:10 am
No. For single-tile farm plots, just use buckets.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MisterMoxxie on July 08, 2013, 04:48:31 am
:o how did I never think of that? Will a 'pond' zone over a floor still be 'filled'? Sorry, wrong thread but I figured you might know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pie Maker on July 08, 2013, 07:42:27 am
:o how did I never think of that? Will a 'pond' zone over a floor still be 'filled'? Sorry, wrong thread but I figured you might know.
No, the pond zone must be designated from a higher z level. Although you could always use dfhack's "liquids" command to place water wherever you require a muddy tile if it's a shortcut you're looking for.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Witty on July 08, 2013, 10:06:05 am
Alright, I'm trying to make an elder thing civilization (maybe a bit too ambitious). Right now, I've managed to get the general body structure, but it seems to have lost its ability to grasp.

The body default

Spoiler (click to show/hide)



Did I miss a connection or something? It still has 5fingers. The tissues are mostly goblin (for now), could that have an effect?
edit: Sorry about the spacing, can't get it to align properly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 08, 2013, 10:45:16 am
Alright, I'm trying to make an elder thing civilization (maybe a bit too ambitious). Right now, I've managed to get the general body structure, but it seems to have lost its ability to grasp.

The body default

Code: [Select]
[BODY:BASIC_ELDERBODY]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
        [BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
        [BP:NELT:northeast lower tentacle:STP][CONTYPE:LOWERBODY[LIMB][RIGHT][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:500]
[BP:NWLT:northwest lower tentacle:STP][CONTYPE:LOWERBODY][LIMB][LEFT][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:500]
[BP:ELT:east lower tentacle:STP][CONTYPE:LOWERBODY][LIMB][RIGHT][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:400]
[BP:WLT:west lower tentacle:STP][CONTYPE:LOWERBODY][LIMB][LEFT][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:400]
[BP:SLT:south lower tentacle:STP][CONTYPE:LOWERBODY][LIMB][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:400]
[BP:RWING:right wing:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][FLIER][CATEGORY:WING]
[DEFAULT_RELSIZE:500]
[BP:LWING:left wing:STP][CONTYPE:UPPERBODY][LIMB][LEFT][FLIER][CATEGORY:WING]
[DEFAULT_RELSIZE:500]
        [BP:NEUT:northeast upper tentacle:STP][CONTYPE:UPPERBODY[LIMB][RIGHT][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:500]
[BP:NWUT:northwest upper tentacle:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:500]
[BP:EUT:east upper tentacle:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:400]
[BP:WUT:west upper tentacle:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:400]
[BP:SUT:south upper tentacle:STP][CONTYPE:UPPERBODY][LIMB][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:400]
      [BP:NEH:northeast hand:STP][CON:NEUT][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:NWH:northwest hand:STP][CON:NWUT][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
  [BP:EH:east hand:STP][CON:EUT][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:WH:west hand:STP][CON:WUT][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:SH:south hand:STP][CON:SUT][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
        [BP:NEEYE:northeast eyestalk:STP][CONTYPE:HEAD][SIGHT][SMALL][RIGHT][CATEGORY:EYE]
[DEFAULT_RELSIZE:10]
[BP:NWEYE:northwest eyestalk:STP][CONTYPE:HEAD][SIGHT][SMALL][LEFT][CATEGORY:EYE]
[DEFAULT_RELSIZE:10]
        [BP:EEYE:east eyestalk:STP][CONTYPE:HEAD][SIGHT][SMALL][RIGHT][CATEGORY:EYE]
[DEFAULT_RELSIZE:10]
[BP:WEYE:west eyestalk:STP][CONTYPE:HEAD][SIGHT][SMALL][LEFT][CATEGORY:EYE]
[DEFAULT_RELSIZE:10]
[BP:SEYE:south eyestalk:STP][CONTYPE:HEAD][SIGHT][SMALL][LEFT][CATEGORY:EYE]
[DEFAULT_RELSIZE:10]
[BP:NEM:north east mouth:STP][CONTYPE:HEAD][MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]
        [BP:NWM:north west mouth:STP][CONTYPE:HEAD][MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]
        [BP:EM:east mouth:STP][CONTYPE:HEAD][MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]
        [BP:WM:west mouth:STP][CONTYPE:HEAD][MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]
        [BP:SM:south mouth:STP][CONTYPE:HEAD][MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]

       



Did I miss a connection or something? It still has 5fingers. The tissues are mostly goblin (for now), could that have an effect?
edit: Sorry about the spacing, can't get it to align properly.
Use code tags to stop the BBCode parser from interpreting [LEFT] and [RIGHT].

Also, can you show us your eldritch creature's creature definition?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Witty on July 08, 2013, 10:54:51 am
Oh christ, now I just feels silly. Thank you!

Definition? Could you elaborate?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 08, 2013, 10:59:49 am
Oh christ, now I just feels silly. Thank you!

Definition? Could you elaborate?
The [CREATURE:] for your entity. If you're at it, you can paste the [ENTITY:] definition too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Witty on July 08, 2013, 11:06:14 am
Spoiler (click to show/hide)

As I said, it's mostly the goblin template right now. It doesn't even have an entity definition yet.

edit: Actually, it's saying that grasp is only somewhat impaired now. which makes it only more confusing. No changes to body or tissue raws.

edit2: I don't know what exactly the issue was, but I have removed the hands and made the upper tentacles [GRASP]. Works just as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 08, 2013, 02:57:04 pm
You should still use code tags...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Witty on July 09, 2013, 10:51:41 am
Will do.

Regarding entities, is it possible to have a creature with a caste that doesn't utilize professions while other castes do?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 09, 2013, 11:56:03 am
Will do.

Regarding entities, is it possible to have a creature with a caste that doesn't utilize professions while other castes do?
What do you mean with "utilize professions"? Gain profession skills? Use custom profession names? Be able to have labors set? Be able to work in a profession?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rainbow_Lizard on July 09, 2013, 12:26:27 pm
I'm trying to make a playable Halfling Civilization (How bloody original) and I have the civilization working, but whenever they spawn, they seem to be at war with everyone automatically. They're not Babysnatchers, or they'd be at peace with goblins, and it's the type of war on the embark screen like you would get with Goblins. Here's their entity raws.
Spoiler (click to show/hide)
I think their ethics are similar enough to the other races to prevent war. Any ideas to stop it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Witty on July 09, 2013, 12:46:05 pm
Will do.

Regarding entities, is it possible to have a creature with a caste that doesn't utilize professions while other castes do?
What do you mean with "utilize professions"? Gain profession skills? Use custom profession names? Be able to have labors set? Be able to work in a profession?

Being able to work in any profession.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 09, 2013, 12:48:32 pm
I'm trying to make a playable Halfling Civilization (How bloody original) and I have the civilization working, but whenever they spawn, they seem to be at war with everyone automatically. They're not Babysnatchers, or they'd be at peace with goblins, and it's the type of war on the embark screen like you would get with Goblins. Here's their entity raws.
Spoiler (click to show/hide)
I think their ethics are similar enough to the other races to prevent war. Any ideas to stop it?

Can the halflings speak? [UTTERANCES] doesn't count.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: keegspot on July 09, 2013, 01:00:19 pm
any way to make a creature in a caste out of rock
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 09, 2013, 01:17:39 pm
any way to make a creature in a caste out of rock

Sure there is. How do you think amethyst men work? Try defining your special caste with this.

Code: [Select]
[TISSUE:ROCK]
[TISSUE_NAME:stone/rock/whatever??:NP]
[TISSUE_MATERIAL:INORGANIC:any stone you like! or even metal!]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:ROCK:ROCK:ROCK:ROCK:ROCK]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDarkStar on July 09, 2013, 01:44:22 pm
Is it possible to create creatures from workshops? Here's what I've tried:

Code: [Select]

[REACTION:MAKE_A_ZOMBIE]
[NAME:make a zombie]
[BUILDING:GATEWAY:CUSTOM_Z]
[REAGENT:A:1:CORPSE:DWARF:NONE:NONE][ROTTEN]
[REAGENT:B:5:MAGIC:NONE:NONE:NONE]
[PRODUCT:100:1:CREATURE:ZOMBIE:NONE:NONE]
[SKILL:ALCHEMY]


When used, it takes some random objects (instead of 1 dwarf corpse and 5 of the metal bar I added) and then crashes when the construction would be finished.

Edit: I realize what the problem with the "magic" bar was, but how would I do the corpse and the zombie? I currently have a "ZOMBIE" creature defined in another file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 09, 2013, 02:02:44 pm
Will do.

Regarding entities, is it possible to have a creature with a caste that doesn't utilize professions while other castes do?
What do you mean with "utilize professions"? Gain profession skills? Use custom profession names? Be able to have labors set? Be able to work in a profession?

Being able to work in any profession.
The permission to work in a profession is determined by the [PERMITTED_JOB:] tags in the entity, it can't be changed per caste. But you can change the learning rates and skill rust rates per caste and skill with [SKILL_RATE:], and even give a caste natural skills with [NATURAL_SKILL:], so you could theoretically make a caste that will never ever be good at farming, for example, no matter how hard it tries.

Is it possible to create creatures from workshops? Here's what I've tried:

Code: [Select]

[REACTION:MAKE_A_ZOMBIE]
[NAME:make a zombie]
[BUILDING:GATEWAY:CUSTOM_Z]
[REAGENT:A:1:CORPSE:DWARF:NONE:NONE][ROTTEN]
[REAGENT:B:5:MAGIC:NONE:NONE:NONE]
[PRODUCT:100:1:CREATURE:ZOMBIE:NONE:NONE]
[SKILL:ALCHEMY]


When used, it takes 6 random objects (instead of 1 dwarf corpse and 5 of the metal bar I added) and then crashes when the construction would be finished.

Edit: I realize what the problem with the "magic" bar was, but how would I do the corpse?

First, your reagents should look like this:

Code: [Select]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[REAGENT:B:5:BAR:NO_SUBTYPE:INORGANIC:MAGIC]

Second, you can't create creatures with reactions. There are workarounds to that (create an evaporating stone with a syndrome that makes the worker temporarily transform into something that loses a hand and can reanimate and transform that hand into a different creature), but they are messy and unreliable. I don't really have a link to a post describing that, maybe someone else can provide one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDarkStar on July 09, 2013, 02:07:34 pm
First, your reagents should look like this:

Code: [Select]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[REAGENT:B:5:BAR:NO_SUBTYPE:INORGANIC:MAGIC]

Second, you can't create creatures with reactions. There are workarounds to that (create an evaporating stone with a syndrome that makes the worker temporarily transform into something that loses a hand and can reanimate and transform that hand into a different creature), but they are messy and unreliable. I don't really have a link to a post describing that, maybe someone else can provide one.

Thanks, I'll fix it and see if I can find a workaround.

Edit: Wouldn't it work to create an egg that immediately hatches into what you want? Doesn't work, read on wiki that eggs are too specific in how they work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 09, 2013, 05:37:23 pm
Is it possible to create creatures from workshops? Here's what I've tried:

Code: [Select]

[REACTION:MAKE_A_ZOMBIE]
[NAME:make a zombie]
[BUILDING:GATEWAY:CUSTOM_Z]
[REAGENT:A:1:CORPSE:DWARF:NONE:NONE][ROTTEN]
[REAGENT:B:5:MAGIC:NONE:NONE:NONE]
[PRODUCT:100:1:CREATURE:ZOMBIE:NONE:NONE]
[SKILL:ALCHEMY]


When used, it takes some random objects (instead of 1 dwarf corpse and 5 of the metal bar I added) and then crashes when the construction would be finished.

Edit: I realize what the problem with the "magic" bar was, but how would I do the corpse and the zombie? I currently have a "ZOMBIE" creature defined in another file.

There are no items that aren't here. (http://dwarffortresswiki.org/index.php/Item_token)

To make a creature at a workshop, you need to I'm not explaining it again here's a link (http://www.bay12forums.com/smf/index.php?topic=121764.msg3956343#msg3956343).

Will do.

Regarding entities, is it possible to have a creature with a caste that doesn't utilize professions while other castes do?
What do you mean with "utilize professions"? Gain profession skills? Use custom profession names? Be able to have labors set? Be able to work in a profession?

Being able to work in any profession.

No, there isn't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDarkStar on July 09, 2013, 06:59:49 pm
There are no items that aren't here. (http://dwarffortresswiki.org/index.php/Item_token)

To make a creature at a workshop, you need to I'm not explaining it again here's a link (http://www.bay12forums.com/smf/index.php?topic=121764.msg3956343#msg3956343).

I got what you said, I meant I'd first try to think of a simpler way to do it. Sadly, there probably isn't one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 09, 2013, 07:20:33 pm
You're trying to reinvent the internal combustion engine, here :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 09, 2013, 10:08:18 pm
There are no items that aren't here. (http://dwarffortresswiki.org/index.php/Item_token)

To make a creature at a workshop, you need to I'm not explaining it again here's a link (http://www.bay12forums.com/smf/index.php?topic=121764.msg3956343#msg3956343).

I got what you said, I meant I'd first try to think of a simpler way to do it. Sadly, there probably isn't one.

cut out the reanimation part and skip to the resurrect part. but the interaction that resurrects has no limits other then can only target the fallen parts of the creature that drops them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Findulidas on July 10, 2013, 02:21:32 am
So I started making an [opposed_to_life] and [not_living] creature (atm its essentially a human with those two tags). It also happens to have an interaction where it raises the body of a creature (which would be the main perk of the creature as opposed to the other civs). I first intended it to raise the body as an intelligent zombie which could speak and learn, which also meant that I wanted [IT_REQUIRES:FIT_FOR_RESURRECTION] instead of [IT_REQUIRES:FIT_FOR_ANIMATION] plus that it added the tags [INTELLIGENT], [CAN_SPEAK] and [CAN_LEARN]. The problem is that as soon as I tried it out in the arena (on a previously killed dwarf) the dwarf started attacking me (when I possessed the [opposed_to_life] and [not_living] creature). Ive started to remove all the tags I had changed until I essentially reached what was the original way of raising bodies (I think).

What am I doing wrong? Am I missing some token that identifies the creature as undead? I thought [NOT_LIVING] was all that was needed. This is seriously messing up the idea of the creature I first intended so if it doesnt work I might have to scrap it.

the interaction:
Spoiler (click to show/hide)
On the creature:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 10, 2013, 04:22:05 am
You probably want [OPPOSED_TO_LIFE] as well.

Also, the arena is a horrible place to test that kind of thing, since independents will always stay independent and sides will remain, AFAIK.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Findulidas on July 10, 2013, 04:41:03 am
You probably want [OPPOSED_TO_LIFE] as well.

Also, the arena is a horrible place to test that kind of thing, since independents will always stay independent and sides will remain, AFAIK.

Well I had opposed to life already. Must be the arena loyalty staying messing things up. Shit, that means I have to make a new world for each and every setting I change that can have an effect on loyalty... Damn. Oh well, atleast I know whats likely the cause. Thanks for the help though.

Perhaps I can still raise intelligent zombies then or make them do it in the history, Im interested to see if they could possibly join the civ or not. Much like tame intelligent beings I guess.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on July 10, 2013, 05:03:07 am
Is the outpost liaison mandatory?

I removed the position from a civ along with trading. Yet during an active season, a "peasant" came to the fort to make the trade agreements. Anyone had success removing this event?

She came alone with no merchants.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 10, 2013, 05:20:50 am
The event always happens, I believe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Blastbeard on July 10, 2013, 04:25:42 pm
While I was messing with the raws last night, I accidentally made something interesting for Adventure Mode.
Basically, I could combine item A and item B and I'd get a random item, in this case a weapon because that's what I wanted. The only problem was these items weren't made of anything and simply passed through whatever they struck.
I only just realized I could have applied the GET_MATERIAL_FROM_REAGENT bit to make it an actual weapon from one of the parts, but the original data is gone now.

Now I'm trying to recreate the reaction from scratch and I can't quite get it to work right.
Here's what I have so far:
Spoiler (click to show/hide)

What I'm going for here is a tiny bit of balance and a Dwarven touch to the mod, requiring a blood sacrifice to Armok to make it work.
The first part with reagent A works just fine, I can put anything from sand to spears in that part, but it refuses to only use blood as reagent B, switching back and forth from accepting rocks only and taking anything. I'm also working on a version for ammo and armor, both share the problem and armor only seems to produce breastplates and chest armor.
What am I doing wrong here?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 10, 2013, 04:29:09 pm
1. You don't want ITEM_ANY, you just want NONE.

2. For that, you're going to need LIQUID_MISC:NONE:NONE:NONE with a REACTION_CLASS you give to blood.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 10, 2013, 04:32:44 pm
Add [REACTION_CLASS:BLOOD_SACRIFICE] to the BLOOD_TEMPLATE material template in material_template_default.txt, then try this reaction:

Code: [Select]
[REACTION:MAKE_RANDOM_STUFF]
[NAME:Armok's Lottery]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
[REAGENT:B:1:LIQUID_MISC:NONE:NONE:NONE][REACTION_CLASS:BLOOD_SACRIFICE]
[PRODUCT:100:1:WEAPON:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][FORCE_EDGE]
[SKILL:ALCHEMY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Blastbeard on July 10, 2013, 05:03:56 pm
I tried your suggestions, using Two-Humped Camel Blood and Night Troll Blood. No dice. It asks for BLOOD_SACRIFICE item, and won't accept any blood I give it. DISREGARD THAT, I AM STUPID. Missed a line of text.
Maybe blood is too diverse a liquid for this kind of reaction? Or perhaps it just needs to be more specific, like human or dwarf blood?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 10, 2013, 05:06:54 pm
So you added [REACTION_CLASS:BLOOD_SACRIFICE] to [MATERIAL_TEMPLATE:BLOOD_TEMPLATE]? If yes, you can try [REAGENT:B:1:NONE:NONE:NONE:NONE][REACTION_CLASS:BLOOD_SACRIFICE] next.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Blastbeard on July 10, 2013, 05:28:23 pm
Bah, nothing's working. I keep trying your suggestions and it keeps stonewalling me at Reagent B. worked just fine with common rocks when I don't mind cheating, but when I try to play by some rules this happens. I'm about ready to give up on the blood part of it and try something else, like severed heads.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 10, 2013, 06:48:51 pm
Bah, nothing's working. I keep trying your suggestions and it keeps stonewalling me at Reagent B. worked just fine with common rocks when I don't mind cheating, but when I try to play by some rules this happens. I'm about ready to give up on the blood part of it and try something else, like severed heads.
Can you use blood as reagent B if you don't have [REACTION_CLASS:] reaction tag after it? I think you need to have it in your hand. Otherwise, try these:

Code: [Select]
[REACTION:MAKE_RANDOM_STUFF]
[NAME:Armok's Lottery]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
[REAGENT:B:1:LIQUID_MISC:NONE:NONE:NONE][REACTION_CLASS:BLOOD_SACRIFICE]
[REAGENT:B_CONTAINER:1:NONE:NONE:NONE:NONE]
[CONTAINS:B]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:WEAPON:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][FORCE_EDGE]
[SKILL:ALCHEMY]

[REACTION:MAKE_RANDOM_STUFF_2]
[NAME:Armok's Lottery 2]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
[REAGENT:B:1:LIQUID_MISC:NONE:BLOOD]
[REAGENT:B_CONTAINER:1:NONE:NONE:NONE:NONE]
[CONTAINS:B]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:WEAPON:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][FORCE_EDGE]
[SKILL:ALCHEMY]

If both don't work and you want to switch to head sacrifices, note that you can't specify severed heads as reagents, but you can use entire bodies:
Code: [Select]
[REAGENT:B:1:CORPSE:NONE:NONE:NONE][USE_BODY_COMPONENT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 11, 2013, 12:33:46 am
There is no BLOOD material, is the issue, which is why we're all up in the reaction classes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 11, 2013, 01:09:49 am
There is no BLOOD material, is the issue, which is why we're all up in the reaction classes.

well there is a BLOOD material, however you are correct with the REACTION_CLASS biz as that is the only way to get a reaction to take any BLOOD else you'd need to do a reaction for reach creature and it's blood

REAGENT:a:150:LIQUID_MISC:NONE:CREATURE_MAT:DWARF:BLOOD

so on and so forth.

I'm not going to mention how to use the reaction class as I believe it's been posted/said many times over.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Brilliand on July 11, 2013, 01:16:16 am
If both don't work and you want to switch to head sacrifices, note that you can't specify severed heads as reagents, but you can use entire bodies:
Code: [Select]
[REAGENT:B:1:CORPSE:NONE:NONE:NONE][USE_BODY_COMPONENT]

Or totems (or totemable objects [skulls], maybe?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on July 11, 2013, 07:52:25 am
The event always happens, I believe.

Bah, I'll try removing all active seasons.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDarkStar on July 11, 2013, 02:56:17 pm
I'm making a modded civ with modded creatures. For some reason, they all refuse to pick up weapons like picks and axes. I've made sure they have hands, I have the [DIGGER:ITEM_WEAPON_PICK] token, and they are bringing picks and axes. What would I need to do to fix this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 11, 2013, 04:14:53 pm
[EQUIPS]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 11, 2013, 04:24:33 pm
I'm making a modded civ with modded creatures. For some reason, they all refuse to pick up weapons like picks and axes. I've made sure they have hands, I have the [DIGGER:ITEM_WEAPON_PICK] token, and they are bringing picks and axes. What would I need to do to fix this?
[EQUIPS]
Make sure the new creature is big enough to use picks and axes
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDarkStar on July 11, 2013, 07:23:06 pm
e the new creature is big enough to use picks and axes

Thanks, that fixes the problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: aiseant on July 14, 2013, 06:18:54 am
hello

When I choose my starting point, I didn't pay attention to civilisations around ... turns out that I'm all alone :'(
No humans, no elves (that's good, in fact), no goblins.

It was fine to start, as I don't have any goblin siege or that kind of stuffs, but now I'm getting bored and would like to test a little bit my fort.

Is it possible to fix that ? I've never use any mod until now, I don't know if one exist for that. Or maybe just edit some files would be enough ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 14, 2013, 06:42:43 am
hello

When I choose my starting point, I didn't pay attention to civilisations around ... turns out that I'm all alone :'(
No humans, no elves (that's good, in fact), no goblins.

It was fine to start, as I don't have any goblin siege or that kind of stuffs, but now I'm getting bored and would like to test a little bit my fort.

Is it possible to fix that ? I've never use any mod until now ...
Try adding [WORLD_CONSTRUCTION:TUNNEL] to all entities in your save's raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NRDL on July 14, 2013, 07:53:19 am
Just out of curiosity, is it possible to make an armour piece/wearable piece of clothing that can behave like a weapon?  Is it possible to make something like an Assassin's Creed hidden blade? 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 14, 2013, 12:00:05 pm
Just out of curiosity, is it possible to make an armour piece/wearable piece of clothing that can behave like a weapon?  Is it possible to make something like an Assassin's Creed hidden blade?

Not by default, no. DFHack wrangling might make it a possibility, but don't quote me on that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Matoro on July 14, 2013, 12:36:19 pm
hello

When I choose my starting point, I didn't pay attention to civilisations around ... turns out that I'm all alone :'(
No humans, no elves (that's good, in fact), no goblins.

It was fine to start, as I don't have any goblin siege or that kind of stuffs, but now I'm getting bored and would like to test a little bit my fort.

Is it possible to fix that ? I've never use any mod until now, I don't know if one exist for that. Or maybe just edit some files would be enough ?

There is a forceEvent (http://dffd.wimbli.com/file.php?id=7471)-script for DFHack. If you don't know much about using DFHack, I'd recommend you to download this (http://dffd.wimbli.com/file.php?id=7622) version of LNP. After you've got DFhack with that script, just type "siege EVIL/NATURE/PLAINS/MOUNTAIN/SKULKING" and you'll be sieged by the race you had chosen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Quailman on July 14, 2013, 05:11:25 pm
Does anybody know which tags that can be added by CE_ADD_TAG can't be removed by CE_REMOVE_TAG?  In adventure mode, if that makes a difference.  I tried searching, no luck...

Or, if anybody knows a way to make an undead creature simply drop dead without actually going through and beating it to death that would serve just as well.  I'm trying to make an adventure mode interaction that will instantly kill undead created by a necromancer.  My original plan was to turn them into a creature made out of a material that is always in a gaseous state, but undead survive having their entire body melted away due to NO_THOUGHT and NO_THOUGHT_CENTER_FOR_MOVEMENT, and those tags don't seem to be supported by CE_REMOVE_TAG. I'd rather not resort to just nailing them with a wave of SOLID_GLOBs if I can avoid it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 14, 2013, 05:53:12 pm
Does anybody know which tags that can be added by CE_ADD_TAG can't be removed by CE_REMOVE_TAG?  In adventure mode, if that makes a difference.  I tried searching, no luck...
There aren't any. All tags supported by CE_ADD_TAG correspond to unimportant booleans in the that get set or reset by CE_ADD_TAG and CE_REMOVE_TAG respectively. See here under IT_REQUIRES (http://dwarffortresswiki.org/index.php/DF2012:Interaction_token) for a full list of supported tokens. But why would you need that anyway?

Quote
Or, if anybody knows a way to make an undead creature simply drop dead without actually going through and beating it to death that would serve just as well.  I'm trying to make an adventure mode interaction that will instantly kill undead created by a necromancer.  My original plan was to turn them into a creature made out of a material that is always in a gaseous state, but undead survive having their entire body melted away due to NO_THOUGHT and NO_THOUGHT_CENTER_FOR_MOVEMENT, and those tags don't seem to be supported by CE_REMOVE_TAG. I'd rather not resort to just nailing them with a wave of SOLID_GLOBs if I can avoid it.
Just define a new creature without [HEAD] and [GRASP] bodyparts that dies instantly because of some malformed definitions, and make your interaction transform all selected targets into that creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Quailman on July 14, 2013, 06:02:21 pm
There aren't any.

Really!?  Well that's good news.  I just can't figure out why an syndrome with [CE_REMOVE_TAG:CAN_SPEAK:START:0] works but one with [CE_REMOVE_TAG:NOPAIN:START:0] or [CE_REMOVE_TAG:NO_THOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:START:0] doesn't.  Maybe I've just misspelled something somewhere... I'll look harder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 14, 2013, 06:03:26 pm
Does anybody know which tags that can be added by CE_ADD_TAG can't be removed by CE_REMOVE_TAG?  In adventure mode, if that makes a difference.  I tried searching, no luck...

Or, if anybody knows a way to make an undead creature simply drop dead without actually going through and beating it to death that would serve just as well.  I'm trying to make an adventure mode interaction that will instantly kill undead created by a necromancer.  My original plan was to turn them into a creature made out of a material that is always in a gaseous state, but undead survive having their entire body melted away due to NO_THOUGHT and NO_THOUGHT_CENTER_FOR_MOVEMENT, and those tags don't seem to be supported by CE_REMOVE_TAG. I'd rather not resort to just nailing them with a wave of SOLID_GLOBs if I can avoid it.

Conveniently, there are none.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Quailman on July 14, 2013, 06:32:42 pm
I still can't figure out why this isn't working... here's what I have.  Notably, NO_CONNECTIONS_FOR_MOVEMENT seems to work perfectly fine, while the other two do nothing.  I tore the brain of an animated corpse in the arena and it was knocked unconscious, but not struck down.  Maybe because the [THOUGHT] was removed from the brain and just added to the creature without having a place?  I'm just speculating here, I'm pretty new to all this.

Code: [Select]
[INTERACTION:UNDEAD_KILL]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_REMOVE_TAG:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]

Code: [Select]
[CAN_DO_INTERACTION:UNDEAD_KILL]
[CDI:ADV_NAME:UNDEAD_KILL]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:12]
[CDI:VERB:gesture:gestures:NA]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:are not really very undead anymore:is not very undead anymore]
[CDI:WAIT_PERIOD:20]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 14, 2013, 06:38:48 pm
CE_ADD_TAG and CE_REMOVE_TAG are separate data structures in the unit that contain a bunch of flags that say whether or not the unit is being affected by a syndrome that changes the tokens; it doesn't change anything about the creature itself except those (fairly isolated) flags.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 14, 2013, 06:45:54 pm
CE_ADD_TAG and CE_REMOVE_TAG are separate data structures in the unit that contain a bunch of flags that say whether or not the unit is being affected by a syndrome that changes the tokens; it doesn't change anything about the creature itself except those (fairly isolated) flags.
I guess that would explain it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Quailman on July 14, 2013, 06:48:49 pm
CE_ADD_TAG and CE_REMOVE_TAG are separate data structures in the unit that contain a bunch of flags that say whether or not the unit is being affected by a syndrome that changes the tokens; it doesn't change anything about the creature itself except those (fairly isolated) flags.

Sorry, I just don't follow what that means with regard to my interaction not working.  Like I said, I'm new to this.  Does that mean that what I am trying to do is impossible?  Why do some tags work but others don't?  Is it because some are in the creature itself while some are only flagged in ADD_TAG and REMOVE_TAG?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 14, 2013, 07:06:31 pm
All tags that work for ADD_TAG will work for REMOVE_TAG.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Quailman on July 14, 2013, 07:15:40 pm
Oh, that makes perfect sense then. I thought you were responding to why my interaction didn't work, so I was totally confused because it sounded more like a reason why it would work :P.  If you have any idea where I've screwed it up I would really appreciate the help.  I'll post it again for convenience-

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 14, 2013, 07:20:58 pm
CE_ADD_TAG and CE_REMOVE_TAG are separate data structures in the unit that contain a bunch of flags that say whether or not the unit is being affected by a syndrome that changes the tokens; it doesn't change anything about the creature itself except those (fairly isolated) flags.

Sorry, I just don't follow what that means with regard to my interaction not working.  Like I said, I'm new to this.  Does that mean that what I am trying to do is impossible?  Why do some tags work but others don't?  Is it because some are in the creature itself while some are only flagged in ADD_TAG and REMOVE_TAG?
No, we just established that it doesn't work, but for different reasons than the token being unsupported. The reason this doesn't work is that the creature doesn't check for a syndrome-caused NOTHOUGHT tag change every single tick. I would suppose that it works after you unload and reload the site, but the necromancer would just raise the body again anyway. If you want to permanently disable a zombie, just CE_BODY_TRANSFORMATION it into a creature that instantly dies.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Quailman on July 14, 2013, 07:29:22 pm
Ah, I think I understand now.  So all tags can be added or removed, but some of them will not make a difference, at least while the creature is currently loaded.  That's unfortunate, as it kills my idea for an interaction that removes a vampire's [NOPAIN] tag.

Good to know I can still kill them with the body transformation though.  Could you help me understand what exactly it takes for a creature to die immediately after being created?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 14, 2013, 08:03:01 pm
Ah, I think I understand now.  So all tags can be added or removed, but some of them will not make a difference, at least while the creature is currently loaded.  That's unfortunate, as it kills my idea for an interaction that removes a vampire's [NOPAIN] tag.

Good to know I can still kill them with the body transformation though.  Could you help me understand what exactly it takes for a creature to die immediately after being created?

head or lowerbody being melted off, brain instantly melting/taking any damage that impairs function.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Quailman on July 14, 2013, 08:13:44 pm
Does that work with undead?  The reason I was so hell-bent on removing the [NOTHOUGHT] tags and such was because I originally had a 1partbody that was made out of materials that were always melting.  Eventually it would reach "its body is gone" (body being the only part of the creature) and it would still be alive.

Is there any other way?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 14, 2013, 08:15:29 pm
Ah, I think I understand now.  So all tags can be added or removed, but some of them will not make a difference, at least while the creature is currently loaded.  That's unfortunate, as it kills my idea for an interaction that removes a vampire's [NOPAIN] tag.

Good to know I can still kill them with the body transformation though.  Could you help me understand what exactly it takes for a creature to die immediately after being created?

There's lots of things that can happen, although for some reason, I've been trying and trying but I absolutely can't make a custom creature that dies on the first tick. I know that it is possible, I did it so often by accident in my first modding attempts, but why can't I do it now?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Quailman on July 14, 2013, 08:19:48 pm
If you can make one that dies even when it has all of the tags added by the raise dead interaction, even after a few ticks, I would be eternally grateful.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 14, 2013, 11:25:57 pm
Ah, I think I understand now.  So all tags can be added or removed, but some of them will not make a difference, at least while the creature is currently loaded.  That's unfortunate, as it kills my idea for an interaction that removes a vampire's [NOPAIN] tag.

No, literally the exact opposite of that. Only certain tags can be added or removed, and all of them can make a difference while the creature is loaded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Quailman on July 15, 2013, 04:43:29 am
Right, I know some (or most) tags are not supported, like [IMMOBILE] and [PET], etc.  But if you control a necromancer in the arena, raise a corpse, and then use the interaction I posted above containing [CE_REMOVE_TAG:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0], it seems as though only the NO_CONNECTIONS_FOR_MOVEMENT was actually removed in practice.  You can destroy the brain of the targeted ex-zombie (and even the entire body via magma) and it will not die.

So if it is indeed true that all tags that can be added through a syndrome can also be removed through a syndrome, then why is it that these undead do not die in the arena?  I'm not saying it isn't true that the tags can be removed, but it seems to me that they do not actually function the way they would if the tag had never been added at all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Findulidas on July 15, 2013, 07:54:48 am
Im having some problems with extra_butcher_object and ebo_item. Probably because I dont really understand BY_CATEGORY, BY_TYPE, BY_TOKEN and TYPE, CATEGORY, or TOKEN are this context. What I want is when the creature gets butchered it drops one wood (because it seems I cannot make it ever drop more than one of any item). So I wrote this:

   [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:HEART]
      [EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP]

Had I had to have heart instead of the normal gizzard because I will in the end only have one heart in the creature. The problem is that when I butcher the creature in fort mode it just drops the normal skin/meat/fat and no extra wood (I pasted it in sheep atm to make sure I can embark with them). The errorlog doesnt display anything either so I cant really tell what I done wrong.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 15, 2013, 08:24:33 am
Im having some problems with extra_butcher_object and ebo_item. Probably because I dont really understand BY_CATEGORY, BY_TYPE, BY_TOKEN and TYPE, CATEGORY, or TOKEN are this context. What I want is when the creature gets butchered it drops one wood (because it seems I cannot make it ever drop more than one of any item). So I wrote this:

   [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:HEART]
      [EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP]

Had I had to have heart instead of the normal gizzard because I will in the end only have one heart in the creature. The problem is that when I butcher the creature in fort mode it just drops the normal skin/meat/fat and no extra wood (I pasted it in sheep atm to make sure I can embark with them). The errorlog doesnt display anything either so I cant really tell what I done wrong.
You need [EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP:WOOD].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Findulidas on July 15, 2013, 08:51:09 am
Im having some problems with extra_butcher_object and ebo_item. Probably because I dont really understand BY_CATEGORY, BY_TYPE, BY_TOKEN and TYPE, CATEGORY, or TOKEN are this context. What I want is when the creature gets butchered it drops one wood (because it seems I cannot make it ever drop more than one of any item). So I wrote this:

   [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:HEART]
      [EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP]

Had I had to have heart instead of the normal gizzard because I will in the end only have one heart in the creature. The problem is that when I butcher the creature in fort mode it just drops the normal skin/meat/fat and no extra wood (I pasted it in sheep atm to make sure I can embark with them). The errorlog doesnt display anything either so I cant really tell what I done wrong.
You need [EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP:WOOD].
Still doesnt work.
Alright, but why do I have to specify wood twice?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 15, 2013, 09:07:19 am
Im having some problems with extra_butcher_object and ebo_item. Probably because I dont really understand BY_CATEGORY, BY_TYPE, BY_TOKEN and TYPE, CATEGORY, or TOKEN are this context. What I want is when the creature gets butchered it drops one wood (because it seems I cannot make it ever drop more than one of any item). So I wrote this:

   [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:HEART]
      [EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP]

Had I had to have heart instead of the normal gizzard because I will in the end only have one heart in the creature. The problem is that when I butcher the creature in fort mode it just drops the normal skin/meat/fat and no extra wood (I pasted it in sheep atm to make sure I can embark with them). The errorlog doesnt display anything either so I cant really tell what I done wrong.
You need [EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP:WOOD].

Alright, but why do I have to specify wood twice?

The first WOOD is the item type, which is one of these (http://dwarffortresswiki.org/index.php/DF2012:Item_token#Standard_Item_Tokens). The second WOOD specifies the name of the plant's material you want to use, since plants can contain multiple material definitions, for example plump helmets have STRUCTURAL, DRINK and SEED materials.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Findulidas on July 15, 2013, 09:26:11 am
Spoiler (click to show/hide)

Thats cool and thanks for explaining, but it still doesnt work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 15, 2013, 09:47:20 am
Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:HEART]
[EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP:WOOD]
Huh, I tested it in the arena and it works perfectly. Are you sure your creature has a heart?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 15, 2013, 10:04:18 am
I'd just attach it to BY_CATEGORY:BODY_UPPER just to be sure. I mean, when was the last time you saw a torso WITHOUT a heart?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Findulidas on July 15, 2013, 11:03:49 am
Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:HEART]
[EBO_ITEM:WOOD:NONE:PLANT_MAT:NETHER_CAP:WOOD]
Huh, I tested it in the arena and it works perfectly. Are you sure your creature has a heart?

Yeah, its a sheep. It worked now, had just written it on the wrong place it seems.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: keegspot on July 16, 2013, 12:51:09 pm
cant get any custum syndrums to work even the syndrums from mods.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 16, 2013, 01:42:28 pm
cant get any custum syndrums to work even the syndrums from mods.
work in what way?

what is your method of affliction? (Injection through attack, inhaled gas, consumption, contact, direct interaction?) and from other mods, did you drop them into the raws and then genned a new world with them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 16, 2013, 01:43:11 pm
cant get any custum syndrums to work even the syndrums from mods.
maybe cus darf fotress dusnt no wat to do with the syndrums.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: keegspot on July 16, 2013, 02:48:47 pm
Injection through attack.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 16, 2013, 02:54:47 pm
And how do you expect us to find out what's wrong with it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 16, 2013, 06:00:22 pm
Injection through attack.

Since it's an Injection through attack, I'd assume it is through a bite so you need to add [SPECIALATTACK_INJECT_EXTRACT:<material>:<material_subtype>:LIQUID:100:100] to the attack as this example from a Helmet Snake

Code: [Select]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]

Now since you want the syndrome to be injected there must be a material that has the syndrome attached, another example which is the Helmet Snakes Venom:

Code: [Select]
[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen helmet snake venom]
[STATE_ADJ:ALL_SOLID:frozen helmet snake venom]
[STATE_NAME:LIQUID:helmet snake venom]
[STATE_ADJ:LIQUID:helmet snake venom]
[STATE_NAME:GAS:boiling helmet snake venom]
[STATE_ADJ:GAS:boiling helmet snake venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:helmet snake bite]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:HELMET_SNAKE:ALL]
[SYN_INJECTED]
[CE_FEVER:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_NAUSEA:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_PAIN:SEV:75:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_SWELLING:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_OOZING:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_BRUISING:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
[CE_BLEEDING:SEV:10:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:75:END:100]
[CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:800:END:3000]

Now notice the material has [ENTERS_BLOOD] then the syndrome has [SYN_INJECTED] these two tags control how the material and syndrome behave. the [ENTERS_BLOOD] is just that, if it has a chance to (injection or open wound) it will enter the blood stream, and since the syndrome has [SYN_INJECTED] it knows that it must apply its effects once it is in the blood.

Now if you're trying to get these to work (the injection ones) make sure your desired creature is injecting the proper material through the desired attack.

NOTES:
Creatures
Materials
Syndromes (attached to materials)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: keegspot on July 16, 2013, 06:15:35 pm
thank you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Blastbeard on July 17, 2013, 09:50:52 pm
Is it possible to make a creature that can change its appearance character to match that of another race?
I have an idea for a monster that almost looks like a dwarf, so much so you have to be dangerously close to tell the difference. Not a transformation if there's a workaround, just a masquerade that can be seen through as soon as it gets within a certain range.
The way I want it to work is, from the other side of the screen, it's represented by the dwarf character, but as soon as it closes to, say, 10 spaces, the character changes to reveal what it really is and let you know you're in trouble. Is this even possible right now?
Also, how would I make a group of these appear in fortress mode as a false migrant wave convincing enough fool players until they're ripping dwarves apart? Make them a sieger race or something?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 17, 2013, 10:01:09 pm
No, but there is a workaround* with CE_DISPLAY_TILE. False migrant waves, definitely not. Sieges are too obvious. False caravans, definitely possible and I look forward to see if you can do that.

*Gives dwarves an interaction that will give your disguise race a CE_DISPLAY_TILE of Ñ or whatever and OPPOSED_TO_LIFE or whatever.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on July 18, 2013, 07:49:30 am
Is it possible to make a race that generates the physical form of it's members randomly in the same way as clowns, forgotten beasts (<-- really tempted to call them furbies for some reason) and night creatures?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 18, 2013, 08:33:05 am
No, the randomization scripts are still hardcoded. If you look inside the executable, the triggering tags are in legible raw format, but they do nothing when stuck in the normal raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 18, 2013, 09:19:43 am
Is it possible to make a race that generates the physical form of it's members randomly in the same way as clowns, forgotten beasts (<-- really tempted to call them furbies for some reason) and night creatures?
I guess you could write a script that generates random body raws for lots of different castes of a creture.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: killran on July 18, 2013, 02:15:24 pm
Is there a way to edit an attack so that it only targets a specific body part of attacked creature? (e.g. making a wolf's bite attack target only the legs of a creature if available)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 18, 2013, 02:30:12 pm
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 18, 2013, 02:51:25 pm
Some underlying mechanism to steer targeting is in the code, though. Latching bites that target the head have a chance of locking around the throat instead.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 18, 2013, 04:50:05 pm
I'm trying to make a custom weather interaction happen "EVERYWHERE" how can I do this? Since it never shows up in my tests

Code: [Select]
[INTERACTION:STORM_DUST]
[I_SOURCE:REGION]
[IS_REGION:NORMAL_ALLOWED]
[IS_REGION:SAVAGE_ALLOWED]
[IS_REGION:EVIL_ALLOWED]
[IS_REGION:GRASSLAND]
[IS_REGION:HILLS]
[IS_REGION:DESERT]
[IS_REGION:MOUNTAINS]
[IS_FREQUENCY:100]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:CREATURE_MAT:MISC:ACID:WEATHER_CREEPING_GAS]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 18, 2013, 04:59:36 pm
I'm trying to make a custom weather interaction happen "EVERYWHERE" how can I do this? Since it never shows up in my tests

Code: [Select]
[INTERACTION:STORM_DUST]
[I_SOURCE:REGION]
[IS_REGION:NORMAL_ALLOWED]
[IS_REGION:SAVAGE_ALLOWED]
[IS_REGION:EVIL_ALLOWED]
[IS_REGION:GRASSLAND]
[IS_REGION:HILLS]
[IS_REGION:DESERT]
[IS_REGION:MOUNTAINS]
[IS_FREQUENCY:100]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:CREATURE_MAT:MISC:ACID:WEATHER_CREEPING_GAS]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]
How about this?
Code: [Select]
[INTERACTION:STORM_DUST]
[I_SOURCE:REGION]
[IS_REGION:ANY]
[IS_FREQUENCY:100]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:CREATURE_MAT:MISC:ACID:WEATHER_CREEPING_GAS]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DaiVrath on July 18, 2013, 05:09:34 pm
I'm trying to create a custom building to tan some custom reptile scales, but when I define to building as follows in the building_custom raw, it doesn't appear in the workshop building list:

[BUILDING_WORKSHOP:SCALE_WORKSHOP]
   [NAME:Drake Scale Processor]
   [NAME_COLOR:7:0:1]
   [DIM:3:3]
   [WORK_LOCATION:2:2]
   [BUILD_LABOR:TANNER]
   [BUILD_KEY:CUSTOM_SHIFT_Z]
   [BLOCK:1:0:0:1]
   [BLOCK:2:0:0:0]
   [BLOCK:3:1:1:0]
   [TILE:0:1:' ':' ':200]
   [TILE:0:2:' ':' ':' ']
   [TILE:0:3:'-':'-':' ']
   [COLOR:0:1:0:0:0:0:0:0:2:0:0]
   [COLOR:0:2:0:0:0:0:0:0:0:0:0]
   [COLOR:0:3:2:0:0:2:0:0:0:0:0]
   [TILE:1:1:' ':'200':' ']
   [TILE:1:2:'-':'-':' ']
   [TILE:1:3:' ':' ':' ']
   [COLOR:1:1:0:0:0:1:0:1:0:0:0]
   [COLOR:1:2:1:0:1:1:0:1:0:0:0]
   [COLOR:1:3:0:0:0:0:0:0:0:0:0]
   [TILE:2:1:' ':'188':' ']
   [TILE:2:2:' ':'-':' ']
   [TILE:2:3:'-':' ':' ']
   [COLOR:2:1:0:0:0:4:0:0:0:0:0]
   [COLOR:2:2:0:0:0:1:0:1:0:0:0]
   [COLOR:2:3:4:0:0:0:0:0:0:0:0]
   [TILE:3:1:' ':' ':200]
   [TILE:3:2:' ':' ':' ']
   [TILE:3:3:203:187:' ']
   [COLOR:3:1:0:0:0:0:0:0:4:0:1]
   [COLOR:3:2:0:0:0:0:0:0:0:0:0]
   [COLOR:3:3:4:0:1:4:0:1:0:0:0]
   [BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]

with the following reaction defined:

[REACTION:CURE_SCALES]
   [NAME:cure drake scales]
   [BUILDING:SCALE_WORKSHOP:CUSTOM_C]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:DRAKE_SCALE][UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:CLN_SCL]
   [PRODUCT:100:1:CLEAN_DRAKE_SCALE:NONE:GET_MATERIAL_FROM_REAGENT:A:CLN_SCL]
   [SKILL:TANNER]
   [AUTOMATIC]

Any pointers to what I'm doing wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 18, 2013, 05:14:06 pm
I'm trying to make a custom weather interaction happen "EVERYWHERE" how can I do this? Since it never shows up in my tests

-SNIP-
How about this?
Code: [Select]
[INTERACTION:STORM_DUST]
[I_SOURCE:REGION]
[IS_REGION:ANY]
[IS_FREQUENCY:100]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:CREATURE_MAT:MISC:ACID:WEATHER_CREEPING_GAS]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]

I'll give it a shot and see if it works.

I'm trying to create a custom building to tan some custom reptile scales, but when I define to building as follows in the building_custom raw, it doesn't appear in the workshop building list:

Spoiler (click to show/hide)

with the following reaction defined:

Spoiler (click to show/hide)

Any pointers to what I'm doing wrong?
did you permit them in the entity?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DaiVrath on July 18, 2013, 09:12:35 pm
I'm trying to create a custom building to tan some custom reptile scales, but when I define to building as follows in the building_custom raw, it doesn't appear in the workshop building list:

Spoiler (click to show/hide)

with the following reaction defined:

Spoiler (click to show/hide)

Any pointers to what I'm doing wrong?
did you permit them in the entity?

That did it. Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: reemer30 on July 18, 2013, 09:45:27 pm
Is there a way to change what words are used to describe a profession/labor in-game? I was thinking I would take a skill I could combine with another, like brew and cook, maybe, to free one up to be named something else for my magic system. I am also not against using DFhack, if that would make it more feasible. Well, I thank you in advance for your help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 18, 2013, 10:04:23 pm
Is there a way to change what words are used to describe a profession/labor in-game? I was thinking I would take a skill I could combine with another, like brew and cook, maybe, to free one up to be named something else for my magic system. I am also not against using DFhack, if that would make it more feasible. Well, I thank you in advance for your help.

Yes (http://www.bay12forums.com/smf/index.php?topic=108721.msg4175521#msg4175521), but brewing and cooking are both hardcoded, so...

Also, there's always [CASTE_PROFESSION_NAME:PROFESSION:singular:plural].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: StLeibowitz on July 18, 2013, 11:29:09 pm
What effect does giving multiple castes of a creature [FEMALE] and [MALE] have? i.e. three female castes and three male castes. Would they crossbreed perfectly well?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 18, 2013, 11:42:20 pm
Yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: StLeibowitz on July 18, 2013, 11:44:12 pm
Oh, good. Thank you!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 18, 2013, 11:49:50 pm
I can't tell you how much of a relief it was to finally give a positive one-word answer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: aiseant on July 19, 2013, 04:49:29 am
hello

When I choose my starting point, I didn't pay attention to civilisations around ... turns out that I'm all alone :'(
No humans, no elves (that's good, in fact), no goblins.

It was fine to start, as I don't have any goblin siege or that kind of stuffs, but now I'm getting bored and would like to test a little bit my fort.

Is it possible to fix that ? I've never use any mod until now, I don't know if one exist for that. Or maybe just edit some files would be enough ?

There is a forceEvent (http://dffd.wimbli.com/file.php?id=7471)-script for DFHack. If you don't know much about using DFHack, I'd recommend you to download this (http://dffd.wimbli.com/file.php?id=7622) version of LNP. After you've got DFhack with that script, just type "siege EVIL/NATURE/PLAINS/MOUNTAIN/SKULKING" and you'll be sieged by the race you had chosen.

Thanks for the hint.
I already tried adding the WORLD_GENERATION toke, and after more than one year, still nothing.
What I'm looking for is really to find a way for having civilizations settling around, not only artificially create siege from them. Is this possible ?
I'm toying around with save from another region, less gentle than the first one, but apparently, I fail to incorporate the right elements from the savage to the calm region ... please note that I have no idea what I'm doing !
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 19, 2013, 05:28:41 am
I can't tell you how much of a relief it was to finally give a positive one-word answer.

BUT WHAT DO YOU MEAN I CANT MAKE DWARF FORTRESS INTO A MUD/MMO
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DaiVrath on July 19, 2013, 06:46:40 am
For butchering and custom creatures, what parameters determine how much of the various products result from butchering?  Just looking at the butchering products for domestic creatures in the wiki doesn't shed any light on this since raw animal size seems to have very little effect.  For instance:

Turkey : 9 meat, 9 fat, 19 total edible.
Cow: 14 meat, 9 fat, 37 total edible.
Cows are 120x bigger than turkeys ...

I'm trying to find a reasonable way to implement sackhead's more leather mod (http://www.bay12forums.com/smf/index.php?topic=122003.0), and also trying to figure out some mods of my own, but this is throwing monkey wrenches in my ideas.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 19, 2013, 06:48:39 am
For butchering and custom creatures, what parameters determine how much of the various products result from butchering?  Just looking at the butchering products for domestic creatures in the wiki doesn't shed any light on this since raw animal size seems to have very little effect.  For instance:

Turkey : 9 meat, 9 fat, 19 total edible.
Cow: 14 meat, 9 fat, 37 total edible.
Cows are 120x bigger than turkeys ...

I'm trying to find a reasonable way to implement sackhead's more leather mod (http://www.bay12forums.com/smf/index.php?topic=122003.0), and also trying to figure out some mods of my own, but this is throwing monkey wrenches in my ideas.

Here, read this science on the subject. (http://www.bay12forums.com/smf/index.php?topic=78108.0)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: JenkNekro on July 19, 2013, 04:09:08 pm
I'm a bit confused by what actually triggers and INJECT_EXTRACT attack to perform the injection - does it have to hit a circulatory system or something? I have a race of metal golems that have a "maker" caste that can use their tools in combat to inject molten metal into enemies, and it seems to work fine against vanilla creatures if I break the skin, but it doesn't seem to work at all against other golems. The only part with layered tissues in the golem is its core, which goes RUBY/BONE/COOLANT GAS/BRAIN, and now matter how deeply the injection attack penetrates it never injects the metal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 19, 2013, 04:24:41 pm
Yeah, I'm pretty sure the creature needs blood.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 19, 2013, 04:32:47 pm
the molten metal needs [ENTERS_BLOOD] and what putnam said [BLOOD] in the golem
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: JenkNekro on July 19, 2013, 06:50:37 pm
Hmm well the ENTERS_BLOOD tag seems to change how it behaves with other creatures, but giving the golems blood and marking the core shielding as VASCULAR:1 didn't seem to cause it to inject when penetrating the material. Oh well, golems aren't meant to fight each other anyway.

Another golem related question - I think I mentioned the functional area of the core is immersed in a gaseous coolant, but I'm having some difficulty getting that to work. The organic matrix material that forms the "brain" has a HEATDAM_POINT of 31 F (9999 U), and the coolant gas has a fixed temperature of 2 F (9970 U). The problem is, not setting a HOMEOTHERM value causes immediate death, setting one more than one or two degrees above the heat damage point causes eventual death from scorched brain before the coolant can cool it down, and setting it low enough that it DOES cool down before death causes it to at least take long enough to heat up again that I ran out of patience before it happened.

The best solution to this seems like it would be to have the organic matrix start off below the HEATDAM_POINT while having a HOMEOTHERM value around the human value to ensure a reasonable time frame for death by coolant loss. Is this possible? If not, any other ideas?

Sub Question: I would like the coolant to also provide adequate insulation to enter lava safely as long as the coolant hasn't escaped - is that possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 20, 2013, 10:35:24 am
I wrote a couple of regional weather interactions, but somehow they dont show up ingame. I wanted special weather on glaciers... so here is what I wrote. Anyone got any idea why it never shows ingame? I tested 3 different worlds, embarked on glaciers, and only got normal rain.

Regional interaction that should affect everything, similar to the animation of undeads in evil biomes:
Code: [Select]
[INTERACTION:GALCIER_FREEZE_GENERAL1]
[I_SOURCE:REGION]
[IS_REGION:GLACIER]
[IS_FREQUENCY:100]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_REGION]
[IT_AFFECTED_CLASS:ALL_CREATURES]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]
[SYNDROME]
[SYN_NAME:coldness]
[SYN_CONTACT]
[SYN_IMMUNE_CLASS:FUR]
[SYN_IMMUNE_CLASS:GLACIER]
[SYN_AFFECTED_CLASS:ALL_CREATURES]
[CE_CAN_DO_INTERACTION:START:0:END:100]
[CDI:INTERACTION:GLACIER_FREEZE_6_SELF]
[CDI:TARGET:A:SELF_ONLY]
[CDI:ADV_NAME:freeze in the cold weather]
[CDI:TARGET_RANGE:A:1]
[CDI:VERB:are hit by cold rain and snow:is feeling chilly without the protection of thick fur:NA]
             [CDI:TARGET_VERB:are slowing down and trying to protect your eyes:slows down a bit and tries to conserve bodyheat]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:1000]

cold rain that should only affect creatures that come in contact with it on the surface, similar to evil blood/smudge/filth raining in evil biomes:
Code: [Select]
[INTERACTION:GLACIER_FREEZE_1_RAIN]
[I_SOURCE:REGION]
      [IS_REGION:NORMAL_ALLOWED]
      [IS_REGION:SAVAGE_ALLOWED]
      [IS_REGION:EVIL_ALLOWED]
      [IS_REGION:GOOD_ALLOWED]
      [IS_REGION:GLACIER]
[IS_FREQUENCY:100]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:GLACIER_FREEZE_1:WEATHER_FALLING_MATERIAL]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]

And a freezing fog, similar to husking/evil clouds/fogs:
Code: [Select]
[INTERACTION:GLACIER_FREEZE_4_GAS]
[I_SOURCE:REGION]
      [IS_REGION:NORMAL_ALLOWED]
      [IS_REGION:SAVAGE_ALLOWED]
      [IS_REGION:EVIL_ALLOWED]
      [IS_REGION:GOOD_ALLOWED]
      [IS_REGION:GLACIER]
[IS_FREQUENCY:100]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:GLACIER_FREEZE_4:WEATHER_CREEPING_GAS]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]

And the self-targeting interaction that the region should give, from the first example:
Code: [Select]
[INTERACTION:GLACIER_FREEZE_6_SELF]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_CANNOT_HAVE_SYNDROME_CLASS:GLACIER]
      [IT_CANNOT_HAVE_SYNDROME_CLASS:FUR]
      [IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:GLACIER]
[CE_SPEED_CHANGE:SPEED_PERC:90:START:0:END:1000]
[CE_NUMBNESS:SEV:25:PROB:100:START:0:PEAK:25:END:1000]

Any worldgen settings I overlooked? Number of procedually generated regional interactions drown out the custom ones? Do I have to set evil_rains:0 and so forth, even if the glacier is not in an evil biome?

Background info: I gave all ice-creatures the creature_class:glacier and added syn_class:fur, using itemsyndrome, to the fur-material I made. Dwarves will now feel cold and discomfort from being on glaciers, but can wear fur-items to become immune to it. That is the theory, but the regional interactions never show up, so I cant test it. Any help is appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DaiVrath on July 20, 2013, 12:15:43 pm
I have a few questions about material emissions and attacks:

If a creature has, for example, a bite attack and a material emission attack, will they always use the material emission?  If not then, how frequently will it be used?

If I make a material emission that causes the creature to spit out rocks as an attack, what determines the temperature of the rocks that get spit out?  Will they just be the same as the creature's body temperature?  Can I / How could I make a material emission attack that launches an extremely cold substance at the enemy?

Finally, what determines how much damage regular attacks and material emission attacks do?

Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 20, 2013, 01:34:14 pm
Meph: why don't you just have the interaction give the syndrome directly instead of giving them a self-target interaction that does it?

DaiVrath:

1. No, but the material emission will be used as frequently as it's available (there's an explicitly defined cooldown).
2. Extremely cold can be done my making the material have an extremely low melting point and having the emission be a SOLID_GLOB.
3. "Damage" isn't actually an individual concept in-game; for normal attacks, it's a mix of how deep it penetrates, how much area it covers and its kinetic energy, which is a function of velocity and weight. For material emissions, it's solely kinetic energy, which, due to the very constant speed of emissions, can only be modified by weight.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rixie_Pakuna on July 20, 2013, 03:38:33 pm
I'm pretty much brand new to modding, and want to know if it's possible/how to make the following: Wooden mechanisms, wooden querns

Now, I know the basic Reaction format, but without mechanisms or querns listed in the reaction pages, I have very little to work off of.  I'm not sure which all tokens are supposed to go into it...  Here's all I really have (and I don't think I did it right...)
What should the product dimensions be in order for it to work the same as the normal mechanisms/querns? Are they supposed to have subtypes?  Either way... Neither of them are showing up in-game, and yes I did add them to the entity file and start a new world.

[REACTION:MAKE_WOODEN_MECHANISM]
   [NAME:make wooden mechanism]
   [BUILDING:MECHANICS:CUSTOM_M]
   [REAGENT:A:150:NONE:NONE:WOOD:NONE]
   [PRODUCT:100:1:NONE:NONE:MECHANISM:NONE][PRODUCT_DIMENSION:150]
   [SKILL:MECHANICS]

[REACTION:MAKE_WOODEN_QUERN]
   [NAME:make wooden quern]
   [BUILDING:CARPENTER:CUSTOM_Q]
   [REAGENT:A:150:NONE:NONE:WOOD:NONE]
   [PRODUCT:100:1:NONE:NONE:QUERN:NONE][PRODUCT_DIMENSION:150]
   [SKILL:CARPENTRY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 20, 2013, 03:46:03 pm
Okay. Here we go:

Items are in this format:

ITEM:ITEM_SUBTYPE (http://dwarffortresswiki.org/index.php/Item_token):MATERIAL:MATERIAL_SUBTYPE (http://dwarffortresswiki.org/index.php/Material_token)

Therefore, you're putting your items where the materials go. I've given you the links, which should help. Mechanisms and querns don't have subtypes, yes. Make sure your file is correctly labeled (file name at top, [OBJECT:REACTION] below that). Also, you can't add reactions to the mechanics workshop or the carpenter's, only the ones listed here. (http://dwarffortresswiki.org/index.php/Reaction#Building)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 20, 2013, 08:09:04 pm
Rixie: Here the correct form:

Code: [Select]

[REACTION:KOBOLD_MECHANISMS_WOOD]
[NAME:craft wooden mechanisms]
[BUILDING:WOODCARVER:CUSTOM_M]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT]

[REACTION:KOBOLD_CRAFT_WOOD_MILLSTONE]
[NAME:craft wooden millstone]
[BUILDING:WOODCARVER:CUSTOM_I]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:MILLSTONE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT]

[REACTION:KOBOLD_CRAFT_WOOD_QUERN]
[NAME:craft wooden quern]
[BUILDING:WOODCARVER:CUSTOM_Q]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:QUERN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT]

Putnam: Because I want the target verbs and verbs so that people have a feedback about who is cold. I want the creature itself to do this. Probably not really important, but its besides the point. The interaction works, its just that it doesnt show up naturally on glaciers. Thats my problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rixie_Pakuna on July 20, 2013, 08:54:51 pm
Thank you so much!  I tried fixing them on my own and they didn't work (again), so I'm very glad you posted these. :)
Edit: Oh. Except I think the woodcarver building must be a custom building... I have never seen that. I'm going to try to change it to one of the other buildings and hopefully it works...  I'm uneasy about what Putnam said with [BUILDING:CARPENTER] not being able to have reactions added... if it doesn't work I suppose I can just try diff buildings until it does work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 20, 2013, 09:15:05 pm
Quote from: DF Wiki
Valid buildings are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN, and any custom buildings (SOAP_MAKER, SCREW_PRESS, and anything you've added).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 20, 2013, 11:11:03 pm
Still open:

I wrote a couple of regional weather interactions, but somehow they dont show up ingame. I wanted special weather on glaciers... so here is what I wrote. Anyone got any idea why it never shows ingame? I tested 3 different worlds, embarked on glaciers, and only got normal rain.

Regional interaction that should affect everything, similar to the animation of undeads in evil biomes:
Code: [Select]
[INTERACTION:GALCIER_FREEZE_GENERAL1]
[I_SOURCE:REGION]
[IS_REGION:GLACIER]
[IS_FREQUENCY:100]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_REGION]
[IT_AFFECTED_CLASS:ALL_CREATURES]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]
[SYNDROME]
[SYN_NAME:coldness]
[SYN_CONTACT]
[SYN_IMMUNE_CLASS:FUR]
[SYN_IMMUNE_CLASS:GLACIER]
[SYN_AFFECTED_CLASS:ALL_CREATURES]
[CE_CAN_DO_INTERACTION:START:0:END:100]
[CDI:INTERACTION:GLACIER_FREEZE_6_SELF]
[CDI:TARGET:A:SELF_ONLY]
[CDI:ADV_NAME:freeze in the cold weather]
[CDI:TARGET_RANGE:A:1]
[CDI:VERB:are hit by cold rain and snow:is feeling chilly without the protection of thick fur:NA]
             [CDI:TARGET_VERB:are slowing down and trying to protect your eyes:slows down a bit and tries to conserve bodyheat]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:1000]

cold rain that should only affect creatures that come in contact with it on the surface, similar to evil blood/smudge/filth raining in evil biomes:
Code: [Select]
[INTERACTION:GLACIER_FREEZE_1_RAIN]
[I_SOURCE:REGION]
      [IS_REGION:NORMAL_ALLOWED]
      [IS_REGION:SAVAGE_ALLOWED]
      [IS_REGION:EVIL_ALLOWED]
      [IS_REGION:GOOD_ALLOWED]
      [IS_REGION:GLACIER]
[IS_FREQUENCY:100]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:GLACIER_FREEZE_1:WEATHER_FALLING_MATERIAL]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]

And a freezing fog, similar to husking/evil clouds/fogs:
Code: [Select]
[INTERACTION:GLACIER_FREEZE_4_GAS]
[I_SOURCE:REGION]
      [IS_REGION:NORMAL_ALLOWED]
      [IS_REGION:SAVAGE_ALLOWED]
      [IS_REGION:EVIL_ALLOWED]
      [IS_REGION:GOOD_ALLOWED]
      [IS_REGION:GLACIER]
[IS_FREQUENCY:100]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:GLACIER_FREEZE_4:WEATHER_CREEPING_GAS]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]

And the self-targeting interaction that the region should give, from the first example:
Code: [Select]
[INTERACTION:GLACIER_FREEZE_6_SELF]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_CANNOT_HAVE_SYNDROME_CLASS:GLACIER]
      [IT_CANNOT_HAVE_SYNDROME_CLASS:FUR]
      [IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:GLACIER]
[CE_SPEED_CHANGE:SPEED_PERC:90:START:0:END:1000]
[CE_NUMBNESS:SEV:25:PROB:100:START:0:PEAK:25:END:1000]

Any worldgen settings I overlooked? Number of procedually generated regional interactions drown out the custom ones? Do I have to set evil_rains:0 and so forth, even if the glacier is not in an evil biome?

Background info: I gave all ice-creatures the creature_class:glacier and added syn_class:fur, using itemsyndrome, to the fur-material I made. Dwarves will now feel cold and discomfort from being on glaciers, but can wear fur-items to become immune to it. That is the theory, but the regional interactions never show up, so I cant test it. Any help is appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DaiVrath on July 22, 2013, 09:28:03 am
I'd like to make a custom shear reaction to handle the shearing of a custom pet.

The vanilla shear reaction in the farmer's workshop works, but I want to make my shearing automatic (the closest way I can think of to simulate shedding).

Could anyone point me in the right direction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 22, 2013, 10:15:01 am
I'd like to make a custom shear reaction to handle the shearing of a custom pet.

The vanilla shear reaction in the farmer's workshop works, but I want to make my shearing automatic (the closest way I can think of to simulate shedding).

Could anyone point me in the right direction?
Automatic shearing isn't possible, but you can use nest boxes and [LAYS_UNUSUAL_EGGS:] to make your pet "shear" itself.

EDIT: By the way Meph, I tested your interactions and they work perfectly. I have no idea why they wouldn't show up in your worlds.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hommit on July 22, 2013, 11:58:01 am
[INTERACTION:GALCIER_FREEZE_GENERAL1]
does typo mean anything?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 22, 2013, 12:01:29 pm
[INTERACTION:GALCIER_FREEZE_GENERAL1]
does typo mean anything?
Not as long as the name is unique and the interaction is not referenced anywhere else, and since this is a region interaction, it wouldn't even make sense to reference it anywhere else.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: DaiVrath on July 22, 2013, 02:33:14 pm
I'd like to make a custom shear reaction to handle the shearing of a custom pet.

The vanilla shear reaction in the farmer's workshop works, but I want to make my shearing automatic (the closest way I can think of to simulate shedding).

Could anyone point me in the right direction?
Automatic shearing isn't possible, but you can use nest boxes and [LAYS_UNUSUAL_EGGS:] to make your pet "shear" itself.


Can a creature both lay unusual eggs and reproduce by egg laying?
If I do the following:

Code: [Select]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:LEATHERY_EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:200]
[CLUTCH_SIZE:2:4]
[LAYS_UNUSUAL_EGGS:GLOB:NONE:CREATURE_MAT:ANIMAL:DRAKE_SCALE]
[EGG_SIZE:100]
[CLUTCH_SIZE:6:8]

Then will it allow the creature to lay both eggs to produce offspring and "eggs" to shed scales?
What would determine how frequently each type of egg was laid?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 22, 2013, 02:49:56 pm
I have no idea if both egg-laying types would work together. I guess it won't hurt if you try it for yourself. As for the frequency, I have no idea either. Testing is probably appropriate.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kaos on July 23, 2013, 02:27:39 am
Does the [FREQUENCY] creature tag (or lack of) affect which animals are available on the embark screen (like dogs, ducks, etc)?

I know that for domestic animals there is the common_domestic tags, but if you mod goblins to be controllable, you'll notice that the only animals they can embark with are always Trolls and sometimes Ogres, the main difference I found between those two is the frequency tag, Trolls lack it altogether.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 23, 2013, 06:00:02 am
I'm pretty sure it doesn't, no.

Goblins get ogres and trolls because they have [USE_EVIL_ANIMALS]. This lets them domesticate evil sapients even if they don't have any [PET] or [COMMON_DOMESTIC] tags. It's more like a mutual understanding that it's time to bash heads.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 23, 2013, 11:24:03 am
Does the [FREQUENCY] creature tag (or lack of) affect which animals are available on the embark screen (like dogs, ducks, etc)?

I know that for domestic animals there is the common_domestic tags, but if you mod goblins to be controllable, you'll notice that the only animals they can embark with are always Trolls and sometimes Ogres, the main difference I found between those two is the frequency tag, Trolls lack it altogether.
I'm pretty sure it doesn't, no.

Goblins get ogres and trolls because they have [USE_EVIL_ANIMALS]. This lets them domesticate evil sapients even if they don't have any [PET] or [COMMON_DOMESTIC] tags. It's more like a mutual understanding that it's time to bash heads.
[BIOME] not [FREQUENCY] the FREQUENCY more over determins how often they show up in the random packs (if they are chosen to be that biomes 4-5 creatures) And the BIOME determines where they are, Ogres are
   [BIOME:SHRUBLAND_TEMPERATE]
   [BIOME:SAVANNA_TEMPERATE]
   [BIOME:GRASSLAND_TEMPERATE]
   [BIOME:SHRUBLAND_TROPICAL]
   [BIOME:SAVANNA_TROPICAL]
   [BIOME:GRASSLAND_TROPICAL]
and EVIL so a goblin civ needs to have some control over a EVIL + (above biomes) to get Ogres, and even then they have to be chosen by the world generator to be in that BIOME (someone had posted the formula in which creatures are picked for a biome)

And since goblins both have USE_CAVE_ANIMALS and USE_EVIL_ANIMALS which Trolls are both in caves and evil and caves tend to spread a bit farther then most other biomes (I believe) if anything goblins more or less have higher chances to live by an evil cavern.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kaos on July 23, 2013, 04:01:00 pm
So if the goblin civ happens to have access to the Ogres biomes and they get lucky with the RNG they get Ogres, right? I think they have frequency:50 so there's 50% chances of those biomes to actually have Ogres.

But what happens when you omit the frequency tag on a creature? like Trolls, are they 100% of the time guaranteed to show up on that biome?

Why don't playable Goblins are able to bring Giant Toads or Giant Cave Swallows or Giant Cave Spiders or other cave creatures?

I also tested modding Elves to be playable and removed the USE_ANY_PET_RACE, they are left only with Unicorns (no Frequency tag), why don't they get the other GOOD animals (all the remaining good animals have frequency tags)? I modded the frequency tags off the other good animals, yet the Elves would only have Unicorns on embark.

I modded Dwarves, removed all the common_domestic tag as to leave them only with the cave creatures I even modded off the frequency tags from Giant Toads, Giant Cave Swallows, etc, yet they get no animals at all on embark...

Isn't there a way to have let's say the Elves bring certain rooster of good animals the same way they always have access to Unicorns, Goblins a rooster of cave and evil animals the same way they always have access to Trolls and Dwarves to a rooster of mountain and cave animals, Kobolds and Animal-men a rooster of cave animals and leave the regular domestic animals to humans?

Also have a random rooster like the Ogres for Goblins that would only show up if the civ happens to have access to those biomes and the RNG was good to them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 23, 2013, 04:33:47 pm
well you see Unicorns are AFAIK the only LARGE GOOD creature in game, others are more or less vermin, and the reason why the other cave creatures are off limits to dwarves is because they have PET_EXOTIC on them, which means they have to be captured, and tamed, until domesticated

also anything lacking a frequency tag will default to 50 so infact unicorns have frequency:50. And since unicorns lack PET_EXOTIC (much like trolls and ogres) the entity says "hey Unicorns are large creatures, that are GOOD, so lets use them" because they have [USE_GOOD_ANIMALS] and the [USE_ANY_PET_RACE] basically says "If it can be tamed, use it" and since dwarves have only [USE_CAVE_ANIMALS] and [COMMON_DOMESTIC_PET] etc etc, they only use that, if you throw [USE_EVIL_ANIMIALS] dwarves will probably start to embark with trolls. and if you throw [USE_ANY_PET_RACE] you will have a larger selection of cave critters to embark with.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 23, 2013, 04:53:26 pm
Quote
So if the goblin civ happens to have access to the Ogres biomes and they get lucky with the RNG they get Ogres, right? I think they have frequency:50 so there's 50% chances of those biomes to actually have Ogres.

But what happens when you omit the frequency tag on a creature? like Trolls, are they 100% of the time guaranteed to show up on that biome?

If a goblin civ settles over a biome that has ogres living in it, sure, they take them in due to the fact that ogres are evil and can't speak. I haven't put in the rigorous science to back it up, but I'm pretty sure that Hugo's right and FREQUENCY just means how often they spawn in from the edge of the map compared to all the other choices available. That's why you see so many goddamn vermin-based animal men by default - the creature variations don't remove the FREQUENCY:100 that all the ticks and fleas and such have in vermin form.

If it's left empty, it defaults to FREQUENCY:50.

Quote
Why don't playable Goblins are able to bring Giant Toads or Giant Cave Swallows or Giant Cave Spiders or other cave creatures?

Because they only have [PET_EXOTIC], if any. AI warlords ignore exoticism rules and tame them as personal mounts even if they have [MOUNT_EXOTIC]. Civilizations in general only domesticate creatures with [PET].

Quote
I also tested modding Elves to be playable and removed the USE_ANY_PET_RACE, they are left only with Unicorns (no Frequency tag), why don't they get the other GOOD animals (all the remaining good animals have frequency tags)? I modded the frequency tags off the other good animals, yet the Elves would only have Unicorns on embark.

Because all the other ones can learn and speak. This disqualifies them from the domesticated pet role. Unicorns also have [MOUNT], which might influence it.

Quote
I modded Dwarves, removed all the common_domestic tag as to leave them only with the cave creatures I even modded off the frequency tags from Giant Toads, Giant Cave Swallows, etc, yet they get no animals at all on embark...

That's because the frequency tag doesn't affect this behavior! If you give them [PET] instead of [PET_EXOTIC], your dwarves will domesticate them in worldgen if they run into them in the first cavern level near the settlements.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Volfgarix on July 23, 2013, 07:29:09 pm
Few questions:

Have somebody idea how to raise wooden/glass block's output from 1 to 4? Is possible to change wood drop from tree to higher number? I managed to increase clay brick's output because it was in raws, but what with the rest?

If I want increase the growing time of some plants to year, it is needed to have all seasons allowed? If yes, that means I can plant even in winter?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 23, 2013, 07:35:33 pm
1. No, hardcoded
2. No, hardcoded
3. Yes
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Volfgarix on July 23, 2013, 07:49:50 pm
1. No, hardcoded
-snip-
Well, that means I should get new reaction to make 4 wooden blocks, but that means bit more mess in carpenter's menu.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 23, 2013, 07:51:59 pm
You can't add reactions to the carpenter's workshop.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Volfgarix on July 23, 2013, 08:03:52 pm
So, what about it? Found in other forum.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 23, 2013, 08:07:17 pm
Yeah, that'd work. Custom reactions in custom buildings.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Volfgarix on July 23, 2013, 08:22:00 pm
Why ToadyOne allowed to change things in kiln's and smelter's reactions, but hardcoded carpenty, glass furnace ect?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 23, 2013, 08:34:10 pm
Why ToadyOne allowed to change things in kiln's and smelter's reactions, but hardcoded carpenty, glass furnace ect?
Once upon a time, all buildings and their respective menus were hardcoded, as well as most reactions. Most buildings have a hardcoded set of reactions that is either fixed or generated from non-reaction raws (look at the forge for a good example). Only those buildings that had a generic reaction list as a menu could be upgraded to receive custom reactions, the other buildings would need some work done in their menus, but Toady decided that he would continue coding somewhere else in the program, and he hasn't returned there since.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 23, 2013, 09:44:02 pm
Still open:

I wrote a couple of regional weather interactions, but somehow they dont show up ingame. I wanted special weather on glaciers... so here is what I wrote. Anyone got any idea why it never shows ingame? I tested 3 different worlds, embarked on glaciers, and only got normal rain.

Regional interaction that should affect everything, similar to the animation of undeads in evil biomes:
Code: [Select]
[INTERACTION:GALCIER_FREEZE_GENERAL1]
[I_SOURCE:REGION]
[IS_REGION:GLACIER]
[IS_FREQUENCY:100]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_REGION]
[IT_AFFECTED_CLASS:ALL_CREATURES]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]
[SYNDROME]
[SYN_NAME:coldness]
[SYN_CONTACT]
[SYN_IMMUNE_CLASS:FUR]
[SYN_IMMUNE_CLASS:GLACIER]
[SYN_AFFECTED_CLASS:ALL_CREATURES]
[CE_CAN_DO_INTERACTION:START:0:END:100]
[CDI:INTERACTION:GLACIER_FREEZE_6_SELF]
[CDI:TARGET:A:SELF_ONLY]
[CDI:ADV_NAME:freeze in the cold weather]
[CDI:TARGET_RANGE:A:1]
[CDI:VERB:are hit by cold rain and snow:is feeling chilly without the protection of thick fur:NA]
             [CDI:TARGET_VERB:are slowing down and trying to protect your eyes:slows down a bit and tries to conserve bodyheat]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:1000]

cold rain that should only affect creatures that come in contact with it on the surface, similar to evil blood/smudge/filth raining in evil biomes:
Code: [Select]
[INTERACTION:GLACIER_FREEZE_1_RAIN]
[I_SOURCE:REGION]
      [IS_REGION:NORMAL_ALLOWED]
      [IS_REGION:SAVAGE_ALLOWED]
      [IS_REGION:EVIL_ALLOWED]
      [IS_REGION:GOOD_ALLOWED]
      [IS_REGION:GLACIER]
[IS_FREQUENCY:100]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:GLACIER_FREEZE_1:WEATHER_FALLING_MATERIAL]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]

And a freezing fog, similar to husking/evil clouds/fogs:
Code: [Select]
[INTERACTION:GLACIER_FREEZE_4_GAS]
[I_SOURCE:REGION]
      [IS_REGION:NORMAL_ALLOWED]
      [IS_REGION:SAVAGE_ALLOWED]
      [IS_REGION:EVIL_ALLOWED]
      [IS_REGION:GOOD_ALLOWED]
      [IS_REGION:GLACIER]
[IS_FREQUENCY:100]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:GLACIER_FREEZE_4:WEATHER_CREEPING_GAS]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]

And the self-targeting interaction that the region should give, from the first example:
Code: [Select]
[INTERACTION:GLACIER_FREEZE_6_SELF]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_CANNOT_HAVE_SYNDROME_CLASS:GLACIER]
      [IT_CANNOT_HAVE_SYNDROME_CLASS:FUR]
      [IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:GLACIER]
[CE_SPEED_CHANGE:SPEED_PERC:90:START:0:END:1000]
[CE_NUMBNESS:SEV:25:PROB:100:START:0:PEAK:25:END:1000]

Any worldgen settings I overlooked? Number of procedually generated regional interactions drown out the custom ones? Do I have to set evil_rains:0 and so forth, even if the glacier is not in an evil biome?

Background info: I gave all ice-creatures the creature_class:glacier and added syn_class:fur, using itemsyndrome, to the fur-material I made. Dwarves will now feel cold and discomfort from being on glaciers, but can wear fur-items to become immune to it. That is the theory, but the regional interactions never show up, so I cant test it. Any help is appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 23, 2013, 09:46:54 pm
EDIT: By the way Meph, I tested your interactions and they work perfectly. I have no idea why they wouldn't show up in your worlds.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 23, 2013, 10:52:50 pm
EDIT: By the way Meph, I tested your interactions and they work perfectly. I have no idea why they wouldn't show up in your worlds.
Can you give him what settings you used (custom worldgen, etc,etc) might help him see why maybe his worlds arn't using them.

EDIT:
I have the same issue with my custom weather interactions, but I haven't done any testing to see if the last suggested changes fixed it or not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kaos on July 23, 2013, 11:32:10 pm
For testing purposes I removed all DOMESTIC tags from my entities, I also copied the Horse raws to create extra horse creatures without the DOMESTIC tags, to test the embark screen:
* mountain horse: biome: mountain
* grassland horse: biome: any_grassland
* forest horse: biome: any_forest
* cave horse: biome: subterranean_chasm and the depth tag
* evil horse: biome: any_land and evil tag
* good horse: biome: any_land and good tag
* evil cave horse: cave horse plus evil tag
* good cave horse: cave horse plus good tag

Dwarfs can bring "cave horses" as animals, I check the meat items and I have "mountain horse" and "grassland horse" meats.... so why don't the "mountain horses" show up as selectable animals?
Elves have "good horses" as animals,  shouldn't they have at least "forest horses" too?
Goblins have "evil horses", "evil cave horses" and "cave horses"
Humans have "grassland horses" and old regular horses in their items (leathers, meats) but nothing as selectable animals

In my next test I removed the [PET] tag from my custom horse creatures and I got:

Humans with no pet animals and "forest horses", "mountain horses" and "grassland horses" as products
Dwarves with no pet animals and "cave horses" and "mountain horses" as products
Goblins with "evil cave horses" as pet animals and "cave horses", "grassland horses", "forest horses", and "evil cave horses" as products, why "evil horses" didn't show up is beyond me...
Elves with "good horses" as pet animals

It seems that the USE_GOOD_ANIMALS and USE_EVIL_ANIMALS tags ignore the PET tags while USE_CAVE_ANIMALS, USE_ANY_PET_RACE and USE_DOMESTIC_ include the creatures with PET in the list of selectable animals
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 24, 2013, 01:15:10 am
MagmaFry, I must have overlooked that edit of yours. So yeah, I know that they should work, but in 3 test-worlds they did not appear for me. Its like the undead-animation in evil biomes, its not in all evil biomes, just in most of them. I am still trying to figure out what determines if these interactions show up or not. If the worldgen settings have an influence. Hugo is quite right, knowing your worldgen settings would help. :)

On the other hand, I did just release MasterworkDF with those interactions, so I hope to get some feedback on glaciers that way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: George7823 on July 24, 2013, 01:50:18 am
Hey guys  :D, I'm having problems trying to put Bronze Colossus as Playable Race in Adventure mode . I Putted
Code: [Select]
[ENTITY:BRONZE][INDIV_CONTROLLABLE][CREATURE:COLOSSUS_BRONZE]  on entity_default.txt at the bottom.  But when i try to make a new world it keep rejecting and restarting. D: I checked the error Log but nothing. :/
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 24, 2013, 01:55:09 am
Hey guys  :D, I'm having problems trying to put Bronze Colossus as Playable Race in Adventure mode . I Putted
Code: [Select]
[ENTITY:BRONZE][INDIV_CONTROLLABLE][CREATURE:COLOSSUS_BRONZE]  on entity_default.txt at the bottom.  But when i try to make a new world it keep rejecting and restarting. D: I checked the error Log but nothing. :/
The worldgen errors are found in map_rejection_log.txt, but this isn't generated by default. You have to go into d_init.txt and set LOG_MAP_REJECTS to YES to find out what's wrong with the worldgen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: George7823 on July 24, 2013, 01:20:18 pm
Alright I found the Problem(Thanks to MagmaFry) :D, For some odd reason world Generations wont Generate Civilizations weird. :/  Any idea why?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 24, 2013, 01:29:15 pm
Alright I found the Problem(Thanks to MagmaFry) :D, For some odd reason world Generations wont Generate Civilizations weird. :/  Any idea why?
I tested your changes and they work fine for me. Did you change any other parts of the raws? Did you change any worldgen settings?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: George7823 on July 24, 2013, 02:35:43 pm
Well I tried putting  [PLAYABLE_RACE] Token Under Bronze Colossus on Creature Standard .txt but I removed it because it was one of Problems. And I remember tried Spawning Logs on the reaction smelter on my Dwarf Fortress mode but that didn't work. :/ And that all . Should I just get a another Fresh Copy of Dwarf fortress and deletes the old One . Also did Bronze Colossus Playable on adventure worked?   
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 24, 2013, 02:47:32 pm
Well I tried putting  [PLAYABLE_RACE] Token Under Bronze Colossus on Creature Standard .txt but I removed it because it was one of Problems. And I remember tried Spawning Logs on the reaction smelter on my Dwarf Fortress mode but that didn't work. :/ And that all . Should I just get a another Fresh Copy of Dwarf fortress and deletes the old One . Also did Bronze Colossus Playable on adventure worked?
Yes, I can play as a bronze colossus in adv mode in the world I just generated. And yes, you'll probably need a new copy of DF if you can't remember everything you changed. Hint: Next time, make a backup of the default raws folder, so you won't need to reextract (or even redownload) the entire DF folder.

By the way, here's a valid log-making reaction for the smelter:
Code: [Select]
[REACTION:MAKE_LOGS]
  [NAME:spawn a log]
  [BUILDING:SMELTER:NONE]
  [PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:OAK:WOOD]
Don't forget to add [PERMITTED_REACTION:MAKE_LOGS] to all entities that should be able to do that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stalhansch on July 24, 2013, 02:51:58 pm
This is my first time posting so apologies if I do something incorrectly.

As someone who has taught the use of, and regularly handles medieval-type weapons, I have naturally been unhappy with the behaviour of the weapons in vanilla DF. I sought to tailor their stats to better behave to my liking, however it appears that no matter what values I tweak, I still end up with small daggers severing arms and legs (and just recently cutting a human completely in half, but this has only happened once so far).

This is the vanilla DF dagger's slashing attack.
Code: [Select]
[ATTACK:EDGE:1000:800:slash:slashes:NO_SUB:1250]It is my understanding that the first number value is the contact area of the attack and the second number value is how deep the attack goes. It is also my understanding that if the size of the limb being struck is less than these values then it is virtually guaranteed that the limb will be severed.

I figured reducing these values would be enough to solve my problem. Here is what I've changed them to.
Code: [Select]
[ATTACK:EDGE:100:500:cut:cuts:edge:1000]I realise this has technically made the slashing attack a stabbing attack, which should make it even less likely to sever limbs, yet it still does.

I am left to assume that it might be the actual limb size that needs to be tweaked.

My questions are:
1. Is it my error or misunderstanding that is causing my troubles? If so, would you all please point them out to me?
2a. If it is not my error or misunderstanding, how do I change the limb sizes on creatures, and what would be the possible consequences of doing so?
2b. Is there a coherent list or such detailing the relative size of limbs on a human or dwarf (or elf, or whathaveyou), or otherwise where would I find such information in the raw files?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 24, 2013, 03:26:48 pm
My questions are:
1. Is it my error or misunderstanding that is causing my troubles? If so, would you all please point them out to me?
2a. If it is not my error or misunderstanding, how do I change the limb sizes on creatures, and what would be the possible consequences of doing so?
2b. Is there a coherent list or such detailing the relative size of limbs on a human or dwarf (or elf, or whathaveyou), or otherwise where would I find such information in the raw files?
1. I don't really understand the mechanics either. I guess you could make the dagger have lots of attacks with modified parameters (most importantly attack speed) for testing, then just pick the one that behaves most like you want it to behave.
2a. Regardless of how large the body sizes are, it is still best practice to change the attack to match the body, not vice versa.
2b. There are three places in the raws where bodypart sizes can be defined. In [BODY:] raws (body_default.txt), RELSIZE defines the relative size of a body part to the other body parts. These sizes can be overridden in a creature by using a body detail plan with BP_RELSIZE (b_detail_plan_default.txt defines HUMANOID_RELSIZES which is actually used by most natural creatures, not only humanoid ones), and you can further override them in creature raws by using RELSIZE (look at the dwarf raws in creature_standard.txt to see how they get bigger-than-default livers).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stalhansch on July 24, 2013, 03:44:08 pm
1. I don't really understand the mechanics either. I guess you could make the dagger have lots of attacks with modified parameters (most importantly attack speed) for testing, then just pick the one that behaves most like you want it to behave.
2a. Regardless of how large the body sizes are, it is still best practice to change the attack to match the body, not vice versa.
2b. There are three places in the raws where bodypart sizes can be defined. In [BODY:] raws (body_default.txt), RELSIZE defines the relative size of a body part to the other body parts. These sizes can be overridden in a creature by using a body detail plan with BP_RELSIZE (b_detail_plan_default.txt defines HUMANOID_RELSIZES which is actually used by most natural creatures, not only humanoid ones), and you can further override them in creature raws by using RELSIZE (look at the dwarf raws in creature_standard.txt to see how they get bigger-than-default livers).

1. I've tweaked them several times over as it is, but I suppose I could just crunch it out and keep experimenting.
2a. I figured as much.
2b. Do these RELSIZE values really only adjust the size in comparison to the creature's other body parts and not the size of the limb in general? By that, I mean
Code: [Select]
[BODY:BASIC_3PARTARMS]
[BP:RUA:right upper arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
Is the 200 value just a ratio-type figure or is that the actual size of the limb making it so that a contact area of 200 or greater would hit the entire surface of the limb? Based on what the file says it seems to only be a ratio-type figure and means nothing when it comes to weapon stats.

If no one knows for sure I suppose I'll just have to dig in and figure it out.

Thank you for the response.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 24, 2013, 03:51:10 pm
No, the 200 is just relative to the body. So if an upper body has relsize 1000 and an upper arm has relsize 200, DF will make the upper body five times as large as the upper arm. Also, remember that the creatures have a BODY_SIZE value, which also determines the size of the body parts. For example, both dragons and cats use the QUADRUPED body definition, yet dragon legs are still much larger than cat legs.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 24, 2013, 04:03:24 pm
Think of them as "shares".

Imagine a body with relsizes of 50 for the head, 200 for the torso, 30 for each arm and 100 for each leg. The creature is SIZE:60000 (60.000 cm³, about 60kg with human tissue densities).

The total amount of relsize "shares" is 510. How big is one of the arms?
30/510 ≈ 0.0588 (percentage of total body volume)
0.0588*60000 = 3529

This lumpy-ass mystery creature has an arm about 3530 cm³ big. Weapons with a contact area of 3530 or more cover the entire limb and may sever it if they have the heft (and the 3530 penetration depth).

Add all the RELSIZE from limbs, lumps, features, organs, bits and bobs together and you can determine the exact size of anything. The standard dwarf's total RELSIZE is somewhere around 4700 or so.
 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 24, 2013, 04:12:26 pm
-snip-

By the way, here's a valid log-making reaction for the smelter:
Code: [Select]
[REACTION:MAKE_LOGS]
  [NAME:spawn a log]
  [BUILDING:SMELTER:NONE]
  [PRODUCT:100:1:LOG:NO_SUBTYPE:PLANT_MAT:WOOD:OAK]
Don't forget to add [PERMITTED_REACTION:MAKE_LOGS] to all entities that should be able to do that.

Ummm... I don't think LOG is a valid item type. Try [PRODUCT:100:1:WOOD:NONE:PLANT_MAT:OAK:WOOD]
Kinda had that really messed up lol
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: socks on July 24, 2013, 04:29:24 pm
Hi, I'm new to modding df. How can I make vampirism an effect of drinking something? I can't find anything in the raws or in the modding guide that helps.  :-\
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 24, 2013, 05:22:23 pm
Hi, I'm new to modding df. How can I make vampirism an effect of drinking something? I can't find anything in the raws or in the modding guide that helps.  :-\
Gonna have to make your own, here is the interaction Example that comes with DF for vampire curses:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 24, 2013, 06:41:51 pm
Ummm... I don't think LOG is a valid item type. Try [PRODUCT:100:1:WOOD:NONE:PLANT_MAT:OAK:WOOD]
Kinda had that really messed up lol
Oops.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 24, 2013, 11:08:31 pm
Well I tried putting  [PLAYABLE_RACE] Token Under Bronze Colossus on Creature Standard .txt but I removed it because it was one of Problems. And I remember tried Spawning Logs on the reaction smelter on my Dwarf Fortress mode but that didn't work. :/ And that all . Should I just get a another Fresh Copy of Dwarf fortress and deletes the old One . Also did Bronze Colossus Playable on adventure worked?

There is no [PLAYABLE_RACE] token. You can't just make them up. Anything not on the wiki doesn't exist. Etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kaos on July 25, 2013, 12:56:09 am
what happens if I add
[BIOME:SUBTERRANEAN_CHASM]
but omit
[UNDERGROUND_DEPTH:1:2]

UNDERGROUND_DEPTH defaults to what values?

Also has anyone tried
[UNDERGROUND_DEPTH:0:0]
in the wiki says that level 0 is above ground, would a creature show up everywhere?

Edit:
is it impossible to have a creature to show up both on the surface and in the caverns? I tried:
[BIOME:ANY_LAND][BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:0:1][PET]
but it seems to simply ignore the subterranean biome, a civ with USE_CAVE_ANIMALS is unable to embark with them while they are perfectly fine with:
[BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:1:1][PET]

I was intending to have mountain goats and other exclusively mountain creatures become pets for Dwarves only (without using the domestic tags, in a similar manner how GOOD, EVIL work) by adding:
[UNDERGROUND_DEPTH:0:0]
but it seems that tag alone doesn't make them selectable by the USE_CAVE_ANIMALS, also adding the caverns as second biome:
[BIOME:MOUNTAIN][BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:0:1][PET]
doesn't seem to work either... =/

Also trying to trick it by using:
[BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:0:0]
doesn't work at all the creature simply doesn't show up ever.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 25, 2013, 11:53:43 am
what happens if I add
[BIOME:SUBTERRANEAN_CHASM]
but omit
[UNDERGROUND_DEPTH:1:2]

UNDERGROUND_DEPTH defaults to what values?

Also has anyone tried
[UNDERGROUND_DEPTH:0:0]
in the wiki says that level 0 is above ground, would a creature show up everywhere?

Edit:
is it impossible to have a creature to show up both on the surface and in the caverns? I tried:
[BIOME:ANY_LAND][BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:0:1][PET]
but it seems to simply ignore the subterranean biome, a civ with USE_CAVE_ANIMALS is unable to embark with them while they are perfectly fine with:
[BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:1:1][PET]

I was intending to have mountain goats and other exclusively mountain creatures become pets for Dwarves only (without using the domestic tags, in a similar manner how GOOD, EVIL work) by adding:
[UNDERGROUND_DEPTH:0:0]
but it seems that tag alone doesn't make them selectable by the USE_CAVE_ANIMALS, also adding the caverns as second biome:
[BIOME:MOUNTAIN][BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:0:1][PET]
doesn't seem to work either... =/

Also trying to trick it by using:
[BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:0:0]
doesn't work at all the creature simply doesn't show up ever.

for special critters involving the caves use the UNDERGROUND_DEPTH:0:0 then common domestic, they should count as cave creatures thus not allowed for the other races (unless they use cave creatures too) if that fails make them depth 1:1 but give them [NO_SPRING][NO_SUMMER][NO_AUTUMN][NO_WINTER] thus they show up for embarking/trading but never in game
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dwarfu on July 25, 2013, 01:20:32 pm
What are [INTERNAL] body parts internal to, the CONTYPE?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kaos on July 25, 2013, 01:40:37 pm
for special critters involving the caves use the UNDERGROUND_DEPTH:0:0 then common domestic, they should count as cave creatures thus not allowed for the other races (unless they use cave creatures too) if that fails make them depth 1:1 but give them [NO_SPRING][NO_SUMMER][NO_AUTUMN][NO_WINTER] thus they show up for embarking/trading but never in game
In my previous trials I used several combinations of UNDERGROUND_DEPTH and Biomes tags, what I found out was:
1) Biome: Subterranean_Chasm seems to get overrode by above ground biomes, I tried:
[BIOME:ANY_LAND][BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:0:0]
[BIOME:ANY_LAND][BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:0:1]
[BIOME:ANY_LAND][BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:1:1]
All those only showed up as products for civs with above ground access.

2)
[BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:0:0] doesn't work at all for CAVE civs, if you want to get the creature by USE_CAVE_ANIMALS you need to include cave level 1, these do work:
[BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:0:1]
[BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:1:1]

3) My most recent test involved seeing if I could abuse the different COMMON_DOMESTIC_? tags, for let's say give dwarves access by using COMMON_DOMESTIC_MOUNT and leave the other tags for humans only:
[COMMON_DOMESTIC][MOUNT] works for products only
[COMMON_DOMESTIC][MOUNT_EXOTIC] doesn't work at all, neither for selectables nor products
[COMMON_DOMESTIC][PET_EXOTIC]doesn't work at all, neither for selectables nor products

4) I still have to try the WAGON_PULLER and PACK_ANIMAL by themselves (without the PET tag that obviously do work)

The only way I see your suggestion working is by trying:
[BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:1:1]
[NO_SPRING][NO_SUMMER][NO_AUTUMN][NO_WINTER]
[COMMON_DOMESTIC][PET]
So the creature doesn't really show inside the caverns but is still selectable as a pet, the downside is that I *think* it will not only show for the USE_CAVE_ANIMALS civs but also for all the civs with COMMON_DOMESTIC_PET, so I'd have to give dwarves both tags? and humans by only having the domestic one would also have access to the pets and goblins with only cave would have access because of the combination of cave biome, depth 1 and pet tags?
Maybe like this:

[BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:1:1]
[NO_SPRING][NO_SUMMER][NO_AUTUMN][NO_WINTER]
[PET]
I suspect this won't work since the seasons tags completely remove the creatures and there's nothing to force them to be selectable like the COMMON_DOMESTIC tag?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 25, 2013, 01:45:31 pm
What are [INTERNAL] body parts internal to, the CONTYPE?

Well... yeah.

Code: [Select]
[BODY:SKULL]
[BP:SKULL:skull:STP]
[CONTYPE:HEAD]
[INTERNAL]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 25, 2013, 01:50:55 pm
CONTYPE or CON or CON_CAT.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dwarfu on July 25, 2013, 01:53:41 pm
CONTYPE or CON or CON_CAT.

Ok, instead of asking a series of questions to get at where I'm going, let me just ask - are there no bones in a hydra's necks?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 25, 2013, 01:54:26 pm
Bones are tissues, not BPs. I would assume that there are bones in hydra's necks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dwarfu on July 25, 2013, 02:01:10 pm
Bones are tissues, not BPs.

I know the difference.   Assumptions are bad.

A hydra uses BODY:7HEADNECKS which categorizes the necks as CATEGORY:NECK.

The body detail template it uses is VERTEBRATE_TISSUE_LAYERS, which loads muscle, fat and scale.  There is nothing internal to the necks...so where is the bone?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 25, 2013, 02:14:27 pm
Bones are tissues, not BPs.

I know the difference.   Assumptions are bad.

A hydra uses BODY:7HEADNECKS which categorizes the necks as CATEGORY:NECK.

The body detail template it uses is VERTEBRATE_TISSUE_LAYERS, which loads muscle, fat and scale.  There is nothing internal to the necks...so where is the bone?
wha--

my hydras have "[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]"
   [BP_LAYERS:BY_CATEGORY:NECK:ARG3:50:ARG2:5:ARG1:1] in the BDP
you are indeed correct that there is no bones in the necks. However is the neck connected to the HEAD for hydras? Cause I'm going to assume that the internal SPINE bodypart uses bone.

EDIT:

Funny enough hydras use SPINE which (my current raws) is the middle and lower spine (upperbody lowerbody) so the hydra necks (which got Neck to body Head to Neck) lack any spine or bone You could just add in NECK_SPINE then all 7 necks would have a spine

But what would be the issue with breaking one neck spine? Will the NERVOUS tissue understand that there are 7 THOUGHT parts and happily not cripple the whole beast?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dwarfu on July 25, 2013, 02:23:20 pm
Bones are tissues, not BPs.

I know the difference.   Assumptions are bad.

A hydra uses BODY:7HEADNECKS which categorizes the necks as CATEGORY:NECK.

The body detail template it uses is VERTEBRATE_TISSUE_LAYERS, which loads muscle, fat and scale.  There is nothing internal to the necks...so where is the bone?
wha--

SPINE

But what would be the issue with breaking one neck spine? Will the NERVOUS tissue understand that there are 7 THOUGHT parts and happily not cripple the whole beast?

Yes, this is what I was getting at.  The BODY:7HEADNECKS:SPINE (categorized as NECK/SPINE) combo that hydras use is working differently than the BODY:NECK:SPINE (all categorized as SPINE) that other creatures (such as dragons) use - they are more like meat tubes.

It may have been intentional on Toady's part.  I thought having multiple heads made it redundant (like an ettin), but I'll have to test a bit.

Also, on the loaded tissue layers, I was referring to just what the neck loads, not what the template sends in.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dwarfu on July 25, 2013, 02:48:32 pm
I added in the NECK_SPINE x7 and changed the CON_CAT to CON to connect/be internal to the meat necks, since they connect to the upper body already.  Put 6 hydras in the arena and didn't notice anything strange yet.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 25, 2013, 03:15:45 pm
Bones are tissues, not BPs.

I know the difference.   Assumptions are bad.

I've dealt with so many people asking questions, I tend not to keep track.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on July 25, 2013, 04:57:27 pm
Alot of people seem to like vampirism I imagine because its like an instant boost to your stats and you no longer have to eat or sleep only needing blood from living creatures I wanted to make a reaction for vampirism that would allow an adventurer to become one easily basically cheating for vampirism but so far I am having trouble. If anyone can point out my mistake I would appreciate it. Thanx

I made a new plant. The placement of the syndrome, or the syndrome itself may be the issue.
Spoiler (click to show/hide)

and an adventurer reaction
Spoiler (click to show/hide)

I'm sure my mistake is obvious I just can't see it...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 25, 2013, 05:48:58 pm
placed wrong, you call the syndrome after the [BASIC_MAT] and [DRINK] which will do nothing since Syndromes need to be attached to a material (or given through interaction) so move both SYNDROMEs under each [USE_MATERIAL_TEMPLATE] calls for the structual and drink
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on July 25, 2013, 06:09:08 pm
thanks Hugo my other issue though is that the reaction does not spawn the plant
instead it creates a generic "plants" item
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 25, 2013, 06:19:46 pm
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:VAMPIRIC_ROSE:STRUCTURAL]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on July 25, 2013, 06:21:36 pm
aye how long will it take me to understand this thanks again Hugo
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on July 25, 2013, 07:26:51 pm
I assume there is no way to have a civ composed of multiple races?
(Btw, it would be on the level of giraffe mates with lemur to make giant armadillo levels weirdness, so I am not doing castes)
Thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 25, 2013, 07:54:30 pm
Since you're not doing castes, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on July 25, 2013, 11:36:28 pm
I hate to bother you guys again but i'm still doing something wrong
the flower pops up just fine however the syndrome does not take affect
I messed around with this all day and can't seem to get it right.

the plant
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 25, 2013, 11:39:50 pm
You need to add [SYN_INGESTED] to the syndrome definitions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on July 25, 2013, 11:41:31 pm
I'm sorry definitions?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 25, 2013, 11:59:33 pm
The part under [SYNDROME].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 26, 2013, 12:00:01 am
I'm sorry definitions?
Just put [SYN_INGESTED] right after the [SYNDROME] tags.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on July 26, 2013, 12:07:49 am
Works like a dream thanks again guys and I'm sorry to bother you with it.
If anyone wants this.

Plant
Spoiler (click to show/hide)

Reaction
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 26, 2013, 12:16:17 am
What is the raw file with the most variation possible in it?

EDIT: Creatures, inorganics, syndromes, due to all having classes, of which there can be an arbitrary amount. And with that, I'm off and this question can be ignored. This wasn't a test or anything, I was genuinely asking and happened to get an answer before anyone answered >_>
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on July 26, 2013, 01:20:55 am
What is the proper way to reanimate zombies so they won't immediately turn on you?  I have this interaction:

Code: [Select]
[INTERACTION:REANIMATE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]

Now, whenever a creature uses this interaction, the zombie instantly starts attacking them.  I'm all but sure that's because of the OPPOSED_TO_LIFE tag, but when I added NOT_LIVING to the creature using the interaction it didn't make a difference.  It just leads to an infinite loop of killing things, reanimating them and killing them again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on July 26, 2013, 03:07:34 am
Since you're not doing castes, no.
Drat. Oh well. Thanks, Putnam
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on July 26, 2013, 06:00:25 am
What is the proper way to reanimate zombies so they won't immediately turn on you?  I have this interaction:

Code: [Select]
[INTERACTION:REANIMATE]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CORPSE]
      [IT_LOCATION:CONTEXT_ITEM]
      [IT_AFFECTED_CLASS:GENERAL_POISON]
      [IT_REQUIRES:FIT_FOR_ANIMATION]
      [IT_FORBIDDEN:NOT_LIVING]
      [IT_MANUAL_INPUT:corpses]
   [I_EFFECT:ANIMATE]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Animated corpse]
      [SYNDROME]
         [CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
         [CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
         [CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
         [CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]

Now, whenever a creature uses this interaction, the zombie instantly starts attacking them.  I'm all but sure that's because of the OPPOSED_TO_LIFE tag, but when I added NOT_LIVING to the creature using the interaction it didn't make a difference.  It just leads to an infinite loop of killing things, reanimating them and killing them again.
Were you testing in the arena? It has weird ethics that tend to override other behaviours.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on July 26, 2013, 07:39:52 am
Nope, this was in fort mode.  It may be due to something unrelated: in order to make sure the creature I wanted attacked me (it was a megabeast), I was forcing an invasion with DFHack, then transforming one of the invaders into said creature.  Literally everything else about it works (including all of its other interactions), but the zombies keep attacking it.  Maybe DF just doesn't apply the undead flag when transforming or something?

I'm willing to live with the zombies not actually having the undead tag, actually.  If I remove NOT_LIVING and OPPOSED_TO_LIFE, is there any way to make them attack unaffiliated things on sight, or is just being an invader good enough for that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 26, 2013, 10:25:55 am
Nope, this was in fort mode.  It may be due to something unrelated: in order to make sure the creature I wanted attacked me (it was a megabeast), I was forcing an invasion with DFHack, then transforming one of the invaders into said creature.  Literally everything else about it works (including all of its other interactions), but the zombies keep attacking it.  Maybe DF just doesn't apply the undead flag when transforming or something?

I'm willing to live with the zombies not actually having the undead tag, actually.  If I remove NOT_LIVING and OPPOSED_TO_LIFE, is there any way to make them attack unaffiliated things on sight, or is just being an invader good enough for that?

well you could have a creature that has CRAZED and you transform one invader or a creature into the "boss" version (caste) and that boss transforms others into the "minion" (caste) since they are all the same creature they won't attack each other, but will still kill everything else.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on July 26, 2013, 10:40:21 am
Using CRAZED is tempting, but it would require doing some strange stuff with the castes.  I might be able to finagle it to work, but I'd have to add castes to either the boss creature or the minions, and this is for an already running game.  The last time I added castes to an existing creature to an existing save some strange stuff happened (most of their blood turned pink or gray...).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pie Maker on July 27, 2013, 05:53:02 am
Could someone please explain what the following mean?

SUPERNATURAL_LEARNING_POSSIBLE
MUNDANE_RESEARCH_POSSIBLE

The wiki explains them as "the secret can be learned by supernatural means" and "the secret can be researched by mundane means", respectively but I don't fully understand these definitions. Especially the latter-does it mean that the secret can be learnt through research in books containing the secret during worldgen? Because I have never seen that happen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kaos on July 27, 2013, 06:19:53 am
I did some more testing:
[COMMON_DOMESTIC][WAGON_PULLER]
[COMMON_DOMESTIC][PACK_ANIMAL]
[COMMON_DOMESTIC][MOUNT]
[COMMON_DOMESTIC][MOUNT_EXOTIC]

Don't work on their own, but if you add the [PET] tag these do work:

[COMMON_DOMESTIC_PACK] alone makes [COMMON_DOMESTIC][PACK_ANIMAL][PET] selectable
[COMMON_DOMESTIC_PULL] alone makes [COMMON_DOMESTIC][WAGON_PULLER][PET] selectable
[COMMON_DOMESTIC_MOUNT] alone makes [COMMON_DOMESTIC][MOUNT][PET] selectable

Interestingly this does work:
[BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:1:1]
[NO_SPRING][NO_SUMMER][NO_AUTUMN][NO_WINTER]
[COMMON_DOMESTIC][PET]
only the civs with [USE_CAVE_ANIMALS] have these as selectables while humans with [COMMON_DOMESTIC_PET] ignore these creatures completely

Even more interestingly this also works as noted above only that it's not 100% of the time
[BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:1:1]
[NO_SPRING][NO_SUMMER][NO_AUTUMN][NO_WINTER]
[PET]

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 27, 2013, 09:31:35 am
Could someone please explain what the following mean?

SUPERNATURAL_LEARNING_POSSIBLE
MUNDANE_RESEARCH_POSSIBLE

The wiki explains them as "the secret can be learned by supernatural means" and "the secret can be researched by mundane means", respectively but I don't fully understand these definitions. Especially the latter-does it mean that the secret can be learnt through research in books containing the secret during worldgen? Because I have never seen that happen.
I_SOURCE:SECRET means that this interaction is actually applied to random people in worldgen. The SUPERNATURAL_LEARNING_POSSIBLE and MUNDANE_RESEARCH_POSSIBLE define what the flavor text in worldgen is when this interaction is applied to a historical figure. MUNDANE_TEACHING_POSSIBLE means that a teacher can apply the interaction to his disciples, and MUNDANE_RECORDING_POSSIBLE means that someone with the secret can store it in a text, and any subsequent readers of this text have this interaction applied to themselves too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 27, 2013, 01:07:56 pm
SUPERNATURAL_LEARNING_POSSIBLE actually means that deities or creatures with the [SUPERNATURAL] token with the particular spheres associated with the secret can teach it to worshipers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Quailman on July 27, 2013, 07:36:04 pm
My game crashes during the history section of world generation.  The errorlog is always totally empty after the game crashes.  I understand that this sort of thing is often an issue with very long histories, but I've only managed to get two worlds past year 200, and it often crashes around year 80, and sometimes as early as year 5.  This occurs regardless of the size of the world.

I know that it isn't an issue of RAM, as the Dwarf Fortress process never even exceeds a third of a gig of physical memory, according to the process manager.  It also occurs in exactly the same way if I cut down the world's population dramatically.

One time I got an "impoverished word selector" error, so I tried allowing every civilization to use any symbol for anything, but this didn't help.  I even disabled all overworld constructions and things like human cities that seem (to me, anyway) to be more complicated and intensive.

I just cant fathom what it is that is causing these crashes.  Any ideas?

EDIT: Forgot to mention that I added two civilizations, though removing either or both does not stop the game from crashing.  I also added a number of very small things like materials and custom weapons.



Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 27, 2013, 08:44:39 pm
My game crashes during the history section of world generation.  The errorlog is always totally empty after the game crashes.  I understand that this sort of thing is often an issue with very long histories, but I've only managed to get two worlds past year 200, and it often crashes around year 80, and sometimes as early as year 5.  This occurs regardless of the size of the world.

I know that it isn't an issue of RAM, as the Dwarf Fortress process never even exceeds a third of a gig of physical memory, according to the process manager.  It also occurs in exactly the same way if I cut down the world's population dramatically.

One time I got an "impoverished word selector" error, so I tried allowing every civilization to use any symbol for anything, but this didn't help.  I even disabled all overworld constructions and things like human cities that seem (to me, anyway) to be more complicated and intensive.

I just cant fathom what it is that is causing these crashes.  Any ideas?

EDIT: Forgot to mention that I added two civilizations, though removing either or both does not stop the game from crashing.  I also added a number of very small things like materials and custom weapons.
I guess it would help if you posted what you changed, otherwise we can't diagnose it. If it still crashes when you remove the civs, it must be something else. Post all your very small changes, please.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on July 27, 2013, 09:10:53 pm
Did you add or change any megabeasts?  I once had an annoying worldgen crash bug related to not giving a megabeast the lair tag.  I still can't believe that's what was causing the crashes, but it was consistent.

Unrelated, I'm still at a loss on how to reanimate things properly in fort mode.  Do any other mods have an example of this that works?  No combination of adding or removing tags like NOT_LIVING or OPPOSED_TO_LIFE on the caster or interaction seems to make any difference, so I think I just need to look at a version someone has worked out already.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Quailman on July 27, 2013, 09:33:37 pm
Yeah, in retrospect that last post of mine was very poorly formulated.  I guess I was kind of fishing for information on whether there is anything inherent or easily screwed up in the process of adding civilizations that would cause the game to crash.  But I don't really see why I expected that to be true because I already tested the world with the new civilizations removed.

I think I need to get some sleep before I continue looking into this...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Geneoce on July 28, 2013, 04:00:33 am
Hey Modders, I have a quick question.

I'm trying to mod two giant creatures, Giant Rattlesnakes and Giant Thrips, to breed. Or lay eggs.

I've never tried tinkering with giant creatures before some i'm wondering if slapping egglayer or child will be sufficent to get a breeding population going? I'm thinking the thrips may be more difficult to fix than the rattlesnakes so any advice on that would be awesome.

Thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 28, 2013, 04:09:17 am
By the way, it's [CHILD:X] if you don't want the formatting to mess you up.

Anyway, both, yeah. Neither should be more difficult than the other. You'll need a male and female caste, but both have anyway.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Geneoce on July 28, 2013, 04:14:59 am
words

Thanks for the quick response Putnam.

I'm assuming the offspring for the thrips to be fully grown? Rattlesnakes have the child/adolecent stage so I assume that should be fine on there end. If so will adding some body size tags revert the age of my current thrips?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 28, 2013, 04:27:07 am
The [CHILD:X] and [BABY:X] tags are the only things that determine when adulthood starts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on July 28, 2013, 05:09:19 pm
Is there a way to mod in variable dragon colors? No real change just the "His scales are green" to become "His scales are red/white/green/plaid".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 28, 2013, 05:33:39 pm
Is there a way to mod in variable dragon colors? No real change just the "His scales are green" to become "His scales are red/white/green/plaid".
Sure thing. Just change [TL_COLOR_MODIFIER:GREEN:1] in the dragon's raws to [TL_COLOR_MODIFIER:RED:1:GREEN:1:WHITE:1:PLAID:1]. A list of available colors (which unfortunately doesn't contain PLAID by default) is in descriptor_color_standard.txt. If you want some colors to appear more often than other colors, just increase the number after it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on July 28, 2013, 05:46:35 pm
Is there a way to mod in variable dragon colors? No real change just the "His scales are green" to become "His scales are red/white/green/plaid".
Sure thing. Just change [TL_COLOR_MODIFIER:GREEN:1] in the dragon's raws to [TL_COLOR_MODIFIER:RED:1:GREEN:1:WHITE:1:PLAID:1]. A list of available colors (which unfortunately doesn't contain PLAID by default) is in descriptor_color_standard.txt. If you want some colors to appear more often than other colors, just increase the number after it.
Thank you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on July 28, 2013, 10:08:05 pm
It seems unlikely, but is there any way to stop towns from making sewers/dungeons/underground stuff in general?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 29, 2013, 01:25:58 am
It seems unlikely, but is there any way to stop towns from making sewers/dungeons/underground stuff in general?
Nope. Not a chance we'd find out how to do that :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on July 29, 2013, 02:49:26 pm
Can I edit the color of tiles in a world--change the color of rock for example--without corrupting the save or somehow breaking anything?

Also, does adding the tag for making animals war trainable require a new worldgen to take effect or can I just add it into a save file's entities?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 29, 2013, 02:52:35 pm
1. yes
2. no regen needed, just add the trainable tokens to the creature, any entity edit requires a regen AFAIK
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tapeworm on July 29, 2013, 07:25:45 pm
The only entity edits which do not require a regen are the permitted reaction/building lists and the active seasons of the civ. Probably.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 29, 2013, 07:33:16 pm
No, the reaction/building permissions are totally static too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 29, 2013, 07:54:18 pm
Not sure about active seasons, but reactions are actually the most common cause of regen I'm aware of.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tapeworm on July 29, 2013, 08:30:25 pm
Oh, my mistake then. But I can confirm that removing the active seasons for goblins during a game prevents them from attacking.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Telgin on July 29, 2013, 09:09:28 pm
Yeah, the active season as well as the progress triggers can be changed after worldgen.  I've made changes to those before and it works just fine.  Most everything else requires a regen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vehine on July 29, 2013, 09:25:58 pm
Is it possible to edit weather - in particular, evil weather? Ideally for a given fortress/map/region?

I love the danger of Evil biomes right up until "It's raining XYZ blood!" ruins the location's visual appeal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 29, 2013, 09:36:35 pm
Is it possible to edit weather

no

in particular, evil weather?

oh yeah

Ideally for a given fortress/map/region?

oh no

"It's raining XYZ blood!"

definitely not
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 29, 2013, 09:47:34 pm
Why not? You can set evil_rains:0 in the advanced worldgen, and then add your own ones... regional interaction with weather_falling_mat. And you can add custom syndromes, colors and biomes to it...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on July 29, 2013, 09:48:14 pm
Is it possible to edit weather - in particular, evil weather? Ideally for a given fortress/map/region?

I love the danger of Evil biomes right up until "It's raining XYZ blood!" ruins the location's visual appeal.

You can create new weather types, but you cannot edit the pre-existing ones as they are randomly generated upon world creation. It is also not possible to force new weather into a pre-existing world, though you can choose where they may appear using the tag

[IS_REGION: ]
Code: [Select]
    ANY
    ANY_TERRAIN
    NORMAL_ALLOWED
    EVIL_ALLOWED
    GOOD_ALLOWED
    SAVAGE_ALLOWED
    EVIL_ONLY
    GOOD_ONLY
    SAVAGE_ONLY
    Region type - SWAMP, DESERT, FOREST, MOUNTAINS, OCEAN, LAKE, GLACIER, TUNDRA, GRASSLAND, HILLS

At least, assuming I'm reading the wiki and the example found within the raws correctly.

Example from the raws:
Code: [Select]
interaction_region

[OBJECT:INTERACTION]

This evil region will have an undead animation effect as well as material clouds and material rain.
The materials would need to be supplied as an inorganic object entry elsewhere (or as a creature material etc.).

[INTERACTION:EXAMPLE DEAD ANIMATION IN EVIL REGIONS WITH MATERIAL CLOUDS AND RAIN]
[I_SOURCE:REGION]
[IS_REGION:EVIL_ONLY]
[IS_REGION:SAVAGE_ALLOWED]
[IS_REGION:ANY_TERRAIN]
[IS_FREQUENCY:100]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_REGION]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
[I_TARGET:B:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:YOUR_MAT_HERE:WEATHER_CREEPING_GAS]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:B]
[IE_INTERMITTENT:WEEKLY]
[I_TARGET:C:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:YOUR_MAT_HERE_TOO:WEATHER_FALLING_MATERIAL]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:C]
[IE_INTERMITTENT:WEEKLY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 29, 2013, 10:04:16 pm
Correct, of course you would need a new worldgen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on July 29, 2013, 10:14:45 pm
Can anyone help me fix this reaction:

[REACTION:CREMATE_BODIES]
   [NAME:Cremate Corpses]
   [BUILDING:SMELTER:NONE]
   [REAGENT:A:1:CORPSE:NONE:NONE:NONE]
   [PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
   [FUEL]
   [SKILL:SMELT]

All it does it produce infinite coke without burning bodies, I know that's because I mucked up the REAGENT part somehow but I still haven't got the hang of items and materials.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 29, 2013, 10:20:54 pm
Huh. Maybe lower the product amount and replace CORPSE with CORPSEPIECE?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on July 29, 2013, 10:24:35 pm
Thanks, I'll give that a try.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 29, 2013, 10:26:57 pm
Can anyone help me fix this reaction:

[REACTION:CREMATE_BODIES]
   [NAME:Cremate Corpses]
   [BUILDING:SMELTER:NONE]
   [REAGENT:A:1:CORPSE:NONE:NONE:NONE]
   [PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
   [FUEL]
   [SKILL:SMELT]

All it does it produce infinite coke without burning bodies, I know that's because I mucked up the REAGENT part somehow but I still haven't got the hang of items and materials.

Code: [Select]
[REACTION:BURN_ALL_PARTS]
[NAME:burn bodies and parts]
[BUILDING:KILN:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[PRODUCT:10:1:BAR:NONE:ASH:NONE]
[SKILL:SMELT]

takes all body parts (corpses, teeth, hair, etc) excluding civ members, they are left alone.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: golemgunk on July 29, 2013, 10:38:19 pm
I've been trying to make a "frenzy" spell, and it isn't working for some reason.

the interaction:
Code: [Select]
[CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Cast MADNESS]
[CDI:INTERACTION:BLACKM3]
[CDI:BP_REQUIRED:BY_CATEGORY:WEAPON]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:20]
[CDI:MAX_TARGET_NUMBER:A:5]
[CDI:VERB:inflict MADNESS:inflicts MADNESS:NA]
[CDI:TARGET_VERB:are cursed with MADNESS!:is cursed with MADNESS!]

[INTERACTION:BLACKM3]
[I_SOURCE:ATTACK]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:madness]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_ADD_TAG:NOPAIN:NOSTUN:NOFEAR:OPPOSED_TO_LIFE:START:0:END:500]

in the arena I can see that the syndrome is being applied, but they're not lashing out at their allies like they should
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 29, 2013, 10:40:16 pm
I think CRAZED would work better

Also, define "isn't working".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on July 29, 2013, 10:42:22 pm
Thanks for the reaction Hugo.  :D

Now I can destroy all the dead caravan guards filling my refuse piles.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 29, 2013, 10:58:47 pm
I've been trying to make a "frenzy" spell, and it isn't working for some reason.

the interaction:
Code: [Select]
[CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Cast MADNESS]
[CDI:INTERACTION:BLACKM3]
[CDI:BP_REQUIRED:BY_CATEGORY:WEAPON]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:20]
[CDI:MAX_TARGET_NUMBER:A:5]
[CDI:VERB:inflict MADNESS:inflicts MADNESS:NA]
[CDI:TARGET_VERB:are cursed with MADNESS!:is cursed with MADNESS!]

[INTERACTION:BLACKM3]
[I_SOURCE:ATTACK]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:madness]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_ADD_TAG:NOPAIN:NOSTUN:NOFEAR:OPPOSED_TO_LIFE:START:0:END:500]

in the arena I can see that the syndrome is being applied, but they're not lashing out at their allies like they should

It doesnt work in the arena, because you set the alignement when you spawn the creature. It should work in adv/fort mode. CRAZED:OPPOSED_TO_LIFE would be best I think, otherwise you cant cast madness on undeads. If thats intended, no worries, leave it as it is.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: golemgunk on July 29, 2013, 10:59:46 pm
sorry, I mean none of the tags are being added. when I cast the spell in the arena, the targets keep marching at me, and not attacking each other like I want them to.
[CRAZED] would probably work just as well, but I thought [OPPOSED_TO_LIFE] would work better on multiple targets.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 29, 2013, 11:05:02 pm
Neither work at all in the arena. (didn't see that bottom paragraph)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 29, 2013, 11:39:20 pm
CRAZED does result in loyality cascades if used in fortress mode on citizens. opposed to life and crazed together are ok.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Blastbeard on July 30, 2013, 06:25:19 pm
I've made some creatures who would be fun to play as in adventure mode, but who really shouldn't be allowed to exist as a civilization. How do I ensure they won't set up sites and that I'll never see a non-player specimen of an entity?
Remove their ability to breed? Alter their site preferences to impossible requirements? Option C?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 30, 2013, 06:30:15 pm
[ENITIY:PLAY_AS_ADV_ONLY]
[INDIV_CONTROLLABLE]
[CREATURE:OP_MONSTER]

done
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Blastbeard on July 30, 2013, 06:39:56 pm
Okay, how 'bout this? I'm trying to program an exploitable sense of honor into a proud warrior invader race, is there a way to make them ignore civilians but still attack soldiers? How would they respond to dangerous animals if it works?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 30, 2013, 08:30:40 pm
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 31, 2013, 06:08:46 am
You can make them only target armed people with interactions, but they would still attack civilians with conventional means. So if you make the have no weapons and no attacks they can only push civilians. Does minimal damage, but of course the race would cluster up on civilians, pushing them all the time.

The system would work with itemsyndrome on all weapons that add a syn_class, and the invaders attack interactions would require targets with that syn_class.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: michal-05 on August 01, 2013, 12:52:22 pm
What should i do to copy invaders race? In example from masterwork to vanilla. I need them only to invade sometimes, not to trade.
It's posible to link one leaver to another?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 01, 2013, 01:08:24 pm
Levers can't be changed by modding, but you can set up two levers to the same mechanism.

To copy invader races, I would copy the invader entity over and just replace the CREATURE and ENTITY tokens (the simplest method possible) and maybe adjust as seen fit.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ivan Issaccs on August 02, 2013, 09:09:48 am
Is there any way I can change ambush frequency or the time of the season caravans arrive? As it stands right now I am having an Ambush every single season, which on its own isn't a problem, I didn't need those fisher dwarves anyway but it does piss me off that they arrive seemingly at exactly the same time as trade caravans and generally within firing distance, as in they fight right no the map edge, not halfway having clearly pathed to each other. The result has been I haven't had a single trade caravan for two years and the outside of my fortress is surrounded by the mountains of useless shit trade caravans bring.
I'm at a point where I'm about to mod the Goblins to only be active during winter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on August 02, 2013, 09:57:27 am
Is there any way I can change ambush frequency or the time of the season caravans arrive? As it stands right now I am having an Ambush every single season, which on its own isn't a problem, I didn't need those fisher dwarves anyway but it does piss me off that they arrive seemingly at exactly the same time as trade caravans and generally within firing distance, as in they fight right no the map edge, not halfway having clearly pathed to each other. The result has been I haven't had a single trade caravan for two years and the outside of my fortress is surrounded by the mountains of useless shit trade caravans bring.
I'm at a point where I'm about to mod the Goblins to only be active during winter.

The Goblin entity file has a block of text that should look like

[ACTIVE_SEASON:SPRING]
   [ACTIVE_SEASON:SUMMER]
   [ACTIVE_SEASON:AUTUMN]
   [ACTIVE_SEASON:WINTER]

Just delete any of the active seasons you don't want from the file, you'll need to delete it in your saved games RAWs of course, and in your main RAWs if you want to change all future worlds you create.

EDIT: This is the only way to alter the frequency of attacks as far as I know, though theres probably a dwarfhack script to block attacks for a season or something.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on August 02, 2013, 10:43:29 am
Is there a way to make a selective 'second skin' covering - what I'm trying to make is a form of natural body armour but it only covers the torso. And also how would you go about that, and also creating a 'true' second skin? Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 02, 2013, 11:50:19 am
You could create a new tissue within the creature's raw that could act like a second skin. For example, here is a skin-like tissue, using the same values as regular skin in-game:
Code: [Select]
[TISSUE:SECOND_SKIN]
[TISSUE_NAME:skin:NP]
        [SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[VASCULAR:1]
        [PAIN_RECEPTORS:5]
[HEALING_RATE:100]
[TISSUE_SHAPE:LAYER]

Once you put that into a creature's raws, you can apply it to only the torso using

[TISSUE_LAYER:BY_CATEGORY:BODY:SECOND_SKIN]

It may need adjusting, since BY_CATEGORY:BODY will only work for creatures that have one body part that acts as both their upper and lower bodies. If you were making it for creatures with separate upper and lower bodies then you would need two [TISSUE_LAYER] tokens:

[TISSUE_LAYER:BY_CATEGORY:BODY_UPPER:SECOND_SKIN]
[TISSUE_LAYER:BY_CATEGORY:BODY_LOWER:SECOND_SKIN]

Though this tissue will only be usable for the creature that has it in it's raw file. To create a new, 'true' second skin you would have to go into b_detail_plan_default.txt, go to [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS] and add a new argument value to the end of each body part you want to be covered by the second skin. The argument should be called arg6, since there are already 5 potential arguments.

Now when you define a creature's tissues using [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] you can add the 6th "skin covering" tissue after cartilage and it should be applied over the body parts that have the value arg6.

I haven't actually done this before, so if anyone could point out any mistakes I made I would appreciate it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on August 02, 2013, 01:23:54 pm
I haven't actually done this before, so if anyone could point out any mistakes I made I would appreciate it.
You didn't make any mistakes as far as I can see, but it would be more legible and easier to maintain if you just added a new creature variation with only the body armor layer, instead of copying and adding to the default tissue distribution variation.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Volfgarix on August 02, 2013, 04:01:55 pm
1. If I will change reactions in smelter, will it affect magma smelters?
2. Is there a way to change trap weapons' trading value without messing with it's size(lowering it's potential military value)?
3. Will ToadyOne move all reactions to raws? Because, not being able to change reactions in most important workshops sucks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: AutomataKittay on August 02, 2013, 04:39:18 pm
3. Will ToadyOne move all reactions to raws? Because, not being able to change reactions in most important workshops sucks.

Eventually :D

At least I'm pretty sure I saw him mention somewhere that he want to move it out eventually, it's just hard to do it in a neat and unsloppy way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Volfgarix on August 02, 2013, 05:00:49 pm
3. Will ToadyOne move all reactions to raws? Because, not being able to change reactions in most important workshops sucks.

Eventually :D

At least I'm pretty sure I saw him mention somewhere that he want to move it out eventually, it's just hard to do it in a neat and unsloppy way.

I'm waiting for it. I wanted to make a little mod, but without possibility to change reactions... Well, nope.
I lost mood to play DF for some time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: AutomataKittay on August 02, 2013, 05:30:41 pm
3. Will ToadyOne move all reactions to raws? Because, not being able to change reactions in most important workshops sucks.

Eventually :D

At least I'm pretty sure I saw him mention somewhere that he want to move it out eventually, it's just hard to do it in a neat and unsloppy way.

I'm waiting for it. I wanted to make a little mod, but without possibility to change reactions... Well, nope.
I lost mood to play DF for some time.

Man, you're easily discouraged, if I do any mod reactions, I just use the smelter out of laziness. I just looked around , answer to 1 is yes magma smelter don't pays attention to [FUEL], and 2 no, size determine value.

What reactions did you needed to change? Maybe there're an alternative?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Volfgarix on August 02, 2013, 06:12:52 pm

Man, you're easily discouraged, if I do any mod reactions, I just use the smelter out of laziness. I just looked around , answer to 1 is yes magma smelter don't pays attention to [FUEL], and 2 no, size determine value.

What reactions did you needed to change? Maybe there're an alternative?
Rather small things like making trap weapons(and cages) made from 3 metal bars instead of one bar, especially otherwise I would have to change Size, what would nerf trap's power.
Reactions to make 4 glass/wood blocks without making new workshops or adding it to unrelated ones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on August 02, 2013, 09:21:09 pm
I was messing with the inorganic materials and simplifying them by layer type.
But, I accidentally deleted one that appeared to be necessary, and it's being replaced by a random evil dust.
Does anyone have a list of what stone/soil types MUST exist?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 02, 2013, 09:25:04 pm
At least one of each. You probably have duped raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on August 02, 2013, 09:28:14 pm
I think my problem might be that I don't have enough stones/soils defined.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 02, 2013, 09:32:10 pm
Post your errorlog.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NineFourEightSeven on August 02, 2013, 09:35:06 pm
Nothing appears in the error log.

Does it pull an evil dust out when it tries to put two materials of the same type on the map but only one material for that type exists?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 02, 2013, 09:40:50 pm
It pulls out the next material in the materials index,
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Maklak on August 03, 2013, 05:38:20 am
I'm trying to come up with a function that would compare different weapons by their attacks for my scripts (http://www.bay12forums.com/smf/index.php?topic=126953.0) that display tables of data from RAWs. I have several questions about weapons.

1) A typical attack looks like this:
[ATTACK:EDGE:3000:4000:slash:slashes:left sacrificial dagger:1100]
But I've noticed several instances of this (note the extra :text before :velocity_multilier)
[ATTACK:BLUNT:250:4000:strike:strikes:handle:right sacrificial dagger:1000]
Is this form correct? If so, I'll take it into account by a second regexp. If not, I'll continue to display it as an error for the modder to fix.

2) There is a value that separates edged and piercing attacks. What is it? EDGE <= 30? EDGE <= 100?

3) Does SIZE / WEIGHT matter? If so, does it influence the "attack power" by greater mass? Does it influence swing speed by smaller mass? Is it important enough to take into account when comparing weapons?

4) I'm thinking about reference points for best weapons, would this be good?
Edged Contact:100k Penetration:8000 Velocity:1.25
Piercing Contact:5 Penetration:12000 Velocity:2
Blunt (assuming small contact area is better) Contact:1 or Contact:100000 Penetration:8000 Velocity:2

5) Would you kindly link me to posts with answers to (at least some of) these questions?

6) Are some tools, such as carving knives, that have attacks and weapon skill, usable as weapons?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on August 03, 2013, 07:20:42 am
I'm trying to come up with a function that would compare different weapons by their attacks for my scripts (http://www.bay12forums.com/smf/index.php?topic=126953.0) that display tables of data from RAWs. I have several questions about weapons.

1) A typical attack looks like this:
[ATTACK:EDGE:3000:4000:slash:slashes:left sacrificial dagger:1100]
But I've noticed several instances of this (note the extra :text before :velocity_multilier)
[ATTACK:BLUNT:250:4000:strike:strikes:handle:right sacrificial dagger:1000]
Is this form correct? If so, I'll take it into account by a second regexp. If not, I'll continue to display it as an error for the modder to fix.

No, I just tested it. The latter noun gets ignored.

2) There is a value that separates edged and piercing attacks. What is it? EDGE <= 30? EDGE <= 100?

It's not an absolute value. Even the tip of a dagger can send a shrew's upper body flying in an arc.

Best I can figure, you start getting "tearing" and "chipping" out of an edged weapon once the hit's total contact area is less than 25% of the target body part's size. I may be a bit off about the number, but that's how it works.

3) Does SIZE / WEIGHT matter? If so, does it influence the "attack power" by greater mass? Does it influence swing speed by smaller mass? Is it important enough to take into account when comparing weapons?

The size and material density determine the mass, which is the #2 most important thing for blunt weapons right after having a tiny contact area. I don't know about swinging speed.

6) Are some tools, such as carving knives, that have attacks and weapon skill, usable as weapons?

They are, if they make it to the hands of your dwarves somehow. I don't think you can treat them as weapons in fortress mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 03, 2013, 07:57:25 am
um i'm using wanderers friend mod and there's a pyromancer law-giver around i wouldint be bothered but he's flinging his spells all over the place i nearly got burned by dragon fire! if it wernt for my shield so two questions

(A) how did he become a pyromancer on the first place!?

(B) whys he flinging spells?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Maklak on August 03, 2013, 08:38:58 am
> > [ATTACK:BLUNT:250:4000:strike:strikes:handle:right sacrificial dagger:1000]
> No, I just tested it. The latter noun gets ignored.
Ah, in that case, I need to both treat it as a proper attack and give a FIXME to the modder.

> > There is a value that separates edged and piercing attacks. What is it? EDGE <= 30? EDGE <= 100?
> Best I can figure, you start getting "tearing" and "chipping" out of an edged weapon once the hit's total contact area is less than 25% of the target body part's size.
Bummer. Either very large or very small contact area is good for edged weapons. I guess I'll have to just make up a number then. Even so, small contact area is good for piercing and large for chopping, right?

> They are, if they make it to the hands of your dwarves somehow. I don't think you can treat them as weapons in fortress mode.
OK, thanks.



> RE: pyromancer law-giver
> (A) how did he become a pyromancer on the first place!?
I don't know the mod, but I'm guessing pyromancer is a caste with interactions to throw globs of fire at things. Law-giver sounds like a position. The two are orthogonal.

> (B) whys he flinging spells?
Creatures with interactions usually like to use them. Maybe the modder forgot to make those interactions only be used against enemies. Or maybe your law-giver is just throwing a tantrum. Hard to say for sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on August 03, 2013, 09:02:51 am
Bummer. Either very large or very small contact area is good for edged weapons. I guess I'll have to just make up a number then. Even so, small contact area is good for piercing and large for chopping, right?

It's a little more complicated than that. A huge contact area means that if you have the force to back it up, you can sever things as big as, say, lower bodies. But then again, if it's in the hands of a normal boob, you can just barely make a half-inch deep gash across the entire width of the bodypart.

The smaller the contact area, the less brute force you need to push it through matter. The bigger the contact area, the larger the severable bodyparts can be. I suppose the ideal for a choppy weapon would be something that's guaranteed to remove arms and possibly legs from the humanoids it was made by, but isn't too wide to just bounce off the skin of anything huge.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 03, 2013, 04:38:42 pm
hi can someone make me a tiny mod that adds a syndrome-bearing cloud that will polymorph anything caught in the cloud in to something random? also can you make it appear at night? :D thanks if you can!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Furtuka on August 03, 2013, 05:19:54 pm
Are the POPULATION_NUMBER and Biome tokens compatible with the NIGHT_CREATURE_BOGEYMAN token?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 03, 2013, 06:38:45 pm
i don't know ??? i'm using vannila DF
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on August 03, 2013, 06:56:48 pm
He wasn't responding to you, you doof.

Are the POPULATION_NUMBER and Biome tokens compatible with the NIGHT_CREATURE_BOGEYMAN token?

I don't know how night creatures work exactly, but I checked inside the exe. The hunters and bogeymen both have defined biomes, but no population number tokens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 03, 2013, 06:57:44 pm
hi can someone make me a tiny mod that adds a syndrome-bearing cloud that will polymorph anything caught in the cloud in to something random? also can you make it appear at night? :D thanks if you can!

1. Random polymorph is a no (though I technically *have* made a lua script that does it, it can't trigger on syndrome)
2. There is no night, at least in dorf mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Baffler on August 03, 2013, 07:38:01 pm
Is it possible through modding to exercise some control over Forgotten Beasts? I am working on a minor mod to add more interesting drops to DF's more dangerous supernatural fauna. If all goes well they will be dropping a ridiculously valuable "Heart of Change" gemstone.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 03, 2013, 07:53:19 pm
Not in that way, no. I think you may be able to add bodyparts to their list (that's what _RCP means, I think), but I haven't tested that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on August 03, 2013, 07:56:18 pm
Normally I'd say no too, but that localization patcher opened up new avenues to alter hardcoded stuff like vampires and forgotten beasts. I haven't actually tried adding entirely new tags, but you might just be able to piggyback a CORPSE_ITEM tag along with something else.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 03, 2013, 08:01:09 pm
No, not really. It only allows replacing, not adding.

And yes, *technically* you can replace entire tokens on hardcoded things, but I'm not sure which you would.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dwarfu on August 03, 2013, 08:23:42 pm
Is it possible through modding to exercise some control over Forgotten Beasts? I am working on a minor mod to add more interesting drops to DF's more dangerous supernatural fauna. If all goes well they will be dropping a ridiculously valuable "Heart of Change" gemstone.

Kind of.  We did some testing awhile back (http://www.bay12forums.com/smf/index.php?topic=91029.0) and forced some errors to get your own beasts in...they just aren't random.  I haven't worked with it much recently, but give it a read and see if you can get something you want going.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 03, 2013, 09:29:29 pm
what i want is a adventure mode mod for the cloud that spawns at night,would it be possible to make several clouds that each polymorph the creature into a certain creature
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 03, 2013, 09:48:32 pm
what i want is a adventure mode mod for the cloud that spawns at night,would it be possible to make several clouds that each polymorph the creature into a certain creature

1. Spawning at night isn't possible.
2. Yeah, but it'll be both day and night.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 03, 2013, 10:00:38 pm
 okay i guess i will have to do with several polymorphing clouds that appears during day and night if possible :(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 03, 2013, 10:36:06 pm
hang on after looking at the tags on the wiki i think i will take a crack at making a creature that give's a syndrome though i will still appricate it if you could create a few transforming clouds
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 04, 2013, 05:00:50 am
well my attempt was more or less a sucess execpt i'm using a transformation syndrome and whatever i do the creature always transforms into a toad! ::) i want my custom race! not a toad
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 04, 2013, 06:41:16 am
Toad is the first creature in the raws, alphabetically... (creature_amphibian.txt), so your creature ID in the transformation is wrong. it must be CREATURE_ID:CASTE_ID, for example DOG:MALE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 04, 2013, 06:51:15 am
  here tell me what i'm doing wrong :-\


   
  [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
        [STATE_NAME:ALL_SOLID:frozen hycules venom]
        [STATE_ADJ:ALL_SOLID:frozen hycules venom]
        [STATE_NAME:LIQUID:hycules venom]
        [STATE_ADJ:LIQUID:hycules venom]
        [STATE_NAME:GAS:boiling hycules venom]
        [STATE_ADJ:GAS:boiling hycules venom]
        [PREFIX:NONE]
        [ENTERS_BLOOD]
        [SYNDROME]
                [SYN_NAME:hycules sting]
                [SYN_AFFECTED_CLASS:GENERAL_POISON]
                [SYN_IMMUNE_CREATURE:HYCULES:ALL]
                [SYN_INJECTED]
                [CE_BODY_TRANSFORMATION:SEV:1000:PROB:100:START:1:CE_CREATURE:HYCULES:CASTE_MALE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: KingBacon on August 04, 2013, 08:08:03 am
Question, I've been wanting to get my dorfs to worship a god dedicated to a God of Plump Helmets, but reading the wiki implies that spheres are hardcoded. So adding [RELIGION_SPHERE:PLUMP_HELMETS] will not work. Is there a way to get my dorfs to worship the most vital crop? Well I'm gonna go experiment.

http://dwarffortresswiki.org/index.php/DF2012:Sphere
http://dwarffortresswiki.org/index.php/DF2012:Entity_token#Religion

Genned a few worlds with [RELIGION_SPHERE:PLUMP_HELMETS]. Nothing really changed :/

How can I add a sphere dedicated to Plump Helmets...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on August 04, 2013, 08:17:49 am
Question, I've been wanting to get my dorfs to worship a god dedicated to a God of Plump Helmets, but reading the wiki implies that spheres are hardcoded. So adding [RELIGION_SPHERE:PLUMP_HELMETS] will not work. Is there a way to get my dorfs to worship the most vital crop? Well I'm gonna go experiment.

http://dwarffortresswiki.org/index.php/DF2012:Sphere
http://dwarffortresswiki.org/index.php/DF2012:Entity_token#Religion
Spheres are hardcoded, as are religion types. The best you can get is to rename the plant. 'Plump helmet' to 'fortress'.

  here tell me what i'm doing wrong :-\


   
  [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
        [STATE_NAME:ALL_SOLID:frozen hycules venom]
        [STATE_ADJ:ALL_SOLID:frozen hycules venom]
        [STATE_NAME:LIQUID:hycules venom]
        [STATE_ADJ:LIQUID:hycules venom]
        [STATE_NAME:GAS:boiling hycules venom]
        [STATE_ADJ:GAS:boiling hycules venom]
        [PREFIX:NONE]
        [ENTERS_BLOOD]
        [SYNDROME]
                [SYN_NAME:hycules sting]
                [SYN_AFFECTED_CLASS:GENERAL_POISON]
                [SYN_IMMUNE_CREATURE:HYCULES:ALL]
                [SYN_INJECTED]
                [CE_BODY_TRANSFORMATION:SEV:1000:PROB:100:START:1:CE_CREATURE:HYCULES:CASTE_MALE]
The CE_CREATURE part is its own token (and written as CE:CREATURE). You want:
Code: [Select]
                [CE_BODY_TRANSFORMATION:SEV:1000:PROB:100:START:1]
                                 [CE:CREATURE:HYCULES:CASTE_MALE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 04, 2013, 08:30:30 am
i did as you,said still toad i'm just about ready to ditch this thing :(





                [SYN_NAME:hycules sting]
                [SYN_AFFECTED_CLASS:GENERAL_POISON]
                [SYN_IMMUNE_CREATURE:HYCULES:ALL]
                [SYN_INJECTED]
                [CE_BODY_TRANSFORMATION:SEV:1000:PROB:100:START:1]
                                 [CE:CREATURE:HYCULES:CASTE_MALE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on August 04, 2013, 08:50:52 am
I think I see where missed a spot, but to be on the safe side, the full creature raws would be helpful.

Code: [Select]
                [SYN_NAME:hycules sting]
                [SYN_AFFECTED_CLASS:GENERAL_POISON]
                [SYN_IMMUNE_CREATURE:HYCULES:ALL]
                [SYN_INJECTED]
                [CE_BODY_TRANSFORMATION:SEV:1000:PROB:100:START:1]
                                 [CE:CREATURE:HYCULES:MALE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Baffler on August 04, 2013, 03:38:49 pm
Another question, what kind of limits are there around plants spreading syndromes? are they able to exude a gas/dust?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 04, 2013, 03:41:09 pm
They aren't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 04, 2013, 09:01:53 pm
it now works! thanks everybody!  :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 04, 2013, 09:41:22 pm
okay new question i want my new custom race to attack the adventurer but stop attacking should he become transformed how can i make this possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 04, 2013, 09:44:59 pm
I'd say have the race always be CRAZED but Idk if that stops loyalty cascades (you attacked them, you transformed, still hated for attacking them)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on August 05, 2013, 12:58:06 am
If they are opposed to life and your transform into an undead (NOT_LIVING), they should stop.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 05, 2013, 02:25:10 am
if the race is not living would they still need the organs?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on August 05, 2013, 07:01:03 am
Afaik about the undead, NOT_LIVING does not enforce other effects. Ignoring wounds would require additionnal NO_* tokens like NO_PAIN.

Otherwise making the race opposed to life but not "not living" may do the trick.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 05, 2013, 11:43:55 am
If they are opposed to life and your transform into an undead (NOT_LIVING), they should stop.

well making the creatures the route of OPPOSED_TO_LIFE and NOT_LIVING might make them immune to regular undeads but what if you add CRAZED to it aswell?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Suds Zimmerman on August 05, 2013, 07:16:49 pm
Does [SPECIALATTACK_SUCK_BLOOD] affect the TIME_SINCE_SUCKED_BLOOD counter?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 05, 2013, 07:57:20 pm
Does [SPECIALATTACK_SUCK_BLOOD] affect the TIME_SINCE_SUCKED_BLOOD counter?

I don't believe so, since [SPECIALATTACK_SUCK_BLOOD] doesn't actually "consume" blood it more or less just "drains" the target. But you can give it a quick try, give a blood sucking creature a self inflicting interaction that does this:

Code: [Select]
[CE_DIZZINESS:SEV:10:PROB:100:START:0]
[CE:COUNTER_TRIGGER:TIME_SINCE_SUCKED_BLOOD:600:NONE:REQUIRED]

wait until the creature gets dizzy then have it attack and suck blood
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 05, 2013, 09:35:05 pm
i'm so confused! :-\ so if the entire race has the tags not living and opposed to life would they stop attacking the adventurer if he is transformed into one of them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Suds Zimmerman on August 06, 2013, 06:10:18 am
Does [SPECIALATTACK_SUCK_BLOOD] affect the TIME_SINCE_SUCKED_BLOOD counter?

I don't believe so, since [SPECIALATTACK_SUCK_BLOOD] doesn't actually "consume" blood it more or less just "drains" the target. But you can give it a quick try, give a blood sucking creature a self inflicting interaction that does this:

Code: [Select]
[CE_DIZZINESS:SEV:10:PROB:100:START:0]
[CE:COUNTER_TRIGGER:TIME_SINCE_SUCKED_BLOOD:600:NONE:REQUIRED]

wait until the creature gets dizzy then have it attack and suck blood

Well, I tested this out and, sadly, it doesn't work. Is there some other method to have a creature up and die if it hasn't killed someone in a while? I can't think of any other way to do it.

Actually, will a creature with OPPOSED_TO_LIFE and BLOODSUCKER drink blood from fallen enemies? They don't seem to do it in arena mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 06, 2013, 01:41:50 pm
I think BLOODSUCKER is really more for fortress mode, to make the AI drink the blood of sleeping civ members

And you could use a mix of "progressive" and "tennis" interactions

The creature has say a interaction, that it casts on itself as long as it's not SUPERNATURAL in which that interaction gives it another interaction that keeps going until 'n' amount of times, the final one kills it. However mixed in is a tennis interaction that can be given to it's target either through normal means (casts with a usage hint ATTACK) or is given the same way werewolf bites do SPECIALATTACK_INTERACTION the victim will then use a interaction back to give the attacker (your creautre) SUPERNATURAL halting its decay long enough that it resets back down to step one.

Little complex but hey might do what you want it to. If you want to do the progressive route I was thinking of making a program that will create these interactions, Was intending to do it for "evolving" creatures like Pokemon.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 06, 2013, 01:46:44 pm
Just noticed a oddity and wondered if someone knows a way around it.

I have an inorganic with COLOR:7:0:1. I build a wall from it, its white with black background.
I have an inorganic with COLOR:7:7:1. I build a wall from it, its white with black background, but it should be white background. Even if I use BUILD_COLOR, I have this problem.

I wanted to make inorganics that look like engraved walls when build, so people can have constructions that look engraved. Is the game somehow overriding this, and sets the background color to a default-black?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 06, 2013, 02:06:54 pm
I thought walls and such use the background color for engravings only. everything that is "item" bases uses the back color?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Suds Zimmerman on August 06, 2013, 02:09:40 pm
I think BLOODSUCKER is really more for fortress mode, to make the AI drink the blood of sleeping civ members

And you could use a mix of "progressive" and "tennis" interactions

The creature has say a interaction, that it casts on itself as long as it's not SUPERNATURAL in which that interaction gives it another interaction that keeps going until 'n' amount of times, the final one kills it. However mixed in is a tennis interaction that can be given to it's target either through normal means (casts with a usage hint ATTACK) or is given the same way werewolf bites do SPECIALATTACK_INTERACTION the victim will then use a interaction back to give the attacker (your creautre) SUPERNATURAL halting its decay long enough that it resets back down to step one.

Little complex but hey might do what you want it to. If you want to do the progressive route I was thinking of making a program that will create these interactions, Was intending to do it for "evolving" creatures like Pokemon.

I already use the progressive interactions for other purposes, but in this situation I caved and just gave it a timed killswitch. Your method, which I gotta say is pretty ingenious, still runs the risk of just turning into a timed killswitch by virtue of the fact that this beastie tends to OHK quite a bit, so there's a good chance its targets won't be able to do the interaction and it'll starve in time anyway. The way I figure it, if the fortress hasn't crumbled within the time limit I gave it, it's probably trapped and without access to fresh victims anyway.

A program to make chain interactions like that would be super helpful, though, since they're pretty tedious to do, especially when you've got a lot of steps.

Just noticed a oddity and wondered if someone knows a way around it.

I have an inorganic with COLOR:7:0:1. I build a wall from it, its white with black background.
I have an inorganic with COLOR:7:7:1. I build a wall from it, its white with black background, but it should be white background. Even if I use BUILD_COLOR, I have this problem.

I wanted to make inorganics that look like engraved walls when build, so people can have constructions that look engraved. Is the game somehow overriding this, and sets the background color to a default-black?

Constructions use the foreground colour only. I don't know of any way to change this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on August 06, 2013, 02:48:54 pm
Idea for making sure you never get a particular caste except through transformations;

So if you give your restricted caste an interaction that only targets that caste and transforms the caste into a non-restricted caste, this will mean that any time a restricted caste member shows up they will be "instantly" turned into a non-restricted caste.

Then you have a transformation (through reaction or whatever else you want) turn whatever you want into the restricted caste, but also adding a syndrome class that the interaction can't target. This way they won't be able to use the first interaction.

Would this work? I guess my only question is, would the immune class token trump the affected creature token?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on August 06, 2013, 03:11:04 pm
What you're describing would work, except that if you have a creature that was originally of a restricted caste, it transforms itself into non-restricted, and since transformations don't stack (unless you're using dfhack:truetransform), you can't transform that creature back to restricted. A different way to do this is to use [POP_RATIO:10000000] or similar in non-restricted castes and [POP_RATIO:1] in restricted castes (POP_RATIO:0] doesn't work). I guess you could add the transformation as a backup system, but I don't know if it's worth the effort, seeing as there is a good chance the restricted castes won't ever show up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on August 06, 2013, 03:17:36 pm
What you're describing would work, except that if you have a creature that was originally of a restricted caste, it transforms itself into non-restricted, and since transformations don't stack (unless you're using dfhack:truetransform), you can't transform that creature back to restricted. A different way to do this is to use [POP_RATIO:10000000] or similar in non-restricted castes and [POP_RATIO:1] in restricted castes (POP_RATIO:0] doesn't work). I guess you could add the transformation as a backup system, but I don't know if it's worth the effort, seeing as there is a good chance the restricted castes won't ever show up.

Ah, forgot about the one transformation limit. I know you can do the extreme ratio case, but was trying to think up a guaranteed way of not seeing the caste (I don't know about anyone else but even with a population ratio of 100000:1 I still almost always end up with at least one of the restricted caste in a 100 dwarf fort, not sure if they are just more likely to survive and therefor their ratio of currently alive dwarfs doesn't match the ratio of birth dwarfs or what.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on August 06, 2013, 03:26:01 pm
I believe survival in worldgen depends almost entirely on their eating habits. How do you want those restricted castes to appear anyway? If they're supposed to be created in fort mode, like guild members or something, it probably won't hurt to have a few of those walking around already. If they're supposed to be god mode adventurers, then why not just make them a different creature and use [COPY_TAGS_FROM:<OTHER_CREATURE>]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 06, 2013, 03:29:08 pm
Just noticed a oddity and wondered if someone knows a way around it.

I have an inorganic with COLOR:7:0:1. I build a wall from it, its white with black background.
I have an inorganic with COLOR:7:7:1. I build a wall from it, its white with black background, but it should be white background. Even if I use BUILD_COLOR, I have this problem.

I wanted to make inorganics that look like engraved walls when build, so people can have constructions that look engraved. Is the game somehow overriding this, and sets the background color to a default-black?

The game uses BUILD_COLOR for constructions, I'm pretty sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 06, 2013, 06:38:22 pm
I've got a creature with a layer of shell over its skin, but its not working properly. The shell deflects attacks, but the attacks that make it through don't damage the shell at all, they just damage the skin and muscle underneath as if the shell wasn't even there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 06, 2013, 06:40:56 pm
I've got a creature with a layer of shell over its skin, but its not working properly. The shell deflects attacks, but the attacks that make it through don't damage the shell at all, they just damage the skin and muscle underneath as if the shell wasn't even there.

Purely a display issue. The shell is being damaged, it's just not saying so, the same way it says "tearing the muscle" when you slash at something even though it also tears the fat and skin.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 06, 2013, 06:56:17 pm
But it doesn't show up in the status, description, or wounds screen, either. Is there a way to make it display?

EDIT: It does show up in the wounds screen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 06, 2013, 07:49:12 pm
layer of shell as in Tissue or body part? if you're trying to use a BDP to wrap a part around another it only truely works for INTERAL body parts (SKULL around BRAIN is valid as brain is INTERNAL) otherwise since the wrapped part is not INTERNAL it's still valid for targeting and can bypass it's guardian part.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 06, 2013, 07:51:08 pm
It's a tissue layer, placed over skin in the BDP

The Health screen shows that the shell layer is broken when an attack gets through, but it isn't shown in the combat reports.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on August 06, 2013, 08:06:08 pm
It's a tissue layer, placed over skin in the BDP

The Health screen shows that the shell layer is broken when an attack gets through, but it isn't shown in the combat reports.

Purely a display issue.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 06, 2013, 08:13:02 pm
And now I'm wondering if there's a way to fix the display issue.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 06, 2013, 08:51:15 pm
yeah that's just the combat log oddity, it just "assumes" that if a deeper tissue is getting damaged the upper layers are cut/broken aswell (as per Putnams explanation).

If you really want it to say (the X attacks Y in the shell breaking it a jamming the shell into the arm tearing the muscle) you're gonna have to do some voodoo magic with having an external skeleton with all the normal part internal to this Shell exoskeleton then have the BDP wrap them around each part.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 06, 2013, 09:05:10 pm
Yeah, not worth it I guess
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 06, 2013, 09:20:34 pm
I've had it happen, but it's all due to bugs.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on August 07, 2013, 02:02:42 pm
An aesthetic question, how many reactions do you try to limit your custom buildings to?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 07, 2013, 02:04:57 pm
2,147,483,647
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 07, 2013, 02:49:30 pm
2 pages full, depending on your screen resolution. Players can see all hotkeys on the first page instantly, and only need to press UP once to go to the last entry on page 2, allowing them to see the rest of the hotkeys. This allows faster and easier use.

Of course thats utopian for many workshops. For example I just changed the clay oven, it now has 70 reactions. I also include a reaction that needs no reagents and uses the name "======SKILL (skillname)=====" as a title to help players with more information ingame.

A question of my own: After a creature used a hide-interaction on itself, it is invisible. Thats nice. But it also sneaks all the time, slowing it down a lot. And hiding has no end-timer, its just a on-switch. My question is: How can I un-hide a creature, to allow it to go back to normal speed? (I have the problem that 1/4 of my kobolds can hide easily, and therefore 1/4 of the camps workforce is slowly creeping along at a fraction of their normal speed)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 07, 2013, 02:51:53 pm
[NATURAL_SKILL:SNEAK:15]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 07, 2013, 02:57:48 pm
2 pages full, depending on your screen resolution. Players can see all hotkeys on the first page instantly, and only need to press UP once to go to the last entry on page 2, allowing them to see the rest of the hotkeys. This allows faster and easier use.

Of course thats utopian for many workshops. For example I just changed the clay oven, it now has 70 reactions. I also include a reaction that needs no reagents and uses the name "======SKILL (skillname)=====" as a title to help players with more information ingame.

A question of my own: After a creature used a hide-interaction on itself, it is invisible. Thats nice. But it also sneaks all the time, slowing it down a lot. And hiding has no end-timer, its just a on-switch. My question is: How can I un-hide a creature, to allow it to go back to normal speed? (I have the problem that 1/4 of my kobolds can hide easily, and therefore 1/4 of the camps workforce is slowly creeping along at a fraction of their normal speed)

I thought someone mentioned that if you use a projectile interaction they come out of hiding (say shoot a glob at self)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 07, 2013, 03:18:31 pm
So either make all dwarves legendary hunters, or self-inflicted wounds?

I assume a material emission of a harmless gas would also work. So giving the hide-interaction a CE_CAN_DO_INTERACTION with a waiting time should fix it. Lets say 5000ticks, thats enough time to get away, and suddenly the creature attacks itself with a material_emission using "cloud of magical nonsense" in a vapor-breath attack.

Thanks hugo, I'll try something like that, see if it works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 07, 2013, 03:31:29 pm
well if they shoot themselves they actually just shoot the ground under them (impossible to harm yourself) unless you want a flashy puff of smoke :P

I know when a GCS shoots it's webs I'm quite sure it leaves sneak mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 07, 2013, 03:43:33 pm
Ok. Will be added to all hide-effects then. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on August 07, 2013, 11:42:12 pm
I'm a complete fail at modding (because my legs hurt every time I type stuff and that's why I don't type that much) I want a living golden spider robot with, a core for a heart (that is why it is living) it's blood will be molten iron, and it has a gun that shoots masterwork dwarf fortress bullets on it's back
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 07, 2013, 11:44:03 pm
You'll have to deal with glob bullets

(also I might not be making this any time soon if at all so don't get your hopes up too much)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on August 07, 2013, 11:51:20 pm
You'll have to deal with glob bullets

(also I might not be making this any time soon if at all so don't get your hopes up too much)
wow you are quick
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 07, 2013, 11:52:52 pm
Not as quick as I'd like to be, hehe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 07, 2013, 11:54:17 pm
I'm a complete fail at modding (because my legs hurt every time I type stuff and that's why I don't type that much) I want a living golden spider robot with, a core for a heart (that is why it is living) it's blood will be molten iron, and it has a gun that shoots masterwork dwarf fortress bullets on it's back
Already done but using this
You'll have to deal with glob bullets

Not made of gold, but robot spider with a gun and core for heart
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on August 07, 2013, 11:59:28 pm
I'm a complete fail at modding (because my legs hurt every time I type stuff and that's why I don't type that much) I want a living golden spider robot with, a core for a heart (that is why it is living) it's blood will be molten iron, and it has a gun that shoots masterwork dwarf fortress bullets on it's back
Already done but using this
You'll have to deal with glob bullets

Not made of gold, but robot spider with a gun and core for heart
...not made of gold? but why not made of gold!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 08, 2013, 12:09:04 am
I don't know anyway here's a half-assed version of it

Code: [Select]
creature_catvanbrian_p

[OBJECT:CREATURE]

this is not a pattern; I was bored, so I did this

[CREATURE:SPIDER_BLADE_GIANT]
[CREATURE_CLASS:ALL_CREATURES][DESCRIPTION:A spider robot. Made of gold.]
[NAME:golden spider robot:golden spider robots:golden spider robot]
[CREATURE_TILE:'S'][COLOR:6:0:1]
[PETVALUE:800]
[PET]
[COMMON_DOMESTIC]
[THICKWEB][WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Shoot!]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TOKEN:LB]
[CDI:MATERIAL:INORGANIC:SLADE:SOLID_GLOB]
[CDI:VERB:shoot a slade bullet:shoots a slade bullet]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[NO_SLEEP]
[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOFEAR]
[LARGE_ROAMING]
[CARNIVORE][NATURAL]
[LARGE_PREDATOR]
[GRASSTRAMPLE:20]
[PREFSTRING:shininess]
[NOBONES]
[BODY:SPIDER:2EYES:BRAIN:MOUTH]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BLOOD:INORGANIC:IRON:LIQUID]
[NO_THOUGHT_CENTER_FOR_MOVEMENT] just in case
[TISSUE:GOLD]
[TISSUE_NAME:gold:gold]
[TISSUE_MATERIAL:INORGANIC:GOLD]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:GOLD]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:BITE: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]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ALL_ACTIVE]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[CASTE_NAME:golden spider robot:golden spider robot:golden spider robot]
[FEMALE]
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:0:30000]
[BODY_SIZE:2:0:60000]
[CASTE:MALE]
[CASTE_NAME:golden spider robot:golden spider robot:golden spider robot]
[MALE]
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:0:30000]
[BODY_SIZE:2:0:60000]

The core would require a separate file so I left it out
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Repseki on August 08, 2013, 05:11:31 am
Would adding [TRAINABLE_WAR] to Trolls, or any of the other large and cuddly critters like them be all that is needed to train, and domesticate them, or is some more complicated modding needed for something like that?

I think the reason I keep feeling more is needed is because they can learn and equip. Or am I wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 08, 2013, 05:56:24 am
They also need [PET] or [PET_EXOTIC] to be tamed. The [TRAINABLE_X] tokens only allows them to be trained for war or hunting or both.

They can learn and equip, which is why they show up at sieges with professions and clothes, but because of the way Dwarf Mode works, they won't actually do most types of work. Though I have heard they may fish or hunt.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 08, 2013, 06:51:22 am
what does necrosis of the for example arm do? and how many stages has it got?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 08, 2013, 12:05:07 pm
avoid if you're squeamish, but this is what it is (http://en.wikipedia.org/wiki/Necrosis)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on August 08, 2013, 02:19:30 pm
avoid if you're squeamish, but this is what it is (http://en.wikipedia.org/wiki/Necrosis)
thank you :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 08, 2013, 09:10:39 pm
*pfft* already seen that what's it do in adventure mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 08, 2013, 09:23:29 pm
Sometimes infections. Infections make you die.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 08, 2013, 10:06:31 pm
that's it? ::) i heard that necrois of the brain is deadly but that's it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 08, 2013, 10:08:35 pm
It (brain necrosis) is, but only in combat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on August 08, 2013, 10:14:40 pm
Yeah, the catch is that if you don't cut it off, it kills you eventually. It'd be a bigger deal if amputating rotten flesh took more time and effort than wrapping up a papercut. Or left the limb lame like a huge chunk of muscle missing from the bicep might do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 08, 2013, 10:15:27 pm
On the flip side, it's completely untreatable in adventure mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 08, 2013, 10:31:21 pm
Yeah, the catch is that if you don't cut it off, it kills you eventually. It'd be a bigger deal if amputating rotten flesh took more time and effort than wrapping up a papercut. Or left the limb lame like a huge chunk of muscle missing from the bicep might do.

It's not amputation, it's excising.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 09, 2013, 06:05:35 am
If I have a BP around a portion of a limb (using a BDP), is that portion of the limb actually protected, or can attacks just target that limb portion directly and ignore the "shell" ?

EDIT: Also, if a creature has [HABIT:USE_ANY_MELEE_WEAPON] but only a few natural weapon skills, will it prefer weapons corresponding to those skills?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 09, 2013, 06:26:30 am
umm you see i'v not really been working on my creature bacause i was trying out master work mod but now i'm back on the thing so i should just add crazed to my species? having zombies be friendly to said species wouldint be TOO much of a problem and would a species with JUST opposed to life make them just kill eachover? EDIT can one make a diferent caste have difernt attacks? or syndromes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on August 09, 2013, 08:30:35 am
umm you see i'v not really been working on my creature bacause i was trying out master work mod but now i'm back on the thing so i should just add crazed to my species? having zombies be friendly to said species wouldint be TOO much of a problem and would a species with JUST opposed to life make them just kill eachover? EDIT can one make a diferent caste have difernt attacks? or syndromes?

It's your choice whether or not to add crazed to your species, and yes, attacks can be defined per caste.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on August 09, 2013, 10:02:34 am
umm you see i'v not really been working on my creature bacause i was trying out master work mod but now i'm back on the thing so i should just add crazed to my species? having zombies be friendly to said species wouldint be TOO much of a problem and would a species with JUST opposed to life make them just kill eachover? EDIT can one make a diferent caste have difernt attacks? or syndromes?

Try crazed first, if they become non hostile after you get transformed, you will not need to try the undead part. In both case they will attack everything around them anyway.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 09, 2013, 12:50:28 pm
If I have a BP around a portion of a limb (using a BDP), is that portion of the limb actually protected, or can attacks just target that limb portion directly and ignore the "shell" ?

if the BP is around an INTERNAL part then yes it will be protected, but naturally if something is inside another part it's protected anyways.

So if you have a normal exteral head, and wrap a "head shell" body part around it, they can still attack the head, but now if they damage the head shell it might get jammed into it's normal head too.

It's only because it's external that allows the bypass, small/embedded I think still allows targeting but much harder to hit/ less often targeted.
Some more science needs to be done on this manner (Like does an internal around an internal (skull to brain) always garentee protection)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 09, 2013, 01:01:50 pm
Then which better simulates armor:

Having the limbs [INTERNAL] to armor bp's

OR

Just having an "Armor" tissue layer over everything?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 09, 2013, 01:07:18 pm
Then which better simulates armor:

Having the limbs [INTERNAL] to armor bp's

OR

Just having an "Armor" tissue layer over everything?

right now I'm going with the armor tissue over the normal limbs. Cause nested interals looks weird in the logs "You stab the ogre in the breastplate fractuing the steel, tearing the upperbody, and tearing the upperbody's left lung"

So I'd go for tissues for now. and rename the limbs as armor pieces (Idk if more tissues makes lag or just more materials, since tissues can use the same material)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 09, 2013, 01:20:50 pm
I dunno, by that combat log it sounds like the nested bodyparts would avoid the display issue that tissues have.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 09, 2013, 01:51:56 pm
You bash the goblin in the Helm shattering the Iron, bruising the head's muscle, shattering the head's skull, jamming the head's skull through the head's brain"

you can try it and see, let me find you an old copy of my armored raws.

Spoiler (click to show/hide)

There
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 09, 2013, 01:57:47 pm
Right now I've got armor as bp's designed to go around existing humanoid BP's, but it looks like I'll have to build a sort of armor exo-skeleton and define a copy of the humanoid body with all the parts [INTERNAL] to the armor... oh well :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 09, 2013, 02:00:43 pm
Yeah the above raws I posted should speed up your work. As it's an armor exoskeleton.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 09, 2013, 02:09:16 pm
Unfortunately, this is for the "From Scratch" game
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 09, 2013, 06:06:28 pm
okay i'v added crazed to the species now is the challenge for getting them to appear in adventure mode
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 10, 2013, 03:42:27 am
Made some new plants (based on copy+pasted plants I already include) and added seeds to valley herbs. Result: Game crashes upon embark, every time. I press 'e', then nothing, freeze. Maybe someone can have a look over the plants, it must be something fairly obvious that I just dont see.

Code: [Select]
[PLANT:HERB_VALLEY]
[NAME:valley herb]
[NAME_PLURAL:valley herbs]
[ADJ:valley herb]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:DRINK:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[DRY][BIOME:GRASSLAND_TEMPERATE]
[VALUE:5]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen golden salve]
[STATE_NAME_ADJ:LIQUID:golden salve]
[STATE_NAME_ADJ:GAS:boiling golden salve]
[MATERIAL_VALUE:100]
[DISPLAY_COLOR:6:0:1]
[EXTRACT_STORAGE:FLASK]
[PREFIX:NONE]
[EXTRACT_VIAL:LOCAL_PLANT_MAT:EXTRACT]
[SPRING][SUMMER][AUTUMN]
[GROWDUR:1008]
[LEAVES]
[FREQUENCY:25]
[CLUSTERSIZE:1]
[PREFSTRING:tiny leaves]
[PREFSTRING:soothing fragrance]
[PICKED_TILE:','][DEAD_PICKED_TILE:152]
[SHRUB_TILE:',']
[DEAD_SHRUB_TILE:',']
[PICKED_COLOR:2:11:0]
[SHRUB_COLOR:2:11:0][DEAD_SHRUB_COLOR:6:6:0]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[EDIBLE_VERMIN]
[SEED:valley herb seed:valley herb seeds:0:0:1:LOCAL_PLANT_MAT:SEED]

 

[PLANT:GLASS_THORN_SMALL]
[NAME:glass thorn sapling]
[NAME_PLURAL:glass thorn saplings]
[ADJ:glass thorn sapling]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PREFSTRING:glass spikes]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER] 
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:2:2]
[SOLID_DENSITY:3600]
[FREQUENCY:0]
[CLUSTERSIZE:3]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWDUR:4032]
   [PICKED_TILE:182][DEAD_PICKED_TILE:182]
   [SHRUB_TILE:182][DEAD_SHRUB_TILE:182]
   [PICKED_COLOR:3:3:1]
   [SHRUB_COLOR:3:3:1][DEAD_SHRUB_COLOR:3:1:0]
   [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:5]
      [EDIBLE_VERMIN]
   [SEED:glass thorn gem spawn:glass thorn gem spawns:0:0:1:LOCAL_PLANT_MAT:SEED]


[PLANT:CRYSTAL_TREE_SMALL]
[NAME:crystal tree sapling]
[NAME_PLURAL:crystal tree saplings]
[ADJ:crystal tree sapling]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PREFSTRING:crystal gems]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER] 
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:2:2]
[SOLID_DENSITY:3600][FREQUENCY:0][CLUSTERSIZE:3]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWDUR:4032]
   [PICKED_TILE:147][DEAD_PICKED_TILE:147]
   [SHRUB_TILE:147][DEAD_SHRUB_TILE:147]
   [PICKED_COLOR:3:3:1]
   [SHRUB_COLOR:3:3:1][DEAD_SHRUB_COLOR:3:1:0]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:5]
      [EDIBLE_VERMIN]
    [SEED:crystal tree gem spawn:crystal tree gem spawns:0:0:1:LOCAL_PLANT_MAT:SEED]

[PLANT:SHADE_THORN_SMALL]
[NAME:shade thorn sapling]
[NAME_PLURAL:shade thorn saplings]
[ADJ:shade thorn sapling]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PREFSTRING:spikey thorns]
[WET][DRY]
[MATERIAL_VALUE:15]
[BIOME:SUBTERRANEAN_WATER] 
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:3:3]
[SOLID_DENSITY:3600]
[FREQUENCY:0]
[CLUSTERSIZE:3]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWDUR:4032]
      [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:15]
      [EDIBLE_VERMIN]
      [SEED:shade thorn spawn:shade thorn spawn:0:0:1:LOCAL_PLANT_MAT:SEED]
   [PICKED_TILE:138][DEAD_PICKED_TILE:138]
   [SHRUB_TILE:138][DEAD_SHRUB_TILE:138]
   [PICKED_COLOR:7:1:1]
   [SHRUB_COLOR:7:1:1][DEAD_SHRUB_COLOR:7:1:1]


[PLANT:SPORE_TREE_SMALL]
  [NAME:spore-tree sapling]
[NAME_PLURAL:spore-tree saplings]
[ADJ:spore-tree]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
   [PREFSTRING:sticky glue]
  [WET][DRY]
  [BIOME:SUBTERRANEAN_WATER]
[BIOME:SUBTERRANEAN_CHASM]
    [UNDERGROUND_DEPTH:1:1]
    [SOLID_DENSITY:600]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWDUR:4032]
   [FREQUENCY:0]
   [CLUSTERSIZE:1]
   [PICKED_TILE:129][DEAD_PICKED_TILE:191]
   [SHRUB_TILE:129][DEAD_SHRUB_TILE:129]
   [PICKED_COLOR:5:2:0]
   [SHRUB_COLOR:5:2:0][DEAD_SHRUB_COLOR:0:6:1]
   [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:3]
      [EDIBLE_VERMIN]
   [SEED:spore-tree spore:spore-tree spores:0:0:1:LOCAL_PLANT_MAT:SEED]


[PLANT:FEATHER_SMALL]
   [NAME:feather tree sapling][NAME_PLURAL:feather tree saplings][ADJ:feather]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTUAL]
   [PREFSTRING:lightness]
   [WET][DRY][BIOME:NOT_FREEZING][BIOME:ANY_LAND][GOOD]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWDUR:4032]
   [FREQUENCY:10] [CLUSTERSIZE:1]
   [PICKED_TILE:147][DEAD_PICKED_TILE:147]
   [SHRUB_TILE:147][DEAD_SHRUB_TILE:147]
   [PICKED_COLOR:7:3:1]
   [SHRUB_COLOR:7:3:1][DEAD_SHRUB_COLOR:7:3:0]
   [SOLID_DENSITY:100]   
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:7] [EDIBLE_VERMIN]
   [SEED:feather acorn:feather acorns:0:0:1:LOCAL_PLANT_MAT:SEED]


[PLANT:GLUMPRONG_SMALL]
   [NAME:glumprong sapling][NAME_PLURAL:glumprong saplings][ADJ:glumprong]
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTUAL]
   [PREFSTRING:lightness]
   [WET][DRY][BIOME:NOT_FREEZING][BIOME:ANY_LAND][EVIL]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWDUR:4032]
   [FREQUENCY:10] [CLUSTERSIZE:1]
   [PICKED_TILE:138][DEAD_PICKED_TILE:138]
   [SHRUB_TILE:138][DEAD_SHRUB_TILE:138]
   [PICKED_COLOR:0:4:1]
   [SHRUB_COLOR:0:4:1][DEAD_SHRUB_COLOR:7:0:1]
   [SOLID_DENSITY:6000]
   [USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
      [MATERIAL_VALUE:7] [EDIBLE_VERMIN]
   [SEED:glumprong acorn:glumprong acorns:0:0:1:LOCAL_PLANT_MAT:SEED]

The errorlog is clean, no mentioning of any wrong tags.

Edit: I did add one [BIOME:ANY_LAND] to the evil tree... my bet is on that.
EDIT2: I did bet wrong. Well, I couldnt figure out what crashes (I know the crystal tree sapling and glass thorn sapling crash the game, but not why), but I redid all the plants and it works now. You can ignore this post if you like.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on August 10, 2013, 07:49:17 am
Is it possible to make furniture, beds and tables and things like them, with custom reactions?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on August 10, 2013, 08:35:44 am
Is it possible to make furniture, beds and tables and things like them, with custom reactions?

Yes, just use [PRODUCT:100:1:BED:NO_SUBTYPE:<MATERIAL...>] for beds, same with TABLE, CHAIR, DOOR, and so on. See http://dwarffortresswiki.org/index.php/DF2012:Item_token for a list of valid item types.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on August 10, 2013, 08:51:01 am
Thanks.  :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Pink Photon on August 10, 2013, 11:50:53 am
I went to a lot of trouble to capture a male and female crundle (may not seem troublesome to some but this is my first time using cage traps ever), so I was disappointed to learn that they don't breed. I know from the wiki and the board that I need to add the [CHILD:X] tag to the raws to make them reproduce. Is it really as simple as that, or are there other things I need to modify?

Also, how would I go about making scale/chitin usable as shell or bone? The wiki says to add the [SHELL] tag under the material template to make it usable for strange moods, but I want it to be usable in regular crafting as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on August 10, 2013, 12:23:34 pm
1) It should be really as simple as that.
2) Add [BONE], [ITEMS_HARD], [ITEMS_SCALED] and [ITEMS_BARRED] to the material templates.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on August 10, 2013, 07:31:34 pm
Breeding crundles really is as easy as adding [CHILD:X], I favour [CHILD:1] myself since they're small. I made them [TRAINABLE_WAR] as well. It's fun to watch a troll get swarmed by crundles.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 11, 2013, 12:30:11 am
I thought about adding items to miners/fishers/woodcutters/hunters that would make their life easier. A dust-mask for miners against coaldust, belt with live bait for fishers to increase fishing speed, maybe a camouflaged cloak for hunters that adds "at peace with wilflife" (if possible), so they can sneak up closer...

I would make these items as clothing/armor, and add the fitting syndromes and interactions with itemsyndrome.

The biggest problem I face: Assigning military uniforms to miners/hunters/woodcutters is bugged as far as I know, they let drop it all the time, or either carry their pick/crossbow/axe OR their military uniform.

The only solution I can think of is adding it to a special sort of pick (specialized coal mining drill), axes (crosscut saw) and crossbows (hunters crossbow). But that creates two new problems: First of all it makes no sense that a saw makes you benign to wildlife or hides you; Second problem it that you still cant assign these by hand, the miner would chose by himself if he takes a pick or mining drill... stupid AI.

So, anyone has any ideas regarding this? A workshop that uses reactions to apply temporary "coal dust immunization pills" or "hunting camouflage facepaint" ^^



EDIT: Oh, and another one: What material are corpses and bodyparts made of? Muscle? Bone? Can I make a new tissue templates and material templates for Goblins, add REACTION_CLASS:GOBLIN to the materials behind them, and use [REAGENT:A:1:CORPSE:NONE:NONE:NONE][REACTION_CLASS:GOBLIN]  or [REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][REACTION_CLASS:GOBLIN] to only use goblin parts in a reaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 11, 2013, 03:06:07 am
the second one would work, reaction wise.

But also I think it's BONE, but can you use a:

[REAGENT:A:1:NONE:NONE:CREATURE_MAT:GOBLIN:BONE][USE_BODY_COMPONENT]

?? ??
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 11, 2013, 03:49:50 am
I tried it, it requires "Body Component", but does not accept goblin corpses.

This one: [REAGENT:A:1:NONE:NONE:CREATURE_MAT:GOBLIN:NONE] wants a "Goblin Skin Item", which also did not work. What about REAGENT:A:1:NONE:NONE:CREATURE:GOBLIN:NONE, would that accept corpses?

EDIT: Meh, doesnt work. I think I might have to work with itemcorpses.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 11, 2013, 01:23:02 pm
I tried it, it requires "Body Component", but does not accept goblin corpses.

This one: [REAGENT:A:1:NONE:NONE:CREATURE_MAT:GOBLIN:NONE] wants a "Goblin Skin Item", which also did not work. What about REAGENT:A:1:NONE:NONE:CREATURE:GOBLIN:NONE, would that accept corpses?

EDIT: Meh, doesnt work. I think I might have to work with itemcorpses.

Well I know this works for everything:

Code: [Select]
[REACTION:BURN_ALL_PARTS]
[NAME:burn bodies and parts]
[BUILDING:KILN:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[PRODUCT:10:1:BAR:NONE:ASH:NONE]
[SKILL:SMELT]

maybe in your creatures you can use a

Code: [Select]
[SELECT_MATERIAL:ALL]
   [REACTION_CLASS:GOBLIN]
now all goblin parts are classed as goblin
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on August 11, 2013, 03:40:34 pm
Didn't he say he tried that already? Also I recall us not finding a solution the last time this question was asked.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 11, 2013, 10:28:40 pm
I can only test more and more. If I find a solution, I'll write you guys a PM, otherwise I just use itemcorpses. Some invaders in my mod already have those, so its fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Curseborn on August 11, 2013, 11:39:14 pm
Im working on creating tameable cave ogres that you can armor by modding masterwork files. Does anyone know if its possible to create a reaction that equips weapons? Mephs workshop removes tissue and replaces it with metal strength tissues and renames it to armor plates i think instead of actually equipping an item so im guessing the answer is no but would like a definite answer or if someone knows a work around i would love to hear it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 11, 2013, 11:40:42 pm
It isn't possible. Meph's workshop doesn't replace tissue, but transform the creature into a completely new one that has that tissue.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 12, 2013, 01:17:38 am
Correct. Its a new ogre, with a natural armor layer. If you want to give weapons, you can do interactions to simulate them (net-thrower or crossbow or something like that), or a bodypart that works like a weapon (see the hammer/sword/spear-golems)

No other way is possible atm.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on August 12, 2013, 09:49:35 pm
I feel like this today (twilight from Equestria girls)
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 12, 2013, 10:12:07 pm
I feel like this today (twilight from Equestria girls) -Snipped-
How in anyway this a question? And why here?

Also as try using
Code: [Select]
[img width=400]<url>[/img]
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Langolier on August 13, 2013, 03:19:30 am
Spoiler (click to show/hide)

If I have a creature that is [IMMOBILE] will I be able to pasture/pit or otherwise move it around in fortress mode or will it be glued to the spot forever until it dies?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on August 13, 2013, 10:38:42 am
well I tried (but was there a picture?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on August 13, 2013, 11:05:18 am
If I have a creature that is [IMMOBILE] will I be able to pasture/pit or otherwise move it around in fortress mode or will it be glued to the spot forever until it dies?

Isn't that exactly how Meph did his sentry turrets in Masterwork?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 13, 2013, 11:18:21 am
Spoiler (click to show/hide)

If I have a creature that is [IMMOBILE] will I be able to pasture/pit or otherwise move it around in fortress mode or will it be glued to the spot forever until it dies?

Spoiler (click to show/hide)

Yes you can pasture an immobile creature, just dont expect it to breed.

well I tried (but was there a picture?)

Yes there was, but I don't know if your feelings and images showing thus is appropriate for a questions/help thread?
Isn't there a MLP fourms? My cousin is into this... stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on August 13, 2013, 08:35:32 pm
very well then :3. last question, how do you make something regrow any part of it's body as fast as a Hammerpede from the movie prometheus can grow it's head back (tell me and show me the steps too)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 13, 2013, 08:54:52 pm
very well then :3. last question, how do you make something regrow any part of it's body as fast as a Hammerpede from the movie prometheus can grow it's head back (tell me and show me the steps too)

Have it very quickly transform into another creature, and back again, that will allow it to regrow lost limbs as it's a full scale regeneration.

the steps is make the interaction, then give it to your desired creature to use on itself, or just have it's own blood do it. Would make it unkillable unless you one shot it (brain damage, head removal, bisection)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on August 13, 2013, 09:07:47 pm
ok can you make me a code that does that (the creature is that golden spider robot however) plus why here? because just to let you know that I like ponies and ponies turning in to humans for some reason, and I just put things anywhere. (I know that I shouldn't do it but i'm to lazy/shy to go on it.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 13, 2013, 09:13:49 pm
ok can you make me a code that does that (the creature is that golden spider robot however)

I'll just butcher my old code for some mods I placed in stasis until their lore can be properly recreated in DF

Code: (This goes on the creature) [Select]
[CAN_DO_INTERACTION:SPAWN_RAT]
[CDI:ADV_NAME:Start spawning]
[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:750]
Just rename some things

Code: (interaction itself) [Select]
[INTERACTION:SPAWN_RAT] --- starts the spawning process
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_AFFECTED_CREATURE:RAT_GIANT_SPAWNER:FEMALE]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:SPAWNING]
[CE_BODY_TRANSFORMATION:START:0:END:5000]
   [CE:CREATURE:RAT_GIANT_SPAWNING:GENERIC]

Change the things as you see fit. Also it's my old code, my newer stuff is worked a lot differently.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on August 13, 2013, 09:44:15 pm
please combine and modify these please and make it reproduce too because I can't do it and try so hard too and I do it so please help me please
Code: [Select]

[OBJECT:CREATURE]

this is not a pattern; I was bored, so I did this

[CREATURE:SPIDER_ROBOT]
[CREATURE_CLASS:ALL_CREATURES][DESCRIPTION:A spider robot. Made of gold.]
[NAME:golden spider robot:golden spider robots:golden spider robot]
[CREATURE_TILE:'S'][COLOR:6:0:1]
[PETVALUE:800]
[PET]
[COMMON_DOMESTIC]
[THICKWEB][WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Shoot!]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TOKEN:LB]
[CDI:MATERIAL:INORGANIC:SLADE:SOLID_GLOB]
[CDI:VERB:shoot a slade bullet:shoots a slade bullet]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[NO_SLEEP]
[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOFEAR]
[LARGE_ROAMING]
[CARNIVORE][NATURAL]
[LARGE_PREDATOR]
[GRASSTRAMPLE:20]
[PREFSTRING:shininess]
[NOBONES]
[BODY:SPIDER:2EYES:BRAIN:MOUTH]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BLOOD:INORGANIC:IRON:LIQUID]
[NO_THOUGHT_CENTER_FOR_MOVEMENT] just in case
[TISSUE:GOLD]
[TISSUE_NAME:gold:gold]
[TISSUE_MATERIAL:INORGANIC:GOLD]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:GOLD]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:BITE: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]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ALL_ACTIVE]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[CASTE_NAME:golden spider robot:golden spider robot:golden spider robot]
[FEMALE]
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:0:30000]
[BODY_SIZE:2:0:60000]
[CASTE:MALE]
[CASTE_NAME:golden spider robot:golden spider robot:golden spider robot]
[MALE]
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:0:30000]
[BODY_SIZE:2:0:60000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 13, 2013, 10:00:52 pm
Spoiler (click to show/hide)

the interaction needs to be dropped into "interaction_standard.txt"

Code: [Select]
[INTERACTION:REPAIR] --- starts the spawning process
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:FIXED]
[CE_BODY_TRANSFORMATION:START:0:END:1]
   [CE:CREATURE:SPIDER_ROBOT:GENERIC]

Problem is this, you will get spammed with transformation messages, just a little FYI unless you up the [CDI:WAIT_PERIOD:750] in the repair interaction in the critter, then you just get spammed less often/slower

And where the heck does it get it's poison for it's bite attack? I see no POISON material defined at all. So I fixed it with is placeholder for now.

Also if you are trying for a certain effect look at other creatures in the raws and see what they have, and what your creature lacks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on August 13, 2013, 10:12:35 pm
Spoiler (click to show/hide)

the interaction needs to be dropped into "interaction_standard.txt"

Code: [Select]
[INTERACTION:REPAIR] --- starts the spawning process
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:FIXED]
[CE_BODY_TRANSFORMATION:START:0:END:1]
   [CE:CREATURE:SPIDER_ROBOT:GENERIC]

Problem is this, you will get spammed with transformation messages, just a little FYI unless you up the [CDI:WAIT_PERIOD:750] in the repair interaction in the critter, then you just get spammed less often/slower

And where the heck does it get it's poison for it's bite attack? I see no POISON material defined at all. So I fixed it with is placeholder for now.

Also if you are trying for a certain effect look at other creatures in the raws and see what they have, and what your creature lacks.
putnam made it and I don't know why he put that poison there, but thank you thank you thank you so much for doing that for me thank you !!!!!!!!!!!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 13, 2013, 11:36:43 pm
I mostly copy+pasted that from a masterwork spider tbh
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 14, 2013, 12:20:04 am
I mostly copy+pasted that from a masterwork spider tbh

No wonder it's so broken :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on August 14, 2013, 03:16:57 pm
Two questions:

1. If I have two dwarf castes with different physical attributes and I transform a dwarf between them, how does their attributes change?

2. Does anyone have an example of a working multi-creature civ? (E.g. An entitiy with a creature who's castes are human male, human female, elf male, elf female, etc...)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 14, 2013, 03:23:42 pm
Two questions:

1. If I have two dwarf castes with different physical attributes and I transform a dwarf between them, how does their attributes change?

2. Does anyone have an example of a working multi-creature civ? (E.g. An entitiy with a creature who's castes are human male, human female, elf male, elf female, etc...)

1. I think the phys stats change, but if they don't the transformation effect can alter phys/ment stats CE_PHYS_ATT_CHANGE/CE_MENT_ATT_CHANGE

2.
Spoiler (click to show/hide)

I had a zombie one a long time ago that included separate hair,eye,skin coloration, but the necromancers made them obsolete.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on August 14, 2013, 04:06:33 pm
Two questions:

1. If I have two dwarf castes with different physical attributes and I transform a dwarf between them, how does their attributes change?

2. Does anyone have an example of a working multi-creature civ? (E.g. An entitiy with a creature who's castes are human male, human female, elf male, elf female, etc...)

1. I think the phys stats change, but if they don't the transformation effect can alter phys/ment stats CE_PHYS_ATT_CHANGE/CE_MENT_ATT_CHANGE

2.
Spoiler (click to show/hide)

I had a zombie one a long time ago that included separate hair,eye,skin coloration, but the necromancers made them obsolete.

Thanks, I will have to test to see if the stats change on transformation or if I need to include the stats change separately.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 15, 2013, 07:34:15 am
can it be possible to sort of extract syndrome poisen from a creatures tail for example?



EDIT i guitily admit that i have made no progress on my mod and i blame a certain person his name is MEPH! (seriously his masterwork mod is so FUN! i can only spend half a minute looking only looking at my creature before this voice says this is boring! i wanna play masterwork)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 15, 2013, 12:01:29 pm
can it be possible to sort of extract syndrome poisen from a creatures tail for example?



EDIT i guitily admit that i have made no progress on my mod and i blame a certain person his name is MEPH! (seriously his masterwork mod is so FUN! i can only spend half a minute looking only looking at my creature before this voice says this is boring! i wanna play masterwork)

Can extract poison if you make a special organ called "Poision Gland" which has a [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GLAND_POISON][EBO_ITEM:<ITEM_TYPE>:<ITEM_SUBTYPE>:<MATERIAL>:<MATERIAL_SUB>] preferably you make a new material for the gland that has [MATERIAL_REACTION_PRODUCT:POISON_MAT:LOCAL_CREATURE_MAT:POISON] and [MATERIAL_REACTION_PRODUCT:VENOM_MAT:LOCAL_CREATURE_MAT:VENOM]
why these two, well some you can pick one really, but you need to make a custom reaction to take something made from this new gland material to extract the posion into liquid_misc form into a jar/container of your choosing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 15, 2013, 09:41:03 pm
sorry :-[ i really need to make a habit of specifying i want a reaction for adventure mode
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 15, 2013, 10:04:34 pm
even in adv mode, you'd still need to make these.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Majnen on August 15, 2013, 10:24:59 pm
Hey everyone. I'm relatively new to the DF community, and even newer to the modding area.

I'm interested in doing what should (I think?) be something fairly simple - simply adding an extra option to an existing workshop (probably the Bowyers workshop) to be able to produce arrows. I'm looking at it requiring a reagent of, for example, wood and iron for iron arrows.

I've read some modding guides on the wiki, but I just can't quite get my head around what files I would need to create and/or edit. I've looked through the raws and can't seem to find the existing reactions to smelt iron bolts; it was my hope to just duplicate this reaction, modifying it slightly as needed.

Is anyone able to point me in the right direction, or perhaps to an "idiots guide to modding"? Thanks in advance for any help!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on August 15, 2013, 10:55:59 pm
You can't do that, sadly. What you would want to do is create a custom reaction, and add it to a workshop. The only problem is, you can't add workshops to just any workshop. According to the wiki:

Quote from: Wiki
Valid buildings are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN, and any custom buildings (SOAP_MAKER, SCREW_PRESS, and anything you've added).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 15, 2013, 10:59:26 pm
Go into Modding Utilities subboard and download my Project: Modder's Resource.

Now to your Qs

Quote
I'm interested in doing what should (I think?) be something fairly simple - simply adding an extra option to an existing workshop (probably the Bowyers workshop) to be able to produce arrows. I'm looking at it requiring a reagent of, for example, wood and iron for iron arrows.

Saddly the Bowyers is off limits until toady makes it so, but you can use these: KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN, SOAP_MAKER, SCREW_PRESS

Quote
I've read some modding guides on the wiki, but I just can't quite get my head around what files I would need to create and/or edit. I've looked through the raws and can't seem to find the existing reactions to smelt iron bolts; it was my hope to just duplicate this reaction, modifying it slightly as needed.

Best thing is to look at the raws in vanilla DF, however I can list off what you need:
Need to make a new Reaction (can make a new "reaction_xxxx.txt" or add it into an exsisting reaction_*.txt file)
Need to make a new building (unless you are just gonna use one from the list provided above)

Also you can't find a reaction on making arrows because the Forge (hardcoded) automatically makes those reactions with weapons/armor/ammo/etc and materials that say that they allow to make it (most weapon grade metal has [ITEMS_XXXX] tags) so you'll have to make your own. and that is not too hard

Code: [Select]
[REACTION:MAKE_BULLETS]
[NAME:make box of bullets]
[BUILDING:AMMO_REGEN:NONE]
[REAGENT:copper:150:BAR:NONE:INORGANIC:COPPER]
[REAGENT:lead:150:BAR:NONE:INORGANIC:LEAD]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:GUNPOWDER]
[REAGENT:gunpowder container:1:NONE:NONE:NONE:NONE]
[CONTAINS:gunpowder]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLET:INORGANIC:COPPER_LEAD]
[SKILL:FORGE_WEAPON]

look at the [PRODUCT line at the end, and read up on the offline wiki for any quick things you need.

EDIT:
@laularukyrumo
I think they stack, Putnam will know more but I think I remember him saying that is DBZ guys where powering up so much that they went over the 4byte limit and went into the negatives (stack overflow)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Majnen on August 16, 2013, 02:27:15 am
Thanks Hugo_The_Dwarf and laularukyrumo - I've done some tinkering and I think I'm well on my way!  :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 16, 2013, 04:07:51 am
so i have got to make a poisen gland and then add it to every creature i want to extract it from?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 16, 2013, 12:22:46 pm
so i have got to make a poisen gland and then add it to every creature i want to extract it from?
If you are butchering them, yes. If you don't you might be able to goto each creature with venom and use [SELECT_MATERIAL:MUSCLE][MATERIAL_REACTION_PRODUCT:POISON_MAT:LOCAL_CREATURE_MAT:POISON] and [MATERIAL_REACTION_PRODUCT:VENOM_MAT:LOCAL_CREATURE_MAT:VENOM]
Pick one of these depending on what the creature calls it's poison.

Now make a reaction that takes
[REAGENT:MEAT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:POISON_MAT] (and another the uses venom_mat)

now you can make a generic one that will allow you to extract poison/venom from "<creature name> meat"

EDIT:
all depends on how lazy you want to be.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: filipmolnar on August 17, 2013, 01:04:35 am
Hello DF-community!

I already asked on reddit, but did not get the answer I am looking for. Could you help me?

Here goes:
I have a problem, I created this building and I can build it and it works as intended.
But, I experimented with build stages. The strange thing is that the components are white. So instead of colored threads I get white threads and a white table and chair. The intended colors only get applied once the building is finished. Is this normal? It really is not that much of an issue, I just find it really strange. Could someone tell me what is wrong? Thanks!

[BUILDING_WORKSHOP:SPINNING_STOOL]
[NAME:Spinning Stool]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:2:2]
[BUILD_LABOR:PROCESS_PLANT]
[DIM:3:3]
[BLOCK:1:0:1:0]
[BLOCK:2:0:1:0]
[BLOCK:3:0:0:0]
[TILE:0:1:43:43:43]
[TILE:0:2:43:43:43]
[TILE:0:3:43:43:43]
[COLOR:0:1:7:0:0:7:0:0:7:0:0]
[COLOR:0:2:7:0:0:7:0:0:7:0:0]
[COLOR:0:3:7:0:0:7:0:0:7:0:0]
[TILE:1:1:43:43:43]
[TILE:1:2:210:43:43]
[TILE:1:3:43:237:43]
[COLOR:1:1:7:0:0:7:0:0:7:0:0]
[COLOR:1:2:7:0:0:7:0:0:7:0:0]
[COLOR:1:3:7:0:0:6:0:1:7:0:0]
[TILE:2:1:43:43:237]
[TILE:2:2:210:209:237]
[TILE:2:3:43:237:237]
[COLOR:2:1:7:0:0:7:0:0:3:0:1]
[COLOR:2:2:7:0:0:MAT:7:0:1]
[COLOR:2:3:7:0:0:6:0:1:0:0:0]
[TILE:3:1:43:128:237]
[TILE:3:2:210:209:237]
[TILE:3:3:43:237:237]
[COLOR:3:1:7:0:0:7:0:0:3:0:1]
[COLOR:3:2:7:0:0:MAT:7:0:1]
[COLOR:3:3:7:0:0:6:0:1:1:0:1]

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Souleater17 on August 17, 2013, 02:42:10 am
What would happen if you removed all the dirt/stone/metals from the game?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on August 17, 2013, 03:48:09 am
If DF tries to build a geological feature, whether it be dirt, rock, pebbles, ore, what have you, and there are zero valid inorganics, the game, for some reason, builds the feature out of *everything*. It will flash randomly between all inorganics available every frame or so, and will sear your eyes as well as being probably unplayable. I don't know if it'll pull weirder things if you completely nuke the inorganics, or if it'll just crash. It's generally a really really really  bad idea, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on August 17, 2013, 06:09:26 am
Explanation: When the Armok can't find valid inorganics for his world-building, he goes crazy and starts a disco party.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tkrens on August 17, 2013, 08:40:04 am
Heya. I am not really a modder. Though I do have a question.

I was wondering if it's possible to edit the number of 'points' you get to distribute on items and skills when embarking. I know that the Masterwork DF sandbox start gives you a lot more points. How is it done?

Secondly, is it possible to edit the points you can distribute on skills/attributes in adventure mode?

I know, I am a dirty cheater  :(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: AutomataKittay on August 17, 2013, 08:53:32 am
Heya. I am not really a modder. Though I do have a question.

I was wondering if it's possible to edit the number of 'points' you get to distribute on items and skills when embarking. I know that the Masterwork DF sandbox start gives you a lot more points. How is it done?

Can be done in advanced worldgen ( Design new world with adv param ), then enter advanced parameters. Should be on the first screen and labelled 'embark points'
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on August 17, 2013, 03:45:23 pm
As far as adventure mode goes, it's a little trickier. You don't get any governance over the "points" allocated in character creation, but for attributes, what it does is it bumps your character up to the next-highest "tier" of that attribute. So if you just slide the numbers along in the raws, you're good to go. Creating a new caste of human/dwarf/elf/whatever, pop ratio 1, other castes pop ratio OVER NINE THOUSAND should ensure that these guys don't actually spawn in the wild. You can do a similar thing with skills, by giving the caste natural skills.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 17, 2013, 04:43:42 pm
Hello DF-community!

I already asked on reddit, but did not get the answer I am looking for. Could you help me?

Here goes:
I have a problem, I created this building and I can build it and it works as intended.
But, I experimented with build stages. The strange thing is that the components are white. So instead of colored threads I get white threads and a white table and chair. The intended colors only get applied once the building is finished. Is this normal? It really is not that much of an issue, I just find it really strange. Could someone tell me what is wrong? Thanks!

[BUILDING_WORKSHOP:SPINNING_STOOL]
[NAME:Spinning Stool]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:2:2]
[BUILD_LABOR:PROCESS_PLANT]
[DIM:3:3]
[BLOCK:1:0:1:0]
[BLOCK:2:0:1:0]
[BLOCK:3:0:0:0]
[TILE:0:1:43:43:43]
[TILE:0:2:43:43:43]
[TILE:0:3:43:43:43]
[COLOR:0:1:7:0:0:7:0:0:7:0:0]
[COLOR:0:2:7:0:0:7:0:0:7:0:0]
[COLOR:0:3:7:0:0:7:0:0:7:0:0]
[TILE:1:1:43:43:43]
[TILE:1:2:210:43:43]
[TILE:1:3:43:237:43]
[COLOR:1:1:7:0:0:7:0:0:7:0:0]
[COLOR:1:2:7:0:0:7:0:0:7:0:0]
[COLOR:1:3:7:0:0:6:0:1:7:0:0]
[TILE:2:1:43:43:237]
[TILE:2:2:210:209:237]
[TILE:2:3:43:237:237]
[COLOR:2:1:7:0:0:7:0:0:3:0:1]
[COLOR:2:2:7:0:0:MAT:7:0:1]
[COLOR:2:3:7:0:0:6:0:1:0:0:0]
[TILE:3:1:43:128:237]
[TILE:3:2:210:209:237]
[TILE:3:3:43:237:237]
[COLOR:3:1:7:0:0:7:0:0:3:0:1]
[COLOR:3:2:7:0:0:MAT:7:0:1]
[COLOR:3:3:7:0:0:6:0:1:1:0:1]

The color you want is MAT instead of F:Ba:Br for the colors of that kind.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 17, 2013, 11:22:27 pm
I had problems with using MAT... it resulted in flickering tiles, no idea why. What is your Spinning Stool doing, btw? I thought that area was pretty much covered by the vanilla loom.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ravendarksky on August 18, 2013, 04:36:38 am
Hi everyone,

Is it possible to change race language files for a particular save?

I tried editing
../Dwarf Fortress 0.34.11\data\save\XXX\raw\objects\language_DWARF.txt but it doesn't seem to have any affect when I load up my save.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on August 18, 2013, 07:52:04 am
@ Ravendarksky
I'm only a new modder myself, but I'm pretty sure you have to gen a new world for additions to the raws to take place, not sure about editing a save though. Check the top of the subjects for this board for the sticky 'Common Question: When do I need to generate a new world?' That should help you out.


I have some questions of my own though:

1) can you add tags to individual castes? Like adding [WEBIMMUNE] - and would these be active in adventure mode?

2a) can I mod in civ entity creatures, such as individual humans, as semi/megabeasts?
also can I give them weapons? I want to mod in powerful wandering weapon masters.
2b) can I give standard creatures weapons? I would also like to add in wandering bandits if possible.

3) finally, can you add rarity to a entity's weapon/armor selection? I'm creating multiple variants of standard civs with flavor, ie arab-esque desert humans, vikings etc, but I would like to make certain weapons available but rare. Can it be done?

Thanks
Solitaire 


Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 18, 2013, 01:05:15 pm
Language shouldn't require a regen, but existing first names won't change.

1. Yes, of course. Almost every tag can be added to individual tags. The creature token article on the wiki gives which ones can't. It's a small list.

2a. Yes, no.

2b. Somewhat, but it's not actually weapons.

3. Armor, definitely. That's what COMMON UNCOMMON RARE means. Weapons, not sure. People seem to add FORCED after those often, but AFAIK it does nothing at all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on August 18, 2013, 01:48:17 pm
Thanks Putnam, I wasn't thinking in regards to the RARE, COMMON etc tags for armor, missed the obvious connection there. I'll experiment with weapons then I guess..

Would the method for giving creatures weapons be something like adding a ''weapon'' appendage connected to their hand, or something similar, and then adding fake ''weapon'' attacks to their creature raws?
I assume it'd also need a tissue layer?
That could work, its not perfect, but i can work with that..
Could I then force the creature to drop a specific weapon on death?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 18, 2013, 02:11:13 pm
It would be exactly that, yes, and yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on August 18, 2013, 08:24:40 pm
Hi all,
Currently I'm trying to mod MASTERWORKS raws to tweak the experience with the intention of realistic and deadlier combat, among other things. But I'm having trouble with a few points (Mainly body/tissue stuff) and require some advice/plausibility on others.
I hope you can help me. 

1)  Firstly, I'm trying to make necks breakable, with the goal of making a broken neck cause the victim to collapse/be paralysed etc. 
I have tried a whole bunch of things, from adding [JOINT] to the [BODY:NECK] category, to adding [NERVOUS] to the upper spine. I even tried experimenting with [STANCE] on all the spine parts, with the intention of causing the victim to at least fall down with a broken neck, but nothing seems to work in my arena testing.

2) Is there currently a windpipe present in creatures? Because I cannot currently find one, or infact any way to cause trouble breathing without damaging lungs, but I know we can strangle a target and they will eventually suffocate. Is it necessary to add a windpipe to the neck to allow damage to the neck to cause suffocation?

3) Is there a tag I can add to the skull tissue template that will cause a non-fatal skull fracture to bleed heavily? Like a mortal wound. The same for the throat and the thighs, if possible.
3b) Does blood work in a HP style system, making high Vascular values increase the speed at which a victim bleeds to death?

4) What does the [FUNCTIONAL] tag do? I can't find a reference anywhere, but its on some things but not others.. It seems to be mostly on organs, so I'm assuming its, well, for organs. But what does the tag actually do?

5) Is there a way to make blunt weapons do increased damage to internal organs, without getting lodged in the victim? I've got the type of damage I'm after from most blunt weapons now, but sometimes they get stuck, which is a bit hard to imagine... Or is this limited by virtue of being hardcoded right now? Because in my testing, it seems to be linked to the penetration value, despite reading that the penetration value was ignored by blunt attacks - the high penetration value's do more realistic and grievous damage to the internal organs at higher values...

thanks, and sorry for the wall of text.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 18, 2013, 09:16:18 pm
1. Joint should have worked...
2. No, that's one of the tokens. BREATHE or something, I think. If it helps, THROAT is basically windpipe and NECK is upper spine.
3. Yeah, the same way the heart's is done, but by setting the skull's bone instead of the heart's all.
3b. There are two values for every creature: the max blood (always equal to the creature's body size) and the current blood. When the current blood hits 0, it dies.
4. It sets the organ as functional, which I don't think means anything right now.
5. No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 18, 2013, 09:27:15 pm
1) I thought MW already had that. It should work just by adding [JOINT] to necks. You have to grab your enemy by the head.

2) There are no windpipes, but you may get a desired result by adding a [BREATHE] body part to the neck/throat. The reason throats can be strangled is because they have the [THROAT] tag.

3) The skull would need it's own tissue separate from regular bone in order to give it a higher [VASCULAR] to make it bleed more. Or give it major arteries like throats and hearts.
Code: [Select]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
Though this has to be done on a per-creature level, so a creature variation that adds these may help. For thighs I would put [SELECT_TISSUE_LAYER:MUSCLE:BY_CATEGORY:LEG_UPPER] and for skulls it would be [SELECT_TISSUE_LAYER:BONE:BY_CATEGORY:SKULL]

4) I don't know if functional has any uses yet.

5) I believe stuck-ins are hard-coded right now, but are more likely to occur with bladed weapons than with blunt ones, but that may just be poor luck with my observations.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: golemgunk on August 18, 2013, 11:56:10 pm
what determines how much blood is in a creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on August 19, 2013, 12:26:56 am
Beats me. If I didn't know better, I'd say it was just a question of body size, the amount going steeply up as we move from normal big animals to giants. Knowing Toady and his hijinks it's probably linked to the absolute amount of tissue vascularity or something.

And no matter what, a cut major artery bleeds something like 25% of the maximum every turn.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 19, 2013, 12:49:39 am
what determines how much blood is in a creature?

3b. There are two values for every creature: the max blood (always equal to the creature's body size) and the current blood. When the current blood hits 0, it dies.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on August 19, 2013, 10:22:04 am
Thank you for the answers guys, they helped, although tissues+body plans still confuse the hell out of me lol

I do have yet another question though, just a simple one:

Are the Bash attacks from shields hardcoded? Because I can't find any reference to them. I'm hoping to add in some offhand weapon shields like parrying daggers, main gauche etc, if it's possible, I'd like to add different attacks to them. Can that be done, and if so, where do I find the relevant raws?

thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 19, 2013, 12:06:22 pm
Yeah, they're hardcoded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 19, 2013, 01:50:48 pm
Hey-o, a quick little question:

Is CE_DISPLAY_TILE:TILE:x:x:x:x overwritten by the profession sprites, if you use this on civ members? Lets say I have a dwarf, add a syndrome that changes the display tile to a whatever, lets say, chest. The dwarf sprite should be replaced with a chest-tile. But woe upon me, the dwarf still looks like a dwarf.

Is it because the sprite has a higher priority then the tile, and to function, I would have to disable creatures graphics?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: laularukyrumo on August 19, 2013, 05:15:03 pm
How exactly would one go about syndromes with cumulative effects? Apparently, there's no good way to delete target syndrome from a creature, or at least not with interactions. So I'm curious... First of all, if I give a creature two syndromes, one with CE_PHYS_ATT_CHANGE:STRENGTH:80 and one with CE_PHYS_ATT_CHANGE:STRENGTH:50, what exactly happens? Do the syndromes apply in "timestamp" order (IE, the second syndrome effect simply overwrites and replaces the first), are they multiplicative (IE, creature has 80% of base strength, and then the second syndrome lowers it to 50% of whatever 80% is), do the bonuses/penalties add together somehow, or does the second syndrome just completely fail to do anything?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 20, 2013, 02:40:37 am
The second one is ignored.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on August 20, 2013, 07:06:56 am
If I remove the tag [IT_REQUIRES:FIT_FOR_ANIMATION], can the resulting interaction raise things like fingernails and feet and shells?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 20, 2013, 09:52:39 am
Ok does anyone have any idea how to edit rate of fire or if its even posible? Also is it posible for a ranged weapon to fire two difrent kinds of projectiles at the same time? Like say bullets and bolts?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on August 20, 2013, 09:56:56 am
IIRC, You don't start reloading your ranged weapon until your projectile hits your target, so jacking up [SHOOT_MAXVEL] should be able to increase your RoF on a VERY minor level.

As to your second question, sorta?
You could set your bullets projectile type as a bolt, then you could use it in crossbows.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 20, 2013, 10:00:57 am
IIRC, You don't start reloading your ranged weapon until your projectile hits your target, so jacking up [SHOOT_MAXVEL] should be able to increase your RoF on a VERY minor level.

As to your second question, sorta?
You could set your bullets projectile type as a bolt, then you could use it in crossbows.
The thing is i wana make ork shotas for my own WH40K mod and i wana make them higly inacurate but with a verry high rate of fire and cheap ammo. And that not what i was thinking i was thinking along the line of combi weapons, il post a link if you want too see what i mean.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Facekillz058 on August 20, 2013, 10:48:25 am
There is no way to change a weapons accuracy, to my knowledge.

Do you mean like, shooting multiple projectiles per shot? If so, that's KINDA impossible.
I do believe, however, you could make your Ork's gun part of his body, at which point you can make it shoot as many things as you want as once. I think.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 20, 2013, 11:00:18 am
Well that sucks...

Part of his body eh? Cyborks here i come!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 20, 2013, 11:37:05 am
Is CE_DISPLAY_TILE: overwritten by the profession sprites, if you use this on civ members? Lets say I have a dwarf, add a syndrome that changes the display tile to an elf tile.... I tried this, and it does not work. The dwarf still looks like a dwarf.

Is it because the sprite has a higher priority then the tile and to function, I would have to disable creatures graphics?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 20, 2013, 12:07:51 pm
Ok so heres my question: I was planing to have a unique fungus based breeding system for my 40k ork mod, but then i realised that they would die out in world gen! So im thinking of making a breeding caste for world gen BUT when a new ork is "born" or arives as an imigrant on the fort they became sterile! Does anyone have any idea if this is possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 20, 2013, 01:36:09 pm
Yeah, thats possible.

Add this interaction to the caste:
[CAN_DO_INTERACTION:STERILE]
   [CDI:ADV_NAME:sterile]
      [CDI:TARGET:A:SELF_ONLY]
      [CDI:WAIT_PERIOD:1]
      [CDI:FREE_ACTION]

Interaction you need:
[INTERACTION:STERILE]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
   [IT_LOCATION:CONTEXT_CREATURE]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:sterile]
      [SYNDROME]
           [CE_ADD_TAG:STERILE:START:0]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Suds Zimmerman on August 20, 2013, 01:44:45 pm
Is CE_DISPLAY_TILE: overwritten by the profession sprites, if you use this on civ members? Lets say I have a dwarf, add a syndrome that changes the display tile to an elf tile.... I tried this, and it does not work. The dwarf still looks like a dwarf.

Is it because the sprite has a higher priority then the tile and to function, I would have to disable creatures graphics?
Yeah, you'd have to disable them. Only way to change the displayed sprite otherwise is through a transformation.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 20, 2013, 01:59:49 pm
Yeah, thats possible.

Add this interaction to the caste:
[CAN_DO_INTERACTION:STERILE]
   [CDI:ADV_NAME:sterile]
      [CDI:TARGET:A:SELF_ONLY]
      [CDI:WAIT_PERIOD:1]
      [CDI:FREE_ACTION]

Interaction you need:
[INTERACTION:STERILE]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
   [IT_LOCATION:CONTEXT_CREATURE]
   [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:sterile]
      [SYNDROME]
           [CE_ADD_TAG:STERILE:START:0]
Wow thanks alot! Il try them once i get past the world gen problems XD
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 20, 2013, 02:28:20 pm
You should probably add a "IT_CANNOT_TARGET_IF_ALREADY_AFFECTED" to stop them from spamming it, after they have made themselves sterile. Otherwise they do the interaction I posted once every tick. ;)

SudsZimmerman: Thanks. ... ... ... DAMN. (I cant use transformation and keep them a civ-member, so what I wanted to do is impossible. I wanted a dwarven caste, rare, to use the tiles for humans, elves, goblins, kobolds and so on, to allow different races to appear as migrants.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 20, 2013, 03:16:50 pm
Ok heres yet some more questions: First if i wana spawn a creature from a reaction do i need DFHACK?
Second: Is it posible to make some sort of frendly siege? By that i mean say you were under siege and you had no millitary but you had alot of cash, so you use a building too do a reaction that calls in a troop of frendly units too break the siege! Is that possible?

Cheers :)

EDIT: Ok i noticed something. When i make the entity_ork its own file its not generated in the world gen but when i pout it in the intity_deafult file it genarates just fine. Any ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 20, 2013, 04:36:20 pm
First two questions: Most likely impossible. But custom dfhack scripts might be able to help you further. Definetely impossible by modding raws.

About the entity file: Post it, otherwise people cant see whats wrong with it. I guess the [OBJECT:ENTITY] is missing at the top.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on August 20, 2013, 04:41:22 pm
In a zombie-raising reaction, if I remove the tag [IT_REQUIRES:FIT_FOR_ANIMATION], can the resulting interaction raise things like fingernails and feet and shells?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: filipmolnar on August 20, 2013, 04:43:46 pm
@Putnam
I tried that, I still got white tiles during the build stages. I changed the colors slightly and now they work fine. I have n idea why.


I had problems with using MAT... it resulted in flickering tiles, no idea why. What is your Spinning Stool doing, btw? I thought that area was pretty much covered by the vanilla loom.

@meph
It has the reaction "process pig tails to thread". It covers something that the farmers workshop does. The problem with the FW is that it only has the reaction "process plants", which does not exclusively work with pig tails.

I was using masterwork before and the workflow plugin could not handle the process plants reaction. My process pig tails to thread reaction works fine with it. I dropped DF for a while and now started in vanilla again and wanted to change my building a little.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 20, 2013, 05:21:08 pm
First two questions: Most likely impossible. But custom dfhack scripts might be able to help you further. Definetely impossible by modding raws.

About the entity file: Post it, otherwise people cant see whats wrong with it. I guess the [OBJECT:ENTITY] is missing at the top.
No the [OBJECT:ENTITY] is there but heres the file anyway:
Code: [Select]
entity_ork

[OBJECT:ENTITY]

[ENTITY:ORK]
        [CIV_CONTROLLABLE]
[CREATURE:Ork]
[TRANSLATION:GOBLIN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[TOY:ITEM_TOY_MINIFORGE]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_MINECART]
[TOOL:ITEM_TOOL_WHEELBARROW]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CURRENCY_BY_YEAR]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:ARTIFICE]
[SELECT_SYMBOL:REMAINING:EARTH]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[INDOOR_WOOD]
[INDOOR_FARMING]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:64]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:64]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:64]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:384]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]
[ADVENTURE_TIER:3]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:MOUNTAIN]
[BIOME_SUPPORT:ANY_FOREST:1]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[ACTIVE_SEASON:AUTUMN]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:WAR]
[RELIGION_SPHERE:JEWELS]
[RELIGION_SPHERE:METALS]
[RELIGION_SPHERE:CHAOS]
[RELIGION_SPHERE:MOUNTAINS]
[RELIGION_SPHERE:WEALTH]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MAKE_PEARLASH]
[PERMITTED_REACTION:MAKE_PLASTER_POWDER]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:NICKEL_SILVER_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
[PERMITTED_REACTION:ADAMANTINE_WAFERS]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]
[ETHIC:KILL_NEUTRAL:ONLY_IF_SANCTIONED]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:UNTHINKABLE]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:PUNISH_SERIOUS]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:PUNISH_CAPITAL]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:APPALLING]
[ETHIC:MAKE_TROPHY_SAPIENT:SHUN]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[WILL_ACCEPT_TRIBUTE]

For the LAND_HOLDER positions below (baron etc.) this sets up the different levels your fort needs to reach to attain them.  LAND_HOLDER_TRIGGER:<land holder number>:<population>:<wealth exported>:<created wealth>

[LAND_HOLDER_TRIGGER:1:20:10000:100000]
[LAND_HOLDER_TRIGGER:2:20:20000:200000]
[LAND_HOLDER_TRIGGER:3:20:30000:300000]
[POSITION:MONARCH]
[NAME_MALE:king:kings]
[NAME_FEMALE:queen:queens]
[NUMBER:1]
[SPOUSE_MALE:king consort:kings consort]
[SPOUSE_FEMALE:queen consort:queens consort]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[SPECIAL_BURIAL]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:GENERAL]
[NAME:general:generals]
[NUMBER:1]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:MONARCH]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:LIEUTENANT:ALL]
[PRECEDENCE:50]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:1]
[POSITION:LIEUTENANT]
[NAME:lieutenant:lieutenants]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[COMMANDER:CAPTAIN:ALL]
[PRECEDENCE:100]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[MILITARY_SCREEN_ONLY]
[POSITION:CAPTAIN]
[NAME:captain:captains]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[PRECEDENCE:190]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1]
[REQUIRED_BEDROOM:1]
[REQUIRED_DINING:1]
[MILITARY_SCREEN_ONLY]
[POSITION:MILITIA_COMMANDER]
[NAME:militia commander:militia commanders]
[SITE]
[NUMBER:1]
[SQUAD:10:militia-dwarf:militia-dwarves]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:MILITIA_CAPTAIN:ALL]
[PRECEDENCE:120]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:MILITIA_CAPTAIN]
[NAME:militia captain:militia captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia-dwarf:militia-dwarves]
[APPOINTED_BY:MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:SHERIFF]
[NAME:sheriff:sheriffs]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REPLACED_BY:CAPTAIN_OF_THE_GUARD]
[PRECEDENCE:130]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[POSITION:CAPTAIN_OF_THE_GUARD]
[NAME:captain of the guard:captains of the guard]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[SQUAD:10:fortress guard:fortress guards]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REQUIRES_POPULATION:50]
[PRECEDENCE:105]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[POSITION:EXPEDITION_LEADER]
[NAME:expedition leader:expedition leaders]
[SITE]
[NUMBER:1]
[REPLACED_BY:MAYOR]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:MAYOR]
[NAME:mayor:mayors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[REQUIRES_POPULATION:50]
[RULES_FROM_LOCATION]
[ELECTED]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[POSITION:MANAGER]
[NAME:manager:managers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:160]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:CHIEF_MEDICAL_DWARF]
[NAME:chief medical dwarf:chief medical dwarves]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BROKER]
[NAME:broker:brokers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BOOKKEEPER]
[NAME:bookkeeper:bookkeepers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:ACCOUNTING]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:180]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:OUTPOST_LIAISON]
[NAME:outpost liaison:outpost liaisons]
[NUMBER:1]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:80]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:DIPLOMAT]
[NAME:diplomat:diplomats]
[NUMBER:1]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:70]
[DO_NOT_CULL]
[COLOR:7:0:1]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:DUKE]
[NAME_MALE:duke:dukes]
[NAME_FEMALE:duchess:duchesses]
[SPOUSE_MALE:duke consort:dukes consort]
[SPOUSE_FEMALE:duchess consort:duchesses consort]
[SITE]
[LAND_HOLDER:3]
[LAND_NAME:a duchy]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:20]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:5]
[MANDATE_MAX:3]
[REQUIRED_BOXES:5]
[REQUIRED_CABINETS:3]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:2500]
[REQUIRED_BEDROOM:2500]
[REQUIRED_DINING:2500]
[REQUIRED_TOMB:2500]
[POSITION:COUNT]
[NAME_MALE:count:counts]
[NAME_FEMALE:countess:countesses]
[SPOUSE_MALE:count consort:counts consort]
[SPOUSE_FEMALE:countess consort:countesses consort]
[SITE]
[LAND_HOLDER:2]
[LAND_NAME:a county]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[REPLACED_BY:DUKE]
[PRECEDENCE:30]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[MANDATE_MAX:2]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[REQUIRED_TOMB:1500]
[POSITION:BARON]
[NAME_MALE:baron:barons]
[NAME_FEMALE:baroness:baronesses]
[SPOUSE_MALE:baron consort:barons consort]
[SPOUSE_FEMALE:baroness consort:baronesses consort]
[SITE]
[LAND_HOLDER:1]
[LAND_NAME:a barony]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[REPLACED_BY:COUNT]
[PRECEDENCE:40]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[REQUIRED_TOMB:500]
[POSITION:CHAMPION]
[NAME:champion:champions]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:BUILD_MORALE]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:65]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[DO_NOT_CULL]
[COLOR:7:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[POSITION:HAMMERER]
[NAME:hammerer:hammerers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:EXECUTIONS]
[EXECUTION_SKILL:HAMMER]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:150]
[DO_NOT_CULL]
[COLOR:0:0:1]
[DUTY_BOUND]
[POSITION:FORCED_ADMINISTRATOR]
[NAME:administrator:administrators]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[COLOR:5:0:0]
[MANDATE_MAX:2]
[DEMAND_MAX:3]
[PRECEDENCE:65]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MEET_WORKERS]
[TISSUE_STYLE:HAIR]
[TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
[TISSUE_STYLE:SIDEBURNS]
[TS_PREFERRED_SHAPING:STANDARD_SIDEBURNS_SHAPINGS]
[TISSUE_STYLE:MOUSTACHE]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:STANDARD_MOUSTACHE_SHAPINGS]
[TISSUE_STYLE:BEARD]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:STANDARD_BEARD_SHAPINGS]
[STONE_SHAPE:OVAL_CABOCHON]
[STONE_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:CUSHION_CABOCHON]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:ROUND_CABOCHON]
[GEM_SHAPE:CUSHION_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[GEM_SHAPE:TABLE_CUT_GEM]
[GEM_SHAPE:SINGLE_CUT_GEM]
[GEM_SHAPE:ROSE_CUT_GEM]
[GEM_SHAPE:BRIOLETTE_CUT_GEM]
[GEM_SHAPE:EMERALD_CUT_GEM]
[GEM_SHAPE:MARQUISE_CUT_GEM]
[GEM_SHAPE:OVAL_CUT_GEM]
[GEM_SHAPE:PEAR_CUT_GEM]
[GEM_SHAPE:SQUARE_BRILLIANT_CUT_GEM]
[GEM_SHAPE:RADIANT_CUT_GEM]
[GEM_SHAPE:TRILLION_CUT_GEM]
[GEM_SHAPE:ROUND_BRILLIANT_CUT_GEM]
[GEM_SHAPE:BAGUETTE_CUT_GEM]
[GEM_SHAPE:TAPERED_BAGUETTE_CUT_GEM]
[GEM_SHAPE:CUSHION_CUT_GEM]
[GEM_SHAPE:OCTAGON_CUT_GEM]
[GEM_SHAPE:SQUARE_CUT_GEM] 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 21, 2013, 03:55:38 am
Curiously enough, FLASH_TILE works on civ-members, but they flicker from the flash-tile to their profession sprite within 1 tick. Gives you eye cancer.

And I was soooo close.  :-\

EDIT: Did anyone ever find out a way to change graphics of a civ-member? I know that profession sprites work, and that caste specific sprites dont work, but I cant for the life of me understand why caste specific tiles dont work. Even if I set the flash tile to 1:99999 frequency (meaning 1 tick the original sprite, 99999 ticks the flash tile) it flickers every 1 tick.

I wanted to do human, kobold, goblin, gnome and elf migrants, golems that are actual civ-members, custom tiles for mages... seems I have to scrap all that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 21, 2013, 11:54:53 am
@Jaso11111
you need CREATURE:ORK not CREATURE:Ork, DF in most cases is CAP SENSTIVE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 21, 2013, 11:56:56 am
But only if your creature is ORK and not Ork. It can be either.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 21, 2013, 12:16:53 pm
Yep turns out it was the capitalization that cased the isue, solved now! On the other front that im fighting: Do any of you know a good tutorial on how to use dfhack?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 21, 2013, 02:08:06 pm
Define "use".

Eh, I'll just go with both definitions and give you the readme (https://github.com/peterix/dfhack/blob/master/Readme.rst) link and Lua API (https://github.com/peterix/dfhack/blob/master/Lua%20API.rst) link.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 21, 2013, 02:44:16 pm
Define "use".

Eh, I'll just go with both definitions and give you the readme (https://github.com/peterix/dfhack/blob/master/Readme.rst) link and Lua API (https://github.com/peterix/dfhack/blob/master/Lua%20API.rst) link.
Well i guess i was a bit vauge there. What i meant is: How do i call dfhack functions and commands from the raw files. For instance the reaction im planing of makeing that calls in a friendly troup too assist you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 21, 2013, 02:46:05 pm
Ah, that would be autosyndrome. The tutorial is in the comment (grayed out part) here. (https://github.com/peterix/dfhack/blob/master/plugins/autoSyndrome.cpp)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 21, 2013, 03:00:08 pm
Ah, that would be autosyndrome. The tutorial is in the comment (grayed out part) here. (https://github.com/peterix/dfhack/blob/master/plugins/autoSyndrome.cpp)
Wow... that was a bit too much code... but il figure it out ;)
Thanks Mister Putnam you are the best!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 21, 2013, 03:05:31 pm
ah--the example usage doesn't seem to give an example of how to actually to DFHack commands. Well, there's a few in Masterwork, and I think they're all in the same file, too, so that should help (It's an inorganic)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 21, 2013, 04:49:16 pm
Or use the readme I wrote.

http://www.bay12forums.com/smf/index.php?topic=124014.msg4110171#msg4110171 (http://www.bay12forums.com/smf/index.php?topic=124014.msg4110171#msg4110171)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on August 21, 2013, 06:58:43 pm
quick question: Will [AT_PEACE_WITH_WILDLIFE] keep titans and megabeasts from attacking civilization members( who have the tag) while on the fort map?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 21, 2013, 07:13:06 pm
quick question: Will [AT_PEACE_WITH_WILDLIFE] keep titans and megabeasts from attacking civilization members( who have the tag) while on the fort map?

Only if the titans/MBs in question are [MUNDANE], I believe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Splint on August 22, 2013, 01:06:35 am
I'd like to make milk processable into a drinkable form, but have no idea how to make the reaction for doing so. If someone could walk me through that that'd be great, since I'd like to see if I can run a fort on animal products and imported booze alone.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on August 22, 2013, 01:16:26 am
Is it possible to add a sandstorm-like cloud weather interaction to deserts that causes... Oh, I dunno, temporary blindness, mild pain, and dizziness? To simulate what little weather desert would have?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 22, 2013, 01:45:47 am
Yes, the Fallout mod already has stuff like that I think.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 22, 2013, 06:47:15 pm
Ok so heres something weird:
Everytime i run this reaction it gives me 100 items instead of 1.

Code: [Select]
reaction_ork

[OBJECT:REACTION]

[REACTION:MAKE_METAL_SCRAP]
[NAME:make metal to scrap]
[BUILDING:MEK_SHOP:NONE]
[REAGENT:A:1:BAR:METAL:NONE:NONE]
        [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SCRAP]
[SKILL:MECHANIC]
I checked the wiki (where i learn how to mod) and it said the first number is change so i set it to 100% and that the SECOND number is the number of items made.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 22, 2013, 06:48:11 pm
You want 150 bars, not 1.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 22, 2013, 06:57:26 pm
You want 150 bars, not 1.
I asume you mean the number of items made. Tried it dint work. On a site note the reaction is instand when with 100% change but slow with lower.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 22, 2013, 07:03:39 pm
I meant both. Reagent and product. 1 bar is 1/150 of a bar.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 23, 2013, 06:00:21 am
Ok thanks i fixed the numbers problem but now i have an other: Is there a way to exclude a kind of reagent from the reaction so that it dosent just make scrap into scrap?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on August 23, 2013, 07:51:07 am
Giving your metals a reaction class (like RECYCLABLE_SCRAP) and requiring the class for the reaction will exclude scrap.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 23, 2013, 10:03:00 am
Giving your metals a reaction class (like RECYCLABLE_SCRAP) and requiring the class for the reaction will exclude scrap.
Cheers that worked ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: iamthelol on August 23, 2013, 10:27:01 am
I want a batman adventurer. How do I do that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 23, 2013, 12:13:07 pm
Add [INDIV_CONTROLLABLE] to the cave people's entity raws. They're at the bottom of entity_default.txt
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 23, 2013, 01:39:39 pm
I have a civ with these entries in the entity. All kinds of armors to chose from.

Code: [Select]
entity_dwarf_m

[OBJECT:ENTITY]

[ENTITY:DWARF_M]
[CREATURE:DWARF_M]
[TRANSLATION:DWARF]
[DIGGER:ITEM_WEAPON_PICK]

//melee
[WEAPON:ITEM_WEAPON_HALBERD:FORCED] spear
[WEAPON:ITEM_WEAPON_HAMMER_METEOR:FORCED] hammer
[WEAPON:ITEM_WEAPON_SWORD_HANDER_ZWEI:FORCED] sword
[WEAPON:ITEM_WEAPON_PIKE:FORCED] pike
[WEAPON:ITEM_WEAPON_MAUL:FORCED] mace
[WEAPON:ITEM_WEAPON_AXE_GREAT:FORCED]

//ranged
[WEAPON:ITEM_WEAPON_CROSSBOW_UPGRADE_THREE:FORCED]
[WEAPON:ITEM_WEAPON_JAVELINE_UPGRADE_THREE:FORCED]
[AMMO:ITEM_AMMO_JAVELINS_ONE:FORCED]
[AMMO:ITEM_AMMO_JAVELINS_TWO:FORCED]
[AMMO:ITEM_AMMO_JAVELINS_THREE:FORCED]
[AMMO:ITEM_AMMO_BOLTS_ONE:FORCED]
[AMMO:ITEM_AMMO_BOLTS_TWO:FORCED]
[AMMO:ITEM_AMMO_BOLTS_THREE:FORCED]

//armor, is ignored. Only wear helm, breastplate, thats it.
[SHIELD:ITEM_SHIELD_TOWER:FORCED]
[SHIELD:ITEM_SHIELD_KITE:FORCED]
[ARMOR:ITEM_ARMOR_PLATEMAIL:FORCED]
[HELM:ITEM_HELM_HELM:FORCED]
[HELM:ITEM_HELM_HOOD:FORCED]
[ARMOR:ITEM_ARMOR_BREASTPLATE:FORCED]
[HELM:ITEM_HELM_HELM:FORCED]
[HELM:ITEM_HELM_CROWN:FORCED]
[GLOVES:ITEM_GLOVES_GAUNTLETS_D:FORCED]
[SHOES:ITEM_SHOES_BOOTS_D:FORCED]
[PANTS:ITEM_PANTS_GREAVES_D:FORCED]
[SHOES:ITEM_SHOES_BOOTS_MAIL:FORCED]
[HELM:ITEM_HELM_MAIL:FORCED]
[GLOVES:ITEM_GLOVES_GAUNTLETS_MAIL:FORCED]
[PANTS:ITEM_PANTS_LEGGINGS:FORCED]
[PANTS:ITEM_PANTS_LEGGINGS_PADDED:FORCED]
[GLOVES:ITEM_GLOVES_PADDED_MITTENS:FORCED]
[SHOES:ITEM_SHOES_SHOES_PADDED:FORCED]

[PERMITTED_REACTION:DWARF_M] => gives metals and leathers.

The tags are correct, but whenever I spawn a caravan, the bodyguards only wear 1 weapon, 1 shield, 1 helm, 1 breastplate. No greaves. No gauntlets. No boots. Anyone got any ideas what might cause this?

They do have access to these items, because the traders trade steel boots with me, its just that the guards dont wear any.  ???
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 23, 2013, 02:01:37 pm
Ok then new problem: I just finished my first dfhack reaction too spawn an ork. But everytime i try to generate a new world (just presing the new world butons on the main menu) crashes the game! Tell me if you want me to post the reaction and rock that i made.

EDIT: Verry well here it is:
The rock
Code: [Select]
[INORGANIC:ORK_SPAWN_ROCK]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:Spawn Ork]
[STATE_NAME_ADJ:Spawn Ork]
[STATE_NAME_ADJ:GAS:Spawn Ork]
    [SYNDROME]   
 [SYN_CLASS:\COMMAND] autosyndrome command begins here
   [SYN_CLASS:\LOCATION] [SYN_CLASS:\ALLOW_MULTIPLE_TARGETS]
   [SYN_CLASS:\REACTION_INDEX] [SYN_NAME:animation]
         [SYN_CONTACT]
         [SYN_CONTACT][SYN_INHALED]
         [CE:CREATURE:ORK:BOY]
   [CE_SPEED_CHANGE:SPEED_PERC:100:START:0:END:1]
[DISPLAY_COLOR:4:4:1][TILE:'*']
[MELTING_POINT:900]
[BOILING_POINT:905]
[SOLID_DENSITY:55520]
[MATERIAL_VALUE:1]
The reaction
Code: [Select]
[REACTION:SPAWN_BOY
        [NAME:Spawn an Ork boy]
        [BUILDING:FUNGUS_PITS:NONE]
        [REAGENT:A:3:PLANT:NONE:NONE:ORK_SPAWN_PODS]
        [PRODUCT:100:1:BOULDER:NONE:INORGANIC:ORK_SPAWN_ROCK]

I used the masterwork golem spawn as a base.

EDIT 2: NVM i found my mistake.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 23, 2013, 02:03:30 pm
Always.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: iamthelol on August 23, 2013, 02:27:40 pm
Add [INDIV_CONTROLLABLE] to the cave people's entity raws. They're at the bottom of entity_default.txt
I did, I wrote that right below [LAYER_LINKED]
Edit:  after I put it on top It might have worked, I'm just assuming that they will be available from the screen where you select elf, dwarf, ect or is there Something else I need to do to play them after the raw edit?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 23, 2013, 02:29:55 pm
Put it at the top of their entry.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: iamthelol on August 23, 2013, 02:35:21 pm
put it at the top, where do I select the race to play them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 23, 2013, 02:38:34 pm
It gives access to ALL the races in that entity for adventure mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 23, 2013, 02:50:57 pm
I have a civ with these entries in the entity. All kinds of armors to chose from.
Spoiler (click to show/hide)

The tags are correct, but whenever I spawn a caravan, the bodyguards only wear 1 weapon, 1 shield, 1 helm, 1 breastplate. No greaves. No gauntlets. No boots. Anyone got any ideas what might cause this?

They do have access to these items, because the traders trade steel boots with me, its just that the guards dont wear any.  ???

This is a vanilla issue, I believe. Whenever I raid a caravan or peek into inventories I've noticed that every race has guards with only 1 weapon, shield, helm, and body armour, in addition to random "civilian" clothes. Except ranged units, which never have shields but usually have ~20-30 bolts/arrows, assuming some random bunny didn't catch their attention.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 23, 2013, 03:56:51 pm
Hey can someone help me here? I wana spawn a creature without tranforming an other creature but whenever i try too take out ,from the rock raw, the [CE_BODY_TRANSFORMATION:START:0] it crashes the game. Any ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 23, 2013, 04:08:02 pm
Code: [Select]
    [SYNDROME]   
 [SYN_CLASS:\COMMAND] autosyndrome command begins here
   [SYN_CLASS:\LOCATION] [SYN_CLASS:\ALLOW_MULTIPLE_TARGETS]
   [SYN_CLASS:\REACTION_INDEX] [SYN_NAME:animation]
         [SYN_CONTACT]
         [SYN_CONTACT][SYN_INHALED]
         [CE:CREATURE:ORK:BOY]
   [CE_SPEED_CHANGE:SPEED_PERC:100:START:0:END:1]

The CE:CREATURE is part of CE_BODY_TRANSFORMATION. You don't actually have a command here; what are you trying to do?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Splint on August 23, 2013, 04:29:39 pm
I have a civ with these entries in the entity. All kinds of armors to chose from.
Spoiler (click to show/hide)

The tags are correct, but whenever I spawn a caravan, the bodyguards only wear 1 weapon, 1 shield, 1 helm, 1 breastplate. No greaves. No gauntlets. No boots. Anyone got any ideas what might cause this?

They do have access to these items, because the traders trade steel boots with me, its just that the guards dont wear any.  ???

This is a vanilla issue, I believe. Whenever I raid a caravan or peek into inventories I've noticed that every race has guards with only 1 weapon, shield, helm, and body armour, in addition to random "civilian" clothes. Except ranged units, which never have shields but usually have ~20-30 bolts/arrows, assuming some random bunny didn't catch their attention.

I feel I should point out that's more "realistic" logic than players expect, in the sense that the most your average soldier would have is the bare minimum to ensure adequate protection and good mobility. Most infantrymen in a middle ages type setting don't have the coin to shell out on a full suit of metal armor after all; that stuff's for the elite troops/nobility. And realistically crossbowmen can't use their weapons one handed, and until deployable pavise shields are implemented they'll probably always stay shieldless. Personally I never give my marksdwarves shields for that reason :P

Of note I have seen that in general most enemies also come to battle similarly (even dwarves,) but weapon masters usually (though not always) have a full suit of better quality metal armor and better quality weapons, lending to it that most soldiers have what they could afford. As it seems hardcoded, I actually have to say this is one of the more realistic things I've noticed about the game, excluding how combat is handled.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 23, 2013, 04:39:55 pm
Code: [Select]
    [SYNDROME]   
 [SYN_CLASS:\COMMAND] autosyndrome command begins here
   [SYN_CLASS:\LOCATION] [SYN_CLASS:\ALLOW_MULTIPLE_TARGETS]
   [SYN_CLASS:\REACTION_INDEX] [SYN_NAME:animation]
         [SYN_CONTACT]
         [SYN_CONTACT][SYN_INHALED]
         [CE:CREATURE:ORK:BOY]
   [CE_SPEED_CHANGE:SPEED_PERC:100:START:0:END:1]

The CE:CREATURE is part of CE_BODY_TRANSFORMATION. You don't actually have a command here; what are you trying to do?
I copyed it over from the masterwork golem tranformasion. But what i m try to do is spawn a creature without transformation.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 23, 2013, 04:44:06 pm
Extremely difficult, if not impossible. There are some DFHack scripts for that, but they often crash the game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 23, 2013, 04:50:20 pm
Extremely difficult, if not impossible. There are some DFHack scripts for that, but they often crash the game.
Oh...
Well...
Shit.
Guess il have to revise my plans.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 23, 2013, 05:00:45 pm
where are wrestling moves kept?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 23, 2013, 05:09:16 pm
where are wrestling moves kept?

hard coded
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 23, 2013, 05:16:18 pm
I have a civ with these entries in the entity. All kinds of armors to chose from.
Spoiler (click to show/hide)

The tags are correct, but whenever I spawn a caravan, the bodyguards only wear 1 weapon, 1 shield, 1 helm, 1 breastplate. No greaves. No gauntlets. No boots. Anyone got any ideas what might cause this?

They do have access to these items, because the traders trade steel boots with me, its just that the guards dont wear any.  ???

This is a vanilla issue, I believe. Whenever I raid a caravan or peek into inventories I've noticed that every race has guards with only 1 weapon, shield, helm, and body armour, in addition to random "civilian" clothes. Except ranged units, which never have shields but usually have ~20-30 bolts/arrows, assuming some random bunny didn't catch their attention.

Hu? Ok... thats a bit surprising, but at least its an explanation. Thanks :) Guess I have to give them civilian clothing with metal-grade cloth to fix that.

Jaso11111: I did spawn creatures from the worker only, but it never really worked well. I would go with a cheap base-creature that multiplies. (for example Ork Spawn Pod, costs only 1 at embark) and use this for your new orcs.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 23, 2013, 05:21:40 pm
I have a civ with these entries in the entity. All kinds of armors to chose from.
Spoiler (click to show/hide)

The tags are correct, but whenever I spawn a caravan, the bodyguards only wear 1 weapon, 1 shield, 1 helm, 1 breastplate. No greaves. No gauntlets. No boots. Anyone got any ideas what might cause this?

They do have access to these items, because the traders trade steel boots with me, its just that the guards dont wear any.  ???

This is a vanilla issue, I believe. Whenever I raid a caravan or peek into inventories I've noticed that every race has guards with only 1 weapon, shield, helm, and body armour, in addition to random "civilian" clothes. Except ranged units, which never have shields but usually have ~20-30 bolts/arrows, assuming some random bunny didn't catch their attention.

Hu? Ok... thats a bit surprising, but at least its an explanation. Thanks :) Guess I have to give them civilian clothing with metal-grade cloth to fix that.

Jaso11111: I did spawn creatures from the worker only, but it never really worked well. I would go with a cheap base-creature that multiplies. (for example Ork Spawn Pod, costs only 1 at embark) and use this for your new orcs.

Thanks,what im planing on doing is have a eating sguig transformed into an ork and just say you need to throw the sguig in the pit for the ork to gain enough energy to come out of the pod
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 23, 2013, 05:36:42 pm
where are wrestling moves kept?

hard coded

oh well another question can it be possible to mod in pregnacy for female adventurers?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 23, 2013, 05:57:54 pm
where are wrestling moves kept?

hard coded

oh well another question can it be possible to mod in pregnacy for female adventurers?

Mod it in? No, probably not. Using DFHack to make the adventurer pregnant? Probably. In fact, I think there is a plug-in in dfusion for that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 23, 2013, 06:09:44 pm
ah :) i'm using master work mod so it comes with DFusion and such but yeah found it!

EDIT i was hoping it would take longer to give birth rather then spurting babies out
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 23, 2013, 06:26:13 pm
Ok looks like i need your help lads (again...):
Code: [Select]
creature_ork_squigs

[OBJECT:CREATURE]

[CREATURE:EATING_SGUIG]
[DESCRIPTION:An Eating Squig is a limbless blob used as the primary Ork food source. It resembles an elongated, squarish slug with two eyes and a small pug mouth between its two eyes.]
[NAME:eating squig:eating squigs:eating squig]
[CASTE_NAME:eating squig:eating squigs:eating squig]
[CREATURE_TILE:'S'][COLOR:6:0:0]
[PETVALUE:10]
[PREFSTRING:limpless blob]
[FREQUENCY:100]
[COMMON_DOMESTIC]
[BENIGN][PET]
        [BODY:BASIC_1PARTBODY:BASIC_HEAD:HEART:GUTS:BRAIN:MOUTH:2EYES]
[NATURAL]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[REMOVE_MATERIAL:BONE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[REMOVE_TISSUE:BONE]
[BODY_DETAIL_PLAN:MOLLUSC_TISSUE_LAYERS:SKIN:FAT:MUSCLE]
[HAS_NERVES]
[SPEED:2900]
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[MUNDANE]
[BODY_SIZE:0:0:500]
        [BODY_SIZE:1:0:1000]
        [BODY_SIZE:2:0:1500]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[MAXAGE:10:20]
[NO_SLEEP]
        [CHILD:1]
[GENERAL_CHILD_NAME:young sguig:young sguigs]
[DIURNAL]
[HOMEOTHERM:10070]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]

[CASTE:FEMALE]
[FEMALE]
        [CASTE:MALE]
[MALE]

[SELECT_CASTE:ALL]

[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:GREEN:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
When ever i try to embark with this creature it crashes my game. I used a combinason of cow and slag files with some edits.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 23, 2013, 06:39:55 pm
@blazing glory:

Yeah, I don't think there is much of a gestation time with the DFusion method, but I'm unsure of any alternatives other than having her show up at your fort as a migrant then getting her to marry someone.

@Jaso11111

Two body detail plans for applying tissues? You have both VERTEBRATE_TISSUE_LAYERS and MOLLUSC_TISSUE_LAYERS. Even though you have the same tissues for each layer there may be some conflict, I believe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 23, 2013, 07:04:21 pm
Considering how much i ask for help here i must not be a very good modder  :-[ .
Anyway new problem is that my custom civ dosent have access to any plants ,vannila or otherwise. Not sure the case of that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 23, 2013, 07:18:45 pm
Considering how much i ask for help here i must not be a very good modder  :-[ .
Anyway new problem is that my custom civ dosent have access to any plants ,vannila or otherwise. Not sure the case of that.

Don't worry about it, everyone has trouble from time to time.

Does your civ have [OUTDOOR_FARMING] or [INDOOR_FARMING]? They may also need [PERMITTED_JOB:PLANTER] and/or [PERMITTED_JOB:HERBALIST].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 24, 2013, 06:36:38 am
Considering how much i ask for help here i must not be a very good modder  :-[ .
Anyway new problem is that my custom civ dosent have access to any plants ,vannila or otherwise. Not sure the case of that.

Don't worry about it, everyone has trouble from time to time.

Does your civ have [OUTDOOR_FARMING] or [INDOOR_FARMING]? They may also need [PERMITTED_JOB:PLANTER] and/or [PERMITTED_JOB:HERBALIST].
They now have both [OUTDOOR_FARMING] and [INDOOR_FARMING] as well as the jobs. However wile i do see the vanilla plants i dont see mine. Heres the raw:
Code: [Select]
plant_ork

[OBJECT:PLANT]

[PLANT:ORK_SPAWN_PODS]
[NAME:fungus pod][NAME_PLURAL:fungus pods][ADJ:fungus pods]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:5]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]

[GROWDUR:300][VALUE:2]

[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:5]
[SEED:fungus pod spore:fungus pod spores:4:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:2]
[PREFSTRING:spawn pods]
                [BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:MOUNTAIN]
[BIOME:TUNDRA]
[BIOME:TAIGA]
[PICKED_TILE:3][DEAD_PICKED_TILE:182]
[SHRUB_TILE:28][DEAD_SHRUB_TILE:28]
[PICKED_COLOR:5:0:0]
[SHRUB_COLOR:5:0:0][DEAD_SHRUB_COLOR:6:0:0]
Any ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 24, 2013, 10:10:24 am
However wile i do see the vanilla plants i dont see mine.

I haven't worked on plants much before, but you could try giving them [WET] and [DRY].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 24, 2013, 12:02:57 pm
In my endeavour to find a way to change civ-member graphics: Profession sprites work with custom nobles. This means that I can add unlimited nobles to the entity, and make unlimited sprites that are assigned to them.

Question: Is it possible to have a noble position that can only be fullfilled by a specific caste (I think there is a tag for it, but if no valid target is available it accepts any unit (?) Not sure, but I think I remember something like that) and may not by removed or replaced? I want this caste to always be a noble of that type, without the ability to give this caste another noble or removing the noble status.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 24, 2013, 12:21:32 pm
[ALLOWED_CREATURE:CREATURE:CASTE]. If you remove the appointed stuff and land holder stuff, I think you'll automatically get them on embark.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 24, 2013, 12:51:16 pm
Ok soooo thats weird...
Ok first: GOOD NEWS EVERYONE! I managed to get my transformation reaction working!

Second: BAD NEW EVERYONE! There is alot of shit wrong with it!

The first thing is that the new Ork comes with no skills whatsoever.
The second thing is that it come with no clothes. Actually none of my Orks do!
The third thing is that it has no name its just Peasant.
The forth thing is that it comes with a... tame tag. Its clearly a citizen, it can do jobs and it shows up in my units list as a citizen.

Sooooo yea. Shit be broken is what im trying to say.

Heres the rock code for ya:
Code: [Select]
[INORGANIC:ORKBOY_SPAWN_ROCK]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Ork Spawn Rock]
[STATE_NAME_ADJ:LIQUID:Ork Spawn Rock]
[STATE_NAME_ADJ:GAS:Ork Spawn Rock]
   [SYNDROME]   [SYN_CLASS:\COMMAND]
   [SYN_CLASS:\LOCATION] [SYN_CLASS:\ALLOW_MULTIPLE_TARGETS]
   [SYN_CLASS:\REACTION_INDEX] [SYN_NAME:pod hatching]
         [SYN_CONTACT][SYN_INHALED]
         [SYN_AFFECTED_CREATURE:EATING_SGUIG:ALL]
         [CE_BODY_TRANSFORMATION:START:0]
         [CE:CREATURE:ORK:BOY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 24, 2013, 12:58:49 pm
Putnam: Yes, but I need this caste to automatically fill this position, enable a new position for the next caste member (like militia captians that are added all the time) and, most importantly: The player cant remove it by hand.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 24, 2013, 02:09:05 pm
Ok soooo thats weird...
Ok first: GOOD NEWS EVERYONE! I managed to get my transformation reaction working!

Second: BAD NEW EVERYONE! There is alot of shit wrong with it!

The first thing is that the new Ork comes with no skills whatsoever.
The second thing is that it come with no clothes. Actually none of my Orks do!
The third thing is that it has no name its just Peasant.

Seems normal. It didn't have skills to begin with, I assume. Unless you gave it natural skill levels, then there is an issue.

By no clothes, do you mean the orks you start with too? Try adding [SUBTERRANEAN_CLOTHING] and [CLOTHING] to their entity if it is missing.

It doesn't have a name as it isn't a historical figure yet, and it is just called peasant because that is it's profession. After a few kills it should gain a name, and after some training it will gain a proper profession.

Quote
The forth thing is that it comes with a... tame tag. Its clearly a citizen, it can do jobs and it shows up in my units list as a citizen.

This part is odd. Is the ork that the squig turns into the same race as the orks you play as? Dwarf Mode has some strange logic surrounding intelligent creatures that are a part of your civilization, most commonly encountered in vanilla with non-dwarvern kings/queens. If it is the same ork that you play as, then I have no idea why it is showing up tame.

Is the tame tag part of their name or is it the job they are listed as doing in the unit menu?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaso11111 on August 24, 2013, 02:18:38 pm
Ok soooo thats weird...
Ok first: GOOD NEWS EVERYONE! I managed to get my transformation reaction working!

Second: BAD NEW EVERYONE! There is alot of shit wrong with it!

The first thing is that the new Ork comes with no skills whatsoever.
The second thing is that it come with no clothes. Actually none of my Orks do!
The third thing is that it has no name its just Peasant.

Seems normal. It didn't have skills to begin with, I assume. Unless you gave it natural skill levels, then there is an issue.

By no clothes, do you mean the orks you start with too? Try adding [SUBTERRANEAN_CLOTHING] and [CLOTHING] to their entity if it is missing.

It doesn't have a name as it isn't a historical figure yet, and it is just called peasant because that is it's profession. After a few kills it should gain a name, and after some training it will gain a proper profession.

Quote
The forth thing is that it comes with a... tame tag. Its clearly a citizen, it can do jobs and it shows up in my units list as a citizen.

This part is odd. Is the ork that the squig turns into the same race as the orks you play as? Dwarf Mode has some strange logic surrounding intelligent creatures that are a part of your civilization, most commonly encountered in vanilla with non-dwarvern kings/queens. If it is the same ork that you play as, then I have no idea why it is showing up tame.

Is the tame tag part of their name or is it the job they are listed as doing in the unit menu?
Nope they have the tags for the clothes.

As for the sguigs no they are a separate creature and the tag appears on there name. In the unit screen they are just normal citizens.

As for the skills... this may not be a bad thing. In 40K lore all orks have some ,DNA hardcoded, knowledge of mechanics as well as fighting skills so it could be more lore friendly that way!

The name on the other hand does bother me a little but i suppose i can overlook it. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: iamthelol on August 24, 2013, 08:20:56 pm
what will happen if i remove layer linked for animal people?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 24, 2013, 08:40:49 pm
what will happen if i remove layer linked for animal people?

[LAYER_LINKED] is what enables them to live and form tribes in caverns, IIRC. They probably wouldn't appear without it, as their civs have no start biomes or preferred sites.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: reemer30 on August 25, 2013, 02:01:17 am
so I wanted to know if I can make a plant grow naturally, be pickable/edible but not farmable
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 25, 2013, 02:03:02 am
Don't give it seeds?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: reemer30 on August 25, 2013, 02:05:25 am
woah, that was fast, and I thought so. thanks again for the really speedy answer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: iamthelol on August 25, 2013, 11:12:40 am
So i have a batman adventurer, and the only way i can fly now is walking off a cliff with no down slope. I know you can fly directly up at any time, but I don't know what key to use.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on August 25, 2013, 01:20:25 pm
I'm making a race of mages an I want to make the pyromancers heatproof and the aeromancers coldproof. I'm not sure how to do this to a single caste. Is there a way?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 25, 2013, 01:39:39 pm
Yeah. Each individual caste needs a separate body detail plan token with different materials.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 25, 2013, 01:58:38 pm
So i have a batman adventurer, and the only way i can fly now is walking off a cliff with no down slope. I know you can fly directly up at any time, but I don't know what key to use.

If I remember right you can ascend/descend the same way you go up/down stairs. Or you could try careful movements like when you enter water.

But some areas do have a height cap, and particularly flat areas may only have as few as 2 Z-levels above the ground.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 25, 2013, 02:07:04 pm
Some have 0.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on August 25, 2013, 04:59:21 pm
It's pretty damn annoying to get killed by things you really ought to be able to fly away from because of the arbitrary z-level limit. There a DFhack solution?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 25, 2013, 05:01:37 pm
Not sure if infiniteSky works in adventure mode, but it's definitely there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on August 25, 2013, 07:09:27 pm
My Aeromancer's attacks don't work. I think there's something wrong with the materials. Here are the raws for the Aeromancer and the materials.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 25, 2013, 07:15:51 pm
You probably want LOCAL_CREATURE_MAT:FROST or INORGANIC:FROST. Material tokens are always at least two-part.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on August 27, 2013, 01:57:08 am
new questions :D

I have a custom race, which consists of 6 castes, and each caste has a different body structure.
my question is how do i specify the body structure of each caste?
also i was wondering how long a creature entirely composed of socket body parts would last in combat?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 27, 2013, 02:04:47 am
Just have a different BODY and BODY_DETAIL_PLAN for each caste.

The sockets sound hilarious do it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on August 27, 2013, 02:12:34 am
Just have a different BODY and BODY_DETAIL_PLAN for each caste.

The sockets sound hilarious do it.

so something like:

[CASTE]
  [BODY]
  [BODY_DETAIL_PLAN]

that?

oh and working on the bag of socket fun :D

EDIT: That. Was. Fun.
Must expiriment more.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 27, 2013, 02:48:50 am
yeah like that
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on August 27, 2013, 03:14:55 am
yeah like that

Neat :) Thanks again Putnam.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on August 27, 2013, 08:18:21 am
I am a bit shocked, because apparently its impossible to make your own reactions to dye things. Is this correct?

I can only find these improvements:
Quote
COVERED    Item is encrusted/studded/decorated with <material>.
GLAZED    Item is glazed with <material>.
RINGS_HANGING    Item is adorned with hanging rings of <material>.
BANDS    Item is encircled with bands of <material>.
SPIKES    Item menaces with spikes of <material>.
PAGES    Adds pages to a book.

All other item improvement tokens (ART_IMAGE, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE, and ILLUSTRATION) are ignored.

I never really thought about it, but I guess I cant do custom reactions for dyeing. Only fake ones using for example SILK and DYE and making a new material, called DYED_SILK, which would require one for each color and material type.

EDIT: Since improvements on cloth or tanned skins would be lost when an item would be created with them, the best solution I could come up with is this:

Code: [Select]
[REACTION:DYE_ARMOR_LEATHER_LAMELLAR] => would be done for every type of material
[NAME:Dye lamellar leather armor/shirt black] => would be done for every dye
[BUILDING:GREATER_DYERY:CUSTOM_O] =< new building because I cant add to dyery.
[REAGENT:A:1:ARMOR:NO_SUBTYPE:CREATURE_MAT:ANIMAL_LAMELLAR:LEATHER]
[PRESERVE_REAGENT]
[REAGENT:dye:150:POWDER_MISC:NONE:PLANT_MAT:SLIVER_BARB:MILL][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B:1:BOX:NONE:NONE:NONE][CONTAINS:dye][BAG][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[IMPROVEMENT:100:A:COVERED:GET_MATERIAL_FROM_REAGENT:dye:NONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:KNOWLEDGE_STONE] => for XP gain.
[SKILL:DYER]

Anyone got any better ideas?

EDIT: I settled on the reaction I posted, I couldnt find anything better.

New Question: Does adding NOEAT reset the hunger-timer on a creature? Lets say a creature is starving, and I add NOEAT for one tick, is it still starving afterwards?

EDIT2: Tested it. It seems not to work. After the ticks run out, the creature is back to starving.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on August 28, 2013, 09:13:38 pm
Ok, So i have an odd question. I've not seen it in game yet, but how do engravings involving creatures with the [Fanciful] and [DOES_NOT_EXIST] tags appear like?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 28, 2013, 09:15:07 pm
[DOES_NOT_EXIST] has no bearing on appearance in engravings and [FANCIFUL] is on a few creatures that do exist (such as dragons and unicorns). Anyway, it looks like this:

Quote
On the wall is a superiorly-engraved image of a dragon.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on August 28, 2013, 09:19:04 pm
thanks putnam as always. hmm, anyway to make it be more descriptive? i have an idea of sorts but i doubt its possible lol
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 28, 2013, 09:32:38 pm
Add more to the name.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on August 28, 2013, 09:40:54 pm
Add more to the name.

So something along the lines of naming the creature "dwarf. It depicts urist mcdwarf and his ascension to godhood. He is ascending into the heavens as his fellow dwarves cheer"

something like that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 28, 2013, 10:01:03 pm
Yeah.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sanure on August 28, 2013, 10:02:44 pm
Yeah.

That's wonderful then, my idea will work :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Torrasque666 on August 28, 2013, 10:49:16 pm
A quick question. Do ALL entity tag changes require a new world? Or just if you add something, not tweak something? Basically, I want to change how many of certain nobles I can have(manager, bookkeeper) in an already genned world.

Also, how would I go about changing the creature targeted by the "catsplosion" command in dfhack?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 28, 2013, 10:52:41 pm
All entity changes and new raws require regen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Torrasque666 on August 28, 2013, 10:53:21 pm
Even just a value change, not a tag change?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 28, 2013, 10:56:04 pm
For entities, yes. Most things about entities are put into the entity at worldgen and stay there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on August 29, 2013, 05:41:07 pm
I want to modify my dog's RAWS so that they spontaneously combust when attacking intruders. How do I make this happen?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 29, 2013, 06:04:30 pm
I want to modify my dog's RAWS so that they spontaneously combust

That's simpl

when attacking intruders.

Oh.

I would give them dragonfire, but no immunity to it. That's the simplest way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on August 29, 2013, 06:52:03 pm
Either, what Putnam said, or, you can use the liquid or gas attack with a substance with a high melting/boiling point and leave out immunity. There is a tag that allows the creature to die upon attacking, but I can't remember it, or if it's vermin specific. It's in the wiki somewhere, I'll go find it.
http://dwarffortresswiki.org/index.php/DF2012:Syndrome#Breath_Attack_Types
http://dwarffortresswiki.org/index.php/Creature_token#D
Aaand voila!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: gbrngfol on August 29, 2013, 10:35:50 pm
I'm starting a mod and but I'm a little confused about whether or not it should go in the Mod Releases area. It's nowhere near complete (just one creature and two ores right now) but I wanted to start a discussion on what I should add to it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on August 30, 2013, 01:48:32 pm
All right, sweet.

Now, is it possible for my magdogs to emit magma mist as a gaseous emission or do I need to create a substance called "magma mist"?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 30, 2013, 01:49:35 pm
Just have them use granite or something in vapor form.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on August 30, 2013, 01:50:21 pm
Good point, thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 30, 2013, 04:46:11 pm
ere this stupid thread keeps popping up in my new replies even though i have it on unnotify how can i get rid of it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on August 30, 2013, 05:01:14 pm
I have found that you can't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on August 30, 2013, 05:59:18 pm
great >:(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kazimuth on September 01, 2013, 06:31:34 pm
Is it possible to create an interaction that causes a creature to emit more creatures? I've been trying to do something by messing with childbirth, or by causing body parts to drop off and then resurrecting and transforming them, but I can't figure it out.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 01, 2013, 06:41:25 pm
The bodypart resurrection and transformation is how, yeah.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kazimuth on September 01, 2013, 06:48:48 pm
Cool!

...so, how exactly do I knock bodyparts off with an interaction / syndrome?

EDIT: So you can do it by making extra body parts connected to the body with a special tissue/material, and then modifying that tissue's boiling point so that it falls off, but it takes a couple hundred ticks. Trying to find a more elegant method.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on September 01, 2013, 07:55:55 pm
I have two questions. Is it possible to actually resurrect creatures as they were? If so, how is that done. Also, is there anyway to mod in getting a pet in adventurer mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 01, 2013, 07:58:38 pm
Moreover, does resurrecting a creature bring back the same unit, or does it create a new unit the way necromancy does?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 01, 2013, 08:21:33 pm
Same unit. pretty sure. It's not the unit we're worried about, it's the soul.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mcbucko on September 03, 2013, 10:11:05 am
Is it possible for different castes of a creature to have different tiles assigned to them in a tileset?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 03, 2013, 12:53:40 pm
Yes. CASTE_TILE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hasse on September 03, 2013, 12:54:46 pm
ive got some free time again and i continued working on my ww2 mod, but it seems like the game crashes everytime i embark. Theres no errors in errorlog :/

Did i forgot to add something?
this is my raws
Spoiler (click to show/hide)

*forgot to add, OBJ testing area works perfectly fine :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 03, 2013, 01:06:05 pm
1. change it to creature JPN >_>
2. the raw files don't matter, what's in them does.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hasse on September 03, 2013, 01:14:42 pm
im 100% my raws are written perfectly.
i would get a new errorlog in the errorlog.txt if there would be something wrong inside the raws right? (but there isnt any :I)


what i wanna know if im missing some sorts raw, example: i wouldnt be able to create creatures without bodyparts.txt files.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 03, 2013, 01:27:12 pm
im 100% my raws are written perfectly.
i would get a new errorlog in the errorlog.txt if there would be something wrong inside the raws right? (but there isnt any :I)

Nope. Post your new raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hasse on September 03, 2013, 01:37:35 pm
ok, which ones do you need?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 03, 2013, 01:46:56 pm
Your new raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hasse on September 03, 2013, 01:51:52 pm
ok, here they are.


http://dffd.wimbli.com/file.php?id=7956
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 03, 2013, 02:15:34 pm
I don't think you have enough animals.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hasse on September 04, 2013, 01:02:29 am
how many animals do i need and how many of which types? (wool, fish, etc)

and do i need megabeasts?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 04, 2013, 01:07:59 am
You need megabeasts, semimegabeasts, and animals for each biome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on September 04, 2013, 02:35:04 pm
Hi,

Tinkering with creatures: I know I can add [CAN_LEARN] and [INTELLIGENT] to creatures, and adding [PET] makes them tameable. Gremlins can be made to fill hunting roles once tamed, because they have knowledge of the relevant hunting skill pre-taming. I know fishing works the same way. And iirc, Tigermen can be tamed and become part of your population, usually being used for war/as soldiers. (not sure if they become actual soldiers though, or are just war animals)

1) But is it possible to give creatures other skills, such as mining or farming?

2) Do they (tamed creatures) automatically do hauling assuming they have relevant grasping parts?   



Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 04, 2013, 02:39:06 pm
You cannot assign labors to "tame" beings, but they can do some tasks if they have natural skill, or have acquired skills in captivity of another civ who sells them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on September 04, 2013, 02:44:28 pm
okay, are those tasks the same as what, say children can do? ie deconstruction, hauling etc..

What if I added [NATURAL_SKILL:X] to the creature raws, would that make them automatically do a manual labour, like farming or mining?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on September 04, 2013, 02:46:58 pm
I think fishing has come up as an "idler" job. Hunting, too, but I can't think of a way to get a crossbow and a quiver on a non-citizen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on September 04, 2013, 02:50:53 pm
That one I can answer Scamtank:

non-entity creatures cannot equip items, and the [EQUIPS] tag only works on civ/entity members.
I was told that when trying to mod in armed&armoured wandering creatures. Seems to be the same reason preventing both our ideas.

EDIT : which I've just realised prevents mining from being a job as it requires a pick.. Still, what about farming?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: choppy on September 05, 2013, 12:47:03 am
maybe grasping?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 05, 2013, 01:18:41 pm
Small Question:

I got inorganics that occur naturally, but boil away at room temperature, show up at embark and in caravans. For example I have "lignite dust" in lignite veins, which boils away and infects miners with black lung. People can now buy "lignite dust" for 0 points at embark, which would boil away instantly and affect all embarking dwarves with black lung. This is bad.

I am sure previous version of the game did not have this problem. The SPECIAL tag was my first idea, but it seems to work only on metals, not on rock. Anyone got any ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on September 05, 2013, 02:59:10 pm
I think removing the is_stone token, if any, should do the trick. If the materials don't have that token in the first place, I don't know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ShadowHammer on September 05, 2013, 06:49:07 pm
I am very new to modding, and I am trying to make a syndrome that "curses" creatures to be shockingly frail. The wiki says to use the format [attribute:percentage:fixed boost]. Does percentage refer to the percent that it will end up being, or the percent that will be added? For example, if i put [TOUGHNESS:1] will it add 1% toughness to the creature, or will it decrease their toughness to 1% of the original?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 05, 2013, 06:51:24 pm
It will decrease to 1% of the original.

I would use CE_MATERIAL_FORCE_MULTIPLIER for that, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on September 05, 2013, 07:30:40 pm
hey guys,

Is there a way to force a vampire to migrate to the fort. Or even better a way to make a vampire embark as one of the starting 7?
Alternatively, is there a DFHack plugin to make a selected dwarf a vamp?

I can only think of 2 ways so far:

1) making a caste, but I already have a lot of castes (on top of masterworks plethora), and could do with out other forts being infested by vamps through caste pop numbers. It'l do if there are no other options though.

2) using DFHack's create-items plugin to create a vamps blood at the cursor, and have the cursor be in/above a water supply allocated to a specific dwarf. I don't
think DFHack can create blood though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Snaake on September 05, 2013, 08:23:04 pm
Just to be sure: is there a way to edit seed sizes to be larger. I mean volume, so (I hope) less would be stored per bag, so there would be less seed-planting cancel spam?

And as a generalization of this, is it possible to adjust any values for any items that are not in a /raw/objects/item_*.txt file?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on September 05, 2013, 08:24:31 pm
No and not really. Don't store your seedbags in barrels.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Snaake on September 05, 2013, 09:06:42 pm
No and not really. Don't store your seedbags in barrels.

Well of course I don't. I tend to have a 11x11 farm room with either 3x3, 3x5, or 5x5 farm plots and the pathways in between as a seed bag stockpile, no barrels. Plenty of room. It's just that even then, it's still theoretically possible that the dwarves will store all 200 plump helmet seeds in only 2 bags. Dropping the max per bag to something like 50 wouldn't increase the stockpile space need too much, and would remove the spam assuming 4 or fewer growers (burrowed to work those fields, if we get micromanagey). But I guess I can only dream...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gashcozokon on September 05, 2013, 09:36:55 pm

Well of course I don't. I tend to have a 11x11 farm room with either 3x3, 3x5, or 5x5 farm plots and the pathways in between as a seed bag stockpile, no barrels. Plenty of room. It's just that even then, it's still theoretically possible that the dwarves will store all 200 plump helmet seeds in only 2 bags. Dropping the max per bag to something like 50 wouldn't increase the stockpile space need too much, and would remove the spam assuming 4 or fewer growers (burrowed to work those fields, if we get micromanagey). But I guess I can only dream...

For cutting seed spam, and reducing rot, I have found that a handful of 1x4 farm plots will produce more than enough food to feed a Barony.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on September 05, 2013, 09:49:55 pm
how do you set a certain caste of a race? (with dfusion)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 05, 2013, 10:42:01 pm
how do you set a certain caste of a race? (with dfusion)

Define "set". Also, dfusion? Also, try the dfhack thread.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Snaake on September 06, 2013, 06:07:51 am

Well of course I don't. I tend to have a 11x11 farm room with either 3x3, 3x5, or 5x5 farm plots and the pathways in between as a seed bag stockpile, no barrels. Plenty of room. It's just that even then, it's still theoretically possible that the dwarves will store all 200 plump helmet seeds in only 2 bags. Dropping the max per bag to something like 50 wouldn't increase the stockpile space need too much, and would remove the spam assuming 4 or fewer growers (burrowed to work those fields, if we get micromanagey). But I guess I can only dream...

For cutting seed spam, and reducing rot, I have found that a handful of 1x4 farm plots will produce more than enough food to feed a Barony.

Well, probably. But I'm planning on implementing the Seasonal crops mod (http://www.bay12forums.com/smf/index.php?topic=61293.0), or my own variation on it, soon anyway. The longer growth times, eg. 1 year, should about quadruple the required growth times. It's just too bad that any planted-but-not-mature crops die once their seasons end, I was planning on having only spring and autumn enabled for surface plants + 3-season growth times, to simulate the option of planting winter wheat/rye (or plants that need a cool season before seeds germinate in general), but only allow 1 surface crop per field.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on September 06, 2013, 10:15:34 am
Can you change the [GRAZER] value without a world regen? Simply because having war rhinos would be awesome and there are rhinos on my embark.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 06, 2013, 02:29:46 pm
Yeah, I think so.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on September 06, 2013, 11:38:40 pm
I'm trying to add sentient skeleton race, and I have two questions. 1st, where do I start? getting rid of all the meaty bits just makes them die on embark (obviously) and my mind is drawing a blank on ideas. 2nd, is it possible to make to make a reaction that spawns a civ member at the building, because I know you can make pets, but im unsure if it works on the more civilized folk.
Thanks,
-Dirkdragonslayer  :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 07, 2013, 12:15:31 am
1. Remove the parts that make them require meaty bits.
2. Yeah, with spawnunit.lua. I've made a version that's compatible with the current DFHack, but I don't want to spread it around too much without exploring the consequences sufficiently.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on September 07, 2013, 04:26:36 am
1. Remove the parts that make them require meaty bits.
2. Yeah, with spawnunit.lua. I've made a version that's compatible with the current DFHack, but I don't want to spread it around too much without exploring the consequences sufficiently.
Thanks, the reason I asked was because I thought of an idea to be fragile skeletons, which use bones to create more, so a good meat industry(which they sell off because they dont eat) can create giant hordes of skeletons to charge invaders. just seemed like a fun idea.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on September 08, 2013, 02:47:44 am
I'm having trouble quick-modding this into an active game. I've gotten it to pick up the wood, but it always makes the game crash. I'm sure it's a syntax issue - I never was good at modding plants.

Here's the code. How do I fix it?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on September 08, 2013, 03:09:56 am
I'm having trouble quick-modding this into an active game. I've gotten it to pick up the wood, but it always makes the game crash. I'm sure it's a syntax issue - I never was good at modding plants.

Here's the code. How do I fix it?
Code: [Select]
[REACTION:BRASS_MAKING]
[NAME:Cut wood into blocks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:4:BLOCK:WOOD:NONE:NONE:NONE]
[SKILL:CARPENTRY]

There should be a NONE after Block. With the way it is, it is looking for a block subtype called wood. Try this:
Code: [Select]
[REACTION:BRASS_MAKING]
[NAME:Cut wood into blocks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:4:BLOCK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CARPENTRY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on September 08, 2013, 10:43:24 am
I'm sorry if this has already been asked, I did a quick search but was unable to find any posts regarding it. I've also been searching the web about it for quite a while, but I haven't been able to find anything.

What are the exact criteria for getting a creature cursed by a deity during world gen?

What I want to do is make an interaction that is first given by deities, then passed on through a bite attack. The interaction should basically add a few tags to the creature, and then allow them to pass the curse on, without transforming them into anything else. Is this possible?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Loam on September 08, 2013, 11:25:55 am
What I want to do is make an interaction that is first given by deities, then passed on through a bite attack. The interaction should basically add a few tags to the creature, and then allow them to pass the curse on, without transforming them into anything else. Is this possible?

No: the [SPECIALATTACK_INTERACTION] is a creature attack token that can't be added by a syndrome/interaction. You'd have to make them transform.
As for deity curses: if you mean "how a curse is implemented," it should be
Spoiler (click to show/hide)
If you mean "when do deities curse people," I'm pretty sure it's random.

Look at the interaction examples folder in your raws if you need more help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on September 08, 2013, 11:34:46 am
What I want to do is make an interaction that is first given by deities, then passed on through a bite attack. The interaction should basically add a few tags to the creature, and then allow them to pass the curse on, without transforming them into anything else. Is this possible?

No: the [SPECIALATTACK_INTERACTION] is a creature attack token that can't be added by a syndrome/interaction. You'd have to make them transform.
As for deity curses: if you mean "how a curse is implemented," it should be
Spoiler (click to show/hide)
If you mean "when do deities curse people," I'm pretty sure it's random.

Look at the interaction examples folder in your raws if you need more help.

Alright, thank you. :)
So if I have the lines about deity curses and all that, people will eventually be cursed? Thanks. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Snaake on September 08, 2013, 12:18:17 pm
I'm curious, since I got the impression that eg. kobolds in Masterwork (but possibly other creatures in other mods too) are more reliant (if not exclusively so) on fishing than vanilla dwarves, how have people like Meph and others fixed/gotten around the "limited fish population" issue?

(this thread seemed a better fit for a quick technical question like this than anything in the Masterwork subforum)
edit: forgot I had already asked about this in the DF 2012v0.34 question and answer thread, but it went unanswered there and really belongs here more anyway, so oh well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 08, 2013, 08:00:14 pm
I'm trying to make some kind of "Hold" ability, that freezes any creature temporarily when used upon them. I'm thinking total paralysis to all body parts, and no [SYN_AFFECTED] tags so that it's indiscriminate, but how would I prevent it from suffocating living beings?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 08, 2013, 08:02:33 pm
CE_SPEED_CHANGE:SPEED_MULT:1:SPEED_ADD:500000
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 08, 2013, 08:07:32 pm
Why the add? Does that cause overflow to a negative number?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 08, 2013, 08:17:48 pm
SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero) (http://dwarffortresswiki.org/index.php/Syndrome#Special_Effects)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 08, 2013, 08:19:54 pm
Ah
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on September 08, 2013, 08:53:07 pm
I'm having trouble quick-modding this into an active game. I've gotten it to pick up the wood, but it always makes the game crash. I'm sure it's a syntax issue - I never was good at modding plants.

Here's the code. How do I fix it?
Code: [Select]
[REACTION:BRASS_MAKING]
[NAME:Cut wood into blocks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:4:BLOCK:WOOD:NONE:NONE:NONE]
[SKILL:CARPENTRY]

There should be a NONE after Block. With the way it is, it is looking for a block subtype called wood. Try this:
Code: [Select]
[REACTION:BRASS_MAKING]
[NAME:Cut wood into blocks]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:4:BLOCK:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CARPENTRY]

Still crashes the game.

Checking the errorlog, I"m getting

Code: [Select]
*** Error(s) finalizing the reaction BRASS_MAKING
BRASS_MAKING:Unrecognized Item Token: BLOCK
BRASS_MAKING:Unrecognized Material Token: WOOD
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 08, 2013, 08:55:52 pm
BLOCKS (http://dwarffortresswiki.org/index.php/Item_token), not BLOCK. Also, that unrecognized material thing means you... didn't replace the save's raw???
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on September 08, 2013, 08:57:26 pm
Oh, wait. It's BLOCKS not BLOCK.

http://dwarffortresswiki.org/index.php/Item_token

Not sure why you're getting an error from the WOOD, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on September 08, 2013, 09:20:04 pm
The blocks work now. I'm just getting an "unknown material block pillar" when I build with it. Close enough :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on September 08, 2013, 09:29:30 pm
The blocks work now. I'm just getting an "unknown material block pillar" when I build with it. Close enough :P

...?

That's odd.

What's your reaction product line look like?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 08, 2013, 10:14:07 pm
Is there a way to ensure every attack "passes right through" on a given body part?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 08, 2013, 10:21:51 pm
Give that part special tissues with the FEATHER shape.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 08, 2013, 10:56:17 pm
Will that protect from blunt as well as edge attacks?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on September 09, 2013, 12:05:35 am
Yeah, but it might be only those two. Compressive force (strangling) definitely still hits them, possibly bending (joint lock) and stretching (shaking around) too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 09, 2013, 12:18:22 am
Testing shows that blunt attacks still hit but edged go right through, unless the tissue is gaseous, in which case all attacks still hit.

EDIT: I've got it! I'll simply give the incorporeal parts no material whatsoever! It creates an error message, but that's a small price to pay.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on September 09, 2013, 09:52:47 am
Hi guys,

I've made a few civs and they work fine, but at the moment they are a bit hard to see because the creature tile they use shows up in gray-scale for standard creatures and a variant colour depending on a soldiers job (ie archers are showing up green etc). I'm modding Masterwork, and using the Phoebus tileset.
As my new civs are all humans too, i'm trying to make the standard human creature tiles/sprites work for my modded civs, but currently they just won't work. Even when I name my civs creature tile and soldier tile to be the same as the tiles the standard human raws use.
I've been using the arena to test quickly if that is relevant.

I don't know how to deal with graphics/tilesets just yet, so can someone help me please?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 09, 2013, 11:54:00 am
You're looking for graphics, not tiles. Go into the raw/graphics folder and see what humans are using.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on September 09, 2013, 01:17:08 pm
Thank you Putnam,
I found the files I think I need to use, do I just need to make a copy of the graphics_phoebus_humans.txt and rename the relevant parts to something else to stop it from duplicating?

Otherwise, what would I need to do?
Because they all have a structure like so :
Spoiler (click to show/hide)
and I don't know how to make head nor tail of that with regards to making my new civs use the desired sprites.
I do apologise if this is elementary stuff, I don't know how to mod graphics yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 09, 2013, 01:42:53 pm
Grab a vanilla copy of DF and check its graphics example txt; it gives a tutorial on what it all means.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 09, 2013, 02:10:04 pm
How do I make paralysis actually paralyze and not just "you feel sluggish"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on September 09, 2013, 02:34:00 pm
Massive symptom magnitude? Stop it from getting diluted by size or germ resistance?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 09, 2013, 02:39:44 pm
add NOBREATH alongside the paralysis?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 09, 2013, 02:49:13 pm
Also, how long does it take for paralysis to suffocate a creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on September 09, 2013, 02:58:47 pm
Ages. Same as strangulation.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 09, 2013, 03:04:47 pm
They seem to die fairly quickly, even after the paralysis wears off. I set the SEV to ten thousand.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 09, 2013, 03:11:13 pm
They seem to die fairly quickly, even after the paralysis wears off. I set the SEV to ten thousand.

This post has the fascinating property of making it so that it always appears on the top of my "show unread posts since last visit" list.

That's annoying, so I'm posting here.

Anyway, I really can't think of anything other than a temporary NOBREATH.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 09, 2013, 03:34:55 pm
I've scrapped it. They still die after the NOBREATH wears off, even though the paralysis has also worn off.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 09, 2013, 08:58:48 pm
Is it possible to make a civ that abducts and converts spouses the way Night Trolls do?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 09, 2013, 09:02:06 pm
I think experimentation has shown that nothing happens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 09, 2013, 09:10:32 pm
Is it possible to make kidnapped children learn a secret from their captors that transforms them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 09, 2013, 09:13:33 pm
Give the child SUPERNATURAL and a sphere that contains a SUPERNATURAL_LEARNING or w/e method of learning secret.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 09, 2013, 09:52:32 pm
But wouldn't giving the child [SUPERNATURAL] let them learn the secret without being snatched?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 09, 2013, 09:58:35 pm
It's not a spouse converter? Oh.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 09, 2013, 11:06:23 pm
On another note, any reasons why [PROFESSION_NAME]s aren't working, and why all non-historic people say they're TRANS_NAME?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on September 10, 2013, 01:35:15 am
The game tend to prefer the CASTE_NAME and CASTE_PROFESSION_NAME tags over the creature ones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Taverius on September 10, 2013, 02:01:38 am
What happens if you give a VERMIN animal HUNTS_VERMIN? Ie, crows, which IRL eat bloody everything :D

I'm mostly wondering if anyone's tried it before, if it works or if it makes pathing cry, etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 10, 2013, 02:25:03 am
Vermin don't path.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on September 10, 2013, 01:02:01 pm
Does anyone know if [CHANGE_BODY_SIZE_PERC] can be used in castes of a creature for the desired effect of making that specific caste larger or smaller? The only time I see it in Vanilla raws is during animal men and giant creature variations.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on September 10, 2013, 01:21:52 pm
The wiki claims it's a caste-level token, so I imagine it works, but why not just use caste-defined BODY_SIZEs?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on September 10, 2013, 01:30:12 pm
I'm having a lot of problems with my latest project, a creature (non-sentient pet) which goes through a number of transformations over the course of its life cycle, some of which are immobile.  My question is, why will they not breed?
A clear answer to any or all of the following questions would be helpful:

1. It has been established that IMMOBILE female's can't breed, but can an IMMOBILE male impregnate a mobile female?
2. If a creature of a species with no CHILD value transforms into a creature that has a CHILD value, will it be able to breed?  Will it automatically be considered an adult, regardless of actual age?
3. What is the impact of the body transformation's random age change glitch on breeding?  If an adult's age drops to below it's child age due to a transformation, will it still be able to breed, and vice-versa?
4. How long does it take for a fertile male and a fertile female to breed?  Will a single male impregnate all the females on the map reliably?  At what point in time can it be assumed that they have all been impregnated?
5. If a male impregnates a female and then dies or becomes sterile, will the female give birth (this should be obvious, but I'm not actually sure...)
6. If a female is impregnated and then transforms, will she give birth?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 10, 2013, 01:42:18 pm
If MONUMENT is the token for tombs, what's the token for necromancer towers?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 10, 2013, 03:15:23 pm
None, AFAIK.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Taverius on September 10, 2013, 03:35:09 pm
Vermin don't path.
Even when they become pets?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 10, 2013, 03:54:55 pm
The owner carries them around, then.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on September 10, 2013, 03:58:38 pm
Which tags are required and/or forbidden if I want to make a creature roam the wilds?

For example; what would I have to change with humans if I want wild humans running around the forests in packs, hunting down dwarves etc.

EDIT:
I'm trying to make the following creature appear in the wild:
Spoiler: "Wild Zombies" (click to show/hide)

The high frequency is temporary, just so that I quickly notice if they work or not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 10, 2013, 04:01:30 pm
Check wolves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on September 10, 2013, 04:12:54 pm
Check wolves.

Thanks. Wolves were actually a pretty good example. :)

EDIT:
How would I go about not making them large predators? Removing the tag stops them from spawning completely. :/
Played around a bit, and tried to find a set of tags that would make them appear, but didn't succeed.
Spoiler (click to show/hide)

EDIT 2:
Never mind, got them to work. Just lowered the frequency to 100.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 11, 2013, 05:14:56 am
I have a graphical glitch when I try building custom workshops that use MAT instead of #:#:# as color. So instead of 7:0:1 (light grey) I'd rather have the color of the build-mat... but the workshop tile does not show and glitches ingame.

This is the code I use:
Code: [Select]
[BUILDING_FURNACE:ORB]
[NAME:Glowing Orb]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:MASON]
[BUILD_KEY:CUSTOM_R]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BLOCK:1:0]
[TILE:0:1:34]
[COLOR:0:1:MAT]
[TILE:1:1:34]
[COLOR:1:1:MAT]
[TILE:2:1:34]
[COLOR:2:1:MAT]
[TILE:3:1:34]
[COLOR:3:1:MAT]
[BUILD_ITEM:1:BOULDER:NONE:NONE:NONE][CAN_USE_ARTIFACT][BUILDMAT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MODcrazy on September 11, 2013, 05:21:11 am
Sooo...  In my own little mod, i tried to give the dwarves a hard armor:
Spoiler (click to show/hide)
added it to the entity_default.txt, but the dwarves treated it like foreign armor, and did not produce it. It was marked as COMMON. It now works after i removed the breastplate  :'( but I actually would like to keep that item. Is it because there were already two ARMOR layer body armors?
The entity part was something like this(don't have the original version anymore):
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 11, 2013, 05:29:01 am
Try FORCED instead of COMMON. Common only means "most of the time", maybe you had bad luck with the worldgen. Otherwise everything seems to be in order.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: SeelenJägerTee on September 11, 2013, 09:17:58 am
What would be the reagent tag to accept only wooden blocks?

I tried:
[REAGENT:A:1:BLOCKS:NO_SUBTYPE:PLANT_MAT:WILLOW:WOOD]
Will make the dwarf require willow blocks.
But what if I want the reaction to use any wood?

[REAGENT:A:1:BLOCKS:NO_SUBTYPE:PLANT_MAT:NONE:WOOD]
Doesn't work. the reaction just accepts any block.

I even tried [REAGENT:A:1:BLOCKS:NO_SUBTYPE:PLANT_MAT:ANY:WOOD] but it behaves as "none".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 11, 2013, 10:09:23 am
Add REACTION_CLASS:IS_WOOD to the wood template, then try BLOCKS:NONE:NONE:NONE REACTION_CLASS:IS_WOOD.

And please, please, explain me what your nick means, even in german if you like. Its awesome/random.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: SeelenJägerTee on September 11, 2013, 11:05:59 am
That doesn't work.
   [REAGENT:A:1:BLOCKS:NONE:NONE:NONE REACTION_CLASS:IS_WOOD]
   [REAGENT:A:1:BLOCKS:NONE:NONE:NONE:REACTION_CLASS:IS_WOOD]
   [REAGENT:A:1:BLOCKS:NONE:NONE:REACTION_CLASS:IS_WOOD]
   [REAGENT:A:1:BLOCKS:NONE:REACTION_CLASS:IS_WOOD]
All didn't work. The carpenter still is happy with grabbing sand stone blocks.
Do I need to regen the world for this to work?

----
"Jäger Tee" or "Jager Tee" (http://en.wikipedia.org/wiki/Jagertee) is a special name in Austria for tea with added alcohol.

In years long since past my gamer-alias was "SeelenJäger" or "SoulHunter".
When I grew older I wanted something ... less trite (is this the word?). So at some point I created the name "SeelenJägerTee".
I'm also known as "SeelenJaegerTee" in some other forums/games.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 11, 2013, 12:11:37 pm
[REAGENT:A:1:BLOCK:NONE:NONE:NONE][REACTION_CLASS:IS_WOOD]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 11, 2013, 01:21:37 pm
I have a graphical glitch when I try building custom workshops that use MAT instead of #:#:# as color. So instead of 7:0:1 (light grey) I'd rather have the color of the build-mat... but the workshop tile does not show and glitches ingame.

This is the code I use:
Code: [Select]
[BUILDING_FURNACE:ORB]
[NAME:Glowing Orb]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:MASON]
[BUILD_KEY:CUSTOM_R]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BLOCK:1:0]
[TILE:0:1:34]
[COLOR:0:1:MAT]
[TILE:1:1:34]
[COLOR:1:1:MAT]
[TILE:2:1:34]
[COLOR:2:1:MAT]
[TILE:3:1:34]
[COLOR:3:1:MAT]
[BUILD_ITEM:1:BOULDER:NONE:NONE:NONE][CAN_USE_ARTIFACT][BUILDMAT]
Just re-posting this. Does MAT no longer work as color?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on September 11, 2013, 02:30:04 pm
[REAGENT:A:1:BLOCKS:NONE:NONE:NONE][REACTION_CLASS:IS_WOOD]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on September 12, 2013, 10:05:30 am
So I recently tried just removing all entities and then adding two custom ones. For some reason this crashed the game during worldgen.
Today, I tried re-adding the regular entities and just made them both start with 0 civs. This allows me to generate a world without crashing the game, but still spawns one of each standard civ.

How would I go about removing the entities without crashing the game?

Edit: Setting max starting civs to 0 makes it uncapped, right? Noticed this now. The question still stands though; How do I remove the standard entities?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on September 12, 2013, 10:35:33 am
It would probably help if you show us your raws, your errorlog.txt and map_rejection_log.txt.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 12, 2013, 10:39:43 am
Open entity_default, remove the civs? or just delete the entire file...  that would get rid of all standard civs for sure.

The civs that crash worldgen... thats something several modders have now and then. I dont think anyone ever figured out exactly why it happens. Its also just for some people... I remember a worldgen that crashed 100% of the time on one machine, and run 100% fine on another.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on September 12, 2013, 10:45:52 am
Open entity_default, remove the civs? or just delete the entire file...  that would get rid of all standard civs for sure.
Yeah, this was what I tried and what crashed the game during worldgen :/

The civs that crash worldgen... thats something several modders have now and then. I dont think anyone ever figured out exactly why it happens. Its also just for some people... I remember a worldgen that crashed 100% of the time on one machine, and run 100% fine on another.

Sounds strange... O_o

Anyways, basing my new entities on the dwarven and evil entities seems to work. No crashes so far. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Diegenschnipe on September 12, 2013, 01:30:45 pm
Hello.  I'm trying to figure out how the RESISTABLE token works for the purpose of creating custom syndromes.  Does it only apply to certain effects, or can it be used for any of them.  What i would like to do is create a resistable CE_BODY_TRANSFORMATION effect.  If this is impossible, I would appreciate any suggestions on how to create this kind of effect.  I've already tried using PROB:X tokens, but didn't find them very satisfying...

Here is the syndrome i'm working on:
Code: [Select]
[SYNDROME]
[SYN_NAME:disintegration]
[SYN_IMMUNE_CREATURE:DRAGON_PYROCLASTIC:ALL]
[SYN_INHALED][SYN_CONTACT]
[CE_BLEEDING:PROB:100:SEV:10:START:1:END:100]
[CE_BODY_TRANSFORMATION:PROB:80:RESISTABLE:START:0]
[CE:CREATURE:DRAGON_ASHPILE:MALE]

Thanks for any help!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 12, 2013, 01:35:50 pm
I don't think it is possible to resist body transformation effects, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 12, 2013, 01:40:19 pm
Is it possible to resist [CE_ADD_TOKEN] effects?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Diegenschnipe on September 12, 2013, 01:45:52 pm
Oh well.  I kind of expected that to be the answer.  Thanks for the quick response.

Also, does [CE_ADD_TOKEN] = [CE_ADD_TAG] or am I thinking of something completely different?

I don't think [CE_ADD_TAG]  effects can be resisted, so it makes sense that [CE_BODY_TRANSFORMATION] also cannot be resisted.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: SeelenJägerTee on September 12, 2013, 01:58:36 pm
[REAGENT:A:1:BLOCK:NONE:NONE:NONE][REACTION_CLASS:IS_WOOD]
Ah so it makes sense. Well I guess I could have thought of this as well >_<.
Thanks everybody.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on September 12, 2013, 04:48:02 pm
Body transformations and adding tags can have a probability of success value, though.  All creatures will have the same resistance (unless you specifically create a class that makes them more or less vulnerable), but it will let you use a polymorph attack without it being completely overpowered.

A word of warning though: in this version syndrome probabilities are bugged if you save and reload, any active syndromes will be loaded as if all probable effects actually took place.  So if you have an attack that gives a single syndrome with two effects, a period of dizziness and a small probability of transforming into something, and someone was hit by it and didn't transform but you saved and reloaded while they were still being affected by the dizzy part of the syndrome, they will be transformed when you reload.  (If you use an interaction that gives two separate syndromes it will be OK, since the transformation syndrome would have ended the moment it failed.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hasse on September 14, 2013, 02:24:20 pm
How can i make projectiles fired from a gun/crossbow etc etc, explode on impact?
Do i need to use any sorts of DFhack mod?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 14, 2013, 02:32:39 pm
Yes, ProjectileExpasion, one of Putnams scripts... check his thread in the utility section :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hasse on September 14, 2013, 02:52:42 pm
Thanks for the fast reply
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on September 15, 2013, 11:01:22 am
How would I go about removing the standard night creatures? I'm looking for some other way than advanced world gen. I can't find their files anywhere :/

Also, is it possible to remove semi-/megabeasts?

Edit:
On an unrelated note: How do I make my custom plants show up during embark? I can't bring any of them with me :/
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on September 15, 2013, 11:24:23 am
Their raws are embedded in the executable. You can only get rid of them by generating a world which specifically doesn't have them.

Titans and forgotten beasts are the same as above, you can only get rid of them by setting their number to zero in advanced worldgen. Most other terrestrial things like bronze colossuses and minotaurs and dragons should be in creature_standard.txt.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Indigo_Surprise on September 15, 2013, 12:21:37 pm
There was a bit of discussion on this in the first pages, but I found nothing concrete related to my question. We all know we can transform creatures into other creatures, but can you transform a dwarf into a domestic animal and have them show up on the livestock screen?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on September 16, 2013, 03:11:42 am
Their raws are embedded in the executable. You can only get rid of them by generating a world which specifically doesn't have them.

Titans and forgotten beasts are the same as above, you can only get rid of them by setting their number to zero in advanced worldgen. Most other terrestrial things like bronze colossuses and minotaurs and dragons should be in creature_standard.txt.

Thanks for the info. That's a bummer. :/

Anyways, do you know how to make plants available on embark?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 16, 2013, 05:59:31 am
Plants are available at embark if your home-civ has access to them. dwarves embark on mountains, so its mostly underground plants. Just copy plump helmet biomes, seasons and depth, thats a simple way to get a plant you can buy.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on September 16, 2013, 06:52:12 am
Plants are available at embark if your home-civ has access to them. dwarves embark on mountains, so its mostly underground plants. Just copy plump helmet biomes, seasons and depth, thats a simple way to get a plant you can buy.

Thanks, didn't even notice the plant depth. Works now :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 17, 2013, 10:42:17 am
I still have the open question about using MAT instead of number:number:number as a color in buildings. It seems to create graphical glitches...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on September 17, 2013, 11:11:28 am
Doesn't for me. No idea what's wrong with your stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 17, 2013, 11:14:22 am
Could you post a raw-example? I am trying this on 1 tile workshops, it doesnt show any errorlogs, but doesnt work either. The buildmats are custom tools and furniture, dont know if it has to be a boulder to work?

My init settings are [PRINT_MODE:2D] , maybe it has to do with that.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on September 17, 2013, 11:48:16 am
No idea about using MAT as a color, sorry. Haven't done a lot of workshop stuff yet :/

Is it possible to make rock unmineable? For the time being, I simply removed pickaxes, but I think I would like to be able to mine out soil tiles.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 17, 2013, 11:53:24 am
Simply add [UNDIGGABLE] to the rock in question. If you want  that to be all rocks, add it to the stone template.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on September 17, 2013, 01:26:12 pm
Could you post a raw-example? I am trying this on 1 tile workshops, it doesnt show any errorlogs, but doesnt work either. The buildmats are custom tools and furniture, dont know if it has to be a boulder to work?

My init settings are [PRINT_MODE:2D] , maybe it has to do with that.

Code: [Select]
[BUILDING_WORKSHOP:hitech__GADGET_SHOP]
[NAME:Gadget Shop]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:MECHANIC]
[BUILD_KEY:CUSTOM_G]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BLOCK:1:0:0:1]
[BLOCK:2:1:0:1]
[BLOCK:3:1:0:0]
[TILE:0:1:' ':' ':128]
[TILE:0:2:' ':' ':'/']
[TILE:0:3:'-':' ':' ']
[COLOR:0:1:0:0:0:0:0:0:6:0:0]
[COLOR:0:2:0:0:0:0:0:0:6:0:0]
[COLOR:0:3:6:0:0:0:0:0:0:0:0]
[TILE:1:1:' ':' ':235]
[TILE:1:2:' ':128:' ']
[TILE:1:3:178:' ':210]
[COLOR:1:1:0:0:0:0:0:0:7:0:0]
[COLOR:1:2:0:0:0:7:0:0:0:0:0]
[COLOR:1:3:MAT:0:0:0:MAT]
[TILE:2:1:' ':' ':235]
[TILE:2:2:128:' ':178]
[TILE:2:3:178:210:' ']
[COLOR:2:1:0:0:0:0:0:0:7:0:0]
[COLOR:2:2:7:0:0:0:0:0:MAT]
[COLOR:2:3:MAT:MAT:0:0:0]
[TILE:3:1:128:235:178]
[TILE:3:2:178:' ':178]
[TILE:3:3:178:210:210]
[COLOR:3:1:7:0:0:7:0:0:MAT]
[COLOR:3:2:MAT:0:0:0:MAT]
[COLOR:3:3:MAT:MAT:MAT]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:TRAPPARTS:NO_SUBTYPE:NONE:NONE][CAN_USE_ARTIFACT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Snaake on September 17, 2013, 01:27:58 pm
I changed 2h swords, great axes, mauls etc. to be MINIMUM_SIZE:60000 but kept them as TWO_HANDED:77500. This should let dwarves use them, but still require 77500 size to use them one-handed.

I just got a goblin ambush squad leader who's using a two-handed sword in her right hand and a shield in the left. Apparently the TWO-HANDED size is only checked for dwarves equipping weapons, not invaders. Was this known?

Story: got an ambush and a minotaur at the same time at the same map edge; the minotaur actually discovered the ambush. It wrestled broken both knees and an elbow from one of the macegoblins, then started strangling it, while not being hit/only got bruised by the other goblins, until the two-handed sword-wielding squad leader got lucky and cut off the minotaur's head. That prompted me to check the goblin's inventory (I had had great weapon -wielding goblins in sieges earlier, but didn't check if they also had shields).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 17, 2013, 03:33:56 pm
It could just be a particularly large goblin.

The largest a goblin can be is 93750. Not inconceivable that they can two-hand a 77500 sword!

Of course, the goblin has to be (I think) ~2.4 deviations from the mean in two different categories to be that big.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 17, 2013, 05:35:21 pm
Thank you, I will test your gadget shop, see if it has the same problem or not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on September 18, 2013, 04:03:41 am
I don't quite get reactions... Could someone post an example reaction that is done at a Mechanic's workshop that uses up wood and rope and produces a wooden mechanism?

Edit: This is what I've tried:
Code: [Select]
[REACTION:MAKE_WOODEN_MECHANISM]
[NAME:make wooden mechanisms]
[BUILDING:MECHANICS:CUSTOM_T]
[REAGENT:A:5:BUILDMAT:NONE:NONE:NONE][ANY_PLANT_MATERIAL]

In the product, if you want to use the reagent's material itself, use NONE instead of a reaction product class (TAN_MAT in this example).

[PRODUCT:100:1:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:A:BUILDMAT]
[SKILL:MECHANICS]
[AUTOMATIC]
As you can see, I didn't try adding rope to the reaction just yet, seeing as I couldn't even get the wood to work. :L
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on September 18, 2013, 04:48:17 am
Buildmat isn't an item token. You use it as a separate tag below the REAGENT tag, just like PRESERVE_REAGENT and MATERIAL_REACTION_PRODUCT stuff. And even if it was in the right place, it's a little redundant. Wood doesn't come in bars or boulders. When we limit the reagent to search for logs only, the ANY_PLANT_MATERIAL tag also stops being very useful. You don't have too many metal or stone trees, after all.

Try using these lines instead and see what happens.

Code: [Select]
[REAGENT:A:5:WOOD:NONE:NONE:NONE]
[REAGENT:B:1:CHAIN:NONE:NONE:NONE]

[PRODUCT:100:1:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]

Don't know why you'd want the reaction to eat that much wood, though. Also, the "rope" can be either a woven rope or a metal chain. If that's a sticking point, you could set up a new reaction class.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on September 18, 2013, 06:19:28 am
Buildmat isn't an item token. You use it as a separate tag below the REAGENT tag, just like PRESERVE_REAGENT and MATERIAL_REACTION_PRODUCT stuff. And even if it was in the right place, it's a little redundant. Wood doesn't come in bars or boulders. When we limit the reagent to search for logs only, the ANY_PLANT_MATERIAL tag also stops being very useful. You don't have too many metal or stone trees, after all.

Try using these lines instead and see what happens.

Code: [Select]
[REAGENT:A:5:WOOD:NONE:NONE:NONE]
[REAGENT:B:1:CHAIN:NONE:NONE:NONE]

[PRODUCT:100:1:TRAPPARTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]

Don't know why you'd want the reaction to eat that much wood, though. Also, the "rope" can be either a woven rope or a metal chain. If that's a sticking point, you could set up a new reaction class.

Thanks for the info :) Still didn't get it to work though :/ The reaction doesn't show up in-game. Is the BUILDING tag correct?
At the moment, it's set to [BUILDING:MECHANICS:CUSTOM_T]




I want the reaction to eat a ton of wood to stop people from massproducing them. A zombie mod which can be "beaten" by spamming cage traps would be kind of boring. It doesn't really matter if chains can be used too, the point is just to make mechanism-making time-consuming, cumbersome and hard.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Loam on September 18, 2013, 06:49:05 am
Only KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN, and any custom buildings are available for use in reactions. So if you change [BUILDING:MECHANICS] to [BUILDING:CRAFSTMAN], the reaction should be available at the Craftsdwarf's workshop.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Snaake on September 18, 2013, 09:21:59 am
Spoiler (click to show/hide)

It could just be a particularly large goblin.

The largest a goblin can be is 93750. Not inconceivable that they can two-hand a 77500 sword!

Of course, the goblin has to be (I think) ~2.4 deviations from the mean in two different categories to be that big.

Damnit, forgot to mention that I checked the goblin's size with unit info viewer, it was a bit over 62000. Like I said, I didn't think to check during the sieges whether they were multi-grasping or not, or wearing shields or not, but based off this one piece of evidence, it doesn't seem like invaders respect TWO_HANDED.

For possible testing regarding whether they respect it when equipping: If I release a stripped goblin prisoner from a cage, will it try to arm itself if there's weapons lying around? Or do creatures only do that when they wrestle a weapon/pants off an enemy?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 18, 2013, 09:44:27 am
Found the solution to my COLOR:MAT problem, if anyone is interested. MAT only works in workshops, not in furnaces. And thats it, simple thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on September 18, 2013, 10:27:47 am
Found the solution to my COLOR:MAT problem, if anyone is interested. MAT only works in workshops, not in furnaces. And thats it, simple thing.
Huh, I was kinda imagining some more serious graphical glitches.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on September 18, 2013, 11:27:36 am
Found the solution to my COLOR:MAT problem, if anyone is interested. MAT only works in workshops, not in furnaces. And thats it, simple thing.

Weird, but good to know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on September 19, 2013, 12:31:11 am
Is there any way to play as procedurally generated creatures like titans and forgotten beasts in adventurer mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 19, 2013, 12:44:59 am
No. You can do megabeasts though, but procedually generated raws are stored compressed in the world.dat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 19, 2013, 12:59:29 am
And they're called things like TITAN_1 and FORGOTTEN_BEAST_1. You should be able to.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 19, 2013, 01:27:04 am
Wait... oh damn, you are right, the tags go into the entity, not the creature. So... yeah, give me a minute, I'll test
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 19, 2013, 01:32:54 am
In my experience, the game doesn't recognize RCP creatures when referenced in user raws. My context is trying to use them for body transformations, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 19, 2013, 01:34:04 am
Tested with this, doesnt work:
Code: [Select]
entity_adv

[OBJECT:ENTITY]

[ENTITY:ADV]
[INDIV_CONTROLLABLE]
[CREATURE:TITAN_1]
[CREATURE:TITAN_2]
[CREATURE:TITAN_3]
[CREATURE:TITAN_4]
[CREATURE:TITAN_5]
[CREATURE:TITAN_6]
[CREATURE:TITAN_7]
[CREATURE:TITAN_8]
[CREATURE:TITAN_9]
[CREATURE:TITAN_10]
[CREATURE:FORGOTTEN_BEAST_1]
[CREATURE:FORGOTTEN_BEAST_2]
[CREATURE:FORGOTTEN_BEAST_3]
[CREATURE:FORGOTTEN_BEAST_4]
[CREATURE:FORGOTTEN_BEAST_5]
[CREATURE:FORGOTTEN_BEAST_6]
[CREATURE:FORGOTTEN_BEAST_7]
[CREATURE:FORGOTTEN_BEAST_8]
[CREATURE:FORGOTTEN_BEAST_9]
[CREATURE:FORGOTTEN_BEAST_10]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on September 19, 2013, 10:33:49 am
Odd. It used to work, at least, but it's been a while since I last did that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ancistrus on September 19, 2013, 12:44:57 pm
Can someone write the line in a reaction that produces wool cloth of any kind?
I tried [PRODUCT:100:10000:CLOTH:NO_SUBTYPE:WOOL:LLAMA] and a dozen variations but no success yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on September 19, 2013, 12:46:35 pm
[PRODUCT:100:1:CLOTH:NO_SUBTYPE:CREATURE_MAT:LLAMA:WOOL][PRODUCT_DIMENSION:10000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ancistrus on September 19, 2013, 12:57:33 pm
[PRODUCT:100:1:CLOTH:NO_SUBTYPE:CREATURE_MAT:LLAMA:WOOL][PRODUCT_DIMENSION:10000]
That produces a "llama skin cloth"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on September 19, 2013, 01:39:51 pm
[PRODUCT:100:1:CLOTH:NO_SUBTYPE:CREATURE_MAT:LLAMA:WOOL][PRODUCT_DIMENSION:10000]
That produces a "llama skin cloth"

That's because there is no WOOL material or tissue in vanilla. Animals that give wool have their hair renamed using:
Code: [Select]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[YARN]

Try changing WOOL to HAIR in the reaction, and let us know if that works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ancistrus on September 19, 2013, 01:45:03 pm
[PRODUCT:100:1:CLOTH:NO_SUBTYPE:CREATURE_MAT:LLAMA:WOOL][PRODUCT_DIMENSION:10000]
That produces a "llama skin cloth"

That's because there is no WOOL material or tissue in vanilla. Animals that give wool have their hair renamed using:
Code: [Select]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[YARN]

Try changing WOOL to HAIR in the reaction, and let us know if that works.
Works, thank you.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: golemgunk on September 20, 2013, 04:50:01 am
what determines whether or not a creature will come back as a ghost in fort mode?

edit: also, if a syndrome is applied to someone twice, will the timer on it's effects be reset?
eg: if you cast DROWSINESS:SEV:500:PROB:100:START:0:END:1000 on someone a second time before END:1000 has passed, will  it add 1000 more "time units" to that count, or will it start it's own timer or something else?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 20, 2013, 05:40:47 am
Civ-members that have not been buried/engraved on a slab come back.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: golemgunk on September 20, 2013, 11:37:09 am
Civ-members that have not been buried/engraved on a slab come back.

sorry, I should have mentioned: I'm more specifically wondering if there was something I could do to prevent it, aside from memorials, like if it's related to the [INTELLIGENT] tag or something.

I'm trying to make a race that works kind of like an insect colony with a fairly high birth/death rate, and I think it'd be weird if they had some big memorial for dumb guys they didn't really care about. I guess I can deal with it though if there's no way around it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on September 20, 2013, 11:46:20 am
I'm pretty sure there's no way around it.

Edit: Actually I'm pretty sure DFHack can do something about it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 20, 2013, 11:49:29 am
dfhack can delete ghosts, you might be able to find a coder that can write you a script that automatically deletes all ghosts as soon as they turn up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on September 21, 2013, 12:30:08 pm
What are the limitations of worldgen reactions?

Can you, for example, have a civ that produces a certain kind of plant and then come trading drinks or clothing made from that plant?  What about gems, wood, or stone?  (I'd like to avoid the 'crate' trick if possible.)  Also, is there any way of making adventurers from a certain civ wear clothes exclusive to that civ through the use of reactions alone?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 21, 2013, 01:03:23 pm
Crate trick is only for finished goods of specific materials.

All things in the entity file will work, but custom reactions that make items dont work. So if you have "make rusty steel sword", they dont trade rusty steel swords. But if you give them "make rusty steel bar", they will trade rusty steel metal items.

Plants work the same. If you give them the plant as base material, then they make the items from it. You cant give them "epic drink", but if their biomes shares "epic plant" then they make it themselves. Same with inorganics and creature mats.

All custom material bars (lets say a wood-bar) will appear in misc-section, thats how I do it. I actually use creature soap, but whatever.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on September 23, 2013, 05:07:30 pm
Hi guys,
Okay I have a LOT of questions.
I'm sorry, I've just been working on a big project, and whenever I have come across something I don't understand, wanted clarification on, or confirmation it could be done, I have put it on a list and worked on something else in the meantime.

Some may be rather stupid, if so my apologies; I still haven't gotten my head around some aspects of modding DF.

I've spoiler-ed the questions into groups, and they are all numbered for ease.


First 10
Spoiler (click to show/hide)
--------------
Second 10
Spoiler (click to show/hide)


Thanks guys
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on September 23, 2013, 06:29:07 pm
Assuming you aren't using DFHack:

1) No

2) No

3) Squad members are culled in worldgen.

4) You can use [ALLOWED_CREATURE:<creature>:<caste>] for positions, and for professions, you cannot stop specific castes from working, but you can make sure they never get good at it with [SKILL_RATE:<skill>:NONE:1:1:1].

5) As above, you can use [ALLOWED_CREATURE:<creature>:<caste>] to allow only the entity's creature to become a position holder in that entity; but you cannot stop immigrants from accepting any profession.

6) Law-givers appear when you have [VARIABLE_POSITIONS:LAW_MAKING] enabled.

7) No you can't, but you can discourage some labors (see answer 4).

8) No, and there's nothing more to that.

9) Use [SUCCESSION:BY_POSITION:<position1>] in position2 to make replacements for position2 be picked from people currently in position1.

10) I believe not, although you can have the monarch draw from counts and the count draw from barons.

11) No

12) Masterwork DF has lots of pseudo-real-life languages, you can find them in language_all.txt.

13) No

14) Impossible

15) You can have thousands.

16) You can make the plant production process a custom reaction, then use [PERMITTED_REACTION:<name>] in only one of the entities.

17) http://www.bay12forums.com/smf/index.php?topic=118085.0

18) You won't reach the limit

19) No

20) Yes, you can select the technologies they are able to use with [PERMITTED_JOB:] and [PERMITTED_REACTION:].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on September 23, 2013, 07:21:56 pm
Thanks Magma, shame about 13, i'm trying to make a caste driven set of entities, reflecting the rich and poor as well as different races and professions.

I am using DFhack as it happens, but I doubt I could make any scripts etc to get what I want anyway..

I found Masterworks language.txt thanks, had a lot of useful languages in it, but are there any more?

EDIT: Nevermind, I found a thread.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Morgorin on September 24, 2013, 12:19:36 am
Just a quickie:  Is there any way to mod in castes or specific natural kill tokens as inheritable using the same system as hair/skin color or attributes?  I'm fairly certain not, based on Dwarf Fortress Talk 8, but I figured if anyone would know, it would be the modding board.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 24, 2013, 01:09:40 am
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on September 24, 2013, 10:55:14 am
I think I've seen this bug before - at seemingly random times during the game, a creature will suddenly accelerate to ridiculous speeds, then an unrelated part of the map catches fire.  Anyone know what causes this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on September 24, 2013, 11:13:41 am
I think I've seen this bug before - at seemingly random times during the game, a creature will suddenly accelerate to ridiculous speeds, then an unrelated part of the map catches fire.  Anyone know what causes this?
Sounds like your game has a bad case of time travellers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on September 24, 2013, 11:36:21 am
I think I've seen this bug before - at seemingly random times during the game, a creature will suddenly accelerate to ridiculous speeds, then an unrelated part of the map catches fire.  Anyone know what causes this?
Sounds like your game has a bad case of time travellers.
Yeah, that's pretty much what it looks like.  Especially when it's a caravan.
Seriously though, anyone know what this is?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on September 24, 2013, 11:37:17 am
I've been trying to make skeletal castes for a necromancer faction I'm trying to mod in but I'm having a hard time making them not just fall over.

Is it possible to make a creature that consists solely of a skeleton that doesn't immediately fall down?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 24, 2013, 02:08:35 pm
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: AJC on September 24, 2013, 04:29:58 pm
semi noob here but i how do i tell DFhack to alter what wood or leather a object has?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 24, 2013, 04:38:36 pm
I dont think thats possible. You can spawn new items with "createitems" but I dont think that you can change item materials.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on September 24, 2013, 04:53:18 pm
semi noob here but i how do i tell DFhack to alter what wood or leather a object has?

https://github.com/peterix/dfhack/tree/0.34.11-r3#changeitem

It will only change the base material though, not any decorations.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 24, 2013, 06:04:30 pm
I dont think thats possible. You can spawn new items with "createitems" but I dont think that you can change item materials.

Changing item materials is two numbers in the item's structs. I could easily write a script if there didn't already exist a plugin.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mcbucko on September 24, 2013, 11:18:24 pm
Is there a way to alter how often a modded material appears in caravans and in bandits etc inventory?

I keep getting random mooks with mirthril weapons and the like and in most cases it's wrecking havoc on my iron clad companions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 24, 2013, 11:20:12 pm
no
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on September 25, 2013, 01:30:55 am
Is there a way to alter how often a modded material appears in caravans and in bandits etc inventory?

I keep getting random mooks with mirthril weapons and the like and in most cases it's wrecking havoc on my iron clad companions.

Adding [SPECIAL] in the inorganic material raw will prevent it from showing up in caravans and bandits inventory entirely, but you can't make it rare without removing it entirely.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: AJC on September 25, 2013, 08:07:00 am
i figured out how to alter woods but what is the tags to tell what Leather is being used for the sake of using DFhack for changeitem or to create them using create-items?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on September 25, 2013, 06:33:52 pm
i figured out how to alter woods but what is the tags to tell what Leather is being used for the sake of using DFhack for changeitem or to create them using create-items?

For createitem and changeitem the material would be ANIMAL_ID:LEATHER.

For example, cat leather would be 'createitem SKIN_TANNED CAT:LEATHER' or 'changeitem m CAT:LEATHER'.

If you are unsure of an animal's ID, just check the wiki. (http://dwarffortresswiki.org/index.php/DF2012:Creature)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on September 25, 2013, 09:46:21 pm
I need a little help, I'm making a 'shifter' caste for humans that can become different creatures called 'Titans', but it isn't working as expected.
Spoiler: Code, Human (click to show/hide)
Spoiler: Code, Transformation (click to show/hide)
Spoiler: Code, 'Titan' - LARGE (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 25, 2013, 09:57:52 pm
You should be copying your interactions from somewhere else, then editing bits and pieces. I always do.
Also, you need a target. You have [I_TARGET:CREATURE]. It needs [I_TARGET:A:CREATURE]. That's the only issue with the interaction itself. As for the CAN_DO_INTERACTION... oh boy. Here, I've made it for you:

Code: [Select]
[CAN_DO_INTERACTION:SHIFTINGMALE]
[CDI:ADV_NAME:Change into a titan]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:2000] you'll want to edit this

Copy that for female. You also don't need GENERAL_POISON or SYN_CONTACT, but neither of those are really issues. It'd be better to have SYN_AFFECTED_CREATURE:HUMAN:SHIFTERMALE for the SHIFTINGMALE interaction and similar for SHIFTINGFEMALE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: AJC on September 26, 2013, 07:41:40 pm
last question how do i tell DFhack to spawn or alter (usable) bones of something i'm pretty sure getting the creature part isn't hard i just need to know what to enter to create/alter bone.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on September 26, 2013, 07:55:48 pm
last question how do i tell DFhack to spawn or alter (usable) bones of something i'm pretty sure getting the creature part isn't hard i just need to know what to enter to create/alter bone.

You can't create corpse items with the createitem script, unfortunately. I tried using changeitem to see if I could turn cat bones into dog bones, but that didn't work either.

But you can create the item you want by listing ANIMAL_ID:BONE as the material.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ravendarksky on September 27, 2013, 09:11:51 am
Is it possible for me to alter/mod my adventurers so that they become "normal" dwarfs again and will show up as migrants at future forts?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on September 27, 2013, 09:30:31 am
You need to retire them at dwarf sites. I don't know if it's possible to retire your adventurers at abandoned forts, but it's the only chance you have without regenerating and making dwarves build towns in worldgen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 27, 2013, 10:18:39 am
Unless you Dfhack, of course
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ravendarksky on September 27, 2013, 03:32:02 pm
Unless you Dfhack, of course
.... Go on?

I'll try going to an old fort and retiring then reclaiming... Then use dfhack to 'claim' my unit?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on September 27, 2013, 04:07:08 pm
Unless you Dfhack, of course
.... Go on?

I'll try going to an old fort and retiring then reclaiming... Then use dfhack to 'claim' my unit?

You can 'retire' a fort using DFHack by using the mode command to switch from fortress mode to adventurer mode, then retire. There may be other steps, I can't remember the exact method to do it though, I haven't done it in a while.

The retired site will be exactly like a normal site for the civ, with the residents randomly milling about wherever they can reach, and you can even retire there, unlike with normal abandoned sites.

I haven't tried reclaiming a retired site though, so I have no idea what to expect from it.

I remember there also being a script by Warmist here (http://www.bay12forums.com/smf/index.php?topic=91166.msg4102163#msg4102163) that allowed you to create new sites through DFHack using a custom adventurer reaction. I don't know if it is included with DFHack or the Lazy Newb though.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on September 27, 2013, 04:47:08 pm
Unless you Dfhack, of course
.... Go on?

I'll try going to an old fort and retiring then reclaiming... Then use dfhack to 'claim' my unit?

No, there's a thingie to start a fort mode game wherever your adventurer currently is. I think it might be in Dfusion. It's "create site" or something.

You can then abandon the fort and he/she will show up in a migrant wave next time you play.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: SeelenJägerTee on September 28, 2013, 06:23:40 am
If you want to enable two Civs to be controllable you get a problem with the [RESPONSIBILITY:TRADE] token (or perhaps you don't thus I'm asking).

On the broker this token makes him display the prizes.
On a human guild rep this token makes them come to your site and make a trade agreement. (At least according to the wiki. I'm not sure why modest mod has the [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]. According to wiki this wouldn't be needed.)

Let's assume I want to enable both dwarfs and humans as controllable civ. Then I run into the problem, that both civs need a broker position. However this position would now also run around the map making the trade agreements.

Is it safe to have both positions a broker (appointed by mayor) and a guild rep (appointed by king) for both civs, where the trader only has the RESPONSIBILITY:TRADE token and the Guild rep has both the TRADE and the ESTABLISH_COLONY_TRADE_AGREEMENTS token?
Will this doubling work as intended or will i run into problems?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reudh on September 28, 2013, 06:29:54 am
Hey, so I'm fairly rusty with modding, but my problem is thus:

I rebuilt an old mod of mine from 31.25 - just set up the raws again from scratch.

Until I'm totally finished the mod, they're just using modified goblin raws - which is okay, because goblins spawn just fine. The problem is, although I've defined these goblin-analogues the same way, they refuse to spawn in Arena or in worldgen. I've scoured the Raws, but i've likely missed out on something. Could someone help?

Spoiler: creature_zalifen.txt (click to show/hide)

They also have an entity file, and a language file if that's needed too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on September 28, 2013, 06:54:14 am
You're at least missing [OBJECT:CREATURE] after the file name.

Code: [Select]
creature_zalifen

[OBJECT:CREATURE]

[CREATURE:ZALIFEN]
...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reudh on September 28, 2013, 07:01:40 am
You're at least missing [OBJECT:CREATURE] after the file name.

Code: [Select]
creature_zalifen

[OBJECT:CREATURE]

[CREATURE:ZALIFEN]
...


Bahahaha, I knew it was something absolutely inane that I missed. Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: SeelenJägerTee on September 28, 2013, 07:14:02 am
[...]
They also have an entity file, and a language file if that's needed too.
Also if I remember right there may only be one entity file (the entity_default), isn't it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on September 28, 2013, 07:18:31 am
[...]
They also have an entity file, and a language file if that's needed too.
Also if I remember right there may only be one entity file (the entity_default), isn't it?
Nope, you can have as many entity files as you want. Or any raw file types, for that matter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on September 28, 2013, 11:36:58 am
Hi Guys, just a few more questions:

Would the tokens POWER, LAIR and LARGE_PREDATOR conflict in any way?
I'm trying to make a LARGE_PREDATOR (possibly also AMBUSHER) that also claims lairs for adventure mode and can rise to rule entities. Would the tags work? The creature is not an entity creature, but will have INTELLIGENT, CAN_SPEAK, CANOPENDOORS etc..

just to check, as I've assumed it until now, but we can give non-entity creatures intelligent and can speak etc tags ,and they work, correct?

Is it feasible to make a creature mounted on another creature? For example, a horse, by merging the two creatures body templates to make it function like a beast and rider?
Could I make the creature ''mounted'' on top, survive without the horse, and force it to separate if the lower creature section is hit?
For this I'm imagining having to use two separate [THOUGHT] and [STANCE] sections, and using [SOCKET] to forcibly separate the rider from the mount if the mount ''dies'', and somehow separating the two nervous systems/internals and vascular tissues to stop wounds to the mount affecting the rider....
If possible, am I going about it the right way?
I'm open to alternate solutions - I'm trying to make a reliably and regularly mounted entity creature, which I know isn't possible in the regular way...

I have no experience with quickfort, but can anyone who has experience tell me if quickfort can be used to make above ground constructions? If it can, would multiple z-level constructions have to be put together floor by floor or can it handle multiple layer construction?
Only really need it for walls floors ramps and stairs, no furniture.

Can we give caste's different skin, eye, hair colour etc? I assume it can be done - I'm assuming you would just add the same tags describing hair, eye colour etc under the desired CASTE, would that work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zammer990 on September 28, 2013, 01:03:34 pm
How would you make a caste with a different material for bones, like iron?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 28, 2013, 01:27:37 pm
Hi Guys, just a few more questions:

Would the tokens POWER, LAIR and LARGE_PREDATOR conflict in any way?
I'm trying to make a LARGE_PREDATOR (possibly also AMBUSHER) that also claims lairs for adventure mode and can rise to rule entities. Would the tags work? The creature is not an entity creature, but will have INTELLIGENT, CAN_SPEAK, CANOPENDOORS etc..

They don't conflict, but they probably won't behave together the way you think they do.

just to check, as I've assumed it until now, but we can give non-entity creatures intelligent and can speak etc tags ,and they work, correct?

Yeah.

Is it feasible to make a creature mounted on another creature? For example, a horse, by merging the two creatures body templates to make it function like a beast and rider?
Could I make the creature ''mounted'' on top, survive without the horse, and force it to separate if the lower creature section is hit?
For this I'm imagining having to use two separate [THOUGHT] and [STANCE] sections, and using [SOCKET] to forcibly separate the rider from the mount if the mount ''dies'', and somehow separating the two nervous systems/internals and vascular tissues to stop wounds to the mount affecting the rider....
If possible, am I going about it the right way?
I'm open to alternate solutions - I'm trying to make a reliably and regularly mounted entity creature, which I know isn't possible in the regular way...

Having two separate THOUGHT and STANCE sections means that the rider would go unconscious if the horse's head is hit. Also, if one brain's gone, they'll still ride the horse. SOCKET separation would probably cause death.

Can we give caste's different skin, eye, hair colour etc? I assume it can be done - I'm assuming you would just add the same tags describing hair, eye colour etc under the desired CASTE, would that work?

Yes.

How would you make a caste with a different material for bones, like iron?

Give them a different body detail plan that uses INORGANIC:IRON instead of LOCAL_CREATURE_MAT:BONE for bones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on September 28, 2013, 01:38:08 pm
Hi Guys, just a few more questions:

Would the tokens POWER, LAIR and LARGE_PREDATOR conflict in any way?
I'm trying to make a LARGE_PREDATOR (possibly also AMBUSHER) that also claims lairs for adventure mode and can rise to rule entities. Would the tags work? The creature is not an entity creature, but will have INTELLIGENT, CAN_SPEAK, CANOPENDOORS etc..

just to check, as I've assumed it until now, but we can give non-entity creatures intelligent and can speak etc tags ,and they work, correct?

This is fine, any speaking creature with the [POWER] token can potentially rule entities.  Keep in mind that there are certain prerequisites for a given entity to be ruled by monsters though: they must have the VARIABLE_POSITIONS tag indicating their ruler position, and must either consider murder ACCEPTABLE or have a pantheon (so the creature can masquerade as a god.)  Considering murder to be acceptable helps a lot, apparently because monsters and demons usually rise to power by offing the previous ruler.

Is it feasible to make a creature mounted on another creature? For example, a horse, by merging the two creatures body templates to make it function like a beast and rider?
Could I make the creature ''mounted'' on top, survive without the horse, and force it to separate if the lower creature section is hit?
For this I'm imagining having to use two separate [THOUGHT] and [STANCE] sections, and using [SOCKET] to forcibly separate the rider from the mount if the mount ''dies'', and somehow separating the two nervous systems/internals and vascular tissues to stop wounds to the mount affecting the rider....
If possible, am I going about it the right way?
I'm open to alternate solutions - I'm trying to make a reliably and regularly mounted entity creature, which I know isn't possible in the regular way...

This would be very difficult to pull off, but not impossible.  First off, there is no way to make separate circulatory systems, and if the 'mount' part is reasonably large and has blood in it, losing it will almost definitely kill the creature immediately, so make sure the mount has no blood in it.  Second, losing any STANCE part always forces the creature to crawl, even taking out one leg of a centipede will cripple it.  Third, the part of the creature that survives (presumably the rider) must contain the UPPERBODY part at least and will be considered the 'core' of the creature, so it's actually the 'mount' that would be 'knocked off' when dismounting.  I'm not sure exactly how the SOCKET tag works with complex, branching body parts, but you might have an issue there as well (you might want to have a small 'connecting' part between the mount and the rider that can be easily cut, if you want them to lose their mount once in a while.)

It can sort of be done, but when building it, think of it less like a mount with a rider on it and more like a person with a giant horse-shaped limb growing out of their butt, its 'legs' flailing in the air and kicking or biting at things.

An alternate method (and more complicated) is to give the creature a 'dismount' interaction that transforms them into their 'unmounted' form, and give them a 'suppression' interaction that adds a temporary syndrome preventing them from using the 'dismount' interaction, and that requires the 'mount' bodypart in order to use.  So once they lose the mount, they'll stop using 'suppression', and then they will be able to 'dismount', turning them into a properly dismounted creature.  Getting the timing to work right will be a pain though, and the creature will probably dismount on occasion even when the mount still exists (this might not be too terrible though).

Can we give caste's different skin, eye, hair colour etc? I assume it can be done - I'm assuming you would just add the same tags describing hair, eye colour etc under the desired CASTE, would that work?
Yes, this is how it's done.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on September 28, 2013, 04:20:27 pm
Thanks for the answers guys :)

So with the potentially horrifying mounted riders: adding [STANCE] parts to both the mount and the riders legs, would end up with a rider falling over/crawling if one of the mount and riders 6 legs was crippled/removed?
IIRC spiders don't fall over when they lose one leg though? It has been a while since I fought a spider, so I am probably wrong here... I'll try test it in the arena next time I'm by my desktop...

I'll try and test the effect of the SOCKET separation, if it doesn't work I'll try for the interaction method you suggested Indigo, I'm still getting to grips with them, but it's good training I guess!

Good observation on the [THOUGHT] tokens by the way Putnam, it didn't even occur to me what I had written I'm so tired; Of course that would happen! 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on September 28, 2013, 08:04:26 pm
Asking since I am unable to test right now: If an interaction resurrects an enemy creature, then transforms into another, will it still be hostile? Will an animated corpse that is then transformed still be hostile to non-undead?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on September 28, 2013, 08:11:09 pm
Asking since I am unable to test right now: If an interaction resurrects an enemy creature, then transforms into another, will it still be hostile? Will an animated corpse that is then transformed still be hostile to non-undead?

Yes and yes.

Enemies will still have their invasion I.D./marauder flags in place and transformed zombies will still be [OPPOSED_TO_LIFE].

Though you can remove the life opposition tag through the interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on September 28, 2013, 08:18:14 pm
Asking since I am unable to test right now: If an interaction resurrects an enemy creature, then transforms into another, will it still be hostile? Will an animated corpse that is then transformed still be hostile to non-undead?

Yes and yes.

Enemies will still have their invasion I.D./marauder flags in place and transformed zombies will still be [OPPOSED_TO_LIFE].

Though you can remove the life opposition tag through the interaction.
Thanks for the quick answer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: SeelenJägerTee on September 29, 2013, 06:59:41 am
The [VARIABLE_POSITIONS:ALL] token.
Does it hurt to include it in a civ even if it has all the nobles it needs?
Basically can you add it as a back up just in case you forgot something and everything will be fine if you forgot nothing?
Or will it result in strange behavior?

On a related subject.
What noble positions does a civ NEED to properly function in ...
a) world gen
b) fortress mode

Also I wanted to bump my last question.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on September 29, 2013, 07:34:07 am
Worldgen does not need any noble positions to work normally, although you may want to have MAKE_TRADE_AGREEMENTS. Fortress mode, on the other hand, requires lots of nobles for full functionality. I suggest you just browse the wiki for tokens you think you need and then make some positions for those.

To be honest, I don't know exactly what VARIABLE_POSITIONS:ALL does (if it removes existing positions or not), although I do know that variable positions do not show up in fort mode.

About your last question: Yes, this doubling will work as intended.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on September 29, 2013, 01:36:26 pm
To be honest, I don't know exactly what VARIABLE_POSITIONS:ALL does (if it removes existing positions or not), although I do know that variable positions do not show up in fort mode.

Variable positions just creates generic noble (law-maker, lords/ladies) and soldier positions (generals, war-lords) that only work in world-gen.

They do work alongside preexisting positions, and can actually show up in fort-mode. Or rather, the noble ladies and lords can migrate, and begin to make their own mandates. You just can't assign any of the variable positions in the noble screen, in fact the positions won't appear until one migrates to your fort, and none of them will be able to do any useful noble jobs, like record-keeping or managing.

Because of this I recommend not using variable positions on a race you can play as in Fort Mode, I tried and had 3 "lords" who did nothing but demand things.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mcbucko on September 29, 2013, 06:27:27 pm
I have some questions about castes

1. Can you set castes to specific biomes (ie ice wolf in tundra, fire wolves at volcanoes) and have them work as long as you have matching male and female castes tagged for the biomes?
2. Is there a downside to having a lot of castes besides cluttering up the arena selection screen?

Also would it be possible to have vampirism remove the alcohol dependent tag? Just so any in a fortress don't start the inevitable slide towards near uselessness due to not being able to drink.   
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on September 29, 2013, 06:51:03 pm
1. no
2. no

3. no
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ravendarksky on September 30, 2013, 09:59:33 am
Does anyone know what text encoding is used for the various raws. (or the best way to find out?)

I'm interested to know the answer for all but especially keen to know for gamelog.txt which is what I need right now to finish up my DFMon tool.

Hopefully someone can help me so I don't have to try and distract toady from more important things.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on September 30, 2013, 10:28:39 am
I believe it's ISO-8859-15.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ravendarksky on September 30, 2013, 10:50:44 am
Hi MagmaMcFry,

Thanks for the swift reply!

I've just tried that one and it just seems to just make my c# text parser omit the special characters. I'm hoping you are right and my program is wrong!

Code: [Select]
string msg = File.ReadLines(dwarfgamelog.txt, Encoding.GetEncoding("iso-8859-5")).Last();
                        var msgstr = linestr.ToCharArray();
char testChar = msgstr[10];

" `Farmer' DŒshmablibash, Planter cancels Plant Seeds: Needs cave wheat seeds. "
now gives me
`Farmer' Dshmablibash, Planter cancels Plant Seeds: Needs cave wheat seeds.

When I look at what code it is using it seems to think it's character 40 for Πwhich gives me a space.
I'm expecting î .

This is the only thread I've found with people doing anything similar: http://www.bay12forums.com/smf/index.php?topic=116645.msg3623962#msg3623962

This one seems to work for most of the basic special characters... I'm just going to use it for now until I figure out something more correct
CodePage: 437
DisplayName: OEM United States
Name: IBM437

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on September 30, 2013, 11:35:34 am
If I added a thousand identical custom vampire interactions to the raws, would I see any rise in the number of vampires?
(If I remember rightly, it doesn't matter if you set the number of vamp cursetypes in the advanced world creation to 1 or 1,000,001, you'll still get the same amount.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on September 30, 2013, 11:53:13 am
I'm pretty sure that the amount of deity interactions per historical figure is hardcoded, which means that if you added 1000001 custom vampires, that would result in the same amount of vampires, just that hardcoded vampires just appear very rarely.

Also, Ravendarksky, I did some research and the languages display correctly with IBM-850.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on September 30, 2013, 04:03:06 pm
evictedSaint/magmafry: Thats correct.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CryptoCactus on October 01, 2013, 02:29:45 pm
Is VBASE still a thing people use? It looks extremely interesting, but it's pretty old now, Captain Mayday's gone, and the link to its "new" home ca. early 2012 is dead now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 01, 2013, 02:33:09 pm
I haven't seen it used, but it still can be.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CryptoCactus on October 01, 2013, 02:43:03 pm
Neat. Thanks. I'm cooking something up and I think it'd be easier/more fun for me to use something like VBASE to do it with.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 01, 2013, 04:33:11 pm
Is there any way to make shells that can be used in moods with a reaction`? Or are they like skulls and bones, require a dead creature first?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on October 01, 2013, 05:10:08 pm
Does anyone know how to make a newly created creature available for testing in Arena mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on October 01, 2013, 05:24:02 pm
Is there any way to make shells that can be used in moods with a reaction`? Or are they like skulls and bones, require a dead creature first?

You can add [SHELL] to a material, but I'm not sure if that is all it takes to make it acceptable for a mood. It won't be usable for the vanilla shell reactions, but that's because they look for shell body components. At least, that's the error I keep getting when I tried adding [SHELL] to a few materials.

Does anyone know how to make a newly created creature available for testing in Arena mode?

They should be added automatically, so long as they exist and aren't [ARENA_RESTRICTED].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 01, 2013, 05:37:35 pm
Check to see if you forgot the caste name, or [OBJECT:CREATURE] at the top of the file
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on October 01, 2013, 05:57:42 pm
Check to see if you forgot the caste name, or [OBJECT:CREATURE] at the top of the file

Ah, thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 01, 2013, 07:31:48 pm
So for a shell I need to spawn a insta-death creature that has a shell, got it. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mcbucko on October 03, 2013, 12:19:21 am
This has probably been asked before, but is it possible to set up in the raws that only a single individual of a creature spawns during worldgen?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on October 03, 2013, 01:01:22 am
I think you can do that by setting the pop cap and site and civ cap to 1.

I'm not sure if it works 100%, and they will probably die out around year 2 or so.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ravendarksky on October 03, 2013, 02:20:44 am
OK for anyone else interested (and hopefully for people using the forum search functionality). if you want to read the gamelog.txt file / RAWS from a program and get the correct special character symbols then you need to use one of the following three text encodings:

IBM437 - Worst
ibm850 - Best
IBM00858 - OK

Ontop of this if you are reading the file in windows, due to some windows crap you will also need to substitute char 15 with char 164.
eg (C#)
Code: [Select]
text= text.Replace(Convert.ToChar(15), Convert.ToChar(164));
I've done EXTENSIVE research into this now and actually been through every single text encoding available as standard in windows. These are the only three which are suitable.

A quote from the almighties themselves:

Quote
Ah, gamelog.txt is a standard text file, but it has some higher order
characters in it (from the names that don't use the 26 letter
alphabet).  Those should map to IBM Codepage 437 characters (the
extended ascii the game uses, the same as the font file in the
data/art folder).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 03, 2013, 02:22:52 am
Nice, very nice. Should help quite a lot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 03, 2013, 08:02:40 am
That should definitely go on the wiki, because it will be lost in this thread in no time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CryptoCactus on October 03, 2013, 11:39:19 pm
Quick question: I know that adding weapon NATURAL_SKILLs to entity'd races will generally result in an all-that-skill army (e.g. NATURAL_SKILL:BOW:5 resulting in nearly 100% archers during sieges etc.), but is changing SKILL_LEARN_RATEs safe? I'd like to make certain races more adept at using certain weapons, without necessarily making them ALL use that particular weapon type.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ravendarksky on October 04, 2013, 03:28:36 am
A longshot:

Does anyone know the easiest way to read text from a portion of the Dwarf Fortress GUI? Am I going to have to learn some memory hacking or is there an easier way? I just need one line....
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 04, 2013, 03:52:38 am
Which portion? DFHack has some viewscreen stuff that could fairly easily read off parts without issue, but I'm pretty sure it's dependent on which viewscreen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ravendarksky on October 04, 2013, 04:13:21 am
Which portion? DFHack has some viewscreen stuff that could fairly easily read off parts without issue, but I'm pretty sure it's dependent on which viewscreen.

I'm trying to help Meph out with some overlay code but I need my program to execute some commands when the user is on the Start Playing > Dwarf Fortress > Embark screen. I don't know how to detect this...

Currently I'm working in c# and do not know if I can interface into DFHack from c# (this would be brilliant .. I see something about Remote access interface in the dfhack compile instructions but I'd be lying if I said that means anything to me. )

Currently I can't take anything directly from Dwarf fortress except the process information and window size/position/state/title, and even if this info was of use I'm not keen to use something which will tie my program to windows.

I know the ideal solution would be to learn c++ and write my program as an extension of DFHack, but I just don't know when/if I will have time for this. I've build the DFHack project and had a quick poke at it but I have found it very tough going after 7 years of .NET development.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 04, 2013, 04:43:42 am
What are you trying to overlay?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ravendarksky on October 04, 2013, 05:00:47 am
Just going to present the user with a series of prompts for various inputs to do with embark parameters as well as executing some external ruby scripts that meph has written
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 04, 2013, 05:02:35 am
Shouldn't be too hard with Lua. You seem slightly standoffish about this though ._. if it helps, I learned Lua from... mostly just reading how the Lua API (https://github.com/peterix/dfhack/blob/master/Lua%20API.rst) works and some googling of various Lua things.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ravendarksky on October 04, 2013, 06:22:19 am
Shouldn't be too hard with Lua. You seem slightly standoffish about this though ._. if it helps, I learned Lua from... mostly just reading how the Lua API (https://github.com/peterix/dfhack/blob/master/Lua%20API.rst) works and some googling of various Lua things.

Sorry if I seem standoffish... I just get nervous when asking people for help with things like this! I don't want to seem like I'm not willing to put in any effort to figure this stuff out myself. Unfortunately I find it quite difficult to look at new things until I'm quite familiar with them :(

I'll look into the Lua stuff, thanks :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on October 04, 2013, 05:39:25 pm
LUA's pretty darn intuitive  :) it was my first language, haha.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 04, 2013, 07:50:36 pm
It's Lua, not LUA :P It's Portuguese for moon.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on October 05, 2013, 04:17:58 pm
Would it work to give kestrels the DIVE_HUNTS_VERMIN tag? If so, would it require a regen?

Not sure if the fact that these birds are tiny would be a problem. They aren't much bigger than some of the larger 'vermin' birds.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on October 05, 2013, 04:37:27 pm
The size of a creature shouldn't affect whether or not it can hunt larger vermin, and most creature changes do not require a re-gen.

I once gave stoats the ability to hunt vermin in the middle of an on-going glacier fort after the last of my cats died, and they were able to hunt just fine afterwards, despite being even smaller than a rabbit.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 05, 2013, 05:15:14 pm
Indeed. (http://www.youtube.com/watch?v=ODEUK5sB5vE)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on October 06, 2013, 11:49:47 am
Sorry for all the questions about whether this or that needs a regen, but I have another.

I was planning on making adamantine clothes for my dwarves until I read this in the wiki ', but it is no more resistant to wear than less exotic materials.', so does removing the wear tag (or whichever one it is) require a regen? I had assumed that adamantine clothes would not wear out because the Masterwork mod has metal clothes.

I could be under the mistaken impression that metal clothes don't wear out, I don't know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on October 06, 2013, 12:04:07 pm
Wear is controlled by the ARMORLEVEL tag. If it's set to zero, it's treated as an ordinary garment that civilians can wear without your input, but also wears into tatters over time. If it's 1 or above, it's designated armor and doesn't wear with ordinary use, but is only usable by your soldiers.

You cannot make Everpants© yet.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on October 06, 2013, 12:07:53 pm
The Modest Mod has a thing in it that keeps clothes from wearing out though? No idea how that was achieved, DFhack thing maybe.

I know Masterwork has metal clothes, but I don't know about the wearing out part.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: krg on October 06, 2013, 12:18:45 pm
After looking around here and the wiki, i haven't found the answer to this.

if a reaction has multiple product lines like this:

(code from the lfr mod)
[REACTION:ECTO_WISP]
[NAME:conduct will o' wisp heart research]
[BUILDING:ALCHEMY_LAB_LFR:CUSTOM_W]
[REAGENT:A:1:TOY:ITEM_TOY_WISP_HEART:NONE:NONE]
[PRODUCT:80:1:BOULDER:NO_SUBTYPE:INORGANIC:ECTO_LFR]
[PRODUCT:15:10:TOY:ITEM_TOY_ETHER:INORGANIC:ETHER_METAL]
[SKILL:ALCHEMY]

does this mean that there is a 80% chance of getting the boulder and a 15% chance of getting the toy?
so you would potentially have both in that case, or does it mean that it checks chance once and a 1-80 would be boulder, 81-95 is toy, and 96-100 is nothing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on October 06, 2013, 12:24:12 pm
Yes, you have a chance to get both, and they are checked separately.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on October 07, 2013, 11:44:09 am

The Modest Mod has a thing in it that keeps clothes from wearing out though? No idea how that was achieved, DFhack thing maybe.

I know Masterwork has metal clothes, but I don't know about the wearing out part.

All clothing, even metal clothing is still subject to wear.  Right now, artifacts are the only exception.  I'll have to look into that claim that Modest Mod has a workaround for that - if so, I'm interested.  Clothing wear is one of the biggest fps obstacles in the game, and I wish I could just turn it off entirely.  Gutting the entity files of all but a single shirt, pants, and shoe item increased my fps dramatically.


After looking around here and the wiki, i haven't found the answer to this.

if a reaction has multiple product lines like this:

(code from the lfr mod)
[REACTION:ECTO_WISP]
[NAME:conduct will o' wisp heart research]
[BUILDING:ALCHEMY_LAB_LFR:CUSTOM_W]
[REAGENT:A:1:TOY:ITEM_TOY_WISP_HEART:NONE:NONE]
[PRODUCT:80:1:BOULDER:NO_SUBTYPE:INORGANIC:ECTO_LFR]
[PRODUCT:15:10:TOY:ITEM_TOY_ETHER:INORGANIC:ETHER_METAL]
[SKILL:ALCHEMY]

does this mean that there is a 80% chance of getting the boulder and a 15% chance of getting the toy?
so you would potentially have both in that case, or does it mean that it checks chance once and a 1-80 would be boulder, 81-95 is toy, and 96-100 is nothing?

Let me use a more extreme example:

Code: [Select]
[REACTION:ADAMANTINE_EXWEP_LFR_M]
[NAME:fabricate exotic adamantine weapon]
[BUILDING:EXWEP_LFR_M:NONE]
[REAGENT:A:450:BAR:NO_SUBTYPE:INORGANIC:ADAMANTINE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_KHOPESH:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_RAPIER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_KATANA:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_KATANA_2H:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_TALWAR:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_SCYTHE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_PITCHFORK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_MISERICORDE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_FLAMBERGE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_AXE_BEARDED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_AXE_SERRATED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_SWORD_SERRATED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_MACE_SPIKE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_AXE_CHAIN:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_TRIDENT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_SPEAR_SERRATED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_LANCE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_AXE_LABRYS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_MACHETE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_KHUKURI:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_DADAO:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_SWORD_HOOK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_CLAYMORE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_SHAMSHIR:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_KAMA:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_SWORD_CRESCENT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_CLAWS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_BUTTERFLY_KNIVES:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_TOMAHAWKS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_KERIS_TWIN:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_WHIP_CHAIN:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_URUMI:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_KERIS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_VOID_CUTTER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_VOID_REAVER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_CUTLASS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_RAKE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_GIANT_FORK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_SWORD_BASTARD:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_KATARA_TWIN:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_CINQUEDEA:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_CAT_O_NINE_TAILS:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_CORSEQUE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_JAMBIYA:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_FELLING_AXE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:3:1:WEAPON:ITEM_WEAPON_HURLBAT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:4:1:WEAPON:ITEM_WEAPON_RITUAL_KNIFE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_CLAYMORE_WEIGHTED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:2:1:WEAPON:ITEM_WEAPON_EXECUTIONER_AXE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]

In this reaction, each check is performed independently.  It's possible for the reaction to produce nothing, and it's also possible for the reaction to produce every single one of those products at once - but this is, to say the least,  incredibly improbable (you're statistically more likely to be bitten by a shark and struck by lightning on the same day).  The way it works out, you have about a 2/3 chance of getting at least one weapon.  My record during testing was 5 at once, which was a nice surprise, but is very rare.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on October 07, 2013, 11:48:14 am
On another note, has anyone gotten cavern sieges to work post .16?  I'd be very interested in knowing how.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: muad°dib on October 07, 2013, 02:35:00 pm
i have a few questions about modding that i don't really know how to search for.. so i figure this is as good a spot as i'm going to find
here goes:

1.if i downloaded a mod for DF, is the location i end up putting the files easy enough to dig up and delete the mod should i no longer wish to use it?
2.especially in the event that i don't want to use a modded version when an update comes around.
3.would i be able to update the modded version without difficulty?
3a.or would i just need to keep one vanilla copy and keep copying it before modding?
4.is there an option to turn mods on and off?
 i picked up the newer LNP, so thats what i'll be using

i'm very interested in mods, well... getting back into dwarf fortress all together, as i haven't played in a few years and i felt a need for some good dwarven yarns flowing through me.

also, new to the community so go easy on me if you would be so good  ;D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 07, 2013, 03:46:21 pm
1. No, it's mixed in with every other mod. If you want to easily delete a mod, make an entirely new copy of DF for it to live in.
2. You should never, ever overwrite a previous version of DF with a new one, especially with such an update as this. Saves aren't going to be compatible, anyway.
3. Depends on the version. This next version has a total tree overhaul, but everything else has default values, so it shouldn't be too bad.
4. No; again, the easiest way is to have a separate copy of DF for each mod.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on October 07, 2013, 03:48:55 pm
Mods, in most instances, are sets of .txt files that can be altered using various tokens. (http://dwarffortresswiki.org/index.php/Token)

New .txt files can be created within the folder, and used by the game, but some mods alter the pre-existing files, which can make reverting them difficult.

It is best to keep a copy of the original raw folder in case you need to "reset" the game, though this may not be necessary, depending on the extent of changes caused by the mod.

Saves are usually in-compatible with newer versions of the game, but newer versions come as full installs, so you won't need to worry about removing mods. Updating them may be tricky, depending on how many things change between releases/updates, and if/how many new tokens are introduced.

Toggling mods isn't possible in most cases. A few mods, such as Masterwork, have their own interfaces that allow you to toggle options on and off though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 07, 2013, 03:59:28 pm
Most updates are save compatible, but major updates like the next one won't be. Most mod updates are not save-compatible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ravendarksky on October 07, 2013, 06:02:54 pm
Is there an existing mod which reveals all sites for a given map?

For example if I make an adventurer and talk to loads of people... when I retire I can then create a fortress and see those sites/caves/lairs on the embark selection screen.

I'd like to just be able to see everything by default to make it easier to select interesting embark locations.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist McRandomplayer on October 07, 2013, 08:06:31 pm
I'm having... Issues with interactions. Everything is working right up to the actual effects. The two I've tried are as follows:
Code: [Select]
[INTERACTION:BERSERKERSECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of body and soul]
[IS_SPHERE:WAR]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_war.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Berserker]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:berserker:berserkers:berserker:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_PHYS_ATT_RUST:FLIER:TRANCES:PRONE_TO_RAGE:NOFEAR:NOPAIN:NONAUSEA:LIKES_FIGHTING:START:0]

[INTERACTION:FIRESECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of elemental flame]
[IS_SPHERE:FIRE]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Firemage]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:firemage:firemages:magical:START:0]
[CE_ADD_TAG:NO_AGING:FIREIMMUNE_SUPER:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]

They're showing up, making the colour change, the title change, etc.... But can't actually fly (former) or blast fire (latter). I'm not sure about the other tags in the first one taking effect, but as the flying thing isn't, I'm assuming not. Any idea what I'm doing wrong?

ETA: Went back to the arena and had a dragon breathe fire at a firemage. It died. That isn't working either. Still clueless.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 07, 2013, 08:11:57 pm
Code: [Select]
[code] tags please
Anyway...

Errorlog errorlog errorlog. Check your errorlog.

You need CE_CAN_DO_INTERACTION (http://dwarffortresswiki.org/index.php/Syndrome#Special_Effects), not CAN_DO_INTERACTION. Also, FLIER is not a valid token for CE_ADD_TAG; only the ones under IT_REQUIRED here (http://dwarffortresswiki.org/index.php/Interaction_token) are.
   
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist McRandomplayer on October 07, 2013, 08:16:09 pm
Sorry, I'll fix that.

Hrm, that's rather sad. Is there any way around that bit? It doesn't really work if the firemage isn't immune to fire and the levitating-trick-thing doesn't work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 07, 2013, 08:17:10 pm
You could always transform them into an entirely new creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: muad°dib on October 07, 2013, 09:58:12 pm
1. No, it's mixed in with every other mod. If you want to easily delete a mod, make an entirely new copy of DF for it to live in.
2. You should never, ever overwrite a previous version of DF with a new one, especially with such an update as this. Saves aren't going to be compatible, anyway.
3. Depends on the version. This next version has a total tree overhaul, but everything else has default values, so it shouldn't be too bad.
4. No; again, the easiest way is to have a separate copy of DF for each mod.
Mods, in most instances, are sets of .txt files that can be altered using various tokens. (http://dwarffortresswiki.org/index.php/Token)

New .txt files can be created within the folder, and used by the game, but some mods alter the pre-existing files, which can make reverting them difficult.

It is best to keep a copy of the original raw folder in case you need to "reset" the game, though this may not be necessary, depending on the extent of changes caused by the mod.

Saves are usually in-compatible with newer versions of the game, but newer versions come as full installs, so you won't need to worry about removing mods. Updating them may be tricky, depending on how many things change between releases/updates, and if/how many new tokens are introduced.

Toggling mods isn't possible in most cases. A few mods, such as Masterwork, have their own interfaces that allow you to toggle options on and off though.
Most updates are save compatible, but major updates like the next one won't be. Most mod updates are not save-compatible.

got it! thanks to you gentlemanly overseers,

i got the newer Lazy Newb Pack which I will be holding onto as my failsafe..  ;D
other than that I grabbed a copy of Masterwork, too, as aside from novelty and for playfulness the other ones i looked at just kind of seemed lacking (aside from the replacement of dwarven animals to underground animals which was unfinished and some mythical creature additions). if you guys have any good suggestions, i would love to hear them.

this is my first time around the modding thing  :o

thanks again guys, you've been a great help.
pillars of the mountainhome, you.  8)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 08, 2013, 12:35:43 am
other than that I grabbed a copy of Masterwork, too, as aside from novelty and for playfulness the other ones i looked at just kind of seemed lacking (aside from the replacement of dwarven animals to underground animals which was unfinished and some mythical creature additions). if you guys have any good suggestions, i would love to hear them.

Personal recommendations:

Shameless self-promotion (http://www.bay12forums.com/smf/index.php?board=26.0)
Deon makes good stuff (http://www.bay12forums.com/smf/index.php?board=25.0)
My favorite mod, Legends of Forlorn Realms (http://www.bay12forums.com/smf/index.php?topic=84186.0)
Dwarf Chocolate is very good (http://www.bay12forums.com/smf/index.php?topic=104833.0)
Nchardahrk is really good if you like The Elder Scrolls (http://www.bay12forums.com/smf/index.php?topic=83992.0)
Rise of the Mushroom Kingdom is good if you like Mario and otherwise. (http://www.bay12forums.com/smf/index.php?topic=110704.0)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: merp on October 08, 2013, 07:40:50 am
I don't really understand how color tokens work.

My construction yard workshop mod is all black, the wiki really didn't help.  You can see the tiles underneath when you highlight them, but i have all the color values set to 0.  I just want them to be transparent so you can see underneath them like all the other workshops.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Crazy Cow on October 08, 2013, 01:14:08 pm
I don't really understand how color tokens work.

My construction yard workshop mod is all black, the wiki really didn't help.  You can see the tiles underneath when you highlight them, but i have all the color values set to 0.  I just want them to be transparent so you can see underneath them like all the other workshops.

After taking a quick look at the Soapmaker's Workshop, it looks like any tile that isn't explicitly defined in the building's raws will be transparent. If you want a tile to be transparent, you probably shouldn't be trying to define its color or anything else; it seems that if you leave it alone and you'll get the effect you want.

As for myself, I'm trying to make a creature that spawns water when it dies; the idea is that an attacking force of them would have the dual threat of killing dwarves the usual way and also flooding whatever areas they're killed in. While I can easily create a small puddle of water via [ITEMCORPSE:LIQUID_MISC:NONE:WATER:NONE], it's not the actual water I want. I suspect that I can't do this through [ITEMCORPSE]; reactions, which do allow you to create real water, take produce dimensions as well as materials, and [ITEMCORPSE] doesn't. I'll probably scrap the idea, but I figured I would ask if anyone knew how to pull it off before ditching it completely.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on October 08, 2013, 02:33:23 pm
I don't really understand how color tokens work.

My construction yard workshop mod is all black, the wiki really didn't help.  You can see the tiles underneath when you highlight them, but i have all the color values set to 0.  I just want them to be transparent so you can see underneath them like all the other workshops.
You need to set the TILE of those squares to ' ' or 32.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: merp on October 08, 2013, 11:25:06 pm
I still want the shapes from the tileset, I just want the tile underneath to show through.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 08, 2013, 11:29:52 pm
Non-space cannot in any way shape or form be transparent and show the tile underneath. That's paradoxical, as there is no tile underneath. A building on a tile *is* that tile as far as the graphics are concerned. If you use 32 or ' ' as a tile, then it's transparent. Otherwise, it can't be.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on October 10, 2013, 12:33:30 pm
So, I read in a thread in the Adventure Mode forums that it's possible to mod out the original mummies, and replace them with custom ones. How would I go about doing this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 10, 2013, 12:35:56 pm
Disturbance interaction + setting number of said interactions in worldgen to 0
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on October 10, 2013, 12:47:33 pm
Disturbance interaction + setting number of said interactions in worldgen to 0

Where can I find this interaction? :o

I'd prefer not to have to mess around with world gen settings.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 10, 2013, 12:49:58 pm
But that is a worldgen setting. You find it in the advanced world gen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 10, 2013, 12:54:09 pm
And that's the only place. I meant you want to make a NEW disturbance interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on October 10, 2013, 12:57:49 pm
Alright, thanks guys :) I'll might take a look at advanced world gen if it's the only way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 10, 2013, 01:00:08 pm
It's the only way to remove the default one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on October 10, 2013, 05:29:03 pm
Out of curiosity, what would happen if I added picks to an entity's weapon list?  Would they siege wielding picks, or would they just come unarmed?  I want to make an enemy that conducts sieges using picks, so you could kill them and steal the picks from them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 10, 2013, 05:38:50 pm
Out of curiosity, what would happen if I added picks to an entity's weapon list?  Would they siege wielding picks, or would they just come unarmed?  I want to make an enemy that conducts sieges using picks, so you could kill them and steal the picks from them.
They wouldnt bring them, because they are no military skills attached to them. same with daggers. Knife user is no military skill, so invaders never wield large daggers, only thieves/snatchers do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on October 10, 2013, 06:08:16 pm
Out of curiosity, what would happen if I added picks to an entity's weapon list?  Would they siege wielding picks, or would they just come unarmed?  I want to make an enemy that conducts sieges using picks, so you could kill them and steal the picks from them.
They wouldnt bring them, because they are no military skills attached to them. same with daggers. Knife user is no military skill, so invaders never wield large daggers, only thieves/snatchers do.

You could make a mace called a "battle pick," give it appropriate attacks, and then the military would use that.  If you'd like, you could even rename their professions to reflect their weapon of choice.  I've done this before.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 10, 2013, 06:19:20 pm
Out of curiosity, what would happen if I added picks to an entity's weapon list?  Would they siege wielding picks, or would they just come unarmed?  I want to make an enemy that conducts sieges using picks, so you could kill them and steal the picks from them.
They wouldnt bring them, because they are no military skills attached to them. same with daggers. Knife user is no military skill, so invaders never wield large daggers, only thieves/snatchers do.
If I made a weapon that uses the "Fighter" skill, would people bring it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 10, 2013, 07:26:37 pm
Out of curiosity, what would happen if I added picks to an entity's weapon list?  Would they siege wielding picks, or would they just come unarmed?  I want to make an enemy that conducts sieges using picks, so you could kill them and steal the picks from them.
They wouldnt bring them, because they are no military skills attached to them. same with daggers. Knife user is no military skill, so invaders never wield large daggers, only thieves/snatchers do.

You could make a mace called a "battle pick," give it appropriate attacks, and then the military would use that.  If you'd like, you could even rename their professions to reflect their weapon of choice.  I've done this before.
But he couldnt use this mace to mine, which was his intention.

Not sure about the fighter skill, but my guess is no. Wrestling, yes, but melee_combat? I dont think so.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on October 10, 2013, 08:51:15 pm
Out of curiosity, what would happen if I added picks to an entity's weapon list?  Would they siege wielding picks, or would they just come unarmed?  I want to make an enemy that conducts sieges using picks, so you could kill them and steal the picks from them.
They wouldnt bring them, because they are no military skills attached to them. same with daggers. Knife user is no military skill, so invaders never wield large daggers, only thieves/snatchers do.

You could make a mace called a "battle pick," give it appropriate attacks, and then the military would use that.  If you'd like, you could even rename their professions to reflect their weapon of choice.  I've done this before.
But he couldnt use this mace to mine, which was his intention.

Not sure about the fighter skill, but my guess is no. Wrestling, yes, but melee_combat? I dont think so.

Well, the best I could think of then is to build the pick in as a body part and give them a regular pick as an itemcorpse.  Ugly, but it does achieve what you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 10, 2013, 08:56:52 pm
Simpler: Give them a "foreign pick" (which is a disguised weapon, like you described) and add a free reaction to the craftsdwarf/smelter/whatever to turn it into a normal pick.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on October 10, 2013, 09:01:23 pm
Simpler: Give them a "foreign pick" (which is a disguised weapon, like you described) and add a free reaction to the craftsdwarf/smelter/whatever to turn it into a normal pick.

Go with this.  This is cleaner.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on October 10, 2013, 10:34:09 pm
You can't make a weapon also available as a [DIGGER]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on October 10, 2013, 10:41:59 pm
You can't make a weapon also available as a [DIGGER]?

Digging weapons have to use the mining skill, just like how only axe type weapons can be used to cut down trees.

I learned this after trying to make an adze to be used as a multi-tool for mining and woodcutting, it had the axe skill and had [DIGGER:ITEM_WEAPON_ADZE] in the dwarvern entity. It would cut trees just fine, but the miners refused to use them.

I also learned that tools aren't eligible for wood-cutting or mining, they need to be proper weapons.

Though if there may have been something I had done wrong, I'd like to know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on October 13, 2013, 03:16:31 pm
Here's a quick one. Does anyone have a quick reference of what items can have "the handle is made from xyz" decoration? I can only remember having a bucket once, but surely that can't be all of them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on October 14, 2013, 02:35:21 am
I'm trying to beef up my list of spells and am running across a little difficulty. I was hoping to have an interaction that is a material emission that either melts or freezes someone that gets splattered with it (i.e. super hot/super cold). I was hoping liquid_glob would work but it just acts like solid and doesn't convey any temperature information. I can get the desired effect with trailing_vapor_flow, but then the creature that emits it is caught in the blast and is quickly melted/frozen. Anyone have any ideas for what could be done?

Also, does anyone have a list of severity's and their effects? I am trying to balance the various bleeding/pain/blisters/paralysis/etc... syndromes and find it very difficult to get a good handle on what level of severity does what.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lord Allagon on October 14, 2013, 10:14:28 am
This may sound a bit stupid, but how do I change the size of a creature? I want to make elves the same size as humans (or at least enough to wear human-sized armor).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zammer990 on October 14, 2013, 10:45:32 am
I'm trying to beef up my list of spells and am running across a little difficulty. I was hoping to have an interaction that is a material emission that either melts or freezes someone that gets splattered with it (i.e. super hot/super cold). I was hoping liquid_glob would work but it just acts like solid and doesn't convey any temperature information. I can get the desired effect with trailing_vapor_flow, but then the creature that emits it is caught in the blast and is quickly melted/frozen. Anyone have any ideas for what could be done?

Also, does anyone have a list of severity's and their effects? I am trying to balance the various bleeding/pain/blisters/paralysis/etc... syndromes and find it very difficult to get a good handle on what level of severity does what.
1. Make the creature from a material that has no heat dam or cold dam point, or a higher melting point/lower for blood. There's some code in the dragon raws to do this

2.100 is hardly much at all, bleeding with SEV:100 will do very little
1000 is a lot, near instant death from bleeding
no exact values although they may exist
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on October 14, 2013, 11:32:50 am
This may sound a bit stupid, but how do I change the size of a creature? I want to make elves the same size as humans (or at least enough to wear human-sized armor).

You change the appropriate BODY_SIZE number from 60000 to 80000.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on October 14, 2013, 12:15:15 pm
This may sound a bit stupid, but how do I change the size of a creature? I want to make elves the same size as humans (or at least enough to wear human-sized armor).

You change the appropriate BODY_SIZE number from 60000 to 80000.
70000, but yes. The last number in the last BODY_SIZE token.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on October 14, 2013, 01:58:17 pm
I'm trying to beef up my list of spells and am running across a little difficulty. I was hoping to have an interaction that is a material emission that either melts or freezes someone that gets splattered with it (i.e. super hot/super cold). I was hoping liquid_glob would work but it just acts like solid and doesn't convey any temperature information. I can get the desired effect with trailing_vapor_flow, but then the creature that emits it is caught in the blast and is quickly melted/frozen. Anyone have any ideas for what could be done?

Also, does anyone have a list of severity's and their effects? I am trying to balance the various bleeding/pain/blisters/paralysis/etc... syndromes and find it very difficult to get a good handle on what level of severity does what.

A poison injection into the bloodstream attack that uses a supercooled/superheated poison material will freeze solid/incinerate the victim almost instantly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 14, 2013, 05:39:19 pm
What happens if one puts SPECIALATTACK_INJECT_EXTRACT on a ranged attack?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 14, 2013, 05:51:43 pm
Attacks can't be ranged.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 14, 2013, 05:52:21 pm
*Facepalm* Those are interactions :(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on October 16, 2013, 11:37:56 am
What determines whether a civilian creature (in Fortress mode) responds to enemies by attacking or running away?  Is there a way to make a species that always or usually attacks unless it is actually in danger, or better yet (if possible), make it so that they just ignore random creatures unless they are actually being attacked?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on October 16, 2013, 01:29:28 pm
You can try [AT_PEACE_WITH_WILDLIFE].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on October 16, 2013, 01:50:39 pm
Miner, Ambusher, Woodcutter bug.

Apparently if a dwarf is cutting some trees, or mining, or hunting, and get's called to active duty.  He drops his tool to go search for a weapon, even if that tool is a weapon.  Hence why it's not recommended to user miner, ambusher's, woodcutters for combat dwarf's.

Could there be a way to mod these tools/items/weapons so this doesn't happen?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 16, 2013, 02:37:21 pm
That's not a bug and no, you can't mod it. That's the intention; they switch uniform when they go on duty.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on October 16, 2013, 03:01:09 pm
Whether we agree it's a bug or not doesn't address the modding question.  Which is, can mining be added to another item that wouldn't interfere with say, using a pick for combat?

A description of the "problem" (http://www.bay12forums.com/smf/index.php?topic=123769.msg4091194#msg4091194) I'm trying to avoid

Could I make an item that allows for mining (a separate item) that does not interfere w uniforms?

Say there's a token I can assign to an item that allows for mining, and gives me all the benefits of mining (such as attribute training).  Then when the dwarf is activated for combat, whether he drops it or not is not really too big a deal (maybe I can ensure the item is not wield-able by hands?), or maybe I can just ensure the dwarf is in his military uniform while off duty, therefore assigning him to the militia uniform and he just happens to carry his pick with him while he's "mining".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 16, 2013, 04:03:41 pm
no, you can't mod it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on October 16, 2013, 04:54:11 pm
Is it possible to make a weather effect that raises the dead as zombies?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 16, 2013, 04:56:23 pm
Not through the rain itself, no. Syndromes don't affect items, and corpses are items. You'd need to add a secondary [IE_ANIMATE] effect to the rain interaction, and it would still raise those indoors or underground.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on October 16, 2013, 05:22:20 pm
So every corpse in a coffin would leap to life and try to kill everyone as well as dead invaders?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 16, 2013, 05:56:59 pm
Happens already with regional interactions in evil lands, though I'm not sure if corpses in boxes can escape.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on October 17, 2013, 09:28:29 am
You can add a syndrome to the rain that turns every living creature it touches into LINE_OF_SIGHT necromancers with a huge interaction range for a few seconds.  That way if it fell on any living creature standing outside, most outdoor corpses would revive, but it would be unlikely to penetrate into the caverns.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on October 17, 2013, 03:22:58 pm
That's not a bug and no, you can't mod it. That's the intention; they switch uniform when they go on duty.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=1451

Thanks to this guy  (http://www.bay12forums.com/smf/index.php?topic=100851.msg4694463#msg4694463)for pointing it out
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on October 18, 2013, 08:41:09 am
Just a question: did anyone ever figure out the most reliable way of applying a syndrome from a reaction?  I'm not sure if the community ever discovered anything beyond the vaporizing stone method, but it's a pain to try and make a reaction that only works a tiny fraction of the time, especially when that reaction is supposed to be fairly costly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on October 18, 2013, 09:00:25 am
The itemsyndrome DFHack plugin is your friend. If you use that, then vaporizing stone works every time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on October 18, 2013, 12:01:19 pm
He means autosyndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on October 18, 2013, 01:54:03 pm
how can i make elves that can fight with something that's not wood
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 18, 2013, 01:59:25 pm
He means autosyndrome.

Apparently, the confusion is common.

how can i make elves that can fight with something that's not wood

Give them some reactions and the ability to mine. You could also make your own custom "wood" metal that they have a reaction to make bars of (copy+paste bronze or w/e you want for the material stats).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 18, 2013, 02:00:50 pm
Give them smelters, enable furnace operation, give them [STONE_PREF] (and [METAL_PREF] for good measure). If you want to completely eliminate wood weapons, remove [WOODEN_WEAPONS]. All of this is in the entity file.

Damnit ninja'd.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on October 18, 2013, 02:31:25 pm
right wood metal... suppose i decide i want to play elves pretend that i want to play elves at some point (if i get around to modding them to be playable) i guess i could have them somehow extract metal sort of stuff from wood but how would i make balence so that i can't just get steel rather then iron in a instant
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on October 18, 2013, 04:28:07 pm
right wood metal... suppose i decide i want to play elves pretend that i want to play elves at some point (if i get around to modding them to be playable) i guess i could have them somehow extract metal sort of stuff from wood but how would i make balence so that i can't just get steel rather then iron in a instant

If I remember right, the old Elf Retreat (http://www.bay12forums.com/smf/index.php?topic=88869.0) mod had a system where you would take several logs (a dozen? I don't remember) to a workshop to turn them into a single "Copper Wood" log. This could be turned into weapons and armour equal to copper in quality. You could also take several copper wood logs to turn them into a single "Iron Wood" log. It's a bit simplistic, but it would have been a slow process.

But the mod is somewhat old, so I'm unsure how much would have to be fixed to make it compatible with the current version of DF.

A "wood" metal would probably be better, since the reactions for making armour and weapons will be added to the forge automatically, so you don't have to make any yourself. Just add a few "treating" processes and make it require several logs to pad out time. Maybe make different quality tiers require several lower tier bars to make.

One problem with playing as elves is that they will still get offended if you try to trade them wood.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 18, 2013, 04:58:57 pm
Bear in mind that you don't actually have to mod in a bunch of new reactions and materials. Just allow furnace operators as a profession (don't even need the building) and give them [STONE_PREF]. That will give them metal in worldgen. If you want to have metalworking in-game, just give them picks, and access to smelters and furnaces.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on October 18, 2013, 05:59:13 pm
Bear in mind that you don't actually have to mod in a bunch of new reactions and materials. Just allow furnace operators as a profession (don't even need the building) and give them [STONE_PREF]. That will give them metal in worldgen. If you want to have metalworking in-game, just give them picks, and access to smelters and furnaces.

i hate you.  you have just made my lazyness kick in and instead of making elfy wood system i am just going to do what you said
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 18, 2013, 06:26:26 pm
If you want to be elfy, metal is for lazy dwarves who can't appreciate nature. REAL elves deal with what nature gives them and bludgeon people to death perfectly fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on October 19, 2013, 03:39:18 am
Does regenerating nerves work ?

I gave these tokens to my creatures :
Spoiler (click to show/hide)

And while I have cases of hooves healing, I have 2 fighters reporting sensory and motor nerve damage who never heal. Even as I set the healing rate to 1 those never heal. I tried enforcing the nerve tissue with USE_MATERIAL_TEMPLATE and USE_TISSUE_TEMPLATE with no results.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on October 19, 2013, 03:48:40 am
Giving nervous tissue a healing rate will allow spinal injuries to heal, but motor and sensory nerves do not actually have a tissue. They are either severed, or not, with no ability to heal whatsoever.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on October 19, 2013, 08:09:25 am
Ah too bad, thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on October 19, 2013, 10:17:21 am
He means autosyndrome.
Apparently, the confusion is common.
Dammit.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on October 19, 2013, 08:18:23 pm
Apparently furniture and goods made of gemstone cannot be stockpiled. Their entries are missing from all stockpile material lists, except for gem stockpiles.

I'm wondering if anyone has ever found a way around this. A search of both the forums and Google haven't brought up any solutions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mcbucko on October 19, 2013, 11:18:50 pm
Is there a simple way to make a race that temporarily transforms into other (specifically picked) sapient races when they are touched by the blood of sapient races?

Or would I have to either a. add a syndrome to the races' blood that only effects the shapeshifters
or b. just give the shapeshifters the ability as interactions and embrace the extra control
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 19, 2013, 11:28:13 pm
Yes, you'd have to do one of those two things.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: koter on October 21, 2013, 03:38:38 am
Can a creature absorb its enemies to increase its weight and transfer any unique properties (or body parts) of its prey to itself?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 21, 2013, 03:42:20 am
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on October 21, 2013, 04:03:59 am
Apparently furniture and goods made of gemstone cannot be stockpiled. Their entries are missing from all stockpile material lists, except for gem stockpiles.

I'm wondering if anyone has ever found a way around this. A search of both the forums and Google haven't brought up any solutions.

The only way I've found is brute force. That is, to make inorganic materials with [is_stone] that copy the gem materials - one for every gem - and have your furniture reactions produce furniture made of these materials. Then it will be stockpileable under the Stone list.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on October 21, 2013, 06:45:26 am
QUESTION: If a symbol is redefined by the tileset, is there a way to still use the symbol (and not the tile) for another purpose?

Example: the symbol ASCII 143 (looks like the letter A with a circle on top) is, by default, used for figurines. The tileset gives a special tile to the figurines. But I want to have, in addition to this, the symbol ASCII 143 unchanged for a creature.

Anything except creating an addition to the tileset with a tile that looks like this symbol, and assigning it to the creature.

Does this make sense?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on October 21, 2013, 06:54:49 am
Pretty sure the letter Å works as is, yeah.

Actually tried it, and no. It just comes up as blank.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on October 21, 2013, 07:11:55 am
I'm using the Phoebus tileset, and the letter is replaced by the doll tile (as it's supposed to be used for figurines). And the creature is also represented by the doll tile. I need to have the creature represented by the 'Å' symbol while still having the doll tile for figurines.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 21, 2013, 02:30:56 pm
Make a graphics for the creature that is Å
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Niccolo on October 21, 2013, 03:51:34 pm
If I make multiple entity entries (with different names) that all use the same base creature race, will I get funky bugs appearing like in the duplicate raws thing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 21, 2013, 03:58:35 pm
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darkrider2 on October 21, 2013, 06:22:41 pm
So I have this entry for dwarf.

Code: [Select]
[CREATURE:DWARF]
[NAME:dwarf:dwarves:dwarven]
[CASTE_NAME:dwarf:dwarves:dwarven]
[CREATURE_TILE:1]
[CREATURE_SOLDIER_TILE:2]
[COLOR:3:0:0]

[DESCRIPTION:A short, sturdy creature fond of drink and industry.]
[PREFSTRING:beards]

[BODY:TORSO:NECK:HEAD:TWO_ARMS:TWO_LEGS:STANDARD_BONES:STANDARD_JOINTS:STANDARD_ORGANS:TWO_EYES:TWO_EARS:NOSE:MOUTH:TEETH:THROAT:FIVE_FINGERS:FIVE_TOES]

[BODY_DETAIL_PLAN:ORGANIC_MATERIALS]
[BODY_DETAIL_PLAN:ORGANIC_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_LAYERS:SKIN:FAT:MUSCLE:CARTILAGE:BONE]
[BODY_DETAIL_PLAN:STANDARD_SKELETAL:SINEW:CARTILAGE:NERVE:BONE]
[BODY_DETAIL_PLAN:STANDARD_ORGANS]
[BODY_DETAIL_PLAN:STANDARD_MISC]
[BODY_DETAIL_PLAN:DIGIT_ARGUMENT:NAIL]
[BODY_DETAIL_PLAN:HEAD_POSITIONS]
[BODY_DETAIL_PLAN:RIB_POSITIONS]
[BODY_DETAIL_PLAN:HEAD_HAIR]

[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[SELECT_TISSUE_LAYER:MUSCLE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]

[CREATURE_CLASS:GENERAL_POISON]

[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR]

[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]

[SELECT_CASTE:ALL]

[HOMEOTHERM:10067]

[SPEED:900]
[SWIMS_LEARNED]
[SWIM_SPEED:2500]

[SPEECH:dwarf.txt]

[INTELLIGENT]
[CANOPENDOORS]
[EQUIPS]
[ALCOHOL_DEPENDENT]
[CAVE_ADAPT]
[TRANCES]

[BENIGN]
[DIURNAL]

[HAS_NERVES]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[SPOUSE_CONVERSION_TARGET]

[MAXAGE:150:180]

[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:0:15000]
[BODY_SIZE:8:0:60000]

[BABY:1]
[GENERAL_BABY_NAME:dwarven baby:dwarven babies]
[BABYNAME:dwarven baby:dwarven babies]
[CHILD:8]
[GENERAL_CHILD_NAME:dwarven child:dwarven children]
[CHILDNAME:dwarven child:dwarven children]

[ATTACK:PUNCH:BODYPART:BY_CATEGORY:HAND]
[ATTACK_VERB:punch:punches]
[ATTACK_PRIORITY:MAIN]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]

[ATTACK:KICK:BODYPART:BY_CATEGORY:FOOT]
[ATTACK_VERB:kick:kicks]
[ATTACK_PRIORITY:SECOND]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]

[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_CATEGORY:HAND:BY_CATEGORY:DIGIT:NAIL]
[ATTACK_VERB:scratch:scratches]
[ATTACK_PRIORITY:SECOND]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]

[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:MOUTH:BY_CATEGORY:TOOTH]
[ATTACK_VERB:bite:bites]
[ATTACK_PRIORITY:SECOND]
[ATTACK_SKILL:BITE]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_CANLATCH]

[PROFESSION_NAME:CRAFTSMAN:craftsdwarf:craftsdwarves]
[PROFESSION_NAME:FISHERMAN:fisherdwarf:fisherdwarves]

[PROFESSION_NAME:AXEMAN:axedwarf:axedwarves]
[PROFESSION_NAME:HAMMERMAN:hammerdwarf:hammerdwarves]
[PROFESSION_NAME:SWORDSMAN:swordsdwarf:swordsdwarves]
[PROFESSION_NAME:SPEARMAN:speardwarf:speardwarves]
[PROFESSION_NAME:MACEMAN:macedwarf:macedwarves]
[PROFESSION_NAME:PIKEMAN:katarian:katarians]
[PROFESSION_NAME:MASTER_PIKEMAN:elite katarian:elite katarians]
[PROFESSION_NAME:LASHER:reaper:reapers]
[PROFESSION_NAME:MASTER_LASHER:scythe lord:scythe lords]
[PROFESSION_NAME:BOWMAN:bowdwarf:bowdwarves]
[PROFESSION_NAME:MASTER_BOWMAN:Elite Bowdwarf:Elite Bowdwarves]
[PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Marksdwarf:Elite Marksdwarves]

[PHYS_ATT_RANGE:STRENGTH:450:900:1200:1350:1500:1800:2250] +
[PHYS_ATT_RANGE:AGILITY:100:400:700:800:900:1200:1500] -
[PHYS_ATT_RANGE:TOUGHNESS:400:900:1200:1350:1500:1800:2250] +

[MENT_ATT_RANGE:ANALYTICAL_ABILITY:250:400:700:1250:1800:2100:2250] <---> (tends towards extremes)
[MENT_ATT_RANGE:CREATIVITY:550:1000:1300:1400:1500:1800:2250] ++
[MENT_ATT_RANGE:PATIENCE:400:700:1000:1100:1200:1500:1800] -

[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:VULNERABILITY:0:45:100]
[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]

[BODY_APPEARANCE_MODIFIER:HEIGHT:80:90:95:100:105:110:120]
[APP_MOD_IMPORTANCE:1000]
[BODY_APPEARANCE_MODIFIER:BROADNESS:80:90:95:100:105:110:120]
[APP_MOD_IMPORTANCE:1000]

[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]

[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]

[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]

[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:BEARD]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]

[SET_BP_GROUP:BY_TOKEN:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:50:80:100:120:150:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:50:80:100:120:150:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:50:80:100:120:150:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:50:80:100:120:150:200]

[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:50:80:100:120:150:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:40:80:110:120:130:160:200] <---- raspy from working underground and inhaling dust

[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:50:80:100:120:150:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:50:80:100:120:150:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:50:80:100:120:150:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:40:60:90:100:110:130:160]
[APP_MOD_NOUN:eyes:PLURAL]

[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:40:70:90:100:110:130:160]
[BP_APPEARANCE_MODIFIER:LENGTH:40:70:90:100:110:130:160]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:50:80:100:120:150:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:50:80:100:120:150:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]

[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:50:80:100:120:150:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:50:80:100:120:150:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:40:60:90:100:110:130:160]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HEIGHT:40:60:90:100:110:130:160]
[APP_MOD_NOUN:ears:PLURAL]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:50:80:100:120:150:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_IMPORTANCE:1000]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:50:80:110:160:200] <---- dwarves are more likely to be bald
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:50:80:100:120:150:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:50:75:100:125:150:175:200] <---- working underground tends to do that
[APP_MOD_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:40:60:90:100:110:130:160]
[APP_MOD_NOUN:eyebrows:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:50:80:100:120:150:200]
[APP_MOD_NOUN:eyebrows:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:HEAD:BEARD]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:70:100:125:150:180:200]
[APP_MOD_NOUN:beard:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:70:100:125:150:180:200]
[APP_MOD_NOUN:beard:SINGULAR]
[APP_MOD_IMPORTANCE:1000] <---- beards are a sign of status amongst dwarves

[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]

and this entry for the dwarf entity

Code: [Select]
[ENTITY:DWARF]
[CREATURE:DWARF]
[FRIENDLY_COLOR:7:0:1]
[TRANSLATION:DWARF]
[CIV_CONTROLLABLE]
[INDIV_CONTROLLABLE]
[ADVENTURE_TIER:3]

[START_GROUP_NUMBER:100]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]

[START_BIOME:MOUNTAIN]
[BIOME_SUPPORT:MOUNTAIN:10]
[BIOME_SUPPORT:DESERT_ROCK:8]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_RIVER:1]

[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CAVE_DETAILED]

[WORLD_CONSTRUCTION:ROAD]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:WALL]

[BUILDS_OUTDOOR_FORTIFICATIONS]
[BUILDS_OUTDOOR_TOMBS]

[BANDITRY:5]

[WANDERER][BEAST_HUNTER][SCOUT]
[UNDEAD_CANDIDATE]

[ACTIVE_SEASON:AUTUMN]
[WILL_ACCEPT_TRIBUTE]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]

[CURRENCY_BY_YEAR]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:20]

[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:3]

[INVADERS_IGNORE_NEUTRALS]
[SIEGER]

[STONE_PREF]
[METAL_PREF]
[GEM_PREF]
[INDOOR_WOOD]
[INDOOR_FARMING]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[EQUIPMENT_IMPROVEMENTS]
[USE_ANIMAL_PRODUCTS]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[USE_CAVE_ANIMALS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]

[RELIGION:PANTHEON]
[RELIGION_SPHERE:FORTRESSES]
[RELIGION_SPHERE:JEWELS]
[RELIGION_SPHERE:METALS]
[RELIGION_SPHERE:MINERALS]
[RELIGION_SPHERE:MOUNTAINS]
[RELIGION_SPHERE:WEALTH]

[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:ARTIFICE]
[SELECT_SYMBOL:REMAINING:EARTH]

[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:PUNISH_SERIOUS]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_NEUTRAL:ONLY_IF_SANCTIONED]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:UNTHINKABLE]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:SLAVERY:UNTHINKABLE]

[DIGGER:PICK]
[WEAPON:SHORT_AXE]
[WEAPON:SHORT_SWORD]
[WEAPON:SPEAR]
[WEAPON:CLUB]
[WEAPON:MACE]
[WEAPON:WAR_HAMMER]
[WEAPON:CROSSBOW]
[AMMO:BOLTS]

[TRAPCOMP:GIANT_AXE_BLADE]
[TRAPCOMP:ENORMOUS_CORKSCREW]
[TRAPCOMP:SPIKED_BALL]
[TRAPCOMP:SERRATED_DISC]
[TRAPCOMP:MENACING_SPIKE]
[SIEGEAMMO:BALLISTA_ARROW]

[SHIELD:BUCKLER]
[SHIELD:SHIELD]

[HELM:CAP:COMMON]
[HELM:HELM:COMMON]
[HELM:HAT:COMMON]
[HELM:HOOD:COMMON]
[GLOVES:GAUNTLETS:COMMON]
[GLOVES:MITTENS:COMMON]
[ARMOR:SHIRT:COMMON]
[ARMOR:DRESS:COMMON]
[ARMOR:ARMOR:COMMON]
[ARMOR:MAIL_SHIRT:COMMON]
[ARMOR:BREASTPLATE:COMMON]
[ARMOR:COAT:COMMON]
[ARMOR:ROBE:COMMON]
[ARMOR:CLOAK:COMMON]
[PANTS:UNDERPANTS:COMMON]
[PANTS:LEGGINGS:COMMON]
[PANTS:GREAVES:COMMON]
[PANTS:TROUSERS:COMMON]
[SHOES:SOCKS:COMMON]
[SHOES:LOW_BOOTS:COMMON]
[SHOES:HIGH_BOOTS:COMMON]
[SHOES:SHOES:COMMON]

[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_MINECART]
[TOOL:ITEM_TOOL_WHEELBARROW]

[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:RANGER]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:METALSMITH]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:JEWELER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:CRAFTSMAN]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERY_WORKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:FARMER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DOCTOR]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:MERCHANT]
[PERMITTED_JOB:STANDARD]

[PERMITTED_BUILDING:COAL_FURNACE]
[PERMITTED_REACTION:DR_MAKE_ASH]
[PERMITTED_REACTION:DR_MAKE_COAL]

[PERMITTED_BUILDING:STRAND_SHOP]
[PERMITTED_REACTION:DR_SPLIT_STRANDS]
[PERMITTED_REACTION:DR_SINEW_ROPE]
[PERMITTED_REACTION:DR_SINEW_BAG]

[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_REACTION:DR_MAKE_SOAP_TALLOW]
[PERMITTED_REACTION:DR_MAKE_SOAP_OIL]

[PERMITTED_REACTION:DR_TAN_HIDE]
[PERMITTED_REACTION:DR_MAKE_TALLOW]

[PERMITTED_REACTION:MAKE_PEARLASH]
[PERMITTED_REACTION:MAKE_PLASTER_POWDER]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:NICKEL_SILVER_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
[PERMITTED_REACTION:ADAMANTINE_WAFERS]

[TISSUE_STYLE:HAIR]
[TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
[TISSUE_STYLE:SIDEBURNS]
[TS_PREFERRED_SHAPING:STANDARD_SIDEBURNS_SHAPINGS]
[TISSUE_STYLE:MOUSTACHE]
[TS_PREFERRED_SHAPING:STANDARD_MOUSTACHE_SHAPINGS]
[TISSUE_STYLE:BEARD]
[TS_PREFERRED_SHAPING:STANDARD_BEARD_SHAPINGS]

[STONE_SHAPE:OVAL_CABOCHON]
[STONE_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:CUSHION_CABOCHON]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:ROUND_CABOCHON]
[GEM_SHAPE:CUSHION_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[GEM_SHAPE:TABLE_CUT_GEM]
[GEM_SHAPE:SINGLE_CUT_GEM]
[GEM_SHAPE:ROSE_CUT_GEM]
[GEM_SHAPE:BRIOLETTE_CUT_GEM]
[GEM_SHAPE:EMERALD_CUT_GEM]
[GEM_SHAPE:MARQUISE_CUT_GEM]
[GEM_SHAPE:OVAL_CUT_GEM]
[GEM_SHAPE:PEAR_CUT_GEM]
[GEM_SHAPE:SQUARE_BRILLIANT_CUT_GEM]
[GEM_SHAPE:RADIANT_CUT_GEM]
[GEM_SHAPE:TRILLION_CUT_GEM]
[GEM_SHAPE:ROUND_BRILLIANT_CUT_GEM]
[GEM_SHAPE:BAGUETTE_CUT_GEM]
[GEM_SHAPE:TAPERED_BAGUETTE_CUT_GEM]
[GEM_SHAPE:CUSHION_CUT_GEM]
[GEM_SHAPE:OCTAGON_CUT_GEM]
[GEM_SHAPE:SQUARE_CUT_GEM]

[POSITION:EXPEDITION_LEADER]
[NAME:expedition leader:expedition leaders]
[REPLACED_BY:MAYOR]
[PRECEDENCE:500]
[NUMBER:1]
[SITE]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[DUTY_BOUND]
[ACCOUNT_EXEMPT]
[DO_NOT_CULL]

[POSITION:MAYOR]
[NAME:mayor:mayors]
[COLOR:5:0:0]
[FLASHES]
[ELECTED]
[REQUIRES_POPULATION:50]
[PRECEDENCE:200]
[NUMBER:1]
[SITE]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[DUTY_BOUND]
[ACCOUNT_EXEMPT]
[DO_NOT_CULL]
[CHAT_WORTHY]
[BRAG_ON_KILL]
[KILL_QUEST]

[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]

But on the embark screen where you assign skills, the professions will be named 'swordsman', 'maceman', etc, instead of 'swordsdwarf' and so on. Sometimes it will also use profession names from other races like 'swordself' or 'hammergoblin' randomly.

Did I do something wrong? The skills will be named properly once embarked, "skilled hammerdwarf" for instance, but on the preperation screen it seems to just choose profession names randomly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 21, 2013, 06:22:44 pm
If multiple entities use the same creature, won't only one of the entity kinds appear?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 21, 2013, 06:43:41 pm
darkrider: you should probably be using CASTE_PROFESSION_NAME:

hugo: IIRC yeah, forgot about it though
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on October 21, 2013, 07:51:00 pm
Can you add different [MAX_AGE] values for different castes in a single entity?
Ie having 1 caste of dwarves live for example, 30 - 50 years, and have another caste live 100-200 years?
Can you make a class ageless?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 21, 2013, 07:54:27 pm
Yes and Yes
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darkrider2 on October 21, 2013, 08:20:17 pm
darkrider: you should probably be using CASTE_PROFESSION_NAME:

hugo: IIRC yeah, forgot about it though

I did that, it didn't work :/ I also tried moving the caste declarations below the profession name tags, that didn't work either, I also tried adding matching PERMITTED_JOB tokens to the entity but none of it seems to work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 21, 2013, 10:20:23 pm
btw PROFESSION_NAME is creature wide while CASTE_PROFESSION_NAME is caste-wide; you may need both
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darkrider2 on October 21, 2013, 11:45:50 pm
I did a clean install of Vanilla DF, no modifications and it did the same thing! Must be my computer, not the game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: golemgunk on October 22, 2013, 01:36:37 am
I'm having trouble trying to make a syndrome-applying interaction that occurs in every region. I'm not getting an errorlog, but nothing seems to be happening when I wait a bit in fort mode. I'm not an expert on regional interactions, but this should work, shouldn't it?

aaaa okay I got it to work, nevermind
 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RickRollYou2 on October 22, 2013, 05:58:19 am
Quick question, sorry if it's been asked before. If I give a creature [NO_EAT], can it still be trained?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on October 22, 2013, 06:40:55 am
Thanks for answering my previous question :)

With Noble positions, can we have different names for the same position depending on the current title holders caste?
Ie a ruler from caste A is called King, while a ruler from caste B is called Emperor etc
Like in the way [PROFESSION_NAME] and [CASTE_PROFESSION NAME] interact on professions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Niccolo on October 22, 2013, 06:48:01 am
Thanks for answering my previous question :)

With Noble positions, can we have different names for the same position depending on the current title holders caste?
Ie a ruler from caste A is called King, while a ruler from caste B is called Emperor etc
Like in the way [PROFESSION_NAME] and [CASTE_PROFESSION NAME] interact on professions.

I was under the impression that gender was caste-controlled - and that has kings and queens. Check how the raws control that. I may be wrong? I'm still not exactly sure what a 'caste' is.

EDIT: It looks as though the format is [NAME_CASTENAME:Blahblah:Blahblahs] with CASTENAME replaced by the name of the caste.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on October 22, 2013, 07:34:34 am
Thanks for answering my previous question :)

With Noble positions, can we have different names for the same position depending on the current title holders caste?
Ie a ruler from caste A is called King, while a ruler from caste B is called Emperor etc
Like in the way [PROFESSION_NAME] and [CASTE_PROFESSION NAME] interact on professions.

I was under the impression that gender was caste-controlled - and that has kings and queens. Check how the raws control that. I may be wrong? I'm still not exactly sure what a 'caste' is.

EDIT: It looks as though the format is [NAME_CASTENAME:Blahblah:Blahblahs] with CASTENAME replaced by the name of the caste.

Thanks for the reply.
I did check the raws, its simply listed as NAME_MALE and NAME_FEMALE, which I couldn't use without replacing MALE and FEMALE castes to achieve my aim, which isn't exactly ideal.

So does anyone else know if you can vary position names based on creature caste?

Also:

Can you change the name of the currency coin - ie having gold coins be pounds and coppers be pennies? Or would I have to make some weird DOES_NOT_EXIST material with the same value as the metal used for the coin, ie make a new material called pound, with the same value as gold?


EDIT : Just seen your edit Niccolo- thanks I'll give that a go. So if I have a caste named SERF, I'd just put [NAME_SERF:blah blah:blah blahs]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Niccolo on October 22, 2013, 09:16:52 am
Looks that way! Hopefully a more experienced modder will appear and confirm my information, but I don't see why not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on October 22, 2013, 09:43:34 am
If multiple entities use the same creature, won't only one of the entity kinds appear?
I don't think so (though admittedly I need to test that), since many people have used that technique to up the number of attackers in the past. It does kind of happen with multiple fortress-playable entities, in that only the entity you're playing will appear in fortress mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on October 22, 2013, 04:37:05 pm
I am almost completely positive that you can have hundreds of different human entitys and only one human creature a few mods in the release section all ready do this
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 22, 2013, 04:44:13 pm
Are you sure? They probably just contain duplicates of the human creature, renamed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: golemgunk on October 23, 2013, 05:24:15 am
Quick question, sorry if it's been asked before. If I give a creature [NO_EAT], can it still be trained?

yes, creatures only need the [PET] tag to be trained, most tags won't interfere with training. that said, most creatures don't need to eat by default (I think [CAN_SPEAK] is the requirement).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Niccolo on October 23, 2013, 05:44:42 am
Quick question, sorry if it's been asked before. If I give a creature [NO_EAT], can it still be trained?

yes, creatures only need the [PET] tag to be trained, most tags won't interfere with training. that said, most creatures don't need to eat by default (I think [CAN_SPEAK] is the requirement).

Except for grazers; they distinctly do need to eat, although they don't have a defined 'eat' action.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mohreb el Yasim on October 27, 2013, 08:38:29 am
if you have a race with 4 arms (the basic template from vanilla), shouldn't they put 3 weapons and a shield in 3 separate arms? When i tested i ended up with 3 weapons in one arm, shield in an other, and 2 unused arms. Am i missing something?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on October 27, 2013, 12:00:03 pm
Extra limbs are not useful right now outside of being extras in case the first ones are cut. Your creatures only equip weapons in one hand and a shield in another. The shield does not even need to be on an etra arm.

I don't know if the extra arms allowed the extra weapons in one hand but they can only perform one attack at a time anyway. This will change at the next DF version.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on October 27, 2013, 03:04:40 pm
I'm suddenly dumbfounded.

This reaction is supposed to produce 15 drinks into a barrel.
Spoiler (click to show/hide)
The material of the product is there in this creature:
Spoiler (click to show/hide)

The previous version of the reaction was like this:
Spoiler (click to show/hide)
and the creature also had this:
Spoiler (click to show/hide)

and it worked perfectly.
Now, instead of the intended result, it deposits 2250 "dull spectral essence" onto the FLOOR.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 27, 2013, 03:19:01 pm
You can only fit 10 drink into a barrel with custom reactions. You also need a [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] for your powders.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 27, 2013, 04:33:21 pm
Use large pots, they can hold a lot more. Or make the reaction to use 2 barrels, put half in each. (or in the case of 15, do 10 and 5 or so)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on October 27, 2013, 05:19:54 pm
Adding the tag to the powders worked. Thanks.

Regarding the amount of drinks: actually, producing 15 into the barrel works. Somehow. Maybe it's a tweak from the version of DFHack that I'm using.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 27, 2013, 08:41:11 pm
Does anyone know how certain tags inside castes affect wildlife? Lets say I make a grizzly which has a normal caste, a GOOD caste, a EVIL caste, a BENIGN caste and a LARGE_PREDATOR caste... does this restrict the creature to savage/good/evil biomes, or only these castes? Will the normal grizzly still show up in non-good/evil biomes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 27, 2013, 08:54:27 pm
There are no GOOD or EVIL castes, those are creature-level tokens. BENIGN doesn't affect placement in any way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 27, 2013, 09:43:23 pm
Ok, thanks.

Lets see how that goes:
Spoiler: Large List of Castes (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on October 28, 2013, 03:21:11 am
1) Put that in spoiler tags or code tags or something.
2) The "large" and "small" body descriptions are mixed up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 28, 2013, 10:28:55 am
Grizzly bears that travel in wolf-style packs?  :o
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 28, 2013, 02:01:38 pm
I want to remove all giant animals, and replace it with these castes... that way you get animals that are not just "animal" all the time, but "cowardly animal", or "injured animal" or "thirsty animal"... to spice things up a bit.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mohreb el Yasim on October 28, 2013, 02:02:00 pm
has someone experience with inorganic (i am thinking of gem) made creatures as sapient?
(i know that i can do it, the question how dangerous/strong they will be in combat)
i imagine something made from bronze (as the colossus) or iron or steel might be strong, because those materials are completly flesshed out and they work as in real life should versus armed/unarmed enemies,
but i am not sure if those "physical" values are correct for gems ...
There is a DENSITY i can see, but no IMPACT TORSION TENSION ... tags, are they used in an organic creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on October 28, 2013, 02:34:17 pm
has someone experience with inorganic (i am thinking of gem) made creatures as sapient?
(i know that i can do it, the question how dangerous/strong they will be in combat)
i imagine something made from bronze (as the colossus) or iron or steel might be strong, because those materials are completly flesshed out and they work as in real life should versus armed/unarmed enemies,
but i am not sure if those "physical" values are correct for gems ...
There is a DENSITY i can see, but no IMPACT TORSION TENSION ... tags, are they used in an organic creature?

Gems have [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE], meaning that they share any non-specified values with

Code: [Select]
[MATERIAL_TEMPLATE:STONE_TEMPLATE]
These are the state names, adjectives and colors for the material.
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:stone]
[STATE_ADJ:ALL_SOLID:stone]
[STATE_COLOR:LIQUID:ORANGE]
[STATE_NAME:LIQUID:magma]
[STATE_ADJ:LIQUID:magma]
[STATE_COLOR:GAS:ORANGE]
[STATE_NAME:GAS:boiling magma]
[STATE_ADJ:GAS:boiling magma]
[DISPLAY_COLOR:7:0:0]
The modifier used to all values involving the material.
[MATERIAL_VALUE:1]
Temperature information.
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:11500]
[BOILING_POINT:14000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
Density information.  Not used for very much, but it comes up in inventory weight and fighting.
[SOLID_DENSITY:2670]
[LIQUID_DENSITY:3300]
Not used.
[MOLAR_MASS:36000]
Used for blunt-force combat, measured in KPa.  Data scattered around the net (used compressive strength).  All very spotty.
[IMPACT_YIELD:120000] used marble
[IMPACT_FRACTURE:120000]
[IMPACT_STRAIN_AT_YIELD:100]
Not used.
[COMPRESSIVE_YIELD:120000]
[COMPRESSIVE_FRACTURE:120000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:15000]
[TENSILE_FRACTURE:15000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:15000]
[TORSION_FRACTURE:15000]
[TORSION_STRAIN_AT_YIELD:100]
Used for cutting calculations in combat, measured in KPa.  Data scattered around the net (used tensile strength).  All very spotty.
[SHEAR_YIELD:15000] used marble
[SHEAR_FRACTURE:15000]
[SHEAR_STRAIN_AT_YIELD:100]
Not used.
[BENDING_YIELD:15000]
[BENDING_FRACTURE:15000]
[BENDING_STRAIN_AT_YIELD:100]
A unitless measure for how sharp the edge is for combat purposes.
[MAX_EDGE:1000]
Used for pressing oil into jugs -- anything greater than zero needs to be glazed first.
[ABSORPTION:0]
Determines what sorts of objects can be built with the item.
[ITEMS_HARD]
[ITEMS_QUERN]
[REACTION_CLASS:CAN_GLAZE]

So they will be about as effective in combat as a creature made of marble would be. Which should actually be half decent at dealing damage, though only having the one tissue will leave them fairly brittle.

Try looking through the raws of the pre-existing amethyst (http://dwarffortresswiki.org/index.php/Amethyst_man), gabbro (http://dwarffortresswiki.org/index.php/DF2012:Gabbro_man), and iron (http://dwarffortresswiki.org/index.php/DF2012:Iron_man) men to help get an idea of where to start.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mohreb el Yasim on October 28, 2013, 02:46:14 pm
well i intend to add this: (for the emerald version) after the tissues definitions
Code: [Select]
[TISSUE:EMERALD]
[TISSUE_NAME:emerald:emerald]
[TISSUE_MATERIAL:INORGANIC:EMERALD]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[HEALING_RATE:2000]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:EMERALD]
It shouldn't make in my understanding only one tissue,
it should add a layer on all other tissues isn't it?
or it just change them all into this type kind of tissue?
(maybe in that case i should make different versions for internals / bones /externals / appendixes, all made from emerald but with different healing rates / thickness and so on, right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on October 28, 2013, 02:56:47 pm
It should add the tissue to all other tissues in the creature, nothing will get replaced or changed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mohreb el Yasim on October 28, 2013, 04:27:33 pm
so that means that it covers and protects the other tissues? (that migth be ok, anyway i do not seem to find an other way around this ... as they'll still need some internal organs and stuff)

also i tried this too:
      [REMOVE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
      [USE_MATERIAL:INORGANIC:IRON]
(with iron so i can test on butchered dogs if i can melt them down)
it does not seem to do anything (however no error in the logs, but no differences .. or melt-able dog-parts)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Etherdrinker on October 29, 2013, 11:22:35 am
Is possible to make a special creature than:

-Body done by special half-organic, half-metal (reading the moding from the wiki looks like is possible)
 Like for example, bones made of a special different material or the bones resistance are defined by the tissue raw?

-Make it non-needing of food but perhaps other non-common food like stuff. Like for example, elementals than feeds on gems or some kind of boulders.

-No need of liquids. Checking vampires is simply they don´t need food, and they don´t need rest, so is a good example.

I want to know to is some "organs" are possible to change to a specific material.
Skin can be done from other material? or is not even necessary?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zammer990 on October 29, 2013, 01:49:03 pm
Regarding DFhack, how do you get workflow to produce stone pots?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on October 29, 2013, 01:50:47 pm
Is possible to make a special creature than:

-Body done by special half-organic, half-metal (reading the moding from the wiki looks like is possible)
 Like for example, bones made of a special different material or the bones resistance are defined by the tissue raw?

-Make it non-needing of food but perhaps other non-common food like stuff. Like for example, elementals than feeds on gems or some kind of boulders.

-No need of liquids. Checking vampires is simply they don´t need food, and they don´t need rest, so is a good example.

I want to know to is some "organs" are possible to change to a specific material.
Skin can be done from other material? or is not even necessary?

-Yes, yes.

-Yes, no.

-Yes.

Possible, yes, depends.

Regarding DFhack, how do you get workflow to produce stone pots?
Maybe you should ask in the DFHack thread or look at the documentation. The item token for pots is TOOL:ITEM_TOOL_LARGE_POT, maybe that helps.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on October 29, 2013, 01:53:28 pm
Using custom Body Detail Plans, you could have a creature whose upper body is made of bone, muscle, fat, and skin, and whose lower body is made of iron, lava, wood, and basalt. Or almost anything else, really.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on October 29, 2013, 05:16:10 pm
Can I place the BODY token in the caste of the creatures?

[CASTE:CREATURE]
            [BODY:MOREARMS]

I was wondering if i could add extra arms to the males of a creature/race with out it affecting other castes.
Is it possible? It does not seem to work as I have it now.

thanx in advance
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on October 29, 2013, 05:21:08 pm
Of course. Open up creature_domestic.txt, skip down to sheep and examine how the rams are given horns.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on October 29, 2013, 05:31:10 pm
thanx again
that was another one of those things that make me feel bad about my text editing skills :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mohreb el Yasim on October 29, 2013, 07:34:10 pm
you could also just use an other bodyplan template (there are 4 / 6 armed humanoids if that is what you are looking for) for the different castes i think ...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on October 30, 2013, 12:45:13 am
If I make eyes no longer emebbeded do i have to generate another world?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 30, 2013, 12:52:36 am
Nope.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on October 30, 2013, 12:53:44 am
okay another question were are wreastling move's kept?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 30, 2013, 01:06:28 am
They aren't kept in the raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on October 30, 2013, 01:09:40 am
drat their hardcoded?  :(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 30, 2013, 01:19:13 am
Yep.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist McTeellox on October 30, 2013, 05:49:59 am
Newbie modder question time!

I'm trying to add a reaction to one of the workshops in masterwork / Orc Fortress. In reaction_orcfort.txt, I've added the following to the tribal gearcrafter:

Spoiler (click to show/hide)

There's a reaction on the gearcrafter which makes leather ITEM_HELM_MASK_ORC s, so it's not like the product is unknown at all.

I've also updated entity_orcfort_taigaorc.txt with the permitted reaction:

Spoiler (click to show/hide)

However it the reaction doesn't appear to be on the building. Admittedly I am using an existing save and modifying the raws in there, which I've done successfully for fixing a number of other things. I wouldn't expect to need to generate a new world for this, so I'm guessing I've missed something or booched something. If anyone's able to spot my bug(s) or give me pointers, I'd be very grateful!

Many thanks,

~ T
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on October 30, 2013, 06:18:04 am
You always need to generate a new world to update an entity.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist McTeellox on October 30, 2013, 06:47:29 am
You always need to generate a new world to update an entity.

D'oh! I was hoping that something as simple as permitting reactions wouldn't require a new world. However that would definitely explain why my changes weren't visible.

Thank you!

~ T
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Etherdrinker on October 30, 2013, 12:29:24 pm
I am scrabbling in raws to create an race.

By now, I start by creating a tissue sheet and a material.
But I not sure how is going.

Suggestions or observations?
Spoiler (click to show/hide)

I am thinking create more base materials to change some internal parts of make it with different resilient points. But I not sure is thats is the correct way to do it.

For example, a whole different material for internal organs, Skin, fat, bone. Yes I do a tissue sheet because I gonna make various creatures with the same "biology".

Any observations are really appreciated this is my first attend.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Demonic Gophers on October 30, 2013, 01:33:33 pm
What's the best way to make a small creature (gremlin sized) more resistant to getting limbs ripped off by latch attacks?  It seems like changing the material properties for muscle ought to do it, but I'm not sure which properties are used in that sort of calculation or what numbers would give a moderate increase in survivability.  I wouldn't expect these creatures to hold up against something like a cave crocodile, but it'd be nice if they could fight wolves without getting hands and such ripped away.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ShinQuickMan on October 30, 2013, 02:06:53 pm
IIRC, you'd either use [GENERAL_MATERIAL_FORCE_MULTIPLIER:CASTE:1:some big number here], or select tissues and then [TL_RELATIVE_THICKNESS:some big number here]. I don't remember which one I used for my own custom tiny race, but it did prevent limbs from being torn away too easily (blood loss, nerve damage, and broken limbs from other wrestling holds are a different matter).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on October 30, 2013, 03:33:58 pm
TENSILE and TORSION strength values determine latch-shake resistance. The first applies to attacks with ATTACK_FLAG_EDGE (bites with teeth) and the latter for those without (no vanilla creatures have CAN_LATCH on blunt attacks).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on October 31, 2013, 09:39:39 am
Is it possible to have Forgotten Beasts drop a specific item? (I.E. give them ITEMCORPSE or EXTRA_BUTCHER_OBJECT or even use their corpse in a reaction)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 31, 2013, 09:51:06 am
No, since they are procedually generated, you cant access their raws and add anything.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on October 31, 2013, 12:46:23 pm
No, since they are procedually generated, you cant access their raws and add anything.

Not without the localization patcher, anyway. I once replaced the token "[FEATURE_BEAST]" with "[FEATURE_BEAST][ITEMCORPSE:ANVIL:NONE:INORGANIC:BRASS]" and it went through without errors. I didn't reach any titans in that world myself, but extracting the data with WorldTinkerer confirmed that it stuck and inserted itself correctly into the raw format.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on October 31, 2013, 06:18:44 pm
No, since they are procedually generated, you cant access their raws and add anything.

Not without the localization patcher, anyway. I once replaced the token "[FEATURE_BEAST]" with "[FEATURE_BEAST][ITEMCORPSE:ANVIL:NONE:INORGANIC:BRASS]" and it went through without errors. I didn't reach any titans in that world myself, but extracting the data with WorldTinkerer confirmed that it stuck and inserted itself correctly into the raw format.
Thats sounds like it could work, but which localisation patcher do you mean? The one I use does not have any tags in it. "FEATURE_BEAST", or TITAN, or DEMON, they are not in the list.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on October 31, 2013, 06:25:09 pm
It did last I checked.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on October 31, 2013, 08:22:36 pm
Thats sounds like it could work, but which localisation patcher do you mean? The one I use does not have any tags in it. "FEATURE_BEAST", or TITAN, or DEMON, they are not in the list.

Ah, but the basic template.lng isn't the be-all-end-all of what you can change. Most of the stuff that was deemed irrrelevant for localization work has been culled from it. Use the string dump as your guide, as long as it is in the format "|old thing|new thing|" it should work. It's kind of astonishing how robust it is.

Two other examples about stuff that isn't there to begin with:

Code: [Select]
|[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]|[CE_PHYS_ATT_CHANGE:STRENGTH:120:300:TOUGHNESS:200:400:START:0]|
This nerfs the strength upgrade of vanilla zombies considerably. It applies to both animated stuff and biome thralls. Since you can spawn both in the arena, I can also 100% confirm that it works.

Code: [Select]
|[CE:PERIODIC:MOON_PHASE:27:0]|[CE:PERIODIC:MOON_PHASE:27:13]|
If I've understood interaction tokens right, this should extend the beastmode of randomly generated werecreatures by an extra two weeks. It's meant to help with the "I invaded the fort and oops I turned back into a peasant after throwing the first punch" problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on November 02, 2013, 11:23:32 am
I'm trying to make an executioner that can't be prevented from delivering punishment even if you're missing their designated weapon.  What are the limitations on EXECUTION_SKILL for the executioner position?

The wiki says it has to be a weapon skill, but can you use WRESTLING to make your executioner deliver bare-handed beatdowns?  Failing this, will MISC_WEAPON allow them to use any old thing they find lying around to deliver a punishment?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on November 02, 2013, 09:48:16 pm
No, since they are procedually generated, you cant access their raws and add anything.

Not without the localization patcher, anyway. I once replaced the token "[FEATURE_BEAST]" with "[FEATURE_BEAST][ITEMCORPSE:ANVIL:NONE:INORGANIC:BRASS]" and it went through without errors. I didn't reach any titans in that world myself, but extracting the data with WorldTinkerer confirmed that it stuck and inserted itself correctly into the raw format.

That would be perfect, I hadn't even thought about that, thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on November 02, 2013, 10:06:51 pm
If you're serious about screwing with the executable raws, be careful. Some of the tags are instituted in huge clumps for varying sets of things and so far I can see no way to alter the creature "recipes" in the code. The zombie stat thing I posted above always applies to both necro-animated stuff AND evil fog thralls, no exception. All titans and demons come standard with the long litany of NO_STUN/NO_EXERT/NO_anything resistances and so on.

You should also mind that changes to the embedded raws don't affect any worlds in progress. You need to generate a new one using the patched executable to see the effects.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 02, 2013, 10:10:53 pm
Also note that... I believe if you change individual tokens without the brackets, the errorlog will have a fit and may not accept those tokens. It could get very, very messy. Tread lightly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 03, 2013, 02:56:19 am
Is there any way to prevent a particular caste from having children? Or is that on a creature level?

EDIT: ALso, while I'm at it, I'm having a hard time outputting creature materials like leather, meat, etc.

An example line:

[PRODUCT:70:10:CLOTH:NONE:CREATURE_MAT:SPIDER] - In this case trying to get it to output spider silk
[PRODUCT:50:5:MEAT:NONE:CREATURE:PIG] - Pig Meat
[PRODUCT:50:5:PLANT:NONE:PLANT:POTATO] - Potatoes
[PRODUCT:30:5:FISH_RAW:NONE:CREATURE:FISH_TROUT_RAINBOW] - Unprepared rainbow trout
[PRODUCT:90:1:BAG:NONE:CREATURE:SPIDER][CONTAINS:saffron dye] - A bag made out of spider silk containing dye

And so on. I tried "BOX" for the bag with dye in it, but it made a "spider chest". The fish just outputs as "raw fish[5]". I tried CREATURE_MAT:etc PLANT_MAT:etc first, and while it had no error log entry, it didn't do anything either. Am I trying to do anything impossible here?

Thanks in advance!


Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Suds Zimmerman on November 03, 2013, 05:58:56 am
You can prevent a caste from breeding by removing the [MALE] or [FEMALE] tags. You can also try giving [LITTERSIZE:0:0] to the females of that caste, but I'm not sure whether that would work and in any case the males would still be able to marry and sire children regardless of what you do.

In your reaction products, the problem is that you are not specifying the specific creature materials to be used and in some cases you have written out the token in an incorrect manner. I have fixed your pig.

Code: [Select]
[PRODUCT:50:5:MEAT:NONE:CREATURE_MAT:PIG:MUSCLE]
For the plants, it is similar. For your potato, you want

Code: [Select]
[PRODUCT:50:5:PLANT:NONE:PLANT_MAT:POTATO:STRUCTURAL]
And so on. Look up the creature you want and ensure that they have the material you need and remember what it's called. The format of the tags in reactions is always the same, so all you need to worry about is the material ID. If it exists and is attached to a valid creature or plant, it should work fine.

You also can't produce bags containing things, to the best of my knowledge.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on November 03, 2013, 06:02:21 am
Is there any way to prevent a particular caste from having children? Or is that on a creature level?
Best you can do is not giving the caste a gender.

EDIT: ALso, while I'm at it, I'm having a hard time outputting creature materials like leather, meat, etc.
Creature and plant materials use the format CREATURE_MAT:creature:material and PLANT_MAT:plant:material

[PRODUCT:70:10:CLOTH:NONE:CREATURE_MAT:SPIDER:SILK]
[PRODUCT:50:5:MEAT:NONE:CREATURE_MAT:PIG:MUSCLE]
[PRODUCT:50:5:PLANT:NONE:PLANT_MAT:POTATO:STRUCTURAL]
[PRODUCT:90:1:BOX:NONE:CREATURE_MAT:SPIDER:SILK] - CONTAINS is reagent only, unfortunately; if the container is a reagent, you can use the PRODUCT_TO_CONTAINER:container token

Raw fish works differently, and takes a creature and caste as the material according to the wiki. This may be bugged, from what I remember.
[PRODUCT:30:5:FISH_RAW:NONE:FISH_TROUT_RAINBOW:MALE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 03, 2013, 06:32:40 am
You can prevent a caste from breeding by removing the [MALE] or [FEMALE] tags. You can also try giving [LITTERSIZE:0:0] to the females of that caste, but I'm not sure whether that would work and in any case the males would still be able to marry and sire children regardless of what you do.

In your reaction products, the problem is that you are not specifying the specific creature materials to be used and in some cases you have written out the token in an incorrect manner. I have fixed your pig.

Code: [Select]
[PRODUCT:50:5:MEAT:NONE:CREATURE_MAT:PIG:MUSCLE]
For the plants, it is similar. For your potato, you want

Code: [Select]
[PRODUCT:50:5:PLANT:NONE:PLANT_MAT:POTATO:STRUCTURAL]
And so on. Look up the creature you want and ensure that they have the material you need and remember what it's called. The format of the tags in reactions is always the same, so all you need to worry about is the material ID. If it exists and is attached to a valid creature or plant, it should work fine.

You also can't produce bags containing things, to the best of my knowledge.

Ahaaa, thank you. The labyrinth of tokens fools me again. I'll just have to think up a replacement for the bags.

Is there any way to prevent a particular caste from having children? Or is that on a creature level?
Best you can do is not giving the caste a gender.

EDIT: ALso, while I'm at it, I'm having a hard time outputting creature materials like leather, meat, etc.
Creature and plant materials use the format CREATURE_MAT:creature:material and PLANT_MAT:plant:material

[PRODUCT:70:10:CLOTH:NONE:CREATURE_MAT:SPIDER:SILK]
[PRODUCT:50:5:MEAT:NONE:CREATURE_MAT:PIG:MUSCLE]
[PRODUCT:50:5:PLANT:NONE:PLANT_MAT:POTATO:STRUCTURAL]
[PRODUCT:90:1:BOX:NONE:CREATURE_MAT:SPIDER:SILK] - CONTAINS is reagent only, unfortunately; if the container is a reagent, you can use the PRODUCT_TO_CONTAINER:container token

Raw fish works differently, and takes a creature and caste as the material according to the wiki. This may be bugged, from what I remember.
[PRODUCT:30:5:FISH_RAW:NONE:FISH_TROUT_RAINBOW:MALE]

And thank you! Generic "raw fish" will have to work if fish is bugged.

Thanks again everyone!

EDIT: Op, one last question. I'm also trying to generate seeds via a reaction, and I tried

[PRODUCT:30:5:PLANT:NONE:PLANT_MAT:POTATO:SEED] for instance, and I just get normal plants that behave kind've wonky as far as stockpiles are concerned.

I also tried [PRODUCT:30:5:PLANT:NONE:POTATO:SEED] I believe, which just got me generic seeds. Is there a way to generate seeds through reactions?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on November 03, 2013, 07:23:24 am
Seeds should be SEEDS:NONE:PLANT_MAT:POTATO:SEED.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on November 03, 2013, 01:56:44 pm
can someone make me a interaction example of blood rain
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 03, 2013, 03:45:23 pm
can someone make me a interaction example of blood rain

There are already examples of how to do special interactions such as weather, secrets, and night creatures in our raw files, but here you go:
Code: [Select]
[INTERACTION:EXAMPLE RAIN]
[I_SOURCE:REGION]
[IS_REGION:EVIL_ONLY]
[IS_REGION:SAVAGE_ALLOWED]
[IS_REGION:ANY_TERRAIN]
[IS_FREQUENCY:100]
[I_TARGET:A:MATERIAL]
[IT_MATERIAL:MATERIAL:CREATURE_MAT:DWARF:BLOOD:WEATHER_FALLING_MATERIAL]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]

This should hopefully make it rain dwarf blood in all evil regions. I'm not too experienced in interactions though, so if I made a mistake, could someone point it out to me?

E: Don't want to double post, but I've got a strange new problem.

A custom creature I'm working on is able to lose its tail multiple times. The first time it is severed as normal, but every subsequent time it creates "partial remains" instead. Has anyone seen this before?

Here are the raws:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on November 03, 2013, 04:49:11 pm
Don't want to double post, but I've got a strange new problem.

A custom creature I'm working on is able to lose its tail multiple times. The first time it is severed as normal, but every subsequent time it creates "partial remains" instead. Has anyone seen this before?

Here are the raws:
Spoiler (click to show/hide)
I feel honored that my topic managed to inspire you to make living weapons.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 03, 2013, 04:57:10 pm
Don't want to double post, but I've got a strange new problem.

A custom creature I'm working on is able to lose its tail multiple times. The first time it is severed as normal, but every subsequent time it creates "partial remains" instead. Has anyone seen this before?

I feel honored that my topic managed to inspire you to make living weapons.

Apparently no-one else has done it before, and I finally have some free time from school, so it seems a good time to start working on it. I'm actually a bit surprised that it hasn't been done before.

This is just the rough version I posted in your thread though. I was just testing it to make sure it worked first when I noticed I was losing its "hilt" multiple times in a row. I'm not entirely sure how I want to make it yet, but I've a few ideas. Maybe I should start a thread once I get a proper base creature set up, and get a few other opinions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on November 03, 2013, 05:26:34 pm
The partial remains thing is known, kind of (http://www.bay12forums.com/smf/index.php?topic=127219.0), but I don't think it's really been reliably replicated, and might vary from test to test. Putnam's post might be a clue, but the body you've used doesn't seem to qualify. (and I feel compelled to say that there have been living, or at least animate, weapon creatures in mods.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 03, 2013, 05:55:11 pm
Seeds should be SEEDS:NONE:PLANT_MAT:POTATO:SEED.

Aha, I really should've tried that. My only defense is it was 5 AM or so at the time. Thanks again!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 03, 2013, 05:59:23 pm
The partial remains thing is known, kind of (http://www.bay12forums.com/smf/index.php?topic=127219.0), but I don't think it's really been reliably replicated, and might vary from test to test. Putnam's post might be a clue, but the body you've used doesn't seem to qualify. (and I feel compelled to say that there have been living, or at least animate, weapon creatures in mods.)

Oh hey, I've posted in there too. Though that problem wasn't discussed as much as how armour protects certain bodyparts.

I've seen some mods with animated armour, but I haven't seen any with weapons. Meph mentioned he couldn't find any either.
Quote
I might make an entire set of animated weapons sometime, once I find out if it has been done before or not.
It hasnt. I looked for something like that, never found anything. Genesis has animated armors with weapons+shields, but thats it.
Though if there is one it may make my work a bit easier, depending on how it compares to my idea of how they would work.

I've had this problem before, but it was caused by a body part not having any tissues. Even then, I wasn't able to lose the same part more than once. I'm going to make sure that I didn't miss a body-part or tissues, though I doubt it, since there are only two parts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 03, 2013, 06:01:23 pm
I've made a few creatures with weapon-parts. Lord English ("cherubic Lord of Time"), for example, has a cane/gun; Bec Noir ("prototyped/sovereign slayer") has a sword.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 03, 2013, 09:23:07 pm
I switched the tissues from there being a metal and a wooden component to just a metal one, and it seems to have fixed the problem. I'm guessing there was some sort of tissue error. Normal weapons are purely metal anyways, so this new way makes more sense. It will also increase the creature's survivability if I go through with my idea of having it "die" when the blade is separated from the hilt.

But now there's another thing confusing me.

Spoiler (click to show/hide)

Is it normal to see multiple wounds of the same type on the same body part like this? I've never seen this before. It's minor, at least, so if it can't be fixed then it won't bother me much.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 03, 2013, 10:20:16 pm
I return with another question!

So I'm trying to make a reaction that creates liquor in a barrel.

[REAGENT:B:1:NONE:NONE:NONE:NONE][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][EMPTY]
[PRODUCT:50:40:DRINK:NONE:PLANT_MAT:RICE:DRINK][PRODUCT_TO_CONTAINER:B]

I've looked at a reference reaction and everything seems in order. The rest of the reaction doesn't use any plants as a reagent, just some other mod items, but I don't think that should effect it...

Thanks in advance!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 03, 2013, 10:22:38 pm
that's just way too much drink.

Also, it needs a PRODUCT_DIMENSION of 150.

Also, why only 50%?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 03, 2013, 10:45:19 pm
Well in this case the other reagents it takes are sort've difficult to generate, so I figured I'd give a larger amount of drink then usual (unless that's an issue with making the reaction work). Annnd 50% because the reaction also offers other things, although I'm still looking into where it should be exactly, just in the process of testing reactions now.

Annnnd Product_Dimension of 150, check. Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Suds Zimmerman on November 03, 2013, 11:05:48 pm
Bear in mind that the hardcoded barrels can only actually fit 15 units of drink when used with custom reactions. (Toady cheats them in there ignoring the capcity.) If you're not using a large pot or some other similar food storage container for the reaction, you'll get 25 of those drink units spilled on the ground.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 03, 2013, 11:08:33 pm
oh, 15 only huh? Hmm. Might be why it's still not working (just creating a stack of 40 booze and a barrel), I'll give that a shot.

EDIT: Thaaaat did it! Thanks both of you!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on November 04, 2013, 12:55:36 am
trying to make wood plentiful

so I made this (i realize i should pull the fuel token)

reaction_smelter2

[OBJECT:REACTION]

-- This core file has been changed for Civilization Forge

[REACTION:WOOD_BLOCKS_TO_COKE]
[NAME:make coke from wood blocks]
[BUILDING:SMELTER:NONE]
[REAGENT:wooden item:1:BLOCKS:PLANT_MAT:NONE:NONE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

yet. it's using shale blocks to fuel the smelter vs the wood planks that are made.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 04, 2013, 01:08:21 am
BLOCKS:NONE:PLANT_MAT:NONE:NONE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on November 04, 2013, 09:12:43 am
Could you give the entire reagent line?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vyznev on November 04, 2013, 09:34:20 am
Like Putnam said, [REAGENT:wooden item:1:BLOCKS:NONE:PLANT_MAT:NONE:NONE].  Or possibly [REAGENT:wooden item:1:BLOCKS:NONE:PLANT_MAT:NONE:WOOD] if you want to be a bit more specific (e.g. if your mod has plump helmet blocks and you want to exclude those).

Remember, item types (http://dwarffortresswiki.org/index.php/DF2012:Item_token) always have two parts, a type and a subtype, even if the subtype is NONE.  So here the item type is BLOCKS:NONE (because blocks don't have specific subtypes) and the material is PLANT_MAT:NONE:WOOD (i.e. a material named "WOOD" from any plant).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on November 04, 2013, 06:41:06 pm
Okay, having some weird problems with a reaction.  I'm trying to fill a jar with liquid but for some reason the liquid always winds up outside the jar.  Any idea why?
The jar is just a regular liquid container.  It works fine if I use a barrel.
Code: [Select]
[REACTION:VIM_MW]
[NAME:convert drink to vim]
[BUILDING:STILL:CUSTOM_V]
[REAGENT:drink:150:DRINK:NONE:NONE:NONE]
[REAGENT:drink container:1:NONE:NONE:NONE:NONE]
[FOOD_STORAGE_CONTAINER]
[CAN_USE_ARTIFACT]
[PRESERVE_REAGENT]
[CONTAINS:drink]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:jar:1:TOOL:ITEM_TOOL_JAR:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][HAS_TOOL_USE:LIQUID_CONTAINER][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NO_SUBTYPE:CREATURE_MAT:TOAD_MW:VIM][PRODUCT_TO_CONTAINER:jar][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BOULDER:NONE:CREATURE_MAT:MAGIC_MAT_MW:VIM_DRAIN]
[SKILL:BREWING]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on November 04, 2013, 06:57:26 pm
Does the ITEM_TOOL_JAR have a sufficient storage capacity?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 04, 2013, 07:00:05 pm
You might want to replace the entire jar reagent with NONE:NONE:NONE:NONE. [HAS_TOOL_USE:LIQUID_CONTAINER] works well enough.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on November 05, 2013, 04:17:26 am
That could be it.  So if a liquid product is too big, they just dump out the whole thing?
How does storage capacity relate to material size?  The jars have a capacity of 1000, which should be enough.
I'm trying to create a system based around jars, each able to contain a single unit of liquid.  Wasting stacks of drink isn't a huge issue, but I want to have complete control over the more expensive alchemical products and reagents, without dealing with stacks.  How might this be accomplished?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: koter on November 05, 2013, 05:06:40 am
Is there a way to find a retired adventurer if I cannot unretire? I have found the hamlet where I retired him (-ish), but cannot locate the unit to use bodyswap.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zammer990 on November 05, 2013, 01:35:08 pm
How do you give a creature gold for blood, I tried [BLOOD:INORGANIC_GOLD:LIQUID] but they just gave it no blood at all
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on November 05, 2013, 01:39:45 pm
I think you need [BLOOD:INORGANIC:GOLD:LIQUID] but I'm not very good with materials and bodyparts and so forth so I'm probably wrong.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zammer990 on November 05, 2013, 01:50:52 pm
That seems to have worked, the blood system is a bit weird though, you get not scalding liquid gold o_O
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on November 05, 2013, 02:12:40 pm
You're not altering the temperature of the stuff. You're just declaring that the gold is watery and that's it.

As an aside, making the blood gaseous looks really funny. It's like a cartoon dustcloud.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on November 05, 2013, 05:41:25 pm
how do you spawn something (the spawn command for masterwork dwarf fortress) and make it male/female and change castles
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 05, 2013, 05:51:01 pm
You're not altering the temperature of the stuff. You're just declaring that the gold is watery and that's it.

No, you are literally saying that their blood is liquid gold with all the temperature baggage that goes along with that. It's melted gold. States require temperature in DF.

how do you spawn something (the spawn command for masterwork dwarf fortress) and make it male/female and change castles

The spawn command was written by Warmist. Masterwork's usage of it was mostly because Warmist and I made a version for DFHack 0.34.11 r3. This is better suited to the DFHack topic.

Anyway, spawnunit DWARF MALE Joe should give you a male dwarf named Joe. You can replace MALE with any caste and DWARF with any creature. That's pretty much it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on November 05, 2013, 07:24:03 pm
You're not altering the temperature of the stuff. You're just declaring that the gold is watery and that's it.

No, you are literally saying that their blood is liquid gold with all the temperature baggage that goes along with that. It's melted gold. States require temperature in DF.

how do you spawn something (the spawn command for masterwork dwarf fortress) and make it male/female and change castles

The spawn command was written by Warmist. Masterwork's usage of it was mostly because Warmist and I made a version for DFHack 0.34.11 r3. This is better suited to the DFHack topic.

Anyway, spawnunit DWARF MALE Joe should give you a male dwarf named Joe. You can replace MALE with any caste and DWARF with any creature. That's pretty much it.

Wait... it NAMES them??  So I can make summon spirits??
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 05, 2013, 07:31:25 pm
Oh yeah.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 06, 2013, 01:48:52 am
Simple (presumably) question I feel like I've asked before (I searched, don't worry), why are there two striker skills on my embark screen? Did I break something? I mean raising one point in one raises it a point in the other with no extra cost, so it's not a big deal, but I'd like to get it ironed out if it's the mods fault.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 06, 2013, 01:51:57 am
Don't worry about it. IIRC it's something to do with using weapons that have STRIKER skill.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 06, 2013, 01:54:34 am
Excellent! Thanks yet again!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Etherdrinker on November 06, 2013, 05:39:02 am
When  projectile is shoot to a target:

When it hits successfully, the missile stops no matter what he hits? (means all missiles don´t fully pierce if they hit a creature)

Is they miss, this missile can still do damage other creature than is in the trail path?

The question have in mind for create piercing missiles than could hits multiples creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 06, 2013, 05:40:08 am
YEs, yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on November 06, 2013, 11:22:39 am
The only piercing missile that can hit multiple creatures is a ballista bolt, fired from a ballista.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 07, 2013, 02:44:10 am
Is there a list of tokens to use for in game buildings like the mason's shop, etc, or are the vast majority hardcoded? I think I've seen people put reactions into the kitchen for instance, but I'm not aware of a place to find the tokens for that sort've thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 07, 2013, 03:01:13 am
Is there a list of tokens to use for in game buildings like the mason's shop, etc, or are the vast majority hardcoded? I think I've seen people put reactions into the kitchen for instance, but I'm not aware of a place to find the tokens for that sort've thing.

The majority are hardcoded. Here's a list. (http://dwarffortresswiki.org/index.php/Reactions#Building) KITCHEN is valid.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 07, 2013, 03:24:30 am
Fantastic, Quern is valid and would be even better. Thanks much Putnam!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 08, 2013, 12:54:24 am
Okay, slightly bigger question.

Some background, I'm currently working on agriculture and trying to make it less "plant and forget", giving it byproducts, forcing you to process some plants for food for greater rewards, along with making them edible, etc.

One of those byproducts is straw, which I want to make into blocks via a custom reaction. So I made a Straw material template, and made an inorganic entry for straw. They both have their own text files in case I need to make more new mats later, they both have the appropriate info at the top of the text files. And it still refuses to acknowledge it as a material.

So, question one: what am I doing wrong?

Spoiler: All the relevant stuff (click to show/hide)

And 2: Am I going about doing this in a very roundabout way? It being making a new straw material. Because it feels like I am, mostly in the material template definitions but I dunno for sure, and this is fairly new territory for me!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 08, 2013, 01:08:01 am
Yeah, you don't really need the template.

You regen the world?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 08, 2013, 02:04:03 am
Was using object testing arena to generate the error log, no worlds currently genned.

EDIT:Hurf, it was a simple typo. Like always. :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: spikeof2010 on November 08, 2013, 10:16:59 pm
How would I go about making new adventure mode attacks? Like Masterwork did.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 08, 2013, 10:33:09 pm
How would I go about making new adventure mode attacks? Like Masterwork did.

Masterwork creates new attacks by adding new attacks to individual creatures, and by adding new attacks to weapons.

The easiest thing to do would be to open the weapons file, and copy the pre-existing attacks and re-name them.

For example:

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]
[NAME:war hammer:war hammers]
[SIZE:400]
[SKILL:HAMMER]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]

Could be changed to

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]
[NAME:war hammer:war hammers]
[SIZE:400]
[SKILL:HAMMER]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[ATTACK:BLUNT:5:400:smash:smashes:NO_SUB:2000]
[ATTACK:BLUNT:20:100:crash:crashes:NO_SUB:2000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dagger on November 08, 2013, 10:39:39 pm
nm im a fool
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dagger on November 09, 2013, 12:37:42 am
Okay changing the liquid reactions to only 10 instead of 25 works. Guess barrels don't hold as much as they used to.


The food ones got me baffled though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 09, 2013, 01:37:00 am
as a note, barrels can hold up to 15 I believe liquid amounts. They still hold more then that in fortress mode due to wizardry. Dunno if this limit applies to food.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Suds Zimmerman on November 09, 2013, 02:31:42 am
I have a custom material intended only for armour, but civs still bring finished goods made of that material. Is this because of some error on my part in the raws? If not, is there a way to prevent this from happening?

Here's the raw for the material.
Spoiler (click to show/hide)

Metal_template, for reference (all it really adds is [IS_METAL], I think?)
Spoiler (click to show/hide)

And the reaction the civ gets to have access to the material, which does not occur naturally.
Spoiler (click to show/hide)

Is the problem here that IS_METAL implicitly allows the material to be used for crafts and tools? If I remove it, will the civ be unable to bring armour made of that material?

Or is it that ITEMS_ARMOR also allows crafts, and I'm shafted either way if I want that armour?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: spikeof2010 on November 09, 2013, 05:58:06 pm
I don't quite understand all the parameters of an attack? I understand BLUNT and EDGE and the verbs, but I don't understand what the numbers effect.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 09, 2013, 06:19:43 pm
I don't quite understand all the parameters of an attack? I understand BLUNT and EDGE and the verbs, but I don't understand what the numbers effect.

It's not too hard to understand, once you get the hang of it.

[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]

ATTACK simply starts the string, and BLUNT and EDGE you already know.

The first number is the contact area, which is the percent of the weapon's size that is used on an attack, and will dictate how large the wounds created by the weapon are. The second number in the penetration, which is how deep it will cut. Whether penetration actually works for blunt weapons isn't known, to my knowledge.

Then there's the first person and third person verbs, followed by a noun. The noun is what part of the weapon is used to attack, so with NO_SUB, the part won't be named.

Finally, the last number is the attack's velocity. It defaults to 1000. Think of it as being a percentage multiplied by 10, so an attack with a velocity of 2000 will hit twice as hard as normal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: spikeof2010 on November 09, 2013, 06:31:14 pm
Thanks, Black Flame, but mind showing contact area in reference to something else? Like what would that even mean? I know bigger wounds, but in relation to what? A sword? A mace?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 09, 2013, 07:12:19 pm
The number is the potential size of the wound left behind on the victim of the attack. As mentioned, the number is the percentage of the weapon's size that is used to attack with, at least to my knowledge. So if a weapon has a contact size of 100, the weapons size is equal to the wound left behind. If the contact is 200, then the wound will be twice the size of the weapon.

For comparison:

Here's an axe's hacking attack.

[ATTACK:EDGE:40000:6000:hack:hacks:NO_SUB:1250]

This will leave an immense wound on most creatures if it is able to connect.

This is a spear's piercing attack.

[ATTACK:EDGE:20:10000:stab:stabs:NO_SUB:1000]

It leaves a wound like a pin-hole, but it hits much deeper than the axe is capable of.

When you think of a war hammer, people may think of a large, bulky weapon, but in practice it is actually more like a war-pick, since it has a very small contact area.

It would likely look something like what is spoilered below, which is also the image posted on the wiki's hammer page.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on November 09, 2013, 07:14:20 pm
So, let me get this right. If I say, instead of [NO_SUB], I say [no_sub], the attack will say I "Bash the goblin in the left pinkie finger with the no_sub of [my] warhammer"?

ninja=edit: So that means the warhammer actually has a small contact area? Great for bone-shattering then wow. And it may actually penetrate if swung hard enough... That would be a pretty gruesome thing. I was honestly thinking of an oversize meat tenderizer :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on November 09, 2013, 07:21:00 pm
Blunt damage is really silly since it can't do lasting harm to soft tissue. All it can do is break bones and destroy organs (with lucky fragments of bones).

Penetration with blunt weapons determines how far down you can send those bone fragments.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on November 09, 2013, 07:34:02 pm
Next update though we should see limb pulping.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 09, 2013, 09:43:02 pm
It should be noted that the wiki article (http://dwarffortresswiki.org/index.php/Weapon_token) goes over all of this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dagger on November 10, 2013, 02:10:04 am
Hi,

Any idea why this might not work? I am playing with Masterwork if it matters. Thank you!!

[REACTION:CHEAT_022]
   [NAME:make soap]
   [BUILDING:CREATION_FORGE:NONE]
   [PRODUCT:100:20:BAR:NONE:CREATURE_MAT:COW:SOAP]
   [SKILL:SOAP_MAKING]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 10, 2013, 02:24:18 am
You might try replacing SOAP with RENDERED_FAT, but I'm not 100% on that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 10, 2013, 02:35:13 am
Cows don't have soap in Masterwork. You want CREATURE_MAT:ANIMAL:SOAP.

RENDERED_FAT isn't a thing, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 10, 2013, 02:40:04 am
I stand corrected!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Suds Zimmerman on November 10, 2013, 04:36:34 am
I have a custom material intended only for armour, but civs still bring finished goods made of that material. Is this because of some error on my part in the raws? If not, is there a way to prevent this from happening?

Here's the raw for the material.
Spoiler (click to show/hide)

Metal_template, for reference (all it really adds is [IS_METAL], I think?)
Spoiler (click to show/hide)

And the reaction the civ gets to have access to the material, which does not occur naturally.
Spoiler (click to show/hide)

Is the problem here that IS_METAL implicitly allows the material to be used for crafts and tools? If I remove it, will the civ be unable to bring armour made of that material?

Or is it that ITEMS_ARMOR also allows crafts, and I'm shafted either way if I want that armour?

Does nobody have an answer for this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grey Goo on November 10, 2013, 05:12:19 pm
Hey! \o/ I got finally question!

How to you create drinks which gives temporal interactions, like let's say firebreathing?...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on November 10, 2013, 05:16:07 pm
Hey! \o/ I got finally question!

How to you create drinks which gives temporal interactions, like let's say firebreathing?...
Yes. Give it syndromes with CAN_DO_INTERACTION:MATERIAL_EMISSION... see the wiki on syndromes and interactions for examples. You add the syndrome in the drink material of the plant. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: spikeof2010 on November 10, 2013, 05:34:01 pm
Where do I install plugins for DFHack?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on November 10, 2013, 05:35:46 pm
I have a custom material intended only for armour, but civs still bring finished goods made of that material. Is this because of some error on my part in the raws? If not, is there a way to prevent this from happening?

Here's the raw for the material.
Spoiler (click to show/hide)

Metal_template, for reference (all it really adds is [IS_METAL], I think?)
Spoiler (click to show/hide)

And the reaction the civ gets to have access to the material, which does not occur naturally.
Spoiler (click to show/hide)

Is the problem here that IS_METAL implicitly allows the material to be used for crafts and tools? If I remove it, will the civ be unable to bring armour made of that material?

Or is it that ITEMS_ARMOR also allows crafts, and I'm shafted either way if I want that armour?

Does nobody have an answer for this?

This is a catch 22.

IS_METAL is indeed your problem.  Because your material is qualified as metal, many hard coded reactions will use the material, such as making things like bins or cages, that don't have a requisite ITEMS_XXX material usage token.  IS_METAL also means that your material (Carapace) can be melted down at a smelter.

If you remove IS_METAL, then your material won't be used by or brought by outside entities unless they use wood weapons / armor, in which case you must have your carapace derive from wood.  This is because the game only has entities use METAL equipment.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 10, 2013, 06:54:55 pm
Where do I install plugins for DFHack?

Plugins go in the plugins folder. Scripts go in the scripts folder.

If it's a .so or a .dll, it's a plugin. If it's a .lua or .rb, it's a script.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on November 10, 2013, 07:00:14 pm
I have a custom material intended only for armour, but civs still bring finished goods made of that material. Is this because of some error on my part in the raws? If not, is there a way to prevent this from happening?

Here's the raw for the material.
Spoiler (click to show/hide)

Metal_template, for reference (all it really adds is [IS_METAL], I think?)
Spoiler (click to show/hide)

And the reaction the civ gets to have access to the material, which does not occur naturally.
Spoiler (click to show/hide)

Is the problem here that IS_METAL implicitly allows the material to be used for crafts and tools? If I remove it, will the civ be unable to bring armour made of that material?

Or is it that ITEMS_ARMOR also allows crafts, and I'm shafted either way if I want that armour?

Does nobody have an answer for this?

This is a catch 22.

IS_METAL is indeed your problem.  Because your material is qualified as metal, many hard coded reactions will use the material, such as making things like bins or cages, that don't have a requisite ITEMS_XXX material usage token.  IS_METAL also means that your material (Carapace) can be melted down at a smelter.

If you remove IS_METAL, then your material won't be used by or brought by outside entities unless they use wood weapons / armor, in which case you must have your carapace derive from wood.  This is because the game only has entities use METAL equipment.
Sorry, I didnt see your question before.

You have two solutions for this:
The metal gets the SPECIAL tag, which will stop it from being traded. Its best to test this, if you still see it at embark, it will still appear in caravans. If its missing, it worked, and its only locally available.

Remove your reaction that produces bars, and replace it with reactions that directly make the item (armors) instead of bars. As soon as your civ gets access to bars (through mining and smelting, or a reaction like you posted) they will trade all HARD_MAT items made from this material.

These two are the only things that work. The first removes it completely from trading and embark, and you can locally use the material, although your metalcrafters will still make tools/crafts/furniture from it, if you want to.

The second solution removes it from embark and trading, and you can only generate armor with it, but requires custom reactions.

See the volcanic foundry in MDF for an example, I had the same problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: spikeof2010 on November 10, 2013, 07:57:35 pm
What exactly IS a secret?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 10, 2013, 08:15:29 pm
What exactly IS a secret?

Secrets are magical abilities or knowledges that are given to mortals by the gods, or passed down from supernatural creatures or others who possess a secret to those looking to learn from them.

At the moment, it is just necromancy, but new ones can be modded in through interactions. There is a sample interaction for secrets in the raw files, as well as examples of evil weather, vampirism, and were-beasts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: spikeof2010 on November 10, 2013, 08:31:41 pm
How would I go about adding a new secret?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 10, 2013, 08:35:46 pm
What exactly IS a secret?

new ones can be modded in through interactions. There is a sample interaction for secrets in the raw files, as well as examples of evil weather, vampirism, and were-beasts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 11, 2013, 02:43:38 am
Is it possible to make a plant first spawn in the first cavern layer, then get more common as it gets closer to hell? Or is the rarity uniform?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on November 11, 2013, 02:51:03 am
You can't distinguish frequency between layers or biomes, no. You could juke the system by making slightly different versions of the same thing that only start appearing in the later layers, but that also has its crinkles.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 11, 2013, 03:00:43 am
Okay, well it's good enough to just have it spawn in the lowest layer I suppose. Thanks much!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Suds Zimmerman on November 11, 2013, 05:38:19 am
-snip-

This is a catch 22.

IS_METAL is indeed your problem.  Because your material is qualified as metal, many hard coded reactions will use the material, such as making things like bins or cages, that don't have a requisite ITEMS_XXX material usage token.  IS_METAL also means that your material (Carapace) can be melted down at a smelter.

If you remove IS_METAL, then your material won't be used by or brought by outside entities unless they use wood weapons / armor, in which case you must have your carapace derive from wood.  This is because the game only has entities use METAL equipment.
Sorry, I didnt see your question before.

You have two solutions for this:
The metal gets the SPECIAL tag, which will stop it from being traded. Its best to test this, if you still see it at embark, it will still appear in caravans. If its missing, it worked, and its only locally available.

Remove your reaction that produces bars, and replace it with reactions that directly make the item (armors) instead of bars. As soon as your civ gets access to bars (through mining and smelting, or a reaction like you posted) they will trade all HARD_MAT items made from this material.

These two are the only things that work. The first removes it completely from trading and embark, and you can locally use the material, although your metalcrafters will still make tools/crafts/furniture from it, if you want to.

The second solution removes it from embark and trading, and you can only generate armor with it, but requires custom reactions.

See the volcanic foundry in MDF for an example, I had the same problem.

I see. Thank you for the responses. I guess the only solution is to remove it altogether from trading as loose pieces, as much as I dislike that. Although since the actual soldiers of the civ still predominantly bring armour made of low-tier metals under the current scheme, I guess it doesn't make much difference.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grey Goo on November 11, 2013, 07:52:17 am
Yes. Give it syndromes with CAN_DO_INTERACTION:MATERIAL_EMISSION... see the wiki on syndromes and interactions for examples. You add the syndrome in the drink material of the plant. :)

Looked already, can't get work. Syndromes were easy, interactions... well... let's say i'll take rather straight example. Testing just to see if you make them work right takes way too long time. Half hour per thing, at best. At worst up to four hours. Yes, I am slow to make anything work. You may now understand why I hate build new things. Through, I really love to modify templates. Fast enough...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Suds Zimmerman on November 11, 2013, 08:07:44 am
Yes. Give it syndromes with CAN_DO_INTERACTION:MATERIAL_EMISSION... see the wiki on syndromes and interactions for examples. You add the syndrome in the drink material of the plant. :)

Looked already, can't get work. Syndromes were easy, interactions... well... let's say i'll take rather straight example. Testing just to see if you make them work right takes way too long time. Half hour per thing, at best. At worst up to four hours. Yes, I am slow to make anything work. You may now understand why I hate build new things. Through, I really love to modify templates. Fast enough...

Here. Put this under the drink material.

Code: [Select]
[SYNDROME]
[SYN_NAME:burning throat]
            [SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[CE_CAN_DO_INTERACTION:PROB:100:START:0:END:10000]
[CDI:USAGE_HINT:ATTACK]
[CDI:FLOW:FIREJET]
[CDI:VERB:breathe flame:breathes flame:NA]
[CDI:ADV_NAME:breathe flame]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:6]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:200]

And tweak the values as you like.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: spikeof2010 on November 11, 2013, 08:46:25 pm
What if we turned everything into elf skin, would that work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 11, 2013, 10:25:37 pm
Creature tag questions!

1. Does BONECARN have any issues with wild creatures? They'll still spawn in game even if they can only eat bones right? It's only civs that have issues with it?

2. Is it possible to put both [BONECARN] and [CARNIVORE] to get around the "bone eating civs tend to starve to death rapidly" issue for entities?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 11, 2013, 11:22:02 pm
1. no, it doesn't
2. BONECARN implies CARNIVORE anyway
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 11, 2013, 11:30:52 pm
Okay, both good. Thank you!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 12, 2013, 03:05:15 am
I'm back, because creatures regularly give me trouble!

So I want some creatures to have black hair and black eyes exclusively. But it's inexplicibly not taking them. It's puzzling, because another creature that uses the exact same color modifiers works fine.

Spoiler: Errors (click to show/hide)

Spoiler: Raws (click to show/hide)

Thanks in advance!

EDIT: Figured it out, blind cave ogres, which I used for a starting point don't have eyes! And I forgot to declare basic hair layers because they don't start with hair either. Hurf. I will paste the entire creature raws in the future.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 13, 2013, 05:54:20 am
Interaction questions! Along with a couple of misc questions.

1. I have a melee interaction that's supposed to stun enemies and inflict pain, among other things, but it's being used from a range. Why is that? The creature isn't pummeling itself and it's effecting its' opponent, I've confirmed that.

Spoiler: Info (click to show/hide)

2. I have a ranged reaction that's hitting more people then it should. It's also not accepting EYE, EYES or ALL (I THINK just the ALL in the PAIN segment, but the BRUISING segment may also be setting it off) as tokens. How do I get that working?

Spoiler: Info (click to show/hide)

3. Is there a way to make a creature immune to higher temperatures, besides making custom tissues that have higher melting points? One of the creatures I've made is melting itself with it's own homeotherm. I've tried FIREIMMUNE but it doesn't seem to be working.

And finally, 4. One of the creatures appears to, on occasion, be dying and spawning water/magma on the square it dies on. I have no idea why. This happens in the testing arena, if it helps.

Spoiler: Info (click to show/hide)

Thanks in advance, again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grey Goo on November 13, 2013, 11:01:23 am
Hey, how to make interaction target specific bodyparts like let's say lungs or eyes? Not own bodyparts of course, but someones elses...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on November 13, 2013, 11:16:50 am
You can't target specific bodyparts with interactions, but you can make syndromes target BP:LOCALIZED and you can apply those syndromes by way of a creature attack with SPECIALATTACK_INJECT_EXTRACT. This lets you use the aimed attacks system to precisely deliver syndromes. A downside of this is that you can't learn the attack via secrets, but there's currently no way without downsides.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Suds Zimmerman on November 13, 2013, 11:43:20 am
Interaction questions! Along with a couple of misc questions.

1. I have a melee interaction that's supposed to stun enemies and inflict pain, among other things, but it's being used from a range. Why is that? The creature isn't pummeling itself and it's effecting its' opponent, I've confirmed that.

Spoiler: Info (click to show/hide)

2. I have a ranged reaction that's hitting more people then it should. It's also not accepting EYE, EYES or ALL (I THINK just the ALL in the PAIN segment, but the BRUISING segment may also be setting it off) as tokens. How do I get that working?

Spoiler: Info (click to show/hide)

3. Is there a way to make a creature immune to higher temperatures, besides making custom tissues that have higher melting points? One of the creatures I've made is melting itself with it's own homeotherm. I've tried FIREIMMUNE but it doesn't seem to be working.

And finally, 4. One of the creatures appears to, on occasion, be dying and spawning water/magma on the square it dies on. I have no idea why. This happens in the testing arena, if it helps.

Spoiler: Info (click to show/hide)

Thanks in advance, again.

I don't know about 1 and 4, but I can help you a bit with the other ones.

2. EYES isn't a valid type. Try using BY_CATEGORY:EYE or BY_TYPE:SIGHT

3. No.

Likewise, in your first one, TORSO is also not a valid type. Use BY_CATEGORY:BODY_UPPER or BODY_LOWER or BY_TYPE:UPPERBODY or LOWERBODY. No idea why it's affecting more than one target or why the listed range isn't being respected. You might want to try changing I_TARGET:B and CDI:TARGET:C to match, though I don't think that's it.

Bear in mind that if you make it by category, some creatures won't be affected, such as those with a simple one-part body, who just use the BODY category in place of BODY_UPPER and BODY_LOWER.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 13, 2013, 04:32:53 pm
You might want to try changing I_TARGET:B and CDI:TARGET:C to match, though I don't think that's it.

That's exactly it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 13, 2013, 08:14:18 pm
Aha, I didn't notice the target discrepancy. Always some minor thing. For future reference, where can you find where these body parts are listed? Is it in BP templates, or is it some thing in the .exe it's calling, and as such you just kind've have to memorize them?

Thanks to the both of you, also!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jimexmore on November 13, 2013, 08:16:39 pm
Does anyone know how to make spells and how to make a creature cast certain ones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 13, 2013, 08:25:14 pm
Interactions! Take a look at the dragon raws along with interaction_standard for an example, and go from there. You can find interaction tokens (http://dwarffortresswiki.org/index.php/DF2012:Interaction_token) on the wiki.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 13, 2013, 10:35:35 pm
So, constructing another creature, another problem crops up.

Code: [Select]
USHI_ONI:Body Token Recognized But Could Not Connect: 2EYES
USHI_ONI:Body Token Recognized But Could Not Connect: HEART
USHI_ONI:Body Token Recognized But Could Not Connect: BRAIN
USHI_ONI:Body Token Recognized But Could Not Connect: MOUTH
USHI_ONI:Body Token Recognized But Could Not Connect: 2HEAD_HORN

All but the heart connects to the head, but there's a head body part on the body I fiddled with. The heart also has an UPPER_BODY body part to connect to but they're just not doing it.

I suspect this may also be related to the secondary issue of...

Code: [Select]
USHI_ONI:FEMALE:upper abdomen, layer 1: Tissue HAIR was not found, using first tissue instead
USHI_ONI:FEMALE:upper abdomen, layer 2: Tissue SKIN was not found, using first tissue instead
USHI_ONI:FEMALE:upper abdomen, layer 3: Tissue FAT was not found, using first tissue instead
USHI_ONI:FEMALE:upper abdomen, layer 4: Tissue MUSCLE was not found, using first tissue instead

Except I've declared the tissues too. On to posting creature raws! I've bolded the parts where I've (at least I think) declared tissues.

Spoiler: creature (click to show/hide)


Thanks yet again for all the help! Really appreciate it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 13, 2013, 10:43:04 pm
You've only stated what tissues go where, you haven't actually added them.

Try adding these, and let us know if it helps.
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 13, 2013, 10:50:18 pm
Also, you can't connect a head to an upper body that doesn't exist yet. You need to put parts that connect to other parts after the parts they connect to.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 13, 2013, 11:39:03 pm
You've only stated what tissues go where, you haven't actually added them.

Try adding these, and let us know if it helps.
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]

Aha! I can already feel myself getting better at this. I'll edit in if this doesn't work, but I'm fairly certain that it will.

Also, you can't connect a head to an upper body that doesn't exist yet. You need to put parts that connect to other parts after the parts they connect to.

Ahaaaa, I had suspected there was something like this in play, I was just looking at the [BODY:etc] portion of the creature, as opposed to the body template. Fantastic.

You're all great people, thanks again!

EDIT: Okay, the connection issues persist.

New raws:


Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on November 14, 2013, 04:46:48 pm
Is it possible to limit a raise dead interaction to only affect a specific creature/caste?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 14, 2013, 04:49:23 pm
[IT_AFFECTED_CREATURE: CREATURE : CASTE ]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: milo christiansen on November 14, 2013, 05:16:14 pm
Does anyone know what reagent to use for a mine cart full of magma? I know what item/material to use but how much?
Also what would the product line be for a minecart full of magma (that is exactly like one filled by submerging the cart)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on November 14, 2013, 05:20:19 pm
Dont use minecarts in reagents. The game crashes, if a route is started, and a minecart is removed (for example, because a dwarf wants to use it in a reaction). I had that problem in my mod. I'd use something else, some custom tool.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: milo christiansen on November 14, 2013, 05:24:40 pm
I thought Masterwork had a building that allowed you to fill minecarts with magma that you could then dump?

EDIT: What kind of custom tool? I really want to be able to use up magma, which, correct me if I'm wrong cannot be done with a reaction unless a minecart full is used.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on November 14, 2013, 05:42:55 pm
I use Magmatankers, which are custom tools. I assume they can cause the same problem, but got no reports so far.

The reaction:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: milo christiansen on November 14, 2013, 05:54:06 pm
I know about that reaction :) I was just wanted to use the vanilla carts.

If a custom minecart works somehow, what exactly is the relation to cart capacity and magma amount? eg how large does the cart need to be to hold exactly 7/7 magma and what would the reagent/product lines for that be.

Using that info I should be able to figure the numbers I need for any size cart.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on November 14, 2013, 06:03:28 pm
Not 100% sure myself, but all the related science is in this thread: http://www.bay12forums.com/smf/index.php?topic=110569.msg3479159#msg3479159 (http://www.bay12forums.com/smf/index.php?topic=110569.msg3479159#msg3479159)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: milo christiansen on November 14, 2013, 06:07:41 pm
Thanks, I'll have to read that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 14, 2013, 08:23:52 pm
Still looking at that body, and as far as I know I'm not doing anything wrong, but it's still convinced it doesn't have a head to connect teeth and such to.

Spoiler: errorlog (click to show/hide)

Spoiler: body (click to show/hide)

Spoiler: creature (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 14, 2013, 08:47:51 pm
Make sure it's matching all the CON/CON_CAT/CONTYPE things in the respective body parts you're trying to use.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 14, 2013, 09:06:59 pm
Adding [CON_CAT:xxxx] to all the vanilla parts I was using inexplicibly fixed it. Well okay! Thanks much!

Naturally, since I was working on another creature while I was waiting for this, I have another question.

This guy is not showing up in the arena, and as a result, presumably not spawning. All of the appearence factors are set up as they are because he's a historical figure and I'd like his appearence changing as little as possible, but if that's, for some reason, the issue, it can be waved off.

Spoiler: creature (click to show/hide)

Thanks yet yet again! I just can't seem to get creatures right the first time around.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 14, 2013, 09:10:24 pm
Code: [Select]
creature_tengu_megabeast?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 14, 2013, 09:32:32 pm
UAGAUHAUHRGUAHRGUAHGURHAUGHGUHRHU

I am facepalming. >:(


oh, it wasn't quite that obvious, still pretty dumb, wasn't aware you absolutely NEEDED creature in the name of a creature raw. Well good to know!

Thanks very much fella.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on November 14, 2013, 09:40:01 pm
The game is super fussy about the actual filenames, too. I was pulling out my hair with creatures not finding anything about my custom body detail plans until I renamed "custom_detail_plan.txt" into "b_detail_plan_custom.txt".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 14, 2013, 11:26:28 pm
The game is super fussy about the actual filenames, too. I was pulling out my hair with creatures not finding anything about my custom body detail plans until I renamed "custom_detail_plan.txt" into "b_detail_plan_custom.txt".

Probably worth keeping an eye on capital letters and such too, then, thinking about it. Good to know!

Final question on creatures! Hopefully for a while because I'm beginning to feel like I'm getting the hang of this entire thing.

I've got a creature, and I want the skin on his upper body, lower body, and head to be all steel, along with his head (subject to change, but that's irrelevant, like a lot of little details I point out in these posts). However it's coughing up this at me.


Spoiler: error (click to show/hide)

So, the steel token is in the wrong place on the line, but where else would it go? And some auxilary questions, will changing the relative thickness in the creature file make the skin thicker, and as a result more durable, should he not be as durable as I want? I doubt it'll be an issue, but I'd like to know ahead of time so I can give you people some peace. :P

Spoiler: Creature (click to show/hide)

Thanks for hopefully the final time for a little bit! :D

EDIT: Metal tissue in the RAW now bolded because I forgot to do it the first time.


Figured it out, made all his skin steel, for anyone curious, change "TISSUE_LAYER:BY_CATEGORY:UPPERBODY:STEEL" to "TISSUE_LAYER:SKIN:STEEL", and erase the other lines. Not sure how to get localized steel skin on bodyparts but I'm pretty happy with this honestly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CryptoCactus on November 15, 2013, 11:09:41 am
There currently not really any way to fix/workaround the bug wherein a stack of x produces only a single y, right?

(In this case I was working on expanding the hair/wool textile industry, but it's kinda useless if I can only produce one thread from an indeterminate amount of wool.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on November 15, 2013, 11:12:56 am
I use a workaround in which specific creatures give specific threads, which can not be used in the "spin wool from thread" reaction, instead I use my own reactions, with a specific amount of cloth created. For example shearing sheep gives "fleece thread", and spinning fleece thread gives 3 units of cloth.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CryptoCactus on November 15, 2013, 11:16:56 am
Mmm, delicious. Good thinking. Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on November 15, 2013, 12:06:51 pm
Can the [MATERIAL_FORCE_MULTIPLIER:X:X] token be transmitted by syndromes? I want to make dragons blood impart high damage resistance on anyone it touches.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 15, 2013, 12:10:35 pm
Can the [MATERIAL_FORCE_MULTIPLIER:X:X] token be transmitted by syndromes? I want to make dragons blood impart high damage resistance on anyone it touches.

http://dwarffortresswiki.org/index.php/Syndrome

Yes it can. Just add [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT: MATERIAL :#:#] to the syndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on November 15, 2013, 12:58:26 pm
Much appreciated. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Baffler on November 15, 2013, 09:41:20 pm
How is wood defined as a reagent for a custom reaction if I want any kind of wood to be used? Everything I've tried so far has just allowed the reaction to happen with no reagent and crashes the game afterward, I suspect because it tries to inherit its material from nothing. I am trying to make a splitting block to make 8 wood blocks from logs for construction purposes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 15, 2013, 09:50:35 pm
How is wood defined as a reagent for a custom reaction if I want any kind of wood to be used? Everything I've tried so far has just allowed the reaction to happen with no reagent and crashes the game afterward, I suspect because it tries to inherit its material from nothing. I am trying to make a splitting block to make 8 wood blocks from logs for construction purposes.

[REAGENT:A:1:WOOD:NONE:NONE:NONE]

[PRODUCT:100:8:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Baffler on November 15, 2013, 09:52:05 pm
Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 15, 2013, 09:53:22 pm
What tags specifically effect what plants can grow (in a farm plot, not wild) in which biomes?

My plant changes have resulted, in the shrubland biome at the very least, only a couple of plants being growable period.

EDIT: For surface plants, to clarify, I know all underground plants are always growable anywhere anytime.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 15, 2013, 10:03:06 pm
There's a variety of tags (http://dwarffortresswiki.org/index.php/Plant_token) that can affect how and where a plants grow.

The main ones would likely be their biome tokens, (http://dwarffortresswiki.org/index.php/DF2012:Biome_token) and the tags that determine what season they are allowed to grow in.

Additionally, you will not be able to see a particular plant in the farm plot options until you have had either the seed or the fully grown plant at one point or another. Try sending your herbalists to gather some more plants in the area, then check to see if the options change.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 15, 2013, 10:21:26 pm
So it's basically "if the wild plant can grow here, it can grow here in a farm plot" then? It may have been a lack of seeds on embark then, I'll try grabbing a bunch of seeds next time, just to see what's showing up. Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 15, 2013, 10:32:05 pm
So it's basically "if the wild plant can grow here, it can grow here in a farm plot" then? It may have been a lack of seeds on embark then, I'll try grabbing a bunch of seeds next time, just to see what's showing up. Thanks!

Yep, they won't show up if you don't have the plant first, which is why bringing plants on embark is important. Though plants harvested by herbalists will also unlock the plot options as well.

Of course, the plants will also need to have a seed to show up in a farm plot. I know there are a handful of vanilla plants that will never appear in a farm plot, as they have no seeds.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 15, 2013, 10:50:58 pm
Well that removes my fear of all those "wheat grain/barley grain" plants used for middling stages in processing showing up in farm plots at least! Good to be able to mark something off the list.

Couple more questions...


And secondly, for the future, if a creature is hit by this reaction, will it change their disease resistance info in their description?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on November 15, 2013, 10:55:20 pm
1: That will multiply the targets disease resistance by 2.5, then add 750 to it, both permanently.
2: Should do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 15, 2013, 11:12:33 pm
Okay, how do I reduce the disease resistance? Does it take negatives? Or should it be say....

Spoiler: fixed interaction (click to show/hide)

to cut it in half? Is there any way to subtract a fixed amount from disease resistance, or do I have to settle for percentiles?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 15, 2013, 11:50:06 pm
Okay, how do I reduce the disease resistance? Does it take negatives? Or should it be say....

Spoiler: fixed interaction (click to show/hide)

to cut it in half? Is there any way to subtract a fixed amount from disease resistance, or do I have to settle for percentiles?

You can set the fixed boost to a negative number, and it will work. At least, it did in the arena just now when I tested it. Though you will need both the percentage and the boost arguments, omitting either of them like in your example above may prevent the interaction from working.

Just set the percentage argument to 100 to prevent it from affecting the victims stats. For example, this will lower the target's disease resistance by 500 points.

[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:100:-500:START:0]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 16, 2013, 12:00:59 am
Delightful! Thank you both.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on November 16, 2013, 12:48:27 pm
I am trying to experiment with the token [CE_BODY_MAT_INTERACTION] in syndromes. The wiki states;

Code: [Select]
Causes one of the creature's materials to trigger an interaction, generally when ingested. Several additional tokens may be specified after this:
CE:INTERACTION:interaction_id
CE:SYNDROME_TAG:syndrome_trigger_type (SYN_INGESTED, SYN_INJECTED, etc.)

But it doesn't give any information on how to specify what creature material you want to have trigger the interaction. Does it just apply to all creature materials? Are there more additional tokens that can be specified?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on November 16, 2013, 01:29:55 pm
There's only a single mention of that in the vanilla raws, namely in interaction_vampire.txt:

[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]

There's no further mention of RESERVED_BLOOD anywhere, so I guess that RESERVED_BLOOD is the only available MAT_TOKEN, so you can very likely only apply the CE_BODY_MAT_INTERACTION to the creature's [BLOOD].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 16, 2013, 03:06:48 pm
Nope, if you replace MAT_TOKEN with MAT (IIRC, maybe you keep MAT_TOKEN) you can use any of them, such as PUS.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on November 16, 2013, 04:18:45 pm
Nope, if you replace MAT_TOKEN with MAT (IIRC, maybe you keep MAT_TOKEN) you can use any of them, such as PUS.

Awesome, I am trying to make a syndrome (applied through a reaction) that targets a creatures blood so that when the creature bleeds it triggers a contact syndrome. What do you think the likelihood of this working is? Not at home atm so I can't test if it will work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 16, 2013, 04:45:58 pm
Bleeds? Blood is guaranteed to work no matter what your blood token is called due to the RESERVED_BLOOD argument.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on November 16, 2013, 05:17:59 pm
Well I want the dwarf to not have any interactions to start with, then you can give them a [CE_BODY_MAT_INTERACTION] through a reaction, so that if they get cut and bleed on themselves they become afflicted by a syndrome. This would allow something like the below interaction to be used only when the dwarf is in combat, and thus limit the announcement spam.

Code: [Select]
   [CDI:INTERACTION:SPELL_EARTH_STONESKIN]
   [CDI:ADV_NAME:Stoneskin]
   [CDI:TARGET:C:SELF_ALLOWED]
   [CDI:TARGET_RANGE:C:10]
   [CDI:USAGE_HINT:GREETING]
   [CDI:VERB:cast Stoneskin:casts Stoneskin:NA]
   [CDI:TARGET_VERB:is protected by stone:is protected by stone]
   [CDI:MAX_TARGET_NUMBER:C:1]
   [CDI:WAIT_PERIOD:2000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dagger on November 16, 2013, 05:19:42 pm
Hi,

Any idea why these dont work on a normal DF game? Thank you!!

[REACTION:CHEAT_002]
   [NAME:create steel bars]
   [BUILDING:CREATION_FORGE:CUSTOM_B]
   [PRODUCT:100:10:BAR:NO_SUBTYPE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
   [SKILL:SMELT]

[REACTION:CHEAT_010]
   [NAME:create coke]
   [BUILDING:CREATION_FORGE:CUSTOM_V]
   [PRODUCT:100:10:BAR:NONE:COAL:COKE][PRODUCT_DIMENSION:150]
   [SKILL:SMELT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 16, 2013, 05:22:38 pm
Hi,

Any idea why these dont work on a normal DF game? Thank you!!

[REACTION:CHEAT_002]
   [NAME:create steel bars]
   [BUILDING:CREATION_FORGE:CUSTOM_B]
   [PRODUCT:100:10:BAR:NO_SUBTYPE:INORGANIC:STEEL][PRODUCT_DIMENSION:150]
   [SKILL:SMELT]

[REACTION:CHEAT_010]
   [NAME:create coke]
   [BUILDING:CREATION_FORGE:CUSTOM_V]
   [PRODUCT:100:10:BAR:NONE:COAL:COKE][PRODUCT_DIMENSION:150]
   [SKILL:SMELT]


What is wrong with it? Is it not showing up in the workshop or does it not give the product correctly?

If it isn't showing up in the workshop, check the dwarvern entity to make sure that they have the permissions to use the reactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dagger on November 16, 2013, 07:22:52 pm
NM I fixed it, I am a moron.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 16, 2013, 08:30:00 pm
NM I fixed it, I am a moron.

Don't worry about it! Just yesterday I forgot to include several reactions in my entity file. I've been working on the mod for... a month or two now. Happens to everyone. :P

Now for a question: Specifically how do the [WET] [DRY] tags effect wild plant spawning behaviour? What constitutes a water feature? Like a lake, or a murky pool or what? Does it interact in a special way with Ocean, Pool and River biomes?

I'm beginning to think those tags may be the source of my elusive plants and elusive plant growths.

EDIT: Yep, certainly did seem to be the case. For the record, if you make a plant that only has a DRY tag it DOES override the biome specifications, and make that plant in essence not exist.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 16, 2013, 11:35:41 pm
Reaction question! Why isn't this working?

Spoiler: This here (click to show/hide)

It's supposed to take a soybean and roast it, but it's redded out despite having stacks of soybeans. Is the issue that it can't split a stack to do it? And if so is there any way to split stacks to a particular size, or just remove having a specific number of reagents? The product would have to match the number if there was, too. Thanks in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 17, 2013, 12:16:10 am
The reagent's item being NONE:NONE is worrying; the product's item being NONE:NONE is alarming.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 17, 2013, 12:31:39 am
I thought PLANT_MAT didn't need a designation at the beginning, huh. Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 17, 2013, 12:32:41 am
You probably want PLANT:NONE. Material has no bearing whatsoever on item, at least on a lower level; products always need items, as far as I know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 17, 2013, 12:43:00 am
Ahhhh, that'd be it, it HAS definitely been the first time I've outputted a plant (at least in recent memory), so it'd make sense that'd trip me up. I really do appreciate the clarification, hopefully will help me spend less time pestering you folks in the future. :P

Thanks again!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on November 17, 2013, 02:54:12 pm
Proof of concept:

@Meph and anyone else that is interested, this inorganic, when created in a workshop will teach your dwarf a spell that only becomes active when they get their own blood on them. Unfortunately it is allows anyone covered in your dwarfs blood to caste the spell. This can most likely be rectified with allowed creature/class tokens. This was tested to work in the arena by giving the creature the syndrome via an interaction. I assume that giving the creature the syndrome with DFhack will have the same effect.

Code: [Select]
[INORGANIC:TEACH_SPELL_EARTH_STONESKIN]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:blinding flash of light]
[STATE_NAME_ADJ:LIQUID:molten failure stone]
[STATE_NAME_ADJ:GAS:blinding light]
[SYNDROME]
[SYN_CLASS:/COMMAND]
[SYN_CLASS:/WORKER_ONLY]
[SYN_NAME:test]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]
[CE:SYNDROME_TAG:SYN_CONTACT]
[CE_CAN_DO_INTERACTION:START:0:END:10000]
[CDI:INTERACTION:SPELL_EARTH_STONESKIN]
[CDI:TARGET:C:SELF_ALLOWED]
[CDI:ADV_NAME:Stoneskin]
[CDI:TARGET_RANGE:C:20]
[CDI:USAGE_HINT:GREETING]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:3]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grey Goo on November 17, 2013, 04:40:13 pm
Two thing. One, how to make creature's own blood able to resurrect them or theirs kin? And, two. How to make creature able change theirs caste in friendly situation? What? I like to play with gender belding creatures...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 17, 2013, 05:33:31 pm
1. It's an interaction effect, so probably not.
2. CDI:USAGE_HINT:GREETING
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 17, 2013, 06:35:29 pm
Two questions!

First the less complex one...

Spoiler (click to show/hide)

These reactions output nothing. I made an inorganic straw and a straw template, mostly just to get some practice with custom mats, and here they are

Spoiler: STRAW_INORGANIC (click to show/hide)

annnd the material template

Spoiler (click to show/hide)

and there. Does anything stick out as broken?

Annnnd I'm making a creature with metal bodyparts, metal skin, and a "sword" that's entirely metal. I have the sword working fine, but it's not entirely metal. Honestly, I'm not even sure if the skin is metal, but it could just be that the skin is thin enough to not be terribly effective.

Spoiler: Creature (click to show/hide)

Once more I've bolded the general area the tissue is in. Does that look like it would make the skin/entire sword metal? If not, how would I go about it?

Thanks in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 17, 2013, 08:31:28 pm
Spoiler: Problem A (click to show/hide)

I don't see anything wrong with the reactions, but your straw material has [HEATDAM_POINT:1100] which means that it will take heat damage at well below freezing. I don't think that is the cause of the problem though, as the toy used in the reaction would probably be destroyed by heat as well, unless it wasn't made of straw.

Spoiler: Problem B (click to show/hide)

I'm just going to pull the tissues out and post them below, since bolding and other tags won't work within a section of code.

Code: [Select]
[TISSUE:STEEL]
[TISSUE_NAME:unbreakable hide:unbreakable hide]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:SKIN]
[TISSUE_LAYER:BONE]
[TISSUE_LAYER:BY_CATEGORY:SWORD:FAT]
[TISSUE_LAYER:BY_CATEGORY:SWORD:MUSCLE]
[TISSUE_LAYER:BY_CATEGORY:SWORD:CARTILAGE]

I see a few issues.

   [TISSUE_LAYER:SKIN]
   [TISSUE_LAYER:BONE]

These won't do anything. Posting them under the tissue won't make the tissue apply to those layers. Judging by the name, is the unbreakable hide this creature's armour? If so, you could use [TISSUE_LAYER:BY_CATEGORY:ALL:STEEL] to make it a new tissue that covers the entire body.

Or you could define a new material instead, and use [USE_MATERIAL_TEMPLATE:SKIN:STEEL] [USE_MATERIAL_TEMPLATE:BONE:STEEL], assuming the new material was called steel. Inorganics cannot be used for creature materials outside of tissue material, as far as I know.

Likewise, these

   [TISSUE_LAYER:BY_CATEGORY:SWORD:FAT]
   [TISSUE_LAYER:BY_CATEGORY:SWORD:MUSCLE]
   [TISSUE_LAYER:BY_CATEGORY:SWORD:CARTILAGE]

Tell the game to apply regular fat, muscle, and cartilage to the sword. Which means it is just a massive meat-sword, which I'm assuming is not the weapon you are hoping for. You could change it to [TISSUE_LAYER:BY_CATEGORY:SWORD:STEEL], but then the tissue would be referred to as unbreakable hide instead of steel, so you may need to create a new tissue specifically for the sword, unless you are okay with the name.

Hopefully some of this helps.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 17, 2013, 08:52:50 pm
Heatdam is probably it, as the straw toys don't have any mat defined, because I didn't want "straw straw" displayed, not... quite sure why I decided that was an acceptable heatdam when I was making the mat but hey. :P

Would the "ALL" tag make it apply to everything? Like, internal organs and such? The idea was that the skin was relatively tough but once you busted it up sufficiently he became easier to take down. The original plan was just his upper body, lower body and head would have the steel skin as an armor, but it doesn't really have a lot going for him. I may just end up using the ALL tag and change the name, he's going down pretty easily at this point.

Where specifically does the tissue name show up? I never saw it show up in any combat logs, and his body part names looked normal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 17, 2013, 09:04:25 pm
Yea, the ALL tag would make it cover everything. You could control it by making several tags and changing the BY_CATEGORY for each one to cover the head, upper body and lower body instead. Something like

[TISSUE_LAYER:BY_CATEGORY:HEAD:STEEL]
[TISSUE_LAYER:BY_CATEGORY:BODY_UPPER:STEEL]
[TISSUE_LAYER:BY_CATEGORY:BODY_LOWER:STEEL]

Tissue names show up in the health screen and in combat logs. Though logs will only ever show two tissues at most, usually the two deepest tissues affected. I'm assuming it's to save on clutter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 17, 2013, 09:15:52 pm
hmmmm, okay. Should help me figure out if it's applying or not after I fiddle with this.

And one last question, to make another tissue, I assume I would just add another

Code: [Select]
[TISSUE:STEEL]
[TISSUE_NAME:unbreakable hide:unbreakable hide]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:SKIN]
[TISSUE_LAYER:BONE]
[TISSUE_LAYER:BY_CATEGORY:SWORD:FAT]
[TISSUE_LAYER:BY_CATEGORY:SWORD:MUSCLE]
[TISSUE_LAYER:BY_CATEGORY:SWORD:CARTILAGE]

one of these (with the relevant fixes you've brought up, along with local tissues and such) and a different name? It wouldn't conflict in some way with the previous tissue? Or is there a gloss of some kind I can apply?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 17, 2013, 09:19:20 pm
Just so long as the new tissue isn't called [TISSUE:STEEL], you should be fine. I've learned that from my living weapons, when all castes were accidentally made of iron. If there is more than one tissue that has the same name, then only the first tissue is used, even if all the tissues are defined in different castes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 17, 2013, 09:33:00 pm
Okay, so TISSUE:STEEL is basically just a name for that particular tissue on that particular creature then, it's not calling a tissue from some other file, okay. Will do!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 17, 2013, 09:41:01 pm
If it helps in the future, there are no tissues in other files, only tissue templates.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 17, 2013, 09:53:40 pm
That does help actually, if it doesn't have _TEMPLATE after it I don't need to worry nearly as much about not correctly navigating the maze of RAWs to find the right thing. :P

OKAY, I'd like to make the sword have a different tissue name, and the rest of the body have the standard "Unbreakable hide" thing, but, since I used [TISSUE_LAYER:BY_CATEGORY:ALL:STEEL] for "unbreakable hide", will that override the second tissue? Or will the second tissue override the first and name the sword correctly?

Spoiler: Relevant bits (click to show/hide)

Thanks for all the help!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 17, 2013, 10:12:10 pm
That should work, so long as you replace SWORD:STEEL with SWORD:STEEL2
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 17, 2013, 10:15:48 pm
D'aaha! Got it.

Thanks yet again everyone!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Witty on November 17, 2013, 10:46:47 pm
Been having some issues with this creature/entity here. It works fine in worldgen, but whenever my hobgoblin adventurer visits another site of their civ that isn't their hometown, all the locals are hostile. I can't seem to find the token that is causing this, any help would be appreciated.     


Code: [Select]
[CREATURE:HOBGOBLIN]
[DESCRIPTION:A collection of goblin outcasts and freed war prisoners. Having renounced their religious devotion to the darker realms, hobgoblins have become renewed for their war prowess and excellent engineering feats.]
[NAME:hobgoblin:hobgoblins:hobgoblin]
[CASTE_NAME:hobgoblin:hobgoblins:hobgoblin]
[CREATURE_TILE:'g'][COLOR:6:0:0]
[GLOWTILE:'"'][GLOWCOLOR:4:0:1]
[INTELLIGENT]
[CANOPENDOORS]
[BONECARN][NO_DRINK][NO_EAT]
[PREFSTRING:strong mind]
[NOCTURNAL]
[PERSONALITY:ANGER:25:55:100]
[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]
[PERSONALITY:CHEERFULNESS:0:40:90]
[PERSONALITY:ALTRUISM:0:25:50]
[PERSONALITY:MODESTY:0:60:90]
[PERSONALITY:SYMPATHY:0:25:50]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]               +
[PHYS_ATT_RANGE:ENDURANCE:700:1200:1400:1500:1600:1800:2500]             ++
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]           +
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]     +
[MENT_ATT_RANGE:WILLPOWER:700:1200:1400:1500:1600:1800:2500]             ++
[MENT_ATT_RANGE:CREATIVITY:0:250:500:950:1200:1550:2000]                 +
[MENT_ATT_RANGE:INTUITION:1:400:600:750:800:900:1100]                    --
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]               max
[MENT_ATT_RANGE:EMPATHY:0:100:250:500:550:750:1250]                      -
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1200:1400:1500:1600:1800:2500]      ++
        [MENT_ATT_RANGE:ANALYTICAL_ABILITY:751:1200:1500:1750:1850:2000:2250]    ++
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TL_COLOR_MODIFIER:AMETHYST:1:CARMINE:1:CRIMSON:1:DARK_SCARLET:1:DARK_VIOLET:1:FUCHSIA:1:HELIOTROPE:1:INDIGO:1:LAVENDER:1:LAVENDER_BLUSH:1:LILAC:1:MAROON:1:PLUM:1:PUCE:1:PURPLE:1:SCARLET:1:VERMILION:1:VIOLET:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:ASH_GRAY:1:DARK_GREEN:1:DARK_OLIVE:1:EMERALD:1:FERN_GREEN:1:GRAY:1:GREEN:1:JADE:1:LIME:1:MINT_GREEN:1:MOSS_GREEN:1:OLIVE:1:PINE_GREEN:1:SEA_GREEN:1:SLATE_GRAY:1:SPRING_GREEN:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:PUPIL_EYE_RED:1]
[TLCM_NOUN:eyes:PLURAL] 

Code: [Select]
[ENTITY:OUTCAST]
[CREATURE:HOBGOBLIN]
        [ADVENTURE_TIER:4]
[TRANSLATION:GOBLIN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[WEAPON:ITEM_WEAPON_SCOURGE]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_MASK:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TOY:ITEM_TOY_AXE]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:EVIL]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:PEACE]
[CULL_SYMBOL:ALL:NEGATOR]
[STONE_PREF]
[METAL_PREF]
        [COMMON_DOMESTIC_PACK]
        [COMMON_DOMESTIC_PULL]
        [RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[USE_CAVE_ANIMALS]
[USE_EVIL_ANIMALS]
[OUTDOOR_WOOD]
[USE_ANIMAL_PRODUCTS]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
        [SPHERE_ALIGNMENT:WAR:512]
        [SPHERE_ALIGNMENT:JUSTICE:412]
        [SPHERE_ALIGNMENT:LOYALTY:412]
[ART_FACET_MODIFIER:FANCIFUL:284]
[ART_FACET_MODIFIER:OWN_RACE:512]
[ART_IMAGE_ELEMENT_MODIFIER:ITEM:32]
[ART_IMAGE_ELEMENT_MODIFIER:SHAPE:384]
[ART_IMAGE_ELEMENT_MODIFIER:CREATURE:512]
        [ITEM_IMPROVEMENT_MODIFIER:SPIKES:256]
        [ITEM_IMPROVEMENT_MODIFIER:ART_IMAGE:543]
        [ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:256]
[FRIENDLY_COLOR:5:0:1]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:DARK_FORTRESS]
[START_BIOME:ANY_LAND]
[BIOME_SUPPORT:ALL_MAIN:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[PROGRESS_TRIGGER_POPULATION:2]
[PROGRESS_TRIGGER_PRODUCTION:2]
[PROGRESS_TRIGGER_TRADE:2]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[MAX_STARTING_CIV_NUMBER:3]
[MAX_POP_NUMBER:5000]
[MAX_SITE_POP_NUMBER:120]
        [SIEGER]
[BEAST_HUNTER]
        [AMBUSHER]
[SCOUT]
        [WILL_ACCEPT_TRIBUTE]
        [DIPLOMAT_BODYGUARDS]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
        [PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
        [PERMITTED_REACTION:PIG_IRON_MAKING]
        [PERMITTED_REACTION:STEEL_MAKING]
        [PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[WORLD_CONSTRUCTION:ROAD]
        [WORLD_CONSTRUCTION:WALL]
[WORLD_CONSTRUCTION:BRIDGE]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:PUNISH_CAPITAL]
[ETHIC:TORTURE_ANIMALS:SHUN]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PERSONAL_MATTER]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:PUNISH_CAPITAL]
[ETHIC:EAT_SAPIENT_KILL:PUNISH_CAPITAL]
[ETHIC:MAKE_TROPHY_SAME_RACE:PUNISH_CAPITAL]
[ETHIC:MAKE_TROPHY_SAPIENT:PUNISH_CAPITAL]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[POSITION:LEADER]
[NAME:sovereign:sovereign]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[ELECTED]
[DETERMINES_COIN_DESIGN]
[PRECEDENCE:1]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
                [MENIAL_WORK_EXEMPTION]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DUTY_BOUND]
[POSITION:WARMASTER]
[NAME:war manager:war managers]
[NUMBER:1]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:COMMANDANT:ALL]
[MENIAL_WORK_EXEMPTION]
[ELECTED]
[PRECEDENCE:2]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DUTY_BOUND]
[POSITION:BORDERMASTER]
[NAME:border keeper:border keepers]
[NUMBER:AS_NEEDED]
[SQUAD:20:keeper:keepers]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[APPOINTED_BY:COMMANDANT]
[PRECEDENCE:30]
                [MENIAL_WORK_EXEMPTION]
                [BRAG_ON_KILL]
[CHAT_WORTHY
[DO_NOT_CULL]
[DUTY_BOUND]
       [POSITION:COMMANDANT]
[NAME:commandant:commandants]
[NUMBER:AS_NEEDED]
                [RESPONSIBILITY:ATTACK_ENEMIES]
[SQUAD:30:soldier:soldiers]
[APPOINTED_BY:WARMASTER]
[PRECEDENCE:3]
                [COMMANDER:BORDERMASTER:ALL]
                [MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[DUTY_BOUND]
[POSITION:DIPLOMAT]
[NAME:diplomat:diplomats]
[NUMBER:1]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:LEADER]
                [MENIAL_WORK_EXEMPTION]
[PRECEDENCE:10]
                [COLOR:5:0:1]
[DO_NOT_CULL]
[DUTY_BOUND]
        [POSITION:FORCED_MAYOR]
[NAME:protector:protectors]
[CONQUERED_SITE]
                [APPOINTED_BY:LEADER]
[FLASHES]
[BRAG_ON_KILL]
                [MENIAL_WORK_EXEMPTION]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DUTY_BOUND]
[COLOR:2:0:1]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[BANDITRY:10]
[LOCAL_BANDITRY]
[TISSUE_STYLE:HAIR]
[TS_MAINTAIN_LENGTH:0:100]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 17, 2013, 10:52:27 pm
[LOCAL_BANDITRY]

With this tag, all civ members are hostile, even to adventurers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on November 17, 2013, 10:53:15 pm
...
Tissue names show up in the health screen and in combat logs. Though logs will only ever show two tissues at most, usually the two deepest tissues affected. I'm assuming it's to save on clutter.

For the record, each body part gets at most two messages - one for edged damage, and one for blunt damage.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Witty on November 17, 2013, 10:55:30 pm
[LOCAL_BANDITRY]

With this tag, all civ members are hostile, even to adventurers.

I see, thank you!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 18, 2013, 01:25:21 am
Got another misbehaving reaction, this time I really have no idea how to get it working because I borrowed it from genesis (with permission from deon). On top of it I borrowed it like... three months ago. So... yeah I have no idea how this works. BREAD_MAT exists to head that of at the pass.

Spoiler: Reaction (click to show/hide)

Thanks in advance!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 18, 2013, 01:32:40 am
What exactly is it doing wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 18, 2013, 01:43:20 am
[REACTION:MAKE_WHEATBREAD]
   [NAME:Bake wheat bread]
   [BUILDING:OVEN:CUSTOM_SHIFT_W]
   [REAGENT:wheat flour:150:POWDER_MISC:NONE:NONE:NONE]
      [UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:BREAD_MAT]
   [REAGENT:wheat flour container:1:BOX:NONE:NONE:NONE]
      [BAG]
      [CONTAINS:flour]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:2:CHEESE:NONE:GET_MATERIAL_FROM_REAGENT:wheat flour:BREAD_MAT]
   [SKILL:COOK]

Think I found it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 18, 2013, 02:21:28 am
Oh, it just wasn't accepting flour as an input, can't believe I forgot that with how often I've done this.

I'll give that a shot!

And while I'm here, where specifically can just declaring the name of an item in lower case be used? I had no idea that could even happen until I saw that reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 18, 2013, 02:25:50 am
Those are reagent identifiers; they can be any arbitrary string and are mostly used for GET_MATERIAL_FROM_REAGENT and CONTAINS modifiers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 18, 2013, 02:39:26 am
Reaction still isn't working. It won't light up, it stays red in the oven menu still, and thank you for the clarification on reagent identifiers!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on November 18, 2013, 04:25:00 pm
Code: [Select]
creature_grum

[OBJECT:CREATURE]

[CREATURE:GRUM_LFR]
[DESCRIPTION:A bipedal underground creature with no eyes and a long snout, that speaks in a mostly unintelligible grunting dialect.  Its kind are known to band together in the darkness and build settlements and tunnel systems deep below the surface.  Many of these creatures go their entire lives without ever being exposed to sunlight.]
[NAME:grum:grum:grum]
[CASTE_NAME:grum:grum:grum]
[CHILD:8]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:2]
[FREQUENCY:1] meant to simulate periodic outcasts
[GENERAL_CHILD_NAME:grumling:grumlings:grumling]
[LITTERSIZE:2:3]
[CREATURE_TILE:'G'][COLOR:6:0:0]
[CANOPENDOORS]
[SPEED:750]
[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING][EXTRAVISION]
[PREFSTRING:underground cities]
[PREFSTRING:strange language]
[PREFSTRING:long snouts]
[BODY:HUMANOID:2EARS:2LUNGS:SNOUT_GRUM:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:ENHANCED_BONE_STANDARD_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:GRUM_SNOUT_TISSUE_LAYERS:HAIR:SKIN:MUSCLE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:ORANGE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:50]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:70]
[SET_BP_GROUP:BY_CATEGORY:MOUTH]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_IMPORTANCE:100]
[BODY_SIZE:0:0:12000]
[BODY_SIZE:0:150:52000]
[BODY_SIZE:2:0:67000]
[BODY_SIZE:3:168:72000]
[BODY_SIZE:8:0:90000]
[MAXAGE:70:170]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:60]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:40]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BODYGLOSS:GRASP]
[EQUIPS]
[NATURAL_SKILL:BITE:2]
[NATURAL_SKILL:MELEE_COMBAT:1]
[NATURAL_SKILL:DODGING:1]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:8]
[NATURAL_SKILL:MINING:5]
[ALL_ACTIVE]
[SWIMS_INNATE][SWIM_SPEED:2100]
[HOMEOTHERM:10060]
[SOUND:PEACEFUL_INTERMITTENT:25:17000:VOCALIZATION:sneeze:sneezes:a sneeze]
    [SOUND:PEACEFUL_INTERMITTENT:15:9500:VOCALIZATION:whisper:whispers:quiet conversation]
    [SOUND:PEACEFUL_INTERMITTENT:4:16000:VOCALIZATION:sigh:sighs:a sigh]
    [SOUND:PEACEFUL_INTERMITTENT:14:19000:VOCALIZATION:grumble:grumbles:grumbling]
    [SOUND:PEACEFUL_INTERMITTENT:8:18000:VOCALIZATION:grunt:grunts:a grunt]
  [SOUND:PEACEFUL_INTERMITTENT:6:15000:VOCALIZATION:cough:coughs:a quiet cough]
  [SOUND:PEACEFUL_INTERMITTENT:10:25000:VOCALIZATION:cough:coughs:a loud cough]
[SOUND:ALERT:20:15000:VOCALIZATION:yell:yells:yelling]
[SOUND:ALERT:18:5000:VOCALIZATION:angry grunt:angrily grunts:something grunting angrily]
[MANNERISM_HEAD:head]
[MANNERISM_MOUTH:mouth]
[MANNERISM_LIPS:snout]
[MANNERISM_CHEEK:cheek]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:grips]
[MANNERISM_TONGUE:long tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[PROFESSION_NAME:MINER:tunneler:tunnelers]
[PROFESSION_NAME:FURNACE_OPERATOR:smelter:smelters]
[PROFESSION_NAME:WEAPONSMITH:blade shaper:blade shapers]
[PROFESSION_NAME:ARMORER:plate shaper:plate shapers]
[PROFESSION_NAME:METALCRAFTER:trinket shaper:trinket shapers]
[PROFESSION_NAME:BLACKSMITH:city shaper:city shapers]
[PROFESSION_NAME:SWORDSMAN:vigilant:vigilants]
[PROFESSION_NAME:MASTER_SWORDSMAN:vigilant primarchs:vigilant primarchs]
[PROFESSION_NAME:WRESTLER:pugilist:pugilists]
[PROFESSION_NAME:MASTER_WRESTLER:pugilist primarch:pugilist primarchs]
[PROFESSION_NAME:AXEMAN:earthrender:earthrenders]
[PROFESSION_NAME:MASTER_AXEMAN:earthrender primarch:earthrender primarchs]
[PROFESSION_NAME:MACEMAN:crusher:crushers]
[PROFESSION_NAME:MASTER_MACEMAN:crusher primarch:crusher primarchs]
[PROFESSION_NAME:CROSSBOWMAN:launcher:launchers]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:launcher primarch:launcher primarchs]
[CASTE:MALE]
[MALE]
[POP_RATIO:200]
[CASTE:FEMALE]
[FEMALE]
[POP_RATIO:198]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BLACK:1:CHESTNUT:1:BROWN:1:AUBURN:1:TAUPE_SANDY:1:WHITE:1] needs more colors in the black/white/brown spectrum
[TLCM_NOUN:coat:SINGULAR]

Code: [Select]
entity_grum

[OBJECT:ENTITY]

[ENTITY:GRUM_LFR]
[LAYER_LINKED]
[CREATURE:GRUM_LFR]
[TRANSLATION:GRUM]
[INDOOR_WOOD]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[DIGGER:ITEM_WEAPON_GRUM_HAND_DRILL]
[WEAPON:ITEM_WEAPON_GRUM_ROCK_CRUSHER:FORCED]
[WEAPON:ITEM_WEAPON_GRUM_DRIVER:FORCED]
[WEAPON:ITEM_WEAPON_GRUM_CLEAVER:FORCED]
[WEAPON:ITEM_WEAPON_GRUM_CROSSBOW:FORCED]
[AMMO:ITEM_AMMO_BOLTS]
[ARMOR:ITEM_ARMOR_BREASTPLATE:FORCED]
[ARMOR:ITEM_ARMOR_TUNIC:FORCED]
[HELM:ITEM_HELM_HELM:FORCED]
[GLOVES:ITEM_GLOVES_GAUNTLETS:FORCED]
[SHOES:ITEM_SHOES_BOOTS_LOW:FORCED]
[PANTS:ITEM_PANTS_LEGGINGS:FORCED]
[PANTS:ITEM_PANTS_GREAVES:FORCED]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[START_GROUP_NUMBER:8]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:2]
[CURRENCY:GOLD:5]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[SELECT_SYMBOL:REMAINING:EARTH]
[SELECT_SYMBOL:REMAINING:WEALTH]
[SELECT_SYMBOL:REMAINING:NAME_CAVE]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[STONE_PREF]
[AMBUSHER]
[ITEM_THIEF]
[SPHERE_ALIGNMENT:EARTH:512]
[FRIENDLY_COLOR:7:0:1]
[PROGRESS_TRIGGER_POPULATION:0]
[PROGRESS_TRIGGER_PRODUCTION:0]
[PROGRESS_TRIGGER_TRADE:0]
[PROGRESS_TRIGGER_POP_SIEGE:0]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[MAX_STARTING_CIV_NUMBER:50]
[MAX_POP_NUMBER:5000]
[MAX_SITE_POP_NUMBER:250]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_PEARLASH]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
[PERMITTED_REACTION:MITHRIL_STRANDS_LFR]
[PERMITTED_REACTION:REFINE_MITHRIL]
[PERMITTED_REACTION:SMELT_MITHRIL]
[PERMITTED_REACTION:SMELT_UNBIHEXIUM]
[ETHIC:KILL_ENTITY_MEMBER:UNTHINKABLE]
[ETHIC:KILL_NEUTRAL:MISGUIDED]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:MISGUIDED]
[ETHIC:TORTURE_ANIMALS:MISGUIDED]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:LYING:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:VANDALISM:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:THEFT:MISGUIDED]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:MISGUIDED]
[ETHIC:MAKE_TROPHY_SAPIENT:MISGUIDED]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[POSITION:LEADER]
[NAME:governor:governors]
[NUMBER:1]
[ELECTED]
[REQUIRED_OFFICE:10000]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:7:0:1]
[DUTY_BOUND]
[POSITION:FOREMAN]
[NAME:foreman:foremen]
[NUMBER:12]
[REQUIRED_OFFICE:5]
[SQUAD:10:enforcer:enforcers]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[APPOINTED_BY:LEADER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[VARIABLE_POSITIONS:ALL]

If anyone can figure out how to get these damn things to show up, I'll engrave something in your honor.  They're supposed to be cavern ambushers, and they're showing up in worldgen, but I've been playing around in the caverns for years of in-game time and still haven't ever seen them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 18, 2013, 06:03:59 pm
Reaction still isn't working. It won't light up, it stays red in the oven menu still, and thank you for the clarification on reagent identifiers!

Could you show us the bread material you are using? It may be lacking something, like the material reaction product token.

Spoiler (click to show/hide)

If anyone can figure out how to get these damn things to show up, I'll engrave something in your honor.  They're supposed to be cavern ambushers, and they're showing up in worldgen, but I've been playing around in the caverns for years of in-game time and still haven't ever seen them.

How specifically is it not showing up?

I'm not sure how underground civs function for sieging and stealing, but if you're looking for a vanilla style tribe underground, it may just be poor luck. I've had a few forts where there were no bat-men, fish-men, etc. tribes.

Or do you mean the outcasts that aren't part of a civ? Because wild creatures won't show up within a biome if they lack [LARGE_ROAMING], if I remember correctly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 18, 2013, 06:38:42 pm
Spoiler: BREAD_MAT (click to show/hide)

I just noticed the CHEESE_PLANT token, and initially thought it might be the issue, but nope it's a normal tag.  Hmmmm.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 18, 2013, 06:50:18 pm
Your bread material is missing the material reaction product. I'm going out on a limb here, but I'm assuming that it should look something like this:
Code: [Select]
[MATERIAL_REACTION_PRODUCT:BREAD_MAT:LOCAL_PLANT_MAT:CHEESE]
Your reaction has [HAS_MATERIAL_REACTION_PRODUCT:BREAD_MAT] in the flour reagent, so it will only accept materials that have a material reaction product called BREAD_MAT. Since your bread material was missing it, it was not eligible for the reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Noobazzah on November 18, 2013, 07:01:29 pm
Just a real simple question (I think this is the right thread for it). If done properly, do different castes show up in, say, sieges, in addition to the 'normal' castes? For instance, if I gave a small percentage of humans an ability to burst out a bit of dragonfire from their fingertips. Or just a larger variant for the goblins. I'm asking because there's apparently a catch to this, oddities with offspring and such.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 18, 2013, 07:11:15 pm
Just a real simple question (I think this is the right thread for it). If done properly, do different castes show up in, say, sieges, in addition to the 'normal' castes? For instance, if I gave a small percentage of humans an ability to burst out a bit of dragonfire from their fingertips. Or just a larger variant for the goblins. I'm asking because there's apparently a catch to this, oddities with offspring and such.

Yes, multiple castes can show up during a siege. Males and females are separate castes, remember. And as far as I know, there is no way to mark a caste as "special" or "normal", only set their population ratio in comparison to other castes.

The "oddities" are that all the castes can interbreed, so a fire-breathing caste can give birth to a non-fire-breathing one. Or a small caste can give birth to a caste many sizes larger than the parent.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 18, 2013, 07:14:11 pm
Your bread material is missing the material reaction product. I'm going out on a limb here, but I'm assuming that it should look something like this:
Code: [Select]
[MATERIAL_REACTION_PRODUCT:BREAD_MAT:LOCAL_PLANT_MAT:CHEESE]
Your reaction has [HAS_MATERIAL_REACTION_PRODUCT:BREAD_MAT] in the flour reagent, so it will only accept materials that have a material reaction product called BREAD_MAT. Since your bread material was missing it, it was not eligible for the reaction.

Huh. Thank you for the help!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on November 18, 2013, 07:33:30 pm
Spoiler (click to show/hide)

If anyone can figure out how to get these damn things to show up, I'll engrave something in your honor.  They're supposed to be cavern ambushers, and they're showing up in worldgen, but I've been playing around in the caverns for years of in-game time and still haven't ever seen them.

How specifically is it not showing up?

I'm not sure how underground civs function for sieging and stealing, but if you're looking for a vanilla style tribe underground, it may just be poor luck. I've had a few forts where there were no bat-men, fish-men, etc. tribes.

Or do you mean the outcasts that aren't part of a civ? Because wild creatures won't show up within a biome if they lack [LARGE_ROAMING], if I remember correctly.

Good catch on the lack of LARGE_ROAMING for non-entity creatures, but that doesn't solve my main issue.  I'm trying to get a race that will send ambush parties (as in "An ambush, curse them!") or sieges through the caverns.  Basically, underground goblins, as opposed to ant men or other little tribal enclaves that show up periodically.  I've read several threads claiming that this can be done, but I'm not sure what's going wrong.

Just a real simple question (I think this is the right thread for it). If done properly, do different castes show up in, say, sieges, in addition to the 'normal' castes? For instance, if I gave a small percentage of humans an ability to burst out a bit of dragonfire from their fingertips. Or just a larger variant for the goblins. I'm asking because there's apparently a catch to this, oddities with offspring and such.

Yes, multiple castes can show up during a siege. Males and females are separate castes, remember. And as far as I know, there is no way to mark a caste as "special" or "normal", only set their population ratio in comparison to other castes.

The "oddities" are that all the castes can interbreed, so a fire-breathing caste can give birth to a non-fire-breathing one. Or a small caste can give birth to a caste many sizes larger than the parent.

This is correct.  Incidentally, giving humans dragonfire makes them burn themselves up unless the caste is properly fireproofed, which is significantly more of a pain in the ass than just giving them [FIREIMMUNE_SUPER], requiring a full overhaul of body materials.  If you'd like help with that, it's something I've done before, and I'd be happy to share my material templates.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 18, 2013, 07:47:39 pm
OKAY, still misbehaving, just gonna make my own bread baking reaction, as I think I've got it in me at this point.

Can mill products be called as normal like plant structural tissue or drink or whathaveyou? Or is there some reason the reagent identifiers were being used?

Can "CONTAINS" take LOCAL_PLANT_MAT:MILL or something along those lines, or does it require a reagent identifier?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 18, 2013, 08:13:04 pm
CONTAINS requires a reagent identifier. For it to take anything else would make no sense, in fact; how would it be able to tell if it contains another reagent?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 18, 2013, 08:55:57 pm
This is true! Thank yah.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on November 18, 2013, 10:10:48 pm
I'm trying to get body_detail_plans to work with my standard_materials...

I'm working on implementing billy jack's more of less leather mod for mwmod into a non mw mod.

Context

Normally... my creature has this entry

Code: [Select]
   [USE_MATERIAL_TEMPLATE:LEATHER:LEATHER_TEMPLATE_ACCELERATED]
[SELECT_MATERIAL:LEATHER]
[MULTIPLY_VALUE:2]
[PREFIX:NONE]

but now I have body_detail_plan that has

[ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER]

so now when I try to modify the leather values... by just using

Code: [Select]
   USE_MATERIAL_TEMPLATE:LEATHER:LEATHER_TEMPLATE_ACCELERATED
[SELECT_MATERIAL:LEATHER]
[MULTIPLY_VALUE:2]
[PREFIX:NONE]

I get this in the errorlog

*** Error(s) found in the file "raw/objects/creature_accelerated.txt"
ANIMAL:Unrecognized Creature Token: MULTIPLY_VALUE
ANIMAL:Unrecognized Creature Token: PREFIX

any idears?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 18, 2013, 10:16:09 pm
but I get this in the errorlog

*** Error(s) found in the file "raw/objects/creature_accelerated.txt"
ANIMAL:Unrecognized Creature Token: MULTIPLY_VALUE
ANIMAL:Unrecognized Creature Token: PREFIX

any idears?

I haven't done a lot of material fiddling with but I CAN say that I tend to get "this token that's present in eight other places in the raws is suddenly not a token" errors when I've misplaced a bracket somewhere. At least while waiting for a more meaty answer, you might look around the raws of the particular creature you're editing for an extra/missing bracket somewhere that's managed to convince the game to read the creature in an entirely different way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on November 18, 2013, 10:19:21 pm
I appreciate the advice, but the edit I did was fairly small, and I had the same error across multiple mods...

it's not letting me modify a selected material within a body_detail_plan inside the creature entry.

I'm just wondering if that's a normal limitation.

but...

according to the modding wiki I can...
Code: [Select]
    [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:
    THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
    [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
    [BODY_DETAIL_PLAN:STANDARD_TISSUES]
    [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
    [SELECT_MATERIAL:SKIN]
        [MAT_FIXED_TEMP:10600]

Update:
while I don't have an answer, I'm not as concerned anymore.  I just found out my mod doesn't multiply_value that much, and since i'm using more leather mod, it gives me more leather.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 19, 2013, 01:00:32 am
Sorry mine didn't help, but yeah, answers can take a bit, especially around this time, just hit midnight over in CST.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 19, 2013, 01:04:09 am
It's not a normal limitation; are you sure you're selecting the material correctly?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on November 19, 2013, 02:06:00 am
example (concept borrowed from billy jack "more of less leather" mod)

move a [use_material_template:leather:leather_template] from a creature entry

into a new [creature:animal_leather]

and then include that creature in a body detail plan as such
Code: [Select]
[BODY_DETAIL_PLAN:ANIMAL_LEATHER]
[ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER]

Then this won't work in a creature definition

Code: [Select]
[BODY_DETAIL_PLAN:ANIMAL_LEATHER]
[SELECT_MATERIAL:LEATHER]
[MULTIPLY_VALUE:2]

the multiply_value gets thrown in the errorlog.  Happens with any body_detail_plan I create.  It's like the body_detail_plan is read only, or constant values...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 19, 2013, 02:31:10 am
Because SELECT_MATERIAL can only affect LOCAL_CREATURE_MAT. What you're trying to do is change every single creature's LEATHER material to be twice as valuable.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Billy Jack on November 19, 2013, 02:33:26 am
Why would you want to increase just a few creature's leathers if they are only going to show up as leather?  You won't be able to distinguish them from any other leather.

If you want to change all leather to be higher value than go to the leather template and increase the value.

Just looked at your mod:

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   .
   .
   .
   [ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER]
   [ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER_2]   
   [ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER_3]
   [ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER_4]
   [ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER_5]


The game's going to be confused about what LEATHER material identifier you are trying to refer to when the game tries to tan the hide to leather.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 19, 2013, 03:35:42 am
Question, I assume it's impossible to have certain foods slowly train stats? The only way I could think of it was syndromes, but I'm pretty sure a food can't impart more then a single syndrome, and when that syndrome is active, it doesn't stack with itself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 19, 2013, 03:39:27 am
Yeah, Aye, that's the rub.

EDIT: Corrected my English.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 19, 2013, 03:48:44 am
Damn. Thank yah anyway!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on November 19, 2013, 07:55:21 am
Why would you want to increase just a few creature's leathers if they are only going to show up as leather? You won't be able to distinguish them from any other leather. If you want to change all leather to be higher value than go to the leather template and increase the value. Just looked at your mod: [BODY_DETAIL_PLAN:STANDARD_MATERIALS] . . . [ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER] [ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER_2] [ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER_3] [ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER_4] [ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER_5] The game's going to be confused about what LEATHER material identifier you are trying to refer to when the game tries to tan the hide to leather.
i was just trying to preserve civforges few creatures who had more valuable leather. another example would be trying tonset a dragons scales to its_hard by doing a more of less scales setuo similar to leather. or trying to setup specific colors for slugs shell... now that putnam has stated select_material is for local_creature_mat and what im trying to do is modify all leather (or shell or scale) i see how the raws work... hrmm i guess if i wamt to retain secific creatures behavior for some creature materials (such as dragon scales allowed to be item_hard). i cant do all creatures as billy jacks setup
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Noobazzah on November 19, 2013, 08:34:53 am
Quote
This is correct.  Incidentally, giving humans dragonfire makes them burn themselves up unless the caste is properly fireproofed, which is significantly more of a pain in the ass than just giving them [FIREIMMUNE_SUPER], requiring a full overhaul of body materials.  If you'd like help with that, it's something I've done before, and I'd be happy to share my material templates.

I've been looking into how dragons do it and figuring things out that way, but help would be greatly appreciated! I've basically been doing some caste-specific interaction stuff (mostly magical powers) to get into the flow of things after a long pause. I'll only probably give dragonfire to self-destructing gobbo pyromaniacs, but if I ever get to secrets it'd great to knowing how to fireproof stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: thistleknot on November 19, 2013, 09:44:44 am
thanks billy jack for the advice, I fixed the tiered leather to represent leather_2 vs just leather

quick question.

My mod shows padded leather armor in the arena, but I can't embark with it.

Any ideas?

Also...

In arena mode, I can create weapons like quicksilver short sword.  I believe quicksilver is a liquid.

I can also create metal short swords.  I take it metal is some material template used for something other than metals.

Any ideas if this is a missing bracket, or normal?

mod is here
http://dffd.wimbli.com/file.php?id=8110
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Billy Jack on November 19, 2013, 10:48:37 am
You should really read the thread you are borrowing from.

The leathers you can embark with are related to the creatures you have available at embark.  If you have a creature who's tanned hide will become LEATHER_4, then you will have it available.  In MW, you get to embark with Tough Leather because of the pekyts, and rigid scaleplate from the drakes.  You don't get to embark with rigid chitinplate because none of the embark creatures can have their hides directly tanned into it.

When I added some of the creatures that have the Mythskin and Deephide, they became available at embark.

Edit: I hope you've figured out by now that your setup will not be friendly with the Workflow GUI.  Putting multiple items under a nameless creature means that to specify one of those materials, you will need to look through the entire list and locate the blank entry for the creature that you have it under.

Edit2: If you want some creatures to maintain their more valuable leather, then don't use the BODY_DETAIL_PLAN for their leather. Remove any leather that you are getting from a BODY_DETAIL_PLAN and then [USE_MATERIAL_TEMPLATE] in the creatures that you want to have more valuable leather. Not doing this will mean that you "leather" value x and "leather" value 2x.  Remove the BDP leather and putting [USE_MATERIAL_TEMPLATE] will give you "leather" value x and "cow leather" value 2x.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on November 19, 2013, 12:45:08 pm
Question, I assume it's impossible to have certain foods slowly train stats? The only way I could think of it was syndromes, but I'm pretty sure a food can't impart more then a single syndrome, and when that syndrome is active, it doesn't stack with itself.

Actually...I just thought of a way that might work.
Give a food 100 seperate syndromes, each one which has a 1% chance of multiplying a given stat by 101%.  (Or different numbers, depending on how you want it to work).  After a single eating, chances are good that one syndrome will take effect, the others will have no effect and will therefore not be stored.  After a second eating, you'll probably have another syndrome take effect, which probably won't be the same one as the first, so they won't cancel each other out.  And so on.  Not every eating will definately raise the stat (as more syndromes take effect, the probability of the stat being raised further will drop) but it's functionally similar.
I'm going to use this if it works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 19, 2013, 04:47:38 pm
I had the crazy idea of giving megabeasts (even Bronze Colossi, if possible, may have to give them genders) the [SPOUSE_CONVERTER] tag and see what happens. I read that they need the [NIGHT_CREATURE_HUNTER] tag, however, being megabeasts, anything else I might need to add? Other than maybe genders for Bronze Colossi.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 19, 2013, 05:11:45 pm
I had the crazy idea of giving megabeasts (even Bronze Colossi, if possible, may have to give them genders) the [SPOUSE_CONVERTER] tag and see what happens. I read that they need the [NIGHT_CREATURE_HUNTER] tag, however, being megabeasts, anything else I might need to add? Other than maybe genders for Bronze Colossi.

You will need a caste with the tag [CONVERTED_SPOUSE], which will make that caste the one the captured victim will turn into.

Other than that, I have no idea how it will turn out. I've never made spouse converters or night creatures before.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on November 19, 2013, 05:38:47 pm
Quote
This is correct.  Incidentally, giving humans dragonfire makes them burn themselves up unless the caste is properly fireproofed, which is significantly more of a pain in the ass than just giving them [FIREIMMUNE_SUPER], requiring a full overhaul of body materials.  If you'd like help with that, it's something I've done before, and I'd be happy to share my material templates.

I've been looking into how dragons do it and figuring things out that way, but help would be greatly appreciated! I've basically been doing some caste-specific interaction stuff (mostly magical powers) to get into the flow of things after a long pause. I'll only probably give dragonfire to self-destructing gobbo pyromaniacs, but if I ever get to secrets it'd great to knowing how to fireproof stuff.

Dragons can do it easily because dragons don't have any non-fireproof castes, so they can just use [SELECT_MATERIAL:ALL].  That token doesn't work on a caste level - it used to, but it was changed in DF 0.34.  This change wasn't documented, so it took me several hours of tearing my hair out to figure out how to get a specific caste to be fireproof after that change.  Adding [FIREIMMUNE_SUPER] prevents the caste from ever catching fire, but it doesn't stop heat damage to their body materials, so in dragonfire, they just melt or bleed to death or die in some other horrible heat-related way. 

In order to do a fireproof caste, you would need a full set of substitute body materials with their material properties adjusted so as not to melt or be damaged in extreme temperatures, then change the creature over to use caste-level body material definitions.  It was a royal pain in the ass the first time, but I've already made those material templates and body detail plans for my own work.  Just let me know exactly what you want to do and I can send you the necessary raws and walk you through setting it up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 19, 2013, 05:52:30 pm
@narhiril: I might have to do that with dragons in doing my idea, but then again, maybe I will have to.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 19, 2013, 06:24:52 pm
Question, I assume it's impossible to have certain foods slowly train stats? The only way I could think of it was syndromes, but I'm pretty sure a food can't impart more then a single syndrome, and when that syndrome is active, it doesn't stack with itself.

Actually...I just thought of a way that might work.
Give a food 100 seperate syndromes, each one which has a 1% chance of multiplying a given stat by 101%.  (Or different numbers, depending on how you want it to work).  After a single eating, chances are good that one syndrome will take effect, the others will have no effect and will therefore not be stored.  After a second eating, you'll probably have another syndrome take effect, which probably won't be the same one as the first, so they won't cancel each other out.  And so on.  Not every eating will definately raise the stat (as more syndromes take effect, the probability of the stat being raised further will drop) but it's functionally similar.
I'm going to use this if it works.

I was looking for a more of gradual change, just aligning x food with x stat and having it raise it by a point each eating or something, so while that would work in a sense, not quite what I'm looking for. Thanks though!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 19, 2013, 06:51:07 pm
Okay, with the avatar of armok thing listed on the wiki (which needs to be updated slightly), when I put the stuff into the raw files, I saw that it gave errors about unrecognized creature tokens TILE (which I changed to CREATURE_TILE) and NOBLEED and something about body part group token ALL.

Not sure what it's complaining about with the ALL token, but the NOBLEED is an obsolete token, so is there a modern equivalent? Then again, it doesn't have any blood tissue anyway.

Edit: Actually, looking at the other raws, it just needs to have the blood tissue token to bleed. I think the ALL token it's complaining about is the [SYN_IMMUNE_CREATURE:ARMOK:ALL], but I'm not exactly worried about it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 19, 2013, 07:02:23 pm
Link? Sounds like it's a 40d mod, which would mean it would have to be rewritten entirely.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 19, 2013, 07:06:34 pm
Link? Sounds like it's a 40d mod, which would mean it would have to be rewritten entirely.

This here http://dwarffortresswiki.org/index.php/Armok (I just updated it a little) I THINK the syndrome works, at least it does get injected. Otherwise it works just fine and it's just those that the errorlog is complaining about.

As for rewriting it completely, I don't know how to go about it, but right now I guess it treats it like a solid chunk of adamantine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 19, 2013, 07:14:26 pm
Nope, looks like 31.01 or so to me.

EDIT: Interactions suggest 34.01, which is the same as 34.11 is now. It should work fine anyway.

EDIT 2: [TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE] should be [TISSUE_LAYER:BY_CATEGORY:ALL:ALL:ADAMANTINE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 19, 2013, 07:15:35 pm
The [NOBLEED] was an obsolete tag anyway and I added NO_DIZZINESS for good measure.

Edit: Oh I see what you did with the edit, that's what it was throwing an error about.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 19, 2013, 07:31:27 pm
Still spewing out errors:

*** Error(s) found in the file "raw/objects/creature_next_underground.txt"
Unknown Body Part Position Token: ADAMANTINE
Unrecognized Body Part Group Token: ALL
Unrecognized CE_NECROSIS token: 30
*** Error(s) finalizing the creature ARMOK
ARMOK:DEFAULT:upper body: No tissue thickness
ARMOK:DEFAULT:lower body: No tissue thickness
ARMOK:DEFAULT:head: No tissue thickness
ARMOK:DEFAULT:right arm: No tissue thickness
ARMOK:DEFAULT:left arm: No tissue thickness
ARMOK:DEFAULT:right hand: No tissue thickness
ARMOK:DEFAULT:left hand: No tissue thickness
ARMOK:DEFAULT:right leg: No tissue thickness
ARMOK:DEFAULT:left leg: No tissue thickness
ARMOK:DEFAULT:right foot: No tissue thickness
ARMOK:DEFAULT:left foot: No tissue thickness

I copied your edits, Putnam, into the raw entry that I have.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 19, 2013, 07:35:55 pm
Did it again, try it again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 19, 2013, 07:36:56 pm
Lol, I just tried fighting in the arena and all attacks pass through. Will check your edits.

Edit: The body thickness problem is gone, though still complaining about: Unrecognized CE_NECROSIS token: 30. Tried erasing and retyping the :30 thinking it was some wierd formatting thing, but nope.

Syndrome is not working, why? :P Going to look at other syndrome stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 19, 2013, 07:59:57 pm
Tried changing the start to 50 and peak to 600 and still complaining, don't know what the problem is with the CS_NECROSIS tag.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 19, 2013, 08:38:02 pm
Question, my inorganic STRAW material doesn't seem to be showing up in stockpiles (I checked block specifically). Is there something I need to do to the material template to determine where it's stockpiled?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 19, 2013, 08:57:44 pm
Got it figured out, it needed to be BP:BY_CATEGORY:ALL:ALL
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 19, 2013, 08:59:14 pm
Question, my inorganic STRAW material doesn't seem to be showing up in stockpiles (I checked block specifically). Is there something I need to do to the material template to determine where it's stockpiled?

IIRC, material templates won't show up within stockpiles, but inorganics, plants, and animals that use the materials will.

You could give the straw material [WOOD], but that may cause some strange issues, like having the material used to make furniture and other things.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 19, 2013, 09:13:10 pm
Hmmmmm, I might pull the wood tag out then, Straw is sort've like wicker, and it's being produced at a pretty rediculous rate and clogging up querns.

Thanks!

EDIT: Okay, I thought I got this working, but apparently not!

Spoiler: reaction (click to show/hide)

It should be grabbing any flour (they all have the BREAD MAT reaction product on them), but it appears to not be grabbing anything. Does it need PLANT_MAT:NONE or something?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 19, 2013, 09:35:56 pm
Is it possible to have an attack inject magma into a creatures blood (or body)? Because that would be awesome for the avatar of armok thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 19, 2013, 09:43:01 pm
Replace LOCAL_CREATURE_MAT:WHATEVER in the injection with INORGANIC:GABBRO. You can put anything there in place of gabbro, really, as long as it's a rock.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 19, 2013, 09:44:30 pm
I want it to be molten gabbro, not solid.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on November 19, 2013, 09:50:58 pm
So leave the LIQUID in the injection token. Like so:
[SPECIALATTACK_INJECT_EXTRACT:INORGANIC:GABBRO:LIQUID:100:100]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 19, 2013, 09:57:25 pm
What about the injection part? It's magma all right, but it just keeps splattering instead of being injected.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on November 19, 2013, 10:00:01 pm
Does the attack break the skin?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 19, 2013, 10:02:54 pm
Well no, it's a blunt attack (fists really). Although it doesn't ALWAYS puncture the skin.

Edit: Still though, it's pretty effective.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 19, 2013, 10:05:58 pm
E: I was thinking the wrong thing.

Also, a stalk of rice straw had a quality modifier, which I found very amusing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 19, 2013, 10:09:41 pm
Yeah, the extra step was intentional, was a part of working on making farming a little less "plant and forget", the flour that comes out of the grains makes flour fine, the reaction just doesn't take it. If it worked for you in the mod, it's entirely possible that something somehow got changed when I split off the normal v3.0 into a "dev" version.

So yeah, if it worked for you, let me know and I can probably take it from there. Dunno what I changed, but it's simple enough to paste in the old reactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 19, 2013, 10:13:48 pm
Ah, I thought you were accidentally trying to use the grains. My bad.

Though it does seem to work in the current version you have posted.

It produces a lot of bread though.

(http://i.imgur.com/qzjirDI.png)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 19, 2013, 10:25:43 pm
Yeah, there's definitely tweaking to be done with grains, they seem to be producing a lot of stuff in general. :P

But okay! Probably just broke something splitting it off. Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vityav on November 19, 2013, 10:49:19 pm
I'm trying to get a reaction to give experience, but only rarely produce a product. I've tried emulating the Masterwork prayer system of creating an inorganic "PRAYER" material that's temperature-set one degree above its own boiling point, but somehow in mine it creates magma in the workshops (shortly-thereafter nonexistent workshops) instead of vaporizing to nothing. Any ideas why, or suggestions on other ways to do this?

Thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 19, 2013, 11:00:36 pm
To make a reaction that trains a skill and rarely produces a product is as simple as giving a reaction with a labor and a single product with a low appearance rate.

I'm not sure about the stone magma thing, but I haven't played with temperature a lot so I'm not entirely sure how it interacts entirely. It's possible the boulder melted into molten rock, then destroyed the workshop (which wasn't made of a material that could handle the heat the rock was set at). But I'm not sure!


EDIT: I'M WRONG IGNORE ME
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 19, 2013, 11:02:40 pm
I'm trying to get a reaction to give experience, but only rarely produce a product. I've tried emulating the Masterwork prayer system of creating an inorganic "PRAYER" material that's temperature-set one degree above its own boiling point, but somehow in mine it creates magma in the workshops (shortly-thereafter nonexistent workshops) instead of vaporizing to nothing. Any ideas why, or suggestions on other ways to do this?

Thanks

For there to even be any experience gain, there must be a product. Experience is directly proportional to the amount of products created, so if nothing is created, no experience is gained.

What material does your workshop create? If you can find it in the raws, change its boiling point and its temperature to something less lethal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vityav on November 19, 2013, 11:09:04 pm
My problem is that I want them to gain experience with every attempt, not just every success, so I want something with 100% success that just disappears alongside the rare item.

When I had the reaction set to only produce the rare item, their skill was raised so slowly that it almost never rose above dabbling for any of my dwarves. Now I have it set to produce 1 wood log with every attempt and they gain skill at a good pace, but I end up with thousands of logs creating lag.

What material does your workshop create? If you can find it in the raws, change its boiling point and its temperature to something less lethal.

I just copied over Masterwork's prayer material, which is set to 10001 degrees . If I set the boiling point low and temperature low, will it boil away without leaving magma or destroying things?

EDIT: Nope, still makes magma. Just 11 degree magma, I suppose.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 19, 2013, 11:20:35 pm
10001 is actually pretty cold. Just above the freezing point for water. Not cold enough to damage most materials though.

There may be something wrong with either the reaction or the material if it is giving you magma.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on November 19, 2013, 11:22:10 pm
I'm trying to get a reaction to give experience, but only rarely produce a product. I've tried emulating the Masterwork prayer system of creating an inorganic "PRAYER" material that's temperature-set one degree above its own boiling point, but somehow in mine it creates magma in the workshops (shortly-thereafter nonexistent workshops) instead of vaporizing to nothing. Any ideas why, or suggestions on other ways to do this?

Thanks
As originally seen in my old training module which came pre-old Genesis or Masterwork :D

Code: [Select]

[MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
These are the state names, adjectives and colors for the material.
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:stone]
[STATE_ADJ:ALL_SOLID:stone]
[STATE_COLOR:LIQUID:ORANGE]
[STATE_NAME:LIQUID:magma]
[STATE_ADJ:LIQUID:magma]
[STATE_COLOR:GAS:ORANGE]
[STATE_NAME:GAS:boiling magma]
[STATE_ADJ:GAS:boiling magma]
[DISPLAY_COLOR:7:0:0]
The modifier used to all values involving the material.
[MATERIAL_VALUE:1]
Temperature information.
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:8998]
[BOILING_POINT:8999]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:10000]
Density information.  Not used for very much, but it comes up in inventory weight and fighting.
[SOLID_DENSITY:2000000]
[LIQUID_DENSITY:2000000]
Not used.
[MOLAR_MASS:36000]
Used for blunt-force combat, measured in KPa.  Data scattered around the net (used compressive strength).  All very spotty.
[IMPACT_YIELD:120000] used marble
[IMPACT_FRACTURE:120000]
[IMPACT_STRAIN_AT_YIELD:100]
Not used.
[COMPRESSIVE_YIELD:120000]
[COMPRESSIVE_FRACTURE:120000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:15000]
[TENSILE_FRACTURE:15000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:15000]
[TORSION_FRACTURE:15000]
[TORSION_STRAIN_AT_YIELD:100]
Used for cutting calculations in combat, measured in KPa.  Data scattered around the net (used tensile strength).  All very spotty.
[SHEAR_YIELD:15000] used marble
[SHEAR_FRACTURE:15000]
[SHEAR_STRAIN_AT_YIELD:100]
Not used.
[BENDING_YIELD:15000]
[BENDING_FRACTURE:15000]
[BENDING_STRAIN_AT_YIELD:100]
A unitless measure for how sharp the edge is for combat purposes.
[NO_STONE_STOCKPILE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vityav on November 19, 2013, 11:35:31 pm
Code: [Select]
[MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
...
This also produces blocks of magma for me. Maybe I've somehow included something odd. The setup I have copied so far:
Code: [Select]
[REACTION:PRAY]
  [NAME:pray for gold]
  [BUILDING:ARMOK_SHRINE:CUSTOM_S]
  [PRODUCT:1:1:BAR:NO_SUBTYPE:INORGANIC:GOLD][PRODUCT_DIMENSION:150]
  [PRODUCT:100:1:BOULDER:NONE:INORGANIC:PRAYER][PRODUCT_DIMENSION:150]
  [SKILL:EXTRACT_STRAND]
and the inorganic code:
Code: [Select]
[INORGANIC:PRAYER]
   [USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE] (Was previously a Slime template)
   [STATE_NAME_ADJ:ALL_SOLID:prayer]
   [STATE_NAME:GAS:prayer]
   [STATE_ADJ:GAS:prayer]
[DISPLAY_COLOR:5:5:1]
[STATE_COLOR:GAS:PURPLE]

Other than that specific building, and added permitted reactions, I haven't copied anything else over from masterwork, or modified any other raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 19, 2013, 11:52:34 pm
To make a reaction that trains a skill and rarely produces a product is as simple as giving a reaction with a labor and a single product with a low appearance rate.

Spoiler: As seen here. (click to show/hide)

I'm not sure about the stone magma thing, but I haven't played with temperature a lot so I'm not entirely sure how it interacts entirely. It's possible the boulder melted into molten rock, then destroyed the workshop (which wasn't made of a material that could handle the heat the rock was set at). But I'm not sure!

This is wrong. Skill gains are directly proportional to products made, not products that can be made.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Seriyu on November 19, 2013, 11:56:13 pm
Oh, shoot, didn't know that. Did that change recently? I feel like old genesis training dummies didn't produce items, at least the majority of the time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 19, 2013, 11:57:15 pm
IIRC they produce boiling stones that do nothing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NonconsensualSurgery on November 20, 2013, 12:01:07 am
So I made a basic paladin-type secret.

Spoiler (click to show/hide)

No paladins can be found in worldgen. I would like there to be paladin towers to oppose necromancer towers. These guys are fully functional in arena testing but try as I might, they write no books and build no towers in worldgen.

It shouldn't matter, but these are the spells used by my paladin.

Spoiler (click to show/hide)

And this is the exploding creature it turns enemies into.

Spoiler (click to show/hide)

What am I doing wrong? I'm about to give up and copy someone else's similar mod, and the strange thing is I've already looked at a couple and I can't find the difference.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on November 20, 2013, 12:09:23 am
Tower building is hardcoded to require 50 animated creatures. If a secret does not provide an animation interaction, no towers will be built.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 20, 2013, 12:18:34 am
Yeah, but there should be some paladins wandering about, though they may be hard to find in legends mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NonconsensualSurgery on November 20, 2013, 01:28:14 am
Upon closer examination, there are paladins in worldgen. They're just exceedingly rare.

It would be hypocritical for paladins to go around raising zombies so I guess that is how it will have to be.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on November 20, 2013, 03:03:49 am
Why not raise zealots?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on November 20, 2013, 04:19:50 am
Oh, shoot, didn't know that. Did that change recently? I feel like old genesis training dummies didn't produce items, at least the majority of the time.
They didn't but it was changed in DF2012.
Are you sure your temperature is on?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Noobazzah on November 20, 2013, 08:40:18 am
'Bout the dragonfire-proofing: I'd appreciate just a bit of general starting advice to set me in the right path. The rest I'll try and do myself, hopefully it'll be a learning experience since I haven't done much bodyparting/materials stuff yet. Might pop some additional questions here though, if I get stuck for an evening or two.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: vityav on November 20, 2013, 11:28:13 am
Are you sure your temperature is on?
Double and triple checked, though I imagine it wouldn't make magma if it wasn't. The only thing I can see different between this same thing in Masterwork and my test-case is he also includes an "announcement" product which makes autosyndrome say something every once in a while, but I can't see anything in those raws that would remove magma.  Though in his, each reaction is accompanied by a flash of purple smoke. Mine, though saying the material should boil and be purple, just turns to magma.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on November 20, 2013, 03:27:17 pm
'Bout the dragonfire-proofing: I'd appreciate just a bit of general starting advice to set me in the right path. The rest I'll try and do myself, hopefully it'll be a learning experience since I haven't done much bodyparting/materials stuff yet. Might pop some additional questions here though, if I get stuck for an evening or two.

Basically, you need to move all of the body detail plans and associated stuff to caste-level, then make copies of every material the creature uses and modify them to not have heat damage or ignition/melting points.  It can all be done within the creature file, but it's far more efficient to use templates if you ever plan to do anything like it ever again.

Here's an example from one that I did:

Spoiler: not-fireproof caste (click to show/hide)

There are a couple of unnecessary repeats in there just to illustrate what stays the same - i.e. the blood material is defined twice and doesn't need to be.  What I did for the fireproof caste was to copy EVERY body material template, add "_FIREIMMUNE" to it, and modify the material properties so as not to be damaged by heat.  I then copied the STANDARD_MATERIALS body detail plan, replaced the materials with the new, fireproof ones, renamed it FIREIMMUNE_ADDITIONAL_MATERIALS, and called it.  I did the same for tissues, though I can't remember exactly why and what was different about the fireproof ones that I felt compelled to do that, so that probably isn't necessary.

Please note that if you plug this into your game as-is, it will throw you an enormous errorlog because you're missing all of my templates and detail plans.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on November 20, 2013, 04:18:03 pm
Is it possible to make an Interaction that transforms a corpse into a friendly creature of a specific creature/caste?

I'm not certain if reanimation or resurrection would be more likely to work, though I'm leaning towards reanimation followed by a transformation effect. Would that work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grey Goo on November 20, 2013, 04:51:26 pm
Hm, I have this question. What happen if you transform pregnant female creature into male? Or even otherwise married creature into same gender of theirs spouse? I am reaaaaally curious about this...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 20, 2013, 04:54:01 pm
Miscarriage, probably.

I've seen what happens when you transform a female creature into another female creature when they're pregnant.

They give birth. To babies of the transformed creature.

She had 3 children.

They were golden oozaru, which feature [CRAZED] and are 500 times as large as a normal saiyan.

And that was when I removed super saiyan giant monkeys from my mod. True story!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on November 20, 2013, 05:03:50 pm
I believe Toady said that pregnancies are simply cancelled in the cases where a pregnant creature transforms into a non-female creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 20, 2013, 05:15:55 pm
General question here, which stuff can I change 'on the fly' or while the game is running or does everything require at minimum, a game restart?

I know some things require a worldgen, but is there anything that can be changed and have the changes be applied while the game is running.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 20, 2013, 05:34:33 pm
You can change anything that isn't entities without a regen. Adding or removing anything is a no-go.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 20, 2013, 05:43:29 pm
You can change anything that isn't entities without a regen. Adding or removing anything is a no-go.

So, nothing can be done on the fly and have take effect while the game is running, correct? Like for example, you add [FLIER] to dwarves while the game is running (probably have to edit the save raws though), save the raw file and have it take effect right there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 20, 2013, 05:56:41 pm
The raws are loaded when the save is loaded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 20, 2013, 06:13:03 pm
The raws are loaded when the save is loaded.

Oh I see, so an application restart isn't actually neccesary.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 20, 2013, 06:36:30 pm
No, just a save+reload save.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 20, 2013, 06:50:31 pm
Hm, how do I have a breath attack that is molten rock? I'm trying to give the modded armok one since I've decided that I don't want to splatter magma over everything I attack all the time. Well, I COULD, but there might be times where I don't want to.

I basically copied the magma crabs breath attack and while I did change it to gabbro or obsidian, it doesn't come out molten or anything. Checking out the other breath attack types though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 20, 2013, 07:04:39 pm
LIQUID_GLOB?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 20, 2013, 07:09:21 pm
LIQUID_GLOB?

Tried, but it still says spinning obsidian or gabbro, not spinning molten obsidian or gabbro or whatever. Though I heard that there was a bug with the tag in that its not actually liquid since the magma crab is supposed to spit liquid globs but it doesn't actually spit molten basalt.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thundercraft on November 20, 2013, 07:12:45 pm
Question, I assume it's impossible to have certain foods slowly train stats? The only way I could think of it was syndromes, but I'm pretty sure a food can't impart more then a single syndrome, and when that syndrome is active, it doesn't stack with itself.

Actually...I just thought of a way that might work.
Give a food 100 separate syndromes, each one which has a 1% chance of multiplying a given stat by 101%.  (Or different numbers, depending on how you want it to work).  After a single eating, chances are good that one syndrome will take effect, the others will have no effect and will therefore not be stored.  After a second eating, you'll probably have another syndrome take effect, which probably won't be the same one as the first, so they won't cancel each other out.  And so on.  Not every eating will definately raise the stat (as more syndromes take effect, the probability of the stat being raised further will drop) but it's functionally similar.

Sounds like an interesting and creative solution. But if this can "inflict" a dwarf with up to 100 separate syndromes, with possibly numerous dwarves so affected, wouldn't the extra tracking for all those syndromes noticeably impact the FPS (especially on older machines)?

I recall reading about how Forgotten Beast syndromes being spread around could impact FPS and that's just one syndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 20, 2013, 08:38:30 pm
Is it possible to make an Interaction that transforms a corpse into a friendly creature of a specific creature/caste?

I'm not certain if reanimation or resurrection would be more likely to work, though I'm leaning towards reanimation followed by a transformation effect. Would that work?

Resurrected creatures will retain the same loyalties they had upon death, so if an invader or some other nuisance is resurrected, they will still be hostile.

You can transform a reanimated creature into any other creature like normal, but the creature will still be [OPPOSED_TO_LIFE]. The only advice I can think of would be to make the interaction remove the [OPPOSED_TO_LIFE] tag, but I'm not certain as to whether that would work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on November 20, 2013, 08:42:58 pm
Resurrected creatures will retain the same loyalties they had upon death, so if an invader or some other nuisance is resurrected, they will still be hostile.

You can transform a reanimated creature into any other creature like normal, but the creature will still be [OPPOSED_TO_LIFE]. The only advice I can think of would be to make the interaction remove the [OPPOSED_TO_LIFE] tag, but I'm not certain as to whether that would work.

Isn't [OPPOSED_TO_LIFE] unnecessary when reanimating? Perhaps if I make an interaction that reanimates but doesn't give OtL to the creature and also applies a transformation effect at the same time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Noobazzah on November 20, 2013, 09:11:15 pm
Quote
Please note that if you plug this into your game as-is, it will throw you an enormous errorlog because you're missing all of my templates and detail plans.

Yup, happened once when I misspelled a material used in a template and everything went to s*it. I had a 'fun' time going through the files..

Anyway, thanks for your help. Much appreciated!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 21, 2013, 10:26:52 am
LIQUID_GLOB?

Tried, but it still says spinning obsidian or gabbro, not spinning molten obsidian or gabbro or whatever. Though I heard that there was a bug with the tag in that its not actually liquid since the magma crab is supposed to spit liquid globs but it doesn't actually spit molten basalt.

Anybody know anything about this? I kind of wanted the ability to spit magma, but I guess I can settle for spitting obsidian anyway.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 21, 2013, 02:18:04 pm
LIQUID_GLOB?

Tried, but it still says spinning obsidian or gabbro, not spinning molten obsidian or gabbro or whatever. Though I heard that there was a bug with the tag in that its not actually liquid since the magma crab is supposed to spit liquid globs but it doesn't actually spit molten basalt.

Anybody know anything about this? I kind of wanted the ability to spit magma, but I guess I can settle for spitting obsidian anyway.

Known bug. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=524)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 20firebird on November 21, 2013, 02:18:16 pm
Not sure if this is the right place to put this; but how do you make custom tiles for mods?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 21, 2013, 02:24:46 pm
LIQUID_GLOB?

Tried, but it still says spinning obsidian or gabbro, not spinning molten obsidian or gabbro or whatever. Though I heard that there was a bug with the tag in that its not actually liquid since the magma crab is supposed to spit liquid globs but it doesn't actually spit molten basalt.

Anybody know anything about this? I kind of wanted the ability to spit magma, but I guess I can settle for spitting obsidian anyway.

Known bug. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=524)

Okay, I had heard of the bug myself and just wanted to be sure that it was the bug or something else.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 21, 2013, 02:32:02 pm
Not sure if this is the right place to put this; but how do you make custom tiles for mods?

I actually can't find how to make a graphics/tileset mod on the wiki. Unless I missed it somewhere.

But in your Dwarf Fortress raws, there will be a folder called graphics. This folder will hold both the images used for the mod, and the text files that apply the images.

Unfortunately, I don't know too much about some of the tags. I'd recommend looking through tileset mods to try and get a sense of how to build one. Or wait until someone more knowledgeable can give a proper explanation of what to do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 21, 2013, 02:32:45 pm
There's an example file in vanilla DF.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on November 21, 2013, 03:04:32 pm
LIQUID_GLOB?

Tried, but it still says spinning obsidian or gabbro, not spinning molten obsidian or gabbro or whatever. Though I heard that there was a bug with the tag in that its not actually liquid since the magma crab is supposed to spit liquid globs but it doesn't actually spit molten basalt.

Anybody know anything about this? I kind of wanted the ability to spit magma, but I guess I can settle for spitting obsidian anyway.

LIQUID_GLOB is basically the same as solid, but uses the liquid density for impact damage calculation.  If you want to spit magma, use TRAILING_VAPOR_FLOW, which will burn up targets rather nicely.  You can also attach an injection effect to a physical attack and have it 'inject' liquid rock to make magma punches (the magma won't actually be injected, but it will splatter over the target on impact).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 21, 2013, 03:20:10 pm
I did check out the trailing vapor flow, but it doesn't have any range, or rather I thought it would be like a projectile with trailing vapor flow.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 24, 2013, 12:34:12 am
Question to anybody that has done spouse converter creatures, while I've got it working and it says so in the legends, each time the dragon converts a creature, it's always the sex of the abductor, so instead of male/female pairs, I keep ending up with male/male or female/female pairs. They ARE breeding though, but it's just the usual 'mate with whichever of the opposite sex you come across'.

I am now attempting to use a hermaphroditic caste.
   [CASTE:CONVERTEDSPOUSE]
   [CONVERTED_SPOUSE]
   [MALE]
   [FEMALE]
      [LAYS_EGGS]
      [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
      [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
      [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]            

      [EGG_SIZE:6100]
      [CLUTCH_SIZE:1:3]

Edit: Okay, no, that just breaks the converted spouse thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 24, 2013, 01:53:58 am
Hermaphrodites are impossible; the latter sex tag overwrites the former.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 24, 2013, 09:14:15 am
It broke the spouse converter tag anyway.

Anybody know how to get them to properly get a correct gender spouse? Obviously it works for regular night creatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on November 24, 2013, 12:45:08 pm
It broke the spouse converter tag anyway.

Anybody know how to get them to properly get a correct gender spouse? Obviously it works for regular night creatures.

Regular night creatures are either normally male with a female converted spouse caste, or vice versa.  Basically they are one-gender species that use other creatures to reproduce.  I'm not certain, but I think that if you define multiple converted castes, they will be selected at random.  You can get around this by defining two different species, one male and one female, but then they won't breed with each other.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirtcopter77 on November 24, 2013, 03:14:47 pm
Could somebody post an example of a transformation interaction, please?  I've been screwing around with a transformation for a couple hours now, and I'm getting a bit frustrated.  I can't find any examples online, and the wiki is less than helpful.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 24, 2013, 03:21:21 pm
[PRODUCT:100:100:BOULDER:NONE:INORGANIC:TRANSFORM_INORGANIC_HERE]

And the transform inorganic should have these parts
Code: [Select]
[INORGANIC:TRANSFORM_INORGANIC_HERE]
...stuff...
[BOILING_POINT:5000]
[SYNDROME]
    [SYN_INHALED]
    [CE_BODY_TRANSFORMATION:START:0:END:whenever]
        [CE:CREATURE:creature:caste]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirtcopter77 on November 24, 2013, 03:39:06 pm
[PRODUCT:100:100:BOULDER:NONE:INORGANIC:TRANSFORM_INORGANIC_HERE]

And the transform inorganic should have these parts
Code: [Select]
[INORGANIC:TRANSFORM_INORGANIC_HERE]
...stuff...
[BOILING_POINT:5000]
[SYNDROME]
    [SYN_INHALED]
    [CE_BODY_TRANSFORMATION:START:0:END:whenever]
        [CE:CREATURE:creature:caste]

Thanks.  :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Witty on November 24, 2013, 06:49:16 pm
I've decided to go and edit my nobles a bit to make them a tad more interesting and useful.  I noticed that site nobles (barons, dukes, etc.) have [SUCCESSION:BY_HEIR].

Does this tag still work? I just tested this in my current fort, and the duke's daughter did not replace her upon her mother's death. Would the liaison come and appoint a new duke?

I'm considering just adding an HEIR position that succeeds the noble, but I'm not sure if it's needed (or if that even works). Any advice or info would be appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 24, 2013, 08:20:01 pm
Next version it should.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dwarfu on November 25, 2013, 06:40:53 pm
I'm considering just adding an HEIR position that succeeds the noble, but I'm not sure if it's needed (or if that even works). Any advice or info would be appreciated.

It would work, it is essentially what happens with elves with the princess (general) succeeding the queen (leader) [It doesn't ACTUALLY work that way, as the princess may not be the queen's daughter, but that seems to be the lore from Threetoe's stories].  So use SUCCESSION:BY_POSITION:FIRSTBORNSON or whatever and make sure FIRSTBORNSON is appointable by whichever noble you want the appointment to be accessible to you on the nobles screen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on November 26, 2013, 12:00:48 pm
Okay, what am I doing wrong here?  I've been trying to create a creature entity that exclusively uses a custom 'seashell' material for its weapons and armor, but not only do they never have the custom material, they keep showing up with metal weapons despite lacking all metalworking jobs.  They have WOOD_ARMOR and WOOD_WEAPONS and the ability to create a custom tree with a reaction.  Why isn't it working?

The entity:
Spoiler (click to show/hide)

The reaction that should let them produce the seashell material:
Spoiler (click to show/hide)

The tree containing the seashell material:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rencini on November 26, 2013, 12:01:28 pm
Is there a mod or a way to edit the raw files and get the world history to continue while playing (either Fortress Mode or Adventure Mode, does not matter)? Or maybe let the history run a few more years after playing? I know this feature will come in the next update, but if there is an existing mod or way to do this, I would greatly appreciate it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 26, 2013, 01:28:45 pm
No; if there were, we'd have done it, because it's the biggest update ever and the most important thing to ever happen to Dwarf Fortress's development.

If it's coming next version, there is no way to mod it in without the next version. This is pretty much a universal truth of Dwarf Fortress modding.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirtcopter77 on November 26, 2013, 07:37:24 pm
Is this pretty much correct for a transformation syndrome? When it's applied the victim turns into a toad, which isn't really the creature I'm looking for.

Code: [Select]
        [SYNDROME]
            [SYN_NAME:syndrome name]
            [SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SYNDROME_APPLIER:ALL]
            [SYN_INJECTED]
            [CE_BODY_TRANSFORMATION:RESISTABLE:PROB:100:START:0]
[CE:CREATURE:name, not capitalized and with spaces]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on November 26, 2013, 07:44:01 pm
No, the last line should read:
Code: [Select]
[CE:CREATURE:CREATURE_ID:CASTE_ID]Toads are the first creature in the vanilla raws, so if a transformation cannot find the correct creature to turn into it defaults to a toad.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirtcopter77 on November 26, 2013, 07:52:10 pm
No, the last line should read:
Code: [Select]
[CE:CREATURE:CREATURE_ID:CASTE_ID]Toads are the first creature in the vanilla raws, so if a transformation cannot find the correct creature to turn into it defaults to a toad.

Thank you. The wiki just said "creature name" goes there, so I assumed it would be the [NAME]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 26, 2013, 08:00:01 pm
No, the last line should read:
Code: [Select]
[CE:CREATURE:CREATURE_ID:CASTE_ID]Toads are the first creature in the vanilla raws, so if a transformation cannot find the correct creature to turn into it defaults to a toad.

Thank you. The wiki just said "creature name" goes there, so I assumed it would be the [NAME]

fixed
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on November 26, 2013, 08:24:49 pm
Is it possible to make elves and humans have variable hairstyles like dwarves?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 26, 2013, 08:29:56 pm
Do they not already?

If they don't, it's just a shaping whosit. Forgot what exactly, but I know for a fact that it has the word SHAPING in it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 26, 2013, 08:42:15 pm
I remember fixing the hairstyles early on when I first learned to mod.

Humans are only missing the entity tokens that allow variable styles, they already have the necessary creature tokens. IIRC elves and goblins are missing the necessary creature tokens as well as the entity tokens. It'd be easy to just copy the tags over from the dwarves.

For the entity raws the tags are:
Code: [Select]
[TISSUE_STYLE:HAIR]
[TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
[TISSUE_STYLE:SIDEBURNS]
[TS_PREFERRED_SHAPING:STANDARD_SIDEBURNS_SHAPINGS]
[TISSUE_STYLE:MOUSTACHE]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:STANDARD_MOUSTACHE_SHAPINGS]
[TISSUE_STYLE:BEARD]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:STANDARD_BEARD_SHAPINGS]

For the creatures the tags are:
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on November 27, 2013, 02:02:05 am
Adventure mode modding question. Can I make it so my arm will recover from torn tendons? that stuff?,I wouldn't cheat but I wouldn't have to worry about the arm if I was doing my best to fight...I torn off most of my armor so I could get bitten by a werebeaver,to fix my limbs if they got damaged when I WAS fighting my best...only the game decided that I shouldn't become something as pathetic as a werebeaver so even though I was bitten in...yep you guessed it,my arm,so I didn't become a werebeaver.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on November 27, 2013, 03:04:21 am
Is it possible to make a syndrome that enables a creature to transform into another in response to enemies being nearby?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 27, 2013, 03:06:11 am
Adventure mode modding question. Can I make it so my arm will recover from torn tendons? that stuff?,I wouldn't cheat but I wouldn't have to worry about the arm if I was doing my best to fight...I torn off most of my armor so I could get bitten by a werebeaver,to fix my limbs if they got damaged when I WAS fighting my best...only the game decided that I shouldn't become something as pathetic as a werebeaver so even though I was bitten in...yep you guessed it,my arm,so I didn't become a werebeaver.

Not with raw modding, no

Is it possible to make a syndrome that enables a creature to transform into another in response to enemies being nearby?

Yes, with an ATTACK interaction that imparts a syndrome that imparts an ATTACK interaction that imparts a CE_BODY_TRANSFORMATION syndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Fullmoon on November 27, 2013, 06:19:03 am
...didn't touch DF for a loong time. So some simple questions.

I want to make a resource that dwarves could get only from embark/caravan (or late-game reaction. HFS-level-late).
Can I just take some stone template and remove biome information?
Scratch that, I don't need unobtainium-encrusted tower cap barrels. How do I do that? Is that even possible?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: boddha on November 27, 2013, 01:04:05 pm
Quick question:
Is there a quick tweak I can set in the init settings I can make so my dwarves can make golden/platinum weapons without strange moods? I don't really want to install a huge mod but I would if I had to.
Edit: I looked for myself and found the inorganic materials metals text file. I copy pasted
Code: [Select]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR]from iron into the gold and platinum entries. I will report back soon (my current fortress has no anvil).
Edit 2: I started a new embark and built a metalsmith shop. Gold and Platinum aren't in the list of available weapon materials so I think I'm gonna have to edit a workshop file or something.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on November 27, 2013, 01:40:08 pm
Should work.

Speaking of materials, is it possible to make new kinds of glass or ceramic without creating custom reactions?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 27, 2013, 02:08:15 pm
Should work.

Speaking of materials, is it possible to make new kinds of glass or ceramic without creating custom reactions?

No.

...didn't touch DF for a loong time. So some simple questions.

I want to make a resource that dwarves could get only from embark/caravan (or late-game reaction. HFS-level-late).
Can I just take some stone template and remove biome information?
Scratch that, I don't need unobtainium-encrusted tower cap barrels. How do I do that? Is that even possible?



If it's a metal, you can just make a reaction that makes the bars; otherwise, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: boddha on November 27, 2013, 02:10:14 pm
Edit 2: I started a new embark and built a metalsmith shop. Gold and Platinum aren't in the list of available weapon materials so I think I'm gonna have to edit a workshop file or something.
Found the issue: had to gen a new world before the changes would take effect. Hooray for Gold and Platinum weapons/armor!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on November 27, 2013, 03:02:16 pm
Adventure mode modding question. Can I make it so my arm will recover from torn tendons? that stuff?,I wouldn't cheat but I wouldn't have to worry about the arm if I was doing my best to fight...I torn off most of my armor so I could get bitten by a werebeaver,to fix my limbs if they got damaged when I WAS fighting my best...only the game decided that I shouldn't become something as pathetic as a werebeaver so even though I was bitten in...yep you guessed it,my arm,so I didn't become a werebeaver.

Not with raw modding, no


.         Drat. I don't really need 2 arms but still... It's a pity,how about some kind of magical elixir that fully heals a body that I can craft?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 27, 2013, 03:07:20 pm
You can't add things after worldgen
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on November 27, 2013, 03:24:44 pm
what is a civilization id and what does it look like?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on November 27, 2013, 04:12:45 pm
what is a civilization id and what does it look like?

In raw modding context, it's the thing that says ENTITY:MOUNTAIN.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: catvanbrian on November 27, 2013, 05:37:34 pm
thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on November 27, 2013, 09:22:31 pm
I've got a question about skins vs. leathers. Looking at the material templates I see [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] in the SKIN_TEMPLATE but nothing in the LEATHER_TEMPLATE about tanning, so I thought that leather was just used after it's been tanned, but I see in the body detail plan that there is [ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE], so that means the leather is being added to the creature, but isn't made when butchering the creature?

I ask because I am looking at the small mods like 'More leather mod' and 'More of less leather', and I can follow the instructions (got both working in my mod), but I don't really understand why they work.

Can anyone explain it a bit to me?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 27, 2013, 09:59:10 pm
I've got a question about skins vs. leathers. Looking at the material templates I see [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] in the SKIN_TEMPLATE but nothing in the LEATHER_TEMPLATE about tanning, so I thought that leather was just used after it's been tanned, but I see in the body detail plan that there is [ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE], so that means the leather is being added to the creature, but isn't made when butchering the creature?

I ask because I am looking at the small mods like 'More leather mod' and 'More of less leather', and I can follow the instructions (got both working in my mod), but I don't really understand why they work.

Can anyone explain it a bit to me?

Material reaction products are to turn one material into another when told to by a reaction. Since the material that the reaction asks for is a local creature material, the creature must have that material for the reaction to work. If animals did not have leather, then the product of a tanning reaction would not be leather, it would be the first material defined within the creature.

I learned this the hard way trying to make dragonscale leather, when I did not add the dragonscale material to dragons. When I ran the reaction, instead of giving me dragonscale I was given a piece of fat, because that was the first material that the dragon had.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on November 27, 2013, 11:19:16 pm
That makes sense. So if I wanted to make a creature tougher is improving their skin or their leather material going to have more of an effect? And similarly, if I want armor made from their leather to be tougher, which one should I be more concerned with?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 27, 2013, 11:32:19 pm
That makes sense. So if I wanted to make a creature tougher is improving their skin or their leather material going to have more of an effect? And similarly, if I want armor made from their leather to be tougher, which one should I be more concerned with?

To make creatures tougher, improve skin. To make armour tougher, improve leather.

While most animals have leather, it isn't actually assigned anywhere, so improving leather will not have an effect on a creature's toughness.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on November 27, 2013, 11:35:24 pm
Excellent, thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on November 28, 2013, 01:47:43 am
Excellent, thanks!
Dont forget pain receptors and broken bones. Doesnt matter if the skin is better if the creature passes out and is one-shoted.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on November 28, 2013, 05:14:56 am
I already have tougher bones and such, will make sure to check pain receptors, although most of the tougher creatures I make I give the NOPAIN tag to, just because I don't want them doubling over in pain when they get a little nick.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blazing glory on November 29, 2013, 12:36:14 pm
I already have tougher bones and such, will make sure to check pain receptors, although most of the tougher creatures I make I give the NOPAIN tag to, just because I don't want them doubling over in pain when they get a little nick.


could use that for my adventurer
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Witty on November 29, 2013, 09:29:47 pm
I'm trying to have this creature usable for war by the elves, in a similar way the goblins use trolls.

Spoiler (click to show/hide)

Yet they seem to ignore them during worldgen. Am I missing something obvious?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 29, 2013, 09:33:55 pm
If you wanted to make some creature die when it enters the map, how would you guys do it? I've tried removing the lungs of ravens, increasing homeotherm (which should have made them explode in flames?), and making the standard materials of the body plan thing to plaster, though it may have just been the feathers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 29, 2013, 10:36:49 pm
I'm trying to have this creature usable for war by the elves, in a similar way the goblins use trolls.

Yet they seem to ignore them during worldgen. Am I missing something obvious?

It could be that they may not have access to the treants. Since treants are [GOOD] they will only live in good forests, but elves can live in any forest, so the distance between them may be the reason.

If you wanted to make some creature die when it enters the map, how would you guys do it? I've tried removing the lungs of ravens, increasing homeotherm (which should have made them explode in flames?), and making the standard materials of the body plan thing to plaster, though it may have just been the feathers.

I've tried removing lungs before, but for some reason it refused to work. When you increased the homeotherm, did you do it to the save's raws or to the main raws?

Also, changing the material of a creature shouldn't do anything, unless that material melts, boils, or takes damage at low temperatures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on November 29, 2013, 11:39:29 pm
I'm trying to have this creature usable for war by the elves, in a similar way the goblins use trolls.

Yet they seem to ignore them during worldgen. Am I missing something obvious?

It could be that they may not have access to the treants. Since treants are [GOOD] they will only live in good forests, but elves can live in any forest, so the distance between them may be the reason.

If you wanted to make some creature die when it enters the map, how would you guys do it? I've tried removing the lungs of ravens, increasing homeotherm (which should have made them explode in flames?), and making the standard materials of the body plan thing to plaster, though it may have just been the feathers.

I've tried removing lungs before, but for some reason it refused to work. When you increased the homeotherm, did you do it to the save's raws or to the main raws?

*facepalm* Good catch, yeah I did it in the main raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Witty on November 30, 2013, 12:10:37 am
I'm trying to have this creature usable for war by the elves, in a similar way the goblins use trolls.

Yet they seem to ignore them during worldgen. Am I missing something obvious?

It could be that they may not have access to the treants. Since treants are [GOOD] they will only live in good forests, but elves can live in any forest, so the distance between them may be the reason.

They did have access to good forests, I made sure of that. I'm starting to think it may be because they lack a CHILD tag, and a means to reproduce.

On a slightly unrelated note, I've noticed that the non-oak treants are using oak wood tissue, but still drop their appropriate log on death. Is there a way to define a tissue material to a particular caste? Or did I mess up the castes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 30, 2013, 12:21:03 am
I'm trying to have this creature usable for war by the elves, in a similar way the goblins use trolls.

Yet they seem to ignore them during worldgen. Am I missing something obvious?

It could be that they may not have access to the treants. Since treants are [GOOD] they will only live in good forests, but elves can live in any forest, so the distance between them may be the reason.

They did have access to good forests, I made sure of that. I'm starting to think it may be because they lack a CHILD tag, and a means to reproduce.

On a slightly unrelated note, I've noticed that the non-oak treants are using oak wood tissue, but still drop their appropriate log on death. Is there a way to define a tissue material to a particular caste? Or did I mess up the castes?

It may just be luck, as taming a creature requires a member of the civilization to seek out and tame them in world-gen. But they will need a means to reproduce.

As for the tissues, the problem is that you gave them all the same name. Because they all have the same name, the game will by default only use the first. All your trees are made of oak, but they drop their appropriate logs because of the item corpse token.

I had the same problem before when I was working on "living" weapons.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Witty on November 30, 2013, 12:57:09 am
Ah, Thanks! Works great now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dbuhos on November 30, 2013, 07:56:22 am
A creature I just modded in just...doesn't die.
Everything in it is broken, it's bleeding like a pig and yet it refuses to die.

What is going on and how can I fix it ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Mc Dwarf on November 30, 2013, 09:57:01 am
This may be a bug, but I'm getting this in my errorlog every tike I gen a new world

Code: [Select]
HEMATITE: Smelt Ore Not Found, Token - IRON
LIMONITE: Smelt Ore Not Found, Token - IRON
GARNIERITE: Smelt Ore Not Found, Token - NICKEL
NATIVE_GOLD: Smelt Ore Not Found, Token - GOLD
NATIVE_SILVER: Smelt Ore Not Found, Token - SILVER
NATIVE_COPPER: Smelt Ore Not Found, Token - COPPER
MALACHITE: Smelt Ore Not Found, Token - COPPER
GALENA: Smelt Ore Not Found, Token - SILVER
GALENA: Smelt Ore Not Found, Token - LEAD
SPHALERITE: Smelt Ore Not Found, Token - ZINC
CASSITERITE: Smelt Ore Not Found, Token - TIN
NATIVE_PLATINUM: Smelt Ore Not Found, Token - PLATINUM
TETRAHEDRITE: Smelt Ore Not Found, Token - SILVER
TETRAHEDRITE: Smelt Ore Not Found, Token - COPPER
HORN_SILVER: Smelt Ore Not Found, Token - SILVER
BISMUTHINITE: Smelt Ore Not Found, Token - BISMUTH
MAGNETITE: Smelt Ore Not Found, Token - IRON
NATIVE_ALUMINUM: Smelt Ore Not Found, Token - ALUMINUM
RAW_ADAMANTINE: Thread Metal Ore Not Found, Token - ADAMANTINE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on November 30, 2013, 01:10:23 pm
A creature I just modded in just...doesn't die.
Everything in it is broken, it's bleeding like a pig and yet it refuses to die.

What is going on and how can I fix it ?

If you could post the creature's raws, it would be easier to see if there is something wrong. There could be a few things, but it without any information I can only take a guess at what might be causing this.

This may be a bug, but I'm getting this in my errorlog every tike I gen a new world

That's an odd one. Are you using any mods?

From the looks of the errorlog, it seems that you are missing all your metals.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Mc Dwarf on November 30, 2013, 02:17:24 pm
Yes. Fanciful creatures and FD. The thing is, it says the missing metals were in the creature file, but there actually are no metals.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tsuchigumo550 on December 01, 2013, 04:26:32 pm
I plan to build a relatively minor mod, but I haven't done anything mod related in a loooong time.

The first thing I'm trying to build are "rune stones", which adventurers can interact with to learn new abilities.

Spoiler: the interaction (click to show/hide)
Do I need to specify WHAT syndrome it inflicts somehow? I want each individual gem, or possibly three groups of them (based on worth), that rune stones are crafted from to grant adventurers a syndrome that gives them an interaction. A ruby could be turned into a Ruby Runestone, which might give the adventurer, say, dragonbreath.
Do I need separate interactions for every single stone/syndrome?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 01, 2013, 04:29:14 pm
Yes to all.

Also, items can't give syndromes or interactions without DFHack.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Tsuchigumo550 on December 01, 2013, 04:49:11 pm
Hmm...

So I wouldn't be able to add, say, an adventurer reaction that uses up a type of item that gives the adventurer a skill? Bummer. I guess I could change it to give other kinds of items, maybe... like weapons, or armor or something.

That way, I could make a Fortress workshop that actually creates the stone that requires a gem and a weapon.
It would be nice to have, say, low-worth gems always generate their weapon/armor with relatively weak metals, and stuff like diamonds generating very good weapons. I'd prefer it if I only had to create three stones for every weapon, that chooses a random metal based on tier.

---

The mod I intend to create is meant to up the amount of civs/siegers there are, adds some new, interesting creatures, adds a few new metals, weapon types, and plants, and maybe some other small things. Fortresses will have new workshops that craft items of varying use to adventurers- these are generally able to generate worth, but are less useful to fortress dwarves. Creating a weapon-stone won't help the fortress, except for the fact it's got more worth on average than the gem that went into it.

The idea is to make the fort something that players would rather go back to once it falls as an adventurer, rather than reclaim or simply let it die.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 01, 2013, 05:50:33 pm
You could always boiling stone, yeah.

Skill, no. Read. (http://dwarffortresswiki.org/index.php/DF2012:Syndrome)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on December 01, 2013, 06:07:44 pm
Skill can be done through reactions however. If a reaction gives you a whole bunch of products that boil away you'll still get experience for each one (about 30xp per product I think).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on December 02, 2013, 08:28:37 am
Skill can be done through reactions however. If a reaction gives you a whole bunch of products that boil away you'll still get experience for each one (about 30xp per product I think).
So there can be a reaction that will instantly make you Legendary+1337 in everything?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on December 02, 2013, 08:34:38 am
Skill can be done through reactions however. If a reaction gives you a whole bunch of products that boil away you'll still get experience for each one (about 30xp per product I think).
So there can be a reaction that will instantly make you Legendary+1337 in everything?

No, only one skill can be used for a reaction at a time. Though you can have a reaction that causes one skill to jump from dabbling to legendary, if there are enough products.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on December 02, 2013, 11:11:24 am
Skill can be done through reactions however. If a reaction gives you a whole bunch of products that boil away you'll still get experience for each one (about 30xp per product I think).

Be aware that this tends to crash the game when you start using very large numbers of boiling stones.  What I do for extreme skill gains, instead, is use a container with PRESERVE_REAGENT, create a whole bunch of useless powder items, and then have an automatic reaction to destroy them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on December 03, 2013, 02:15:11 pm
Hi guys

I'm working on entities and related creatures atm, but wanted to ask 2 questions for the future in the meantime.

1) Regarding creature petvalue for the purposes of butchering:
Can I set different castes of the same creature, eg cows, to have different values, so that some caste's meat/bones etc, are of higher or lower value than other castes?

2) Is it possible for me to make a plant, e.g. a tobacco plant, and after being grown and harvested, use the produce as a reagent at a workshop, to make a new economic product, eg in this case: Cigars?
It's not intended to be usable, just for trade. Unless it is possible to make the new product edible - specifically desired for chocolate, tea, coffee etc




Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 03, 2013, 02:19:20 pm
1. Yes, but the caste needs to use different materials entirely than the rest of the castes
2. Of course
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on December 03, 2013, 02:45:46 pm
Thanks for the quick reply Putnam.

If I understand you correctly then, I need to make new higher value leathers etc, and assign them to the new castes, to replace the standard creatures leathers etc. Is that right?

I've had a quick search, but can't find where meat is defined in the raws... How do I change its value, or is it derived from the muscle layer?

Sorry for not understanding, I'm still getting to grips with modding.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on December 03, 2013, 02:47:52 pm
Thanks for the quick reply Putnam.

If I understand you correctly then, I need to make new higher value leathers etc, and assign them to the new castes, to replace the standard creatures leathers etc. Is that right?

I've had a quick search, but can't find where meat is defined in the raws... How do I change its value, or is it derived from the muscle layer?

Sorry for not understanding, I'm still getting to grips with modding.

Meat is muscle with its name changed by the [MEAT_NAME:prefix:name:adjective] token.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on December 03, 2013, 03:14:19 pm
AH, got it! Thanks BlackFlyme!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on December 03, 2013, 09:11:50 pm
Trying to understand plant raws so that I can better handle them in my python utilities. I know what all the tags do, but I am unsure of exactly how the game parses them, for example:

Code: [Select]
[PLANT:VINE_WHIP]
[NAME:whip vine][NAME_PLURAL:whip vines][ADJ:whip vine]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE][REACTION_CLASS:CAN_MILL]
[MATERIAL_REACTION_PRODUCT:DRINK:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_VALUE:2]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[DRY][SAVAGE][BIOME:NOT_FREEZING]
[USE_MATERIAL_TEMPLATE:BREAD:BREAD_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:whip vine bread]
[MATERIAL_VALUE:6]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE][REACTION_CLASS:UNSEASONED]
[STATE_NAME_ADJ:ALL_SOLID:frozen whip wine]
[STATE_NAME_ADJ:LIQUID:whip wine]
[STATE_NAME_ADJ:GAS:boiling whip wine]
[MATERIAL_VALUE:3]
[DISPLAY_COLOR:3:0:1]
[EDIBLE_RAW]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:CUSTOM_MILL:LOCAL_PLANT_MAT:MILL][USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:whip vine flour]
[STATE_COLOR:ALL_SOLID:AZURE]
[DISPLAY_COLOR:3:0:1]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MATERIAL_REACTION_PRODUCT:BREAD_MAT:LOCAL_PLANT_MAT:BREAD]
[MILL:LOCAL_PLANT_MAT:MILL]

[SPRING][SUMMER][AUTUMN]
[GROWDUR:1008]

[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:length]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[EDIBLE_VERMIN]
[SEED:whip vine seed:whip vine seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[PICKED_TILE:182][DEAD_PICKED_TILE:21]
[SHRUB_TILE:182]
[DEAD_SHRUB_TILE:182]
[PICKED_COLOR:2:2:1]
[SHRUB_COLOR:2:2:1][DEAD_SHRUB_COLOR:6:6:0]

This crop has several different Material Templates inside of it, now I am assuming that, like Castes in creatures, everytime you declare a new material template it starts anew and what you put beneath it is just for that material template. Except, unlike castes, there is no SELECT_MATERIAL:ALL token. How does the game know that certain tags go to the whole plant and others just go to the material? Do certain tags act as "reset" tags? If for instance I were to move SPRING to it's new position would the game freak out and try to apply the tags below it to the whole plant?

Code: [Select]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:whip vine flour]
[STATE_COLOR:ALL_SOLID:AZURE]
   ====>[SPRING]
[DISPLAY_COLOR:3:0:1]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[PREFIX:NONE]
[MATERIAL_REACTION_PRODUCT:BREAD_MAT:LOCAL_PLANT_MAT:BREAD]
[MILL:LOCAL_PLANT_MAT:MILL]

[SUMMER][AUTUMN]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 03, 2013, 09:20:20 pm
BTW, in creatures, materials are creature-level, not caste-level. It would be a more apt comparison to compare with creature mats than creature castes.

And yes, any non-material definition tokens will be counted as plant tokens. The same is true for creatures; in fact, except for the lack of SELECT_MATERIAL:X, plant materials are identical to creature materials in every way.

It would give you an errorlog for the material definition tokens if you put a plant token smack in the middle of a material definition.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on December 03, 2013, 09:35:15 pm
And yes, any non-material definition tokens will be counted as plant tokens. The same is true for creatures; in fact, except for the lack of SELECT_MATERIAL:X, plant materials are identical to creature materials in every way.

Hmm I did not know that, so putting something like

Code: [Select]
[CASTE:MALE]
[MALE]
[BIOME:ALL_LAND]

would be equivalent to

Code: [Select]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[BIOME:ALL_LAND]

since biome tags are creature level and not caste level?

I will have to think of an appropriate way to parse the materials in python then. Maybe I can just pull them out by looking for non-material tokens... Experimenting time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 03, 2013, 09:42:34 pm
No, not at all. I was saying that materials are not to be compared to castes in any way, shape or form, that their selection is incomparable.

This:
Code: [Select]
[SELECT_CASTE:MALE]
[MALE]
[BIOME:ALL_LAND]
[BLOODSUCKER]

Will give only the MALE caste BLOODSUCKER.

I'm saying that you should be comparing to creature materials.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on December 03, 2013, 10:03:09 pm
Ah, I misunderstood. Makes things a bit more complicated. Wish there was more of a universal structure to raws. Each modder seems to do things a different way. Makes writing programs that will handle all raw formats rather tedious.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on December 04, 2013, 11:41:41 am
Here's the skinny.

I want to make a creature that reproduces through "budding", i.e. the creature does not have normal children, and instead propagates through a mitosis-type method.  This is the mechanism I've worked out so far (I am retarded at interactions):


The concern I have is: when the body transformation syndrome expires, does the creature revert back to an animated creature, or is it just the plain old base creature?  Will the creature retain loyalties when it transforms back, or will it be wild?

My current guess to this is: revert back to animated -> No ; retain loyalties -> No.

Is there anything I'm missing from the interaction chain above?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on December 04, 2013, 12:51:15 pm
Make the limb a [HEAD]. Use a resurrection interaction, not an animation interaction. Almost everything can be animated, but not everything that can be animated can be resurrected. Resurrected creatures retain their loyalties, animated creatures blindly follow their reanimator, which can cause problems if the reanimator is a living creature.

I'm not experienced with interactions, so this is the extent of my input.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on December 04, 2013, 01:22:55 pm
Can [HEAD] bodyparts be resurrected?  I thought only remains with the [UPPERBODY] category were fit for resurrection.  My understanding was that loss of any bodypart with the [UPPERBODY] category resulted in death.  If I have a chance I will fiddle with this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on December 04, 2013, 01:35:51 pm
Can [HEAD] bodyparts be resurrected?  I thought only remains with the [UPPERBODY] category were fit for resurrection.  My understanding was that loss of any bodypart with the [UPPERBODY] category resulted in death.  If I have a chance I will fiddle with this.

I tested a resurrection interaction in the arena mode, and it worked on a severed head. It eventually suffocated, though.

I know that losing a [LOWERBODY] will always result in death, so I imagine it applies to [UPPERBODY] as well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on December 04, 2013, 04:14:44 pm
Thats good info BlackFlyme, thanks.  I will test it out tonight
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thundercraft on December 04, 2013, 07:16:36 pm
I want to make a creature that reproduces through "budding", i.e. the creature does not have normal children, and instead propagates through a mitosis-type method... [snip]

That's a creative design and solution. I'd love to see the end result of your experiments.

Primary Creature (immobile) drops limbs due to melting connective tissue.

By "due to melting connective tissue", are you talking about using a "necrosis" type syndrome (http://dwarffortresswiki.org/index.php/DF2012:Syndrome) that specifically targets the connective tissue?

Question: Wouldn't the necrosis of connective tissue and having a body part fall off (i.e., having something "rot" off) result in the creature either bleeding to death or eventually succumb to infection?

Or, to avoid the above scenario, is it absolutely necessary to leave out the [GETS_WOUND_INFECTIONS] and [GETS_INFECTIONS_FROM_ROT] tags?

I'm reminded of scenarios like this (http://www.bay12forums.com/smf/index.php?topic=101379.msg4796868#msg4796868) where a forgotten beast syndrome causes creatures' feet to rot, inevitably resulting in infection and death. (It's too bad the hospital can't amputate to save them.)

Some time ago, threads like this (http://www.bay12forums.com/smf/index.php?topic=72939.msg1800827#msg1800827) inspired me to use a necrosis syndrome to target the genitals of livestock and sterilize them to control breeding. (The old Genesis Mod (http://www.bay12forums.com/smf/index.php?topic=52988.0) had genitals.) For one thing, I was hoping this would make it easier to prevent catplosions (http://dwarffortresswiki.org/index.php/DF2012:Catsplosion). Unfortunately, that would not actually sterilize them. That, and I worried about infection and bleeding to death.

However, through DFHack's new TrueTransform I suppose it should now be possible to also transform them into a [Neuter] caste. (But by mentioning this system, I figure it won't be long before some ambitious and twisted player decides to have a pool of this syndrome liquid near their Depot to sterilize those annoying, tree-hugging pests Elven caravans. :P )
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thundercraft on December 04, 2013, 07:18:03 pm
[Deleted] (Double posted due to major server lag.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on December 05, 2013, 10:51:47 am
Melting a connective tissue doesn't require necrosis.  In a custom body plan, the limb is simply connected to the rest of the body by a secondary bodypart, like an upper-upperarm.  Make the upper-upperarm out of a material that melts at standard temperature (like water).  When the creature transforms the water will melt, causing the rest of the disconnected body part to drop as a limb (corpsepiece).

Using the resurrection scheme, the following is the method I am working on building

Creature drops 3 extraneous head body parts that are connected to the upperbody by melting necks.  The 3 heads are made out of a new creature_mat called SPORE.
Creature resurrects the heads via targeting the SPORE material
Resurrected heads target selves with transformation syndrome

However, can you target materials, rather than creatures, with interactions?  I would like it because it would negate the possibility of the creatures accidentally resurrecting each other if they die from other causes.

For example:  If the dropped heads were made out of a creature_mat SPORE, would this be a valid interaction string?

     I_TARGET:spore:MATERIAL
       IT_MATERIAL:MATERIAL:CREATURE_MAT:Creature:SPORE:FLOW
     I_EFFECT:RESURRECT
       IE_TARGET:spore
       IE_IMMEDIATE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 05, 2013, 12:03:06 pm
I'm trying to make a reaction which uses any organic refuse (body parts or corpses) as fuel. Anyone have any ideas as to how I might do this? I've never made a successful reaction before.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on December 05, 2013, 12:14:45 pm
I'm trying to make a reaction which uses any organic refuse (body parts or corpses) as fuel. Anyone have any ideas as to how I might do this? I've never made a successful reaction before.

I haven't made any reactions that call for corpses before, but I know that the item tokens (http://dwarffortresswiki.org/index.php/DF2012:Item_token) for corpses are CORPSE and CORPSEPIECE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 05, 2013, 12:29:38 pm
I'm trying to make a reaction which uses any organic refuse (body parts or corpses) as fuel. Anyone have any ideas as to how I might do this? I've never made a successful reaction before.

I haven't made any reactions that call for corpses before, but I know that the item tokens (http://dwarffortresswiki.org/index.php/DF2012:Item_token) for corpses are CORPSE and CORPSEPIECE.

My current reaction is:
Spoiler (click to show/hide)
I haven't adequately tested this yet. If anyone can tell me right now that it won't work/why, that's much appreciated.

TY for the CORPSEPIECE info. I missed that reading the page. I'll be making a seperate reaction to burn bodyparts, I suppose.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on December 05, 2013, 12:33:13 pm
[REAGENT:A:1:CORPSE:NONE:GET_MATERIAL_FROM_REAGENT]
^ is wrong.

GET_MATERIAL_FROM_REAGENT is a product line, and there should be both material type and material parameters in place of that. Just replace it with NONE:NONE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 05, 2013, 12:35:51 pm
[REAGENT:A:1:CORPSE:NONE:GET_MATERIAL_FROM_REAGENT]
^ is wrong.

GET_MATERIAL_FROM_REAGENT is a product line, and there should be both material type and material parameters in place of that. Just replace it with NONE:NONE.

Thanks. I'll try this out.

EDIT: And then I'm back, because I can't figure out how to make this reaction available on the smelter menu.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on December 05, 2013, 01:22:06 pm
Quote from: MDFification
My current reaction is:
Spoiler (click to show/hide)
I haven't adequately tested this yet. If anyone can tell me right now that it won't work/why, that's much appreciated.

TY for the CORPSEPIECE info. I missed that reading the page. I'll be making a seperate reaction to burn bodyparts, I suppose.

Reaction line and product line are both wrong

Corrected:
Code: [Select]
[REACTION:CREMATE_BODY]
[NAME:make ash from corpses]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:CORPSE:NONE:NONE:NONE]
[PRODUCT:100:5:BAR:NO_SUBTYPE:ASH:NONE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

Your product needs to ASH:NONE, not just ASH
Are you sure you want to use fuel?

I personally use a cremate vermin reaction to, but I use the kiln, and don't use fuel.


Edit:
To get the reaction to show up on the menu, you need to permit the reaction in the entity file

In the raw entity_default.txt, locate the ENTITY:MOUNTAIN (should be the first one).  If you scroll down you will find a whole bunch of tokens for PERMITTED_BUILDING and PERMITTED_REACTION.  Add your reaction to this list

[PERMITTED_REACTION:CREMATE_BODY]

You will need to regen your world.  Adding new objects (your reaction) and entity modifications require a regen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thundercraft on December 05, 2013, 01:37:06 pm
I'm trying to make a reaction which uses any organic refuse (body parts or corpses) as fuel. Anyone have any ideas as to how I might do this? I've never made a successful reaction before.
My current reaction is:
Spoiler (click to show/hide)
I haven't adequately tested this yet. If anyone can tell me right now that it won't work/why, that's much appreciated.

You may find it useful to know that other modders have already created corpse-burning workshops. Maybe it would help to study their notes and code?

* There's Lazureus' Crematorium Workshop (http://www.bay12forums.com/smf/index.php?topic=54058.0)

* And, more recently, there's Profit's Item Annihilator (http://dffd.wimbli.com/file.php?id=3976) with some optional Crematorium code.

But, you may have to fiddle with the code to get it to work right with the latest DF. And Profit warns about his workshop:
Quote
The crematorium is buggy. Sorry, nothing I can do about it currently. ->DO NOT USE IT FOR ANYTHING BESIDES VERMIN REMAINS<- I am working on getting the corpse and corpsepart tag respected but until then the reactions will use a bunch of things they should not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 05, 2013, 02:14:10 pm
its actually not buggy. Hair, skin, and other useful refuse parts will be burned as well. Thats what he ment. Its unintentional, but factually correct. MDF also has a crematory, which uses Profits version as a basis.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 05, 2013, 02:14:32 pm
Thanks for your help everyone. All persons who advised/corrected my raws are getting thanked in my Freehold mod thread.

---

I'm going to edit the reaction before the final version. First, I'm considering moving it to the wood furnace (the smelter is already pretty crowded). Second, I'm going to make versions of the reaction that don't use fuel for the magma smelter. In either case, this could help reduce clutter (useless body parts also can be melted down) and provide a source of ash  that doesn't require fuel in the case of the magma smelter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: boddha on December 05, 2013, 02:44:54 pm
Hey guys, just reporting back in on precious metal weapons. This simple mod has been fun, my soldiers have grown attached to their golden spears and axes. For the record, I've noticed that modding in weapon materials causes caravans to carry them as well. For example, some caravans have shown up with golden axes to trade.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on December 05, 2013, 05:42:53 pm
Werecreatures are hostile when transformed due to being [CRAZED] correct? So a creature that transforms into a non-crazed form shouldn't become hostile, is that correct?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on December 05, 2013, 06:20:58 pm
Werecreatures are hostile when transformed due to being [CRAZED] correct? So a creature that transforms into a non-crazed form shouldn't become hostile, is that correct?

So long as it isn't [CRAZED] or [OPPOSED_TO_LIFE], it shouldn't be hostile unless it was already hostile in the first place.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on December 06, 2013, 07:07:04 am
If I change the number 1 in [CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED] will that change the time between vampire feedings or do I need to change a different part of the line?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on December 06, 2013, 10:13:50 am
Thanks for your help everyone. All persons who advised/corrected my raws are getting thanked in my Freehold mod thread.

---

I'm going to edit the reaction before the final version. First, I'm considering moving it to the wood furnace (the smelter is already pretty crowded). Second, I'm going to make versions of the reaction that don't use fuel for the magma smelter. In either case, this could help reduce clutter (useless body parts also can be melted down) and provide a source of ash  that doesn't require fuel in the case of the magma smelter.

That all sounds good, but please note that custom reactions can't be enabled at the woodfurnace.  Smelter or kiln sound like the best two remaining options.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on December 06, 2013, 01:17:47 pm
I'm trying to make it possible to make vampires easily in forts for a succession game. I decided to make a substance from a plant produce the effect but for some reason it crashes the game whenever I try to gen worlds with this in the RAWs.

Code: [Select]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen blightblood]
[STATE_NAME_ADJ:LIQUID:blightblood]
[STATE_NAME_ADJ:GAS:boiling blightblood]
[MATERIAL_VALUE:100]
[DISPLAY_COLOR:7:0:1]
[EXTRACT_STORAGE:FLASK]
[PREFIX:NONE]
[SYNDROME]
[CE:INTERACTION:VAMPIRE_CURSE]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
[EXTRACT_STILL_VIAL:LOCAL_PLANT_MAT:EXTRACT]

As far as I can tell from experimentation it's the [CE:INTERACTION:VAMPIRE_CURSE] that's causing crashes, but I'm not sure how to achieve the effect I want without it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 06, 2013, 03:42:05 pm
1. VAMPIRE_CURSE is not an interaction.
2. CE:INTERACTION does not exist.
3. You'll probably just want to copy+paste the vampire syndrome's effects in the interaction examples folder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on December 06, 2013, 04:20:20 pm
1. VAMPIRE_CURSE is not an interaction.
2. CE:INTERACTION does not exist.
3. You'll probably just want to copy+paste the vampire syndrome's effects in the interaction examples folder.

I copy/pasted the stuff I used from the vanilla vampire effect. I'll try by just giving it the vampire stuff directly, but my intent was to make it function like vampire blood.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MODcrazy on December 06, 2013, 05:22:48 pm
So... Having been inspired by the one from the Suggestion (waxed leather), I have been trying to make a reation to somehow "glaze" (well, the only possible improvement) an item made of leather with wax. The problem is: it does not produce any errors, but it also doesn't show up as a choice in the tanner's workshop's menu...

Here is the reaction:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MODcrazy on December 06, 2013, 05:40:06 pm
I HAVE found one mistake (missing number of second reagent) and corrected it, but it still doesn't work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MODcrazy on December 06, 2013, 05:53:26 pm
Forgot to add in entity... well, and i call myself MODcrazy...  now testing, sorry for asking stupid questions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 06, 2013, 06:14:12 pm
Glad we could help.

(there's an edit button in the top right of the post)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on December 06, 2013, 07:50:43 pm
Hey guys,

I'm getting crashes when I try to use arena testing mode to spawn a newly added entity creature for testing.
I think it may have something to do with the graphics set, but I literally cannot figure out what is wrong with it.

I am using a modified Phoebus set, with some extra graphics that I believe are from an old Warhammer mod.

the creature raw entry
Spoiler (click to show/hide)

AND the relevant graphics.txt:
Spoiler (click to show/hide)

apart from the sheer messiness and wall of text-y-ness of it all, for which I apologise,
can anyone see a problem with what I've got that could be causing crashes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 06, 2013, 08:20:11 pm
BABY_SNATCHER isn't a creature token

not related to the crashes, but should be pointed out

also you should check your errorlog
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on December 06, 2013, 08:26:30 pm
Ah thanks Putnam. What a silly mistake, that'll teach me for trying to do the creature and entity files at the same time...

Where do I find the error log? And will that tell me what line is causing the issue?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 06, 2013, 08:27:23 pm
errorlog.txt, same level as dwarffortress.exe
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on December 06, 2013, 08:39:06 pm
OH! Wow! That's really helpful, thanks again Putnam, can't believe I've never found the errorlog before.

####EDIT####

Hmmm, I've cleaned up everything in the errorlog.txt. Got it down to one thing.
the errorlog was reporting that there is a missing material template for diaphragm.


So i removed all references to diaphragms in the text. No help. So I put all the references back.
Now I'm still getting the crashes, but the errorlog is always empty; it doesn't update.


Does anyone have any idea whats going on?



here are my cleaned up raws:
(the relevant DIAPHRAGM references are near the bottom)

Spoiler (click to show/hide)



Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thundercraft on December 07, 2013, 06:02:46 am
MagmaWiki > DF2012:Mount (http://dwarffortresswiki.org/index.php/DF2012:Mount)

Quote
Note that goblins only have a single animal trainer, their general; if he falls (or, because of a bug, leaves the map), you will never see mounted goblin units again.

Q1: Has anyone figured out a workaround to this bug? I'd like to see more mounted goblin units.

Q2: Also, is the temperature of a dragon's breath (http://dwarffortresswiki.org/index.php/DF2012:Dragon) somewhere in the raws? Or is it hard-coded? I'd really like to reduce that 50000 °U (which is over 4 times the surface of the Sun) down to a more realistic level...

Also, looking at the wiki page for magma (http://dwarffortresswiki.org/index.php/DF2012:Magma), I read the "Raws" table at the bottom and noticed:

Quote
reconstructed from data extracted from memory

Q3a: This means that the temperature of magma is hard-coded, correct? Somebody must have carefully searched a memory dump with the game running in order to find this data?

Q3b: Is there any conceivable way to alter the temperature of magma? Perhaps through a patch to "Dwarf Fortress.exe" (as some have done to fix certain bugs)? Or maybe through a DFHack script? (I really, really want extra hot magma! :D )
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on December 07, 2013, 01:03:26 pm
MagmaWiki > DF2012:Mount (http://dwarffortresswiki.org/index.php/DF2012:Mount)

Quote
Note that goblins only have a single animal trainer, their general; if he falls (or, because of a bug, leaves the map), you will never see mounted goblin units again.

Q1: Has anyone figured out a workaround to this bug? I'd like to see more mounted goblin units.
That issue has been reported to be fixed (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3442), in which case the wiki is outdated. Do you feel it is still around?

Q2: Also, is the temperature of a dragon's breath (http://dwarffortresswiki.org/index.php/DF2012:Dragon) somewhere in the raws? Or is it hard-coded? I'd really like to reduce that 50000 °U (which is over 4 times the surface of the Sun) down to a more realistic level...

Also, looking at the wiki page for magma (http://dwarffortresswiki.org/index.php/DF2012:Magma), I read the "Raws" table at the bottom and noticed:

Quote
reconstructed from data extracted from memory

Q3a: This means that the temperature of magma is hard-coded, correct? Somebody must have carefully searched a memory dump with the game running in order to find this data?

Q3b: Is there any conceivable way to alter the temperature of magma? Perhaps through a patch to "Dwarf Fortress.exe" (as some have done to fix certain bugs)? Or maybe through a DFHack script? (I really, really want extra hot magma! :D )
Yes, magma proper and dragonfire are both hardcoded. Conceivably, a binary patch could change their values, if you know where to look and how to change it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: HissinhWalnuts on December 07, 2013, 07:51:44 pm
I'm thinking about making a amorphous plus mod with modding but I don't know how to mod, any tips on how to get started.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on December 07, 2013, 08:28:36 pm
I'm thinking about making a amorphous plus mod with modding but I don't know how to mod, any tips on how to get started.

I started learning by taking a look at existing things within the game that were similar to what I wanted to make and copying then building off of them.

There should be a few guides floating around, both on the forums and the wiki. Be sure to check the wiki for the various token lists.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thundercraft on December 07, 2013, 09:09:42 pm
I'm thinking about making a amorphous plus mod with modding but I don't know how to mod, any tips on how to get started.

You may want to start reading here: DF2012:Modding guide (http://dwarffortresswiki.org/index.php/DF2012:Modding_guide)

And here: Shaostoul's Guide (http://dwarffortresswiki.org/index.php/Shaostoul%27s_Guide)

Also, this is highly useful: Category:DF2012:Modding (http://dwarffortresswiki.org/index.php/Category:DF2012:Modding)

And don't be shy about asking questions here. We don't bite. (Well, most of us. :P )

I've learned quite a bit just from following this thread and threads like it, reading about other people's modding problems and solutions.

Another tip:
If you don't already, I strongly suggesting hanging around on #dfmodding on irc.NewNet.net.  There are constant idea discussions and mod concepts being thrown around, and you're likely to need assistance with a mod of this size and scope.

And here's a few words of advice by profit:

A modder, and mod-user, rant (http://www.bay12forums.com/smf/index.php?topic=54303.0)

In particular, I'd like to point out this post (http://www.bay12forums.com/smf/index.php?topic=54303.msg1166306#msg1166306) where profit outlines what every mod readme should contain and shows just how easy they are to make. (There's no excuse for a mod lacking any sort of readme file!)

Next, I'd like to point out the Community Mods and utilities list (http://www.bay12forums.com/smf/index.php?topic=28829.0).

In particular, you may be interested in this category of the list:

Modding Utilities: These are tools that help with modding your fortress.

In particular:
* Project: Modder's Resource (http://www.bay12forums.com/smf/index.php?topic=113225.0)
* New Notepad++ raw file highlighting mode! (http://www.bay12forums.com/smf/index.php?topic=130510)
* Syntax Highlighting for DF raws (http://www.bay12forums.com/smf/index.php?topic=122228.0)
* Modding Tool: Raw Explorer (http://www.bay12forums.com/smf/index.php?topic=103360.0)
* DF Raw Cloner (http://dffd.wimbli.com/file.php?id=7676)
* Time to Ticks (http://dffd.wimbli.com/file.php?id=7675)
* Custom Workshop Workshop (http://www.bay12forums.com/smf/index.php?topic=54004.0)
* Creation Forge - A Useful Custom Workshop (http://www.bay12forums.com/smf/index.php?topic=60815.0)
* ParseDFLogs (http://www.bay12forums.com/smf/index.php?topic=20780.0) - parse worldgen files to give a summary of various races & civs
* ParseDFLogs Executable (http://dffd.wimbli.com/file.php?id=311)
* DF World Tinker 0.34.11.0 (http://www.bay12forums.com/smf/index.php?topic=67059.0)
* RantingRodent's Dwarf Fortress Raw Patcher (http://www.bay12forums.com/smf/index.php?topic=69655.0)
* DF Mod Manager (http://www.bay12forums.com/smf/index.php?topic=74828.0)
* DF Entity Checker v0.23 (http://www.bay12forums.com/smf/index.php?topic=108359.0)
* Blast [V0.8.0a] - Now with syntax highlighter and raw formatter! (http://www.bay12forums.com/smf/index.php?topic=125997.0)

And here's a few more interesting ones:
* Creature alphabetizer (http://dffd.wimbli.com/file.php?id=5837)
* NightS Easy Metal Creator (http://dffd.wimbli.com/file.php?id=5825)

Also, while it's something of an advanced modding technique, DFHack (http://www.bay12forums.com/smf/index.php?topic=91166.0) allows modders to do many, many things that are otherwise impossible. For example, with TrueTransform it is now possible to permanently transform one creature into another creature. You can also instantly heal someone, including missing limbs. Or bring them back from the dead. You could even (in theory) have a catapult launch special projectiles that, on impact, transform into angry critters that attack nearby enemies. (Also, the Steamengine Plugin is cool! :D)

Finally, you may or may not find some useful ideas and info in the following older modding threads. Some of it may be outdated, though. And some haven't had a reply in months or years.

* --GUIDE-- Shaostoul's Modding Guide --your chance-- (http://www.bay12forums.com/smf/index.php?topic=55259.0)
*  [MODDING] CREATURE & ENTITY QUESTIONS THREAD (http://www.bay12forums.com/smf/index.php?topic=110027.0)
* [MODDING] REACTIONS QUESTIONS THREAD (http://www.bay12forums.com/smf/index.php?topic=110030.0)
* The Spellbook - Community Interaction Repository (http://www.bay12forums.com/smf/index.php?topic=101264.0)
* [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD (http://www.bay12forums.com/smf/index.php?topic=110028.0)
* [MODDING] GRAPHICS & TILESET QUESTIONS THREAD (http://www.bay12forums.com/smf/index.php?topic=110029.0)
* Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!) (http://www.bay12forums.com/smf/index.php?topic=53740.0)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 07, 2013, 09:14:21 pm
Actually, all of those links except the first and last are newer than this topic.

It's just that this topic is slow enough without all the categorization :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: SalmonGod on December 08, 2013, 12:56:34 am
I know this is something that's come up a lot, but I'm not looking for the typical answers.

I'm tired of damn near every hit on an unarmored dwarf resulting in permanently crippling nerve damage.  It's kind of ridiculous.  I can understand how large slashing weapons and the like might frequently result in severed nerves, but I just fought some lizardmen blowgunners earlier whose freaking darts were permanently disabling limbs half the time.  Not to mention any successful bite/shake always severs all nerves, which can be even more ridiculous at times.

It's not something that I want to get rid of.  It's a core feature of the game that I really do like.  I just want it toned back a bit.  Is there any way to make nerves tougher or less likely to be hit?

Or another idea - I've known for a long time that spinal nervous tissue can be made to heal, while motor/sensory nerves cannot.  I just found a few days ago that the reason for this is the nervous tissue in the spine is modeled as a tissue by the game, while motor/sensory nerves aren't.  Would it maybe be possible to replace motor/sensory nerves with a tissue similar to the spinal nerves, and make it function sort of the same way?  Could this be used as a step towards what I'm looking for?  My ideal setup would have temporary disability be fairly common, but permanent crippling be the rare result of an especially gruesome blow.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 08, 2013, 01:28:07 am
No.

And it's a damn shame.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: SalmonGod on December 08, 2013, 01:37:36 am
Damn.  Alright.  Thought it was worth asking, since every time I'd seen it brought up before, it was "how do I make this not happen ever."  But I guess that's the route I'll have to take, because as much as I want to have the potential for permanent crippling, I'm too worn out on how unbalanced it seems.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thundercraft on December 08, 2013, 03:11:07 am
I know this is something that's come up a lot, but I'm not looking for the typical answers.

I'm tired of damn near every hit on an unarmored dwarf resulting in permanently crippling nerve damage.  It's kind of ridiculous...
...[snip]
...It's not something that I want to get rid of.  It's a core feature of the game that I really do like.  I just want it toned back a bit.  Is there any way to make nerves tougher or less likely to be hit?

Just an idea I'm throwing out there:

Maybe mod clothing items like shirt or trousers to function as a type of light armor - as in a bit below leather armor in protective value? That way, as long as your dwarves aren't completely naked, they always have a bit of protection.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: molkemon on December 08, 2013, 11:22:54 am
I need some help dealing with Loincloth, as they generate a lot of unhappy thoughts while rotting away on my dwarves.

I want to EITHER make it

a) be producable by my dwarves

OR

b) not allow my dwarfs to equip it at all, without affecting the goblins - they should still have loincloth.

Any help appreciated. (Note: I realise that I could dump the loincloth after every siege, but that is an unacceptable solution).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 11, 2013, 01:48:53 pm
'ello again. I seem to be crashing the game upon spawning one of my new creatures. Is anyone willing to read my raws and point out where I screwed up?

The creature:
Spoiler (click to show/hide)

The CENTAUR body template  might have something wrong with it. It's also located in its own txt file outside body_default. Is that a problem?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on December 11, 2013, 02:30:29 pm
For starters, I see that you have two body tokens, one at creature level, one at caste level for males only. You also redefine the hoof tissue in the male caste, and the horns body part shouldn't be lower-case. Take a look at, for example, the elk raws for reference on how to give males horns (I do wonder about horned centaurs, but it's your mythology). Also, did you remove the centaur entry in creatures_fanciful?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 11, 2013, 02:41:14 pm
For starters, I see that you have two body tokens, one at creature level, one at caste level for males only. You also redefine the hoof tissue in the male caste, and the horns body part shouldn't be lower-case. Take a look at, for example, the elk raws for reference on how to give males horns (I do wonder about horned centaurs, but it's your mythology). Also, did you remove the centaur entry in creatures_fanciful?

The fanciful centaurs have been removed. TY for your help, I'll redo the castes.
(First time I made a creature from scratch,  so I'm not surprised I screwed it up)

EDIT: Redid the caste body plans based on how it's done in the Elk raws. Removed the horns (didn't notice it was lower case) and replaced it with 2HEAD_ANTLER. Still crashed.
EDIT2: Well I'm dumb. I never defined the creature tile. Explains the crashes; the game spawns an object that isn't graphically represented.
EDIT3: Still crashes. Huh.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on December 11, 2013, 03:26:21 pm
I need some help dealing with Loincloth, as they generate a lot of unhappy thoughts while rotting away on my dwarves.

I want to EITHER make it

a) be producable by my dwarves

OR

b) not allow my dwarfs to equip it at all, without affecting the goblins - they should still have loincloth.

Any help appreciated. (Note: I realise that I could dump the loincloth after every siege, but that is an unacceptable solution).

A few options here, in order of least dwarfy to most dwarfy.

1) Add [PANTS:ITEM_PANTS_LOINCLOTH:FORCED] to your entity.  Now your dwarves can make their own loincloths.
2) Change the body size of goblins to make them significantly smaller or larger.  This will cause their clothing to be either "large" or "small," and your dwarves will be unable to equip them.
3) Remove clothing definitions from the goblin entity.  Goblins don't need clothes anyway, stupid green ale-less savages.
4) Dispose of goblins using magma.  Loincloths tend not to survive that.  Funnily enough, neither do goblins.
5) Use itemsyndrome to make any dwarf the equips a loincloth bleed to death from every orifice.
6) Same as #5, but adding [OPPOSED_TO_LIFE] to prevent bad thoughts in other dwarves.  SHUN THE LOINCLOTH WEARER!  SHUN!

That's about as close to [ETHIC:WEAR_LOINCLOTH:PUNISH_DIVINE] as I can get.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 11, 2013, 03:49:32 pm
5) Use itemsyndrome to make any dwarf the equips a loincloth bleed to death from every orifice.
6) Same as #5, but adding [OPPOSED_TO_LIFE] to prevent bad thoughts in other dwarves.  SHUN THE LOINCLOTH WEARER!  SHUN!

Oh my. That's not quite intended usage, hehe.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 11, 2013, 09:27:36 pm
So I just went through my errorlog, and GODDAMN that thing stretches for miles. I have made a lot of errors.
Apparently the Body Token Centaur cannot be recognized. All other body tokens are recognized, but can't connect. Upon closer inspection I left [OBJECT:BODY] out of it altogether.

Bleh, the Freehold mod version 0.6.9 also won't work either upon closer examination. This entire thing is a mess of bugs. It'll crash when certain castes spawn. I apparently just forgot to detail texture thickness on everything.

EDIT: I've fixed the game crashing error. The centaur still has some errors.Specific errors I'm running into with the centaur:
-Most of the attacks don't function due to referencing bodyparts that don't exist. I'll fix it later.
-For some reason the HORN template isn't working, and the antlers are being made of something else.
Also the creature is a BEAST right now in arena mode, even with only pushes, grasps and bending limbs. This is probably due to its great size, which I'll have to nerf. Otherwise centaurs are wrestling gods. Although, that does fit the mythology... but I wasn't aiming to make a new semi-megabeast.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ravendarksky on December 12, 2013, 03:50:22 am
I know this is something that's come up a lot, but I'm not looking for the typical answers.

I'm tired of damn near every hit on an unarmored dwarf resulting in permanently crippling nerve damage.  It's kind of ridiculous.  I can understand how large slashing weapons and the like might frequently result in severed nerves, but I just fought some lizardmen blowgunners earlier whose freaking darts were permanently disabling limbs half the time.  Not to mention any successful bite/shake always severs all nerves, which can be even more ridiculous at times.

It's not something that I want to get rid of.  It's a core feature of the game that I really do like.  I just want it toned back a bit.  Is there any way to make nerves tougher or less likely to be hit?

Or another idea - I've known for a long time that spinal nervous tissue can be made to heal, while motor/sensory nerves cannot.  I just found a few days ago that the reason for this is the nervous tissue in the spine is modeled as a tissue by the game, while motor/sensory nerves aren't.  Would it maybe be possible to replace motor/sensory nerves with a tissue similar to the spinal nerves, and make it function sort of the same way?  Could this be used as a step towards what I'm looking for?  My ideal setup would have temporary disability be fairly common, but permanent crippling be the rare result of an especially gruesome blow.

You could write a program which keeps track of the damage to each dwarf and repairs them using dfhack after a certain period of time/set of things occur. You could add some randomness to it so that injuries which meet certain perameters are left as permanent.

I see no reason why this isn't possible,but it would be a fair amount of work. Do you have any programming experience?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 12, 2013, 03:54:20 am
Less work for the user than for the computer, TBH.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ravendarksky on December 12, 2013, 04:54:53 am
Less work for the user than for the computer, TBH.

Df is only using one core, What is the other one/three doing! ;-) I don't think it would be too bad... but I'm no expert!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on December 12, 2013, 09:37:35 am
MDF, your centaur body has no legs!  Nothing to attached the TOES to that you defined in your body plan.

Remove 5TOES from your body plan.  I don't think you want your centaurs to have toes, and besides there are no CATEGORY:FOOT body parts to attach them too.

Also, maybe this body token build will work better and help solve your problems.

Code: [Select]
body_CUSTOM_centaur

[OBJECT:BODY]

[BODY:CENTAUR]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1200]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:100]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:300]
[BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:300]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]

[BP:RFUL:right front upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:500]
[BP:RFLL:right front lower leg:STP][CON:RFUL][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:400]
[BP:RFH:right front hoof:right front hooves][CON:RFLL][STANCE][RIGHT][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:120]

[BP:LFUL:left front upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:500]
[BP:LFLL:left front lower leg:STP][CON:LFUL][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:400]
[BP:LFH:left front hoof:left front hooves][CON:LFLL][STANCE][LEFT][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:120]

[BP:RRUL:right rear upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:500]
[BP:RRLL:right rear lower leg:STP][CON:RRUL][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:400]
[BP:RRH:right rear hoof:right rear hooves][CON:RRLL][STANCE][RIGHT][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:120]

[BP:LRUL:left rear upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:500]
[BP:LRLL:left rear lower leg:STP][CON:LRUL][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:400]
[BP:LRF:left rear hoof:left rear hooves][CON:LRLL][STANCE][LEFT][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:120]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 12, 2013, 10:03:37 am
MDF, your centaur body has no legs!  Nothing to attached the TOES to that you defined in your body plan.

Remove 5TOES from your body plan.  I don't think you want your centaurs to have toes, and besides there are no CATEGORY:FOOT body parts to attach them too.

Also, maybe this body token build will work better and help solve your problems.

Code: [Select]
body_CUSTOM_centaur

[OBJECT:BODY]

[BODY:CENTAUR]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1200]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:100]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:300]
[BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:300]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]

[BP:RFUL:right front upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:500]
[BP:RFLL:right front lower leg:STP][CON:RFUL][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:400]
[BP:RFH:right front hoof:right front hooves][CON:RFLL][STANCE][RIGHT][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:120]

[BP:LFUL:left front upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:500]
[BP:LFLL:left front lower leg:STP][CON:LFUL][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:400]
[BP:LFH:left front hoof:left front hooves][CON:LFLL][STANCE][LEFT][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:120]

[BP:RRUL:right rear upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:500]
[BP:RRLL:right rear lower leg:STP][CON:RRUL][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:400]
[BP:RRH:right rear hoof:right front hooves][CON:RRLL][STANCE][RIGHT][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:120]

[BP:LRUL:left rear upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:500]
[BP:LRLL:left rear lower leg:STP][CON:LRUL][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:400]
[BP:LRF:left rear hoof:left rear hooves][CON:LRLL][STANCE][LEFT][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:120]

I actually noticed and removed the 5TOES thing literally 2 minutes after posting. Guess I forgot to update.
I'll try out your body plan. Thanks! Any specific areas you think worth pointing out that I did wrong? I don't want to keep using this thread's time.

Once I fix the attacks, I'll just have to try and figure out why it won't accept HORN tissue for the antlers... got a similar problem on another race, actually, but I don't know what the problem is. Still, I have a week or so to figure that out.

EDIT: There's now only two errors reported with the centaur; the attacks seem to reference non-existant bodyparts and the tissue I'm trying to use for the antlers isn't loading.
New raws here:
Spoiler (click to show/hide)
I'm leaving in the [DOES_NOT_EXIST] until I can get the raws sorted out.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on December 12, 2013, 10:20:40 am
Define the creature attacks AFTER you have defined the body plan and the creature materials and tissue tokens.  The game defines the creature in the order of the tokens as listed, and it can't find the body parts because they have not been defined yet.

Edit: Also, you have no tissue defined for the Horn material.  You need a tissue with the name HORN for the vertebrate_tissue_layers detail plan to layer it properly.

Edit2: Also, redundant kick attacks.  The first two are defined by category for front and rear leg attacks, and the last one is defined by type to be attacks from any leg.  You could delete the first two as the last one (ATTACK:KICK:BODYPART:BY_TYPE:STANCE) should cover it all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 12, 2013, 10:41:48 am
Define the creature attacks AFTER you have defined the body plan and the creature materials and tissue tokens.  The game defines the creature in the order of the tokens as listed, and it can't find the body parts because they have not been defined yet.

Edit: Also, you have no tissue defined for the Horn material.  You need a tissue with the name HORN for the vertebrate_tissue_layers detail plan to layer it properly.

Edit2: Also, redundant kick attacks.  The first two are defined by category for front and rear leg attacks, and the last one is defined by type to be attacks from any leg.  You could delete the first two as the last one (ATTACK:KICK:BODYPART:BY_TYPE:STANCE) should cover it all.

After implementing the fixes you suggested, only one error remains; the Bite attack is still broken. Is there something wrong with the teeth, maybe?
Other than that, creature's entirely fixed. Thanks for your assistance. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on December 12, 2013, 10:53:47 am
try listing

[CHILD:1][GENERAL_CHILD_NAME:centaur foal:centaur foals]

before the attack tokens.  I suggest you list it right at the beginning, right after the name, caste name, and creature tile information
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 12, 2013, 11:00:45 am
try listing

[CHILD:1][GENERAL_CHILD_NAME:centaur foal:centaur foals]

before the attack tokens.  I suggest you list it right at the beginning, right after the name, caste name, and creature tile information

Already had that set. Doesn't fix.
I'm not getting any errors regarding to the spawning of a bodypart, so I'm confused. Might be an error in the connections - teeth might not be connected to the mouth for example.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on December 12, 2013, 11:37:57 am
post errorlog please
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 12, 2013, 11:40:30 am
post errorlog please

*** Error(s) found in the file "data/save/region1/raw/objects/creature_standard.txt"
CENTAUR:FEMALE:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added

I just noticed that it's specifically the females that can't bite. Weird.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on December 12, 2013, 12:10:27 pm
A couple more things.

Are you using accelerated DF?  I noticed some of your creature material definitions were wonky, and accelerated or pulling a creature from another mod that incorporates accelerated might explain the discrepancies.

Anyways, I don't have a clue as to why the bite attack is marfed up, and only for the female caste.  For your edification, here is how I would lay out all the tokens for this creature.  Note: I removed HUMANOID_JOINTS from the body definition because the humanoid joint plan does not line up with all of your centaur body parts.  You could make a new joint plan if necessary, but really the joint plans aren't super important (they are fun in wrestling though).  Also, I changed the TENDONS/LIGAMENTS/BLOOD/PUS to use local creature mats, as is normal.  These are usually changed to CREATURE_MAT:ANIMAL in accelerated (which is why I think you might be using it).

Code: [Select]
[CREATURE:CENTAUR]
   [DESCRIPTION:An otherwise humanoid being thats lower body is replaced with that of a horse.]
   [NAME:centaur:centaurs:centaur]
   [CASTE_NAME:centaur:centaurs:centaur]
   [CREATURE_TILE:'E'][COLOR:6:1:1]
   [INTELLIGENT][LIKES_FIGHTING]
   [CANOPENDOORS]
   [BONECARN][NO_DRINK][NO_EAT]
   [PREFSTRING:strength]
   [CHILD:1][GENERAL_CHILD_NAME:centaur foal:centaur foals]
   [DIURNAL]
   [HOMEOTHERM:10068]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [MUNDANE]

   [CASTE:FEMALE]
      [FEMALE]
[BODY:CENTAUR:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
        [MULTIPLE_LITTER_RARE]
   [CASTE:MALE]
      [MALE]
[BODY:CENTAUR:2HEAD_ANTLER:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]

   [SELECT_CASTE:ALL]
      [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
        [USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
      [BODY_DETAIL_PLAN:STANDARD_TISSUES]
        [USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]

      [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
      [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
       [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
         [TL_MAJOR_ARTERIES]

      [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
      [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]

      [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
      [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
      [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
      [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
      [CREATURE_CLASS:GENERAL_POISON]
      [GETS_WOUND_INFECTIONS]
      [GETS_INFECTIONS_FROM_ROT]
      [HAS_NERVES]

      [BODY_SIZE:0:0:100000]
      [BODY_SIZE:1:0:200000]
      [BODY_SIZE:2:0:500000]

   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]

   [ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:kick:kicks]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_WITH]
   [ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:kick:kicks]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_WITH]
   [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_CANLATCH]
   [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:punch:punches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:SECOND]

   [PERSONALITY:ANGER:25:75:100]
   [PERSONALITY:IMMODERATION:50:75:100]
   [PERSONALITY:EXCITEMENT_SEEKING:0:60:100]
   [PERSONALITY:CHEERFULNESS:0:40:90]
   [PERSONALITY:ALTRUISM:0:25:50]
   [PERSONALITY:MODESTY:0:40:90]
   [PERSONALITY:SYMPATHY:0:25:50]

      [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
      [TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]
         [TLCM_NOUN:hair:SINGULAR]
         [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
      [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
            [TLCM_NOUN:skin:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:eyes:PLURAL]
      [DOES_NOT_EXIST]

Edit:  Found an error, might explain the female only problem

There is a double colon in the Body definition
BODY: <snip> :5FINGERS::MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE

right there before the MOUTH entry.  Remove that and see if it fixes everything up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 12, 2013, 12:46:04 pm
Removed the double colon, and the bugs went away. I might use the changes you made to the raws (the local creature mat and joint removal) just to tidy it up. Thanks a bunch!
I'm working on the AcceleratedModest mod as a template right now. It causes quite a few tissue material mixups that I've been fixing as I go along. (Only have one outstanding right now; the Ivory template doesn't seem to want to work for me, even if it does for trolls) I also have one creature showing up twice in arena (and in the errorlog before I fixed it) that's only done once in the raws, and I don't know why. That might not have anything to do with AcceleratedModest mod though.  :-\
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darkpaladin109 on December 12, 2013, 01:07:38 pm
The description of the centaurs should read An otherwise humanoid being whose lower body is replaced with that of a horse. instead of An otherwise humanoid being thats lower body is replaced with that of a horse.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 12, 2013, 01:42:00 pm
The description of the centaurs should read An otherwise humanoid being whose lower body is replaced with that of a horse. instead of An otherwise humanoid being thats lower body is replaced with that of a horse.

[PERMITTED_REACTION:POOR_GRAMMAR] has been removed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 12, 2013, 03:00:35 pm
Less work for the user than for the computer, TBH.

Df is only using one core, What is the other one/three doing! ;-) I don't think it would be too bad... but I'm no expert!

DF has to be suspended to run operations if you want a consistent state of memory; if it takes too long, you'd notice.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on December 12, 2013, 03:02:34 pm
post errorlog please

*** Error(s) found in the file "data/save/region1/raw/objects/creature_standard.txt"
CENTAUR:FEMALE:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added

I just noticed that it's specifically the females that can't bite. Weird.

Your females don't have a head. (Males have 2HEAD_ANTLER)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thundercraft on December 12, 2013, 04:36:33 pm
You could write a program which keeps track of the damage to each dwarf and repairs them using dfhack after a certain period of time/set of things occur. You could add some randomness to it so that injuries which meet certain perameters are left as permanent.

I see no reason why this isn't possible,but it would be a fair amount of work.
Less work for the user than for the computer, TBH.
Df is only using one core, What is the other one/three doing! ;-) I don't think it would be too bad... but I'm no expert!

DF has to be suspended to run operations if you want a consistent state of memory; if it takes too long, you'd notice.

Putnam, I'm not sure I follow. Please forgive my lack of knowledge, but: Are you talking about an obstacle to having DF take advantage of multiple cores? Or are you saying that DF needs to be suspended to run a script like the one suggested (tracking the damage to each dwarf and repairing them)? Talking about "consistent state of memory" makes it sound like DF might shift memory addresses around under certain circumstances, making certain kinds of scripts not work right.

Quietust mentioned to me that sometimes DF may not "load at its default base address" (i.e., ASLR (http://en.wikipedia.org/wiki/Address_space_layout_randomization) {which is used by more recent OS's like Windows 7}) and it sounds like that would throw off a binpatch attempt. But I doubt that is what you're referring to.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 12, 2013, 04:57:58 pm
The script one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Ravendarksky on December 12, 2013, 05:33:35 pm
I was imagining simply monitoring the game log for new injuries and at that point grabbing details from the dwarf.

You could then assess the severity of the injury and apply some sort of formula to determine how likely you thought the injury was to heal and how long it would take.

After that time period (not sure if monitoring the in game date would slow down df much?) you would do the various rolls to determine the outcome of the injury and then use dfhack to heal/inflict the outcome on the dwarf.

Anyway I'm probably rambling here and it's not something I plan to implement personally... just a suggestion for the person who asked.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 12, 2013, 07:22:06 pm
post errorlog please

*** Error(s) found in the file "data/save/region1/raw/objects/creature_standard.txt"
CENTAUR:FEMALE:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added

I just noticed that it's specifically the females that can't bite. Weird.

Your females don't have a head. (Males have 2HEAD_ANTLER)

... so the raws as they currently stand give them a skull, a brain, 2 eyes, 2 ears, a mouth, teeth, facial features and yet they don't have a head.
Added the head. The bite attack actually worked before this, but can't have them wandering around without heads, now can we?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thundercraft on December 12, 2013, 11:36:36 pm
Added the head. The bite attack actually worked before this, but can't have them wandering around without heads, now can we?

Well, I can imagine a headless (or neckless) monster, such as from Monster Inc, or the type of night hag troll portrayed in Threetoe's A Terror to Behold (http://www.bay12games.com/dwarves/story/tt_terror.html). I'm thinking that a creature without a head would be a tad more difficult to kill.

BTW: When you tested your centauri people in the Arena, do you remember if your test subjects were male or female? Perhaps it would be worthwhile to test them in the Arena again with the bugs fixed and with proper heads? If they're still too strong, maybe reduce their size? Larger creatures tend to be tougher and visa versa.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 13, 2013, 02:03:52 am
Added the head. The bite attack actually worked before this, but can't have them wandering around without heads, now can we?

Well, I can imagine a headless (or neckless) monster, such as from Monster Inc, or the type of night hag troll portrayed in Threetoe's A Terror to Behold (http://www.bay12games.com/dwarves/story/tt_terror.html). I'm thinking that a creature without a head would be a tad more difficult to kill.

BTW: When you tested your centauri people in the Arena, do you remember if your test subjects were male or female? Perhaps it would be worthwhile to test them in the Arena again with the bugs fixed and with proper heads? If they're still too strong, maybe reduce their size? Larger creatures tend to be tougher and visa versa.

I fixed both male and female. They're still massively OP, which will probably lead to a decrease in their size in the future. However, they'll eventually spawn as part of a civ without many armors and appearing very late in a fortress's lifespan, so they can be a little stongk.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on December 13, 2013, 06:31:50 am
You know how, when embarking to a new site, you get a couple of animals for free?

Anyone know what factors go into determining which creatures you show up with?  I've noticed that some animals turn up very frequently while others don't seem to ever show up.  Why is this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on December 13, 2013, 07:34:05 am
Those animals were the ones that pulled the wagon. They are obviously always [WAGON_PULLER]s.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wannabehero on December 13, 2013, 11:24:54 am
MDFication, your centaurs had a head.  It was defined in the CENTAUR body plan.  No need to add an extra head (unless you want two headed centaurs, which is kinda cool)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on December 13, 2013, 12:50:15 pm
MDFication, your centaurs had a head.  It was defined in the CENTAUR body plan.  No need to add an extra head (unless you want two headed centaurs, which is kinda cool)

Eh, we already have centaurs with antlers. I might make more centauroid species at some point though. I think the body template can be used with vanilla DF. Might be a good template to just have, if you want to mod a centaur in.
Good thing 2HEAD_ANTLERS doesn't add a head by itself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Clover Magic on December 14, 2013, 12:47:57 pm
Getting back into modding after a hiatus from DF.  Looking at my FF9 mod, I've hackneyed together some things hahaha.  So after mucking about with this maybe someone can give me more efficient ways.

Question 1: Can only one syndrome at a time be contracted?  Or, can multiple interactions be granted with a single syndrome?  It doesn't really matter if my little guys can only learn one spell, as it makes streamlining by spells easier, but having a genome learn all Fire spells with one syndrome would be nice.

Question 2: Speaking of magic, is there an easier way to give them the syndrome on command instead of the good ol' "boiling boulder at room temperature" trick?  It works, but it causes wear on objects and my genome mages got very unhappy over their pants rotting off from studying magic.  So if there's a way that doesn't involve item wear that'd be better.

Question 3: Liquid reaction amounts confuse me.  How do I get one bucket of lava to give me three gems?  Because this:

Code: [Select]
[REACTION:EXTRACT_ORE]
[NAME:extract Ore]
[BUILDING:MAGMA_PUMP:CUSTOM_E]
[REAGENT:magma:150:LIQUID_MISC:NONE:INORGANIC:NONE]
[REAGENT:magma container:1:NONE:NONE:NONE:NONE]
[CONTAINS:magma]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:3:ROUGH:NONE:INORGANIC:ORE]
[SKILL:ALCHEMY]

This swamps my magma pump with an absolute fuckton of rough gems.  Which, since I need a lot of them, doesn't bug my test forts much, but...I was pretty sure all LIQUID_MISC amounts had to be in the 150 range?  If I change it to amount 1, will the whole bucket still be used properly?  I want 1 bucket of lava = 3 rough gems.  As it is, it uses the full bucket properly, but makes too many gems.

If anyone could help that'd be great.  :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darkpaladin109 on December 14, 2013, 02:46:18 pm
I made a water dwelling creature. They seem to work well enough. The only problem I have with them is that they don't appear to spawn enough during worldgen. It always seems to spawn only one of the creatures. I'l post the raws here if anyone can find what's causing them to spawn in low numbers.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on December 14, 2013, 03:33:52 pm
I made a water dwelling creature. They seem to work well enough. The only problem I have with them is that they don't appear to spawn enough during worldgen. It always seems to spawn only one of the creatures. I'l post the raws here if anyone can find what's causing them to spawn in low numbers.
Spoiler (click to show/hide)

Are you going by the number of creatures in the text export? For river creatures, it shows fewer (http://www.bay12games.com/dwarves/mantisbt/view.php?id=4329) than there actually are.

Getting back into modding after a hiatus from DF.  Looking at my FF9 mod, I've hackneyed together some things hahaha.  So after mucking about with this maybe someone can give me more efficient ways.

Question 1: Can only one syndrome at a time be contracted?  Or, can multiple interactions be granted with a single syndrome?  It doesn't really matter if my little guys can only learn one spell, as it makes streamlining by spells easier, but having a genome learn all Fire spells with one syndrome would be nice.

Question 2: Speaking of magic, is there an easier way to give them the syndrome on command instead of the good ol' "boiling boulder at room temperature" trick?  It works, but it causes wear on objects and my genome mages got very unhappy over their pants rotting off from studying magic.  So if there's a way that doesn't involve item wear that'd be better.

Question 3: Liquid reaction amounts confuse me.  How do I get one bucket of lava to give me three gems?  Because this:

Code: [Select]
[REACTION:EXTRACT_ORE]
[NAME:extract Ore]
[BUILDING:MAGMA_PUMP:CUSTOM_E]
[REAGENT:magma:150:LIQUID_MISC:NONE:INORGANIC:NONE]
[REAGENT:magma container:1:NONE:NONE:NONE:NONE]
[CONTAINS:magma]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:3:ROUGH:NONE:INORGANIC:ORE]
[SKILL:ALCHEMY]

This swamps my magma pump with an absolute fuckton of rough gems.  Which, since I need a lot of them, doesn't bug my test forts much, but...I was pretty sure all LIQUID_MISC amounts had to be in the 150 range?  If I change it to amount 1, will the whole bucket still be used properly?  I want 1 bucket of lava = 3 rough gems.  As it is, it uses the full bucket properly, but makes too many gems.

If anyone could help that'd be great.  :)
1) Creatures can have multiple different syndromes on them, and syndromes can impart multiple interactions (the stock mummy gets two - animation and curses). I'm not 100% on how multiple syndromes with the same effect interact, but they can stack depending on what you do, if that's important to what you're doing.
2) For dwarf mode, the boiling stone trick is the most controllable, currently. Syndromes can be ingested, so you could have food with syndromes, but you can't really control who eats what.
3) Buckets, I believe have a capacity of 10, so a bucket full of magma should hold 1500 magma.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 14, 2013, 03:38:53 pm
Syndromes cannot stack except for CE_CAN_DO_INTERACTION.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Clover Magic on December 14, 2013, 04:21:22 pm
Thanks for the answers! :)

A little more clarification - so if I have a syndrome per spell, can the same dwarf contract "multiple" spells?  Can I assign multiple CAN_DO_INTERACTION spells to one syndrome?

Basically, would this work:
Code: [Select]
[INORGANIC:FIRE_MAGIC]
[USE_MATERIAL_TEMPLATE:MAGIC_TEMPLATE]
[SOLID_DENSITY:1]
[STATE_COLOR:ALL_SOLID:VIOLET]
[SYNDROME]
[SYN_INHALED]
[SYN_CONTACT]
[CE_DISPLAY_NAME:NAME:fire mage:fire mages:fire mage:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Cast Fire]
[CDI:INTERACTION:CAST_SPELL]
[CDI:VERB:cast Fire:casts Fire:NA]
[CDI:USAGE_HINT:ATTACK]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[CDI:VERBAL]
        [CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Cast Fira]
[CDI:INTERACTION:CAST_SPELL]
[CDI:VERB:cast Fira:casts Fira:NA]
[CDI:USAGE_HINT:ATTACK]
[CDI:FLOW:FIREJET]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[CDI:VERBAL]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Cast Firaga]
[CDI:INTERACTION:CAST_SPELL]
[CDI:VERB:cast Firaga:casts Firaga:NA]
[CDI:USAGE_HINT:ATTACK]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[CDI:VERBAL]

Would this grant one genome all three spells?  Or, if each level was its own separate syndrome, could they contract all three?

My current system, they only seem to be learning one spell per person when every spell is its own separate material and syndrome.  It's good for streamlining, but low on variety, so if I can stack interactions onto one syndrome I might rework it that way to give one genome a variety of spells.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 14, 2013, 04:25:41 pm
Yes. To all of them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on December 14, 2013, 04:37:56 pm
Syndromes cannot stack except for CE_CAN_DO_INTERACTION.
I've tested it with strength increases in the arena, at least - a curse that increased strength and provided an interaction that also increased strength. Unless the UI lied to me, both increased strength.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on December 15, 2013, 07:10:34 am
Is it possible to make ranged weapons fire different ammo than things like arrows and bolts? I kind of want to make a gun that fires serrated discs.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on December 15, 2013, 08:59:10 am
As long as the [RANGED:skill:something] token on the weapon matches up with the [CLASS:something] on the ammunition, the sky's the limit. You can't make them shoot actual pieces of furniture and trap components, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bomepie on December 15, 2013, 03:35:12 pm
I'm having a lot of trouble getting a reaction using a component that's obtained via [ITEMCORPSE] to work.

The reaction is straightforward:
Code: [Select]
[REACTION:SANCTIFYBLOCK]
   [NAME:SANCTIFY BLOCK]
   [BUILDING:GRAVEFORGE:CUSTOM_C]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:ARMOK]
   [PRODUCT:100:5:BLOCKS:NONE:INORGANIC:ARMOKBONE]
   [SKILL:BUTCHER]

It's using these two materials:
Code: [Select]
[INORGANIC:DWARFBONE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Dwarf Bone][DISPLAY_COLOR:7:7:0][TILE:131][REACTION_CLASS:ARMOK]
[IS_STONE]
[MELTING_POINT:11440]
[SOLID_DENSITY:2600]

[INORGANIC:ARMOKBONE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Sanctified Bone][DISPLAY_COLOR:7:7:0][TILE:131]
[IS_STONE]
[MELTING_POINT:11440]
[SOLID_DENSITY:2600]

The blocks are attained from this tag in creature_standard:
Code: [Select]
[ITEMCORPSE:BLOCKS:NO_SUBTYPE:INORGANIC:DWARFBONE]
The problem is that when a dwarf dies and turns into a block the block is put into the corpse stockpile instead of the block stockpile and it cannot be used in the reaction at all. If I create a block using dfhack it works fine, but the ones dropped by ITEMCORPSE don't work. I think there's some hidden tagging going on, but I can't figure out how to remove it.

I've also tried adding these tags to dwarves in entity_default:
Code: [Select]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]

Do you guys have any idea what I can do to fix this or workaround it? I just need a straightforward way to get building materials out of a dead dwarf in a stable and repeatable fashion.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on December 15, 2013, 03:51:17 pm
New Question: Does adding NOEAT reset the hunger-timer on a creature? Lets say a creature is starving, and I add NOEAT for one tick, is it still starving afterwards?

EDIT2: Tested it. It seems not to work. After the ticks run out, the creature is back to starving.
I didn't find any newer instances of NOEAT in the thread, so I assume this hasn't been answered yet.

Creatures that are 'natively' NOEAT can be given a self-targeting interaction that strips them of the tag, and when the timer runs out on the interaction-inflicted syndrome their hunger goes away. Testing on this has been somewhat wonky for me. With a lengthy three-month gap between reversion to NOEAT, I've observed a dwarf reaching the vermin-hunting stage and being able to revert back to NOEAT (though this doesn't cancel the vermin-hunting task), but then starving before they can revert a second time. This is likely because they used up all their fat stores during the first three months, and were given no opportunity to replenish themselves.

One observation made: started at ~500,000 fat, died at somewhere between 200,000 and 250,000 fat. Fat count decreased steadily most of the time, but dropped suddenly about half way through. Dwarves with NOEAT and no interactions given to them also showed the same steady decrease. Possible that the syndromed dwarf suffered an unobserved second sudden fat loss that dropped their fat store to 0. I'll need to standardise dwarven fat stores before doing any more fooling around with switching NOEAT off and on.

NODRINK is much easier to work with, as dwarves deprived of liquid will keel over at the same time regardless of their physical makeup. The following syndrome will keep a NODRINK creature running for at least a year, though they'll spend a lot of time thirsty or dehydrated and may or may not die of dehydration if the wait period elapses just as they go to sleep.

Spoiler (click to show/hide)

This means nothing if NODRINK can be turned on and off with no side effects, and if you knew that already.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on December 16, 2013, 04:11:45 am
Has anyone made a LATIN language file?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Thundercraft on December 16, 2013, 07:01:04 am
Has anyone made a LATIN language file?

I did a file search in the old mods folder of my DF archives and, interestingly enough... I did find a language_LATIN.txt file. I found it inside the "YAFM-raws 0.1c.zip" file. It's the raws to the "Yet Another Flavor Mod", which can be downloaded here (http://dffd.wimbli.com/file.php?id=3768).

That said, it's for the old 0.31.18 version. I'm not sure if it would need updating.

I did a bit more searching and found this (http://dffd.wimbli.com/file.php?id=6098). Apparently, the old Genesis Mod (http://www.bay12forums.com/smf/index.php?topic=52988.0) also had something like this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on December 16, 2013, 10:28:43 am
Thank you for your excellent work. Now I can (probably) make a Roman Castellum!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blue sam3 on December 16, 2013, 02:09:50 pm
As long as the [RANGED:skill:something] token on the weapon matches up with the [CLASS:something] on the ammunition, the sky's the limit. You can't make them shoot actual pieces of furniture and trap components, no.

You could, however, make an item that's basically identical to a serrated disk that your weapon can fire.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on December 16, 2013, 04:32:20 pm
The multiple attacks in one strike are restricted to traps, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mallos on December 16, 2013, 08:19:25 pm
I'm having trouble creating custom bodyparts,namely ones made of metal. Could someone take me through the motions?
Thanks.  ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 16, 2013, 08:29:18 pm
You don't need to make custom body parts to make them out of metal; what you want are custom body detail plans.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mallos on December 16, 2013, 08:42:44 pm
You don't need to make custom body parts to make them out of metal; what you want are custom body detail plans.

And how do we do that,pray tell?  :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 16, 2013, 09:03:26 pm
b_detail_plan_default tells you pretty handily
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bomepie on December 17, 2013, 01:36:18 am
I'm having a lot of trouble getting a reaction using a component that's obtained via [ITEMCORPSE] to work.

The reaction is straightforward:
Code: [Select]
[REACTION:SANCTIFYBLOCK]
   [NAME:SANCTIFY BLOCK]
   [BUILDING:GRAVEFORGE:CUSTOM_C]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:ARMOK]
   [PRODUCT:100:5:BLOCKS:NONE:INORGANIC:ARMOKBONE]
   [SKILL:BUTCHER]

It's using these two materials:
Code: [Select]
[INORGANIC:DWARFBONE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Dwarf Bone][DISPLAY_COLOR:7:7:0][TILE:131][REACTION_CLASS:ARMOK]
[IS_STONE]
[MELTING_POINT:11440]
[SOLID_DENSITY:2600]

[INORGANIC:ARMOKBONE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Sanctified Bone][DISPLAY_COLOR:7:7:0][TILE:131]
[IS_STONE]
[MELTING_POINT:11440]
[SOLID_DENSITY:2600]

The blocks are attained from this tag in creature_standard:
Code: [Select]
[ITEMCORPSE:BLOCKS:NO_SUBTYPE:INORGANIC:DWARFBONE]
The problem is that when a dwarf dies and turns into a block the block is put into the corpse stockpile instead of the block stockpile and it cannot be used in the reaction at all. If I create a block using dfhack it works fine, but the ones dropped by ITEMCORPSE don't work. I think there's some hidden tagging going on, but I can't figure out how to remove it.

I've also tried adding these tags to dwarves in entity_default:
Code: [Select]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]

Do you guys have any idea what I can do to fix this or workaround it? I just need a straightforward way to get building materials out of a dead dwarf in a stable and repeatable fashion.

I have resolved this issue by implementing a syndrome that transforms a dwarf into a different creature, then attaching that syndrome to a material that can be created through a free reaction.

Here's the materials:
Code: [Select]
[INORGANIC:BLOCKSYNDROME]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:BLOCKSYNDROME][DISPLAY_COLOR:1:2:3][TILE:131]
[IS_STONE]
[BOILING_POINT:9001]
[MAT_FIXED_TEMP:9001]
[SOLID_DENSITY:2600]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:transformed]
[SYN_INHALED]
[SYN_CONTACT]
[SYN_AFFECTED_CREATURE:DWARF]
[CE_BODY_TRANSFORMATION:START:0:END:10000]
[CE:CREATURE:BLOCK_MW:DEFAULT]
[CE_PARALYSIS:SEV:10000:PROB:100:START:0:PEAK:10:END:100]

[INORGANIC:DWARFBONE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Dwarf Bone][DISPLAY_COLOR:7:7:0][TILE:131][REACTION_CLASS:ARMOK]
[IS_STONE]
[MELTING_POINT:11440]
[SOLID_DENSITY:2600]

[INORGANIC:ARMOKBONE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Sanctified Bone][DISPLAY_COLOR:7:7:0][TILE:131]
[IS_STONE]
[MELTING_POINT:11440]
[SOLID_DENSITY:2600]

Here's the creature:
Code: [Select]
[CREATURE:BLOCK_MW]
[DESCRIPTION:A creature that has been transformed into a stone block through dark magic.]
[NAME:block:blocks:block]
[CASTE_NAME:block:blocks:block]
[CREATURE_TILE:254][COLOR:0:0:1]
[NO_GENDER]
[IMMOBILE][NOBONES][NO_DRINK][NO_EAT][NO_SLEEP][NONAUSEA][NOPAIN]
[PREFSTRING:mysterious origins]
[BODY:BODY_WITH_HEAD_FLAG:2EYES:2LUNGS]
[RELSIZE:BY_CATEGORY:HEAD:300]
[USE_MATERIAL_TEMPLATE:STONE:STONE_TEMPLATE]
[TISSUE:STONE]
[TISSUE_NAME:stone:NP]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[TISSUE_MAT_STATE:SOLID]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[STRUCTURAL]
[MUSCULAR]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:STONE]
[BODY_SIZE:0:0:50000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ALL_ACTIVE]
[SPEED:10000][SWIMS_INNATE][SWIM_SPEED:10000]
[ITEMCORPSE:BLOCKS:NO_SUBTYPE:INORGANIC:DWARFBONE]
[SET_TL_GROUP:BY_CATEGORY:ALL:STONE]
[TL_COLOR_MODIFIER:BLACK:10:GRAY:CHARCOAL]
[TLCM_NOUN:stone:SINGULAR]

And here's the reactions:
Code: [Select]
[REACTION:SANCTIFYBLOCK]
   [NAME:SANCTIFY BLOCK]
   [BUILDING:GRAVEFORGE:CUSTOM_C]
   [REAGENT:A:1:BLOCKS:NONE:NONE:NONE][REACTION_CLASS:ARMOK]
   [PRODUCT:100:5:BLOCKS:NONE:INORGANIC:ARMOKBONE]
   [SKILL:BUTCHER]

[REACTION:SACRIFICEBLOCK]
   [NAME:SACRIFICE BLOCK This Kills The Dwarf]
   [BUILDING:GRAVEFORGE:CUSTOM_C]
   [REAGENT:A:1:BOULDER:NONE:NONE:NONE]
   [PRODUCT:100:5:BLOCKS:NONE:INORGANIC:BLOCKSYNDROME]
   [SKILL:BUTCHER]

There's also code for the workshop, permitting the reaction, etc. that's not important. This simply create's a block of a material that instantly evaporates and turns any nearby dwarves into Block Creatures, which then drop a nice Dwarfbone Block when they die. This block can then be used in reactions, such as the one here which turns it into 5 of a different type of block.

This is all very convoluted but it allows a direct relationship between dead dwarves and number of block gained, without any of the stupid ethic problems.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on December 17, 2013, 10:27:31 am
I'm trying to make a variation on the psychoactive toad, milkable for its extract, but where the effects of the extract change depending on what kind of vermin the toad eats.  So you could wind up with different effects by raising it in different biomes, where the vermin are different, effectively allowing you to get power from the biome itself.  I call it...the Geotoad.

But it's not working.

Anyone here ever do any work with CE_BODY_MAT_INTERACTION?  How would I go about giving a syndrome to the toad's extract?  The only example we have is with RESERVED_BLOOD (which I assume is a special token pointing to whatever the creature uses as blood), but there must be a way to make it work with other materials in the creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 17, 2013, 11:24:02 am
I am quite sure the vermin hunters dont actually eat the vermin, and therefore never ingest any materials. Same for grazers. I havent tested, but I dont think that adding a syndrome to grass would add it to the grazing creature.

I can see how that would affect the toad if the idea worked, but the milk/extract? I dont see a way.

Why not disregard the vermin and use regional interactions? All deserts affect toads with X, all tundras affect toads with Y, all glaciers affect toads with Z... this way you can at least affect the toad, even if the idea with the extract is still far of. The only solution I see is transformation to change the extract. Have a deserttoad and a glaciertoad and so forth, and the regional interaction automatically transformes your one toad-creature into the fitting one for each biome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Bomepie on December 17, 2013, 11:27:01 am
I'm trying to make a variation on the psychoactive toad, milkable for its extract, but where the effects of the extract change depending on what kind of vermin the toad eats.  So you could wind up with different effects by raising it in different biomes, where the vermin are different, effectively allowing you to get power from the biome itself.  I call it...the Geotoad.

But it's not working.

Anyone here ever do any work with CE_BODY_MAT_INTERACTION?  How would I go about giving a syndrome to the toad's extract?  The only example we have is with RESERVED_BLOOD (which I assume is a special token pointing to whatever the creature uses as blood), but there must be a way to make it work with other materials in the creature.

I'm new at modding, so take this with a pinch of salt.

It sounds like you have a few different things you need to do.
1. Create syndrome
2. Create way to extract syndrome from creature
3. Create way to change creature based on diet

I've only messed with putting Syndromes on materials so far, but I think I see a good example of what you want to do in the raws for Cave Blob (http://dwarffortresswiki.org/index.php/DF2012:Cave_blob).

As for changing the creature based on diet, I'd recommend creating a second syndrome which causes transformation, associating it with the vermin in question and limit it's effects to the toads. So you'd make say 5 types of toads each with their own syndrome, and you modify 5 types of vermin to carry a syndrome which will transform 4 of the types into their type.

Of course I may be completely wrong.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IndigoFenix on December 17, 2013, 12:43:18 pm
I am quite sure the vermin hunters dont actually eat the vermin, and therefore never ingest any materials. Same for grazers. I havent tested, but I dont think that adding a syndrome to grass would add it to the grazing creature.

I can see how that would affect the toad if the idea worked, but the milk/extract? I dont see a way.

Why not disregard the vermin and use regional interactions? All deserts affect toads with X, all tundras affect toads with Y, all glaciers affect toads with Z... this way you can at least affect the toad, even if the idea with the extract is still far of. The only solution I see is transformation to change the extract. Have a deserttoad and a glaciertoad and so forth, and the regional interaction automatically transformes your one toad-creature into the fitting one for each biome.

While VERMIN_HUNTERs don't eat the vermin they kill, creatures with GOBBLE_VERMIN_CLASS do, and if you give a creature both tags, it will chase down and eat the creature if it matches.  I haven't tested if they'll acquire syndromes from it, but I do know that grazers DO get syndromes from the grass they eat (which is, admittedly, another way of turning biomes into effects, but I wanted a carnivore), so it doesn't seem unlikely that vermin gobblers got the same kind of attention (not sure which vermin material is used, so I'm giving the effect to all of its component materials).

I have tried using regional interactions, but sometimes they don't seem to work, even if they supposedly appear 100% of the time... and more importantly, they don't differentiate between tropical and temperate biomes, or cavern levels.  Vermin can be much more specific.

Anyway, what I'm really focusing on is trying to figure out the CE_BODY_MAT_INTERACTION tag.  While transformations could work (a different creature I'm making will use a similar system to transform based on it's biome), I'd like this one to be a little more subtle - as well as being able to have stacking syndrome effects.  Has anyone ever managed to use CE_BODY_MAT_INTERACTION for anything other than blood-borne curses?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 17, 2013, 01:37:33 pm
I stand corrected. Hope you will find a way :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on December 18, 2013, 03:30:22 am
Anyone know why I am occasionally getting the errors;

Code: [Select]
Shearable Tissue LENGTH Was Not Used
Color Mod Ending With (PALE_BROWN,1) Was Not Used

in my error log? I can't see any differences between my raws and others, and whats worse is that some of my raws are almost the exact same as each other, and one will be fine but the other will give me an error.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bleekmiddel on December 18, 2013, 09:38:17 am
erm, i am not an expert modder but i have a question.
how do i see how many babies come from on breeding time
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 18, 2013, 09:50:50 am
erm, i am not an expert modder but i have a question.
how do i see how many babies come from on breeding time
[LITTERSIZE:1:2], with the numbers being min:max. So with 10:10, dwarves will always give birth to 10 kids at a go, or 1:10 it would be betweens these numbers, with an average of 5. Can be used on any animal that gives birth. CLUTCHSIZE is the fitting tag for animals that lay eggs.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bleekmiddel on December 18, 2013, 11:10:09 am
many thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 18, 2013, 03:30:42 pm
Does the executionier skill and weapon conflict with the military skill/weapons, like miner/woodcutter/hunter?

Lets say I use this:
Code: [Select]
[RESPONSIBILITY:EXECUTIONS]
[EXECUTION_SKILL:HAMMER]

Will a military leader noble who is also hammerer drop his assigned weapon to get his punishment-hammer, or does he use the weapon he carries? In short: Can the executioner be a soldier as well?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on December 18, 2013, 05:50:18 pm
Does the executionier skill and weapon conflict with the military skill/weapons, like miner/woodcutter/hunter?

Lets say I use this:
Code: [Select]
[RESPONSIBILITY:EXECUTIONS]
[EXECUTION_SKILL:HAMMER]

Will a military leader noble who is also hammerer drop his assigned weapon to get his punishment-hammer, or does he use the weapon he carries? In short: Can the executioner be a soldier as well?

Yeah, there are conflicts (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5300).

Anyone know why I am occasionally getting the errors;

Code: [Select]
Shearable Tissue LENGTH Was Not Used
Color Mod Ending With (PALE_BROWN,1) Was Not Used

in my error log? I can't see any differences between my raws and others, and whats worse is that some of my raws are almost the exact same as each other, and one will be fine but the other will give me an error.
It means that, for one reason or another, the tissue wasn't recognized. For the color mods, it could be that you're trying to put a color on a body part that doesn't have the tissue (the body hair body plan, for example, doesn't put hair on wings, as I recall).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mallos on December 18, 2013, 05:58:52 pm
Can someone guide me through the process of creating a creature's interaction? Like,say for example a syndrome inflicting one like the Rot Eyes interaction in Masterwork DF. Thanks in advance you guys  ;D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on December 18, 2013, 06:06:10 pm
For a creature to be able to make an interaction, it should have CAN_DO_INTERACTION.
Let's look at a cat.
[CAN_DO_INTERACTION:CLEANING] - it means the cats can do the cleaning interaction. It's defined in a separate file:
Code: [Select]
[INTERACTION:CLEANING]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:CLEAN]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_GRIME_LEVEL:2]
[IE_SYNDROME_TAG:SYN_INGESTED]

Then you should tell the creature how to use it and under which conditions:
      [CDI:USAGE_HINT:CLEAN_SELF]
      [CDI:USAGE_HINT:CLEAN_FRIEND]
USAGE_HINT tells AI when to use interaction. If there's none, the creature will use it any time it can. It can be set to ATTACK, FLEEING etc. for various reasons. It can also be set to GREETING to make dwarves do something to other dwarves from time to time (i.e. buff them).

Another thing:
      [CDI:BP_REQUIRED:BY_CATEGORY:TONGUE]
You can ignore this, or you can make interaction to require a bodypart. Like hands for casting, for example.

Another one is how it's displayed in a log:
      [CDI:VERB:lick:licks:lick each other]
The first one is a first person ("you lick"), the second one is a third person ("cat licks") and the third one is mutual ("cats lick each other") and requires [CDI:CAN_BE_MUTUAL]. usually the third one is not used.

Then, it's target:
[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE]
In this case the target must be in touchable range and it can be the creature itself. Replace TOUCHABLE with LINE_OF_SIGHT, and it will be a ranged interaction.
[CDI:TARGET_RANGE:A:1] defines range (1 tile max in this case).
[CDI:MAX_TARGET_NUMBER:A:1] defines amount of targets possible at once. Set it to 3, and the cat can lick 3 cats (or rather usually 2 other cats and itself) at once if they are in range.
[CDI:WAIT_PERIOD:10] defines how fast in game ticks it can be reused.

I suggest to look at existing interactions in MASTERWORK mod or my mods to see what can be done with effects. It's mostly about applying syndromes, so you need to have two browser tabs open:
http://dwarffortresswiki.org/index.php/DF2012:Interaction_token - for the list of interaction tokens.
http://dwarffortresswiki.org/index.php/DF2012:Syndrome - for the list of syndrome tokens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on December 18, 2013, 06:22:27 pm
So I am trying to use CREATURE_MAT:CREATURE_ID tokens in the body detail plans (and in the creatures raws themselves) but am encountering a rather annoying bug. The materials are all being applied to the creature, but when I butcher them nothing that is taken from the CREATURE_MAT tokens is dropping. For instance in the code below the only things that will drop when butchered are eyes and nerve tissue. Am I doing something wrong or is this a known bug?

Code: [Select]
[BODY_DETAIL_PLAN:MATERIALS_LEVEL_4]
[ADD_MATERIAL:SKIN:CREATURE_MAT:ANIMAL:SKIN_4]
[ADD_MATERIAL:FAT:CREATURE_MAT:ANIMAL:FAT]
[ADD_MATERIAL:MUSCLE:CREATURE_MAT:ANIMAL:MUSCLE]
[ADD_MATERIAL:BONE:CREATURE_MAT:ANIMAL:BONE_2]
[ADD_MATERIAL:CARTILAGE:CREATURE_MAT:ANIMAL:CARTILAGE]
[ADD_MATERIAL:HAIR:CREATURE_MAT:ANIMAL:HAIR]
[ADD_MATERIAL:TOOTH:CREATURE_MAT:ANIMAL:TOOTH_2]
[ADD_MATERIAL:EYE:EYE_TEMPLATE]
[ADD_MATERIAL:NERVE:NERVE_TEMPLATE]
[ADD_MATERIAL:BRAIN:CREATURE_MAT:ANIMAL:BRAIN]
[ADD_MATERIAL:LUNG:CREATURE_MAT:ANIMAL:LUNG]
[ADD_MATERIAL:HEART:CREATURE_MAT:ANIMAL:HEART]
[ADD_MATERIAL:LIVER:CREATURE_MAT:ANIMAL:LIVER]
[ADD_MATERIAL:GUT:CREATURE_MAT:ANIMAL:GUT]
[ADD_MATERIAL:STOMACH:CREATURE_MAT:ANIMAL:STOMACH]
[ADD_MATERIAL:GIZZARD:CREATURE_MAT:ANIMAL:GIZZARD]
[ADD_MATERIAL:PANCREAS:CREATURE_MAT:ANIMAL:PANCREAS]
[ADD_MATERIAL:SPLEEN:CREATURE_MAT:ANIMAL:SPLEEN]
[ADD_MATERIAL:KIDNEY:CREATURE_MAT:ANIMAL:KIDNEY]
[ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL:LEATHER_4]
[ADD_MATERIAL:TALLOW:CREATURE_MAT:ANIMAL:TALLOW]
[ADD_MATERIAL:SOAP:CREATURE_MAT:ANIMAL:SOAP]

I know doing things like this works;
   [BLOOD:CREATURE_MAT:ANIMAL:BLOOD:LIQUID]
And even this seems to give me the correct blood in my creatures (tested by giving [CREATURE:ANIMAL] the name 'test' and seeing the creature bleed 'test blood')
   [USE_MATERIAL:BLOOD:CREATURE_MAT:ANIMAL:BLOOD]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

So I am unsure why I am having difficulties with the other creature mats.

Also, any thoughts on the shearable thing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 18, 2013, 06:26:01 pm
Do you have the ANIMAL creature?

Are your tissues correctly pointing to the ANIMAL material instead of the LOCAL_CREATURE_MAT material?

The reason only eyes and nerve tissue are coming out is because you have EYE and NERVE both as LOCAL_CREATURE_MATs instead of CREATURE_MAT:ANIMAL.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on December 18, 2013, 06:35:17 pm
Do you have the ANIMAL creature?

Are your tissues correctly pointing to the ANIMAL material instead of the LOCAL_CREATURE_MAT material?

The reason only eyes and nerve tissue are coming out is because you have EYE and NERVE both as LOCAL_CREATURE_MATs instead of CREATURE_MAT:ANIMAL.

Yes I do have the ANIMAL creature, and I realize that that is why I am getting the eyes and nerves. But I did not know that I needed to reference the CREATURE_MAT:ANIMAL tissues instead of LOCAL_CREATURE_MAT tissues. (I figured once they were called by CREATURE_MAT:ANIMAL they became local) Thanks for your help, glad to know it was just my problem and not an actual problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on December 18, 2013, 06:49:34 pm
Hmm, is there an equivalent CREATURE_MAT token for tissues? I changed tissue declaration to this and then manually declared each tissue in the CREATURE:ANIMAL but all that did was throw up a whole bunch of errors like, upper body, layer 2: Tissue FAT was not found, using first tissue instead

Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[ADD_TISSUE:SKIN:CREATURE_MAT:ANIMAL:SKIN_TEMPLATE]
[ADD_TISSUE:FAT:CREATURE_MAT:ANIMAL:FAT_TEMPLATE]
[ADD_TISSUE:MUSCLE:CREATURE_MAT:ANIMAL:MUSCLE_TEMPLATE]
[ADD_TISSUE:BONE:CREATURE_MAT:ANIMAL:BONE_TEMPLATE]
[ADD_TISSUE:CARTILAGE:CREATURE_MAT:ANIMAL:CARTILAGE_TEMPLATE]
[ADD_TISSUE:HAIR:CREATURE_MAT:ANIMAL:HAIR_TEMPLATE]
[ADD_TISSUE:TOOTH:CREATURE_MAT:ANIMAL:TOOTH_TEMPLATE]
[ADD_TISSUE:EYE:CREATURE_MAT:ANIMAL:EYE_TEMPLATE]
[ADD_TISSUE:NERVE:CREATURE_MAT:ANIMAL:NERVE_TEMPLATE]
[ADD_TISSUE:BRAIN:CREATURE_MAT:ANIMAL:BRAIN_TEMPLATE]
[ADD_TISSUE:LUNG:CREATURE_MAT:ANIMAL:LUNG_TEMPLATE]
[ADD_TISSUE:HEART:CREATURE_MAT:ANIMAL:HEART_TEMPLATE]
[ADD_TISSUE:LIVER:CREATURE_MAT:ANIMAL:LIVER_TEMPLATE]
[ADD_TISSUE:GUT:CREATURE_MAT:ANIMAL:GUT_TEMPLATE]
[ADD_TISSUE:STOMACH:CREATURE_MAT:ANIMAL:STOMACH_TEMPLATE]
[ADD_TISSUE:GIZZARD:CREATURE_MAT:ANIMAL:GIZZARD_TEMPLATE]
[ADD_TISSUE:PANCREAS:CREATURE_MAT:ANIMAL:PANCREAS_TEMPLATE]
[ADD_TISSUE:SPLEEN:CREATURE_MAT:ANIMAL:SPLEEN_TEMPLATE]
[ADD_TISSUE:KIDNEY:CREATURE_MAT:ANIMAL:KIDNEY_TEMPLATE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 18, 2013, 07:19:19 pm
I'm saying the tissue templates point to LOCAL_CREATURE_MAT:X instead of CREATURE_MAT:ANIMAL:X and you need to change that if you want generic materials.

That error is because you're doing something horribly wrong. What you're doing is defining SKIN, then putting CREATURE_MAT:ANIMAL: in the middle, then SKIN_TEMPLATE for some reason.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on December 19, 2013, 12:52:49 am
Ah I see, I need to modify the actual tissue templates. For some reason I thought you meant the calls to the tissues in the body templates.

It works great now, thanks!

EDIT: Is there something hard coded about bones and names? I have gotten it to where all the skin, leather, eyes, spleen, kidney, etc... all are nameless (i.e. just 'prepared kidney' instead of 'prepared dog kidney') but bones still show with names. I am using the exact same system for both so I don't see any other reason why there would be this discrepancy.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on December 20, 2013, 09:59:11 am
Does anyone know what exactly makes all races except the dwarves unable to smith steel weapons and armour during world gen? Seeing as I mostly play adventure mode at the moment, it'd be nice to be able to loot some.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on December 20, 2013, 10:08:09 am
Does anyone know what exactly makes all races except the dwarves unable to smith steel weapons and armour during world gen? Seeing as I mostly play adventure mode at the moment, it'd be nice to be able to loot some.

The reaction that is used to create steel is only used by dwarves because the dwarven entity (found in the entity_default.txt file) has this permission: [PERMITTED_REACTION:STEEL_MAKING]

Just add it under any other entity to allow them to make steel.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Charey Wolf on December 21, 2013, 02:42:55 am
I am trying to give a dragons varoius breath weapons but when I try freezeing breath nothing seems to be working, I've tried giving the breath weapon/breath weapon mat various temperature flags in an attempt to make it's breath freeze/give frostbite but so far i've only managed to do is melt people(Acid breath will be easy).

Any hints? I've searched the forums for a bit and also tried copying from the Dragonic Civ but I can't seem to get it to work.

Here is the "ice breath" in question so far:
Code: [Select]
[USE_MATERIAL_TEMPLATE:ICEBREATH:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:ice shards]
[STATE_ADJ:ALL_SOLID:ice shards]
[STATE_NAME:LIQUID:frost breath]
[STATE_ADJ:LIQUID:frost breath]
[STATE_NAME:GAS:vapor]
[STATE_ADJ:GAS:vapor]
[SPEC_HEAT:1]
[COLDDAM_POINT:100]
[MAT_FIXED_TEMP:1]
[MELTING_POINT:20000000]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breathe frost]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:ICEBREATH:TRAILING_VAPOR_FLOW]
[MAT_FIXED_TEMP:1]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on December 21, 2013, 04:27:44 am

[MELTING_POINT:20000000]

wut?

My white dragons in Genesis Reborn have this:
Code: [Select]
[USE_MATERIAL_TEMPLATE:ICEBREATH:COLDBREATH_TEMPLATE]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breathe frost cloud]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:ICEBREATH:TRAILING_VAPOR_FLOW]
[CDI:VERB:breathe a cloud of frost:breathes a cloud of frost:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:10]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:500]

The material itself:
Code: [Select]
[MATERIAL_TEMPLATE:COLDBREATH_TEMPLATE]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:ALL_SOLID:dragonbreath]
[STATE_ADJ:ALL_SOLID:dragonbreath]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:dragonbreath]
[STATE_ADJ:LIQUID:dragonbreath]
[STATE_COLOR:GAS:WHITE]
[STATE_NAME:GAS:dragonbreath]
[STATE_ADJ:GAS:dragonbreath]
[DISPLAY_COLOR:3:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:NONE]
[BOILING_POINT:1500]
[MAT_FIXED_TEMP:2000]
[MELTING_POINT:1000]
[IGNITE_POINT:20000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1500]
[LIQUID_DENSITY:1500]
[MOLAR_MASS:20000]
[IMPACT_YIELD:50000]
[IMPACT_FRACTURE:50000]
[IMPACT_ELASTICITY:10000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_ELASTICITY:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_ELASTICITY:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_ELASTICITY:100]
[SHEAR_YIELD:10600]
[SHEAR_FRACTURE:10600]
[SHEAR_ELASTICITY:5000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_ELASTICITY:100]
[MAX_EDGE:100]
[ABSORPTION:6000]
[LIQUID_MISC_CREATURE]

Note:

   [BOILING_POINT:1500]
   [MELTING_POINT:1000]

   [MAT_FIXED_TEMP:2000]

It means it's a "gas" which is of 2000 urist temperature. Note, it REALLY freezes stuff, be careful.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Charey Wolf on December 21, 2013, 02:02:14 pm
"[MELTING_POINT:20000000]

wut?"


I had seen on the wiki that the melting point is also the freezing point for that material so I tired setting it stupidly high to try and force it to freeze stuff. That was after I had tried most of the things that made sense.
 
Anyways I found out what the problem was, near the bottom of the default dragon creature is a set of tags the changes the melting/boiling points of all materials used by the dragon, removing that fixed the problem.
 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on December 21, 2013, 02:19:42 pm
"[MELTING_POINT:20000000]

wut?"


I had seen on the wiki that the melting point is also the freezing point for that material so I tired setting it stupidly high to try and force it to freeze stuff. That was after I had tried most of the things that made sense.
 
Anyways I found out what the problem was, near the bottom of the default dragon creature is a set of tags the changes the melting/boiling points of all materials used by the dragon, removing that fixed the problem.

Having the melting point super high means that it will be a solid below that temperature. Liquid between that temperature and the boiling point, and gas above the boiling point.

[MAT_FIXED_TEMP:2000] <- this is what sets the actual temperature of the material. If you have this and your melting point it means it will be a very cold solid.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mallos on December 21, 2013, 08:51:07 pm
OK,I've tried for about 4 days now and no matter what I can not get this interaction to work.

Code: [Select]
[INTERACTION:CHAOS_TOUCH]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:touched by ChAoS]
[SYNDROME]
[SYN_NAME:touched by ChAoS]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_NECROSIS:SEV:5000:PROB:100:START:0:END:90000]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERB:touch:touches:touch each other]
[CDI:INTERACTION:CHAOS_TOUCH]
[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:10]

Dwarf Fortress modding gods,help me...  :'(
I have lost countless hours of my day trying to get a working interaction
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 21, 2013, 08:52:54 pm
You forgot [CE_CAN_DO_INTERACTION:START:0:END:90000] above your CDI stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mallos on December 21, 2013, 08:57:50 pm
You forgot [CE_CAN_DO_INTERACTION:START:0:END:90000] above your CDI stuff.

It won't even let me target anything,too.
And it didn't change in any way.
At all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 21, 2013, 08:59:26 pm
What is "it"? If you can't target, then you're kind of SOL unless you give us the part that actually matters for that: the CAN_DO_INTERACTION:CHAOS_TOUCH in the creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mallos on December 21, 2013, 09:02:52 pm
What is "it"? If you can't target, then you're kind of SOL unless you give us the part that actually matters for that: the CAN_DO_INTERACTION:CHAOS_TOUCH in the creature.

Well here are the creature raws for my Chaos Knight,who is the one who is supposed to be able to do chaos touch.
Code: [Select]
[CREATURE:KNIGHT_CHAOS]
[Description:A large suit of armor infused with the owner's soul. It wields two iron obsidian zweihanders. The Chaos Gods have granted it immense power. Run while you still can!]
[NAME:chaos knight:chaos knights:chaos knight]
[CASTE_NAME:chaos knight:chaos knights:chaos knight]
[CREATURE_TILE:'C'][COLOR:3:0:1]
[INTELLIGENT]
[CANOPENDOORS]
[EVIL]
[CAN_DO_INTERACTION:CHAOS_TOUCH]
[PREFSTRING:suit of ebony armor]
[PREFSTRING:large sword]
[PREFSTRING:evil deeds]
[FANCIFUL]
[NOPAIN][NOEMOTION][NOTHOUGHT][NOBREATHE]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[NO_EAT][NO_DRINK][NO_SLEEP]
[SPHERE:METALS]
[SPHERE:DEATH]
[SPHERE:CHAOS]
[SPHERE:WAR]
[NOFEAR]
[BODY:HUMANOID:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES]
[TISSUE:OBSIDIAN]
[TISSUE_NAME:obsidian:obsidian]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:OBSIDIAN]
[BODY_SIZE:0:0:20000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SLASH:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PENETRATION_PERC:100]
[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:OBSIDIAN]
[ITEMCORPSE_QUALITY:5]
[DIURNAL]
[LAIR:SHRINE:100]
[SWIMS_LEARNED][SWIM_SPEED:2500]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 21, 2013, 09:26:18 pm
It doesn't even have the CAN_DO_INTERACTION...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mallos on December 21, 2013, 09:29:14 pm
It doesn't even have the CAN_DO_INTERACTION...
Yes,it does. It's near the top. You must have overlooked it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 21, 2013, 09:31:03 pm
It needs all the same stuff as the syndrome does:

Code: [Select]
[CAN_DO_INTERACTION:CHAOS_TOUCH]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERB:touch:touches:touch each other]
[CDI:INTERACTION:CHAOS_TOUCH]
[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:10]

I overlooked it because it was missing most of itself.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mallos on December 21, 2013, 09:38:48 pm
It needs all the same stuff as the syndrome does:

Code: [Select]
[CAN_DO_INTERACTION:CHAOS_TOUCH]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERB:touch:touches:touch each other]
[CDI:INTERACTION:CHAOS_TOUCH]
[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:10]

I overlooked it because it was missing most of itself.

Oh. My. Armok.
It actually fucking works.
Thank you 1000 times,Putnam. :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 21, 2013, 09:46:23 pm
Oh, yeah. Your code itself was mostly fine, it's just that you made the (common) mistake of mixing up CAN_DO_INTERACTION and INTERACTION stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on December 22, 2013, 11:56:29 am
Hm.

How would I make a transformation trigger based on certain things in the environment? Failing that, could I LINK a transformation to age?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 22, 2013, 01:56:30 pm
1. Depends on what you mean by environment
2. no
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on December 22, 2013, 02:13:37 pm
2. Ah.
1. Environment being whether or not they're in water, magma, caves, etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 22, 2013, 03:04:00 pm
Water and magma, yes, anything else, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 22, 2013, 03:08:09 pm
I suddenly want to make a creature that fully heals when taking a nice magma bath. ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on December 22, 2013, 03:13:57 pm
I suddenly want to make a creature that fully heals when taking a nice magma bath. ^^
Well, my theory was somewhat based off that. Basically, a creature that transforms into a magma slinging blob that healed with magma on contact with magma, in order to survive it.

That needs to be a thing, though, interactions based off biomes and such.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 22, 2013, 03:28:37 pm
IndigoFenix was working on biome-based interactions. Sort a. Btw, the blob can survive magma if you make its tissues magma-proof. No need for fancy interactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: IamanElfCollaborator on December 22, 2013, 03:33:42 pm
I know, I was planning on using an adaption gimmick.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Noobazzah on December 23, 2013, 03:56:11 am
I know that it's possible to 'transform' stuff into something else by using interactions, but would an interaction that changes the material of a critter's bodyparts work? I'm trying to make a combat-triggered fire shield sort of thing (since I added some random 'magical' castes battles have become quite chaotic) by just temporarily turning the critter dragonfire-proof. If not, I guess I could just make an identical copy that has the normal materials replaced with something much more heat-resistant..
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 23, 2013, 03:59:09 am
No. Interactions can only do what they say here. (http://dwarffortresswiki.org/index.php/DF2012:Interaction_token)

Technically you can make fireproof creatures with interactions, but first you have to simulate with the interactions a version of Dwarf Fortress where it can be done.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on December 23, 2013, 07:23:51 am
Also note that transformation makes them naked, keep that in mind.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on December 24, 2013, 03:50:16 pm
2. Ah.
1. Environment being whether or not they're in water, magma, caves, etc.
You should be able to do caves by only activating when the CAVE_ADAPT counter trigger is above zero, but I thinks this relies on the creature already having [CAVE_ADAPT].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mallos on December 25, 2013, 06:45:46 pm
I'm having some trouble getting stingers on my dread troll's tentacles. Here's the raws

Four stingers
Code: [Select]
[BODY:4STINGERS]
[BP:RUT1:stinger:STP][CON:tentacle][SMALL]
[REL_SIZE:500]
[BP:RUT2:stinger:STP][CON:tentacle][SMALL]
[REL_SIZE:500]
[BP:LUT1:stinger:STP][CON:tentacle][SMALL]
[REL_SIZE:500]
[BP:LUT2:stinger:STP][CON:tentacle][SMALL]
[REL_SIZE:500]


Body plan
Code: [Select]
[BODY:HUMANOID:FOUR_TENTACLES:2EYES:2EARS:NOSE:2LUNGS:HEART:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:SKULL:BRAIN:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE:2HEAD_HORN:2TUSKS:4STINGERS]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mallos on December 25, 2013, 06:47:11 pm
EDIT:Dammit,double-post  >:(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on December 25, 2013, 06:55:12 pm
I'm having some trouble getting stingers on my dread troll's tentacles. Here's the raws

Four stingers
Code: [Select]
[BODY:4STINGERS]
[BP:RUT1:stinger:STP][CON:tentacle][SMALL]
[REL_SIZE:500]
[BP:RUT2:stinger:STP][CON:tentacle][SMALL]
[REL_SIZE:500]
[BP:LUT1:stinger:STP][CON:tentacle][SMALL]
[REL_SIZE:500]
[BP:LUT2:stinger:STP][CON:tentacle][SMALL]
[REL_SIZE:500]


Body plan
Code: [Select]
[BODY:HUMANOID:FOUR_TENTACLES:2EYES:2EARS:NOSE:2LUNGS:HEART:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:SKULL:BRAIN:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE:2HEAD_HORN:2TUSKS:4STINGERS]

you are saying [CON:tentacle]
CON goes by BP token like how head is HD
CONTYPE goes by types HEAD, STANCE, GRASP, SIGHT, etc
CON_CAT goes by categories

so you might want [CON:RUT][CON:LUT][CON:RLT][CON:LLT]

or just make one stinger that connects to all tentacles

Code: [Select]
[BODY:TENTACLE_STINGERS]
[BP:TS:stinger:STP][CON_CAT:TENTACLE][SMALL]
[REL_SIZE:500]

above will connect to any bodypart that is categorized as TENTACLE which is in FOUR_TENTACLE
PS that body plan has claws on the Tentcles you could just use a bodygloss to rename the claws to stingers.

EDIT:
also with the category stinger they will show up in the body list as "monster's upper right tentacle's stinger"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on December 25, 2013, 07:11:04 pm
Was just looking through the raws and noticed that the giant cave spider has

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray web]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TOKEN:LB]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

I thought the [WEBBER] tag let them make webs. Does one just have them make it where they are and the other shoot them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mallos on December 25, 2013, 07:13:24 pm
-snip-
Quote
-double snip-

Well thanks,but now when I stab them with the stinger this message pops up.

Quote from: dwarf fortress
the dread troll n/a splatters over the [insert body part here]

Well,here's the venom raws

Venom
Code: [Select]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
       [STATE_NAME:ALL_SOLID:frozen dread troll venom]
       [STATE_ADJ:ALL_SOLID:frozen dread troll venom]
       [STATE_NAME:LIQUID:dread troll venom]
       [STATE_ADJ:LIQUID:dread troll venom]
       [STATE_NAME:GAS:boiling dread troll venom]
       [STATE_ADJ:GAS:boiling dread troll venom]
       [PREFIX:NONE]
       [ENTERS_BLOOD]
       [SYNDROME]
           [SYN_NAME:dread troll sting]
           [SYN_AFFECTED_CLASS:GENERAL_POISON]
           [SYN_IMMUNE_CREATURE:TROLL_DREAD:ALL]
           [SYN_INJECTED]
           [CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:900]
   [CE_IMPAIR_FUNCTION:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:900
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on December 25, 2013, 08:50:02 pm
-snip-
Quote
-double snip-

Well thanks,but now when I stab them with the stinger this message pops up.

Quote from: dwarf fortress
the dread troll n/a splatters over the [insert body part here]

Well,here's the venom raws

Venom
Code: [Select]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
       [STATE_NAME:ALL_SOLID:frozen dread troll venom]
       [STATE_ADJ:ALL_SOLID:frozen dread troll venom]
       [STATE_NAME:LIQUID:dread troll venom]
       [STATE_ADJ:LIQUID:dread troll venom]
       [STATE_NAME:GAS:boiling dread troll venom]
       [STATE_ADJ:GAS:boiling dread troll venom]
       [PREFIX:NONE]
       [ENTERS_BLOOD]
       [SYNDROME]
           [SYN_NAME:dread troll sting]
           [SYN_AFFECTED_CLASS:GENERAL_POISON]
           [SYN_IMMUNE_CREATURE:TROLL_DREAD:ALL]
           [SYN_INJECTED]
           [CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:900]
   [CE_IMPAIR_FUNCTION:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:900

Problem with this is you do the attack, then you define the material.
Order of Events. Do you wake up, goto work, come home, then get dressed (you went most of the day naked) no you get dressed then goto work.

Just remember this is like low level programming DF modding is, you should define all your variables first (materials, tissues) then you call them later on (body detail plans, attacks, interactions, etc.)

so move your USE_MATERIAL_TEMPLATE:POISON above the attack. PS the attack is using VENOM not POISON also in the syndrome you are missing a "]" on CE_IMPAIR_FUNCTION:
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: nossr50 on December 25, 2013, 10:42:29 pm
Hello everyone, I'm modifying the Fear The Night creatures mod for Adventure mode, I want to change the vampire megabeasts in his raws to drop an edible item that starts [CE:INTERACTION:LESSER_VAMPIRE_CURSE] for example, basically an edible item that starts an interaction. I'm super new to dwarf fort modding but I've been reading the wiki and posts on this forum. How would I add something to a creatures drops? And how would I make it edible/poisoned?

I'm really just trying to tone down how OP vampires are in FTN and make it harder to become one (aka: actually slaying a vampire and then eating his.. heart or something to become one)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 26, 2013, 02:14:31 pm
Hello everyone, I'm modifying the Fear The Night creatures mod for Adventure mode, I want to change the vampire megabeasts in his raws to drop an edible item that starts [CE:INTERACTION:LESSER_VAMPIRE_CURSE] for example, basically an edible item that starts an interaction. I'm super new to dwarf fort modding but I've been reading the wiki and posts on this forum. How would I add something to a creatures drops? And how would I make it edible/poisoned?

I'm really just trying to tone down how OP vampires are in FTN and make it harder to become one (aka: actually slaying a vampire and then eating his.. heart or something to become one)
You can do this by adding ITEMCORPSE:PLANT:NONE:PLANT_MAT:VAMPIRE_PLANT_FTN:STRUCTURAL] to the vampire creature file. Then you only need to copy a plump helmet, call it VAMPIRE_PLANT_FTN, remove biomes and set frequency to 0 (to stop it appearing naturally), and add the syndrome that causes the vampire transformation to it. The dead vampire will only leave this edible plant, you eat it, become a vampire. You can also use meat instead of plants, but it needs a fake creature, and the plant might be easier to write. Ingame you will just see the name anyway, so you can call it "bloody vampire corpse" or whatever you like.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on December 26, 2013, 03:26:58 pm
Was just looking through the raws and noticed that the giant cave spider has

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray web]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TOKEN:LB]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

I thought the [WEBBER] tag let them make webs. Does one just have them make it where they are and the other shoot them?
The first one is the spray of web interaction, the second one makes pre-spawned webs on maps they live on (like cave spider silk webs).

So you could have it only have 1st interaction, and then there wouldn't be giant cave spider silk webs all over the place in caves, and you could make it with only WEBBER, then it would not shoot but it would occasionally leave webs on surfaces (and there would be webs in caverns).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 26, 2013, 03:30:33 pm
Deon, would you know if the total amount of webs is raised, if the amount of WEBBER are higher? Could I spam 1000 WEBBER vermin with DEPTH:3:3 and embark on a mostly webbed cavern #3?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on December 27, 2013, 12:58:30 pm
I'm pretty sure it does. I can tell you that, when I started my vermin script, I accidentally left the CLUSTER_NUMBER in for all vermin, which among others caused the spider types (and others, of course) to appear in those clusters and web up large-ish chunks of the map.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 20firebird on December 27, 2013, 03:03:49 pm
Why can't dwarves ride mounts and how do I fix it? I want war wyverns.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on December 27, 2013, 03:10:06 pm
Why can't dwarves ride mounts and how do I fix it? I want war wyverns.

Dwarves can't ride mounts because mounts haven't been fully implemented yet. They only appear in sieges in Fort Mode, and I've never seen them in Adventure Mode.

You cannot mod in mounts, but there is a DFHack script that lets a creature mount another creature. I'm not sure of how to use it, though. You should try asking in the DFHack thread.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 20firebird on December 27, 2013, 03:13:00 pm
Awww. :( Oh well.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: PABadger on December 27, 2013, 05:05:04 pm
I already asked this in the adventurer thread, but I thought I should ask here as well: has anyone ever written a mod to allow adventurers to gather plants? Specifically, I'm interested in adventurer reactions to gather food plants, like prickleberry, wild strawberry, and plump helmet.

I was also looking for adventurer crafting reactions, like tanning hides and making leather products, but I've found the Wanderer Mod and can probably use some of the reactions on there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on December 27, 2013, 05:09:29 pm
I already asked this in the adventurer thread, but I thought I should ask here as well: has anyone ever written a mod to allow adventurers to gather plants? Specifically, I'm interested in adventurer reactions to gather food plants, like prickleberry, wild strawberry, and plump helmet.

I was also looking for adventurer crafting reactions, like tanning hides and making leather products, but I've found the Wanderer Mod and can probably use some of the reactions on there.

DFHack has a plug-in called adv-fort, which allows you to perform jobs that dwarves can do in Fort Mode. This includes harvesting from nearby plants.

Otherwise, no, there isn't a way to directly harvest plants in adventure mode. Though you could make a reaction that has a small chance to give you a plant, and just call the reaction something along the lines of 'forage for food'.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 27, 2013, 06:09:34 pm
Does this break loyality cascades? [ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]

I know the eat-sapient allows butchering invaders, so maybe this also has an impact on the game. If killing civ members is ok, there is no reason to go cascading into hell.

EDIT: And a second question: Nobles. I am a bit out of my comfort zone when it comes to nobles. I want nobles to be positioned by the player only, no election. I dont want to most famous and social civ-member to become exped-leader or mayor... I thought its handled by the [ELECTED] token, but the exped-leader doesnt have that.

Code: [Select]
[POSITION:EXPEDITION_LEADER]
[NAME:expedition leader:expedition leaders]
[SITE]
[NUMBER:1]
[REPLACED_BY:MAYOR]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]

The other thing is: I would like to make it ok to replace these guys. If a baron, count or king dies, the player should just be able to select a new one... just like you do brokers or managers. Anyone got any idea which token I have to remove for that? I assume its [SUCCESSION:BY_HEIR].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 27, 2013, 06:31:45 pm
1. No; all it does is make tantrum-murder not punishable.

2. Things have to be appointed to be appointable by the player.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 27, 2013, 06:43:07 pm
Thank you.

I noticed that all other nobles are [APPOINTED_BY:some other noble]. But that causes a problem that you need at least one noble to make a noble. Correct?

EDIT: Yes, the hypothesis proofed to be correct. If there is no elected noble at first, you cant appoint anyone. 

BUT: OMG, if a noble does not have a profession sprite assigned, he will keep his original sprite. So a mason that become SUPER-DUDE-NOBLE, without a super-dude-noble profession sprite, will still look like a mason. I know thats a tiny thing, but for me that changes everything. I can make nobles without changing graphics. O.O
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Mc Dwarf on December 29, 2013, 09:58:58 am
How do I get a different creature to have different bodies for it's castes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on December 29, 2013, 11:48:53 am
Just put the BODY tokens in the caste definitions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 30, 2013, 04:47:22 am
I have a little problem with a creature I wrote. A immobile monolith, that doesnt want to do the interactions it can do. It should raise corpses around it, but it does not. The raise-corpse interaction itself works well, I use it on other creatures as well, but the Monolith doesnt use it. Maybe because its missing a brain, eyes, something like that?

Code: [Select]
[BODY:MONOLITH]
[BP:UB:core:cores][UPPERBODY][THOUGHT][SIGHT][EMBEDDED][SMALL][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:10]
[BP:LB:body:bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]

Code: [Select]
[CREATURE:MONOLITH]
[DESCRIPTION:A black monolith. It seems to hum in a frequency just below hearing. Tendrils of green smoky light search the area around it, gently touching and probing its surroundings for anything that once hold a spark of light, animating it to eternal unlife.]
[NAME:black monolith:black monoliths:black monolith]
[CASTE_NAME:black monolith:black monoliths:black monolith]
[CREATURE_TILE:244][COLOR:3:0:0]
[FREQUENCY:0][CANNOT_UNDEAD][BENIGN]
[FIREIMMUNE][WEBIMMUNE][MAGMA_VISION]
[SMALL_REMAINS][NOT_BUTCHERABLE][IMMOBILE]
[NO_DRINK][NO_EAT][NO_SLEEP][NOPAIN][EXTRAVISION][NO_FEVERS]
[NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOBONES][NO_DIZZINESS]
[BODY:MONOLITH]
[SOUND:PEACEFUL_INTERMITTENT:12:15000:NONE:hum:hums:humming]
[SOUND:ALERT:20:8000:NONE:resonate:resonates:a resonating tone]
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
[USE_TISSUE_TEMPLATE:BONE:BONE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:ALL:BONE]
[BODY_SIZE:0:0:35000]
[CASTE:GENERIC]

[CAN_DO_INTERACTION:RAISE_CORPSE] => should animate dead.
[CDI:ADV_NAME:Animate corpse]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:hum:hums:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]

  [CAN_DO_INTERACTION:MAKE_VAMPIRE] => to make them friendly to undead.
      [CDI:TARGET:A:SELF_ONLY]
      [CDI:FREE_ACTION]

Code: [Select]
[INTERACTION:RAISE_CORPSE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_AFFECTED_CLASS:ALL_CREATURES]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on December 30, 2013, 05:03:51 am
Can the monolith raise corpses when you play it in arena mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: molkemon on December 30, 2013, 07:59:58 am
I'm still trying getting my dwarves be able to produce loincloth. Someone said I should add [PANTS:ITEM_PANTS_LOINCLOTH:FORCED] to my entities.

I assume he meant adding this line to the "mountains" entity (dwarves) along the lines

[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]

I did this in both the raw/objects folder file and the data/save/region1/raw/objects folder file, yet I still can't make loincloth in my game. Does this only work when I create a new world, or am I doing something wrong?

Edit: Ah, I just read that adding objects to an entity apparently always requires regen... meh :/

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Reelya on December 30, 2013, 05:24:19 pm
I think the choices of item you can make at the clothier's is hard-coded. You need to make a custom reaction to create things you can't normally make. I'm not 100% sure though, but a custom reaction will definitely do the job if it doesn't appear at the clothier's.

Making an item COMMON will definitely affect what dwarves generated off-screen will be wearing when they arrive, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on December 30, 2013, 05:27:53 pm
I think the choices of item you can make at the clothier's is hard-coded. You need to make a custom reaction to create things you can't normally make.

Making an item COMMON mainly affects what dwarves generated off-screen will be wearing when they arrive.

Nope. Those tokens are exactly what affects the clothier-made stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 30, 2013, 06:10:50 pm
Can the monolith raise corpses when you play it in arena mode?
Yes. I just tested in arena mode, it even animates corpses by itself there.  :o
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on December 30, 2013, 07:15:57 pm
A there a way to forcefully apply syndromes to your dwarves in a timely manner? The only ways I can think of involve spiking beer (not drunk very often) and gassing, probably by workshop (player management intensive).
Any thoughts?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 30, 2013, 07:42:53 pm
A there a way to forcefully apply syndromes to your dwarves in a timely manner? The only ways I can think of involve spiking beer (not drunk very often) and gassing, probably by workshop (player management intensive).
Any thoughts?
There are many ways. What exactly are you trying to do?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on December 30, 2013, 08:01:51 pm
A there a way to forcefully apply syndromes to your dwarves in a timely manner? The only ways I can think of involve spiking beer (not drunk very often) and gassing, probably by workshop (player management intensive).
Any thoughts?
There are many ways. What exactly are you trying to do?
I'm trying to develop a potions/poisons/herbalism mod (no plugins needed) and whilst poisoning can be done through projectiles evaporating (any better way you can do it though?) and gassing via oversized weapons in weapon traps, I'm trying to find a way to imbue the dwarves with beneficial syndrome effects, eg no pain. The syndromes would be time limited and the easier to dose it to your dwarves the more useful it gets.
Thanks for your help in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 30, 2013, 09:15:04 pm
When you say (no plugins needed), does that mean no dfhack? Because spatter-add, autosyndrome and itemsyndrome sounds very fitting for what you plan.

Otherwise its really only drinks with syndromes, and they are hard to micromanage.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kay on December 30, 2013, 09:17:35 pm
I have almost absolutely no knowledge of modding, but I really want to add a race. The main problem is, I have no idea how to do any of this and I'm having a lot of trouble reading and understanding the guides.

Spoiler (click to show/hide)

I'm not sure this is even where I'd ask for help with this, but considering that I'm an absolute newbie to modding who just had a cool idea I couldn't figure out, I'm not sure where else to put it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 30, 2013, 09:26:25 pm
I have almost absolutely no knowledge of modding, but I really want to add a race. The main problem is, I have no idea how to do any of this and I'm having a lot of trouble reading and understanding the guides.

Spoiler (click to show/hide)

I'm not sure this is even where I'd ask for help with this, but considering that I'm an absolute newbie to modding who just had a cool idea I couldn't figure out, I'm not sure where else to put it.
All of this is possible. Check out the Antmen from vanilla DF, they already have a caste system included, it makes a pretty good example. The colors are DESCRIPTORS, and can easily be reduced to only red. Check out... almost any creature file. Dogs have tons of different descriptors for example.

Its really a lot easier if you copy+paste something you see and alter it to your needs, than writing it from ground up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Kay on December 30, 2013, 09:33:56 pm
I have almost absolutely no knowledge of modding, but I really want to add a race. The main problem is, I have no idea how to do any of this and I'm having a lot of trouble reading and understanding the guides.

Spoiler (click to show/hide)

I'm not sure this is even where I'd ask for help with this, but considering that I'm an absolute newbie to modding who just had a cool idea I couldn't figure out, I'm not sure where else to put it.
All of this is possible. Check out the Antmen from vanilla DF, they already have a caste system included, it makes a pretty good example. The colors are DESCRIPTORS, and can easily be reduced to only red. Check out... almost any creature file. Dogs have tons of different descriptors for example.

Its really a lot easier if you copy+paste something you see and alter it to your needs, than writing it from ground up.

Yeah, I'm not very good at doing things without seeing how they're done first, so it's good to know I can pour through the files and find the stuff if I know where to look. That said, the general structure of it still confuses me a bit. I am not a clever man.

When it comes to making a caste belong to both genders, do I just add both tags? When it says things like "[SELECT_CASTE:ALL]", am I supposed to do that after all the castes, to indicate what all the castes share in common, or do I just have the racial appearance and add the castes on top of it? Like, does it matter where I place them in the racial entry?

Edit: Never mind, I think I've got it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on December 30, 2013, 09:42:44 pm
When you say (no plugins needed), does that mean no dfhack? Because spatter-add, autosyndrome and itemsyndrome sounds very fitting for what you plan.

Otherwise its really only drinks with syndromes, and they are hard to micromanage.
Thanks. I'll look into dfhack (which was what I wanted to try and avoid), but I'll start with spiked drinks. I'll make the syndromes last at least until the next drink so all you gotta do is keep them drinking from the right barrels (IDEA: Have the stuff produced in a special workshop. Lock military in barracks. Have workshop deliver to them only). That way it still requires a bit of effort. Anyway, even a dfhack version will include spiked drinks, for reasons *ahem* 'unknown'.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 30, 2013, 11:07:10 pm
I have a little problem with a creature I wrote. A immobile monolith, that doesnt want to do the interactions it can do. It should raise corpses around it, but it does not. The raise-corpse interaction itself works well, I use it on other creatures as well, but the Monolith doesnt use it. Maybe because its missing a brain, eyes, something like that?

Code: [Select]
[BODY:MONOLITH]
[BP:UB:core:cores][UPPERBODY][THOUGHT][SIGHT][EMBEDDED][SMALL][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:10]
[BP:LB:body:bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]

Code: [Select]
[CREATURE:MONOLITH]
[DESCRIPTION:A black monolith. It seems to hum in a frequency just below hearing. Tendrils of green smoky light search the area around it, gently touching and probing its surroundings for anything that once hold a spark of light, animating it to eternal unlife.]
[NAME:black monolith:black monoliths:black monolith]
[CASTE_NAME:black monolith:black monoliths:black monolith]
[CREATURE_TILE:244][COLOR:3:0:0]
[FREQUENCY:0][CANNOT_UNDEAD][BENIGN]
[FIREIMMUNE][WEBIMMUNE][MAGMA_VISION]
[SMALL_REMAINS][NOT_BUTCHERABLE][IMMOBILE]
[NO_DRINK][NO_EAT][NO_SLEEP][NOPAIN][EXTRAVISION][NO_FEVERS]
[NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOBONES][NO_DIZZINESS]
[BODY:MONOLITH]
[SOUND:PEACEFUL_INTERMITTENT:12:15000:NONE:hum:hums:humming]
[SOUND:ALERT:20:8000:NONE:resonate:resonates:a resonating tone]
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
[USE_TISSUE_TEMPLATE:BONE:BONE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:ALL:BONE]
[BODY_SIZE:0:0:35000]
[CASTE:GENERIC]

[CAN_DO_INTERACTION:RAISE_CORPSE] => should animate dead.
[CDI:ADV_NAME:Animate corpse]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:hum:hums:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]

  [CAN_DO_INTERACTION:MAKE_VAMPIRE] => to make them friendly to undead.
      [CDI:TARGET:A:SELF_ONLY]
      [CDI:FREE_ACTION]

Code: [Select]
[INTERACTION:RAISE_CORPSE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_AFFECTED_CLASS:ALL_CREATURES]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
I tested in in Arena, it can resurrect corpses. Dont know why the AI wont use it in fort mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on December 31, 2013, 12:06:00 am
When it comes to making a caste belong to both genders, do I just add both tags? When it says things like "[SELECT_CASTE:ALL]", am I supposed to do that after all the castes, to indicate what all the castes share in common, or do I just have the racial appearance and add the castes on top of it? Like, does it matter where I place them in the racial entry?

Edit: Never mind, I think I've got it.
Caste IS a gender. I mean, you can make either genderless caste or a male/female caste. Hermaphrodites don't work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on December 31, 2013, 06:38:36 am
Hi guys,

I'm trying to make some fun but stupid weapons to mess about with in adventure mode, but I'm having some trouble with one of them - I'm trying to make a hammer that has attacks that do little physical damage, but send enemies literally flying into walls/trees etc.

The problem is, so far, I only seem to be able to make enemies fly 1 maybe 2 squares from the user.

I'm testing various things, but with values of 100,000,000, i'm still only getting 2 squares of launching.

So:
What can I do to make a weapon send a foe flying? Or is this impossible - if so, why?

Thanks in advance guys
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on December 31, 2013, 07:25:03 am
The material it's made from - the denser, the better usually. But that's pretty likely to do more damage as well...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on December 31, 2013, 07:28:17 am
Yeah I tested that, tried platinum and silver as well as adamantine, but to no avail. To be honest, there wasn't that much difference between the heavy and non heavy materials, the damage seemed to be linked closer to the Pen values and the Velocity values than anything else...

Could weapon size, or material size affect anything?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 31, 2013, 01:37:55 pm
About tissue styling tokens:

Is 0 a valid number for the min/max preferred length?

Can I specify multiple preferred styles?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evaris on December 31, 2013, 01:45:06 pm
Alright, so after a bit of frustration I just decided to take some inspiration from Raptor's Civ Mod's kimonomimi (This mod I'm making is for personal use only so I saw no harm in it... I think?  I'm generally using just the race I'm making + everything but the races from Raptor's civ mod.)  And everything seems to be working... except for the fact that only the bows and bastard swords on the weapons list are appearing on the embark list, so I can't embark with axes or picks to well... get anywhere whatsoever.  What would cause that exactly?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 31, 2013, 02:18:21 pm
I seem to be having another problem with tissue stylings:

everyone seems to have "extremely long hair" and nothing else, except for a very rare few. How do I stop them from having extremely long hair without making everyone clean-shaven?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on December 31, 2013, 02:26:00 pm
I seem to be having another problem with tissue stylings:

everyone seems to have "extremely long hair" and nothing else, except for a very rare few. How do I stop them from having extremely long hair without making everyone clean-shaven?

Did you give styling tokens to both the creature and their entity?

In vanilla, only dwarves have hair stylings because their entity file has this:

Code: [Select]
[TISSUE_STYLE:HAIR]
[TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
[TISSUE_STYLE:SIDEBURNS]
[TS_PREFERRED_SHAPING:STANDARD_SIDEBURNS_SHAPINGS]
[TISSUE_STYLE:MOUSTACHE]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:STANDARD_MOUSTACHE_SHAPINGS]
[TISSUE_STYLE:BEARD]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:STANDARD_BEARD_SHAPINGS]

And their creature file has this:

Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]

All other entities lack the style tokens, though humans have the necessary creature tokens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on December 31, 2013, 03:04:44 pm
I'm using humans, and working with the entity tokens. I'll get back to you after more tests.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on December 31, 2013, 06:38:15 pm
I have a civ-member caste that has rotten tissues by default. Ghouls. They should smell up the place when indoors, creating miasma. Works beautifully.

Problem: They have rotten tissues and my doctors want to cut it out. As soon as I make a hospital, they "rest" and wait for treatment. Minor rot on every bodypart, needs cleaning, needs surgery.

Any way to make the doctors ignore this caste, or make miasma without rotten bodyparts that need treatment?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on December 31, 2013, 06:41:37 pm
You could try giving them occasional regenerative transformations so they don't actually need a hospital. But if you have other castes that do need a hospital, you could try having them occasionally drop miasma grenades (as in transforming to drop rotting tissues) instead of having them rot by themselves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 01, 2014, 07:12:35 pm
I didnt know that necrosis can heal by itself? Anyway, I stepped away from that, it does not seem to work  out. Miasma grenades ... lol. Maybe I give that a try. But I really dont want to transform them so often, it fully heals (and gets a pop-up message and game-pause in my mod)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on January 01, 2014, 09:21:16 pm
I think projectileExpansion can spawn clouds of miasma, can't it? Perhaps an interaction that fires a glob at their location and spawns miasma would work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 01, 2014, 10:36:36 pm
I think projectileExpansion can spawn clouds of miasma, can't it? Perhaps an interaction that fires a glob at their location and spawns miasma would work.
I thought about that... couldnt quite figure out how. I gave them a self-targetted solid-glob material emission without usage-hint that shoots miasma projectiles, but they never use them. ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Syndic on January 02, 2014, 08:43:57 am
Since the stupid elves always bring me (if any) one male giant leopard, I tried to increase the amount of stuff they would bring so I'd have a better chance at a female. I did this by changing the trade_capacity of yaks and horses to be greater...

but it didn't seem to actually make them bring more, not even when I increased them tenfold. DEcreasing trade_capacity to 15 and 20 DID cause greatly reduced trade goods though, so it's not something that would require a regen. So, does anyone know whether trade_capacity is internally capped? or maybe some other reason for this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 02, 2014, 08:48:14 am
Since the stupid elves always bring me (if any) one male giant leopard, I tried to increase the amount of stuff they would bring so I'd have a better chance at a female. I did this by changing the trade_capacity of yaks and horses to be greater...

but it didn't seem to actually make them bring more, not even when I increased them tenfold. DEcreasing trade_capacity to 15 and 20 DID cause greatly reduced trade goods though, so it's not something that would require a regen. So, does anyone know whether trade_capacity is internally capped? or maybe some other reason for this?
If you add a trade liaison to elves, you can order from them like you do from dwarves. then you several giant leopards, or any other pet you order.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Syndic on January 02, 2014, 08:57:51 am
Oh, that would be awesome... Does this work without regen too?

I assume I would use what I found in the mountain entity as outpost_liaison... how many of those tags are needed? just the position, name, number and responsibility?

Code: [Select]
[POSITION:OUTPOST_LIAISON]
[NAME:outpost liaison:outpost liaisons]
[NUMBER:1]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:80]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 02, 2014, 10:16:16 am
These are the ones I use, they should work just fine:

elf
Code: [Select]
YESDIPLOMAT[POSITION:DIPLOMAT]
YESDIPLOMAT[NAME:Diplomat:Diplomats]
YESDIPLOMAT[NUMBER:1]
YESDIPLOMAT[RESPONSIBILITY:MAKE_INTRODUCTIONS]
YESDIPLOMAT[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
YESDIPLOMAT[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
YESDIPLOMAT[APPOINTED_BY:DRUID]
YESDIPLOMAT[PRECEDENCE:70]
YESDIPLOMAT[DO_NOT_CULL]
YESDIPLOMAT[COLOR:7:0:1]
YESDIPLOMAT[MENIAL_WORK_EXEMPTION]
YESDIPLOMAT[SLEEP_PRETENSION]
YESDIPLOMAT[PUNISHMENT_EXEMPTION]
YESDIPLOMAT[ACCOUNT_EXEMPT]
YESDIPLOMAT[DUTY_BOUND]

YESDIPLOMAT[POSITION:ELF TREASURY REPRESENTATIVE]   
      YESDIPLOMAT[NAME:Treasury Master:Treasury Master]
      YESDIPLOMAT[NUMBER:1]
      YESDIPLOMAT[RESPONSIBILITY:TRADE]
      YESDIPLOMAT[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
      YESDIPLOMAT[PRECEDENCE:40]
      YESDIPLOMAT[MENIAL_WORK_EXEMPTION]
      YESDIPLOMAT[SLEEP_PRETENSION]
      YESDIPLOMAT[PUNISHMENT_EXEMPTION]
      YESDIPLOMAT[ACCOUNT_EXEMPT]
      YESDIPLOMAT[DO_NOT_CULL]
      YESDIPLOMAT[COLOR:7:0:1]
      YESDIPLOMAT[DUTY_BOUND]

human
Code: [Select]

YESDIPLOMAT[POSITION:DIPLOMAT]
YESDIPLOMAT[NAME:Diplomat:Diplomats]
YESDIPLOMAT[NUMBER:1]
YESDIPLOMAT[RESPONSIBILITY:MAKE_INTRODUCTIONS]
YESDIPLOMAT[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
YESDIPLOMAT[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
YESDIPLOMAT[PRECEDENCE:70]
YESDIPLOMAT[DO_NOT_CULL]
YESDIPLOMAT[COLOR:7:0:1]
YESDIPLOMAT[MENIAL_WORK_EXEMPTION]
YESDIPLOMAT[SLEEP_PRETENSION]
YESDIPLOMAT[PUNISHMENT_EXEMPTION]
YESDIPLOMAT[ACCOUNT_EXEMPT]
YESDIPLOMAT[DUTY_BOUND]

YESDIPLOMAT[POSITION:GUILD_REPRESENTATIVE]
YESDIPLOMAT[NAME:Guild Representative:Guild Representatives]
YESDIPLOMAT[NUMBER:1]
YESDIPLOMAT[RESPONSIBILITY:TRADE]
YESDIPLOMAT[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
YESDIPLOMAT[PRECEDENCE:40]
YESDIPLOMAT[MENIAL_WORK_EXEMPTION]
YESDIPLOMAT[SLEEP_PRETENSION]
YESDIPLOMAT[PUNISHMENT_EXEMPTION]
YESDIPLOMAT[ACCOUNT_EXEMPT]
YESDIPLOMAT[DO_NOT_CULL]
YESDIPLOMAT[COLOR:7:0:1]
YESDIPLOMAT[DUTY_BOUND]

But you cant add new noble positions without genning a new world, sorry.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Syndic on January 02, 2014, 11:04:16 am
Aw... ah well, thanks anyway. Now I know what to do when I start a new fort :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Cocoprimate on January 02, 2014, 12:01:50 pm
What does the [FREQUENCY:5] tag do/affect? I saw it in the bronze colossus and dragon raws. If I alter it, will dragons and colossi invade more frequently?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: milo christiansen on January 02, 2014, 12:15:15 pm
DO NOT add both [RESPONSIBILITY:TRADE] and [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS] to any position in the same entity if there is ANY possibility that the entity in question will ever be playable!

If you do you will get two trade liaisons from your home civ, one that uses the trade rep speech and one that uses the outpost liaison speech.

For non-playable civs [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS] does nothing, so better to just remove it.

(also for humans and other civs with [VARIABLE_POSITIONS:ALL] you can just leave the APPOINTED_BY tag off and the position will still work fine)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Solymr on January 02, 2014, 12:59:57 pm
What are the id names for the forge and magma forge for custom reactions? I can't find them anywhere.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 02, 2014, 01:02:51 pm
What are the id names for the forge and magma forge for custom reactions? I can't find them anywhere.
They dont exist. You cant add things there. You need to make a new custom forge, or add the items you want created into the entity, like WEAPON:ITEM_WEAPON_PICK:FORCED.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 02, 2014, 01:04:29 pm
What does the [FREQUENCY:5] tag do/affect? I saw it in the bronze colossus and dragon raws. If I alter it, will dragons and colossi invade more frequently?
Thats how often they appear. If you set it too 500, their relative proportion will be higher, but not the total amount of megabeasts. That is handled in the world editor. Go to the adv. world. gen., you can set megabeast numbers and titans number there. Max is 200.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Solymr on January 02, 2014, 01:13:29 pm
What are the id names for the forge and magma forge for custom reactions? I can't find them anywhere.
They dont exist. You cant add things there. You need to make a new custom forge, or add the items you want created into the entity, like WEAPON:ITEM_WEAPON_PICK:FORCED.
And are there ids for any other preexisting workshop, like the bowyer's?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Cocoprimate on January 02, 2014, 01:36:35 pm
Quote
Thats how often they appear. If you set it too 500, their relative proportion will be higher, but not the total amount of megabeasts. That is handled in the world editor. Go to the adv. world. gen., you can set megabeast numbers and titans number there. Max is 200.

Thank you, but What I'm interested in, if I set that higher, will they appear more frequently in fortress mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 02, 2014, 01:41:03 pm
What are the id names for the forge and magma forge for custom reactions? I can't find them anywhere.
They dont exist. You cant add things there. You need to make a new custom forge, or add the items you want created into the entity, like WEAPON:ITEM_WEAPON_PICK:FORCED.
And are there ids for any other preexisting workshop, like the bowyer's?
A few. KITCHEN; SCREWPRESS; SOAPMAKER; TANNER; SMELTER; QUERN; MILLSTONE; STILL; CRAFTSMAN.

Quote
Thats how often they appear. If you set it too 500, their relative proportion will be higher, but not the total amount of megabeasts. That is handled in the world editor. Go to the adv. world. gen., you can set megabeast numbers and titans number there. Max is 200.

Thank you, but What I'm interested in, if I set that higher, will they appear more frequently in fortress mode?
If you set it higher in worldgen and there are more megabeasts, yes. The chance that they visit is higher. You can also open the creatures themselves. They have attack-triggers in them. Something like 80:10000:120000, which means they attack earlist when you have 80 dwarves, 10000 exported wealth and 120000 created wealth. You can set this lower, to make them appear earlier.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Solymr on January 02, 2014, 01:48:15 pm
A few. KITCHEN; SCREWPRESS; SOAPMAKER; TANNER; SMELTER; QUERN; MILLSTONE; STILL; CRAFTSMAN.
Thanks man. I'll have to go with good old CRAFTSMAN.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: slynths on January 02, 2014, 10:06:02 pm
Hello, could someone tell me what I did wrong here? I cannot get my custom interaction type to spawn, either in the arena or the game proper.

Code: [Select]
[OBJECT:INTERACTION]

[INTERACTION:HOLY_SECRET]

[I_SOURCE:SECRET]
[IS_NAME:the secrets of holy law]
[IS_SPHERE:DISCIPLINE]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_holy.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[IT_REQUIRES:MORTAL]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:paladin]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
         [CE_DISPLAY_NAME:NAME:paladin:paladins:paladinic:START:0]
         [CE_ADD_TAG:NO_PHYS_ATT_RUST:NOPAIN:NONAUSEA:NO_DIZZINES:START:0]
         [CE_PHYS_ATT_CHANGE:AGILITY:200:100:STRENGTH:200:100:TOUGHNESS:200:100:DISEASE_RESISTANCE:500:100:START:0]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Hurl fireball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray jet of fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREJET]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[CAN_DO_INTERACTION:]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:PURGE UNDEAD]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_ADD_TAGS:NOT_FIT_FOR_ANIMATION]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on January 02, 2014, 10:29:02 pm
Okay, a few things are wrong here.

One: it is [CE_CAN_DO_INTERACTION:PROB:100:START:0:END:whenever]
the next line is [CDI:INTERACTION:MATERIAL_EMISSION]
Same thing for the other one.
The last one is also wrong.  What you need to do is do the CE_can_do blah blah thing, but you need to put that reaction definition later in the folder and do a similar thing to above.  Given a little time I could probably write up what you are trying to do.  Also, purge undead is not a legitimite effect token.  If you want, I could write up an example of how to do what you are trying to do, but it would require DFHack to work.

Also, are you trying to get paladins to appear in world generation?  Because depending on your goal, this could be a minimod in its own right.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on January 02, 2014, 10:58:18 pm
Concerning generated creatures in the HFS. Do they attack any self made creatures put down there? And is there a way to make creatures that spawn after breaching the HFS custom?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 02, 2014, 11:01:47 pm
Yes, no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 03, 2014, 03:27:22 am
Am I right in thinking that, while you can put custom critters down there, you cannot put cave tribes in the HFS?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 03, 2014, 03:38:28 am
I think they would starve and die out in world gen.

I know that you can do split demons in two groups: Make some with frequency 1 and flyer, and others with frequency 100 and no-flyer. Then set demons in worldgen to 0. This means only custom demons remain. When you breach a spire, the flying demons will be spawned. After you defeated them, your different ground-demons will spawn as wildlife in hell.

You could do flying demons and ground-unit "tormented souls", which are super easy to kill and leave nice drops. This way you get a reward when defeating the demon onslaught. Or the flyers are demons, and the ground units are Warhammer Chaos troops are something, some kind of fake-civ with natural armor/weapons.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 03, 2014, 04:51:45 am
But, if you put a sufficiently durable race with no need to eat down there, you can actually have cavern-style tribes? Or am I mistaking your meaning?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 03, 2014, 05:15:46 am
Maybe? I havent tested ^^

EDIT: A question myself:

1. I put gold dust into a large granite pot. It is now called: "Gold Dust Pot (granite, large)"
2. I put gold dust into a granite jug. It is now called: "granite jug".

What the heck. Does anyone know what triggers this behaviour of adding the extra name bits? Its a lot easier to handle if players can see whats in a jug, without having to look into the jug first.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on January 03, 2014, 10:11:52 am
Maybe? I havent tested ^^

EDIT: A question myself:

1. I put gold dust into a large granite pot. It is now called: "Gold Dust Pot (granite, large)"
2. I put gold dust into a granite jug. It is now called: "granite jug".

What the heck. Does anyone know what triggers this behaviour of adding the extra name bits? Its a lot easier to handle if players can see whats in a jug, without having to look into the jug first.

The difference in the raws is that pots have [TOOL_USE:FOOD_STORAGE]. Presumably this causes them to be used like barrels and pick up the barrel naming convention.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Solymr on January 03, 2014, 05:54:10 pm
Is there a way to make a custom reaction class?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: milo christiansen on January 03, 2014, 06:02:54 pm
[REACTION_CLASS:WHATEVER_YOU_WANT] on a material. Simple.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Solymr on January 03, 2014, 06:04:48 pm
Wow easier than I thought. Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: milo christiansen on January 03, 2014, 06:21:30 pm
Easier than I thought when I started modding :) With DF modding either it is very easy or impossible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CBlackrose on January 03, 2014, 07:06:47 pm
I'd like allow dwarves to make armor that human adventurers can wear, is there any way to do this? Searching with google isn't turning up any relevant info.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on January 03, 2014, 07:13:24 pm
I'd like allow dwarves to make armor that human adventurers can wear, is there any way to do this? Searching with google isn't turning up any relevant info.

To do that you would either have to change dwarves to make them human sized or change humans to make them dwarf sized.

Armour size is dependant on the creature that created it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CBlackrose on January 03, 2014, 07:38:56 pm
To do that you would either have to change dwarves to make them human sized or change humans to make them dwarf sized.

Armour size is dependant on the creature that created it.

Damn, I guess I'll just have to settle for Dwarf adventurers. I was just partial to humans because I could name them Cid Blackrose with their language :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on January 03, 2014, 07:51:04 pm
Hi guys,

I've made a new civ, that features various castes. But I seem to be getting some of the creatures showing up as ''nothing swordsman'', or ''nothing lasher'' etc..

I think it's because I don't have [caste_name:blahblah] at the beginning of the entry under creature name - but when I did have it in, there were about 4 or 6 different versions of the same basic creature, which was confusing and a tad annoying.

The civ works fine otherwise, but would be nice to fix the ''nothing'' issue basically.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on January 03, 2014, 08:02:38 pm
Well, you could put the caste name under each caste, with a different name to each, to differentiate them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on January 03, 2014, 08:18:24 pm
Well, you could put the caste name under each caste, with a different name to each, to differentiate them.

Sorry I should have put more detail: I have done that, all the castes have different caste names, and they show up correctly - the castes and their specific names themselves are working more or less as intended.
But there is still a nebulous bunch of ''nothing'' caste creatures that appear from time to time. It's not a massive bother, but it's kind of jarring.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on January 03, 2014, 08:36:10 pm
Hmm... Make sure that ALL of them are given caste names.  There is a slight possibility one is missing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: slynths on January 03, 2014, 09:37:03 pm
Quote
purge undead is not a legitimite effect token.

Whoops I must have put what I was hoping to name the interaction as the interaction type.

Quote
Also, are you trying to get paladins to appear in world generation?

That was my hope, though I do believe it was mentioned earlier here that interaction types based off of necromancers will not build towers unless they either have set amount of followers/zombies.

Thanks for the help!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on January 03, 2014, 09:59:18 pm
Heh.  It's funny, because your post inspired me to make an entire mod.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 04, 2014, 03:03:25 am
Hmm... Make sure that ALL of them are given caste names.  There is a slight possibility one is missing.

It looks more like the NAME is missing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vozhban on January 04, 2014, 06:08:11 am
I started creating my own creature to make a playable civ eventually and severeral questions appeared.

1. Can one caste of creature transform into another one after the creature reaches certain age?(or can it have a chance to transform every several years)
2. Is it possible to restrict some professions for one caste and enable them for another?
3. Is there a way to make one caste be capable of chopping down trees without using tools?

The creature has a very rare caste, which is the only one capable of giving birth.
4. So will it be possible to force one to appear upon embark?

I am sorry if these questions were answered aleady, but i failed to find any suitable answers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on January 04, 2014, 07:59:40 am
1. Yup. Give the creature a self targeted interaction that bestows a transform syndrome with a delay of several years. Check out the wiki on syndromes and interactions.
2. No idea, I think so but a better modder will know.
3. I don't think so, I'm afraid.
4. No idea. Don't think so - but if you try and embark enough times you will get one eventually.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on January 04, 2014, 08:07:59 am
2. Profession permissions are regulated per entity, not per caste, so you can't actually stop specific castes from doing specific jobs. What you can do, on the other hand, is set their skill rates in that job to never improve, but immediately decay (via [SKILL_RATE:<SKILL>:0:1:1:1]), so they never actually become good at what they're trying to do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on January 04, 2014, 09:24:11 am
Hmm... Make sure that ALL of them are given caste names.  There is a slight possibility one is missing.
It looks more like the NAME is missing.

I haven't missed the creature NAME if thats what you mean, but I removed the creature CASTENAME (the one found under creature NAME), as this was creating several iterations of the same caste, and seemed like a mistake on my part, given I have a lot of castes.

I'm wondering, could it be because of caste-profession names are not present?
Ie, the civ has access to spears, but i didn't include ''profession-name'' or ''caste profession'' names for spear users?



the creature raws in question:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on January 04, 2014, 11:49:58 am
That's probably it, maybe.  The caste names are fine, every caste has one, you did a good job there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on January 04, 2014, 12:10:13 pm
Damn, just had an ambush from them - doesn't seem to be a profession problem as there were swordsmen and ''nothing'' swordsmen.

Could it be that the basic form of the creature is being called ''nothing''? Should I pick one of the castes and make that the basic creature type, and remove the now duplicated caste from the list, or is there a way to make sure the ''nothing'' caste is never spawned?

To be honest I think I've just been messy and missed something obvious.
I'll have a tinker anyway...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on January 04, 2014, 12:14:25 pm
Okay, one problem I can see: some of the castes have caste specific attribute ranges, and I'm not sure whether those override the normal attribute range of cause problems, so it may or may not be an actual problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vozhban on January 04, 2014, 01:20:51 pm
I am pretty sure that [USE_CASTE] creates a new caste itself. So no need to define one caste with both [CASTE] and [USE_CASTE] tag.
Also, there is no name defined for babies.
And I don't know if any of these really matters.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 04, 2014, 01:26:16 pm
I started creating my own creature to make a playable civ eventually and severeral questions appeared.

1. Can one caste of creature transform into another one after the creature reaches certain age?(or can it have a chance to transform every several years)
2. Is it possible to restrict some professions for one caste and enable them for another?
3. Is there a way to make one caste be capable of chopping down trees without using tools?

The creature has a very rare caste, which is the only one capable of giving birth.
4. So will it be possible to force one to appear upon embark?

I am sorry if these questions were answered aleady, but i failed to find any suitable answers.

1. No, not at a certain age; also, transformations prevent other transformations.
2. No.
3. No.
4. No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on January 04, 2014, 01:32:35 pm
I started creating my own creature to make a playable civ eventually and severeral questions appeared.

1. Can one caste of creature transform into another one after the creature reaches certain age?(or can it have a chance to transform every several years)
2. Is it possible to restrict some professions for one caste and enable them for another?
3. Is there a way to make one caste be capable of chopping down trees without using tools?

The creature has a very rare caste, which is the only one capable of giving birth.
4. So will it be possible to force one to appear upon embark?

I am sorry if these questions were answered aleady, but i failed to find any suitable answers.

1. No, not at a certain age; also, transformations prevent other transformations.
2. No.
3. No.
4. No.

1. Technically yes to both, though if you want on the exact moment transformation then no. DFHack can get around the transform issue.
2.  If you have a manger and want to spend the time to restrict workshops to specific entity members, then I suppose that would work. With modding, no.
3 and 4. What Putnam said.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Cocoprimate on January 04, 2014, 02:46:09 pm
1- Is there a way to turn off mandates and demands without having to abandon the save and create a new world? So annoying.

2- Is there a way to mod a guild representative into the elves so that I can pick and choose the stuff they bring? Is it possible without abandoning the save?

3- How can I make dragons more powerful? They are so wimpy. Can I give them iron scales? Will I need to create a new world to see the effects?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: nasobema on January 04, 2014, 03:35:27 pm
Is there a way to change the cooking reaction to require fuel?
It would add some more realism and make it a bit more difficult to create ridiculous amounts of wealth through high quality meals.

The kitchen workshop and cooking reaction cannot be found in the raws. Is it hard-coded?
Or am I looking in the wrong place?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on January 04, 2014, 03:38:20 pm
1- Is there a way to turn off mandates and demands without having to abandon the save and create a new world? So annoying.

2- Is there a way to mod a guild representative into the elves so that I can pick and choose the stuff they bring? Is it possible without abandoning the save?

3- How can I make dragons more powerful? They are so wimpy. Can I give them iron scales? Will I need to create a new world to see the effects?

1. No, that would require modifying the entity.
2. I believe picking and choosing is only possible from your home civ. It would require a new world anyway.
3. You can do that by going into your dragons' raws (creature_standard.txt) and changing [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE] to [USE_MATERIAL_TEMPLATE:SCALE:IRON_TEMPLATE][SCALE]. No regen required.

Is there a way to change the cooking reaction to require fuel?
It would add some more realism and make it a bit more difficult to create ridiculous amounts of wealth through high quality meals.

The kitchen workshop and cooking reaction cannot be found in the raws. Is it hard-coded?
Or am I looking in the wrong place?

The cooking reaction is much too complex for the raw's reaction type capability. It's hardcoded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 04, 2014, 06:09:10 pm
3. You can do that by going into your dragons' raws (creature_standard.txt) and changing [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE] to [USE_MATERIAL_TEMPLATE:SCALE:IRON_TEMPLATE][SCALE]. No regen required.

No you cannot. IRON_TEMPLATE doesn't exist. You'll have to use METAL_TEMPLATE then copy+paste iron's properties.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on January 04, 2014, 07:44:07 pm
3. You can do that by going into your dragons' raws (creature_standard.txt) and changing [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE] to [USE_MATERIAL_TEMPLATE:SCALE:IRON_TEMPLATE][SCALE]. No regen required.

No you cannot. IRON_TEMPLATE doesn't exist. You'll have to use METAL_TEMPLATE then copy+paste iron's properties.
Erm, yes. What he said.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Cocoprimate on January 04, 2014, 09:32:54 pm
But what would I need to type? I checked out iron's properties in inorganic_metal and it has dozens of lines. Do I need to put all that next to METAL_TEMPLATE?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 04, 2014, 09:34:53 pm
under the material definition, which is the USE_MATERIAL_TEMPLATE token.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Cocoprimate on January 04, 2014, 09:53:24 pm
Hahah I think I just borked everything by putting all the iron stuff there. I must have done something wrong. Thanks for your help guys, but I think I will refrain from modifying things too much.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: toomanysecrets on January 05, 2014, 10:08:43 am
Does anyone know of a script similar to the old "dfstatus"? It simply opened a new window that listed your metal bars, logs, meals, etc. It was so convenient!!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 05, 2014, 11:10:17 am
Does anyone know of a script similar to the old "dfstatus"? It simply opened a new window that listed your metal bars, logs, meals, etc. It was so convenient!!
There is something thats probably better: http://www.bay12forums.com/smf/index.php?topic=125164.msg4862334#msg4862334 (http://www.bay12forums.com/smf/index.php?topic=125164.msg4862334#msg4862334)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on January 06, 2014, 01:03:27 am
Can you add an interaction to a creature, post worldgen? I have one that causes no errors in the arena, but loading up a fortress with the creatures present gets me no action and a couple of lines in the errorlog:
Spoiler (click to show/hide)
I can't reproduce the error by messing around with the magma crab's interaction.

Creature raw:
Spoiler (click to show/hide)

interaction_standard.txt
Spoiler (click to show/hide)

The intention with this is to make the cave dragon kill anything that isn't a cave dragon. It's lacking an off switch at the moment, but arena loyalties make it impossible to test if the on switch is working. I get the two appropriate messages though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 06, 2014, 01:17:18 am
Yes. Or to be more precise: Creatures do not use interactions in worldgen, so just add the interactions, and they will use them in fort mode/adv mode when you meet them.

For example I have a dwarven caste that turns into a monster after 1 year. They never transform in worldgen, but if they migrate to your fort, they will start the countdown and transform 1 year later.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 20firebird on January 06, 2014, 01:58:31 am
*edits this post too much*
Is there a way to make an animal milkable for poisons (with syndromes) and shearable for quills? I would also like to make eggs apply a syndrome on contact.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 06, 2014, 02:58:27 am
Does a creature, that learned an interaction from a syndrome, keep that interaction after dying and being resurrected?

Example: Dwarf learns stoneskin-spell. Dwarf dies. Dwarf gets resurrected. Can he still cast stoneskin?

EDIT: Does anyone have any husks/thralls lying around? I couldnt find any in the interaction examples that come with DF, nor with forum search. They should be procedually generated content in the world.dat. Anyone has the raws for them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on January 06, 2014, 09:50:47 am
Does a creature, that learned an interaction from a syndrome, keep that interaction after dying and being resurrected?

Example: Dwarf learns stoneskin-spell. Dwarf dies. Dwarf gets resurrected. Can he still cast stoneskin?

He should, as far as I know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on January 06, 2014, 11:33:27 am
Yes. Or to be more precise: Creatures do not use interactions in worldgen, so just add the interactions, and they will use them in fort mode/adv mode when you meet them.

For example I have a dwarven caste that turns into a monster after 1 year. They never transform in worldgen, but if they migrate to your fort, they will start the countdown and transform 1 year later.

They will use some interactions, just not syndrome ones. For example, sometimes you see "was burned to death" by a dragon in legends mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 06, 2014, 12:34:03 pm
Ah. so they use MATERIAL_EMISSIONS, but not INTERACTION:Interaction-Id, which is then defined in the interaction file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lord Allagon on January 06, 2014, 03:34:48 pm
I'm trying to get a dragon civ to spawn, but so far I have had no luck, even with multiple worldgens. I've checked entity_dragon.txt for any mistakes, but I can't find just what makes them not appear. I know it's not the dragon itself, because I removed the file and they spawned, but apart from that I've no idea. Can anyone tell me what I'm doing wrong here?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 06, 2014, 03:42:35 pm
If that's the whole file, you forgot entity_dragon at the top and OBJECT:ENTITY right below.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lord Allagon on January 06, 2014, 04:24:21 pm
If that's the whole file, you forgot entity_dragon at the top and OBJECT:ENTITY right below.
... *facepalm*
Thank you Putnam. It's working now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on January 06, 2014, 07:13:02 pm
Yes. Or to be more precise: Creatures do not use interactions in worldgen, so just add the interactions, and they will use them in fort mode/adv mode when you meet them.
They wouldn't have been able to anyway, since I added the interaction about a decade after embark (it is in the correct folder). Maybe it'll kick in when the next batch of hatchlings come along? Slayrace / fullheal -r doesn't trigger it. (Edit:nope, new hatchlings don't get it.)

It does seem to be working correctly in the arena -- I added a diagnostic interaction in the form of the cleaning interaction, modified to have [IT_REQUIRES:OPPOSED_TO_LIFE:CRAZED]. The dragon can only lick itself if it's done both 'Activate rage' and 'Act on rage'.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vozhban on January 08, 2014, 09:37:59 am
I've got several new questions and i hope somebody could help me again.

1. Is it possible to have playable(in fortress mode) civ with [DEFAULT_SITE_TYPE:CAVE]?
2. Is it possible to make civ members not complain about having no shoes and clothes(they are not supposed to have any)?
3. What could be the reason for civ members appear in the pets/livestock list, but still be fully functional?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on January 08, 2014, 09:55:44 am
1) Have you tried it yet?
2) Currently, [NOTHOUGHT] and/or [NOEMOTION] are the only ways to stop that from happening.
3) They probably have a [PET] tag or something somewhere.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vozhban on January 08, 2014, 10:08:07 am
1. Yes, i tried. Before I changed [DEFAULT_SITE_TYPE:CAVE] to [DEFAULT_SITE_TYPE:CITY], civ didn't appear on the embark screen. So i am interested, if it is possible to somehow make it playable with [DEFAULT_SITE_TYPE:CAVE].
2. That's not good. And [NOEMOTION] disables (un)happines, doesn't it? Wiki discription is not very certain.
3. Well, only two castes have [INTELLIGENT] tag, others only have [CAN_LEARN]. That shoud be the problem, right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 08, 2014, 11:23:15 am
Quote
It does seem to be working correctly in the arena -- I added a diagnostic interaction in the form of the cleaning interaction, modified to have [IT_REQUIRES:OPPOSED_TO_LIFE:CRAZED]. The dragon can only lick itself if it's done both 'Activate rage' and 'Act on rage'.
This is so beautiful, why didnt I think of this before? Abilities that only unlock, when the creature is undead. I can add this to all sapient races, and make their zombies so much more menacing. :)

Are ghosts opposed to life?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on January 08, 2014, 12:29:35 pm
In interactions, there is the following token: IT_CANNOT_HAVE_SYNDROME_CLASS  which causes creatures with that syndrome class to not be affected by the interaction. However, is there a token to make it so only creatures with that syndrome (not creature) class be affected by the interaction? The wiki seems to indicate otherwise, but I thought I'd ask.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 08, 2014, 12:37:12 pm
In interactions, there is the following token: IT_CANNOT_HAVE_SYNDROME_CLASS  which causes creatures with that syndrome class to not be affected by the interaction. However, is there a token to make it so only creatures with that syndrome (not creature) class be affected by the interaction? The wiki seems to indicate otherwise, but I thought I'd ask.
No, sadly this is missing. You can simulate it by affecting all creatures with an interaction, and adding an interaction that blocks that to the creatures you want to have affected. Its hacky, but works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: pisskop on January 08, 2014, 08:02:05 pm
I added itemthief to a civ.  They show up to steal and build towers and all that jazz.  But several forts in, they gave yet to attack.  No ambushes, tho thats due to missing that tag.  but no sieges.  [item_thief] implies an eventual siege, even tho i didnt add skulker?  they have an active season.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on January 08, 2014, 09:47:45 pm
Another option for a 'requires syndrome class' token is [IT_REQUIRES:<combination of tokens found only on valid target>], as shown above.

You may need some extra work to account for creatures who have enough tokens naturally to overlap a syndrome-afflicted creature, either in the interaction (forbid tokens that no valid target will have) or in the raws for the other creature (apply synclass 'accidental target', or remove tokens until no longer a valid target). Generated creatures have suites of tags.
Spoiler (click to show/hide)

Are ghosts opposed to life?
I think they'd be a lot more violent if they were...

I wonder if [BP_REQUIRED:<upper body>] would be a valid way of separating ghosts from the living?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gashcozokon on January 08, 2014, 10:54:51 pm
I have searched through this thread and gleaned several useful bits of information, and combined together to produce the following reaction:
Spoiler (click to show/hide)
To start somewhere with Modding, extra bins are always handy. entity_default.txt has the appropriate [PERMITTED_REACTION:CUSTOM_BIN_GLASS]
tag, and the reaction in the Spoiler above is at the bottom of reaction_other.txt. The Job shows up. in both the workshop and manager, can be ordered and preformed. A Dorf happily runs over to do the job, however takes no item into the shop, and nothing is produced afterwards. I added the [FUEL] tag and reloaded the map so I could check the reaction error.
Spoiler (click to show/hide)
I see the correct product, and it asks for Sand-containing item. But also Rock. If anyone could help me iron out the quirks I'd be most appreciative.
I noticed just before posting that the sand reagent line still ends in (sand) which is as i copied from here. I tried changing it to SOIL_SAND which is a Tag that all the sand types share, but my guess is that is still incorrect, but I am not sure which one to use.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on January 09, 2014, 03:33:36 am
Instead of this:
Code: [Select]
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:(sand)]
You want this:
Code: [Select]
[REAGENT:sand:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:SAND]
To make this work, you need [REACTION_CLASS:SAND] in all your sand material definitions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist McEngraver on January 09, 2014, 01:16:43 pm
In my quest to make a small mod, I've run across trouble when making a reaction to make a bone item.

I've tried several variations to see if it would work, but this is the basic concept, however the reaction won't show up in the workshop.

[REACTION:BONEDAGGER1]
   [NAME:Craft a bone dagger]
   [BUILDING:WOOD_WEAVER:NONE]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:BONECARVE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 09, 2014, 01:20:39 pm
In my quest to make a small mod, I've run across trouble when making a reaction to make a bone item.

I've tried several variations to see if it would work, but this is the basic concept, however the reaction won't show up in the workshop.

[REACTION:BONEDAGGER1]
   [NAME:Craft a bone dagger]
   [BUILDING:WOOD_WEAVER:NONE]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:BONECARVE]
The reaction looks perfectly fine.

Here is one that I use, as comparison:
Code: [Select]
   
[REACTION:WARLOCK_BONE_AXE]
[NAME:Make bone axe]
[BUILDING:BONE_FORGE_WARLOCK:CUSTOM_B]
[REAGENT:A:1:NONE:NONE:NONE:NONE][ANY_BONE_MATERIAL][USE_BODY_COMPONENT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_AXE_SERRATED:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:BONECARVE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on January 09, 2014, 01:23:16 pm
In my quest to make a small mod, I've run across trouble when making a reaction to make a bone item.

I've tried several variations to see if it would work, but this is the basic concept, however the reaction won't show up in the workshop.

Did you add the permissions to the entity? [PERMITTED_REACTION:BONEDAGGER1] should go under the entity you play as.

Did you create a new world when you created the reaction? New reactions cannot be added to an ongoing game, though already existing reactions can be altered.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist McEngraver on January 09, 2014, 01:52:46 pm
I did add the reaction to entity_default and I did gen a new world, but it won't show up. Is it because I'm playing as elves?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 09, 2014, 01:54:03 pm
You need to add it to the entity you play. "PERMITTED_REACTION:name"

If you play elvse, its the ENTITY:FOREST you need to add the reaction to.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist McEngraver on January 09, 2014, 01:58:07 pm
Ah, here's my issue. In entity_default I had [PERMITTED:REACTION:BONEDAGGER1] and not PERMITTED_REACTION:BONEDAGGER1. Derp.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 09, 2014, 03:14:42 pm
Did anyone see "tissue/bodypart is condensed" before? I just had a pet that... condensed. Just like things drown, or freeze.. it... condensed.  ???
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on January 09, 2014, 03:31:44 pm
Did anyone see "tissue/bodypart is condensed" before? I just had a pet that... condensed. Just like things drown, or freeze.. it... condensed.  ???
I haven't seen it first-hand, but Toady had that with the cave floaters:
Quote from: Toady One on 02/17/2010
...I forgot to set the boiling point of the gas inside the body of a floating creature, so the poor thing died with the message "<name> has condensed." The former gas was in a puddle. You'll still be able to get this to happen if you lure them out of the caves onto a glacier. ...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 09, 2014, 03:54:51 pm
Ah, that makes sense. The Shadow Hound had some gaseous tissues. Should have been used to make some attacks pass through, but well... not such a good idea it seems.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gashcozokon on January 09, 2014, 04:34:47 pm
You want this:
Code: [Select]
[REAGENT:sand:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:SAND]
To make this work, you need [REACTION_CLASS:SAND] in all your sand material definitions.

Updated, thank you. The reaction now reads properly looking for SAND powder, and SAND sand-containing item. However it still is only tasking the charcoal and not any of the sand bags.
Spoiler (click to show/hide)
I have also tried both combinations of single reagents, the sandbag alone, will still allow you to order the job, the latter claims you have no sand.
At this point I am considering changing tack, and attempting to utilize Raw Glass, as is both craftable and obtainable from trade.
The change to product should be simple:
   [PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
reagent however is still unclear to me, does this look correct?
   [REAGENT:A:150:ROUGH:NONE:NONE:NONE][GLASS_MATERIAL]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on January 09, 2014, 04:42:13 pm
This reaction makes glass bins using only green glass:
Code: [Select]
[REAGENT:A:1:ROUGH:NONE:GLASS_GREEN:NO_SUBTYPE]
[PRODUCT:100:1:BIN:NONE:GLASS_GREEN:NO_SUBTYPE]
This reaction uses any kind of glass:
Code: [Select]
[REAGENT:A:1:ROUGH:NONE:NONE:NONE][GLASS_MATERIAL]
[PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
Note the 1 instead of your 150 (otherwise you'd need 150 items of rough glass)

EDIT: Also your spoilered reaction is broken because you missed an argument: [REAGENT:sandbag:1:NONE:NONE:NONE:NONE] (also the REACTION_CLASS:SAND should only be on the powder, not on the bag)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gashcozokon on January 09, 2014, 04:53:50 pm
This reaction makes glass bins using only green glass:
Code: [Select]
[REAGENT:A:1:ROUGH:NONE:MATERIAL_NAME:GLASS_GREEN]
[PRODUCT:100:1:BIN:NONE:MATERIAL_NAME:GLASS_GREEN]
This reaction uses any kind of glass:
Code: [Select]
[REAGENT:A:1:ROUGH:NONE:NONE:NONE][GLASS_MATERIAL]
[PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
Note the 1 instead of your 150 (otherwise you'd need 150 items of rough glass)

EDIT: Also your spoilered reaction is broken because you missed an argument: [REAGENT:sandbag:1:NONE:NONE:NONE:NONE] (also the REACTION_CLASS:SAND should only be on the powder, not on the bag)

BAM! It works. Oh Thank you muchly. this totally made my day.  the 150 was a copy&paste error because I didn't realize it was quantity. But this is working now, and my frozen ocean beach front 55Z Volcano map has less need for Trees now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Mc Dwarf on January 09, 2014, 05:24:22 pm
I want a creature to drop a nether-cap log on death. how do I do this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on January 09, 2014, 05:30:05 pm
I want a creature to drop a nether-cap log on death. how do I do this?

I believe this should work:
Code: [Select]
[ITEMCORPSE:WOOD:NO_SUBTYPE:PLANT_MAT:NETHER_CAP:WOOD]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 09, 2014, 05:59:58 pm
This reaction makes glass bins using only green glass:
Code: [Select]
[REAGENT:A:1:ROUGH:NONE:MATERIAL_NAME:GLASS_GREEN]
[PRODUCT:100:1:BIN:NONE:MATERIAL_NAME:GLASS_GREEN]

MATERIAL_NAME? I'm pretty sure it should be GLASS_GREEN:NO_SUBTYPE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on January 09, 2014, 06:04:55 pm
Er, yes. I browsed the wiki too quickly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on January 09, 2014, 08:54:31 pm
Is it possible to make a reaction that takes one lot of extract-inna-barrel and turns it into ten lots of extract-inna-vial? I'd like to be able to turn the venom (and lye) the traders bring into single units, because as it stands the single stack they bring gets used up all at once.

I have tried writing the reaction, but I gave up when the latest attempt crashed the game. :/
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jake on January 10, 2014, 03:08:27 am
Does anyone have any idea how to make a reaction produce a piece of furniture?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 10, 2014, 03:30:07 am
Does anyone have any idea how to make a reaction produce a piece of furniture?
PRODUCT:100:1:CHAIR:NONE:INORGANIC:MARBLE

or BED, DOOR, FLOODGATE, whatever you like. Look at the wiki for item token and reaction token. They have a full list.

Sutremaine: Yes, thats possible. You need 12 reagents, the poison, the barrel and 10 times 1 vial, use DOES_NOT_DETERMINE_PRODUCT_AMOUNT on the poison, and the product is 10 times this:

 [PRODUCT:100:1:LIQUID_MISC:NONE:PLANT_MAT:pioson id:EXTRACT][PRODUCT_DIMENSION:150]
   [PRODUCT_TO_CONTAINER:1] (1-10)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jake on January 10, 2014, 03:57:45 am
Excellent! That fixes the issue I was hung up on for BPFA and gets the ball rolling on the project I had in mind for afterwards!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vozhban on January 10, 2014, 08:58:42 am
I've encountered a problem, while testing a civ. Any civ member can haul an item, but unable to perform hauling jobs normally. Once i designate a stockpile, everybody rushes to take an appropriate item, picks it up and then just walk away with an item, not even trying to move it to stockpile.
Does anybody knows what this problem  can be ralated to?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 10, 2014, 09:24:11 am
No grasp body part?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vozhban on January 10, 2014, 09:36:39 am
That was the first thing i checked. They have three.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on January 10, 2014, 10:34:03 am
Does the creature have [EQUIPS] and [CANOPENDOORS]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vozhban on January 10, 2014, 11:27:07 am
Yes, it has both.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on January 10, 2014, 02:07:32 pm
Do they have any of the CURIOUSBEAST tokens?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on January 10, 2014, 02:33:21 pm
You need 12 reagents, the poison, the barrel and 10 times 1 vial, use DOES_NOT_DETERMINE_PRODUCT_AMOUNT on the poison, and the product is 10 times this:

 [PRODUCT:100:1:LIQUID_MISC:NONE:PLANT_MAT:pioson id:EXTRACT][PRODUCT_DIMENSION:150]
   [PRODUCT_TO_CONTAINER:1] (1-10)
Ah, so you can't shove all ten single units in the same vial? That might have been what triggered the crash then...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 10, 2014, 04:34:10 pm
I feel a bit silly for asking this: But how do I make a creature frostbite/fire immune again? I used this, but apparently its still possible to die of cold.

Code: [Select]
[SELECT_MATERIAL:ALL]
[COLDDAM_POINT:NONE]
[HEATDAM_POINT:NONE]
[IGNITE_POINT:NONE]
[FIREIMMUNE_SUPER]
[FIREIMMUNE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on January 10, 2014, 04:36:15 pm
Try setting HOMEOTHERM, FIXED_TEMP and MAT_FIXED_TEMP.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 10, 2014, 05:11:44 pm
I added this on caste level:
      [FIXED_TEMP:10015]
      [FIREIMMUNE_SUPER]
      [FIREIMMUNE]
      [HOMEOTHERM]
         
And this on creature level:   
   [SELECT_MATERIAL:ALL]
      [COLDDAM_POINT:NONE]
      [HEATDAM_POINT:NONE]
      [IGNITE_POINT:NONE]
      [MAT_FIXED_TEMP:100015]

Still... instant death from their own frost nova, which is a AoE effect using an inorganic with temp:1000.  :-\
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vozhban on January 10, 2014, 05:37:21 pm
Maybe i am wrong, but shouldn't [HOMEOTHERM]  have an argument and look like [ HOMEOTHERM:1000]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on January 10, 2014, 06:50:37 pm
Vozban is correct, Homeotherm requires a value, i believe.  ALso, Meph, slight typo, your mat fixed temp on the creature level is different from the caste level one.  Unless that is intentional.  Otherwise, I don't know, I know how to make things not melt, but not how to make them not freeze.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on January 10, 2014, 07:09:01 pm
Success with the venom 'refinement'!

Spoiler (click to show/hide)

Ten units of imported venom come in one stack of ten, and ten units of embark venom come in two stacks of five. Since the reaction always produces ten units of venom from one stack, you can double your venom by bringing lots of it with you. I don't really care about this.

The reaction looks for venom stacks in barrels, not imported venom specifically. If you make your own in single-unit stacks and one of those stacks ends up in a barrel, it'll get converted into ten units if it has the reaction class CREATURE_EXTRACT.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 11, 2014, 02:41:37 am
CREATURE_EXTRACT => this also covers milk and honey, and other possible non-poison things.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vozhban on January 11, 2014, 09:06:43 am
I hope somebody can help me again. I am stuck with nobles. All but two of them do not appear in the ingame list, where i should be able to appoint them. I tried replacing [APPOINTED_BY:] with [ELECTED] with no result. May be someone could tell what can be the reason of that.

There are raw extracts, if they could help.
These two seem to work properly(appear ingame and perform their duties):
Spoiler (click to show/hide)

But others do not even appear in the list, though they only slightly different from the privious:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on January 11, 2014, 11:22:20 am
CREATURE_EXTRACT => this also covers milk and honey, and other possible non-poison things.
Ha, so it does. The spatter_add reactions use the same reaction class.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stealtharcadia on January 11, 2014, 02:30:31 pm
I haven't modded since 40d, but I had an idea for a new race and I wanted to know if it was possible. I read around and I think it should be possible.

I want to make a creature that spits a glob that on skin contact/injection(?) causes a syndrome that first causes nausea, then pain, then unconsciousness followed by a transformation into a husk type creature whose bite can cause the same syndrome with a lower chance of infection. Is this possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 11, 2014, 02:42:22 pm
Yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 11, 2014, 02:44:18 pm
I haven't modded since 40d, but I had an idea for a new race and I wanted to know if it was possible. I read around and I think it should be possible.

I want to make a creature that spits a glob that on skin contact/injection(?) causes a syndrome that first causes nausea, then pain, then unconsciousness followed by a transformation into a husk type creature whose bite can cause the same syndrome with a lower chance of infection. Is this possible?
The short answer: Yes, that is possible.

You would need a special inorganic, a material-emission that spits this, dfhack with the ProjectileExpansion script by Putnam (to affect the target) (or use breath-attacks instead of globs, if you use gas to transmit the syndrome you dont need the script/dfhack), the custom creature, and thats about it. The bite you can do with: [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100] and adding the syndrome to the creature poison. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 11, 2014, 02:47:56 pm
Or you could skip the extract with SPECIALATTACK_INTERACTION...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stealtharcadia on January 11, 2014, 03:10:55 pm
Thanks for the response!

I would just prefer a ranged attack that causes it, but isn't prone to spreading like necrotic forgotten beast goo. Although it would be rather !!FUN!! to lose a fort like that in one incident.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 11, 2014, 03:14:57 pm
Gas doesn't congeal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stealtharcadia on January 11, 2014, 03:36:20 pm
Gas doesn't congeal.

Thanks! Sorry, I have a lot of questions as it's hard for me to quite understand exactly how expansive the new interactions are from the raws and the wiki. And I don't wanna spend a hours working on something not even possible :P

One last one, what about an interaction that occurs on death, where the corpse drops something that resurrects it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 11, 2014, 04:05:55 pm
I think IndigoFenix has done something like that. A creature that resurrects itself, kinda. Its probably some kind of workaround.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on January 12, 2014, 03:54:46 pm
I'm trying to create a creature that has a humanoid like body without a head. I'd like the mouth and eye to be attached to the upper body of it. I have it mostly working besides the fact that I can't get it to use the BITE attack. I'll try and include all of the relevant stuff. Maybe I'm missing something very obvious that someone can point out for me.

body_titan.txt:
Spoiler (click to show/hide)

For some reason the formatting is terrible for the body. I don't think that's where the problem lies anyway.

creature_titan.txt
Spoiler (click to show/hide)

If I enter the object testing arena I get this in the errorlog.txt file:
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_titan.txt"
TITAN:Body Token Recognized But Could Not Connect: BODY_FANGS
TITAN:ONE:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
TITAN:TWO:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added

Thanks for any tips.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 12, 2014, 03:57:05 pm
You want it to be a CHILD_TISSUE_LAYER thing like the normal bite attack.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on January 12, 2014, 04:23:55 pm
You want it to be a CHILD_TISSUE_LAYER thing like the normal bite attack.

I tried changing it to the following but nothing changed in the error log and I still can't bite.

Code: [Select]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:UPPERBODY:BY_CATEGORY:BODY_FANGS]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 12, 2014, 04:40:48 pm
Code: [Select]
[BODY:BODY_MOUTH]
   [BP:MOUTH:mouth:STP][[glow=red,2,300]CONTYPE[/glow]:UPPERBODY]

[BODY:BODY_FANGS]
   [BP:TOOTH:tooth:teeth][[glow=red,2,300]CON[/glow]:UPPERBODY]
Why is the one contype and the other just con ? I think the body_fangs are not correctly connected to mouth and upper body.

EDIT: Do vermin-gobbler eat live vermin, or remains? Can you use them to clean remains automatically from the map?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 13, 2014, 11:12:59 am
New question:

To make civ-members use different colors for different castes, I thought all I had to do was:
[CASTE_COLOR:7:1:1] for each caste in the creature file.
[MINER:WARLOCK_CIV:0:4:ADD_COLOR:DEFAULT] for each profession in the graphics file.

Somehow the colors dont change when I transform creatures in between castes. Anything wrong with my line of thought?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stealtharcadia on January 14, 2014, 12:20:53 am
Ok at my wits end, don't know why these jerks won't use the interaction.

In the Creature Raws
Spoiler (click to show/hide)
Interaction Raws
Spoiler (click to show/hide)

Error logs return no errors, just haven't seen them use it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on January 14, 2014, 03:26:06 am
New question:

To make civ-members use different colors for different castes, I thought all I had to do was:
[CASTE_COLOR:7:1:1] for each caste in the creature file.
[MINER:WARLOCK_CIV:0:4:ADD_COLOR:DEFAULT] for each profession in the graphics file.

Somehow the colors dont change when I transform creatures in between castes. Anything wrong with my line of thought?

Jobs color take precedence, ie a mason will always be white. Caste graphics is still depressing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 14, 2014, 04:08:34 am
New question:

To make civ-members use different colors for different castes, I thought all I had to do was:
[CASTE_COLOR:7:1:1] for each caste in the creature file.
[MINER:WARLOCK_CIV:0:4:ADD_COLOR:DEFAULT] for each profession in the graphics file.

Somehow the colors dont change when I transform creatures in between castes. Anything wrong with my line of thought?
Ahhhhh ^^

It worked well on pets, so I was confused why it wouldnt work on professions. Well, so much for red bloodsteel skeletons running around.  :-X

Jobs color take precedence, ie a mason will always be white. Caste graphics is still depressing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vozhban on January 14, 2014, 06:43:03 am
Shouldn't [NO_UNIT_TYPE_COLOR] prevent creatures from selecting its color based on its profession and allow usage of colors defined in [CASTE_COLOR]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on January 14, 2014, 08:05:10 am
Shouldn't [NO_UNIT_TYPE_COLOR] prevent creatures from selecting its color based on its profession and allow usage of colors defined in [CASTE_COLOR]?

Ah I forgot about this one, this may work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on January 14, 2014, 11:38:41 am
Ok at my wits end, don't know why these jerks won't use the interaction.
Can they use it in arena mode if you take control of them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on January 14, 2014, 11:45:15 am
Can a single syndrome provide more than one SYN_CLASS for use in IT_CANNOT_HAVE_SYNDROME_CLASS?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 14, 2014, 12:28:49 pm
Yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Mc Dwarf on January 14, 2014, 06:34:40 pm
Where are Gastroliths in this creature? The errolog is complaining about them.


Code: (Creature) [Select]
[CREATURE:BOG_BLOKE]
[NAME:bog bloke:STP:boggish]
[DESCRIPTION:A wooden creature, they are completely silent but will viciously attack anything on sight.]
[CREATURE_TILE:'b'][COLOR:3:2:1]
[CAN_LEARN]
[TRANCES]
[EVIL]
[CANOPENDOORS]
[EBO_ITEM:WOOD:NO_SUBTYPE:PLANT_MAT:GLUMPRONG:WOOD]
[EQUIPS]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:BRL]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:BRR]
[PERSONALITY:IMMODERATION:50:75:100]
[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]
[PERSONALITY:CHEERFULNESS:0:40:90]
[PERSONALITY:ALTRUISM:0:25:50]
[PERSONALITY:MODESTY:0:40:90]
[PERSONALITY:SYMPATHY:0:25:50]
[BODY:GRASPING]
[BODY_DETAIL_PLAN:BOG_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[RELSIZE:BY_CATEGORY:LIVER:300]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[MAXAGE:150:170]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[GENERAL_BABY_NAME:bog baby:STP]
[CHILD:12]
[GENERAL_CHILD_NAME:bog child:STP]
[EQUIPS]
[HOMEOTHERM:10067]
[SWIMS_LEARNED]
[SWIM_SPEED:2500]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[CASTE:FEMALE]
[FEMALE]
[POP_RATIO:50]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:FOCUS:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250]
[CASTE:MALE]
[MALE]
[POP_RATIO:50]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:FOCUS:450:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TL_COLOR_MODIFIER:AMBER:1:AMETHYST:1:BLACK:1:AQUAMARINE:1:AZURE:1:AQUA:1:BURNT_UMBER:1:CHARCOAL:1:CARDINAL:1:CHOCOLATE:1:CARMINE:1:COPPER:1:CHARTREUSE:1:COBALT:1:CRIMSON:1:DARK_BLUE:1:CREAM:1:GOLD:1:DARK_OLIVE:1:DARK_VIOLET:1:EMERALD:1:FERN_GREEN:1:INDIGO:1:IVORY:1:JADE:1:PUMPKIN:1:LIGHT_BLUE:1:LEMON:1:SAFFRON:1:SEPIA:1:MAROON:1:MOSS_GREEN:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ORANGE:1:PALE_BLUE:1:VIOLET:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:80:0:130:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:130:0:150:0]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1:TURQUOISE:1:EMERALD:1:TAUPE_ROSE:1:SLATE_GRAY:1:BLACK:1:SILVER:1:RED:1:PLUM:1:IVORY:1:JADE:1]
[TLCM_NOUN:skin:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLACK:1:IRIS_EYE_CARDINAL:3:IRIS_EYE_DARK_SCARLET:3:IRIS_EYE_RED:3:IRIS_EYE_SCARLET:3]
[TLCM_NOUN:eyes:PLURAL]

Code: (Body) [Select]
[BODY:GRASPING]
[BP:UB:chest:STP]
[UPPERBODY]
[GRASP]
[CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:BRR:right breast:STP]
[CONTYPE:UPPERBODY]
[RIGHT]
[SMALL]
[GRASP]
[INTERNAL]
[APERTURE]
[CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:60]
[BP:BRL:left breast:STP]
[CONTYPE:UPPERBODY]
[LEFT]
[SMALL]
[GRASP]
[INTERNAL]
[APERTURE]
[CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:60]
[BP:LB:torso:torsos]
[CON:UB]
[LOWERBODY]
[GRASP]
[CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP]
[CON:UB]
[HEAD]
[GRASP]
[CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA:right arm:STP]
[CON:UB]
[LIMB]
[GRASP]
[RIGHT]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left arm:STP]
[CON:UB]
[LIMB]
[LEFT]
[GRASP]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right forearm:STP]
[CON:RUA]
[LIMB]
[GRASP]
[RIGHT]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left forearm:STP]
[CON:LUA]
[LIMB]
[GRASP]
[LEFT]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP]
[CON:RLA]
[GRASP]
[RIGHT]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP]
[CON:LLA]
[GRASP]
[LEFT]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:GR:groin:groins]
[CON:LB]
[SMALL]
[GRASP]
[APERTURE]
[CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:20]
[BP:RBT:right buttock:STP]
[CON:LB]
[RIGHT]
[SMALL]
[GRASP]
[APERTURE]
[CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:40]
[BP:LBT:left buttock:STP]
[CON:LB]
[LEFT]
[SMALL]
[GRASP]
[APERTURE]
[CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:40]
[BP:RUL:right thigh:STP]
[CON:LB]
[LIMB]
[RIGHT]
[GRASP]
[CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:100]
[BP:LUL:left thigh:STP]
[CON:LB]
[LIMB]
[GRASP]
[LEFT]
[CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right shin:STP]
[CON:RUL]
[LIMB]
[GRASP]
[RIGHT]
[CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left shin:STP]
[CON:LUL]
[LIMB]
[LEFT]
[GRASP]
[CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet]
[CON:RLL]
[STANCE]
[RIGHT]
[GRASP]
[CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet]
[CON:LLL]
[STANCE]
[LEFT]
[GRASP]
[CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:GUTS:gut:guts]
[CONTYPE:LOWERBODY]
[GUTS]
[INTERNAL]
[DEFAULT_RELSIZE:200]
[UNDER_PRESSURE]
[GRASP]
[SMALL]
[CATEGORY:GUTS]
[BP:GULLET:gullet:STP]
[CON:THROAT]
[INTERNAL]
[SMALL]
[CATEGORY:STOMACH]
[DEFAULT_RELSIZE:20]
[BP:LIVER:liver:STP]
[CONTYPE:UPPERBODY]
[INTERNAL]
[GRASP]
[SMALL]
[CATEGORY:LIVER]
[DEFAULT_RELSIZE:200]
[BP:STOMACH:stomach:STP]
[CONTYPE:LOWERBODY]
[INTERNAL]
[GRASP]
[SMALL]
[CATEGORY:STOMACH]
[DEFAULT_RELSIZE:200]
[BP:PANCREAS:pancreas:pancreases]
[CONTYPE:LOWERBODY]
[INTERNAL]
[GRASP]
[SMALL]
[CATEGORY:PANCREAS]
[DEFAULT_RELSIZE:100]
[BP:SPLEEN:spleen:STP]
[CONTYPE:LOWERBODY]
[INTERNAL]
[SMALL]
[GRASP]
[CATEGORY:SPLEEN]
[DEFAULT_RELSIZE:100]
[BP:RKIDNEY:right kidney:STP]
[CONTYPE:LOWERBODY]
[INTERNAL]
[SMALL]
[GRASP]
[RIGHT]
[CATEGORY:KIDNEY]
[DEFAULT_RELSIZE:100]
[BP:LKIDNEY:left kidney:STP]
[CONTYPE:LOWERBODY]
[INTERNAL]
[SMALL]
[GRASP]
[LEFT]
[CATEGORY:KIDNEY]
[DEFAULT_RELSIZE:100]
[BP:TOE1:big toe:STP]
[CONTYPE:STANCE]
[DIGIT]
[GRASP]
[SMALL]
[CATEGORY:TOE]
[DEFAULT_RELSIZE:5]
[BP:TOE2:second toe:STP]
[CONTYPE:STANCE]
[DIGIT]
[GRASP]
[SMALL]
[CATEGORY:TOE]
[DEFAULT_RELSIZE:3]
[BP:TOE3:third toe:STP]
[CONTYPE:STANCE]
[DIGIT]
[SMALL]
[GRASP]
[CATEGORY:TOE]
[DEFAULT_RELSIZE:3]
[BP:TOE4:fourth toe:STP]
[CONTYPE:STANCE]
[DIGIT]
[GRASP]
[SMALL]
[CATEGORY:TOE]
[DEFAULT_RELSIZE:3]
[BP:TOE5:little toe:STP]
[CONTYPE:STANCE]
[DIGIT]
[GRASP]
[SMALL]
[CATEGORY:TOE]
[DEFAULT_RELSIZE:2]
[BP:FINGER1:thumb:STP]
[CONTYPE:GRASP]
[DIGIT]
[GRASP]
[SMALL]
[CATEGORY:FINGER]
[DEFAULT_RELSIZE:5]
[BP:FINGER2:forefinger:STP]
[CONTYPE:GRASP]
[DIGIT]
[GRASP]
[SMALL]
[CATEGORY:FINGER]
[DEFAULT_RELSIZE:5]
[BP:FINGER3:middle finger:STP]
[CONTYPE:GRASP]
[DIGIT]
[GRASP]
[SMALL]
[CATEGORY:FINGER]
[DEFAULT_RELSIZE:5]
[BP:FINGER4:ring finger:STP]
[CONTYPE:GRASP]
[DIGIT]
[GRASP]
[SMALL]
[CATEGORY:FINGER]
[DEFAULT_RELSIZE:5]
[BP:FINGER5:little finger:STP]
[CONTYPE:GRASP]
[DIGIT]
[GRASP]
[SMALL]
[CATEGORY:FINGER]
[DEFAULT_RELSIZE:4]
[BP:BRAIN:brain:STP]
[CONTYPE:HEAD]
[DEFAULT_RELSIZE:20]
[THOUGHT]
[INTERNAL]
[SMALL]
[CATEGORY:BRAIN]
[DEFAULT_RELSIZE:200]
[BP:NB:neck:STP]
[CONTYPE:HEAD]
[JOINT]
[INTERNAL]
[GRASP]
[SMALL]
[SKELETON]
[CATEGORY:JOINT]
[DEFAULT_RELSIZE:20]
[BP:NECK:upper spine:STP]
[CON:NB]
[NERVOUS]
[INTERNAL]
[SMALL]
[GRASP]
[SKELETON]
[CONNECTOR]
[CATEGORY:SPINE]
[BP:SKULL:skull:STP]
[CONTYPE:HEAD]
[INTERNAL]
[SMALL]
[CATEGORY:SKULL]
[DEFAULT_RELSIZE:220]
[TOTEMABLE]
[BP:UPPERBACK:back:STP]
[CONTYPE:UPPERBODY]
[INTERNAL]
[SMALL]
[GRASP]
[SKELETON]
[CONNECTOR]
[CATEGORY:JOINT]
[DEFAULT_RELSIZE:150]
[BP:UPPERSPINE:middle spine:STP]
[CON:UPPERBACK]
[NERVOUS]
[INTERNAL]
[GRASP]
[SMALL]
[CONNECTOR]
[CATEGORY:SPINE]
[DEFAULT_RELSIZE:150]
[BP:LOWERBACK:lower back:STP]
[CON:LOWERBODY]
[INTERNAL]
[SMALL]
[GRASP]
[SKELETON]
[CONNECTOR]
[CATEGORY:JOINT]
[DEFAULT_RELSIZE:120]
[BP:LOWERSPINE:lower spine:STP]
[CON:LOWERBACK]
[NERVOUS]
[INTERNAL]
[SMALL]
[GRASP]
[CONNECTOR]
[CATEGORY:SPINE]
[DEFAULT_RELSIZE:120]
[BP:TAILBONE:tail bone:STP]
[CON:LOWERBACK]
[INTERNAL]
[SMALL]
[GRASP]
[SKELETON]
[CATEGORY:SPINE]
[DEFAULT_RELSIZE:40]
[BP:JAW:jaw:STP]
[CONTYPE:HEAD]
[JOINT]
[SKELETON]
[GRASP]
[SMALL]
[EMBEDDED]
[CATEGORY:JOINT]
[DEFAULT_RELSIZE:30]
[BP:U_F_TOOTH:upper front tooth:upper front teeth]
[CONTYPE:HEAD]
[CATEGORY:TOOTH]
[NUMBER:2]
[GRASP]
[SOCKET]
[SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first upper right incisor:STP]
[INDIVIDUAL_NAME:first upper left incisor:STP]
[INDIVIDUAL_NAME:second upper right incisor:STP]
[INDIVIDUAL_NAME:second upper left incisor:STP]
[INDIVIDUAL_NAME:right eye tooth:right eye teeth]
[INDIVIDUAL_NAME:left eye tooth:left eye teeth]
[BP:L_F_TOOTH:lower front tooth:lower front teeth]
[CONTYPE:HEAD]
[CATEGORY:TOOTH]
[NUMBER:2]
[SOCKET]
[GRASP]
[SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first lower right incisor:STP]
[INDIVIDUAL_NAME:first lower left incisor:STP]
[INDIVIDUAL_NAME:second lower right incisor:STP]
[INDIVIDUAL_NAME:second lower left incisor:STP]
[INDIVIDUAL_NAME:lower right canine:STP]
[INDIVIDUAL_NAME:lower left canine:STP]
[BP:U_R_B_TOOTH:upper right back tooth:upper right back teeth]
[CONTYPE:HEAD]
[CATEGORY:TOOTH]
[NUMBER:2]
[SOCKET]
[GRASP]
[SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first upper right premolar:STP]
[INDIVIDUAL_NAME:second upper right premolar:STP]
[INDIVIDUAL_NAME:first upper right molar:STP]
[INDIVIDUAL_NAME:second upper right molar:STP]
[BP:L_R_B_TOOTH:lower right back tooth:lower right back teeth]
[CONTYPE:HEAD]
[CATEGORY:TOOTH]
[NUMBER:2]
[SOCKET]
[GRASP]
[SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first lower right premolar:STP]
[INDIVIDUAL_NAME:second lower right premolar:STP]
[INDIVIDUAL_NAME:first lower right molar:STP]
[INDIVIDUAL_NAME:second lower right molar:STP]
[BP:U_L_B_TOOTH:upper left back tooth:upper left back teeth]
[CONTYPE:HEAD]
[CATEGORY:TOOTH]
[NUMBER:2]
[GRASP]
[SOCKET]
[SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first upper left premolar:STP]
[INDIVIDUAL_NAME:second upper left premolar:STP]
[INDIVIDUAL_NAME:first upper left molar:STP]
[INDIVIDUAL_NAME:second upper left molar:STP]
[BP:L_L_B_TOOTH:lower left back tooth:lower left back teeth]
[CONTYPE:HEAD]
[CATEGORY:TOOTH]
[NUMBER:2]
[SOCKET]
[GRASP]
[SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first lower left premolar:STP]
[INDIVIDUAL_NAME:second lower left premolar:STP]
[INDIVIDUAL_NAME:first lower left molar:STP]
[INDIVIDUAL_NAME:second lower left molar:STP]
[BP:THROAT:throat:STP]
[CONTYPE:HEAD]
[THROAT]
[EMBEDDED]
[GRASP]
[SMALL]
[CATEGORY:THROAT]
[DEFAULT_RELSIZE:50]
[BP:TONGUE:tongue:STP]
[CONTYPE:HEAD]
[CATEGORY:TONGUE]
[SMALL]
[GRASP]
[DEFAULT_RELSIZE:20]
[BP:MOUTH:mouth:STP]
[CONTYPE:HEAD]
[MOUTH]
[SMALL]
[GRASP]
[EMBEDDED]
[APERTURE]
[CATEGORY:MOUTH]
[BP:HEART:heart:STP]
[CONTYPE:UPPERBODY]
[CIRCULATION]
[INTERNAL]
[SMALL]
[GRASP]
[CATEGORY:HEART]
[DEFAULT_RELSIZE:100]
[DEFAULT_RELSIZE:20]
[BP:RLUNG:right lung:STP]
[CONTYPE:UPPERBODY]
[BREATHE]
[INTERNAL]
[GRASP]
[SMALL]
[RIGHT]
[CATEGORY:LUNG]
[DEFAULT_RELSIZE:200]
[BP:LLUNG:left lung:STP]
[CONTYPE:UPPERBODY]
[BREATHE]
[GRASP]
[INTERNAL]
[SMALL]
[LEFT]
[CATEGORY:LUNG]
[DEFAULT_RELSIZE:200]
[BP:REYE:right eye:STP]
[CONTYPE:HEAD]
[SIGHT]
[EMBEDDED]
[GRASP]
[SMALL]
[RIGHT]
[CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:LEYE:left eye:STP]
[CONTYPE:HEAD]
[SIGHT]
[EMBEDDED]
[GRASP]
[SMALL]
[LEFT]
[CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:R_EAR:right ear:STP]
[CONTYPE:HEAD]
[HEAR]
[SMALL]
[GRASP]
[RIGHT]
[CATEGORY:EAR]
[DEFAULT_RELSIZE:15]
[BP:L_EAR:left ear:STP]
[CONTYPE:HEAD]
[HEAR]
[SMALL]
[GRASP]
[LEFT]
[CATEGORY:EAR]
[DEFAULT_RELSIZE:15]
Code: (detail plan
[BODY_DETAIL_PLAN:BOG_TEMPLATE) [Select]
[ADD_MATERIAL:SKIN:WOOD_TEMPLATE]
[ADD_MATERIAL:FAT:WOOD_TEMPLATE]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]
[ADD_MATERIAL:BONE:BONE_TEMPLATE]
[ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE]
[ADD_MATERIAL:HAIR:HAIR_TEMPLATE]
[ADD_MATERIAL:TOOTH:TOOTH_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:GIZZARD:GIZZARD_TEMPLATE]
[ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE]
[ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE]
[ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE]
[ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER]
[ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]
[ADD_MATERIAL:SOAP:SOAP_TEMPLATE]]
[/size]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 14, 2014, 06:37:37 pm
Gastroliths refer to EXTRA_BUTCHER_OBJECTs, as that is what EXTRA_BUTCHER_OBJECTs are used for in vanilla.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Mc Dwarf on January 14, 2014, 07:45:28 pm
How do i fix it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on January 14, 2014, 07:50:51 pm
Here's what you need to change:

Code: (Yours) [Select]
[EBO_ITEM:WOOD:NO_SUBTYPE:PLANT_MAT:GLUMPRONG:WOOD]
[EQUIPS]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:BRL]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:BRR]
Code: (Fixed) [Select]
[EQUIPS]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:BRL]
[EBO_ITEM:WOOD:NO_SUBTYPE:PLANT_MAT:GLUMPRONG:WOOD]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:BRR]
[EBO_ITEM:WOOD:NO_SUBTYPE:PLANT_MAT:GLUMPRONG:WOOD]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stealtharcadia on January 14, 2014, 07:58:49 pm
Ok, got my interaction to work. Then decided to make a material emission instead with a custom inorganic material with syndrome tags. However instead of using the material, they just vomit a their own gaseous blood.

Here's the raw bit

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 14, 2014, 08:06:29 pm
You use LOCAL_CREATURE:MAT:JABGAS, which means you must declade what JABGAS is first. If you did this in an inorganic file, use INORGANIC:JABGAS:TRAILING_GAS_FLOW.

In the current setup you use it looks for jabgas in the creature, cant find it, and takes the first material that is declared: the blood.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on January 14, 2014, 08:11:01 pm
Where are Gastroliths in this creature? The errolog is complaining about them.
Spoiler (click to show/hide)

[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:BRL]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:BRR]

I'm not seeing any body part that has [CATEGORY:BRL] or [CATEGORY:BRR]

Though I do see that the breasts have BRR and BRL as their body part ID. Are those the body parts you want to provide the butchered logs?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 14, 2014, 08:13:17 pm
Yeah, you'll want BY_TOKEN there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: krisslanza on January 15, 2014, 12:31:37 am
I'm slowly getting back into modding, and well, trying to find a way to make the aboveground more appealing... and one way suggested by a friend is, is there a way to add a penalty to being underground for a long time? We have cave adaption which makes it so being aboveground is bad for mood, but is there a way to do that for underground? I'm wary of going the Kobold Camp route, and just making digging really hard since I like my settlements made of stone or solid gold...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 15, 2014, 12:37:15 am
Yes. CE:COUNTER_TRIGGER:CAVE_ADAPT:X under a syndrome (http://dwarffortresswiki.org/index.php/DF2012:Syndrome) effect, where X is a number between 0 and 100. The number goes up the longer they stay underground.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: krisslanza on January 15, 2014, 10:12:41 am
Yes. CE:COUNTER_TRIGGER:CAVE_ADAPT:X under a syndrome (http://dwarffortresswiki.org/index.php/DF2012:Syndrome) effect, where X is a number between 0 and 100. The number goes up the longer they stay underground.

Will that generate an unhappy thought for being underground for a long time though? As I recall, cave adaptation makes an unhappy thought for going aboveground. Sorry if this is a silly question.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on January 15, 2014, 10:17:33 am
Yes. CE:COUNTER_TRIGGER:CAVE_ADAPT:X under a syndrome (http://dwarffortresswiki.org/index.php/DF2012:Syndrome) effect, where X is a number between 0 and 100. The number goes up the longer they stay underground.

Will that generate an unhappy thought for being underground for a long time though? As I recall, cave adaptation makes an unhappy thought for going aboveground. Sorry if this is a silly question.

You can't make thoughts without DFHack. You could make them nauseous, dizzy, fall unconcious every so often, and other things that can affect productivity and combat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Denisac on January 15, 2014, 10:19:36 am
Recently started poking around in the raws a bit and was curious as to whether the various hauling/burial/cleaning/feeding/etc labors can be assigned ranks for the purposes of tying professions to them? 

From what I could tell these labors do not appear to gain xp on their own from being used which might let them be used as placeholders for additional profession tiles.  May not be at all possible and it would likely break something horribly, but I figured it might be a way to make a few more tiles available for civ members.

Not saying we need janitors and grave diggers, but given the number of caskets, vomit piles and bloody messes I tend to go through they might actually be appropriate.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 15, 2014, 10:20:47 am
Profession tiles rely entirely on XP, so no.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Denisac on January 15, 2014, 10:45:52 am
Profession tiles rely entirely on XP, so no.

I meant to try and force an xp value upon them via reaction/syndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 15, 2014, 10:47:54 am
XP only exists for things that already have them. Impossible.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 15, 2014, 10:55:55 am
They are only skills, they are no labors. Only labors have professions. And thats it. Even if a dwarf is 15+ in lying, you wont see his profession as "Liar", but as "Peasant".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mirkrali on January 15, 2014, 04:03:27 pm
I'm currently working on a new creature to add on to my homestuck fortress. Specifically, I am working on creating lusii with different body plans that are completely random. So far I have a very basic layout with the most simple of possible body plans, and I have a few questions to ask before I get elbow deep in the mess that is caste building.

Right now I have five castes: Quadraped, biped, avian, serpentine, and insectoid. These seem simple enough to define, but I was wondering if it was possible to place sub-castes within these for variations? Say for the insectoid caste I wanted some creatures to have six legs and some to have eight, exactly how would I go about that?

Another question I have is how to allow each caste to have different sizes of creatures (say small, medium, and large). Is this possible at all?

Any help would be greatly appreciated!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 15, 2014, 04:16:48 pm
Very easily. See my Homestuck (http://www.bay12forums.com/smf/index.php?topic=89267.0) mod for some examples of what you can do with castes. Basically, there's not much that you can't do in castes. There are no caste-level materials or tissues, but pretty much everything else is fair game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mirkrali on January 15, 2014, 04:50:39 pm

What do you mean by no caste level materials? Does that mean that... when I define two sub-castes in the quadruped caste, I cannot make a hoofed caste and a caste with paws? Or do I have to place these material plans outside of the castes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 15, 2014, 04:57:45 pm
Those are body parts, not materials. The hooves can easily be defined and be usable. The only time materials not being caste-level can be come problematic is when you want, say, a magma-proof caste.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mirkrali on January 15, 2014, 05:13:17 pm
So would this be the correct way to define a caste?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 15, 2014, 05:18:50 pm
You have to make sure the caste exists first--if it doesn't, replace SELECT_CASTE with simply CASTE.

Also, there is no such thing as a subcaste. Castes are the level below creatures, no more. If you want both UNG and QUAD to be similar, you want SELECT_CASTE:UNG and SELECT_ADDITIONAL_CASTE:QUAD before the definitions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mirkrali on January 15, 2014, 05:33:58 pm
So by using SELECT_ADDITIONAL_CASTE, both of these will work?

Here's kind of a rough draft of what I am trying to do. Most of it is bare bones, which is why I'm asking so many questions before I have to edit a whole bunch of stuff! I'm afraid I still quite don't understand how one can properly use castes.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 15, 2014, 05:44:13 pm
This is the main problem:

 [SELECT_CASTE:QUADRUPED]
   [DESCRIPTION:A pure white monster entrusted with caring for their trolls. This one walks on all fours.]
   [CASTE_COLOR:210:180:140]
   [FEMALE][MALE]
      [CASTE:UNG]
      [CASTE:QUAD]

What you're doing here is making a Quadruped caste which has the description you gave it, a color of dark green with a red background (http://dwarffortresswiki.org/index.php/DF2012:Color) and making it female. Then you define two new castes, which you then put everything Quadruped should have in QUAD while Quadruped is left with only the part above CASTE:UNG and UNG is left with absolutely nothing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stealtharcadia on January 15, 2014, 08:05:31 pm
Added 3 new civs to entity_default.

Now world gen crashes, but my errorlog shows nothing.

EDIT: fixed it. Some custom semimegabeast called a "giant sketch ball" decided to crash the game. Odd.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on January 16, 2014, 08:26:02 am
So by using SELECT_ADDITIONAL_CASTE, both of these will work?

Here's kind of a rough draft of what I am trying to do. Most of it is bare bones, which is why I'm asking so many questions before I have to edit a whole bunch of stuff! I'm afraid I still quite don't understand how one can properly use castes.

Spoiler (click to show/hide)

You can simply type [CASTE:QUADRUPLED] and put everything's about your quadrupled under that. Typing [CASTE:UNG] makes you stop giving token to quadrupled and start defining the second caste.

You don't use CASTE to define the bodies however. The BODY and BODY_DETAIL_PLAN tokens will help you defined limbs for your castes.

Remember that you need separate castes for males and females too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on January 16, 2014, 05:08:59 pm
Can anyone help me with why my gloves are failing to show up in the arena?

Code: [Select]
[OBJECT:INTERACTION]


[INTERACTION:MA_KNOCKOUT]
[I_SOURCE:ATTACK] //Can be replaced with CREATURE_ACTION
[I_TARGET:A:CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_UNCONSCIOUSNESS:SEV:100:PROB:100:START:10]




[OBJECT:ITEM]


[ITEM_GLOVES:MA_SLEEP]
[NAME:sleep glove:sleeping gloves]
[ARMORLEVEL:3]
[UPSTEP:1]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:49]
[METAL_ARMOR_LEVELS]
[MATERIAL_SIZE:6]YES
[SCALED]
[BARRED]
[METAL]
[HARD]
[LEATHER]
[SYNDROME]
[SYN_CLASS:DFHACK_ITEM_SYNDROME]
[CAN_DO_INTERACTION:MA_KNOCKOUT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
  [CDI:TARGET_RANGE:A:15]
  [CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:50]
If it helps, I tried putting it in other files too. What's wrong? Nothing in the errorlog.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 16, 2014, 05:36:55 pm
Probably forgot to put the file name on top of the file.

Also, items can't have syndromes without DFHack, and even with DFHack I haven't made anything that does that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on January 16, 2014, 06:26:53 pm
Tried that, I'm afraid - even added it to existing files. Oh, I have df hack. But something should error or something :/.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 16, 2014, 06:40:44 pm
There should be something in the errorlog (all of the SYNDROME stuff, since none of that goes into an item under any circumstances); are you actually genning a new world like you should be?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: shadowclasper on January 17, 2014, 02:19:07 am
I'm sorry guys, trying to figure out modding for the first time since I have jack all else I can really do right now DF wise except learn the academics of it.

I understand that if you use a syndrome to cause a creature to flash with a status symbol (I think using CE_FLASH_TILE? But it might be a DFhack thing given the context of where I learned it), then even if you remove the syndrome, the creature won't stop flashing?

What about interactions? If I, for example, create a disease that causes a dwarf to emit water vapor around himself using the UNDIRECTED_VAPOR breath attack type and MATERIAL_EMISSION interaction (I think I got that right), can I later 'cure' him of the syndrome and he'll LOSE that interaction? Or will he have it even after he's lost the Syndrome with the CE_CAN_DO_INTERACTION token?

I want to create a situation where a creature can be made to emit a gas or vapor in a big obvious way when I want it too... and maybe to spread the syndrome at the same time using the function. I dunno.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on January 17, 2014, 03:37:44 am
I tried genning a new world, but not there still :/ - I'll try the fix below.
@shadowclasper: 1. I think so, yup.
2. I sure hope so, otherwise what I have below is *thrbbbt*. It should be removed as normal.
3. Should definitely be possible - have the vapor be functionally identical to the vapor bu attach a syndrome.I was confused as to what you meant Putnam, but now I see:
Code: [Select]
[INORGANIC:DFHACK_ITEMSYNDROME_MATERIAL_TEST] Inorganic needs to be called DFHACK_ITEMSYNDROME_MATERIAL_(anything goes here) [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE] This is just a quirk of mine >_> [SYNDROME] [SYN_NAME:long sword] All creatures with long swords will be affected by this syndrome. [CE_BODY_TRANSFORMATION:START:0] [CE_CREATURE:TOAD:MALE] Syndrome turns creature into a toad. I need to use this and replace that long sword with sleep glove, right? Hehehe.
Thanks for your patience. I'll report back some time.

EDIT: Still not working in arena or genned worlds. Itemsyndrome readded to dfhack File is as follows:
Code: [Select]
ma_test
[OBJECT:INORGANIC] //Putnam's bit, copy pasted
[INORGANIC:DFHACK_ITEMSYNDROME_MATERIAL_TEST] Inorganic needs to be called DFHACK_ITEMSYNDROME_MATERIAL_(anything goes here)
   [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE] This is just a quirk of mine >_>
   [SYNDROME]
      [SYN_NAME:sleep glove] All creatures with long swords will be affected by this syndrome.
[CAN_DO_INTERACTION:MA_KNOCKOUT]
[CDI:USAGE_HINT:ATTACK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:15]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:50]


[OBJECT:INTERACTION]

[INTERACTION:MA_KNOCKOUT]
[I_SOURCE:ATTACK] //Can be replaced with CREATURE_ACTION
[I_TARGET:A:CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_UNCONSCIOUSNESS:SEV:100:PROB:100:START:10]


[OBJECT:ITEM]

[ITEM_GLOVES:MA_SLEEP]
[NAME:sleep glove:sleeping gloves]
[ARMORLEVEL:3]
[UPSTEP:1]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:49]
[METAL_ARMOR_LEVELS]
[MATERIAL_SIZE:6]
[SCALED]
[BARRED]
[METAL]
[HARD]
[LEATHER]
File called ma_test.txt, refuses to let me get the gloves in arena mode :(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 17, 2014, 06:22:11 am
are these things in 3 separate files? one inorganic_something.txt, one interaction_something.txt and one item_something.txt? With the name of the file as the first line?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on January 17, 2014, 06:40:17 am
One file... does it need to be in 3? I'll try that now.
EDIT: It appeared! Now, does it work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on January 17, 2014, 10:20:12 am
Is it possible to check the syndrome class of the person running an interaction? For instance, if my dwarf was normally able to use an interaction but then gets "silenced" (a syndrome with SYN_CLASS:SILENCE) now he can no longer use that interaction until the syndrome wears off.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 17, 2014, 10:31:03 am
Sure. [IT_CANNOT_HAVE_SYNDROME_CLASS:SILENCED], used in the interaction.


I have a little problem: I went with this: http://dwarffortresswiki.org/index.php/v0.31:Creature_texture_token (http://dwarffortresswiki.org/index.php/v0.31:Creature_texture_token) The wiki says that a squad lead by a noble with the right responsibility shows different sprites. Law_Enforcer and Tax_Collector.

So I made two nobles like this:
Code: [Select]
[RESPONSIBILITY:ESCORT_TAX_COLLECTOR]
[SQUAD:10:butcher:butchers]

[RESPONSIBILITY:LAW_ENFORCEMENT]
[SQUAD:10:dungeon guard:dungeon guards]

And added this to the graphics file:
Code: [Select]
14 - Law Enforcers
[RECRUIT:WARLOCK_CIV:0:14:AS_IS:LAW_ENFORCE]
[WRESTLER:WARLOCK_CIV:1:14:AS_IS:LAW_ENFORCE]
[SPEARMAN:WARLOCK_CIV:2:14:AS_IS:LAW_ENFORCE]
[SWORDSMAN:WARLOCK_CIV:3:14:AS_IS:LAW_ENFORCE]
[AXEMAN:WARLOCK_CIV:4:14:AS_IS:LAW_ENFORCE]
[HAMMERMAN:WARLOCK_CIV:5:14:AS_IS:LAW_ENFORCE]
[CROSSBOWMAN:WARLOCK_CIV:6:14:AS_IS:LAW_ENFORCE]
[MACEMAN:WARLOCK_CIV:7:14:AS_IS:LAW_ENFORCE]
[LASHER:WARLOCK_CIV:8:14:AS_IS:LAW_ENFORCE]
[PIKEMAN:WARLOCK_CIV:9:14:AS_IS:LAW_ENFORCE]
[BLOWGUNMAN:WARLOCK_CIV:10:14:AS_IS:LAW_ENFORCE]
[BOWMAN:WARLOCK_CIV:11:14:AS_IS:LAW_ENFORCE]

15 - Law Enforcers (Masters)
[CHAMPION:WARLOCK_CIV:0:15:AS_IS:LAW_ENFORCE]
[MASTER_WRESTLER:WARLOCK_CIV:1:15:AS_IS:LAW_ENFORCE]
[MASTER_SPEARMAN:WARLOCK_CIV:2:15:AS_IS:LAW_ENFORCE]
[MASTER_SWORDSMAN:WARLOCK_CIV:3:15:AS_IS:LAW_ENFORCE]
[MASTER_AXEMAN:WARLOCK_CIV:4:15:AS_IS:LAW_ENFORCE]
[MASTER_HAMMERMAN:WARLOCK_CIV:5:15:AS_IS:LAW_ENFORCE]
[MASTER_CROSSBOWMAN:WARLOCK_CIV:6:15:AS_IS:LAW_ENFORCE]
[MASTER_MACEMAN:WARLOCK_CIV:7:15:AS_IS:LAW_ENFORCE]
[MASTER_LASHER:WARLOCK_CIV:8:15:AS_IS:LAW_ENFORCE]
[MASTER_PIKEMAN:WARLOCK_CIV:9:15:AS_IS:LAW_ENFORCE]
[MASTER_BLOWGUNMAN:WARLOCK_CIV:10:15:AS_IS:LAW_ENFORCE]
[MASTER_BOWMAN:WARLOCK_CIV:11:15:AS_IS:LAW_ENFORCE]

16 - Tax Escorts
[RECRUIT:WARLOCK_CIV:0:16:AS_IS:TAX_ESCORT]
[WRESTLER:WARLOCK_CIV:1:16:AS_IS:TAX_ESCORT]
[SPEARMAN:WARLOCK_CIV:2:16:AS_IS:TAX_ESCORT]
[SWORDSMAN:WARLOCK_CIV:3:16:AS_IS:TAX_ESCORT]
[AXEMAN:WARLOCK_CIV:4:16:AS_IS:TAX_ESCORT]
[HAMMERMAN:WARLOCK_CIV:5:16:AS_IS:TAX_ESCORT]
[CROSSBOWMAN:WARLOCK_CIV:6:16:AS_IS:TAX_ESCORT]
[MACEMAN:WARLOCK_CIV:7:16:AS_IS:TAX_ESCORT]
[LASHER:WARLOCK_CIV:8:16:AS_IS:TAX_ESCORT]
[PIKEMAN:WARLOCK_CIV:9:16:AS_IS:TAX_ESCORT]
[BLOWGUNMAN:WARLOCK_CIV:10:16:AS_IS:TAX_ESCORT]
[BOWMAN:WARLOCK_CIV:11:16:AS_IS:TAX_ESCORT]

17 - Tax Escorts (Masters)
[CHAMPION:WARLOCK_CIV:0:17:AS_IS:TAX_ESCORT]
[MASTER_WRESTLER:WARLOCK_CIV:1:17:AS_IS:TAX_ESCORT]
[MASTER_SPEARMAN:WARLOCK_CIV:2:17:AS_IS:TAX_ESCORT]
[MASTER_SWORDSMAN:WARLOCK_CIV:3:17:AS_IS:TAX_ESCORT]
[MASTER_AXEMAN:WARLOCK_CIV:4:17:AS_IS:TAX_ESCORT]
[MASTER_HAMMERMAN:WARLOCK_CIV:5:17:AS_IS:TAX_ESCORT]
[MASTER_CROSSBOWMAN:WARLOCK_CIV:6:17:AS_IS:TAX_ESCORT]
[MASTER_MACEMAN:WARLOCK_CIV:7:17:AS_IS:TAX_ESCORT]
[MASTER_LASHER:WARLOCK_CIV:8:17:AS_IS:TAX_ESCORT]
[MASTER_PIKEMAN:WARLOCK_CIV:9:17:AS_IS:TAX_ESCORT]
[MASTER_BLOWGUNMAN:WARLOCK_CIV:10:17:AS_IS:TAX_ESCORT]
[MASTER_BOWMAN:WARLOCK_CIV:11:17:AS_IS:TAX_ESCORT]

But... it doesnt work.  :-\
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on January 17, 2014, 10:33:15 am
Sure. [IT_CANNOT_HAVE_SYNDROME_CLASS:SILENCED], used in the interaction.

But that only checks the target(s). If its an attack interaction it doesn't matter what the casters syndromes are, only the targets.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 17, 2014, 10:36:30 am
Then make the attack interaction like this:

Have interaction that targets self_only. This interaction has IT_CANNOT_HAVE_SYN_CLASS:SILENCE, and the interaction give CE_CAN_DO_INTERACTION:the attack interaction.

This way a silenced dwarf cant give himself the interaction to attack.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Octobomb on January 17, 2014, 10:49:15 am
Sure. [IT_CANNOT_HAVE_SYNDROME_CLASS:SILENCED], used in the interaction.

But that only checks the target(s). If its an attack interaction it doesn't matter what the casters syndromes are, only the targets.
Sounds like what I'm doing. By the way, my dwarves seem to have a reluctance to use the interaction (arena) even after using dfhack to force the itemsyndrome (it works). Should I change any of to it.. say.. creature action or something?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on January 17, 2014, 11:01:52 am
Then make the attack interaction like this:

Have interaction that targets self_only. This interaction has IT_CANNOT_HAVE_SYN_CLASS:SILENCE, and the interaction give CE_CAN_DO_INTERACTION:the attack interaction.

This way a silenced dwarf cant give himself the interaction to attack.

Hmm, was hoping there was a more elegant solution. Thanks though
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 17, 2014, 11:03:30 am
That was the only thing I could think of.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on January 17, 2014, 11:58:15 am
I'm sorry guys, trying to figure out modding for the first time since I have jack all else I can really do right now DF wise except learn the academics of it.

I understand that if you use a syndrome to cause a creature to flash with a status symbol (I think using CE_FLASH_TILE? But it might be a DFhack thing given the context of where I learned it), then even if you remove the syndrome, the creature won't stop flashing?

What about interactions? If I, for example, create a disease that causes a dwarf to emit water vapor around himself using the UNDIRECTED_VAPOR breath attack type and MATERIAL_EMISSION interaction (I think I got that right), can I later 'cure' him of the syndrome and he'll LOSE that interaction? Or will he have it even after he's lost the Syndrome with the CE_CAN_DO_INTERACTION token?

I want to create a situation where a creature can be made to emit a gas or vapor in a big obvious way when I want it too... and maybe to spread the syndrome at the same time using the function. I dunno.

There is no easy way to remove a syndrome, however most effects can be temporary. If you want your creature to blink until one effect is applied, perhaps using a short lived CA_FLASH_TILE will overwrite the effect.

The interaction can be made temporary by adding :START:0:END:<number> to the CAN_DO_INTERACTION token.

You can make the cure have a syndrome class and have the illness check  if the dwarf did not receive it first (see 2 post above).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on January 17, 2014, 02:10:25 pm
Hey guys

I remember seeing a while back that you could embark with more than 7 dwarves using a command in dfhack, but I can't for the life of me remember.  Additionally, there was some command that let you change/surpass the embark point levels, too.  I checked the 'ls' and searched the forum, but I can't find either one.  Does anyone remember what the command(s) were?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 17, 2014, 02:16:29 pm
It's a separate script called "startdwarf.rb". You may want to check in the actual utilities board.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 17, 2014, 02:16:44 pm
dwarves.rb - type "dwarves #"

Code: [Select]
# patch start dwarf count

nr = $script_args[0].to_i

raise 'too low' if nr < 7

addr = df.get_global_address('start_dwarf_count')
df.memory_patch(addr, [nr].pack('L'))

points.lua - type "points #"
Code: [Select]
df.global.world.worldgen.worldgen_parms.embark_points=tonumber(...)
Both must be done on the embark map, before pressing 'E'
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on January 17, 2014, 02:46:49 pm
Thank you!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on January 18, 2014, 09:00:44 am
I've got something I want to do for my norse mod, but it involves interactions, something I've not yet experimented with other than curses. Is it possible to make a creature that will ,preferably when wild though as a pet is also fine, use interactions to clean up messes like spilled blood and extracts?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on January 18, 2014, 10:01:23 am
But... it doesnt work.  :-\
In cases like that, remember that we do have a bug tracker.  :P  This particular bug appears to have been reported (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3312).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 18, 2014, 10:07:39 am
Thanks Knight Otu, that does explain it. Guess the 1,5 hours for the graphics, and the 1,5 hours for trying to make it work were rather a waste of time. ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: narhiril on January 18, 2014, 03:14:40 pm
Thanks Knight Otu, that does explain it. Guess the 1,5 hours for the graphics, and the 1,5 hours for trying to make it work were rather a waste of time. ^^

Hey, but when it gets fixed, you're ready to go!  :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on January 18, 2014, 03:30:51 pm
Okay, dumb question, but what is the size of an extract in a vial?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on January 18, 2014, 03:44:00 pm
Okay, dumb question, but what is the size of an extract in a vial?

An extract is size 150, I believe.

I've got something I want to do for my norse mod, but it involves interactions, something I've not yet experimented with other than curses. Is it possible to make a creature that will ,preferably when wild though as a pet is also fine, use interactions to clean up messes like spilled blood and extracts?

I'm not too familiar with interactions myself, but looking at the wiki page it seems that the cleaning interactions can only clean creatures. But I may have missed something that says otherwise.

http://dwarffortresswiki.org/index.php/DF2012:Interaction_token
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 19, 2014, 10:29:41 am
I feel a bit silly atm.

I am trying to make a chain of interactions, something very simple. It runs a script, and adds the ability to run the next interaction in the chain:

The creature can do this, to start:
Code: [Select]
  [CAN_DO_INTERACTION:ANNOUNCE1]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:100]


Code: [Select]
[INTERACTION:ANNOUNCE1]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:ANNOUNCE1]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:WARLOCK_CIV:ALL]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:ANNOUNCE1]
[SYN_CLASS:\COMMAND]
[SYN_CLASS:announce]
[SYN_CLASS:"The Overlord; I laugh at your feeble attempts at building a dungeon."]
[SYN_CLASS:COLOR_BROWN]

[CE_CAN_DO_INTERACTION:PROB:100:START:100]
[CDI:INTERACTION:ANNOUNCE2]
[CDI:TARGET:A:SELF_ONLY]
[CDI:FREE_ACTION]
[CE_SPEED_CHANGE:SPEED_PERC:101:START:0]
It runs the commad "announce 'text' color", but it does not seem the add the next interaction. I also tried doing it the other way around, adding the interaction on top, and the command at the bottom, but I got the same result.

The reactions ANNOUNCE2 is a literal copy of the interaction ANNOUNCE, just with a number and a different text on it... and linking to ANNOUNCE3. And so on.

Can somebody spot the mistake? Or does SyndromeTrigger muck this up somehow, and I can have only the one syndrome with it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on January 19, 2014, 02:11:44 pm
You can add more than one I_EFFECT to an interaction.

I have no idea if this will work, but if it is SyndromeTrigger causing the problem it might.
Code: [Select]
[INTERACTION:ANNOUNCE1]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:ANNOUNCE1]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:WARLOCK_CIV:ALL]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:ANNOUNCE1]
[SYN_CLASS:\COMMAND]
[SYN_CLASS:announce]
[SYN_CLASS:"The Overlord; I laugh at your feeble attempts at building a dungeon."]
[SYN_CLASS:COLOR_BROWN]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_CAN_DO_INTERACTION:PROB:100:START:100]
[CDI:INTERACTION:ANNOUNCE2]
[CDI:TARGET:A:SELF_ONLY]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_RANGE:A:1]
[CDI:FREE_ACTION]
[CE_SPEED_CHANGE:SPEED_PERC:101:START:0]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on January 19, 2014, 02:39:34 pm
Did you remember to change the IT_CANNOT_HAVE_SYNDROME_CLASS:ANNOUNCE1 to ANNOUNCE2? Because I am pretty sure I have had syndromes be added with syndromeTrigger.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 19, 2014, 02:54:56 pm
I tried 3 different setups, and moved a lot of tags around. 30 genned worlds are the result. I will stop for now. Its a waste of time. Maybe tomorrow.

I just wanted the guy to make an announcement every now and then. I had 30 lines written, and he gives a random one, over the course of a few years.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on January 19, 2014, 08:07:57 pm
Hi guys,
is it possible to make an interaction only affect a specific entity position?

Ie a self-targeting interaction or transformation that only affects a monarch for example.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: smjjames on January 19, 2014, 08:46:02 pm
Two questions: Does anybody know where the display case mod is at, or maybe any mods that have it? I think masterwork does.

Right now though, in my current game, I'm using the screw press as a display case and I got it to use a large gem artifact earlier, but how do I make it able to use any of the artifact crafts? or any artifact for that matter. I'm just not sure how to have it only need one thing, but can use lots of different items.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on January 19, 2014, 09:05:02 pm
Hi guys,
is it possible to make an interaction only affect a specific entity position?

Ie a self-targeting interaction or transformation that only affects a monarch for example.

In vanilla, not the way you are thinking of.

There is a roundabout way to do this, in a very inefficient manner: first, you make a specific caste in whatever creature you want it to affect that is rare.  Then, in the entity definition, change the monarch so that they can only come from that caste.  Have the transformation effect only that caste.

I say inefficient because it would result in it also affecting other members of that caste, but that's the price we modders pay...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on January 19, 2014, 09:07:50 pm
Two questions: Does anybody know where the display case mod is at, or maybe any mods that have it? I think masterwork does.

Right now though, in my current game, I'm using the screw press as a display case and I got it to use a large gem artifact earlier, but how do I make it able to use any of the artifact crafts? or any artifact for that matter.

I think there are a few mods that use display cases or pedestals to hold items.

The problem is that (AFAIK) there is no way to restrict a building material to just artifacts, so you will have a large list of objects to look through when building it, sorted by distance away from the building.

Here's the one I have sitting around in my raws. No idea where I took it from, but it's been there for a while. You will need one block of any material and one glass box, in addition to the displayed item. I believe this display case looks like a nest box.
Code: [Select]
[BUILDING_WORKSHOP:DISPLAY_CASE]
[NAME:Display Case]
[NAME_COLOR:7:0:1]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BUILD_LABOR:ARCHITECT]
[BUILD_KEY:CUSTOM_SHIFT_D]
[BLOCK:1:0]
[TILE:0:1:'#']
[COLOR:0:1:7:0:0]
[TILE:1:1:'#']
[COLOR:1:1:7:0:0]
[TILE:2:1:'#']
[COLOR:2:1:7:0:0]
[TILE:3:1:8]
[COLOR:3:1:7:0:0]
[BUILD_ITEM:1:BLOCKS:NONE:NONE:NONE]
[BUILD_ITEM:1:BOX:NONE:NONE:NONE][CAN_USE_ARTIFACT][GLASS_MATERIAL]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][CAN_USE_ARTIFACT]

To change it to only accept certain types of items instead of anything, replace [BUILD_ITEM:1:NONE:NONE:NONE:NONE] with something else. For example, [BUILD_ITEM:1:CRAFTS:NONE:NONE:NONE] should make it accept any crown, scepter, ring, earring, amulet, bracelet, or figurine. Gave CRAFTS and ANY_CRAFT a try, and neither worked.

Here's the list of item types (http://dwarffortresswiki.org/index.php/DF2012:Item_token) on the wiki, if you need it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on January 19, 2014, 09:17:57 pm
Hi guys,
is it possible to make an interaction only affect a specific entity position?

Ie a self-targeting interaction or transformation that only affects a monarch for example.

In vanilla, not the way you are thinking of.

There is a roundabout way to do this, in a very inefficient manner: first, you make a specific caste in whatever creature you want it to affect that is rare.  Then, in the entity definition, change the monarch so that they can only come from that caste.  Have the transformation effect only that caste.

I say inefficient because it would result in it also affecting other members of that caste, but that's the price we modders pay...

Thanks for the answer; you say 'in vanilla' - what about non-vanilla? Or were you referring to dfhack?



Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on January 19, 2014, 09:20:03 pm
I don't know if it can be done in DFHack, that was a cue for Meph or Putnam or Deon or someone else to say about DFHack, which I'm not familiar with.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 20, 2014, 07:25:07 am
I don't know if it can be done in DFHack, that was a cue for Meph or Putnam or Deon or someone else to say about DFHack, which I'm not familiar with.
Cue Meph: Nope. No syndromes specific for unique nobles.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on January 20, 2014, 09:52:29 am
There is always the route of manually altering a noble once they're in the position using custom reactions and materials. I remember when I tried an insect colony style race I made them able to change to the King and Queen castes using reactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 20, 2014, 10:22:07 am
Nobles have REJECTECT_CREATURE and ALLOWED_CREATURE tags in the entity raw, but they dont recognize transformations. If you have a caste:peasant and transform him into caste:king, he is still not allowed for the king noble, because the game still treats him as a transformed peasant. Thats even true when using TrueTransform with dfhack.  :-\
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheOnlySolitaire on January 20, 2014, 10:38:44 am
Nobles have REJECTECT_CREATURE and ALLOWED_CREATURE tags in the entity raw, but they dont recognize transformations. If you have a caste:peasant and transform him into caste:king, he is still not allowed for the king noble, because the game still treats him as a transformed peasant. Thats even true when using TrueTransform with dfhack.  :-\

ah that's a shame.
One hail-mary kind of question then - could I use transformations to change the caste, but use allowed_class/rejected_class on positions to restrict a creature's access to the position?
Or would the specified class not be transferred when the creature transforms caste?

For example allowing all creatures to the MONARCH position, but only allowing selected classes to be chosen as MONARCH. So a slave caste would not have the required class tag to allow it to enter a position, but it could still be selected by the interaction to transform it into a citizen caste, where it would now be eligible for the Monarch position, as the citizen class has class:leadership, for example.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 20, 2014, 11:04:06 am
Quote
chosen as
Election completely ignore all rejected/allowed creatures or classes.

I dont know if the creature_class would work, but I assume not. I had a lot of difficulties setting up my nobles for the warlocks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 20, 2014, 02:43:03 pm
Thats even true when using TrueTransform with dfhack.  :-\

Maybe if true transformation also changed hist figure race? But hist figures are finicky...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 20, 2014, 08:43:53 pm
Does anyone know what exactly causes a creature to make ghosts? I want some of my civ members to NOT spawn ghosts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on January 20, 2014, 08:48:04 pm
I don't think there is a specific way to control that.

Do all civ races make ghosts if they are the race currently played?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on January 20, 2014, 09:04:18 pm
Does anyone know what exactly causes a creature to make ghosts? I want some of my civ members to NOT spawn ghosts.
I don't think there is a specific way to control that.

Do all civ races make ghosts if they are the race currently played?
Ghosts are a hardcoded feature that Toady put in, doesn't matter if you are playing as soulless golems, undead, or plants. The ghosts are there so when someone dies and noone sees them ever (fell down a well) their ghost appears to let you know they are no longer missing but of course dead (which most cases missing means dead, unless toady adds something in where a dwarf can get lost and you can find him again) almost something like how if someone is missing for 2-3 years they are pronounced dead.

So any race you play as, will make ghosts if not properly buried/memorialized. One of the features I wish he put in the init to turn off.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 20, 2014, 09:14:21 pm
Yep, I would love to disable them.

Worst part: I spawned some intelligent pets, which spawnunit treats as civ-members. So if you play dwarves and spawn a goblin, he is a civ member (wont do labors though). And I actually want these guys to make ghosts. But they dont. ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 20, 2014, 09:14:58 pm
That's definitely not why ghosts were added. Ghosts were added with night trolls, way before bodies had to be found.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on January 21, 2014, 05:34:12 am
Sure. [IT_CANNOT_HAVE_SYNDROME_CLASS:SILENCED], used in the interaction.


I have a little problem: I went with this: http://dwarffortresswiki.org/index.php/v0.31:Creature_texture_token (http://dwarffortresswiki.org/index.php/v0.31:Creature_texture_token) The wiki says that a squad lead by a noble with the right responsibility shows different sprites. Law_Enforcer and Tax_Collector.


I gave it a new try and realized the ADVENTURER does work, I can distinguish my adv from hired arms thanks to that. However I never managed to display the other two sets. I need to build my fort long enough to have a law squad before I try again. :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 21, 2014, 07:06:46 am
Sure. [IT_CANNOT_HAVE_SYNDROME_CLASS:SILENCED], used in the interaction.


I have a little problem: I went with this: http://dwarffortresswiki.org/index.php/v0.31:Creature_texture_token (http://dwarffortresswiki.org/index.php/v0.31:Creature_texture_token) The wiki says that a squad lead by a noble with the right responsibility shows different sprites. Law_Enforcer and Tax_Collector.


I gave it a new try and realized the ADVENTURER does work, I can distinguish my adv from hired arms thanks to that. However I never managed to display the other two sets. I need to build my fort long enough to have a law squad before I try again. :P
It wont work. Its bugged, both law enforcer and tax collector dont show graphics ingame.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on January 21, 2014, 07:55:20 am
It wont work. Its bugged, both law enforcer and tax collector dont show graphics ingame.

Bah, I did see related bits floating while debugging scripts in dfhack. That would be my last hope.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 21, 2014, 12:42:35 pm
solved it myself. ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on January 27, 2014, 12:47:15 pm
Is it possible to have a plant that appears as a shrub in your biome that can be picked but isn't farmable?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grombardrim on January 27, 2014, 01:32:51 pm
So, I've been looking around at some of the spell mods, since trying to make a "pure necromancer" Adventurer and wanted some sort of necrotic "breath" (acts like a breath attack, but in-universee would be emitted from the hand) attack...  I can't seem to figure out how to do it, however, without turning every single member of that race into a cloudkill-chucking murder-monster...  Is there a way to create an Interaction such that only the Adventurer can use it?  And, preferable, remain unaffected by it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on January 27, 2014, 02:04:24 pm
Is it possible to have a plant that appears as a shrub in your biome that can be picked but isn't farmable?

Yes. Don't give it seeds. That's already how muck roots, bloated tubers, kobold bulbs, and valley herbs work in vanilla.

So, I've been looking around at some of the spell mods, since trying to make a "pure necromancer" Adventurer and wanted some sort of necrotic "breath" (acts like a breath attack, but in-universee would be emitted from the hand) attack...  I can't seem to figure out how to do it, however, without turning every single member of that race into a cloudkill-chucking murder-monster...  Is there a way to create an Interaction such that only the Adventurer can use it?  And, preferable, remain unaffected by it?

According to the wiki (http://dwarffortresswiki.org/index.php/DF2012:Interaction_token), interactions with an ATTACK usage hint will not be used by NPCs if the only target that is allowed is SELF_ONLY. Since adventurers controlled by the player aren't limited by USAGE_HINT, you should be able to use the interaction, but no NPC will.

But I'm unfamiliar with interactions, so that's about all the help I can offer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grombardrim on January 27, 2014, 02:10:22 pm
Hmm.  Thanks, I guess, but that would involve breathing Dragonfire onto myself.  Which is, surprisingly, not particularly conducive to long-term survival ^_^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on January 27, 2014, 02:12:11 pm
Give yourself an interaction that gives you a syndrome that gives the interaction you want to use. Your normal NPCs won't ever use the first interaction (if its USAGE_HINT:ATTACK and SELF_ONLY) so they will never get the other interaction (which is the actual dragonfire/whateveryouwant interaction)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grombardrim on January 27, 2014, 02:36:48 pm
Ah, that sounds like it'd work.  Only question I have now...  How would I do that?  I'm fairly decent at editing weapons, but I have no experience whatsoever in the creation of Interactions...  Would it be possible to give the the raws for the first interaction (the one that gives me the Spell-Like-Ability), and point out where I need to edit it in order to get it to do what I want it to?

Edit: if it'd help to have the interaction I want to give to myself, here it is:

Spoiler (click to show/hide)

And it summons a cloud of this:

Spoiler (click to show/hide)

Does this look as if it'll work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: splinterz on January 28, 2014, 01:22:21 pm
how do the PHYS/MENT_ATT_CHANGE work exactly? does it take the larger if you have both a static increase and a percent increase? what happens when you have multiple syndromes which all affect the same attribute (ie. 4 syndromes all with different strength changes)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 28, 2014, 01:50:38 pm
its number:number, the first number is a percentage change, the second a total amount.

200:0 would raise it to 100%.
1000:500 would add 500 points.
10:0 would reduce it to 10%.
100:-500 should reduce it by 500. I am pretty sure negatives work.

The amounts should be cumulative, but that is guesswork. I have never done science on multiple additions. I guess dfhack can read them out, if you really want to make sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grombardrim on January 28, 2014, 02:40:49 pm
So, I just installed the Upgradable Leather mod, and was wondering how to add it to my Adventurer mode reactions?  Would it be something like this?

Spoiler (click to show/hide)

Or do I need to change that somehow in order to get it working correctly?  (Bonus points if you can make it DRAGON_SCALE leather ^_^]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 28, 2014, 02:43:52 pm
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:CREATURE_MAT:DRAGON:DRAGON_SCALE]?

You definitely can't use material templates in reactions, at least.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: splinterz on January 28, 2014, 02:58:13 pm
its number:number, the first number is a percentage change, the second a total amount.

200:0 would raise it to 100%.
1000:500 would add 500 points.
10:0 would reduce it to 10%.
100:-500 should reduce it by 500. I am pretty sure negatives work.

The amounts should be cumulative, but that is guesswork. I have never done science on multiple additions. I guess dfhack can read them out, if you really want to make sure.
hrmm i was under the impression it could apply both, as in 1000:500 would first apply current_value * 1000/100, and then add 500. i looked at the dfhack unit code, but i don't see that it applies syndromes at all, curse changes yes, but not syndromes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on January 28, 2014, 03:01:12 pm
ups, I meant 100:500. Not 1000:500. That would make him ten times stronger and then add 500. ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grombardrim on January 28, 2014, 03:31:42 pm
But then how would I change the reaction so that it creates runic leather, not normal leather?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on January 28, 2014, 03:40:36 pm
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:CREATURE_MAT:DRAGON:LEATHER_5]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grombardrim on January 28, 2014, 03:43:36 pm
Ah-ha!  You, sir, are a wonderful person.  Thanks!  (In case you didn't understand: [a] it worked, and I have unlocked the secrets of life and death reactions with leather!)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: splinterz on January 28, 2014, 06:29:50 pm
its number:number, the first number is a percentage change, the second a total amount.

200:0 would raise it to 100%.
1000:500 would add 500 points.
10:0 would reduce it to 10%.
100:-500 should reduce it by 500. I am pretty sure negatives work.

The amounts should be cumulative, but that is guesswork. I have never done science on multiple additions. I guess dfhack can read them out, if you really want to make sure.
i just finished testing this, by applying a +250 strength syndrome, and then a 200% strength syndrome, and then reversing the order on another dwarf.

i'd previously modified both dwarves' strength to 800. so if they had been applied in some kind of time/date order, then i would have expected one to be 'mighty (800+250)*2=2100' and the other to be 'very strong (800*2)+250=1850'.

Edit:
however they were both only 'very strong'. after looking at the active syndrome vector of the two units, it showed that DF is doing some sorting of it's own. they weren't in a year/time consistent order (ie. earliest to latest). regardless of which syndrome was applied first the order was +250, 200% in the vector for both dwarves. so applying the syndrome strength effects from the last entry to the first entry from the vector resulted in 1850 strength for both dwarves, which falls in the 'very strong' range description that the game was showing.
percentage changes are applied first, and then flat changes, see post below.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on January 28, 2014, 06:31:18 pm
That's because you can't stack attribute or body size changes; they overwrite the previous one when done.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on January 28, 2014, 10:18:22 pm
Is it possible to have sexual dimorphism among a sentient species without having problems with clothing size? I was planning to have a species where one caste is slightly bigger and tougher, while one is smaller and faster, but I'm afraid that clothes may be a problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: splinterz on January 29, 2014, 12:43:27 am
That's because you can't stack attribute or body size changes; they overwrite the previous one when done.
Nothing was overwritten, it applied both syndrome strength changes, I don't know what you mean.

Edit: i've done another round of testing, and i think i've got it nailed down. i tested up to 4 different strength syndromes, +250, 300%, 150%, 200%/+250. i applied them in different orders to the same dwarf over a couple tests.

the order the syndromes are applied, nor the order df stores them matters. all syndrome strength changes were applied, first by applying all percentage increases, and then applying the flat increases.

for example, with the above 4 syndromes, if all 4 are applied, the new strength value is calculated as x*1.5*2*3+250+250, where x is your dwarf's starting strength.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on January 29, 2014, 11:33:59 am
Is it possible to have sexual dimorphism among a sentient species without having problems with clothing size? I was planning to have a species where one caste is slightly bigger and tougher, while one is smaller and faster, but I'm afraid that clothes may be a problem.
The clothing won't be a problem, it's currently "sized" for the species, rather than the castes. For other castes, the clothing is the size of the largest caste, I believe.

That's because you can't stack attribute or body size changes; they overwrite the previous one when done.
Nothing was overwritten, it applied both syndrome strength changes, I don't know what you mean.

Edit: i've done another round of testing, and i think i've got it nailed down. i tested up to 4 different strength syndromes, +250, 300%, 150%, 200%/+250. i applied them in different orders to the same dwarf over a couple tests.

the order the syndromes are applied, nor the order df stores them matters. all syndrome strength changes were applied, first by applying all percentage increases, and then applying the flat increases.

for example, with the above 4 syndromes, if all 4 are applied, the new strength value is calculated as x*1.5*2*3+250+250, where x is your dwarf's starting strength.
That mirrors my testing with the attribute syndromes. I thought I might have done faulty testing, but after some consideration, I'm sure I did it correctly after all. You can't reapply the same syndrome repeatedly, but different syndromes seem to work. My vampire script would be in a bit of trouble otherwise.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on January 29, 2014, 12:36:44 pm
Is it possible to have sexual dimorphism among a sentient species without having problems with clothing size? I was planning to have a species where one caste is slightly bigger and tougher, while one is smaller and faster, but I'm afraid that clothes may be a problem.
The clothing won't be a problem, it's currently "sized" for the species, rather than the castes. For other castes, the clothing is the size of the largest caste, I believe.
So that means if I hava a large caste and a small caste, it will work? that's great, thanks, now time to get to modding!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on January 29, 2014, 03:08:56 pm
Is it possible to have sexual dimorphism among a sentient species without having problems with clothing size? I was planning to have a species where one caste is slightly bigger and tougher, while one is smaller and faster, but I'm afraid that clothes may be a problem.
The clothing won't be a problem, it's currently "sized" for the species, rather than the castes. For other castes, the clothing is the size of the largest caste, I believe.
So that means if I hava a large caste and a small caste, it will work? that's great, thanks, now time to get to modding!

If the size difference is too big, then the smaller caste will not be able to wear clothing. Keep that in mind.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on January 29, 2014, 06:10:55 pm
Is it possible to have sexual dimorphism among a sentient species without having problems with clothing size? I was planning to have a species where one caste is slightly bigger and tougher, while one is smaller and faster, but I'm afraid that clothes may be a problem.
The clothing won't be a problem, it's currently "sized" for the species, rather than the castes. For other castes, the clothing is the size of the largest caste, I believe.
So that means if I hava a large caste and a small caste, it will work? that's great, thanks, now time to get to modding!

If the size difference is too big, then the smaller caste will not be able to wear clothing. Keep that in mind.

Looking at Masterwork, the difference can be quite substantial though(points at orcs).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on January 30, 2014, 04:17:10 am
This is more a gameplay question but I am looking at how to make mods easy to understand without external docs.

When you have a custom reaction, and you do not have the reagents, you can press 'enter' to see details, what you need, etc. You can easily slip info there on the product names. Is there a shortcut to display such screen when the reaction is possible, considering that pressing 'enter' order the reaction to be done?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on January 30, 2014, 10:14:53 pm
You could make custom reactions that do nothing but are "titled" with the info you'd be interested in. Choosing them would be useless, but you could read them.

For example, a reaction to make an adamantine sword in adventure mode named "craft candy sword" followed in the list of reactions by another reaction named "needs adamantine, steel, etc." which would in itself need no reagents and produce nothing. This is similar to how it's done in Masterwork, I believe, but I have little experience with reactions, so your mileage may vary.

----

My question, would it be possible to make a creature who's blood erupts into superhot steam upon contact with the air that could injure other creatures, and could such a steam-blooded creature be immune to bleeding to death?

I assume I'd set it's internal temperature or whatever extremely high and make the blood material have a very low evaporation temperature, but as far as I know that could just make the creature explode instantly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on January 31, 2014, 01:17:16 am
I'm planning on running some tests tomorrow with multiple target interactions, but figured I would ask here tonight in case anyone wants to save me some time tomorrow.

I know that a syndrome with a SELF_ONLY target and an ATTACK usage hint will not be used by an NPC, but has anyone tried an interaction what has two dfferent targets, one SELF_ONLY and one LINE_OF_SIGHT (or whatever) along with the ATTACK usage hint? I am wondering if that would allow self only interactions as attacks. And if that has been tried, has anyone made a modified MATERIAL_EMISSION interaction where the B target gets a syndrome?

If not it is fine, like I said I will be testing them tomorrow (had the idea before going to bed) but figured I would ask just to see if anyone could save me some time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nahere on January 31, 2014, 01:52:12 am
Pretty sure it won't accept any interaction with both an ATTACK usage hint and SELF_ONLY, as the usage hint applies to all targets.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on January 31, 2014, 03:07:14 am
My question, would it be possible to make a creature who's blood erupts into superhot steam upon contact with the air that could injure other creatures, and could such a steam-blooded creature be immune to bleeding to death?

I assume I'd set it's internal temperature or whatever extremely high and make the blood material have a very low evaporation temperature, but as far as I know that could just make the creature explode instantly.

Thanks.

For the harmful steam blood you can set the creature to have a material that have a super hot temperature by default. However I am afraid that if it bleed, it can die unless.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on January 31, 2014, 06:07:39 pm
My question, would it be possible to make a creature who's blood erupts into superhot steam upon contact with the air that could injure other creatures, and could such a steam-blooded creature be immune to bleeding to death?

I assume I'd set it's internal temperature or whatever extremely high and make the blood material have a very low evaporation temperature, but as far as I know that could just make the creature explode instantly.

Thanks.

For the harmful steam blood you can set the creature to have a material that have a super hot temperature by default. However I am afraid that if it bleed, it can die unless.

I don't know if the gas would burn anyone but what you need is a material with a very high or hot enough to hurt standard organics, with a low boiling point (10000) and the creature that you want to bleed this must have [SELECT_MATERIAL:ALL] setting heat_dam and ignites points and such above the boilding bloods fixed temp. Then make sure it has BLOOD:<material>:LIQUID so chances of being hurt the blood might splatter all over then burst into super hot gas.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bleekmiddel on February 02, 2014, 06:52:09 am
Little question
Does it matter where you place your self made creatures in the raw or can i just place them anywhere







sorry for grammer not native speaker
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 02, 2014, 07:04:43 am
It doesn't matter at all, as long as the file you put them in is named creature_<blah>.txt (for any value of <blah>, you can even make your own file) and the file begins with this:
Code: [Select]
creature_<blah>

[OBJECT:CREATURE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bleekmiddel on February 02, 2014, 07:14:01 am
thanks :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bleekmiddel on February 02, 2014, 07:38:49 am
Its me again uhm or i did something wrong with placing my file (not likely because I followed the advice i was given) or my modded creature is a complete fail

and because this is my first modding i ever did i think it's the later so can anybody tell me what,s wrong with this creature

Code: [Select]
[CREATURE:GOLEM]
[DESCRIPTION:A large hump of clay that has come to live]
[NAME:golem:golemoid:golemoids]
[CASTE_NAME:golem:golemoid:golemoids]
[CREATURE_TILE:1][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:2]
[INTELLIGENT]
[BENIGN]
[AMPHIBIOUS]
[BUILDINGDESTROYER:1]
[CANOPENDOORS]
[NO_DRINK]
[NO_EAT]
[NO_SLEEP]
[NOPAIN]
[BODY:HUMANOID:2EYES:HUMANOID_JOINTS:5FINGERS:ENERGY_CRYSTAL:5TOES:ENCASED_SOUL:MOUTH:TONGUE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:CLAY]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:CLAY:CLAY:CLAY:PURE_ENERGY:PALE_ENERGY]
[SELECT_TISSUE_LAYER:ENGERGY_CRYSTAL:BY_CATAGORY:ENERGY_CRYSTAL]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:CLAY:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:300]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:300]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:DEVILED_ENERGY:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:DEVILED_ENERGY:GAS]
[PHYS_ATT_RANGE:STRENGTH:600:1000:1300:1400:1500:1700:2500]              ++
[PHYS_ATT_RANGE:AGILITY:100:550:750:850:950:1050:1450]                 --
[PHYS_ATT_RANGE:TOUGHNESS:500:1000:1200:1300:1400:1600:2300]             ++
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
[MENT_ATT_RANGE:FOCUS:500:1000:1200:1300:1400:1600:2300]                -
[MENT_ATT_RANGE:CREATIVITY:400:900:1100:1200:1300:1500:2200]            --
[MENT_ATT_RANGE:PATIENCE:400:900:1100:1200:1300:1500:2200]              --
[MENT_ATT_RANGE:MEMORY:500:1000:1200:1300:1400:1600:2300]                ++
[MENT_ATT_RANGE:SPATIAL_SENSE:650:1150:1350:1450:1550:1705:2450]        +
[BODY_SIZE:0:0:3000]
[BODY_SIZE:2:0:30000]
[BODY_SIZE:12:0:180000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]

[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]


[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]

[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]

[BABY:1]
[GENERAL_BABY_NAME:Little golem:little golems]
[BABYNAME:little golem:little golem]
[CHILD:12]
[GENERAL_CHILD_NAME:growing golem:growing golems]
[CHILDNAME:growing golem:growing golems]
[EQUIPS]
[DIURNAL]
[SPEECH:dwarf.txt]
[HOMEOTERM:500]
[SWIMS_LEARNED][SWIM_SPEED:1000]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:VULNERABILITY:0:45:100]
[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]

[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_COMMON]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 02, 2014, 08:07:23 am
This is more a gameplay question but I am looking at how to make mods easy to understand without external docs.

When you have a custom reaction, and you do not have the reagents, you can press 'enter' to see details, what you need, etc. You can easily slip info there on the product names. Is there a shortcut to display such screen when the reaction is possible, considering that pressing 'enter' order the reaction to be done?
No. But it should be possible to display this ingame, maybe with a plugin like the ones Falconne makes.

I do use the workshop names and reaction names to give more info, for example each workshop has a reaction that says SKILL SOMETHING, and tells the player which skill the workshop uses. For very specific ones I add another with *description in here* as name, like "*100% chance to kill the worker*".

Other than that, no idea how to show more info ingame. I actually thought about a scribe workshop that can make a book. Like "Write book about Bloodbeasts", and the item will be "This is a superior leather book about bloodbeasts. blablabla massive creature, third cavern blabla, fight with edged weapons"...

Some sort of ingame manual that is written by the dwarves themselves. It would work, but of course its a lot to set up.

And there is the WTF text editor that can alter the ingame manual. You can rewrite it, to show a mod manual.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 02, 2014, 08:19:59 am

Here's the errorlog for your golem:

Code: [Select]
*** Error(s) found in the file "raw/objects/creature_bleekmiddel__test.txt"
test__GOLEM:Unrecognized Creature Caste Body Token: ENERGY_CRYSTAL
test__GOLEM:Unrecognized Creature Caste Body Token: ENCASED_SOUL
test__GOLEM:Body detail plan not found:CLAY
Unrecognized Body Part Group Token: BY_CATAGORY
test__GOLEM BP Mod GAPS Was Not Used
test__GOLEM BP Mod LENGTH Was Not Used
test__GOLEM BP Mod HIGH_CHEEKBONES Was Not Used
test__GOLEM BP Mod BROAD_CHIN Was Not Used
test__GOLEM BP Mod JUTTING_CHIN Was Not Used
test__GOLEM BP Mod SQUARE_CHIN Was Not Used
test__GOLEM BP Mod GAPS Was Not Used
test__GOLEM BP Mod LENGTH Was Not Used
test__GOLEM BP Mod HIGH_CHEEKBONES Was Not Used
test__GOLEM BP Mod BROAD_CHIN Was Not Used
test__GOLEM BP Mod JUTTING_CHIN Was Not Used
test__GOLEM BP Mod SQUARE_CHIN Was Not Used
test__GOLEM:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
test__GOLEM:Unrecognized Creature Token: HOMEOTERM
test__GOLEM:Unrecognized Creature Token: MULTIPLE_LITTER_COMMON
*** Error(s) finalizing the creature test__GOLEM
test__GOLEM:FEMALE:upper body, layer 3: Tissue CLAY was not found, using first tissue instead
test__GOLEM:FEMALE:upper body, layer 1: Tissue CLAY was not found, using first tissue instead
test__GOLEM:FEMALE:upper body, layer 2: Tissue CLAY was not found, using first tissue instead
<segfault>
Let's go through it one by one:

Code: [Select]
test__GOLEM:Unrecognized Creature Caste Body Token: ENERGY_CRYSTAL
test__GOLEM:Unrecognized Creature Caste Body Token: ENCASED_SOUL
You can't just write any bodyparts into the [BODY:] tag, you can only use those defined in body_default.txt and body_rcp.txt (although you can make your own bodyparts if you like).

Code: [Select]
test__GOLEM:Body detail plan not found:CLAY
As before, there is no CLAY body detail plan, you can only use those defined in b_detail_plan_default.txt (or just define your own).

Code: [Select]
Unrecognized Body Part Group Token: BY_CATAGORYSimple spelling error. Note that you also misspelled ENGERGY_CRYSTAL on the same line.

Code: [Select]
test__GOLEM BP Mod GAPS Was Not Used
test__GOLEM BP Mod LENGTH Was Not Used
test__GOLEM BP Mod HIGH_CHEEKBONES Was Not Used
test__GOLEM BP Mod BROAD_CHIN Was Not Used
test__GOLEM BP Mod JUTTING_CHIN Was Not Used
test__GOLEM BP Mod SQUARE_CHIN Was Not Used
test__GOLEM BP Mod GAPS Was Not Used
test__GOLEM BP Mod LENGTH Was Not Used
test__GOLEM BP Mod HIGH_CHEEKBONES Was Not Used
test__GOLEM BP Mod BROAD_CHIN Was Not Used
test__GOLEM BP Mod JUTTING_CHIN Was Not Used
test__GOLEM BP Mod SQUARE_CHIN Was Not Used
These body part modifiers can't be used if there are no relevant bodyparts to apply them to.

Code: [Select]
test__GOLEM:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
The attack is looking for tooth bodyparts attached to head bodyparts. Your golem doesn't have any such teeth.

Code: [Select]
test__GOLEM:Unrecognized Creature Token: HOMEOTERM
test__GOLEM:Unrecognized Creature Token: MULTIPLE_LITTER_COMMON
Also spelling errors.

Code: [Select]
<lots of material and tissue errors>
You can't simply expect a material or tissue to exist when you name it. You did well with the DEVILED_ENERGY, defining it from a template before it got used, and you almost got the CLAY right, but the [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:::::] expects tissue names, not material names, and your golem doesn't have any CLAY, PURE_ENERGY and PALE_ENERGY tissues that it could use.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bleekmiddel on February 02, 2014, 09:12:50 am
Many thanks i'm going to try to fix the problems.
But what do you use to see what is wrong with my creature?
because if I fail again i'm going to try to figure it out myself
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 02, 2014, 09:18:33 am
Delete your errorlog.txt file, start DF, open up Arena Mode, select the raws you're editing, wait until the arena is loaded, then quit DF and look at the errorlog.txt file again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bleekmiddel on February 02, 2014, 09:38:52 am
Aaaand i'm back hopefully for the last time.
I got another error log which only contained one problem, but I fixed that.
I deleted the errorlog another time and started arena mode again but the golem wasn't there and I don't have an errorlog.
So what do I do now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 02, 2014, 09:45:32 am
Post the raws again, I'll see what I can find.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bleekmiddel on February 02, 2014, 09:48:48 am
alright here they are do you also need the material raw stuff?
Code: [Select]
[CREATURE:GOLEM]
[DESCRIPTION:A large hump of clay that has come to live]
[NAME:golem:golemoid:golemoids]
[CASTE_NAME:golem:golemoid:golemoids]
[CREATURE_TILE:1][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:2]
[INTELLIGENT]
[BENIGN]
[AMPHIBIOUS]
[BUILDINGDESTROYER:1]
[CANOPENDOORS]
[NO_DRINK]
[NO_EAT]
[NO_SLEEP]
[NOPAIN]
[BODY:HUMANOID:2EYES:HUMANOID_JOINTS:5FINGERS:ENERGY_CRYSTAL:TEETH:5TOES:ENCASED_SOUL:MOUTH:TONGUE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:CLAY:CLAY:CLAY:PURE_ENERGY:PALE_ENERGY]
[SELECT_TISSUE_LAYER:ENERGY_CRYSTAL:BY_CATEGORY:ENERGY_CRYSTAL]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:CLAY:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:300]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:300]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:DEVILED_ENERGY:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:DEVILED_ENERGY:GAS]
[PHYS_ATT_RANGE:STRENGTH:600:1000:1300:1400:1500:1700:2500]              ++
[PHYS_ATT_RANGE:AGILITY:100:550:750:850:950:1050:1450]                 --
[PHYS_ATT_RANGE:TOUGHNESS:500:1000:1200:1300:1400:1600:2300]             ++
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
[MENT_ATT_RANGE:FOCUS:500:1000:1200:1300:1400:1600:2300]                -
[MENT_ATT_RANGE:CREATIVITY:400:900:1100:1200:1300:1500:2200]            --
[MENT_ATT_RANGE:PATIENCE:400:900:1100:1200:1300:1500:2200]              --
[MENT_ATT_RANGE:MEMORY:500:1000:1200:1300:1400:1600:2300]                ++
[MENT_ATT_RANGE:SPATIAL_SENSE:650:1150:1350:1450:1550:1705:2450]        +
[BODY_SIZE:0:0:3000]
[BODY_SIZE:2:0:30000]
[BODY_SIZE:12:0:180000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]

[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]


[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]

[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]

[BABY:1]
[GENERAL_BABY_NAME:Little golem:little golems]
[BABYNAME:little golem:little golem]
[CHILD:12]
[GENERAL_CHILD_NAME:growing golem:growing golems]
[CHILDNAME:growing golem:growing golems]
[EQUIPS]
[DIURNAL]
[SPEECH:dwarf.txt]
[HOMEOTERM:500]
[SWIMS_LEARNED][SWIM_SPEED:1000]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:VULNERABILITY:0:45:100]
[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]

[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_COMMON]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bleekmiddel on February 02, 2014, 09:49:25 am
i'm sorry for wasting your time :-[.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 02, 2014, 10:17:49 am
[MULTIPLE_LITTER_COMMON]

What? You cant just invent new tags. ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bleekmiddel on February 02, 2014, 10:23:58 am
oops hadn't removed that one yet but when i removed it still no golem ingame
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on February 02, 2014, 12:46:50 pm
Okay, I'm sure someone has asked this already, but I rolled a one on my search check and can't find anything.

How do you get weather interactions to work?  I can't seem to get modded weather working even when I copy the raws seen in masterwork.

Nevermind, figured out the problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on February 02, 2014, 01:00:33 pm
oops hadn't removed that one yet but when i removed it still no golem ingame

Where are the golem's raws located?

If you put them into another creature raw file then I don't know why they aren't showing up in the arena.

But if what you posted is the entirety of the golem's raws, then you may be missing the file header or the file may not be named properly, so the game may not recognize the file.



Okay, I'm sure someone has asked this already, but I rolled a one on my search check and can't find anything.

How do you get weather interactions to work?  I can't seem to get modded weather working even when I copy the raws seen in masterwork.

Could you post one of your weather interactions, so we can see if something was done wrong?

I have this example of a blood rain interaction, and it has worked fine for me, though you will need a generic creature named ANIMAL for it to work.
Spoiler (click to show/hide)

I'm not as positive about this zombie raising one, since I haven't seen it work myself, but peasants in Advanced worlds set to not have any randomly generated weather still warn me that the dead walk in evil areas. These zombies are much weaker than normal ones though.
Spoiler (click to show/hide)

I haven't seen my thrall cloud once yet, so I'm refraining from posting it as an example until I can see if it works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 02, 2014, 01:05:34 pm
alright here they are do you also need the material raw stuff?
I'd like to see everything you added and/or changed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on February 02, 2014, 01:12:11 pm
Actual question: how should I get my fire mists to actually ignite the ground?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bleekmiddel on February 02, 2014, 02:33:56 pm
here are all the files i changed Magma
body detail plan:
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
This command is just a shortcut for the similar lines (USE_MATERIAL_TEMPLATE|<token>|<template>) in a creature definition.
[ADD_MATERIAL:SKIN:SKIN_TEMPLATE]
[ADD_MATERIAL:FAT:FAT_TEMPLATE]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]
[ADD_MATERIAL:PURE_ENERGY:BONE_TEMPLATE]
[ADD_MATERIAL:CLAY:MUSCLE_TEMPLATE]
[ADD_MATERIAL:BONE:BONE_TEMPLATE]
[ADD_MATERIAL:PALE_ENERGY:CARTILAGE_TEMPLATE]
[ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE]
[ADD_MATERIAL:HAIR:HAIR_TEMPLATE]
[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]
[ADD_MATERIAL:EYE:EYE_TEMPLATE]
[ADD_MATERIAL:NERVE:NERVE_TEMPLATE]
[ADD_MATERIAL:ENCASED_SOUL:BRAIN_TEMPLATE]
[ADD_MATERIAL:ENERGY_CRYSTAL:HEART_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:GIZZARD:GIZZARD_TEMPLATE]
[ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE]
[ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE]
[ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE]
[ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE]
[ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]
[ADD_MATERIAL:SOAP:SOAP_TEMPLATE]

[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[ADD_MATERIAL:CHITIN: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:GIZZARD:GIZZARD_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]

[BODY_DETAIL_PLAN:STANDARD_TISSUES]
This command is just a shortcut for the similar lines (USE_TISSUE_TEMPLATE|<token>|<template>) in a creature definition.
[ADD_TISSUE:SKIN:SKIN_TEMPLATE]
[ADD_TISSUE:CLAY:MUSCLE_TEMPLATE]
[ADD_TISSUE:FAT:FAT_TEMPLATE]
[ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE]
[ADD_TISSUE:BONE:BONE_TEMPLATE]
[ADD_TISSUE:CARTILAGE:CARTILAGE_TEMPLATE]
[ADD_TISSUE:HAIR:HAIR_TEMPLATE]
[ADD_TISSUE:TOOTH:TOOTH_TEMPLATE]
[ADD_TISSUE:EYE:EYE_TEMPLATE]
[ADD_TISSUE:NERVE:NERVE_TEMPLATE]
[ADD_TISSUE:PALE_ENERGY:CARTILAGE_TEMPLATE]
[ADD_TISSUE:PURE_ENERGY:BONE_TEMPLATE]
[ADD_TISSUE:BRAIN:BRAIN_TEMPLATE]
[ADD_TISSUE:ENCASED_SOUL:BRAIN_TEMPLATE]
[ADD_TISSUE:ENERGY_CRYSTAL:HEART_TEMPLATE]
[ADD_TISSUE:LUNG:LUNG_TEMPLATE]
[ADD_TISSUE:HEART:HEART_TEMPLATE]
[ADD_TISSUE:LIVER:LIVER_TEMPLATE]
[ADD_TISSUE:GUT:GUT_TEMPLATE]
[ADD_TISSUE:STOMACH:STOMACH_TEMPLATE]
[ADD_TISSUE:GIZZARD:GIZZARD_TEMPLATE]
[ADD_TISSUE:PANCREAS:PANCREAS_TEMPLATE]
[ADD_TISSUE:SPLEEN:SPLEEN_TEMPLATE]
[ADD_TISSUE:KIDNEY:KIDNEY_TEMPLATE]
and
body rcp
Code: [Select]
body_rcp

[BODY:RCP_ENERGY_CRYSTAL]
[BP:ENERGY_CRYSTAL:energy_crystal:STP][CONTYPE:UPPERBODY][CIRCULATION]INTERNAL][SMALL][CATEGORY:HEART]

[BODY:RCP_ENCASED_SOUL]
[BP:ENCASED_SOUL:encased_soul:STP][CONTYPE:HEAD][THOUGHT][INTERNAL][SMALL][CATEGORY:BRAIN]
/code]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 02, 2014, 02:40:09 pm
[MULTIPLE_LITTER_COMMON]

What? You cant just invent new tags. ^^

But wouldn't that be nice?

[STRONG_AI_SAPIENT]

[CAN_FACTOR_PRIMES_IN_O(1)_TIME]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 02, 2014, 03:10:14 pm
Okay, bleekmiddel, here's what I found:
First, you may want to make sure that the HOMEOTHERM and MULTIPLE_LITTER_COMMON things are fixed. Then you may want to check in your body_rcp.txt whether there is an [OBJECT:BODY] at the beginning. Next, if you called your body parts RCP_ENERGY_CRYSTAL and RCP_ENCASED_SOUL, you will also need to refer to them by their proper names:
Code: [Select]
[BODY:HUMANOID:2EYES:HUMANOID_JOINTS:5FINGERS:RCP_ENERGY_CRYSTAL:TEETH:5TOES:RCP_ENCASED_SOUL:MOUTH:TONGUE]
Now if you did that properly, your golems should appear in the arena and be spawnable. If you also set the HOMEOTHERM to something like 10000U instead of 500U (500U is about -5000K, 10000U is 0°C), they will even not freeze to death instantly when spawned.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bleekmiddel on February 02, 2014, 03:49:13 pm
Okay thanks for all the help.
I wonder if there are any communities friendlier then dwarf fortress :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on February 02, 2014, 04:29:42 pm
Probably not.
Is there any way to get a cloud to set the ground on fire?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 02, 2014, 05:49:06 pm
Probably not.
Is there any way to get a cloud to set the ground on fire?

You mean freaky weather clouds? Make it hot enough (MAT_FIXED_TEMP) and it should do the trick
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on February 02, 2014, 06:46:02 pm
How hot is hot enough?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on February 03, 2014, 09:54:17 am
No. But it should be possible to display this ingame, maybe with a plugin like the ones Falconne makes.

I do use the workshop names and reaction names to give more info, for example each workshop has a reaction that says SKILL SOMETHING, and tells the player which skill the workshop uses. For very specific ones I add another with *description in here* as name, like "*100% chance to kill the worker*".

Other than that, no idea how to show more info ingame. I actually thought about a scribe workshop that can make a book. Like "Write book about Bloodbeasts", and the item will be "This is a superior leather book about bloodbeasts. blablabla massive creature, third cavern blabla, fight with edged weapons"...

Some sort of ingame manual that is written by the dwarves themselves. It would work, but of course its a lot to set up.

And there is the WTF text editor that can alter the ingame manual. You can rewrite it, to show a mod manual.

Yes, my plan was to display results like this :
- Learn "Berserk strength" (strenght increase in battle)
- Effect gets stronger if the fighter is unhappy.

The second line would be a bogus inorganic I'd add to all the reaction that is related to the worker's unhappiness. Time for me to try the ui API then.

How hot is hot enough?

From memory over 10100 will burn creatures. Look at wood or skin templates for IGNITE_POINT values.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on February 03, 2014, 01:39:28 pm
How hot is hot enough?

From memory over 10100 will burn creatures. Look at wood or skin templates for IGNITE_POINT values.

Grasses are made of STRUCTURAL_PLANT_TEMPLATE, which has the same ignite point as wood: [IGNITE_POINT:10508]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on February 03, 2014, 05:49:46 pm
How hot is hot enough?

From memory over 10100 will burn creatures. Look at wood or skin templates for IGNITE_POINT values.

Grasses are made of STRUCTURAL_PLANT_TEMPLATE, which has the same ignite point as wood: [IGNITE_POINT:10508]
.. The mist was 15000
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 03, 2014, 07:24:10 pm
So I am looking at graphic sets for the first time and just had two quick questions.

1. Some creature graphics have AS_IS (which I assume means exactly as is) and some have ADD_COLOR (are there any others besides those two?), but what color is added, and to which colors? (e.g. Do I need a creature to be pure white and then the creatures [COLOR] token is added to the white?)

2. I couldn't find any reference to the valid tokens on the wiki (probably just looking in the wrong place), but I noticed many different possibilities for both the first value and last value in the various raws I looked at. Is there a list somewhere of what the tokens can be?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 03, 2014, 08:05:11 pm
1. ADD_COLOR uses COLOR, CASTE_COLOR and profession colors.

2. Professions plus these (http://dwarffortresswiki.org/index.php/DF2012:Creature_texture_token).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 03, 2014, 09:40:00 pm
1. ADD_COLOR uses COLOR, CASTE_COLOR and profession colors.

Does it just ignore any color the sprite might already have?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 04, 2014, 12:24:43 am
Hey guys. I'm working on a custom civ and had some questions about reactions and workshops.

First off, I don't want my civ to be able to do any metalsmithing or work with metal at a forge or anything. If I remove all the reactions for crafting bars and the weapon, armorsmithing jobs, etc, will my civ still be able to build forges, but not be able to use them and will they still want those workshops when they enter moods? I want to take all the workshops they won't use out of their building options, if possible.

Second, how do I create a reaction that just turns one (bone) material into another (improved bone) material? I wanted the civ to have a system where they have the bones "blessed" at a shrine, improving the material (essentially turning it into a custom material). I created the custom material I want it to change into, but I'm stuck with how to write the reaction without turning it into a "bar of bone."

I also originally wanted the race to not use clothing, but that doesn't seem to be possible without unhappy thoughts without making them not think or feel at all. Is it at least possible to only allow them to use custom clothing? The wiki says that anything not listed will be treated as common and the lowest rating is RARE. Is there a way to let them only make and wear specific, custom clothing and armor (they're about dog-sized so presumably no one else could wear their clothes so I'm not worried about that) and not normally use anything else? I'm fine with an oddball sometimes finding a small shirt somewhere that fits him as long as it isn't the norm. Is there also any way to only let them dye their clothing certain colors?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 04, 2014, 12:27:11 am
1. armorsmithing jobs aren't reactions

2. bars of bone are fine, since it'll just show up as "bone"

3. yeah, very much. "Not listed" here means "not specified", meaning if you specify an armor and forget to specify its rarity it'll be COMMON, not that all armors not specified are COMMON.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 04, 2014, 01:01:54 am
1. armorsmithing jobs aren't reactions

2. bars of bone are fine, since it'll just show up as "bone"

3. yeah, very much. "Not listed" here means "not specified", meaning if you specify an armor and forget to specify its rarity it'll be COMMON, not that all armors not specified are COMMON.

Thanks for the quick info!

Also I meant if I removed the jobs AND the reactions. Like if I took out both the reactions and job: BLACKSMITH and all other related things, will forges still be buildable?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 04, 2014, 01:16:42 am
Forges need the architecture and masonry labors to be built, but you probably don't want to remove those. But if you remove both the reaction and job permissions, they can't actually do anything with those forges.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 04, 2014, 01:23:30 am
Forges need the architecture and masonry labors to be built, but you probably don't want to remove those. But if you remove both the reaction and job permissions, they can't actually do anything with those forges.

Yeah, I definitely don't want to remove those from the game. So there's no way to actually remove the option from the list? That's a bit of a bummer. Thanks for the info though.

Two last questions. Is it possible to define a shirt item that's essentially just a necklace or rope around your neck? And: is it possible to make an item that counts as filling both the shirt and pants slot? Like a very big cloak on a race of dog-like creatures that refuse to stay naked.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 04, 2014, 01:34:13 am
The necklace thing is possible, just make an armor with UBSTEP:0, LBSTEP:0 and COVERAGE:0. This technically counts as filling the upper body slot already, so you don't need a full-body cloak (which would technically be able cover the lower body using LBSTEP, yet not count as filling the pants slot). Note that your race also needs footwear if you don't want it to get bad thoughts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 04, 2014, 02:24:51 am
The necklace thing is possible, just make an armor with UBSTEP:0, LBSTEP:0 and COVERAGE:0. This technically counts as filling the upper body slot already, so you don't need a full-body cloak (which would technically be able cover the lower body using LBSTEP, yet not count as filling the pants slot). Note that your race also needs footwear if you don't want it to get bad thoughts.

Okay thanks. The cloak was more for variety. I was thinking of making toe-less sock-things for them (so as not to cover their claws, descriptive flavor-wise). They actually walk on all fours, but are modified to be able to grasp things with their front paws (kinda like rearing on their hind legs to hold things) so I assume they'll cry without four socks each. Oh, since no one answered my previous question: do you know if it's possible to make them only dye things certain colors?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 04, 2014, 02:34:09 am
You could disable the standard dye creation mechanic and make custom dye reactions that are only available to certain entities.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 04, 2014, 02:37:19 am
Okay. Thanks for all your help! I love creating custom content and learning all this coding-type stuff isn't easy. Your assistance is much appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 04, 2014, 03:31:54 am
Quote
You could disable the standard dye creation mechanic and make custom dye reactions that are only available to certain entities.
You cant. Dying cant be done by reactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 04, 2014, 04:11:54 am
Maybe if I can limit what plants they have available then...

Alright. I've taken off anything I saw related to METALSMITHING, BLACKSMITHING, ARMORSMITHING, WEAPONSMITHING and what have you along with all metal smithing reactions, but I see large copper daggers, large silver daggers, and copper crossbows on my embark screen. Am I missing something?

Also, I don't see the shirt-layer neck item I tried to mod in. Is it because it has 0 UBSTEP and 0 LBSTEP?

Spoiler: Scarf (click to show/hide)

EDIT: My custom items aren't showing up on the embark screen either.

Spoiler: Reactions (click to show/hide)

Spoiler: Custom Material (click to show/hide)

Spoiler: Custom Workshop (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 04, 2014, 12:02:35 pm
Quote
You could disable the standard dye creation mechanic and make custom dye reactions that are only available to certain entities.
You cant. Dying cant be done by reactions.
I know that the dying process itself can't be messed with, but you can control which dyes they are able to manufacture.

Managrimm:

Alright. I've taken off anything I saw related to METALSMITHING, BLACKSMITHING, ARMORSMITHING, WEAPONSMITHING and what have you along with all metal smithing reactions, but I see large copper daggers, large silver daggers, and copper crossbows on my embark screen. Am I missing something?
You can't prevent them from trading or looting. Those weapons were made by other civs.

Quote
Also, I don't see the shirt-layer neck item I tried to mod in. Is it because it has 0 UBSTEP and 0 LBSTEP?
EDIT: My custom items aren't showing up on the embark screen either.
Did you add them to the entity? As for those custom weapons, I believe worldgen doesn't actually use custom reactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 04, 2014, 02:41:05 pm
Quote
You could disable the standard dye creation mechanic and make custom dye reactions that are only available to certain entities.
You cant. Dying cant be done by reactions.
I know that the dying process itself can't be messed with, but you can control which dyes they are able to manufacture.

Managrimm:

Alright. I've taken off anything I saw related to METALSMITHING, BLACKSMITHING, ARMORSMITHING, WEAPONSMITHING and what have you along with all metal smithing reactions, but I see large copper daggers, large silver daggers, and copper crossbows on my embark screen. Am I missing something?
You can't prevent them from trading or looting. Those weapons were made by other civs.

Quote
Also, I don't see the shirt-layer neck item I tried to mod in. Is it because it has 0 UBSTEP and 0 LBSTEP?
EDIT: My custom items aren't showing up on the embark screen either.
Did you add them to the entity? As for those custom weapons, I believe worldgen doesn't actually use custom reactions.

How can I control which dyes they can make, exactly? Is it just controlling which plants they have access to?

Also, ah. That's fine then. I don't mind them looting. I guess that explains why I can buy a bunch of random bars, but nothing made from them.

And yes, they're in the entity file. Everything else is showing up fine besides the few "neck" items I tried to add.

EDIT: Also, I thought I remembered someone saying that giving a race you weren't playing as (and maybe other cities of your own civ?) a reaction to make something would give them access to it even if they didn't have a building to make it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 04, 2014, 04:41:09 pm
You can control which dyes they can manufacture by changing the plant dye powders to not be dyes by themselves. Here's an example:

Code: (Dimple cup dye code, old) [Select]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:dimple dye]
[STATE_COLOR:ALL_SOLID:MIDNIGHT_BLUE]
[DISPLAY_COLOR:1:0:1]
[MATERIAL_VALUE:20]
[POWDER_DYE:MIDNIGHT_BLUE]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
Code: (Dimple cup dye code, new) [Select]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:dimple dye base]
[STATE_COLOR:ALL_SOLID:MIDNIGHT_BLUE]
[DISPLAY_COLOR:1:0:1]
[MATERIAL_VALUE:20]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:MILL2:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:dimple dye]
[STATE_COLOR:ALL_SOLID:MIDNIGHT_BLUE]
[DISPLAY_COLOR:1:0:1]
[MATERIAL_VALUE:20]
[POWDER_DYE:MIDNIGHT_BLUE]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
Code: (New reaction to actually make dimple dye) [Select]
[REACTION:MAKE_DIMPLE_DYE]
[NAME:make dimple dye from dimple dye base]
[BUILDING:QUERN:NONE]
[BUILDING:MILLSTONE:NONE]
[REAGENT:dye base:150:NONE:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:MILL]
[REAGENT:dye container:1:NONE:NONE:NONE:NONE]
[CONTAINS:dye base]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:MILL2]
[PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:dye container]
[SKILL:DYER]

Just do the same thing for every dye in the game, then you can customize the available dyes per entity, by giving or not giving them the specific reaction for a dye.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 04, 2014, 04:54:14 pm
Wow, thanks. : )

I'm making a reaction right now so my entity can poison-coat their weapons (they have access to "milkable" spider venom). How would I define the venom in the reagents to only include this one creatures venom? Creature's tag is SPIDER_GRIMM.

Spoiler: venom (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 04, 2014, 05:21:49 pm
Your MILKABLE is wrong. It should be MILKABLE:LOCAL_CREATURE_MAT:POISON:12000 and it should go after the poison is defined.

You'll want [CREATURE_MAT:SPIDER_GRIMM:POISON] for that purpose.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 04, 2014, 05:22:13 pm
I'm making a reaction right now so my entity can poison-coat their weapons (they have access to "milkable" spider venom). How would I define the venom in the reagents to only include this one creatures venom? Creature's tag is SPIDER_GRIMM.

Spoiler: venom (click to show/hide)

First of all, you probably mean [MILKABLE:LOCAL_CREATURE_MAT:POISON:12000]. Second, you can access that material remotely by saying [REAGENT:poison:1:NONE:NONE:CREATURE_MAT:SPIDER_GRIMM:POISON], although you can't really coat a sword using a reaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 05, 2014, 12:56:40 am
I'm making a reaction right now so my entity can poison-coat their weapons (they have access to "milkable" spider venom). How would I define the venom in the reagents to only include this one creatures venom? Creature's tag is SPIDER_GRIMM.

Spoiler: venom (click to show/hide)

First of all, you probably mean [MILKABLE:LOCAL_CREATURE_MAT:POISON:12000]. Second, you can access that material remotely by saying [REAGENT:poison:1:NONE:NONE:CREATURE_MAT:SPIDER_GRIMM:POISON], although you can't really coat a sword using a reaction.

Thanks a ton. The reaction actually just changes the material to an identical one with a syndrome. Right now I'm just using it for bolts though since I don't want the sword to be permanently coated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 05, 2014, 01:30:42 am
You might want to have a look at the dfhack readme. Look for SPATTER_ADD or ADD_SPATTER (I always mix those up). I allows proper poisoning of ammo or blades.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 05, 2014, 03:10:23 am
You might want to have a look at the dfhack readme. Look for SPATTER_ADD or ADD_SPATTER (I always mix those up). I allows proper poisoning of ammo or blades.

Thanks. That saves me a ton of time.

I'm having a weird hiccup in my game. My profession names, which were working perfectly before, aren't working at all now. I tried moving them into the two castes - since I needed to do that eventually anyway - with no results. Any idea what could be causing it? (And if possible, does anyone know if Knife User has a profession tag? Is it just KNIFE_USER and MASTER_KNIFE_USER? It isn't listed as valid in the wiki).

Spoiler: Current Code (click to show/hide)

EDIT: They appear fine in the testing arena though... Not sure if that has anything to do with changing them to castes. Didn't check the arena since they stopped working, but previously I had them set for all castes and nothing was displaying even though they displayed fine before. Weapons made from my custom material are showing up fine too, but when I try to make them in the game they show up without the material in their name. What should be a "cursed pick" is just showing up as "pick."
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 05, 2014, 04:59:44 am
Did you set the material names? [STATE_NAME:ALL_SOLID:cursed] is what you need. Also, did you type the correct material ID in the reaction product?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on February 05, 2014, 08:10:21 am
I had a legendary knife user in my fort, it was displayed as a wrestler . If there is a tag for this profession, I don't believe it will even display.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 05, 2014, 09:24:24 am
there is no profession for it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 05, 2014, 10:29:38 am
Did you set the material names? [STATE_NAME:ALL_SOLID:cursed] is what you need. Also, did you type the correct material ID in the reaction product?

You actually want [STATE_ADJ:ALL_SOLID:cursed].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: fortydayweekend on February 05, 2014, 03:10:58 pm
Is there a way to increase dwarves' food consumption? (preferably the amount eaten each time, but the frequency would be ok)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 05, 2014, 04:02:08 pm
Okay, I fixed it. The problem was that the product wasn't being properly defined in the reaction. It seems to work fine now.

I'm still having a problem with my profession names though. They display fine when I summon the creatures in the Arena, but not when I start the actual game. They were working fine before so I don't know what I could have changed to cause this. :/
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 05, 2014, 04:13:31 pm
are you genning a new world?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 05, 2014, 04:27:13 pm
are you genning a new world?

Yes. I generate a new world every time I update the raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GiantUrist on February 05, 2014, 11:54:55 pm
What changes do I need to make to the raws to have generic meat, leather, wood, grass etc.?

Thanks in advance,
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 06, 2014, 01:12:52 am
Is there a way to specifically target the neck for size variations, without having to rework how bodies are structured? It currently uses [CATEGORY:SPINE], and I'm not sure I want to change that for fear of having to go through the dominoes of the rest of the creature raws fixing stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 06, 2014, 01:49:15 am
I see that there's no way to have an entity target itself with an interaction (such as a transformation) when it wants to attack an enemy. Has anyone discovered a workaround for this or any way to specify a necessary interaction condition that will only be met when the entity is attacking something?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 06, 2014, 04:12:53 am
I see that there's no way to have an entity target itself with an interaction (such as a transformation) when it wants to attack an enemy. Has anyone discovered a workaround for this or any way to specify a necessary interaction condition that will only be met when the entity is attacking something?
Talk to Roses, he did some work on this.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 06, 2014, 09:28:42 am
I see that there's no way to have an entity target itself with an interaction (such as a transformation) when it wants to attack an enemy. Has anyone discovered a workaround for this or any way to specify a necessary interaction condition that will only be met when the entity is attacking something?

There is the typical "pong" style interactions where you have an attack interaction that gives the enemy an attack interaction which does what you originally wanted. This suffers from a couple drawbacks, for one you need to make two interactions for each interaction you want, and you also can't control who the enemy ill use the interaction on (unless you restrict it so only a certain caste or creature has the "ability").

I have been working on a way to allow self-only (and also friendly only) attacks using DFHack (basically a "built-in" pong style where you use an interaction against an enemy, but DFHack applies it to you instead), but have had minimal luck. My current best method uses the reports to find the square of whomever used the attack interaction, and then finds the unit on the square. Some obvious problems with that are, multiple units on the same square, several reports happening at once and the wrong square being chosen, and units moving out of the square between the report and the check. Obviously these problems may even be worse than the normal "pong" interactions, although in a different way.

I am still trying to find a better way, you would think that DF would keep track of who used what interaction somehow (i.e. unit blah infected unit blah2 with syndrome x), but maybe it doesn't. Maybe that information is lost. I will keep trying to find something, though any advice/help is welcome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on February 06, 2014, 01:18:21 pm
What changes do I need to make to the raws to have generic meat, leather, wood, grass etc.?

Thanks in advance,

Hopefully this is understandable. It may help to poke around in the raws of mods that use standardized materials instead of trying to follow my advice though.

For animal products, you will have to create a new creature that will function as the template for all of the animal products such as skin, bones, meat, etc. Then go into the tissue templates to change the LOCAL_CREATURE_MAT entries to CREATURE_MAT: (your animal here)

You may also have to go into the reactions file to alter the soap/tallow/tanning reactions to change their outputs, or go into the materials file and change some of the material reaction products from LOCAL_CREATURE_MAT to CREATURE_MAT: (your animal here)

Plants are easier, as you don't have to toy around with tissues or detail plans to get it to work. Though I don't see a point to it other than to standardize rope reed and pig tail fibers, unless you want all plants to yield generic berries or be used to make no-named alcohol.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 06, 2014, 03:13:26 pm
Yeah, only a rare caste of creature is going to have the ability so that might work. This interaction would definitely force the enemy entity to use the interaction on a valid target though?

The reason I want this interaction is that I'm trying to work in shapeshifting creatures (demony-type guys) who count as entity members, but flavor-wise not the same species, who usually or frequently take the form of the entity for ease of interaction. Both forms would either be different castes of the race (forcing them to be of similar size to my race so everyone could still wear socks) or the regular form would be the "human" form and it would temporarily take a different creature form. I do want to allow cross-breeding. I plan on most of them having advantages and also some major drawback that has to be managed. A sloth-demon inspired creature, besides being incredibly lazy, might give a drowsiness syndrome when you look at him (mechanically probably a gas he gives off), for example.

Of course, I haven't done any of this yet because I'm still working on fleshing out the entity's equipment, custom materials, and plants right now. The specifics of how this could be implemented are still a work-in-progress. Obviously if you got that creature at embark you'd have a problem.

Another angle I've thought of trying is just having the demon frequently take the entity form as a friendly GREETING reaction, but the wiki page I read wasn't very clear on what a greeting reaction does, exactly. Is it actually a social-inspired interaction or will he just spam it on friendlies during a fight?

EDIT: Came across another issue with my new weapon system. My entity has a unique building it uses to "craft" weapons at and that's all well and good, but I can't figure out how to give them things made of this material on embark or at least how to remove things made of other metals. They currently have no metalsmithing abilities so on embark they pick a completely random metal for their digging item to be made of. If you remove it from the Prepare Carefully list you can't re-add it since they don't actually have that metal.

Is there a way to give the entity this material (changing its material template included) so that they'll use it and have it on embark without having to give them metalsmithing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Demonic Gophers on February 07, 2014, 09:02:51 pm
I recently started working on a potion-based magic system, with several mutually exclusive specializations.  I want a set of potions that initially make the drinker into a flame sorcerer/deathwalker/etc., and other potions that will expand their abilities within those lines.  I figured that IT_CANNOT_HAVE_SYNDROME_CLASS would make it easy to keep the specializations separate, but in my initial Arena-mode testing, it doesn't seem to be working that way.  Can anyone spot why becoming a wave sorcerer doesn't prevent someone from becoming a flame sorcerer?
Spoiler (click to show/hide)
Spoiler (click to show/hide)
They currently have VAMPCURSE because I was checking to make sure that giving this would actually prevent someone from becoming a vampire.  It did - after having my test subject kill a vampire and drink its blood, I swam to the bottom of the pool and drowned.  The subject was able to get both Flare and Clean.

Also, is there any reasonable way to make a syndrome only effect creatures with a specific syndrome class?  I can see how this might be approximated by passing interactions back and forth with friends and using double and triple negatives to apply the final syndrome only to a valid potion drinker, but this seems quite a bit harder and less reliable than using IT_REQUIRES and IT_FORBIDDEN with tags that will more-or-less correspond to each line.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 08, 2014, 02:24:53 am
I'm having trouble finding a guide for putting your own tiles into the game - all the ones that come up in my searches are for downloading other modder's tilesets. I tried copying the format I saw on the other tiles and sticking in a test tile, but my images just come up as black squares. Does anyone know what the problem is?

Spoiler: Graphics (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 08, 2014, 02:33:24 am
There's an example in vanilla DF's raw/graphics folder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on February 08, 2014, 11:10:15 am
Trying to buff dragons so they have special steel-quality scales. Currently using a material_template from masterwork as the base material. I assume I'm doing something wrong by trying to make a creature have leather for skin, but the errorlog doesn't give me anything. Should I make a tissue template scale with the qualities of steel or what? I really have little experience with creature templates. I guess it's the tissues that's doing it, in arena the dragon only has "scales" and even copper axes can cut through it.

Spoiler: dragon (click to show/hide)
Spoiler: dragonscale_material (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darkpaladin109 on February 08, 2014, 11:35:29 am
So I was modding a creature a few weeks back, basically a bigger giant lion with metalic skin, claws and fangs. I tested it out a bunch of times, and for some reason, they always lost fights against giant lions, and I don't know why. I'm not quite sure if the mettalic skin and such works, since I'm new to modding tissues and such.
Spoiler: Dark brutebeast (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Demonic Gophers on February 08, 2014, 01:22:24 pm
Mr Space Cat:
Try replacing USE_MATERIAL_TEMPLATE:DRAGONSCALE:DRAGONSCALE_TEMPLATE with USE_MATERIAL_TEMPLATE:SCALE:DRAGONSCALE_TEMPLATE.  The SCALE tissue template expects to use a material named SCALE, not DRAGONSCALE.  As I recall, when it can't find the material it wants it defaults to the first one that it CAN find, which is probably muscle or some such.  Thus, it gets easily sliced by copper.

darkpaladin109:
Tissue modding is kind of tricky.  Probably the best way to get your creature to work is to look at the Iron Man for a tissue model.
Spoiler (click to show/hide)
That gives you your iron-based tissue, and you can use it for skin by replacing BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE with BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:IRON:FAT:MUSCLE:BONE:CARTILAGE.  Remember to replace SKIN with IRON in other places the tissue is used or altered.  Everywhere that a giant lion has skin, your creature should have iron.  You can use the same method to get a CLAW tissue that is made out of steel.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: darkpaladin109 on February 08, 2014, 03:40:58 pm
So, like this?
Spoiler: Dark brutebeast (click to show/hide)
It still feels like I did something wrong, since I tested them in arena, and trolls jst punched their limbs off easily, but couldn't scratch their bodies.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Demonic Gophers on February 08, 2014, 07:17:43 pm
Okay, I had time to dig into your raws deeper, and I think this should work better for you.  Did some fixing here and there, then put one in the arena.  I stuck 8 giant lions around it, then 16 trolls around them.  After a lot of fighting, it killed them all with only minor injuries.  If you have any questions or they still aren't working right, keep asking. : )

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 08, 2014, 08:13:18 pm
You can do two-letter tiles with ALTTILE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 10, 2014, 02:12:47 am
Is it possible to create an otherwise harmless creature that has a "fear" effect on other units in the same manner that dwarves become frightened when they see an enemy, through syndromes, reactions, or otherwise? Not necessarily things that are enemies to the creature, mind you. Nor would it be an attack response if an enemy was involved, more likely a "fleeing" response.

I'm sure I can work it out myself if it's possible, I just want to know if it can be done.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nathail on February 11, 2014, 12:46:14 am
So I'm trying to add syndromes to megabeast blood so whoever drinks it gains some of the powers of that beast. I got dragons sorted; You drink dragon blood, you can breathe dragonfire. For giants, I'm trying something more straightforward and, evidently, more difficult. I want to increase strength and toughness upon consumption of giant blood. So, right now giants look like this (with the caste code trimmed for space):

Code: [Select]
[CREATURE:GIANT]
[DESCRIPTION:A gigantic creature resembling a human, almost unparalleled in size.]
[NAME:giant:giants:giant]
[CREATURE_TILE:'G'][COLOR:3:0:0]
[FANCIFUL]
[SEMIMEGABEAST][DIFFICULTY:5]
[ATTACK_TRIGGER:50:5000:50000]
[CAN_LEARN][SLOW_LEARNER][CAN_SPEAK]
[CANOPENDOORS]
[BUILDINGDESTROYER:2]
[PREFSTRING:height]
[BIOME:ANY_LAND]
[CURIOUSBEAST_EATER]
[CURIOUSBEAST_GUZZLER]
[CURIOUSBEAST_ITEM]
[SPHERE:FOOD]
[SPHERE:STRENGTH]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[SYNDROME]
[SYN_INGESTION]
[CE_PHYS_ATT_CHANGE:STRENGTH:500:0:TOUGHNESS:500:0:AGILITY:500:0:START:0]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:200000]
[BODY_SIZE:1:168:3000000]
[BODY_SIZE:12:0:9000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[LAIR:SIMPLE_BURROW:100]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]

I added agility so it'd be easier to see the stat change in the arena. Unfortunately, whenever I drink some giant blood, nothing happens except Human 1 is a little less thirsty. Can anyone help?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nathail on February 11, 2014, 12:47:26 am
So I'm trying to add syndromes to megabeast blood so whoever drinks it gains some of the powers of that beast. I got dragons sorted; You drink dragon blood, you can breathe dragonfire. For giants, I'm trying something more straightforward and, evidently, more difficult. I want to increase strength and toughness upon consumption of giant blood. So, right now giants look like this (with the caste code trimmed for space):

Code: [Select]
[CREATURE:GIANT]
[DESCRIPTION:A gigantic creature resembling a human, almost unparalleled in size.]
[NAME:giant:giants:giant]
[CREATURE_TILE:'G'][COLOR:3:0:0]
[FANCIFUL]
[SEMIMEGABEAST][DIFFICULTY:5]
[ATTACK_TRIGGER:50:5000:50000]
[CAN_LEARN][SLOW_LEARNER][CAN_SPEAK]
[CANOPENDOORS]
[BUILDINGDESTROYER:2]
[PREFSTRING:height]
[BIOME:ANY_LAND]
[CURIOUSBEAST_EATER]
[CURIOUSBEAST_GUZZLER]
[CURIOUSBEAST_ITEM]
[SPHERE:FOOD]
[SPHERE:STRENGTH]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[SYNDROME]
[SYN_INGESTION]
[CE_PHYS_ATT_CHANGE:STRENGTH:500:0:TOUGHNESS:500:0:AGILITY:500:0:START:0]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:200000]
[BODY_SIZE:1:168:3000000]
[BODY_SIZE:12:0:9000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[LAIR:SIMPLE_BURROW:100]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]

I added agility so it'd be easier to see the stat change in the arena. Unfortunately, whenever I drink some giant blood, nothing happens except Human 1 is a little less thirsty. Can anyone help?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on February 11, 2014, 01:15:44 am
So I'm trying to add syndromes to megabeast blood so whoever drinks it gains some of the powers of that beast. I got dragons sorted; You drink dragon blood, you can breathe dragonfire. For giants, I'm trying something more straightforward and, evidently, more difficult. I want to increase strength and toughness upon consumption of giant blood. So, right now giants look like this (with the caste code trimmed for space)

I added agility so it'd be easier to see the stat change in the arena. Unfortunately, whenever I drink some giant blood, nothing happens except Human 1 is a little less thirsty. Can anyone help?

[SYN_INGESTION] Should be [SYN_INGESTED]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nathail on February 11, 2014, 01:24:30 pm
I'm trying to add sydromes to megabeast blood so that whoever drinks it gains special abilities. Dragons I've got sorted; you drink the blood, you can breathe dragonfire. Now I'm trying to get giant blood to provide an increase in strength and toughness, akin to the conversion to vampirism. So, I went down to the [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] tag and inserted this little bit under it:
Code: [Select]
[SYNDROME]
[SYN_INGESTED]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0]
I left agility in so that I could easily whether my speed increased or not in the arena. It didn't, and as far as I can tell the syndrome does nothing, if the game even recognizes it. Can anyone help?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arowhun on February 11, 2014, 10:38:50 pm
I've been watching some BBC earth vids, and I came up with an idea for a mod. Basically, all vanilla creatures are removed and replaced with insects. The civs would comprise of ant colonies, termite colonies, bee colonies, and other colonizing insects.

I'm wondering if its possible to make a special "queen" bug that rules each colony, and acts as the only part of the colony that produces offspring. I plan on making the lifespan of the lower classed "worker" bugs very short (maybe 2 years and they drop dead), so its necessary to keep the queen reproducing to keep the colony running. Migrants should stop after the first two waves, if possible. If the queen dies, the fort should die soon afterwards because the population should quickly drop.

Oh yeah, and I'd also like the bugs to have no emotions, so they get no tantrum spirals. The idea is that they are mindless bugs, and are more than willing to give up their lives for the greater good of their colony, like bugs are in real life. They should feel no pain too.


Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 12, 2014, 01:05:10 am
No emotions and no pain is easy. Guaranteeing that you start with the queen and can't get another might be harder. Maybe you could try making a syndrome that turns a regular unit into the queen unit caste and set her pop ratio to 0, but then only your fortress would end up having one, I'd think. I also don't know how you'd keep players from just repeating this process if they lost their queen, but maybe someone else has an idea.

Does anyone know if it's possible to mess around with the Evil zone's weather affects either by removing them and replacing them with different ones or giving certain creatures immunities to them entirely (preferably the former)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Demonic Gophers on February 12, 2014, 01:23:31 am
Yeah, you can add your own regional effects, for Evil zones and otherwise, and set the randomly generated ones to 0 in advanced world gen.


A transformation syndrome that changes one of your workers into a very rare caste is the most effective way I know to get a single queen.  Might want to give that caste the PET token, so she doesn't have to be married to provide your fort with all its kids.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Atomic Chicken on February 12, 2014, 01:19:02 pm
I'm unsure whether this is the right place to ask this, so please excuse me if the question is off-topic.

If I were to create items made of a creature's blood using a reaction or the createitem script, is there anything I can manually do with gm-editor or similar to prevent the frozen blood item from melting into a pool of blood, without messing around with the creature's raws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 12, 2014, 01:56:54 pm
I'm unsure whether this is the right place to ask this, so please excuse me if the question is off-topic.

If I were to create items made of a creature's blood using a reaction or the createitem script, is there anything I can manually do with gm-editor or similar to prevent the frozen blood item from melting into a pool of blood, without messing around with the creature's raws?
No, but you can give the creature a second material, called also blood, which is solid be default. You make a material template, for example SOLID_BLOOD, which is a copy of blood but with different melting point, and use this for your items. The player ingame will never see the difference.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 12, 2014, 04:18:43 pm
What would I set the desired Evil/Good square counts to in adv world gen if I wanted roughly the same evil, good and neutral biomes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 12, 2014, 04:29:59 pm
Depends on your map size and biome variance, which controls the ratios of small/medium/large biomes. If the default worldgen counts are accurately distributed, you can just take the six values and scale them equally until their sum is 2/3 of the total map square count (for example 17x17 for pocket worlds).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: hanspeter on February 12, 2014, 06:34:00 pm
Is there a way to reduce the chance of motor/sensory nerves being severed or, if not, is there a way to make them heal? [TISSUE_TEMPLATE:NERVE_TEMPLATE] is not motor/sensory, so it doesn't work.

I'm tired of every dwarf who ever got within 30 tiles of a hostile losing the use of legs and arms forever, with a 100% chance of all nerves being severed (at least that's what it feels like) when the hostile as much as sneezes.
I'm not against dwarves losing the use of their limbs. It's just way too often.

In a related question: How would I go about making dwarves lose eyes, ears, teeth, nose, fingers, toes etc. more often instead of the whole limb in one go? I like my dwarves battlescarred, but still useful.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 12, 2014, 06:55:06 pm
For the dwarves, you could remove the dwarves' [HAS_NERVES] tag. AFAIK there is no other way of having dwarves get less nerve damage without making them tougher in other ways.

And to make the dwarves lose specific bodyparts more often, you could try making them larger, for example like this: [RELSIZE:BY_CATEGORY:FINGER:10]
Another option you could try is to remove the [SMALL] tags on the dwarves' bodyparts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 12, 2014, 08:55:44 pm
Is there a way to reduce the chance of motor/sensory nerves being severed or, if not, is there a way to make them heal? [TISSUE_TEMPLATE:NERVE_TEMPLATE] is not motor/sensory, so it doesn't work.

I'm tired of every dwarf who ever got within 30 tiles of a hostile losing the use of legs and arms forever, with a 100% chance of all nerves being severed (at least that's what it feels like) when the hostile as much as sneezes.
I'm not against dwarves losing the use of their limbs. It's just way too often.

In a related question: How would I go about making dwarves lose eyes, ears, teeth, nose, fingers, toes etc. more often instead of the whole limb in one go? I like my dwarves battlescarred, but still useful.

Like MagmaMcFry said make the little limbs bigger and remove the SMALL (however removing SMALL will let them show up on the v>w menu (instead of only when damaged))

As for the nerves I'd just remove [HAS_NERVES] since having any MUSCULAR(muscle) tissue that is torn/cut in a LIMB,GRASP,STANCE,JOINT body part will cripple it and any CONNECTIVE_TISSUE_ANCHOR(bones/exoskeleton) that is broken will also cripple the "LGSJ"s and if you are at it I'd remove [SETTABLE] from bone tissues too just so they need a splint to heal instead of the odd time that a traction bench is needed (due to a current bug that I hope toady has fixed for the next version, dwarves get put in traction, but never get taken out even if healed)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: hanspeter on February 13, 2014, 11:12:20 am
Thank you both for your answers. I think I got it, just need to play around with the numbers a bit until it fits me.

Quote
As for the nerves I'd just remove [HAS_NERVES] since having any MUSCULAR(muscle) tissue that is torn/cut in a LIMB,GRASP,STANCE,JOINT body part will cripple it and any CONNECTIVE_TISSUE_ANCHOR(bones/exoskeleton) that is broken will also cripple the "LGSJ"s

So it should be possible to remove [HAS_NERVES], create "fake nerves", with a tiny relsize that never heal and add them next to the bone in order to recreate the [HAS_NERVES] tag, just with a very low relsize, shouldn't it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 13, 2014, 12:32:37 pm
Thank you both for your answers. I think I got it, just need to play around with the numbers a bit until it fits me.

Quote
As for the nerves I'd just remove [HAS_NERVES] since having any MUSCULAR(muscle) tissue that is torn/cut in a LIMB,GRASP,STANCE,JOINT body part will cripple it and any CONNECTIVE_TISSUE_ANCHOR(bones/exoskeleton) that is broken will also cripple the "LGSJ"s

So it should be possible to remove [HAS_NERVES], create "fake nerves", with a tiny relsize that never heal and add them next to the bone in order to recreate the [HAS_NERVES] tag, just with a very low relsize, shouldn't it?

You can add the fake nerves as [SMALL][INTERNAL][NERVOUS] body parts and layer them with a [FUNCTIONAL] tissue named "tissue" or just a tissue layer. Personally both are a bit over the top but would recommend the bodypart  method, because combat logs would show:

"The goblin slashes the dwarf in the upper arm tearing the muscle and tearing the upper arm's nerves tissue" have to play with naming a bit but that would be how it would go in theory.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Atomic Chicken on February 13, 2014, 02:28:08 pm
I'm unsure whether this is the right place to ask this, so please excuse me if the question is off-topic.

If I were to create items made of a creature's blood using a reaction or the createitem script, is there anything I can manually do with gm-editor or similar to prevent the frozen blood item from melting into a pool of blood, without messing around with the creature's raws?
No, but you can give the creature a second material, called also blood, which is solid be default. You make a material template, for example SOLID_BLOOD, which is a copy of blood but with different melting point, and use this for your items. The player ingame will never see the difference.
Thanks Meph :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Eric Blank on February 13, 2014, 04:42:40 pm
So, I'm rewriting my spellcrafts mod's secrets and spells, and I've run into a conundrum with trying to add some form of "aeromancer" as one of the elemental disciplines.

Spoiler: What I have tried (click to show/hide)

Does anyone have any idea how to make a plausible "air mage?"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 13, 2014, 04:43:40 pm
[IT_CANNOT_HAVE_SYNDROME_CLAS:class]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jaxblaz on February 14, 2014, 02:19:47 am
im not trying to spam but what is the most up to date link for a "Step by Step guide and Introduction to creating a Tileset"

any help is appreciated. i cant figure out the tools you need, and how to make your different sized sprites for different formats and then enter them in specific mods you created for specific entities or items, etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GotIt_00 on February 14, 2014, 10:31:38 am
Hi All,
I wasn't sure my question would warrant its own thread, so I'm posting here as it's probably a very simple matter. I'm just now starting to look at additions to vanilla DF, namely dfhack. I was trying to use workflow without the gui and was struggling a little. I've read the thread on the gui plugin, and Meph provided these directions to someone asking about how to enable it:

Create a dfack.init, add these lines:
keybinding add Ctrl-W@dwarfmode/QueryBuilding/Some "gui/workflow"
keybinding add Ctrl-I "gui/workflow status"
Put it into your dwarf fortress folder

So...to make an .init file would I just open notepad, paste the keybindings into it, save it as "dfhack.init," and then drop that file into my DF folder? Should it go anywhere in particular?

I know this is pretty simple stuff for most of the community here, but I'm way out of my depth and trying to learn.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 14, 2014, 01:24:41 pm
If you have dfhack already installed, you should have a dfhack init example already in your DF folder. It goes right next to the DF.exe. You can just rename the example file to "dfhack.init" and it will work. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GotIt_00 on February 14, 2014, 01:43:08 pm
Ah! Wow, that was very simple. Thank you for the help :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on February 14, 2014, 07:44:02 pm
Trying to mod hydras to have castes with a different number of heads for each caste. Also trying to give the whole species toxic blood. I think I broke something, I get an errorlog of
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_standard.txt"
HYDRA:Body detail plan not found:BASIC_2PARTBODY
HYDRA:Body detail plan not found:BASIC_2PARTBODY
HYDRA:Body detail plan not found:BASIC_2PARTBODY
HYDRA:Body detail plan not found:BASIC_2PARTBODY
HYDRA:Body detail plan not found:BASIC_2PARTBODY
HYDRA:Body detail plan not found:BASIC_2PARTBODY

I did no tampering with the basic 2part body bit, dunno why it's doing that. Maybe I misordered tags or something. Originally all the castes were at the end of the default code. The castes all showed up, but all castes had the 7heads template. Moving the castes up past the [SELECT_CASTE:ALL] bit resulted in the 2part body errors, and hydras not showing up at all in arena testing.

Spoiler (click to show/hide)

Another issue was the hydra blood showing up as "animal n/a" instead. I assume I fixed it by removing a repetitive tag relating to choosing the blood material. I haven't actually tested that part yet because of hydras not working at all now. Problem could also be that I didn't define a specifically made materiel just for hydra blood, only that it should use the original blood material template and have the associated symptoms.

I'm just bad at creature modding. Help?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Demonic Gophers on February 14, 2014, 08:35:20 pm
Get rid of the first BODY:stuff tag you have, the one that's right after the prefstring and before you start defining the castes.  The errors are because most of your castes have BODY_DETAIL_PLAN:stuff instead of BODY:stuff.  Those are very different tags, and you want BODY, like you used for the 7-headed castes.

Instead of BLOOD:CREATURE_MAT:ANIMAL:HYDRABLOOD:LIQUID, I think you want BLOOD:LOCAL_CREATURE_MAT:HYDRABLOOD:LIQUID.

That's all I saw with a quick look.  Try those changes and see if it works better.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nathail on February 14, 2014, 08:58:04 pm
I'm trying to add sydromes to megabeast blood so that whoever drinks it gains special abilities. Dragons I've got sorted; you drink the blood, you can breathe dragonfire. Now I'm trying to get giant blood to provide an increase in strength and toughness, akin to the conversion to vampirism. So, I went down to the [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] tag and inserted this little bit under it:
Code: [Select]
[SYNDROME]
[SYN_INGESTED]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0]
I left agility in so that I could easily whether my speed increased or not in the arena. It didn't, and as far as I can tell the syndrome does nothing, if the game even recognizes it. Can anyone help?

So, no help then?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Demonic Gophers on February 14, 2014, 09:01:20 pm
Do you get the syndrome, but it does nothing, or do you not get it at all?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on February 14, 2014, 09:15:07 pm
I just tried adding it underneath the giant's blood definition in my game, and it seems to work in the arena just fine. It takes a few moves before it takes effect, but my speed almost doubled and my description changed to say that I'm now incredibly muscular.

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[SYNDROME]
[SYN_INGESTED]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

Though my stats page says I'm still of average strength, agility, and toughness.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: keegspot on February 14, 2014, 09:59:25 pm
how do you upload zip folders to DFFD?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 15, 2014, 05:39:47 am
You upload them like any other file. If your problem is making a zip folder, you should be able to right-click the folder and select a "Compress..." or a "Create archive" option or similar, then follow the steps. If your problem is getting the thing up on DFFD, you need to make a DFFD account, then you just click "Upload", and under the section "Upload the file" you click "Browse..." to find the file, then press "Upload This File".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on February 15, 2014, 11:52:45 am
Get rid of the first BODY:stuff tag you have, the one that's right after the prefstring and before you start defining the castes.  The errors are because most of your castes have BODY_DETAIL_PLAN:stuff instead of BODY:stuff.  Those are very different tags, and you want BODY, like you used for the 7-headed castes.

Instead of BLOOD:CREATURE_MAT:ANIMAL:HYDRABLOOD:LIQUID, I think you want BLOOD:LOCAL_CREATURE_MAT:HYDRABLOOD:LIQUID.

That's all I saw with a quick look.  Try those changes and see if it works better.

You can have several BODY tags, and they add up.

For example, you can put a BODY without the number of necks then add one BODY for each caste containing what is really specific.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 15, 2014, 12:03:30 pm
Get rid of the first BODY:stuff tag you have, the one that's right after the prefstring and before you start defining the castes.  The errors are because most of your castes have BODY_DETAIL_PLAN:stuff instead of BODY:stuff.  Those are very different tags, and you want BODY, like you used for the 7-headed castes.

Instead of BLOOD:CREATURE_MAT:ANIMAL:HYDRABLOOD:LIQUID, I think you want BLOOD:LOCAL_CREATURE_MAT:HYDRABLOOD:LIQUID.

That's all I saw with a quick look.  Try those changes and see if it works better.

You can have several BODY tags, and they add up.

For example, you can put a BODY without the number of necks then add one BODY for each caste containing what is really specific.

What Boltgun really means is:

[BODY:2PART_BODY:3PART_LEGS:2WINGS:etc]

CASTE:2HEAD_MALE
[BODY:2HEAD_NECKS]
CASTE:7HEAD_FEMALE
[BODY:7HEAD_NECKS]
so on and so forth
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on February 15, 2014, 01:30:35 pm
I got the castes and all working. I did the different number of heads with specific body plans for each number of heads, based on the original 7headnecks plan. I could probably go back and change it later to a less convoluted method, but eh.

Also got the caustic blood on contact syndromes and poisonous breath working properly. I want to make it so if you drink the blood it causes syndromes that pretty much melt you from the inside out, with max pain and bleeding effecting the entire body...it's not working at all, although there aren't any errors relating to the new syndrome tags now. The problem is probably me having to actually choose what parts are effected, rather than use localized to handle it.

Spoiler: relevant code (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2014, 02:08:52 pm
Probably because you're using BY_CATEGORY:APETURE when you probably mean BY_TYPE:APERTURE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Managrimm on February 15, 2014, 04:17:10 pm
Is it possible to make a spider creature that sets webs semi-frequently instead of just spitting them at enemies? It's intended as a common domestic creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2014, 04:26:25 pm
Remove the CDI:USAGE_HINT and make the CDI:WAIT_PERIOD longer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on February 15, 2014, 06:58:39 pm
Yes, the default is 30 ticks, which is super short. 33600 is one season. 400 should be once per day.

EDIT: Crap, I meant 33600 is one month. Not one season. 1200 is a day. thanks putnam. :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 15, 2014, 06:59:46 pm
1200 is once per day...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: keegspot on February 15, 2014, 10:42:25 pm
all of the creatures in the game can hide when other creatures can see them and the only thing i think could cause it is this

[INTERACTION:HIDE]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
   [I_EFFECT:HIDE]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bylus1 on February 16, 2014, 03:39:49 pm
Is there any way to change skill gain from strange moods? Is it affected by [SKILL_LEARN_RATE] token?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lukander on February 16, 2014, 04:51:06 pm
 Working with materials for a creature and I was wondering if magma should be INORGANIC:NONE or INORGANIC:NO_MATGLOSS? Also would ash just be entered as ASH, ASH:NONE or INORGANIC:ASH?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 16, 2014, 05:09:06 pm
Is there any way to change skill gain from strange moods? Is it affected by [SKILL_LEARN_RATE] token?
I believe not, but you can still prevent moods from making your creatures permanently awesome by setting the skill rust and demotion rates really high.

Working with materials for a creature and I was wondering if magma should be INORGANIC:NONE or INORGANIC:NO_MATGLOSS? Also would ash just be entered as ASH, ASH:NONE or INORGANIC:ASH?

NONE and NO_MATGLOSS are synonyms in that context, and for ash you write ASH:NONE.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lukander on February 16, 2014, 07:59:53 pm
Ah, thank you for the reply on the magma and ash material questions.  :)

 Can anyone think of noteworthy instances of how secretions behave (attacks by secretion covered limbs, if the materials build-up in a location and if that creates a noticeable FPS hit, etc.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 16, 2014, 08:26:34 pm
Can anyone think of noteworthy instances of how secretions behave (attacks by secretion covered limbs, if the materials build-up in a location and if that creates a noticeable FPS hit, etc.)

A Limb that has a secretion on will mainly transfer the secreted substance if it is grappled with/by (the XXX grabs the YYY with it's ZZZ(ZZZ having a poisonous secretion))

However if that limb has an edge attack, and the secreted substance also can ENTERS_BLOOD you can have a poisoned attack if it manages to pierce a vascular tissue(clarify?)

But in all ends it's better to just use a SPECIALATTACK_INJECT_EXTRACT because all secreted materials of course get the temp checks and slow down everything as we all know, also if it rains it will make puddles constantly from that creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on February 17, 2014, 01:17:57 am
Code: [Select]
[BODY:TANK]
[BP:glacis:glacis:STP][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:UB:hull:hulls][UPPERBODY][LOWERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LA:engine:engines][CONTYPE:LOWERBODY][INTERNAL][SMALL][CATEGORY:HEART]
[DEFAULT_RELSIZE:50]
[BP:LA:gearbox (right):gearboxes (right)][CONTYPE:BODY_UPPER][INTERNAL][RIGHT][CATEGORY:LEG_BACK]
[DEFAULT_RELSIZE:15]
[BP:RA:gearbox (left):gearboxes (left)][CONTYPE:BODY_UPPER][INTERNAL][LEFT][CATEGORY:LEG_BACK]
[DEFAULT_RELSIZE:15]
[BP:LA:suspension (right):suspensions (right)][CONTYPE:BODY_UPPER][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:100]
[BP:LA:suspension (left):suspension (left)][CONTYPE:BODY_UPPER][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:100]
[BP:LF:left tread:left treads][CON:UB][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:400]
[BP:RF:right tread:right treads][CON:UB][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:400]
[BP:HD:turret:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:600]
[BP:LEYE:vision slit:STP][CON:UB][SIGHT][APERTURE]
[DEFAULT_RELSIZE:50]
[BP:NOSE1:cannon:STP][CON:UB][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:100]
[BP:NOSE2:machine gun:STP][CON:UB][CATEGORY:NOSE]
[DEFAULT_RELSIZE:50]

This here is an attempt at updating the tank code I took and modified from the old Trench Warfare Mod (namely by giving the individual parts actual size values), yet something appears to be causing the tanks to be unable to stand. Any ideas?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 17, 2014, 01:53:01 am
no brain
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on February 17, 2014, 02:38:30 am
Conflict resolved, by simply pasting the values over the old code, I got something functional. The brain didn't actually work, though here's the final code:

Code: [Select]
[BP:UB:hull:hulls][UPPERBODY][LOWERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:glacis:glacis:STP][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LA:engine:engines][CONTYPE:UPPERBODY][INTERNAL][CATEGORY:HEART]
[DEFAULT_RELSIZE:150]
[BP:LA:gearbox:gearboxes][CONTYPE:BODY_UPPER][INTERNAL][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:15]
[BP:RA:gearbox:gearboxes][CONTYPE:BODY_UPPER][INTERNAL][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:15]
[BP:LF:left tread:left treads][CON:UB][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:400]
[BP:RF:right tread:right treads][CON:UB][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:400]
[BP:HD:turret:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:800]
[BP:LEYE:vision slit:STP][CON:UB][SIGHT][APERTURE]
[DEFAULT_RELSIZE:50]
[BP:NOSE1:cannon:STP][CON:UB][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:100]
[BP:NOSE1:machine gun:STP][CON:UB][CATEGORY:NOSE]
[DEFAULT_RELSIZE:50]

Must have had something to do with the suspension.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on February 17, 2014, 08:13:39 pm
Hate to be the double poster here, but something else I've been working on has given me entirely different issues:

Code: [Select]
[CREATURE:FAIRY_SUNFLOWER]
[DESCRIPTION:A common fairy, often found wallowing in sunflower fields.]
[NAME:sunflower fairy:sunflower fairies:sunflower fairy]
[CREATURE_TILE:'f'][COLOR:2:0:1]
[BIOME:ANY_FOREST]
   
  [BIOME:ANY_SHRUBLAND]
[POPULATION_NUMBER:250:500]
        [CLUSTER_NUMBER:3:7]
[LARGE_ROAMING]
[INTELLIGENT]
[FANCIFUL]
[BENIGN]
[NOT_BUTCHERABLE]

[CAN_LEARN]
[CAN_SPEAK]
[MANNERISM_SMILE]
[PREFSTRING:mischievous giggles]
[PREFSTRING:lacy wings]
       
[PERSONALITY:IMAGINATION:0:55:100]
[PERSONALITY:ARTISTIC_INTEREST:0:60:100]
[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]
[PERSONALITY:SELF_DISCIPLINE:0:45:100]
[PERSONALITY:ACTIVITY_LEVEL:0:40:100]
*** need lacy(er) wings

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]        [USE_MATERIAL_TEMPLATE:POISON:SEED_TEMPLATE]
        [STATE_NAME:ALL_SOLID:sunflower seed]
[STATE_NAME_ADJ:ALL_SOLID:sunflower seed]
[STATE_NAME:LIQUID:melted sunflower seed]
[STATE_NAME_ADJ:LIQUID:melted sunflower seed]
[STATE_NAME:GAS:boiling sunflower seed]
[STATE_NAME_ADJ:GAS:boiling sunflower seed]
                [PREFIX:NONE]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:sunflower bullet]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:SOLID_GLOB]
[CDI:VERB:fires sunflower seeds:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BABY:1]
[CHILD:12]
[EQUIPS]
        [ITEMCORPSE:SEEDS:NO_SUBTYPE:PLANT_MAT:SUNFLOWER]
[NATURAL_SKILL:DODGING:8]
 
[ALL_ACTIVE]
        [CANOPENDOORS]
[HOMEOTHERM:10067]
[SPEED:700]
[SWIMS_INNATE][SWIM_SPEED:2500]
[CASTE:FEMALE]
[CASTE_NAME:sunflower fairy:sunflower fairies:sunflower fairy]
[FEMALE]
[MISCHIEVOUS]
[CASTE:MALE]
[CASTE_NAME:sunflower leprechaun:sunflower leprechauns:sunflower leprechaun]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CASTE_TILE:'l'][COLOR:2:0:1]
[CURIOUSBEAST_ITEM]
[CURIOUSBEAST_GUZZLER]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
  [SELECT_CASTE:FEMALE]

[BODY:HUMANOID:2EYES:2EARS:NOSE:2WINGS:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:

RIBCAGE]
[FLIER]
[SELECT_CASTE:MALE]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE

]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1:GOLDENROD:1:MOSS_GREEN:1:ORANGE:1:PUMPKIN:1:RED:1:SAFFRON:1:SCARLET:1:SILVER:1:WHITE:1:LIGHT_BLUE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]

[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1

:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]


[TL_COLOR_MODIFIER:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_GREEN:1:

IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_MINT_GREEN:1:IRIS_EYE_MOSS

_GREEN:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TEAL:1:IRI

S_EYE_TURQUOISE:1:IRIS_EYE_AMBER:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]

Some of you might recognize this mess of a code as the sunflower fairy from Totaku's Suika Fortress mod. What I've been trying to do is separate the male and female fae into more distinct castes (namely, giving the females actual wings while giving males hearty beards+more leprechaunish behaviour), and have run into a couple road bumps:

1.) Attempting to view the descriptions of either gender causes the game to crash.

2.) I don't know how to get tiles to respect caste. To demonstrate:

[CREATURE_GRAPHICS:FAIRY_SUNFLOWER]
   [DEFAULT:ANIMAL:1:13:AS_IS:FEMALE]
   [DEFAULT:ANIMAL:2:13:AS_IS:MALE]

The sprite is always set to that of the leprechaun (male) regardless of the creature's gender. Is there a specific token I need to type for caste differences?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 17, 2014, 08:16:38 pm
Graphics cannot respect caste.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on February 17, 2014, 08:23:36 pm
[MANNERISM:BARK_AT_TOADY]
[MANNERISM:GROVEL]
[SUGGESTION: TILE CASTE DIFFERENTIATION]


But with that out of the way, which part of the code is gunked up as to prevent descriptions from working?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 17, 2014, 09:28:50 pm
Hate to be the double poster here, but something else I've been working on has given me entirely different issues:

Code: [Select]
-snip-
Some of you might recognize this mess of a code as the sunflower fairy from Totaku's Suika Fortress mod. What I've been trying to do is separate the male and female fae into more distinct castes (namely, giving the females actual wings while giving males hearty beards+more leprechaunish behaviour), and have run into a couple road bumps:

1.) Attempting to view the descriptions of either gender causes the game to crash.

2.) I don't know how to get tiles to respect caste. To demonstrate:

[CREATURE_GRAPHICS:FAIRY_SUNFLOWER]
   [DEFAULT:ANIMAL:1:13:AS_IS:FEMALE]
   [DEFAULT:ANIMAL:2:13:AS_IS:MALE]

The sprite is always set to that of the leprechaun (male) regardless of the creature's gender. Is there a specific token I need to type for caste differences?

Only issue that I might foresee is that at the very top you lack a [CASTE_NAME:sunflower fairy:...] even tho it's not in a caste it will be used for any "Un-named" castes. also I think whatever you used to copy that code, or edit it, has added some unneeded and probably code breaking line breaks in some places. I would dig deep down and redo this whole creature but I have no motivation tonight. I can however give a quick list of things that can cause a crash on viewing a description.


these are the most known causes to me. There may be more, I know transformations can really mess with things. Like a dog to a human as colorations tend to get confused and cause a crash on viewing the description unless that bug was fixed, I think it was.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on February 18, 2014, 01:50:52 am
Conflict resolved, after studding how the ant-men work in detail. Apparently, castes for this sort of thing are supposed to be stated before tissue properties are defined, after environmental and personality traits, and the fact that the tissues were being before the bodies themselves were was causing the game to go bananas.

Code: [Select]
[CREATURE:FAIRY_SUNFLOWER]
[DESCRIPTION:A common fairy, often found wallowing in sunflower fields. They can launch seeds gleaned from these flowers at alarming speeds, and enjoy causing mischief.]
[NAME:sunflower fairy:sunflower fairies:sunflower fairy]
[CASTE_NAME:sunflower fairy:sunflower fairies:sunflower fairy]
[CREATURE_TILE:'f'][COLOR:2:0:1]
[BIOME:ANY_FOREST]
        [BIOME:ANY_SHRUBLAND]
[POPULATION_NUMBER:250:600]
        [CLUSTER_NUMBER:3:7]
[LARGE_ROAMING]
[INTELLIGENT]
[FANCIFUL]
[BENIGN]
[FLIER]
[NOT_BUTCHERABLE]
        [CAN_LEARN]
[PREFSTRING:mischievous giggles]
[PREFSTRING:lacy wings]
        [PERSONALITY:IMAGINATION:0:55:100]
[PERSONALITY:ARTISTIC_INTEREST:0:60:100]
[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]
[PERSONALITY:SELF_DISCIPLINE:0:45:100]
[PERSONALITY:ACTIVITY_LEVEL:0:40:100]
*** need lacyer wings, currently just using standard
[CASTE:FEMALE]
[CASTE_NAME:sunflower fairy:sunflower fairies:sunflower fairy]
[FEMALE]
[MISCHIEVOUS]
[CASTE:MALE]
[CASTE_NAME:sunflower leprechaun:sunflower leprechauns:sunflower leprechaun]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[CASTE_TILE:'l'][COLOR:2:0:1]
[CURIOUSBEAST_ITEM]
[CURIOUSBEAST_GUZZLER]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
  [SELECT_CASTE:FEMALE]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2WINGS:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[FLIER]
[SELECT_CASTE:MALE]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]        [USE_MATERIAL_TEMPLATE:POISON:SEED_TEMPLATE]
        [STATE_NAME:ALL_SOLID:sunflower seed]
[STATE_NAME_ADJ:ALL_SOLID:sunflower seed]
[STATE_NAME:LIQUID:melted sunflower seed]
[STATE_NAME_ADJ:LIQUID:melted sunflower seed]
[STATE_NAME:GAS:boiling sunflower seed]
[STATE_NAME_ADJ:GAS:boiling sunflower seed]
                [PREFIX:NONE]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:sunflower bullet]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:SOLID_GLOB]
[CDI:VERB:fires sunflower seeds:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BABY:1]
[CHILD:12]
[EQUIPS]
        [ITEMCORPSE:SEEDS:NO_SUBTYPE:PLANT_MAT:SUNFLOWER]
[ALL_ACTIVE]
        [CANOPENDOORS]
[HOMEOTHERM:10067]
[SPEED:700]
[SWIMS_INNATE][SWIM_SPEED:2500]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH:EYEBROW]
[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1:GOLDENROD:1:MOSS_GREEN:1:ORANGE:1:PUMPKIN:1:RED:1:SAFFRON:1:SCARLET:1:SILVER:1:WHITE:1:LIGHT_BLUE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN][TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE][TL_COLOR_MODIFIER:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_MINT_GREEN:1:IRIS_EYE_MOSS_GREEN:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1:IRIS_EYE_AMBER:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]

Still a mess in my opinion, but it works. Thank you anyways.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on February 18, 2014, 02:24:20 am
Graphics questions : How do you set sprites for consorts?

The queen came to my fort after I discovered adamantine with six ladies. Six ladies!

Anyway, the sprite for the queen is OK but her consort, for some reason, uses the same as my army leader.
Taking from Phoebus set I added _CONSORT to the related entity positions but that does not seem to work.

Here is how I defined the noble sprites :
Spoiler (click to show/hide)

And for the army leaders :
Spoiler (click to show/hide)

WARLORD is the only sprite that uses 2:14 so I am a bit lost.
Also the lords that came along has been promoted during world gen and have no defined position in the entity. Is there a way to defined sprite for them and their consort too? Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 18, 2014, 10:40:07 am
Consorts aren't technically noble positions, so I don't think you can.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on February 18, 2014, 01:39:34 pm
Consorts aren't technically noble positions, so I don't think you can.

I played around a bit and it seems that the queen consort indeed follow the WARLORD tag. This does not make sense but it seem I can define consort sprites this way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Nicolo on February 22, 2014, 06:07:50 pm
Is there a way to mod in a method to remove say a werebeast or vampire curse?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on February 22, 2014, 07:00:58 pm
No, but you can in advanced worldgen settings.

Also, WARLORD tag?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on February 23, 2014, 07:49:24 am
What would happen if I give a creature multiple [ATTACK_TRIGGER] tags? Would this cause the creature to attack if one of these trigger requirements is fulfilled?

What I'd like to do it make dragons attack if a fort either has at least 80 pop and 250,000 created wealth, OR at least 1 pop and 1,000,000 created wealth.

On an unrelated note: What happens to tame/domesticated megabeasts when a fort is lost/abandoned?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 23, 2014, 03:06:05 pm
What would happen if I give a creature multiple [ATTACK_TRIGGER] tags? Would this cause the creature to attack if one of these trigger requirements is fulfilled?

What I'd like to do it make dragons attack if a fort either has at least 80 pop and 250,000 created wealth, OR at least 1 pop and 1,000,000 created wealth.

On an unrelated note: What happens to tame/domesticated megabeasts when a fort is lost/abandoned?

I think they are done on a OR wise "80 pop or 250000 wealth or 1 pop or 1000000" once one of those are reached then bam in this case 1 pop
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on February 23, 2014, 08:22:30 pm
How do I get a specific part of the body to be a specific material, like if I want the skin on my creature's tail, leg, thing, to be scales made of pure iron?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 23, 2014, 09:15:54 pm
I'm trying to make some elemental creatures (fire, ice, water, air, earth, etc...) and haven't been able to get them working quite how I want (some of them are too tough others are too weak, etc...). Was wondering if people have their own elementals that they would like to post so I can compare and fine tune mine. (I have never been very good at creature creation)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 24, 2014, 01:07:41 am
Why isn't it working

Code: [Select]
[REACTION:SOAP_MAKING_MACRO_P]
[NAME:make soap (macro)]
[BUILDING:TOKEN_STATION_FANTASTIC_P:CUSTOM_SHIFT_S]
[PRODUCT:100:1:TOOL:SOAP_TOKEN_1_P:NONE:NONE]

It creates nothing.

Code: [Select]
[ITEM_TOOL:SOAP_TOKEN_1_P]
[NAME:lye token:lye tokens]
[VALUE:0]
[TILE:233]
[SIZE:1]
[MATERIAL_SIZE:1]

I can make the tool with hackwish just fine and it works in other reactions just fine, but that reaction for some reason can't make that tool.

The reaction shows up fine and the building shows up fine as well, btw. That's all good. The problem is exactly with the reaction not outputting its product correctly. Here's my errorlog:

Code: (errorlog.txt) [Select]

Except less than that because it's not generating one...

EDIT: Adding another product makes it so that there are now two products not showing up. Hmm.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 24, 2014, 04:51:25 am
How do I get a specific part of the body to be a specific material, like if I want the skin on my creature's tail, leg, thing, to be scales made of pure iron?
This should do the trick:
Code: [Select]
[TISSUE:IRON_SCALES]
[TISSUE_NAME:iron:iron]
[TISSUE_MATERIAL:INORGANIC:IRON]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SELECT_TISSUE_LAYER:SCALE:BY_CATEGORY:IRON]
[SET_LAYER_TISSUE:IRON_SCALES]


Why isn't it working

Code: [Select]
[REACTION:SOAP_MAKING_MACRO_P]
[NAME:make soap (macro)]
[BUILDING:TOKEN_STATION_FANTASTIC_P:CUSTOM_SHIFT_S]
[PRODUCT:100:1:TOOL:SOAP_TOKEN_1_P:NONE:NONE]

It creates nothing.

Code: [Select]
[ITEM_TOOL:SOAP_TOKEN_1_P]
[NAME:lye token:lye tokens]
[VALUE:0]
[TILE:233]
[SIZE:1]
[MATERIAL_SIZE:1]
Does your tool file have a proper header? Does the reaction work if you assign a material to the product?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 24, 2014, 10:00:13 am
Like I said, the tool works fine and can be created with hackWish.

If I add another product that does have a material, that product doesn't work either.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 24, 2014, 10:30:27 am
Why isn't it working

Code: [Select]
[REACTION:SOAP_MAKING_MACRO_P]
[NAME:make soap (macro)]
[BUILDING:TOKEN_STATION_FANTASTIC_P:CUSTOM_SHIFT_S]
[PRODUCT:100:1:TOOL:SOAP_TOKEN_1_P:NONE:NONE]

It creates nothing.

Code: [Select]
[ITEM_TOOL:SOAP_TOKEN_1_P]
[NAME:lye token:lye tokens]
[VALUE:0]
[TILE:233]
[SIZE:1]
[MATERIAL_SIZE:1]

I can make the tool with hackwish just fine and it works in other reactions just fine, but that reaction for some reason can't make that tool.

The reaction shows up fine and the building shows up fine as well, btw. That's all good. The problem is exactly with the reaction not outputting its product correctly. Here's my errorlog:

Code: (errorlog.txt) [Select]

Except less than that because it's not generating one...

EDIT: Adding another product makes it so that there are now two products not showing up. Hmm.

Have you tried adding in a generic skill-less labor like CLEAN for the reaction? I know buildings work fine with no build labor but I don't think I've ever made a reaction without one. Ever.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 24, 2014, 10:38:41 am
Reactions with no labor are done by anyone and completed instantly.

I've set ORGANIZER and more recently SMELT in an attempt to do that. Still did nothing. Also added a reagent, which also did nothing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Plato on February 24, 2014, 11:22:23 am
After getting sick of regening worlds hoping to find the kind of embark I'm looking for I've decided that it makes more sense to learn how to just make it with some combination of dfhack/modding.   To that end I've learned enough to edit pre-embark elevation and biome, but what I havent been able to find is something that allows me to change what types of stone are an inclusion in a stone layer short of using dfhack to change each vein and cluster one at a time.

To give a specific example of the kind of thing I want to do; I'd like to know how to change every microcline cluster into olivine (either throughout a biome, or a embarked map).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on February 24, 2014, 11:35:20 am
Reactions with no labor are done by anyone and completed instantly.

I've set ORGANIZER and more recently SMELT in an attempt to do that. Still did nothing. Also added a reagent, which also did nothing.

Thats very odd. The only thing I am not sure about is parenthesis in reaction names, but other than that I don't see any reason why it wouldn't work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on February 24, 2014, 12:01:02 pm
Reactions with no labor are done by anyone and completed instantly.

I've set ORGANIZER and more recently SMELT in an attempt to do that. Still did nothing. Also added a reagent, which also did nothing.

Thats very odd. The only thing I am not sure about is parenthesis in reaction names, but other than that I don't see any reason why it wouldn't work.

Only suggestion would be to recreate the same reaction from scratch, I think I had that issue before and for some reason just remaking it solved the issue. There is probably one small issue somewhere that just makes it not work but is like super small, also check the reaction above it to make sure that something there like a missing "]" isn't messing with everything below it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 24, 2014, 02:07:04 pm
DIM on building was incorrect.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on February 24, 2014, 07:50:51 pm
How do I get a specific part of the body to be a specific material, like if I want the skin on my creature's tail, leg, thing, to be scales made of pure iron?
This should do the trick:
Code: [Select]
[TISSUE:IRON_SCALES]
[TISSUE_NAME:iron:iron]
[TISSUE_MATERIAL:INORGANIC:IRON]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SELECT_TISSUE_LAYER:SCALE:BY_CATEGORY:IRON]
[SET_LAYER_TISSUE:IRON_SCALES]

Thanks, but how would I specify that to a specific part though?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: RWARO_GNARL on February 25, 2014, 01:46:57 am
Is there a way to make a savage entity to create a civilization which can only be found in savage area?

Or does the [savage] tag in the creature file is enough?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 25, 2014, 03:03:48 am
How do I get a specific part of the body to be a specific material, like if I want the skin on my creature's tail, leg, thing, to be scales made of pure iron?
This should do the trick:
Code: [Select]
[TISSUE:IRON_SCALES]
[TISSUE_NAME:iron:iron]
[TISSUE_MATERIAL:INORGANIC:IRON]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SELECT_TISSUE_LAYER:SCALE:BY_CATEGORY:TAIL]
[SET_LAYER_TISSUE:IRON_SCALES]

Thanks, but how would I specify that to a specific part though?
Er, whoops.
   [SELECT_TISSUE_LAYER:SCALE:BY_CATEGORY:TAIL]
Fixed.

Is there a way to make a savage entity to create a civilization which can only be found in savage area?

Or does the [savage] tag in the creature file is enough?
The [SAVAGE] tag is the only thing that could work. If it doesn't work, then nothing works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arowhun on February 25, 2014, 08:12:04 am
In the next version of DF, would it be possible to make a civilization that only conquers and doesn't destroy or pillage? I'm thinking about making a special imperial human civilization type that builds giant empires by taking over other civilizations through conquering. This civilization would be naturally stronger than other civilizations because of the would use special gear that only they can produce, called "imperial plate armor".

Would their be ways to make it so that they build an incredibly large military, and take over cities at a great distance from them, farther than armies usually travel to fight? Is there a limit on the amount of cities a civilization can conquer?
When they lay siege on your fort in-game it would say "The legion has arrived!"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 25, 2014, 08:26:46 am
I'd say that if it isn't possible now, it isn't likely to be possible in the next release, seeing as there wasn't any mention of such things in the devlog. Most of the worldgen behaviour is hardcoded anyway.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arowhun on February 25, 2014, 09:21:13 am
So one civilization isn't stronger than any other?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 25, 2014, 09:45:08 am
As of now, I believe the only creature tokens relevant to worldgen are NO_EAT, NO_DRINK, MAXAGE and the reproduction tokens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on February 25, 2014, 12:11:59 pm
So one civilization isn't stronger than any other?

If you give one civ higher physical attributes, it will win more wars. I don't believe it uses equipment to calculate battles.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on February 25, 2014, 12:54:21 pm
How could I change the relative thickness of a specific creature caste's fat layer? I could probably do it by making a new fat tissue template that has a higher relative_thickness and use that instead, but I kinda want to just define the different thickness inside the creature file itself.

I'd think this would work. I'm not terribly confident about it though. Have yet to try it out, because I'm really not confident about it.

Code: [Select]
[CREATURE:CREATURE_NAME]
--various filler here--
[CASTE:CASTE_NAME]
     [SET_TL_GROUP:BY_CATEGORY:FAT:FAT]
        [TL_RELATIVE_THICKNESS:2] //since normally fat would be 1 unit of thickness. 2 would double it, 3 triple it, etc.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 25, 2014, 02:05:37 pm
I think you want SET_TL_GROUP:BY_CATEGORY:ALL:FAT
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arowhun on February 25, 2014, 02:09:12 pm
So one civilization isn't stronger than any other?

If you give one civ higher physical attributes, it will win more wars. I don't believe it uses equipment to calculate battles.
I'll do that then, along side the fancy armor.

Is there some attribute that causes a civilization conquer more or destroy towns almost less after defeating them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: dirkdragonslayer on February 25, 2014, 07:57:05 pm
So one civilization isn't stronger than any other?

If you give one civ higher physical attributes, it will win more wars. I don't believe it uses equipment to calculate battles.
I made a small race of mechanics(kobold size) who were armed with guns and riot armor, and they seemed to have taken over the world, and checking the history, the majority great beasties(Dragons, Hydras, Bronze Colossi) were felled by them and their dark machinations.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rencini on February 26, 2014, 05:08:47 pm
I am currently modding the game to see if I can make a necromacer, vampire, werebeast whose physical attributes can still be improved; however, my question is where do I do this? Does the game use interaction examples for this, or do I need a special program to change this? If not, do I need to generate a new world and then edit the files?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on February 26, 2014, 05:12:31 pm
Copy the interaction examples to the objects folder, rename the examples to something else, set vampire/werewolf curses and secrets to 0 in worldgen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 26, 2014, 05:16:01 pm
I am currently modding the game to see if I can make a necromacer, vampire, werebeast whose physical attributes can still be improved; however, my question is where do I do this? Does the game use interaction examples for this, or do I need a special program to change this? If not, do I need to generate a new world and then edit the files?

The interaction examples are only examples, they aren't actually looked at by DF. To do stuff with the ingame interactions, you need to look in raw/objects/, you'll find a file called interaction_default.txt, and you can either place your new interactions in there after the existing ones, or create a new interaction file to place your custom interactions into. And you need to edit the raw files first and then generate a new world.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rencini on February 26, 2014, 05:36:11 pm

The interaction examples are only examples, they aren't actually looked at by DF. To do stuff with the ingame interactions, you need to look in raw/objects/, you'll find a file called interaction_default.txt, and you can either place your new interactions in there after the existing ones, or create a new interaction file to place your custom interactions into. And you need to edit the raw files first and then generate a new world.
Copy the interaction examples to the objects folder, rename the examples to something else, set vampire/werewolf curses and secrets to 0 in worldgen.

Alright, thank you both for your help, but I am unable to find an "interaction_default.txt" file in the raw/objects folder; however, I did find an "interaction_standard.txt" file, but it does not have anything to do about vampires or werewolf's. I have never encountered them "in-game" and think this has something to do with it (I have not deleted any files and downloaded from the Windows no music link in the dwarf fortress blog a few months ago, I do have the latest version). Should I create an "interaction_default.txt" file or just copy & paste the interactions I would like to have in the "interaction_standard.txt" file?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on February 26, 2014, 05:46:30 pm
Er, yes, I meant the "interaction_standard.txt" file. The name of the text file you put your interactions into doesn't really matter, and as long as it begins with "interaction_" and ends with ".txt", you should be completely fine. You can either use interaction_standard.txt, or make your own file. And it's no wonder that you didn't find any vampire or werewolf definitions in the interaction_standard.txt file, because those interactions are actually hardcoded into the game, and the raw/interaction_examples/ folder only shows how they would look like if they weren't hardcoded.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rencini on February 26, 2014, 06:00:56 pm
Thank you once again, I am pretty new to modding (as everyone could have already guessed), so I am still learning the bends and curves of the game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on February 28, 2014, 10:19:46 pm
Is there a token to set entities as automatically hostile similar to goblins? I know the item_thief and snatcher tokens do it, but I'd prefer other methods if possible. Some of the races I'm working on, like giants for example, wouldn't really fit with the whole "stealthy thief" profession.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on February 28, 2014, 10:24:15 pm
Is there a token to set entities as automatically hostile similar to goblins? I know the item_thief and snatcher tokens do it, but I'd prefer other methods if possible. Some of the races I'm working on, like giants for example, wouldn't really fit with the whole "stealthy thief" profession.

[LOCAL_BANDITRY] Lets them send out patrols that can ambush you and makes all of the civ hostile, according to the wiki.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on February 28, 2014, 11:06:16 pm
What's the minimum population for a site to build sewers? I'd like to find a way to remove those.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 02, 2014, 03:10:54 pm
I'm having a problem with a unreleased mod that i'm making. All my landholder nobles are pretty much acting like the expediton leader and I embark with them.

not only that but it's all messed up.

The unit will display their profession as it: General, Lt. General, Major General
but in the nobles screen it shows those noble positions as the land names.

I'm not sure where I went wrong. I want it so you only start with the Installation Officer (expedition leader) like vanilla DF.

here is the ENTITY file
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 02, 2014, 03:44:22 pm
You probably made them appointed by a noble that doesn't exist, such as changing MONARCH to something else but forgetting to do so in the APPOINTED_BY tags.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 02, 2014, 03:56:48 pm
You probably made them appointed by a noble that doesn't exist, such as changing MONARCH to something else but forgetting to do so in the APPOINTED_BY tags.
wait so you mean my General (king MONARCH) and DUKE and BARON are being automatically assigned because I missed some APPOINTED_BY change farther below?

Had a look at vanilla landholder entity raws and I might see where I went wrong
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on March 02, 2014, 06:28:10 pm
Hugo, Landholders need to be appointed to not start with them. Your general isn't appointed (could have a director as noble that appoints the general and has no law responsibilities) and the lower landholders Appointed_by tags are missing "[" in front so the tags aren't read.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grim Portent on March 04, 2014, 03:38:41 pm
I'm working on a global interaction for my mod, but I want it to only trigger in winter. None of the tags on the wiki seem to enable this so I figured I'd ask if anyone knows a way to make it a once a year event?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 04, 2014, 04:09:59 pm
Nope.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: nekoexmachina on March 06, 2014, 03:07:01 am
Is it possible to mod in more crimes?
I want to play a tyrania fortress.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on March 06, 2014, 03:44:45 am
Is it possible to mod in more crimes?
I want to play a tyrania fortress.
Crimes are quite certainly never ever going to be moddable, because they are so deeply integrated into the game's code, and because different types of crimes are so fundamentally different. Even if they were converted to raws for some reason, they'd likely have a unique token for each crime, which kinda invalidates the point of converting them into raws in the first place.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 06, 2014, 01:57:02 pm
Is it possible to mod in more crimes?
I want to play a tyrania fortress.
Crimes are quite certainly never ever going to be moddable, because they are so deeply integrated into the game's code, and because different types of crimes are so fundamentally different. Even if they were converted to raws for some reason, they'd likely have a unique token for each crime, which kinda invalidates the point of converting them into raws in the first place.
The best you can do is mess with the entity's ethics and make most things a crime (with PUNISH_SERIOUS, PUNISH_CAPITAL, etc).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: nekoexmachina on March 06, 2014, 05:27:31 pm
Quote
The best you can do is mess with the entity's ethics and make most things a crime (with PUNISH_SERIOUS, PUNISH_CAPITAL, etc).
Hm, I will try that, however I thought that entity's ethics were more about the politics during worldgen, not about the crimes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 06, 2014, 06:38:05 pm
VANDALISM, ASSAULT, OATH_BREAKING and KILL_ENTITY_MEMBER are all related to justice at this point, I'm pretty sure, the first being chair-throwing and such, the second punching someone, the third not carrying out mandates, the fourth murder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on March 07, 2014, 12:27:47 am
Is there a token to set entities as automatically hostile similar to goblins? I know the item_thief and snatcher tokens do it, but I'd prefer other methods if possible. Some of the races I'm working on, like giants for example, wouldn't really fit with the whole "stealthy thief" profession.

[LOCAL_BANDITRY] Lets them send out patrols that can ambush you and makes all of the civ hostile, according to the wiki.
Creating a race without CAN_TALK makes them at war with everyone as well, just slap on "UTTERANCES" so they would have some names.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 07, 2014, 12:51:28 pm
If I set SKILL_LEARN_RATES to 0 and then add SKILL_LEARN_RATE:MINING:100, will this mean that that the creature can only learn mining, or will the former token override the latter?

EDIT: The wiki says that IMMOBILE will stop breeding in fort mode. Does anyone know if this carries over to worldgen as well?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 07, 2014, 12:57:22 pm
If I set SKILL_LEARN_RATES to 0 and then add SKILL_LEARN_RATE:MINING:100, will this mean that that the creature can only learn mining, or will the former token override the latter?

EDIT: The wiki says that IMMOBILE will stop breeding in fort mode. Does anyone know if this carries over to worldgen as well?

Order of events, if you said
SKILL_LEARN_RATE:MINING:100
SKILL_LEARN_RATES:0

then yeah wouldn't matter, but if you go

SKILL_LEARN_RATES:0
SKILL_LEARN_RATE:MINING:100

Mining will be the only skill they can learn.

Also for IMMOBILE it only prevents breeding in fortress mode (since pathing needs to be possible to breed, and IMMOBILE stops pathing) Worldgen has no cares if it can move or not.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 07, 2014, 01:00:50 pm
If I set SKILL_LEARN_RATES to 0 and then add SKILL_LEARN_RATE:MINING:100, will this mean that that the creature can only learn mining, or will the former token override the latter?

EDIT: The wiki says that IMMOBILE will stop breeding in fort mode. Does anyone know if this carries over to worldgen as well?

Order of events, if you said
SKILL_LEARN_RATE:MINING:100
SKILL_LEARN_RATES:0

then yeah wouldn't matter, but if you go

SKILL_LEARN_RATES:0
SKILL_LEARN_RATE:MINING:100

Mining will be the only skill they can learn.

Also for IMMOBILE it only prevents breeding in fortress mode (since pathing needs to be possible to breed, and IMMOBILE stops pathing) Worldgen has no cares if it can move or not.
Thanks for the quick answers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: The Condor on March 07, 2014, 07:00:28 pm
I think the dwarfs take too long to drink and eat too fast.  Is there a way this could be changed?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 07, 2014, 07:08:12 pm
Jobs (of which those both are) can't be modified.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on March 08, 2014, 09:52:12 pm
An in-game solution is to hand out waterskins. It take a few ticks to refill a waterskin, and the waterskin only needs to be refilled every third drink.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Gentlefish on March 09, 2014, 04:54:02 am
An in-game solution is to hand out waterskins. It take a few ticks to refill a waterskin, and the waterskin only needs to be refilled every third drink.

And the drinks are maybe one tick. Possibly no tick.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dragula on March 09, 2014, 06:41:40 am
Is there a difference in [TRAINABLE] tag to make it just trainable for war or hunting?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 09, 2014, 11:52:57 am
Is there a difference in [TRAINABLE] tag to make it just trainable for war or hunting?

[TRAINABLE] = war and hunting
[TRAINABLE_WAR]
[TRAINABLE_HUNTING]

last two are pretty self explanatory, it's like how INTELLIGENT is the combination of CAN_LEARN and CAN_SPEAK
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: jetex1911 on March 09, 2014, 12:00:45 pm
Is it possible for a creature to have a natural ability that can only be used if they have an internal "organ"? (Can't use it if they don't have it)

Also, I was wondering if there were a way for a creature to be able to turn a body part into another, a la X's Buster.

I'm trying to create a Reploid based off of the Mega Man X series.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 09, 2014, 12:21:09 pm
1. yes
2. no
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on March 09, 2014, 03:50:51 pm
Hi everyone,

Just getting my feet wet with modding, and I'd like to see if a few things are possible before I go too far down a potentially blind alley.


Thanks everyone.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on March 09, 2014, 04:26:28 pm
Also, I was wondering if there were a way for a creature to be able to turn a body part into another, a la X's Buster.
Maybe (http://www.bay12forums.com/smf/index.php?topic=130958). The transforming robot there heals its physical damage when it moves between forms, but its overall health is controlled by its temperature (which isn't changed between transformations).

Alternatively, you could use the transformation alone, changing between castes that are identical except for the "transforming" body part, but transformations will result in full healing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: billybobfred on March 09, 2014, 04:45:08 pm
So, once upon a time (http://www.bay12forums.com/smf/index.php?topic=53740.msg2001912#msg2001912), I crafted an ore by the name of "awesomeite", which could be smelted into any metal except adamantine.

Three years later, I've returned to tweak the details a bit.

Code: [Select]
[INORGANIC:AWESOMEITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:awesomeite]
[STATE_NAME_ADJ:LIQUID:molten awesomeite]
[STATE_NAME_ADJ:GAS:boiling awesomeite]
[DISPLAY_COLOR:0:0:1][TILE:156]
[ENVIRONMENT_SPEC:HEMATITE:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:LIMONITE:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:GARNIERITE:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:NATIVE_GOLD:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:NATIVE_SILVER:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:NATIVE_COPPER:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:MALACHITE:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:GALENA:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:SPHALERITE:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:CASSITERITE:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:NATIVE_PLATINUM:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:TETRAHEDRITE:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:HORN_SILVER:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:BISMUTHINITE:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:ILMENITE:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:RUTILE:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:MAGNETITE:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:BAUXITE:CLUSTER_SMALL:100]
[ENVIRONMENT_SPEC:NATIVE_ALUMINUM:CLUSTER_SMALL:100]
[ITEM_SYMBOL:'*']
[METAL_ORE:IRON:50]
[METAL_ORE:ALUMINUM:5]
[METAL_ORE:BISMUTH:5]
[METAL_ORE:TIN:5]
[METAL_ORE:COPPER:5]
[METAL_ORE:LEAD:5]
[METAL_ORE:SILVER:5]
[METAL_ORE:NICKEL:5]
[METAL_ORE:GOLD:5]
[METAL_ORE:PLATINUM:5]
[METAL_ORE:ZINC:5]
[SOLID_DENSITY:10000]
[MATERIAL_VALUE:11]
[IS_STONE]
[MELTING_POINT:12001]

This should result in the ore occurring naturally as a cluster within other ores (including a handful that can't be smelted in-game). I think I already have that worked out, but if I did anything painfully wrong now would be a good time to mention it.

What I want to do next is create a "new metal" called "something", so that the smelter reaction will be "smelt something from awesomeite" instead of "smelt iron from awesomeite" (since iron is not guaranteed and the entire point is it could be anything).
For obvious reasons I want to make sure that "something" doesn't ever actually appear in-game. Giving awesomeite a 0% chance of producing "something" is the obvious first step, but is there anything else I need to make sure I have covered? I think giving it the [DEEP_SPECIAL] tag might work, but that might have. side effects.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on March 09, 2014, 05:19:47 pm
So, once upon a time (http://www.bay12forums.com/smf/index.php?topic=53740.msg2001912#msg2001912), I crafted an ore by the name of "awesomeite", which could be smelted into any metal except adamantine.

Three years later, I've returned to tweak the details a bit.

What I want to do next is create a "new metal" called "something", so that the smelter reaction will be "smelt something from awesomeite" instead of "smelt iron from awesomeite" (since iron is not guaranteed and the entire point is it could be anything).
For obvious reasons I want to make sure that "something" doesn't ever actually appear in-game. Giving awesomeite a 0% chance of producing "something" is the obvious first step, but is there anything else I need to make sure I have covered? I think giving it the [DEEP_SPECIAL] tag might work, but that might have. side effects.

Just give it a regular old [SPECIAL]. [DEEP_SPECIAL] will make it appear the same way the adamantine does, and [DEEP_SURFACE] will make it cover the surface of the HFS.

Though creating a 'something' metal may not be necessary, as most smelter reactions say 'smelt magnetite ore' or 'smelt cassiterite ore' instead of 'smelt X from Y'.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: billybobfred on March 09, 2014, 06:18:01 pm
It's been a while since I actually played, so maybe I'm just remembering wrong. It certainly used to be phrased like that, at some point.

I'll go without the "something" to start with, then.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 09, 2014, 08:43:09 pm
Hi everyone,

Just getting my feet wet with modding, and I'd like to see if a few things are possible before I go too far down a potentially blind alley.

  • When a creature has [MALE] and [FEMALE] castes, any sterile castes show up as female.  This seems to be based on insects with queens and drones, but is there some way to have a sterile caste referred to as "he" or preferably "it"?  Putting [UNGENDERED] in the sterile caste generates an error, so that's not the way to do it.
  • Is there a way to hook a check/reaction/syndrome/whatever into a standard action like mining?  In vanilla, there is a 25% chance that mining a rock leaves a stone, 0% for soil and 100% for gems.  Is there a way to slip in a % chance of something else happening?  One idea is hidden gems (for example, 0.5% of granite spaces yield a specific rough gem) and the other is living rock (0.05% of granite spaces yield a granite fiend, 0.05% of marble spaces yield a marble fiend, etc.)
  • Ideally I'd like to be able to remove any loopholes with the above, such as carving up-staris then removing the stairs to avoid the possibility of creature spawning.
  • Can a workshop consume the person constructing it without insta-killing anyone else who ever tries to use it? ("Urist McSoapmaker, welcome to the fortress!  Step right over here...")
  • If I mod the wagon to be made out of stone, will treehuggers use them?

Thanks everyone.

1. There is no [UNGENDERED] tag however with the use of interactions you can have a caste make themselves sterile even if they are MALE or FEMALE, the how do I made already, and can share it since it's so simple:
Spoiler: Interaction (click to show/hide)
2.Can't add anything such as hooks saddly, all you can do is make custom reactions with percent chances, or special VEINS of imposter minerals/layers (CLAY, CLAY_FAKE) CLAY_FAKE might on mining drops a boiling stone that when inhaled causing syndromes, or look at DFHack they might have made something for this already. (I don't follow it much, I don't like making mods that rely on third party utilities)
3. ^^^
4.Not construction, but a reaction that makes a boiling stone (DFHack has an autosyndrome function that might be your thing) that when on repeat makes boiling poison stones.
5. Treehuggers will use wooden wagons because wagons are the only multi-tile creature in game atm, and creatures even if made of wood don't count as wood (by-products will so don't sell the butchered bits to them) if you want the tree huggers to use wagons enable them in their ENTITY.

EDIT:
Also for number 1. as I reread it over again:
MALE gives a "he" descriptor
FEMALE gives a "she" descriptor
having neither of the above gives an "it" desciptor
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on March 10, 2014, 07:12:00 am
If an entity has permitted reactions for producing a weapon, but not the [WEAPON] tag for it, will the invaders have this weapon?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on March 10, 2014, 07:48:20 am
If an entity has permitted reactions for producing a weapon, but not the [WEAPON] tag for it, will the invaders have this weapon?
As far as I know, worldgen doesn't actually use custom reactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on March 10, 2014, 08:01:30 am
Well, I know that they *will* use a metal that is created through a reagent-less reaction, even if they don't have [metal_pref] (that would be the only metal they use).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 10, 2014, 08:36:55 am
If an entity has permitted reactions for producing a weapon, but not the [WEAPON] tag for it, will the invaders have this weapon?
If an entity is permitted to use a weapon [WEAPON:ITEM_WEAPON_AXE] then their culture dictates that they should craft/forge and use them, custom reactions won't make them decide to use them, it's not in their culture. But if a custom reaction produces a raw material (wood, leather?, metal, stone, etc) they will use that willingly  because now they have access to it and materials are not culture related, it's free for all to use if they can.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sutremaine on March 10, 2014, 09:08:19 am
As far as I know, worldgen doesn't actually use custom reactions.
Define 'custom'.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 10, 2014, 09:17:42 am
As far as I know, worldgen doesn't actually use custom reactions.
Define 'custom'.
Actually define "Use"

as above I stated how it works in a generalized sense regarding reactions http://www.bay12forums.com/smf/index.php?topic=100707.msg5076642#msg5076642

Did you mean for items? because materials work just fine, I know giving a reaction like this:
Code: [Select]
[REACTION:FREE_IRON]
[PRODUCT:100:1:BAR:NONE:INORGANIC:IRON]

will allow a civ to always have access to IRON (Meph perfected this method) even tho it's permitted there is no way for players to use it ingame but worldgen looks at the PRODUCT and assumes if they can make it, they have it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on March 10, 2014, 09:41:32 am
Hi everyone,

Just getting my feet wet with modding, and I'd like to see if a few things are possible before I go too far down a potentially blind alley.

  • When a creature has [MALE] and [FEMALE] castes, any sterile castes show up as female.  This seems to be based on insects with queens and drones, but is there some way to have a sterile caste referred to as "he" or preferably "it"?  Putting [UNGENDERED] in the sterile caste generates an error, so that's not the way to do it.
  • Is there a way to hook a check/reaction/syndrome/whatever into a standard action like mining?  In vanilla, there is a 25% chance that mining a rock leaves a stone, 0% for soil and 100% for gems.  Is there a way to slip in a % chance of something else happening?  One idea is hidden gems (for example, 0.5% of granite spaces yield a specific rough gem) and the other is living rock (0.05% of granite spaces yield a granite fiend, 0.05% of marble spaces yield a marble fiend, etc.)
  • Ideally I'd like to be able to remove any loopholes with the above, such as carving up-staris then removing the stairs to avoid the possibility of creature spawning.
  • Can a workshop consume the person constructing it without insta-killing anyone else who ever tries to use it? ("Urist McSoapmaker, welcome to the fortress!  Step right over here...")
  • If I mod the wagon to be made out of stone, will treehuggers use them?

Thanks everyone.

1. There is no [UNGENDERED] tag however with the use of interactions you can have a caste make themselves sterile even if they are MALE or FEMALE, the how do I made already, and can share it since it's so simple:
Spoiler: Interaction (click to show/hide)
2.Can't add anything such as hooks saddly, all you can do is make custom reactions with percent chances, or special VEINS of imposter minerals/layers (CLAY, CLAY_FAKE) CLAY_FAKE might on mining drops a boiling stone that when inhaled causing syndromes, or look at DFHack they might have made something for this already. (I don't follow it much, I don't like making mods that rely on third party utilities)
3. ^^^
4.Not construction, but a reaction that makes a boiling stone (DFHack has an autosyndrome function that might be your thing) that when on repeat makes boiling poison stones.
5. Treehuggers will use wooden wagons because wagons are the only multi-tile creature in game atm, and creatures even if made of wood don't count as wood (by-products will so don't sell the butchered bits to them) if you want the tree huggers to use wagons enable them in their ENTITY.

EDIT:
Also for number 1. as I reread it over again:
MALE gives a "he" descriptor
FEMALE gives a "she" descriptor
having neither of the above gives an "it" desciptor
Thanks for the help, Hugo (who looks an awful lot like Murphy...).  I would like to avoid reliance on DFHack, so I like that you didn't take the easy way out.

Aside from the hidden gems, I was trying to get the effect of "once in a while, those rocks you mine out turn out to be rock creatures."  I thought about trying to modify the evil biome re-animation reaction, but only if I can make it a rare-enough occurrence that the game is still playable.  One would need to cut the stones into blocks to make sure they stay down (analogous to butchering corpses in an evil biome).

I could definitely see your hidden veins idea working as well, or more likely hidden small clusters.  In that case, the rock creature would only need to be killed once and drop a rock as its "corpse".  I'm sure the miners would prefer your solution.

My first attempt to put in a neuter cast was to experiment with a "golem" cast of Dwarves that simply lacked a [MALE] or [FEMALE] tag.  They seemed to be female in DF descriptions and in Dwarf Therapist, which is consistent with the worker-ant idea but not the effect I was trying to get.  Your interaction solution seems like the best fit, and it is much appreciated :)

The "pour your soul into the workshop" was just a nice-to-have, no biggie if it's impossible.  Urist McSoapmaker will just have to join the militia to make himself useful.

I read somewhere on the wiki that civs averse to KILL_PLANTS would not use wagons.  I should probably have tested that myself first.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 10, 2014, 09:59:00 am
Spoiler (click to show/hide)
Thanks for the help, Hugo (who looks an awful lot like Murphy...).  I would like to avoid reliance on DFHack, so I like that you didn't take the easy way out.

Aside from the hidden gems, I was trying to get the effect of "once in a while, those rocks you mine out turn out to be rock creatures."  I thought about trying to modify the evil biome re-animation reaction, but only if I can make it a rare-enough occurrence that the game is still playable.  One would need to cut the stones into blocks to make sure they stay down (analogous to butchering corpses in an evil biome).

I could definitely see your hidden veins idea working as well, or more likely hidden small clusters.  In that case, the rock creature would only need to be killed once and drop a rock as its "corpse".  I'm sure the miners would prefer your solution.

My first attempt to put in a neuter cast was to experiment with a "golem" cast of Dwarves that simply lacked a [MALE] or [FEMALE] tag.  They seemed to be female in DF descriptions and in Dwarf Therapist, which is consistent with the worker-ant idea but not the effect I was trying to get.  Your interaction solution seems like the best fit, and it is much appreciated :)

The "pour your soul into the workshop" was just a nice-to-have, no biggie if it's impossible.  Urist McSoapmaker will just have to join the militia to make himself useful.

I read somewhere on the wiki that civs averse to KILL_PLANTS would not use wagons.  I should probably have tested that myself first.

For the hidden gems and rock monsters spawning, you can make something like that with the mentioned veins/clusters of hidden gem/boiling monster stone rock. When inhaled the miner will turn opposed_to_life, hide, transform into something that drops a bp, turns that bp into a stone monster OPPOSED_TO_LIFE miner then becomes normal once the OPPOSED_TO_Life wears off, and in the meantime there is a horride monster that will either roam around the fort killing everyone, or discover the miner kill him and move on to other people. (If you want the miner to leave hiding give him an interaction that fires a projectile at himself, that will exit him from ambush/sneak mode)

Items can't be interacted with (interactions, syndromes) so killing it and it dropping like a boulder or something works. but can't have dug stone turn into something (unless you figure reactions transforming things, which they more or less don't old goes in, new comes out)

Also I looked a bit deeper into the raws for the wagon issue, The wiki might be right, but i'm quite sure it's the fact that elves don't have any wagon puller animals (even the animal races they tame PET_EXOTIC/PET that are not COMMON_DOMESTIC) so if you add in [COMMON_DOMESTIC_PULL] they "should" have animals to pull their wagons (I quoted should because now i'm not 100% sure now :P)

EDIT:
Also dwarf therapist and such if they can't find a gender they will simply add one mainly FEMALE because it's higher in the array list (Alphabetical)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: milo christiansen on March 10, 2014, 12:38:40 pm
During my testing of Better Dorfs (playing as saurians) when using the "More Armor" addon (which, as its name suggests, adds more kinds of armor) random pieces of scalemail armor were not available to make.
   I have no idea what is causing this, as all pieces were correctly registered in the entity and the unavailable pieces could be made via custom reaction.
   For the record, it was only one piece at a time and a different piece every world (and a different piece for each entity).
   (Is there a chance that DF will not use a piece of armor for a specific entity even if you tell it to?)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on March 10, 2014, 12:52:07 pm
If you have [ARMOR:<armor>:COMMON] in your entity, then sometimes entities won't have that kind of armor. To prevent that, type [ARMOR:<armor>:FORCED].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: milo christiansen on March 10, 2014, 12:59:07 pm
If I do that will it mess with vanilla COMMON armors?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: nekoexmachina on March 10, 2014, 01:00:29 pm
be warned: this is a very stupid question.
Has anyone tried to make dwarfs egglaying instead of viviparous? :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 10, 2014, 01:03:26 pm
be warned: this is a very stupid question.
Has anyone tried to make dwarfs egglaying instead of viviparous? :)
Yes has been done. only the eggs from a married female will hatch, and I think the female has to stay on them. Also eggs get stolen and stockpiled so it makes trying to have baby dwarves a bit harder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on March 10, 2014, 01:13:49 pm
If I do that will it mess with vanilla COMMON armors?
It's already messing with them, try it out and see for yourself. The only reason that vanilla armor is always available in vanilla DF is that it is unique to a certain extent. I believe that for each set of armor types with the same body slot and metal armor level, it is ensured that you will get at least one of them. Don't quote me on that though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on March 10, 2014, 01:15:21 pm
Another question: can a *reagent* in the reaction have a GET_MATERIAL_FROM_REAGENT material, pointing to another reagent?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: milo christiansen on March 10, 2014, 01:17:22 pm
@MagmaMcFry
Oh... I guess I'll just have to do some testing to see if I can find a way for all armors to be consistently available.
Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 10, 2014, 01:22:27 pm
Another question: can a *reagent* in the reaction have a GET_MATERIAL_FROM_REAGENT material, pointing to another reagent?
I don't believe so, you can give it a shot but It makes no logical sense "REAGENT:A:1:Wood but now REAGENT:B:1:SHIELD:ITEM_SHIELD_SHIELD:GET_MATERIAL_FROM_REAGENT:A:NONE". But for the purpose that you may be trying to employ it may be what you want? But I don't see it, as it could be done with REACTION_CLASSes on materials

REAGENT:A:1:WOOD:NONE:PLANT_MAT:HOLY_TREE:WOOD
REAGENT:B:1:SHIELD:ITEM_SHIELD_SHIELD:NONE:NONE[REACTION_CLASS:PLAIN_WOOD]
PRODUCT:100:1:SHIELD:ITEM_SHIELD_SHIELD:PLANT_MAT:HOLY_TREE:WOOD_HOLY

so I don't think you can, like I said give it a shot, and see if the errorlog spits any venom.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on March 10, 2014, 02:46:02 pm
The thing is that I'm working with guns right now, and I want to have bayonet-adding reactions. So, the two reagents are the gun and the bayonet, and I want the bayonet's material to match the gun.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: milo christiansen on March 10, 2014, 02:54:13 pm
Then your only option is one reaction per material, which considering that there are only a few materials that make sense to make guns from...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 10, 2014, 02:54:55 pm
The thing is that I'm working with guns right now, and I want to have bayonet-adding reactions. So, the two reagents are the gun and the bayonet, and I want the bayonet's material to match the gun.

That makes sense there, I try to make it so my guns are always just one metal type, and the attachments the same (Steel gun making, steel bayonet making, combine gun and bayonet) But when i get home I will do some tests to see if that is possible, I'm sure get_material_from_reagent is a PRODUCT only thing but can't hurt to try (unless you test it first)

If it doesn't work I could suggest http://dffd.wimbli.com/file.php?id=7676 my DF Raw Cloner, Oh it's a bit outdated, I will update it once I get home aswell (updated version lets you use a list via external text file to create an array to make all your reactions, or whichever in one or two goes. One preferred) Of course idk if Blast or Rubble already covers this.

EDIT: Ninja'd by the Rubble Creator
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: milo christiansen on March 10, 2014, 02:58:38 pm
It would be easy to make a Rubble template to clone reactions like that, mater-of-fact I do it all the time.
A good example would be the "Pottery" or "Glass Forge" addons in Better Dorfs, both of those examples are for changing the item, but the principle is the same either way.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arcvasti on March 10, 2014, 03:46:53 pm
Is there any way to give a specific syndrome(Not its effects, the syndrome itself) a duration or failing that, remove it prematurely?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on March 10, 2014, 04:01:21 pm
Is there any way to give a specific syndrome(Not its effects, the syndrome itself) a duration or failing that, remove it prematurely?
The syndrome goes away exactly when all its effects finish. You can't remove it prematurely, but you can give it a duration by giving all of its effects a duration.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arcvasti on March 10, 2014, 04:03:31 pm
Is there any way to give a specific syndrome(Not its effects, the syndrome itself) a duration or failing that, remove it prematurely?
The syndrome goes away exactly when all its effects finish. You can't remove it prematurely, but you can give it a duration by giving all of its effects a duration.

OK, thanks for the answer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dragula on March 10, 2014, 04:13:16 pm
What would be the easiest way to create a sabre toothed tiger? Tusks in the upper jaw? If so, how do I place them there?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on March 10, 2014, 04:21:04 pm
What would be the easiest way to create a sabre toothed tiger? Tusks in the upper jaw? If so, how do I place them there?

Put this in an OBJECT:BODY raw file:
Code: [Select]
[BODY:SABERTEETH]
[BP:R_TUSK:right tusk:STP][CONTYPE:HEAD][CATEGORY:TOOTH][SOCKET][SMALL]
[DEFAULT_RELSIZE:15]
[BP:L_TUSK:left tusk:STP][CONTYPE:HEAD][CATEGORY:TOOTH][SOCKET][SMALL]
[DEFAULT_RELSIZE:15]
Then just put SABERTEETH somewhere into your creature's BODY tag.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 10, 2014, 05:12:41 pm
Another question: can a *reagent* in the reaction have a GET_MATERIAL_FROM_REAGENT material, pointing to another reagent?
Just tried it out, it appears that GET_MATERIAL_FROM_REAGENT doesn't cause an error, but I believe it just gets blanked out (NONE:NONE) my test reaction was this so far:

Code: [Select]
[REACTION:BUY_QUIVER]
[NAME:purchase a (quiver)bullet case]
[BUILDING:PC:NONE]
[REAGENT:cash:50:COIN:NONE:INORGANIC:CREDIT]
[REAGENT:cash2:50:COIN:NONE:GET_MATERIAL_FROM_REAGENT:cash:NONE]
[PRODUCT:100:1:QUIVER:NONE:INORGANIC:ALUMINUM]

I had two types of coins, Industerial and Gold. the reaction choose to use any Industerial coin and gold.
More testing should be done, but I don't think it works at all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on March 11, 2014, 09:25:26 am
For the hidden gems and rock monsters spawning, you can make something like that with the mentioned veins/clusters of hidden gem/boiling monster stone rock. When inhaled the miner will turn opposed_to_life, hide, transform into something that drops a bp, turns that bp into a stone monster OPPOSED_TO_LIFE miner then becomes normal once the OPPOSED_TO_Life wears off, and in the meantime there is a horride monster that will either roam around the fort killing everyone, or discover the miner kill him and move on to other people. (If you want the miner to leave hiding give him an interaction that fires a projectile at himself, that will exit him from ambush/sneak mode)
I think it's amazing that this spawning workaround was discovered at all, but is there a reason spawning requires a Rube Goldberg contraption?  "Toady hasn't gotten around to spawning yet" is perfectly fine, but I was curious if there was some philosophical aversion to making critters appear without having them "wandering around the world" first.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dragula on March 11, 2014, 09:33:48 am
What would be the easiest way to create a sabre toothed tiger? Tusks in the upper jaw? If so, how do I place them there?

Put this in an OBJECT:BODY raw file:
Code: [Select]
[BODY:SABERTEETH]
[BP:R_TUSK:right tusk:STP][CONTYPE:HEAD][CATEGORY:TOOTH][SOCKET][SMALL]
[DEFAULT_RELSIZE:15]
[BP:L_TUSK:left tusk:STP][CONTYPE:HEAD][CATEGORY:TOOTH][SOCKET][SMALL]
[DEFAULT_RELSIZE:15]
Then just put SABERTEETH somewhere into your creature's BODY tag.

Why not:
Code: [Select]
[RELSIZE:BY_CATEGORY:R_EYE_TOOTH:30]
[RELSIZE:BY_CATEGORY:L_EYE_TOOTH:30]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on March 11, 2014, 10:04:07 am
That would work too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 11, 2014, 10:56:04 am
Spoiler (click to show/hide)
I think it's amazing that this spawning workaround was discovered at all, but is there a reason spawning requires a Rube Goldberg contraption?  "Toady hasn't gotten around to spawning yet" is perfectly fine, but I was curious if there was some philosophical aversion to making critters appear without having them "wandering around the world" first.

Yeah Toady hasn't gotten around to Summoning or Spawning, just animation, transformation and resurrection. So a few of the other advanced modders (Di, Narihil) managed to find and abuse an exploit for the transformation and combined it with animation and resurrection.

If you really want a "spawning" monster vein/cluster I know Meph has that in masterwork or can PM me and I can write up the method of doing that, Hidden gems for sure are easier (gem clusters that look exactly like the rock they form in but drop the special gem)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on March 12, 2014, 09:41:29 am
Spoiler (click to show/hide)
I think it's amazing that this spawning workaround was discovered at all, but is there a reason spawning requires a Rube Goldberg contraption?  "Toady hasn't gotten around to spawning yet" is perfectly fine, but I was curious if there was some philosophical aversion to making critters appear without having them "wandering around the world" first.

Yeah Toady hasn't gotten around to Summoning or Spawning, just animation, transformation and resurrection. So a few of the other advanced modders (Di, Narihil) managed to find and abuse an exploit for the transformation and combined it with animation and resurrection.

If you really want a "spawning" monster vein/cluster I know Meph has that in masterwork or can PM me and I can write up the method of doing that, Hidden gems for sure are easier (gem clusters that look exactly like the rock they form in but drop the special gem)
That's good to hear.  It means we don't have to worry about the current pseudo-spawning methods getting intentionally broken in the next release.

I appreciate the offer of help, though I'm moving pretty slowly on the mod due to a lot of bringing work home lately.  The eventual goal is a "Strike the Earth... and the Earth Strikes Back!" mod something like this:

A regional interaction (like the evil-biome reanimation effect) awakens a small percentage of mined stones once in a while (maybe 0.5% monthly, to be tweaked for playability).  Awakened stones drop a stone as their "corpse" when killed which may very well awaken again later.  The Dwarves can carve the stones into blocks to prevent awakening, or a more permanent solution would be to construct a Tribute to that particular stone type.  The Tribute (which was supposed to consume the Dwarf who constructed it) would make that particular type of stone non-hostile, or stop awakening altogether, whichever is feasible.  An alternative would be requiring a valuable gem to make the Tribute.

If the awakening will really occur from specific clusters, it might suffice for the Tribute to make a Dwarf immune to the syndrome that causes spawning, or just immune to the [OPPOSED_TO_LIFE] portion.  Since each type of rock creature is created by a different syndrome, hopefully this can be exploited to give immunity on a syndrome-by-syndrome basis.  This would perhaps require a valuable gem per miner to be made immune (acceptable to the stone critters).

To balance out the danger of mining ("very deep soil" should become a popular embark criteria), the layer stone contains hidden gems, has a few extra uses to be modded in as I think of them, and the presence of non-hostile critters helps a tad in defending the fortress ("The awakened granite stone bites the awakened gabbro stone and latches on firmly").  And what Dwarf doesn't want a magma-safe pet?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on March 12, 2014, 03:41:49 pm
I got some question here:

1.How can i mod the game to improve performance? I already done a custom standard animal,grass,tree templates (based on my observations from the accelerated mod) but there are any other ways to further increase performance by modding? (excluding init modifications i already done that)

2.Is there a way to increase chance of Demon Fortresses?

3.What does the REQUIRED  ethic tag do?.I know that is almost the same as ACCEPTABLE but does it force the entity to do that? (for example I put it on ETHIC:THEFT does it force the civ to steal?)

4.I got a couple of wild intelligent creatures (like bandits for example) that behave in the same way as animal clusters (they spawn and wander on the map,etc) but I want to know if they would join a adventure or they would behave just like animals and attack me?Do I need to create a entity to them (just like the subterranean people) to make them interact with the rest of the world (join adventures,steal,build homes,etc)?

5.How to really decrease z-levels? I’m not disposed to dig through 140 levels to get more fun.As far as I know, the LEVELS_ABOVE_LAYER_x tags on world gen controls that.Does elevation influences that too?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 12, 2014, 03:55:55 pm
Spoiler (click to show/hide)

1.Pretty much reducing the amount of materials will greatly speed the game up since it doesn't have to do separate checks for each material (Does palm wood shield burn at 10050? no does the high wood spear burn at 10050? no, so on and so forth) Really the big performance killers are Path Finding (set traffic values during play to reduce the lag from this since it makes path fiding easier, hostile AI will still hit the performance) temepture is the next biggest factor, and clothing. since units check to see if their clothes are too worn to wear, if so look for new clothes. Basically afaik you have done the most modding can do to add to the FPS

2. Not that I know of, but a fortress does spawn in one of the 20x20 map tiles, just have to get lucky and embark on one of those chunks that have it.

3. As far as I know not much research has been done on that Ethic value

4. Since they are intelligent you might be able to recruit them, however they are wild animals, if they were a pet of a civ you would have a chance.

5. Decrease the cavern layers from 3 to 1, closer to the fun now (But all layers from 1-3 are mashed into one now) Elevation like mountians will increase how much must be dug, can find a place that is highly eroded that i think will reduce the top layers to dig to first cavern.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on March 12, 2014, 09:30:55 pm
Not really a question, just mentioning something strange I've noticed.

This reaction should make a random craft item out of a cut gem, but for whatever reason every time I run it large gems are produced instead of crafts.
Code: [Select]
[REACTION:GEM_CRAFTS]
[NAME:cut gem crafts]
[BUILDING:GEM_CRAFTER:CUSTOM_C]
[REAGENT:A:1:SMALLGEM:NONE:NONE:NONE][REACTION_CLASS:GEM]
[PRODUCT:100:1:CRAFTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CUTGEM]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on March 13, 2014, 06:07:19 am
That's weird. I thought only the ITEMS_HARD type tags affected the craft production. Maybe the IS_GEM overrides that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CryptoCactus on March 13, 2014, 10:26:50 am
Just a thought: if I were to go through and add

Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_TYPE:UPPERBODY]
[EBO_ITEM:MEAT:NONE:LOCAL_CREATURE_MAT:MUSCLE]

to all creature raws, that would ensure that every creature, when butchered, yields at least one piece of meat, yeah? Seems to work with my cavy experiments, anyway.



edit:doesn't work with vermin, evidently. I guess they ignore EBO stuff?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on March 13, 2014, 01:49:31 pm
I have two questions.

First, is there a method to create a creature that bleeds but can not die from blood loss? Failing that is there some sort of hacky way to make a creature produce a liquid from its wounds automatically? Something so that someone playing the creature in adventure mode wouldn't need to manually trigger this effect every time they are attacked.

And second, is there a sample file of new creature tokens and such from the next update? I'd like to be able to start updating the few things I've made if possible so I can use them in the next update right away. I poked around a bit but only found some things related to multi-tile trees.

Thanks in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 13, 2014, 01:50:51 pm
1. Liquid tissue underneath every other tissue called "blood"
2. http://www.bay12forums.com/smf/index.php?topic=100851.msg4649312;topicseen#msg4649312
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on March 13, 2014, 02:58:06 pm
1. Liquid tissue underneath every other tissue called "blood"
2. http://www.bay12forums.com/smf/index.php?topic=100851.msg4649312;topicseen#msg4649312

Thanks for the link. I was hoping more info had been released since then. I saw a new combat token commented out in the DBZ: Sparking mod that wasn't in that post. I suppose there are a hand full of commands littering the forums.

I have the blood idea you mentioned mostly working. When I try and do something my first instinct is to find a mod that someone else made that sort of does what I want to do and then try editing from that base. I took the blood men from Masterwork and tried using that as a jumping off point.

Code: [Select]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:BLOOD:FAT:MUSCLE:BONE:CARTILAGE]

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen blood]
[STATE_ADJ:ALL_SOLID:frozen blood]
[STATE_NAME:LIQUID:blood]
[STATE_ADJ:LIQUID:blood]
[STATE_NAME:GAS:boiling blood]
[STATE_ADJ:GAS:boiling blood]
[PREFIX:NONE]

[TISSUE:BLOOD]
[TISSUE_NAME:blood:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLOOD]
[TISSUE_MAT_STATE:LIQUID]
MUSCULAR
FUNCTIONAL
STRUCTURAL
[RELATIVE_THICKNESS:1]
CONNECTS
[TISSUE_SHAPE:LAYER]

With those tokens commented out the creature doesn't seem to ever die from blood loss. My only gripe with this is that it makes combat text sound weird.

Spoiler (click to show/hide)

Is there any way to avoid this or is it necessary for what I am trying to do?

Thanks again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 13, 2014, 02:59:42 pm
I don't think I've ever dealt with this before, so: how can I attach a syndrome to a creature's blood, so it affects those it spatters onto?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 13, 2014, 03:14:00 pm
I don't think I've ever dealt with this before, so: how can I attach a syndrome to a creature's blood, so it affects those it spatters onto?
[SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.
where your creature bleeding is immune.

@lanp
Yeah the combat reports will look weird but that atm is the only way to allow bleeding without "bleeding"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 13, 2014, 03:22:44 pm
I don't think I've ever dealt with this before, so: how can I attach a syndrome to a creature's blood, so it affects those it spatters onto?
[SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.
where your creature bleeding is immune.
No, no. I what I am asking is how to make the blood have the syndrome in the first place. [SELECT_MATERIAL:BLOOD] and add the syndrome to it? Or something else.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 13, 2014, 03:24:56 pm
I don't think I've ever dealt with this before, so: how can I attach a syndrome to a creature's blood, so it affects those it spatters onto?
[SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.
where your creature bleeding is immune.
No, no. I what I am asking is how to make the blood have the syndrome in the first place. [SELECT_MATERIAL:BLOOD] and add the syndrome to it? Or something else.

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
                    [SYNDROME]
                       ----Stuff----
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on March 13, 2014, 03:33:55 pm
@lanp
Yeah the combat reports will look weird but that atm is the only way to allow bleeding without "bleeding"

Not sure if this is related at all but if I put two of these immortal bleeding creatures in the arena DF crashes pretty consistently after 60 seconds or so. I don't think this will happen often in play so I don't really need to troubleshoot it. I just found it a little odd. Could it be too much "blood" flying around you think?

Spoiler (click to show/hide)

I don't think I've ever dealt with this before, so: how can I attach a syndrome to a creature's blood, so it affects those it spatters onto?
[SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.
where your creature bleeding is immune.
No, no. I what I am asking is how to make the blood have the syndrome in the first place. [SELECT_MATERIAL:BLOOD] and add the syndrome to it? Or something else.

http://dwarffortresswiki.org/index.php/DF2012:Syndrome#The_anatomy_of_a_syndrome

Quote
SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED

This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk. Any combination of these tags can be used. A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.

I was actually just about to do what you're planning on doing. That wiki page is very well put together so you should be able to just skim it and get it working as you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on March 13, 2014, 03:44:27 pm
I don't think I've ever dealt with this before, so: how can I attach a syndrome to a creature's blood, so it affects those it spatters onto?
[SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.
where your creature bleeding is immune.
No, no. I what I am asking is how to make the blood have the syndrome in the first place. [SELECT_MATERIAL:BLOOD] and add the syndrome to it? Or something else.

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
                    [SYNDROME]
                       ----Stuff----
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

My thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: golemgunk on March 14, 2014, 12:26:10 am
Can a region take on more than one regional interaction?

I have two syndrome applying interactions that both have [IS_REGION:ANY] and [IS_FREQUENCY:100], and it seems like only one of them works at a time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on March 14, 2014, 06:43:29 am
Can a region take on more than one regional interaction?

No, just one. If you want a region with both effects, you need to put them into the same interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 14, 2014, 08:11:41 am
I have these 3 region interactions but i've never ever seen them in game

Spoiler (click to show/hide)

It's not too high on my priority list but would be nice if I can have these showing up around the world.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on March 14, 2014, 11:25:37 am
I need a little help, I'm making Elves a playable race, with their own special workshop, the "Druidic Workshop." I've been on a coding buzz for the last few hours, and I need to know how to make a [THREAD] material have properties similar to iron, or some other material while still sharing the name of the plant. Here is my code.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on March 14, 2014, 12:00:03 pm
I have these 3 region interactions but i've never ever seen them in game

Spoiler (click to show/hide)

It's not too high on my priority list but would be nice if I can have these showing up around the world.

Those interactions are fine.I guess it have something to do with the world_gen.txt.Try setting               [REGIONAL_INTERACTION_NUMBER] [DISTURBANCE_INTERACTION_NUMBER] [EVIL_CLOUD_NUMBER] and [EVIL_RAIN_NUMBER] all to 0 and see if it appears.Maybe the game have a cap on those interactions or something like that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 14, 2014, 12:25:45 pm
@MCipher: thread/cloth as good as iron

Code: [Select]
[PLANT:DRUIDIC_VINE]
[NAME:druidic vine][NAME_PLURAL:druidic vines][ADJ:druidic vine]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:5]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_RAW]
[PICKED_TILE:236][PICKED_COLOR:2:0:1]
[GROWDUR:250][VALUE:3]
[SPRING]
[THREAD_PLANT]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:5]
[EDIBLE_VERMIN]
[SEED:druidic vine seed:druidic vine seeds:2:0:1:LOCAL_PLANT_MAT:SEED]
[THREAD]
[CLUSTERSIZE:5]
[FREQUENCY:60]
[PREFSTRING:magic properties]
[BIOME:NOT_FREEZING]
[GOOD][WET]
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
---Copy values from IRON in INORGANIC_METAL.TXT---
[MATERIAL_VALUE:2]
        [THREAD:LOCAL_PLANT_MAT:THREAD]

@Magnusen: Yeah I set all those to 0 even tried 1. Everyone else has these working in their mods, even compared it to narihils from LFR never ever see them. I just want some apocalyptic weather patterns is that so wrong to ask?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on March 14, 2014, 03:46:48 pm
@MCipher: thread/cloth as good as iron

Code: [Select]
-SNIP-
@Magnusen: Yeah I set all those to 0 even tried 1. Everyone else has these working in their mods, even compared it to narihils from LFR never ever see them. I just want some apocalyptic weather patterns is that so wrong to ask?
Like this?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 14, 2014, 04:52:06 pm
@MCipher: thread/cloth as good as iron

Code: [Select]
-SNIP-
@Magnusen: Yeah I set all those to 0 even tried 1. Everyone else has these working in their mods, even compared it to narihils from LFR never ever see them. I just want some apocalyptic weather patterns is that so wrong to ask?
Like this?
Spoiler (click to show/hide)
Fixed it, Idk why you kept placing [THREAD] inside the material also the extra naming was unneeded. See it goes like this:
USE_MATERIAL_TEMPLATE
--create a new material based off of a template (plant thread)--
---Right after this call look for material related tags (SHEAR, IMPACT, HEATDAM, etc..)---

THREAD
--this pretty much is it's own thing, this is what says to the game "This plant can be processed to make thread" ending any MATERIAL changes--

also adding in that extra naming would have got you:
druidic vine druidic vine thread/cloth. If you wanted the name of the thread to be different from the plant then yes you would give the material a STATE_NAME and add a [PREFIX:NONE] so the plant's name is not added to the material
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on March 15, 2014, 09:01:42 am
I recently been getting a lot of world rejections based on the "Placed farming entity without crops" error.What are the common causes of this?.I maked a standard berry plant to serve as a template,replacing the BASIC_MAT:LOCAL_PLANT_MAT of all the farming plants with the BASIC_MAT:PLANT_MAT:x (x = name of the standard plant).Maybe this is causing the error?

EDIT:reverted to the base BASIC_MAT:LOCAL_PLANT_MAT but still got 3 rejections.All the rejections that i got are based on that error.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 15, 2014, 10:11:52 am
I recently been getting a lot of world rejections based on the "Placed farming entity without crops" error.What are the common causes of this?.I maked a standard berry plant to serve as a template,replacing the BASIC_MAT:LOCAL_PLANT_MAT of all the farming plants with the BASIC_MAT:PLANT_MAT:x (x = name of the standard plant).Maybe this is causing the error?

EDIT:reverted to the base BASIC_MAT:LOCAL_PLANT_MAT but still got 3 rejections.All the rejections that i got are based on that error.

Remove all FARMING tags in the entities, and add NO_EAT to them for worldgen, if you want them to eat give them an interaction that removes NO_EAT during gameplay.

I got those ALOT when I was doing my RTS mod over (removed all farmable crops)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lukander on March 15, 2014, 01:11:30 pm
 If I wanted a Resurrection/Reanimation Interaction with a Transformation, that has different Transformations for different types of Creatures; would this work?

[I_SOURCE:(whatever Source)]
      [Other IS_tokens]
[I_TARGET:A:(Corpse type A)]
      [First set of IT_tokens]
[I_EFFECT:A:(Effect)]
      [IE_tokens]
      [SYNDROME]
      [Other CE_tokens]
      [CE_TRANSFORMATION:(First trans-creature)]
[I_TARGET:A:(Corpse type B)]
      [Alternate set of IT_tokens]
[I_EFFECT:A:(Effect)]
      [IE_tokens]
      [SYNDROME]
      [Other CE_tokens]
      [CE_TRANSFORMATION:(alternate trans-creature)]

Assuming that the first and second sets of [I_TARGET:A:__]'s IT_tokens' are mutually exclusive.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 15, 2014, 02:52:43 pm
If I wanted a Resurrection/Reanimation Interaction with a Transformation, that has different Transformations for different types of Creatures; would this work?

[I_SOURCE:(whatever Source)]
      [Other IS_tokens]
[I_TARGET:A:(Corpse type A)]
      [First set of IT_tokens]
[I_EFFECT:A:(Effect)]
      [IE_tokens]
      [SYNDROME]
      [Other CE_tokens]
      [CE_TRANSFORMATION:(First trans-creature)]
[I_TARGET:A:(Corpse type B)]
      [Alternate set of IT_tokens]
[I_EFFECT:A:(Effect)]
      [IE_tokens]
      [SYNDROME]
      [Other CE_tokens]
      [CE_TRANSFORMATION:(alternate trans-creature)]

Assuming that the first and second sets of [I_TARGET:A:__]'s IT_tokens' are mutually exclusive.

Actually you just need one corpse and one effect/animate/resurrect. See your corpse will have the limits (Like only this creature or these creature classes) and then you have a snydrome for each creature that is being affected

IE

SYNDROME
AFFECTED_CREATURE:DWARF:MALE
TRANSFORM:DOG:MALE

SYNDROME
AFFECT_CREATURE:ELF:FEMALE
TRANSFORM:DOG:FEMALE

so on and so forth until all your desired creatures are added in
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lukander on March 15, 2014, 06:59:04 pm
Ah, thanks! I overlooked using the [SYN_AFFECTED] and [SYN_IMMUNE] Tokens with a Interacted-based (passed?) Syndrome for additional effect specification. That is so much better.

Cool :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on March 16, 2014, 07:46:35 pm
What does a shield's UPSTEP value serve? It increases the weight, sure, but does it do anything to protect you?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MCipher on March 16, 2014, 08:52:32 pm
I need some help making armor, I need an armor to be made out of plant fiber thread, and ONLY plant fiber thread. Is there a token to do this other than [SOFT]?
What does a shield's UPSTEP value serve? It increases the weight, sure, but does it do anything to protect you?
I think it makes the shield bigger and more covering? Forgive me if I'm wrong.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on March 16, 2014, 10:59:47 pm
I need some help making armor, I need an armor to be made out of plant fiber thread, and ONLY plant fiber thread. Is there a token to do this other than [SOFT]?

Not that I'm aware of. The only advice I can think of is to make a reaction that only accepts plant fibre.



Does anyone know what exactly is required to make a creature butcherable? I've added [BUTCHER_SPECIAL:BAR:NONE] to the metal template and removed [NOT_BUTCHERABLE] from the bronze colossus raw, but colossi corpses are ignored by butchers.

If I force butcher a corpse in the arena or if I slaughter a tame colossus, then I get the bars, but when I stand over the corpse as an adventurer, the option does not come up in the butcher sub-menu. A similar thing occurs for other creatures not made of animal materials, such as treants and elementals/constructs.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on March 17, 2014, 01:18:19 am
What's the correct way to make an entity that uses only one metal?

I've made one without [METAL_PREF], and gave them this reaction:

Spoiler (click to show/hide)

as well as the required building and some weapons. But when their invaders arrived, there were only wrestlers.

Detail: the creature that the entity uses has some intelligent (also with [equips]) and some unintelligent (no [equips]) castes. And the unintelligent ones actually had the weapon-using professions (swordsman and marksman, but without any equipment), and the intelligent ones were just wrestlers. Although, the metal *was* used in some of the intelligent ones' clothing articles that had [HARD][METAL], but not [ARMORLEVEL].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 17, 2014, 09:00:02 am
I need some help making armor, I need an armor to be made out of plant fiber thread, and ONLY plant fiber thread. Is there a token to do this other than [SOFT]?
What does a shield's UPSTEP value serve? It increases the weight, sure, but does it do anything to protect you?
I think it makes the shield bigger and more covering? Forgive me if I'm wrong.

Black Flyme suggested custom reactions to make them, that would work only then you'd lack gloves as they need a LEFT and RIGHT and we cannot define that in reactions yet, but with DFHACK you can force the game to do so. Another suggestion is to make it a leather type. LEATHER is a armor material, however invaders will bring leather clothes not armor, just something to think about.

@Valikdu

To make them use one metal, leave METAL_PREF in the entity (so they prefer metal) remove FURANCE_OPERATOR leave all blacksmithing jobs permitted, and give your custom reaction. Removing the FURNACE_OPERATOR prevents them from melting their own local metals. Forcing them to use the only thing that they can, the reaction metal. And since they prefer metal that give them a bonus for using it. (not a real bonus combat wise, just interest in using it wise)

EQUIPS more or less just determins if they wear clothing/armor because weapons are "held/picked up" not "worn" also make sure the intelligent ones can use the weapons (correct size).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: kiwiphoenix on March 18, 2014, 12:06:23 am
Similarly to Valikdu, I was wondering if there was a way to make an entity prefer a particular metal over others.
Would like civs that, say, have the ability to work copper, but don't give it to their soldiers when they also have steel available.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on March 18, 2014, 02:55:09 pm
@Hugo_The_Dwarf

Thanks. I've made the changes, will do more testing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on March 19, 2014, 08:39:44 pm
Got more questions:

1.I want to make civ that don't spawn (build sites,make wars,etc) and that can only by played as a outsider in adventure mode.How to do that?

2.What the FORCED tag on entity raws do? Does it forces the civ to always use it,always have it or makes the civ members to be born with it that equipment attached to them?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on March 19, 2014, 08:46:58 pm
Got more questions:

1.I want to make civ that don't spawn (build sites,make wars,etc) and that can only by played as a outsider in adventure mode.How to do that?

2.What the FORCED tag on entity raws do? Does it forces the civ to always use it,always have it or makes the civ members to be born with it that equipment attached to them?

1) Don't give them any start biomes or populations or anything like that. All you need is the entity ID, the token that allows outsider adventurers, and the creatures that belong to the entity. For example:

Code: [Select]
[ENTITY:MEGABEAST]
[INDIV_CONTROLLABLE]
[CREATURE:DRAGON]
[CREATURE:HYDRA]
[CREATURE:BIRD_ROC]
[CREATURE:COLOSSUS_BRONZE]

2) FORCED is a rarity modifier for clothing and armour that means that it will always be used.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on March 20, 2014, 06:14:37 pm
@BlackFlyme Thanks that worked

I trying to make some spells for my adventurer like iceballs,acid spell,lightning bolts but don't seen to be making much progress.

Iceball
Spoiler (click to show/hide)
Acid
Spoiler (click to show/hide)
Lightning bolt
Spoiler (click to show/hide)

The iceball is supposed to hit the target causing some bruising and inflict freeze damage,eventually killing the creature because of the cold.
The acid would burn the contact area eventually melting and killing the creature if it takes enough.
The lightning bolt is to to burn the target,paralyzing it and having a chance to stop the hearth,thus killing the creature.

Any help would be appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 20, 2014, 06:25:19 pm
1. Iceball and acid won't stick because globs don't stick; you want vapor for that.

2. First, you want "heart", not "hearth". Second, the heart has no (working) function, meaning that disabling it won't do anything anyway.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 20, 2014, 06:31:33 pm
Indeed, for your intended effect, paralyzing the lungs would be better.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on March 20, 2014, 06:50:46 pm
1. Iceball and acid won't stick because globs don't stick; you want vapor for that.

2. First, you want "heart", not "hearth". Second, the heart has no (working) function, meaning that disabling it won't do anything anyway.

Extreme facepalm felt here :-[ didn't noticed that H lol.

@HugoLuman replaced the heart for lungs.It's not so realistic but it kills anyway ;D

Also added a  [BOILING_POINT:10072] (40°C) for the iceball and a [MELTING_POINT:NONE] and [BOILING_POINT:NONE]    to the lightning bolt and acid,so they don't turn into gas because of the fixed temperature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 20, 2014, 06:56:06 pm
Well, asphyxiation and blood loss ultimately kill you the same way, through lack of important stuff getting to cells.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on March 20, 2014, 07:21:48 pm
Well, asphyxiation and blood loss ultimately kill you the same way, through lack of important stuff getting to cells.
The bolt was supposed to cause a electric shock that have a probability to stop the heart but nobody going to look at the log to see if the heart has stopped or not so the lungs will do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 20, 2014, 07:32:46 pm
In either case, they die without having to be maimed or such.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on March 20, 2014, 09:47:12 pm
Is there a way to create a pushback-type of attack/intercation which will send the opponent flying in the air? With DFHack?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: noahmcbadass on March 20, 2014, 10:05:39 pm
Can anyone help me with the creation of an interaction that causes boiling scales to shoot from the user's eyes in a line toward the target?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on March 20, 2014, 10:16:54 pm
Can anyone help me with the creation of an interaction that causes boiling scales to shoot from the user's eyes in a line toward the target?

Something like this, maybe? This uses the material emission interaction, which is already in the game. You just need to add the code below to enable your creature to do it.

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Shoot scales]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:EYE]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SCALE:LIQUID_GLOB]
[CDI:VERB:spit a glob of boiling scales:spits a glob of boiling scales:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: noahmcbadass on March 21, 2014, 06:28:09 am
Can anyone help me with the creation of an interaction that causes boiling scales to shoot from the user's eyes in a line toward the target?

Something like this, maybe? This uses the material emission interaction, which is already in the game. You just need to add the code below to enable your creature to do it.

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Shoot scales]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:EYE]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SCALE:LIQUID_GLOB]
[CDI:VERB:spit a glob of boiling scales:spits a glob of boiling scales:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
Thank you. I already knew of the material emission tag, but I had little idea of how it worked. This should do swimmingly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 21, 2014, 04:56:45 pm
Made a quick go of creatures, and I get null pop num in the errorlog when I gen a world.

Spoiler: Creature (click to show/hide)

EDIT: nevermind had my values too high, must have overflowed
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: evictedSaint on March 21, 2014, 05:36:06 pm
I'm trying to make humans a playable civ.  Do humans get cave adaption?  If so/not, how do you change that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on March 21, 2014, 05:36:36 pm
Add the [CAVE_ADAPTS] tag to the human creature
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: kiwiphoenix on March 21, 2014, 06:01:44 pm
Speaking of which, does cave adaptation have any benefits? Or does it only cause sun-sickness?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 21, 2014, 06:06:33 pm
Speaking of which, does cave adaptation have any benefits? Or does it only cause sun-sickness?

Depends on "benefits", I think it gives them a bit of a boost in caves, it's hard to tell how much and in what department. And the sickness from the sun.

On a modders standpoint you can use the cave adaption trigger in syndromes creating your own "boost" for cave adaption. Like say max cave adaption gives immortality and NO_EAT or DRINK or SLEEP just all these extra little buffs. but once that goes away, then becomes mortal again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: kiwiphoenix on March 21, 2014, 08:38:51 pm
On a modders standpoint you can use the cave adaption trigger in syndromes creating your own "boost" for cave adaption. Like say max cave adaption gives immortality and NO_EAT or DRINK or SLEEP just all these extra little buffs. but once that goes away, then becomes mortal again.

Didn't know you could specify cave adaptation as a syndrome trigger. Thank you!

(Misread the wiki. Thought those were effects, not conditions.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 21, 2014, 08:52:48 pm
On a modders standpoint you can use the cave adaption trigger in syndromes creating your own "boost" for cave adaption. Like say max cave adaption gives immortality and NO_EAT or DRINK or SLEEP just all these extra little buffs. but once that goes away, then becomes mortal again.

Didn't know you could specify cave adaptation as a syndrome trigger. Thank you!

(Misread the wiki. Thought those were effects, not conditions.)

yup and here is an example interaction/syndrome of mine to show you how it works:
Spoiler (click to show/hide)

The longer the creature is underground (becoming more cave adapted) the more dizzy it gets. I have the full list of counters aswell.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: kiwiphoenix on March 22, 2014, 02:40:37 pm
Beautiful. Thanks again, that's going to be very useful.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on March 23, 2014, 02:53:38 pm
After a long trial of fiddling around with the Sunflower Fairy code some more, it's more or less stable, but appears to be suffering a few...Issues. For one, I can't seem to keep the flyer trait from spilling into the leprechaun class, despite the fact that the tag is only located in the fairy caste itself, and for another, leprechauns won't grow beards. Or mustaches. Or even sideburns, which is distressing. Leprechauns are less then chauns without their glorious, succulent neck-beards.

Spoiler: Der Codën (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on March 23, 2014, 02:58:37 pm
You have [FLIER] outside of a caste, near the very top of the code between [BENIGN] and [LIKES_FIGHTING]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on March 23, 2014, 03:02:27 pm
Oh. Well, that was sure a silly thing to overlook! Heh. Though that still leaves the beard issue.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on March 23, 2014, 03:45:04 pm
I think it may be because you defined the leprechaun's facial hair tissues before you added the materials and tissues that are used by the body detail plan. When I moved it further down in the creature I started seeing leprechauns with beards in generated worlds. For some reason beards still won't show up in the arena for me though.

Also, the eye colours aren't quite right. You didn't define a noun, so the game says things like "his left eye tissue is blue", instead of "his eyes are blue".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on March 23, 2014, 08:49:24 pm
Is there a WWII mod?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on March 23, 2014, 08:55:11 pm
Is there a WWII mod?

I found one in the Mod Releases sub-forum:
http://www.bay12forums.com/smf/index.php?topic=130005.0

There may be others, this was just the first one I noticed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on March 23, 2014, 09:03:34 pm
Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 23, 2014, 10:08:48 pm
My wild creature is not showing up in fortress mode anymore dispite there being 100's millions of them everywhere, all I did was add in some functionality to make them harder and now they are a no show. They showed up before but not anymore. what did I mess up?

Spoiler (click to show/hide)

Note they are the only surface wild animal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on March 23, 2014, 10:56:52 pm
My wild creature is not showing up in fortress mode anymore dispite there being 100's millions of them everywhere, all I did was add in some functionality to make them harder and now they are a no show. They showed up before but not anymore. what did I mess up?

Spoiler (click to show/hide)

Note they are the only surface wild animal.

[BOILING_POINT:7000][HEATDAM_POINT:7000][MAT_FIXED_TEMP:10200].I guess that it always dies because its temperature its bigger that them the HEATDAM_POINT.I don't know if you intended that to happen (ex:make limbs fall to create a certain effect).Also the CREATURE_CLASS:GENERAL_POISON] is missing the starting bracket.   
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 23, 2014, 11:17:14 pm
The boiling point is more important.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on March 24, 2014, 12:10:27 am
The boiling point is more important.
Facepalm here.Forgot that the boiling point is the one that set them on fire.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 24, 2014, 12:31:21 am
That's ignition point. Boiling point is the one that makes them evaporate.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 24, 2014, 08:47:23 am
My wild creature is not showing up in fortress mode anymore dispite there being 100's millions of them everywhere, all I did was add in some functionality to make them harder and now they are a no show. They showed up before but not anymore. what did I mess up?

-snip-

Note they are the only surface wild animal.

[BOILING_POINT:7000][HEATDAM_POINT:7000][MAT_FIXED_TEMP:10200].I guess that it always dies because its temperature its bigger that them the HEATDAM_POINT.I don't know if you intended that to happen (ex:make limbs fall to create a certain effect).Also the CREATURE_CLASS:GENERAL_POISON] is missing the starting bracket.
Yes that was intended, that is just one material on the creature for one caste only, a caste that never shows up unless transformed into. also the missing bracket was intended, sometimes i'm too lazy to remove things completely just in case I need to add it back in. Also if you look the GOO material and tissue are only applied to CONNECTOR bodyparts, the only part that melts/evaporates away dropping my desired bodypart to be created into minions.

but now they don't show, I have ANY_LAND as the biome and they popped up once before all my changes. is ALL_ACTIVE important to fortress mode? thought those behaviours were more used in adv. mode for wildlife ambushes from predators

EDIT:
I added a few extra tags:
[ALL_ACTIVE][NATURAL][UBIQUITOUS]
even removed [LARGE_PREDATOR]
no effect never showed up... removed the melting material and tissue and even the spawning caste. now they show >.> guess back to some simple voodoo magic, hope this doesn't effect invaders.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on March 25, 2014, 12:29:59 am
I think it may be because you defined the leprechaun's facial hair tissues before you added the materials and tissues that are used by the body detail plan. When I moved it further down in the creature I started seeing leprechauns with beards in generated worlds. For some reason beards still won't show up in the arena for me though.

Also, the eye colours aren't quite right. You didn't define a noun, so the game says things like "his left eye tissue is blue", instead of "his eyes are blue".

Managed to fix the eyes, though I still can't get beards to work without them appearing on the fairies. Any tips on where and how I should add it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on March 25, 2014, 12:38:35 am
I think it may be because you defined the leprechaun's facial hair tissues before you added the materials and tissues that are used by the body detail plan. When I moved it further down in the creature I started seeing leprechauns with beards in generated worlds. For some reason beards still won't show up in the arena for me though.

Also, the eye colours aren't quite right. You didn't define a noun, so the game says things like "his left eye tissue is blue", instead of "his eyes are blue".

Managed to fix the eyes, though I still can't get beards to work without them appearing on the fairies. Any tips on where and how I should add it?

Where did you place the detail plan? All I did was add this:

[SELECT_CASTE:MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

Below the material definitions, then I put another [SELECT_CASTE:ALL] directly underneath that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on March 27, 2014, 05:22:30 pm
Okay, this is weird.

The invaders - members of the civ that have to use only one metal - can use metal armor and weapons, now. But there's a catch.

There's several castes of different size in that creature, which are capable of using armor and weapons (have [CAN_LEARN] and [EQUIPS]). They are of different size: one is 95000, the others are 175000 and bigger.

ONLY the ones that are smaller ever use armor and weapons.

The bigger one always come as wrestlers, with no weapons or armor.

Why?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 27, 2014, 05:37:29 pm
have you set any learning limitations (SKILL_LEARN_RATE(they might not be able to learn how to use a weapon, thus refuse to come with one)) missing GRASP(weapons)? and/or EQUIPS(armor)?

could you post the creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on March 27, 2014, 05:57:54 pm
What does the KILL_NEUTRAL ethic control?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on March 27, 2014, 05:59:10 pm
They do have graspers; didn't use SKILL_LEARN_RATE at all; everyone who should have EQUIPS, has it.

Here's the creature:
Spoiler (click to show/hide)

The affected castes are MORPH_CONTROLLER and all the ones after it. The TELEKINESIS_... parts are the ones that grasp.
The INFESTED_PONY caste uses weapons and armor normally.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 27, 2014, 06:21:30 pm
the natural skill rates could have something to do with it, altho it is interesting that the INFESTED would choose to take up arms more often then the MORPH I know I had a race that had certain castes specialize in a weapon so I made them naturally good at it and learn it faster, it would be interesting to see a squad of avg axe units being lead by an eilte sword unit and all the axe units being of the same caste.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on March 27, 2014, 09:58:47 pm
Quote from: BlackFlyme link=topic=100707.msg5121096#msg5121096

Where did you place the detail plan? All I did was add this:

[SELECT_CASTE:MALE
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

Below the material definitions, then I put another [SELECT_CASTE:ALL] directly underneath that.

Attempted that:

Spoiler (click to show/hide)

And now it's back to no beards appearing at all. Eh, messy code is messy.

But on another tangent, is it possible to reproduce the melting effect from last version, making it so that a creature melts upon exposure to rain?

And as for another thingamer I've been working on:

Spoiler (click to show/hide)

Now, the building is supposed to look something like this:

☼↑☼
↑ ↑
☼↑☼


But as anyone that can code buildings would be able to tell, it ends up looking like a mess of gubbins in-game. I'm bad@buildings, so if anyone that's knowledgeable has some tips for that, I'd be a happy camper.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 27, 2014, 10:49:04 pm
Workshop Draw https://www.dropbox.com/sh/4et0187kz3vx1wj/11BQSrZejs this will help you out greatly (not my program, no credit here)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on March 28, 2014, 08:13:15 am
Is there a way to make a syndrome's effect activate when a unit is tantruming? I'd love to make my mages turn into berserk dragons and sea serpents when they tantrum.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Noobazzah on March 28, 2014, 08:33:25 am
I'm pretty sure there isn't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 28, 2014, 08:42:14 am
Is there a way to make a syndrome's effect activate when a unit is tantruming? I'd love to make my mages turn into berserk dragons and sea serpents when they tantrum.

Only thing you can get close to that is GROUNDED_ANIMAL_ANGER and I think only animals get this COUNTER, and normally you could probably have it so a mage will need his space and freak out. But like I said, will probably only work on animals. This counter goes on a syndrome CE effect.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on March 28, 2014, 09:09:19 am
On looking at the COUNTER_TRIGGER arguments on the wiki it appears to be impossible. Darn.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on March 30, 2014, 12:01:54 am
Hey guys been a lil while since i asked a question but i can't tell if it works it seems to but idk.
anyway is it possible to define learn rates of skills (eg, mining, wood cutting) in caste?
basically people being born to do a certain thing, and if it is, should they show up knowing that skill only or the regular mix.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on March 30, 2014, 02:09:16 am
Hey guys been a lil while since i asked a question but i can't tell if it works it seems to but idk.
anyway is it possible to define learn rates of skills (eg, mining, wood cutting) in caste?
basically people being born to do a certain thing, and if it is, should they show up knowing that skill only or the regular mix.

I don't know if it will affect the mix of skills learned in world-gen, but you can give different castes different learning rates for various skills.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Urist Da Vinci on March 30, 2014, 10:02:14 am
Hey guys been a lil while since i asked a question but i can't tell if it works it seems to but idk.
anyway is it possible to define learn rates of skills (eg, mining, wood cutting) in caste?
basically people being born to do a certain thing, and if it is, should they show up knowing that skill only or the regular mix.

I don't know if it will affect the mix of skills learned in world-gen, but you can give different castes different learning rates for various skills.

If I set [SKILL_RATES:0:0:0:0] on dwarves, generate a world, remove the token, and then embark:

- Dwarves at my fortress can learn as normal.
- Most migrants are historical skillless peasants or children. Perfect for assigning into whatever professions I want.
- Some migrants (~30%?) are randomly skilled non-historical dwarves with biased professions (mostly farming/fishing types).

So no matter what you do with learning rates, the game will create migrants out of thin air and give them random skills only limited to any skill that the civilization allows.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on March 30, 2014, 10:59:14 am
I been getting errors from a custom color pattern recently:

Here's the error log line:
*** Error(s) finalizing the creature AFRICAN WILD DOG
Unrecognized Color Token: SPOTS_BUFF_CHARCOAL_DARK_BROWN

and here's the color pattern file:
Spoiler (click to show/hide)

here's a piece of the creature raw:
Spoiler (click to show/hide)

Also always when i make a material and apply it to a creature it gives me a error that the material was not found.
And a piece of the material raw:
Spoiler (click to show/hide)

Same thing with custom tissue templates.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on March 30, 2014, 02:34:33 pm
Does anyone know a way I could look at the raws for randomly generated things, like demons or evil rain?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: moisesjns on March 30, 2014, 02:40:42 pm
How do i make MASTERWORK accept my damn Anikki tileset to be used? Seriously it looks awesome. And i have done everything you are suppose to according to tileset repository instructions to get my tileset. YET it wont work. 

ANybody here know how i go about doing this? its 20x20.png
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on March 30, 2014, 05:57:45 pm
Does anyone know a way I could look at the raws for randomly generated things, like demons or evil rain?
Sorry that's hardcoded (you cannot modify them in the raws)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on March 30, 2014, 06:06:22 pm
How do i make MASTERWORK accept my damn Anikki tileset to be used? Seriously it looks awesome. And i have done everything you are suppose to according to tileset repository instructions to get my tileset. YET it wont work. 

ANybody here know how i go about doing this? its 20x20.png
You have to edit the init.txt in data/init folder to make it show up.Find the following entries (i using phoebus as a example):
Spoiler (click to show/hide)

and replace them with the EXACT name of the tileset file in the data/art folder (in this example i switching to mayday):
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 30, 2014, 09:58:55 pm
Does anyone know a way I could look at the raws for randomly generated things, like demons or evil rain?
Sorry that's hardcoded (you cannot modify them in the raws)

This is wrong. They can be easily viewed using DFHack or (I believe) uncompressed saves. Note that TheFlame did not ask how to modify them, only how to view them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on March 31, 2014, 12:04:19 am
Does anyone know a way I could look at the raws for randomly generated things, like demons or evil rain?
Sorry that's hardcoded (you cannot modify them in the raws)

This is wrong. They can be easily viewed using DFHack or (I believe) uncompressed saves. Note that TheFlame did not ask how to modify them, only how to view them.
Didn't know that was possible.Thanks for the information.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on March 31, 2014, 08:00:38 pm
Does anyone know a way I could look at the raws for randomly generated things, like demons or evil rain?
Sorry that's hardcoded (you cannot modify them in the raws)

This is wrong. They can be easily viewed using DFHack or (I believe) uncompressed saves. Note that TheFlame did not ask how to modify them, only how to view them.
What DFhack command so I use? Is it included already in basic DFhack?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on March 31, 2014, 10:59:19 pm
None and no. I'll have to write a script, if you want easy access.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on April 01, 2014, 12:06:49 am
On a completely unrelated note (beards will have to be postponed as I've shifted the raws around about a dozen times now and they have yet to generate, though I'll leave them bellow anyways in case someone can figure out the exact issue), is there any way to replicate the melting in the rain bug that melted the dwarves back in 31.01?

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 01, 2014, 12:20:40 am
On a completely unrelated note (beards will have to be postponed as I've shifted the raws around about a dozen times now and they have yet to generate, though I'll leave them bellow anyways in case someone can figure out the exact issue), is there any way to replicate the melting in the rain bug that melted the dwarves back in 31.01?

Quick question, what were you doing to check for beards?

For some reason I never see beards in the arena. In the arena everyone always has extremely long hair and no mention of a beard. But I tried to gen a world with those raws you posted, with your fairies replacing dwarves, and the leprechaun I was adventuring as had sideburns, a double braided mustache, and a neatly combed beard.

As for rain, I suppose you could try toying with world-gen temperatures in the advanced world generator, but otherwise I don't know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on April 01, 2014, 12:33:08 am
On a completely unrelated note (beards will have to be postponed as I've shifted the raws around about a dozen times now and they have yet to generate, though I'll leave them bellow anyways in case someone can figure out the exact issue), is there any way to replicate the melting in the rain bug that melted the dwarves back in 31.01?

Quick question, what were you doing to check for beards?

For some reason I never see beards in the arena. In the arena everyone always has extremely long hair and no mention of a beard. But I tried to gen a world with those raws you posted, with your fairies replacing dwarves, and the leprechaun I was adventuring as had sideburns, a double braided mustache, and a neatly combed beard.


I've placed the raws that enable facial hair right bellow the material definitions, yet above the physical attributes applied to player races (as well as the description modifiers). While I don't know why beards are omitted in the arena, the fact that they beards are based on human growth rates rather then dwarven ones might have something to do with it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 01, 2014, 01:58:41 am
Melting fat probably could just be done by lowering the melting point of fat to somewhere around 10050.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on April 01, 2014, 01:57:57 pm
Alright then, is there a save decompresser I can use?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on April 01, 2014, 04:45:30 pm
I been getting errors from a custom color pattern recently:

Here's the error log line:
*** Error(s) finalizing the creature AFRICAN WILD DOG
Unrecognized Color Token: SPOTS_BUFF_CHARCOAL_DARK_BROWN

and here's the color pattern file:
Spoiler (click to show/hide)

here's a piece of the creature raw:
Spoiler (click to show/hide)

Also always when i make a material and apply it to a creature it gives me a error that the material was not found.
And a piece of the material raw:
Spoiler (click to show/hide)

Same thing with custom tissue templates.
A answer on this would be appreciated by the way
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: mattychan on April 01, 2014, 05:58:36 pm
Hey guys been a lil while since i asked a question but i can't tell if it works it seems to but idk.
anyway is it possible to define learn rates of skills (eg, mining, wood cutting) in caste?
basically people being born to do a certain thing, and if it is, should they show up knowing that skill only or the regular mix.

I don't know if it will affect the mix of skills learned in world-gen, but you can give different castes different learning rates for various skills.

If I set [SKILL_RATES:0:0:0:0] on dwarves, generate a world, remove the token, and then embark:

- Dwarves at my fortress can learn as normal.
- Most migrants are historical skillless peasants or children. Perfect for assigning into whatever professions I want.
- Some migrants (~30%?) are randomly skilled non-historical dwarves with biased professions (mostly farming/fishing types).

So no matter what you do with learning rates, the game will create migrants out of thin air and give them random skills only limited to any skill that the civilization allows.

ty Urist Da Vinci and BlackFlyme i think i got what i wanted ^.^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 01, 2014, 06:05:04 pm
@magnusen: A few days and no response
Have you tried with some vanilla color patterns? and even normal colors LIME may sound goofy just trying rule out an error with the color itself.
Next would be the tissues being selected, I know Toxicshadow had this issue with a living plant that had colored fruit, wouldn't take his custom pattern either. but that was a few years ago.

If all else fails clear it all out and try again. But get back after you try the different colors.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on April 01, 2014, 09:55:39 pm
A answer on this would be appreciated by the way

As strange as it sounds, the name of the new pattern file may be fucking with your efforts. Try sticking those new patterns at the end of descriptor_pattern_special.txt instead of a separate file and see if it works then.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on April 01, 2014, 10:16:50 pm
A answer on this would be appreciated by the way

As strange as it sounds, the name of the new pattern file may be fucking with your efforts. Try sticking those new patterns at the end of descriptor_pattern_special.txt instead of a separate file and see if it works then.
Worked.It seems the game doesn't like the names of my files XD.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on April 01, 2014, 10:21:25 pm
Glad it was just that simple.

Some time back I was pulling my hair out in bloody chunks over body detail plans not sticking. Turns out that stuff like OBJECT:BODY_DETAIL_PLAN files need to be named in the format "b_detail_plan_xxxyyyzzz.txt" or else they won't do anything. Looks like they aren't the only ones.

As long as the filename starts with "descriptor_pattern", you should be alright keeping them separate.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on April 01, 2014, 10:24:34 pm
@magnusen: A few days and no response
Have you tried with some vanilla color patterns? and even normal colors LIME may sound goofy just trying rule out an error with the color itself.
Next would be the tissues being selected, I know Toxicshadow had this issue with a living plant that had colored fruit, wouldn't take his custom pattern either. but that was a few years ago.

If all else fails clear it all out and try again. But get back after you try the different colors.
Sorry for that.Next time i will be more descriptive.Placed the data in the descriptor_pattern_special raw and no errors appeared.I guess the game does not recognize my custom files maybe because of the name of the file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Magnusen on April 01, 2014, 10:35:40 pm
Glad it was just that simple.

Some time back I was pulling my hair out in bloody chunks over body detail plans not sticking. Turns out that stuff like OBJECT:BODY_DETAIL_PLAN files need to be named in the format "b_detail_plan_xxxyyyzzz.txt" or else they won't do anything. Looks like they aren't the only ones.

As long as the filename starts with "descriptor_pattern", you should be alright keeping them separate.
Yes i also changed the name of a material file "material_custom_template" to "material_template_custom".Like you said,some files are only recognized by the game when they start with some name (in this case "material_template").
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on April 02, 2014, 07:22:35 pm
Is it possible to give a civ axes for woodcutting but keep them from using them in their military?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Stirk on April 02, 2014, 07:46:55 pm
Yes, you can do what I did and designate axes as "Training" weapons. They will be made out of wood, but nobody will bring them to fights.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on April 02, 2014, 07:52:32 pm
Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: krisslanza on April 03, 2014, 10:43:27 am
This is probably an odd question but, what is the fesability of expanding the wood cutting industry? It bugs me how one tree = one furniture, so I was thinking of using a sawmill to cut trees into lumber, then lumber into stuff.

Is this quite feasible? I imagine I'd have to remove vanilla Carpenter Workshops (or just leave them and people can use them anyway), but I'm not sure on the tree > lumber > stuff part. Will that work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 03, 2014, 11:06:18 am
This is probably an odd question but, what is the fesability of expanding the wood cutting industry? It bugs me how one tree = one furniture, so I was thinking of using a sawmill to cut trees into lumber, then lumber into stuff.

Is this quite feasible? I imagine I'd have to remove vanilla Carpenter Workshops (or just leave them and people can use them anyway), but I'm not sure on the tree > lumber > stuff part. Will that work?

You can't remove most vanilla workshops, as they are hardcoded. But you can make a custom workshop with custom reactions that will do what you want.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 03, 2014, 11:11:55 am
This is probably an odd question but, what is the fesability of expanding the wood cutting industry? It bugs me how one tree = one furniture, so I was thinking of using a sawmill to cut trees into lumber, then lumber into stuff.

Is this quite feasible? I imagine I'd have to remove vanilla Carpenter Workshops (or just leave them and people can use them anyway), but I'm not sure on the tree > lumber > stuff part. Will that work?

You can't remove most vanilla workshops, as they are hardcoded. But you can make a custom workshop with custom reactions that will do what you want.

Yeah like make a custom wood in each tree or if you want like just one material "finished wood" and the custom workshop takes any old log and produces finished wood logs, and you have a special stockpile that only takes finished wood and your carpenters workshops take only from that pile.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: krisslanza on April 03, 2014, 11:18:17 am
This is probably an odd question but, what is the fesability of expanding the wood cutting industry? It bugs me how one tree = one furniture, so I was thinking of using a sawmill to cut trees into lumber, then lumber into stuff.

Is this quite feasible? I imagine I'd have to remove vanilla Carpenter Workshops (or just leave them and people can use them anyway), but I'm not sure on the tree > lumber > stuff part. Will that work?

You can't remove most vanilla workshops, as they are hardcoded. But you can make a custom workshop with custom reactions that will do what you want.

Yeah like make a custom wood in each tree or if you want like just one material "finished wood" and the custom workshop takes any old log and produces finished wood logs, and you have a special stockpile that only takes finished wood and your carpenters workshops take only from that pile.

Couldn't you remove a vanilla workshop in the entity file? I'm at work and can't check, but I swear you could just remove the civ's access to vanilla stuff that way.

I was thinking yeah, take normal tree > sawmill it into specific plank (i.e. Oak Tree to Oak Planks) > Planks into usable stuff.

I hadn't thought of just using a vanilla workshop that is just using those planks though. As I recall, I'd just need to then make the Planks "trees" that grow nowhere, and the vanilla workshop should take them... that's actually probably easier/less work then making a bazillion custom reactions to use every single new plank type to new furniture, actually...

One of these days, I swear I'll ask a question that's actually difficult to answer instead of kinda obvious! :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on April 03, 2014, 12:10:51 pm
I think there have been a couple mods created that do just that. One that I remember is here (http://www.bay12forums.com/smf/index.php?topic=56842.msg1234773#msg1234773).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: krisslanza on April 03, 2014, 12:16:39 pm
I think there have been a couple mods created that do just that. One that I remember is here (http://www.bay12forums.com/smf/index.php?topic=56842.msg1234773#msg1234773).

Yeah I actually have that mod in mine, but I was thinking of expanding it a bit by letting trees keep their... tree-ness when turned into planks.

I imagine it'll kind of bloat the menu, since I think the only way to make (i.e.) an Oak Tree into an Oak Plank, is for a specific command of "Saw Oak Tree into Planks", or such. It might be more cumberstome, but I think it might be more interesting. Although, as I type this, I think the Sawmill mod turns everything into Blocks (so you can't recursively use cut logs for more logs), but I think if this new sawmill uses specific reactions, I shouldn't be able to use an Oak Plank to make MORE Oak Planks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on April 03, 2014, 12:36:22 pm
I think you can just change the product to take the material of the wood. So instead of thin wooden blocks, you should get oak blocks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: krisslanza on April 03, 2014, 12:42:16 pm
I think you can just change the product to take the material of the wood. So instead of thin wooden blocks, you should get oak blocks.

Is that so? Hmm. I haven't done modding in years.
Although I can't use blocks to make beds and such.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 03, 2014, 02:28:51 pm
make custom reaction to take wood blocks and make furniture? my DFRawCloner can make that super easy just check the Modders Resource in my sig to find a link for it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: krisslanza on April 03, 2014, 02:44:48 pm
make custom reaction to take wood blocks and make furniture? my DFRawCloner can make that super easy just check the Modders Resource in my sig to find a link for it.

A part of me should be ashamed the answers are usually (in hindsight) painfully obvious. I'll check it out when I get home!
Always have to love overcomplicating things to solve the inefficiency of requiring an entire tree for a bed :P

As I was planning stuff, is it possible for a reaction to require the presence of magma or water in the workshop? I figure magma, since a Magma Smelter does that already. This keyboard at work has an awful space bar, so noisy, a part of me cringes everytime I use a space... :(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 03, 2014, 02:52:41 pm
As I was planning stuff, is it possible for a reaction to require the presence of magma or water in the workshop?

Not in the same way that magma forges require it, for that you give the building [NEEDS_MAGMA].

I don't believe there is a similar token for requiring water.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 03, 2014, 02:54:21 pm
make custom reaction to take wood blocks and make furniture? my DFRawCloner can make that super easy just check the Modders Resource in my sig to find a link for it.

A part of me should be ashamed the answers are usually (in hindsight) painfully obvious. I'll check it out when I get home!
Always have to love overcomplicating things to solve the inefficiency of requiring an entire tree for a bed :P

As I was planning stuff, is it possible for a reaction to require the presence of magma or water in the workshop? I figure magma, since a Magma Smelter does that already. This keyboard at work has an awful space bar, so noisy, a part of me cringes everytime I use a space... :(

you can probably pick up a cheap keyboard for 20 bucks, I got a mouse and keyboard for 30 here in canada. anyways

magma for a reaction, no well kinda. [FUEL] on a reacction makes it need fuel (coke/charcoal) but if the workshop it's in requires magama and has access (6-7 lava tile under a non workspace tile) no fuel is needed due to magma taking that place.

So really you want the "building" or "workshop" to require NEEDS_MAGMA as for water you'll need a reaction or something to fill a container (like a bucket) so that you can use it as a reagent in a reaction (no container with water, can't complete the reaction, thus needing it)

ninja'd by blackflyme
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: krisslanza on April 03, 2014, 03:35:02 pm
As I was planning stuff, is it possible for a reaction to require the presence of magma or water in the workshop?

Not in the same way that magma forges require it, for that you give the building [NEEDS_MAGMA].

I don't believe there is a similar token for requiring water.

I see... darn, kinda complicates it a bit. I was thinking up a mana system, and using the five elements (Water, fire, wood, earth, metal), and had ideas that work for everything... except fire/water are a bit trickier. I'll have to reconsider those, I guess, or just make them made out of nothing.

I'll probably have more questions once I get back home. I seem to prefer asking, instead of finding out myself for things, it seems... :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 03, 2014, 04:17:30 pm
As I was planning stuff, is it possible for a reaction to require the presence of magma or water in the workshop?

Not in the same way that magma forges require it, for that you give the building [NEEDS_MAGMA].

I don't believe there is a similar token for requiring water.

I see... darn, kinda complicates it a bit. I was thinking up a mana system, and using the five elements (Water, fire, wood, earth, metal), and had ideas that work for everything... except fire/water are a bit trickier. I'll have to reconsider those, I guess, or just make them made out of nothing.

I'll probably have more questions once I get back home. I seem to prefer asking, instead of finding out myself for things, it seems... :P
Is it possible to specify more than one material in a constructed workshop?  You could get a similar feel with a 5x5 workshop that includes a 3x3 ring of impassible tiles surrounding a tile of water (or ice that soon melts into water).

I know you could require any list of items to construct the workshop (including a container of water), but it looks like krisslanza is more interested in there being water in the final product.

BTW, if this works, the fire workshop can contain a custom material that is just always on fire.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 03, 2014, 04:29:10 pm
Workshops are made out of materials they're made out of. You could put fakewater in the middle, of course.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 03, 2014, 04:32:42 pm
Workshops are made out of materials they're made out of. You could put fakewater in the middle, of course.
So, just a "7" in the appropriate colors?  That's... that's cheating :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on April 03, 2014, 08:21:32 pm
I hate to coincide defeat against such a trivial issue, but do you still have the modified raws Flyme? I've relocated the definitions thirteen times now without results, and it's clear that I don't really know what I'm doing at this point.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 03, 2014, 08:39:35 pm
I hate to coincide defeat against such a trivial issue, but do you still have the modified raws Flyme? I've relocated the definitions thirteen times now without results, and it's clear that I don't really know what I'm doing at this point.

Sorry, I think I've overwritten them with one of the newer ones you have posted.

Here it is anyways. I don't think I changed it.

Code: [Select]
[CREATURE:FAIRY_SUNFLOWER]
[DESCRIPTION:A race of small, giggling sprites of nature, often found wallowing in sunflower fields.]
[NAME:sunflower fairy:sunflower fairies:sunflower fairy]
[CASTE_NAME:sunflower fairy:sunflower fairies:sunflower fairy]
[CREATURE_TILE:'f'][COLOR:2:0:1]
[BIOME:ANY_FOREST]
        [BIOME:ANY_SHRUBLAND]
[POPULATION_NUMBER:250:600]
        [CLUSTER_NUMBER:3:7]
[LARGE_ROAMING]
[INTELLIGENT]
[FANCIFUL]
[BENIGN]
[LIKES_FIGHTING]
[CANNOT_UNDEAD]
[NOT_BUTCHERABLE]
  [CAN_LEARN]
[PREFSTRING:mischievous giggles]
[PREFSTRING:magic abilities]
[PREFSTRING:lacy wings]
[PREFSTRING:youthful vigor] 
[PERSONALITY:IMAGINATION:0:55:100]
[PERSONALITY:ARTISTIC_INTEREST:0:60:100]
[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]
[PERSONALITY:SELF_DISCIPLINE:0:45:100]
[PERSONALITY:ACTIVITY_LEVEL:0:40:100]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]
[CASTE:FEMALE]
[CASTE_NAME:fairy:fairies:fairy]
[FEMALE]
[MISCHIEVOUS]
        [POP_RATIO:1000]
[CASTE_PROFESSION_NAME:SWORDSMAN:lass-at-arms:lasses-at-arms]
[CASTE_PROFESSION_NAME:SPEARMAN:spearling:spearlings]
[CASTE_PROFESSION_NAME:AXEMAN:chopling:choplings]
[CASTE_PROFESSION_NAME:CROSSBOWMAN:arquebuser:arquebusers]
[CASTE_PROFESSION_NAME:LASHER:whipfairy:whipfairies]
[CASTE_PROFESSION_NAME:BOWMAN:first stager:first stagers]
[CASTE_PROFESSION_NAME:HUNTER:scout:scouts]
[CASTE_PROFESSION_NAME:MASTER_CROSSBOWMAN:fusilier:fusiliers]
[CASTE_PROFESSION_NAME:MASTER_SWORDSMAN:advent:advents]
[CASTE_PROFESSION_NAME:MASTER_AXEMAN:reaper:reapers]
[CASTE_PROFESSION_NAME:MASTER_SPEARMAN:guardian:guardians]
[CASTE_PROFESSION_NAME:MASTER_LASHER:envoy:envoys]
[CASTE_PROFESSION_NAME:MASTER_BOWMAN:sixth stager:sixth stagers]
[CASTE:MALE]
[CASTE_NAME:leprechaun:leprechauns:leprechaun]
[MALE]
[CASTE_TILE:'l'][COLOR:2:0:1]
[CURIOUSBEAST_ITEM]
[CURIOUSBEAST_GUZZLER]
[POP_RATIO:500]
[CASTE_PROFESSION_NAME:SWORDSMAN:lad-at-arms:lads-at-arms]
[CASTE_PROFESSION_NAME:AXEMAN:redcap:redcaps]
[CASTE_PROFESSION_NAME:CROSSBOWMAN:arquebuser:arquebusers]
[CASTE_PROFESSION_NAME:BOWMAN:archer:archers]
[CASTE_PROFESSION_NAME:LASHER:whipchaun:whipchauns]    
[CASTE_PROFESSION_NAME:MASTER_CROSSBOWMAN:fusilier:fusiliers]
[CASTE_PROFESSION_NAME:HUNTER:scout:scouts]
[CASTE_PROFESSION_NAME:MASTER_AXEMAN:berserker:berserkers]
[CASTE_PROFESSION_NAME:MASTER_SWORDSMAN:duelist:duelists]
[CASTE_PROFESSION_NAME:MASTER_SPEARMAN:guardian:guardians]
[CASTE_PROFESSION_NAME:MASTER_LASHER:envoy:envoys]
  [SELECT_CASTE:FEMALE]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2WINGS:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[FLIER]
[SET_BP_GROUP:BY_CATEGORY:WING]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:103:105:110]
[APP_MOD_NOUN:lacy wings:PLURAL]
[APP_MOD_IMPORTANCE:700]
[SELECT_CASTE:MALE]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[SELECT_CASTE:MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:ALL]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]               +
[PHYS_ATT_RANGE:AGILITY:1200:1400:1500:1600:1800:2500]                   ++
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]              +
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]           +
[MENT_ATT_RANGE:DISEASE_RESISTANCE:150:600:800:900:1000:1100:1500]      -
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800:900:1000:1100:1500]       -
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]   +++
[MENT_ATT_RANGE:FOCUS:150:600:800:900:1000:1100:1500]                    -
[MENT_ATT_RANGE:CREATIVITY:1250:1500:1750:2000:2500:3000:5000]  +++             
[MENT_ATT_RANGE:INTUITION:150:600:800:900:1000:1100:1500]                -
[MENT_ATT_RANGE:PATIENCE:150:600:800:900:1000:1100:1500]                 -
[MENT_ATT_RANGE:SOCIAL_AWARENESS:5000:5000:5000:5000:5000:5000:5000]  +++
[BODY_SIZE:0:0:1000]
[BODY_SIZE:1:168:5000]
[BODY_SIZE:12:0:20000]        [USE_MATERIAL_TEMPLATE:POISON:SEED_TEMPLATE]
        [STATE_NAME:ALL_SOLID:sunflower seed]
[STATE_NAME_ADJ:ALL_SOLID:sunflower seed]
[STATE_NAME:LIQUID:melted sunflower seed]
[STATE_NAME_ADJ:LIQUID:melted sunflower seed]
[STATE_NAME:GAS:boiling sunflower seed]
[STATE_NAME_ADJ:GAS:boiling sunflower seed]
                [PREFIX:NONE]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS] [TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0] [APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END] [APP_MOD_DESC_RANGE:10:25:75:125:200:300] [TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200] [APP_MOD_NOUN:hair:SINGULAR] [TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200] [APP_MOD_NOUN:hair:SINGULAR] [TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150] [APP_MOD_NOUN:hair:SINGULAR] [APP_MOD_DESC_RANGE:55:70:90:110:130:145] [SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR] [TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS] [TSU_NOUN:hair:SINGULAR] [SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS] [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS] [TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS] [TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE] [TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS] [TSU_NOUN:moustache:SINGULAR] [SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS] [TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS] [TSU_NOUN:sideburns:PLURAL]

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:sunflower bullet]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:SOLID_GLOB]
[CDI:VERB:fires sunflower seeds:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BABY:1]
[GENERAL_BABY_NAME:fae baby:fae babies]
[CHILD:3]
[GENERAL_CHILD_NAME:fae child:fae children]
[CHILDNAME:fae child:fae children]
[EQUIPS]
[NATURAL_SKILL:DODGING:8]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6] 
[ITEMCORPSE:SEEDS:NO_SUBTYPE:PLANT_MAT:SUNFLOWER]
[ALL_ACTIVE]
        [CANOPENDOORS]
[HOMEOTHERM:10067]
[SPEED:600]
[GRASSTRAMPLE:0]
[SWIMS_INNATE][SWIM_SPEED:2500]
[fairy.txt]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH:EYEBROW]
[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1:GOLDENROD:1:MOSS_GREEN:1:ORANGE:1:PUMPKIN:1:RED:1:SAFFRON:1:SCARLET:1:SILVER:1:WHITE:1:LIGHT_BLUE:1:BLUE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN][TL_COLOR_MODIFIER:COPPER:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1] [TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE] [TL_COLOR_MODIFIER:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_MINT_GREEN:1:IRIS_EYE_MOSS_GREEN:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1:IRIS_EYE_AMBER:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1] [TLCM_NOUN:eyes:PLURAL]

But I know that these ones have beards. In worlds I've generated, all the males have had sideburns, mustaches, and beards. Do you have an entity that goes with them too?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on April 03, 2014, 09:45:10 pm
I hate to coincide defeat against such a trivial issue, but do you still have the modified raws Flyme? I've relocated the definitions thirteen times now without results, and it's clear that I don't really know what I'm doing at this point.

Sorry, I think I've overwritten them with one of the newer ones you have posted.

Here it is anyways. I don't think I changed it.

-snip-

But I know that these ones have beards. In worlds I've generated, all the males have had sideburns, mustaches, and beards. Do you have an entity that goes with them too?

Hmmm. I do in fact have an entity file for them:

Code: [Select]
[ENTITY:GOOD]
   [CIV_CONTROLLABLE]
   

[CREATURE:FAIRY_SUNFLOWER]
   TRANSLATION:ENGLISH
All external modded objects have been commented out in this version of the entity file for compatibility reasons.
   [TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_SPADE]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
WEAPON:ITEM_WEAPON_RAPIER
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
WEAPON:ITEM_WEAPON_CARBINE
AMMO:ITEM_AMMO_CARTRIDGE_S
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_COAT:UNCOMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:UNCOMMON]
[PANTS:ITEM_PANTS_THONG:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_BRAIES:COMMON]
[PANTS:ITEM_PANTS_TROUSERS:RARE]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:UNCOMMON]
HELM:ITEM_HELM_TRICORNE:UNCOMMON
HELM:ITEM_HELM_KEPI:UNCOMMON
HELM:ITEM_HELM_RIBBON:COMMON
HELM:ITEM_HELM_BONNET:COMMON
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
TOY:ITEM_TOY_JACK
TOY:ITEM_TOY_SOLDIER
TOY:ITEM_TOY_KNIGHT
TOY:ITEM_TOY_GOBLIN
TOY:ITEM_TOY_KENDAMA
TOY:ITEM_TOY_ROBOT
TOY:ITEM_TOY_DOLLHOUSE
TOY:ITEM_TOY_TANK
TOY:ITEM_TOY_BALL
TOY:ITEM_TOY_SHOGI_BOARD
TOY:ITEM_TOY_TOP
[CURRENCY_BY_YEAR]
[CURRENCY:TIN:1]
[CURRENCY:PEWTER:5]
[CURRENCY:BRONZE:15]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
INSTRUMENT:ITEM_INSTRUMENT_GUITAR
INSTRUMENT:ITEM_INSTRUMENT_BIWA
INSTRUMENT:ITEM_INSTRUMENT_UILLEANN
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[PERMITTED_BUILDING:SOAP_MAKER]
PERMITTED_BUILDING:SUNSHINE_GENERATOR
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[TOOL:ITEM_TOOL_KNIFE_CARVING]
[TOOL:ITEM_TOOL_KNIFE_BONING]
[TOOL:ITEM_TOOL_KNIFE_SLICING]
[TOOL:ITEM_TOOL_LARGE_POT]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[ACTIVE_SEASON:SPRING]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[MAX_POP_NUMBER:15000]
[MAX_SITE_POP_NUMBER:200]
[RELIGION:REGIONAL_FORCE]
[SCOUT]
[CLOTHING]
[ADVENTURE_TIER:2]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:REMAINING:NATURE]
[SELECT_SYMBOL:REMAINING:FLOWERY]
[WOOD_ARMOR]
[GEM_PREF]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[COMMON_DOMESTIC_PACK]
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
[USE_ANY_PET_RACE]
[AT_PEACE_WITH_WILDLIFE]
[DIPLOMAT_BODYGUARDS]
[EQUIPMENT_IMPROVEMENTS]
[DEFAULT_SITE_TYPE:TREE_CITY]
[LIKES_SITE:TREE_CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_FOREST]
[START_BIOME:ANY_GRASSLAND]
[START_BIOME:ANY_SAVANNA]
[START_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_LAKE:1]
[BIOME_SUPPORT:ANY_FOREST:3]
[BIOME_SUPPORT:ANY_RIVER:1]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_OCEAN:12]
[BIOME_SUPPORT:ANY_LAKE:3]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:4]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[ART_FACET_MODIFIER:EVIL:0]
[ART_FACET_MODIFIER:GOOD:384]
[ART_FACET_MODIFIER:OWN_RACE:384]
[ART_IMAGE_ELEMENT_MODIFIER:ITEM:32]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:512]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:448]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:512]
[ITEM_IMPROVEMENT_MODIFIER:THREAD:512]
[ITEM_IMPROVEMENT_MODIFIER:CLOTH:512]
[ART_FACET_MODIFIER:FANCIFUL:384]
[SELECT_SYMBOL:REMAINING:FLOWERY]
[ETHIC:KILL_ENTITY_MEMBER:UNTHINKABLE]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_NO_REPERCUSSIONS]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_PLANT:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:TORTURE_AS_EXAMPLE:MISGUIDED]
[ETHIC:TORTURE_FOR_INFORMATION:MISGUIDED]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:PERSONAL_MATTER]
[ETHIC:TREASON:PERSONAL_MATTER]
[ETHIC:OATH_BREAKING:PERSONAL_MATTER]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PERSONAL_MATTER]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:THEFT:PERSONAL_MATTER]
[ETHIC:ASSAULT:UNTHINKABLE]
[ETHIC:SLAVERY:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_ANIMAL:PERSONAL_MATTER]
[WILL_ACCEPT_TRIBUTE]
[LAND_HOLDER_TRIGGER:1:20:10000:100000]
[LAND_HOLDER_TRIGGER:2:20:20000:200000]
[LAND_HOLDER_TRIGGER:3:20:30000:300000]
[POSITION:LEADER]
[NAME:Queen:Queens]
[GENDER:FEMALE]
[SPOUSE_MALE:Chaun:Chaun]
[NUMBER:1]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_HEIR]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:2]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[DUTY_BOUND]
[COLOR:7:0:1]
[MANDATE_MAX:2]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:3]
[REQUIRED_OFFICE:2500]
[REQUIRED_BEDROOM:5000]
[REQUIRED_DINING:2500]
[POSITION:DIPLOMAT]
[NAME:Herald:Heralds]
[NUMBER:2]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:70]
[DO_NOT_CULL]
[COLOR:5:0:1]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[POSITION:EXPEDITION_LEADER]
[NAME:Pioneer:Pioneers]
[SITE]
[NUMBER:1]
[REPLACED_BY:GREAT FAIRY]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:BROKER]
[NAME:Broker:Brokers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BOOKKEEPER]
[NAME:Bookkeeper:Bookkeepers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:ACCOUNTING]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:180]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:MAYOR]
[NAME_MALE:Chaun:Chauns]
[NAME_FEMALE:Great Fairy:Great Fairies]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[REQUIRES_POPULATION:50]
[RULES_FROM_LOCATION]
[ELECTED]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[PUNISHMENT_EXEMPTION]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[POSITION:MILITIA_COMMANDER]
[NAME:Ceannfort:Ceannforts]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:16:skirmisher:skirmishers]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[RESPONSIBILITY:MILITARY_STRATEGY]
[PRECEDENCE:120]
[DO_NOT_CULL]
[POSITION:MANAGER]
[NAME:manager:managers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:160]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:CHIEF_MEDICAL_FAIRY]
[NAME:chief medical fairy:chief medical fairies]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_BUILDING:GUN_FORGE]
[PERMITTED_BUILDING:BULLET_MINT]
[PERMITTED_BUILDING:WORK_BENCH]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MAKE_PEARLASH]
[PERMITTED_REACTION:MAKE_PLASTER_POWDER]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:CLEAN_CHITIN]
[PERMITTED_REACTION:CLEAN_PELT]
[PERMITTED_REACTION:CLEAN_SCALE]
[PERMITTED_REACTION:CLEAN_PELT_AUTO]
[PERMITTED_REACTION:TAN_A_HIDE_NOAUTO]
[PERMITTED_REACTION:BOIL_FOR_GLUE]
[PERMITTED_REACTION:BOIL_FOR_RESIN]
PERMITTED_REACTION:IRON_GEAR
PERMITTED_REACTION:COPPER_GEAR
PERMITTED_REACTION:BRONZE_GEAR
PERMITTED_REACTION:STEEL_GEAR
PERMITTED_REACTION:MAKE_BPOWDER_P
PERMITTED_REACTION:MAKE_BPOWDER_S
PERMITTED_REACTION:CARTRIDGES_S
PERMITTED_REACTION:LEAD_BULLET_L
PERMITTED_REACTION:IRON_BULLET_L
PERMITTED_REACTION:COPPER_BULLET_L
PERMITTED_REACTION:ANY_BULLET_L
PERMITTED_REACTION:LEAD_BULLET_S
PERMITTED_REACTION:IRON_BULLET_S
PERMITTED_REACTION:COPPER_BULLET_S
PERMITTED_REACTION:ANY_BULLET_S
PERMITTED_REACTION:IRON_CARBINE
PERMITTED_REACTION:BRONZE_CARBINE
PERMITTED_REACTION:STEEL_CARBINE
[GEM_SHAPE:ROSE_CUT_GEM]
[GEM_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:ROSE_CUT_GEM]

Something in here possibly causing issue?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on April 03, 2014, 09:47:04 pm
Is it possible to make a gun that paralyzes targets? I want to make this.
https://www.youtube.com/watch?v=_zZhLH-5fws#t=04m02s
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 03, 2014, 09:49:58 pm
Hmmm. I do in fact have an entity file for them:

Something in here possibly causing issue?

I think it may be because your entity does not have any tissue stylings like the dwarven entity does.

Code: [Select]
[TISSUE_STYLE:HAIR]
[TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
[TISSUE_STYLE:SIDEBURNS]
[TS_PREFERRED_SHAPING:STANDARD_SIDEBURNS_SHAPINGS]
[TISSUE_STYLE:MOUSTACHE]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:STANDARD_MOUSTACHE_SHAPINGS]
[TISSUE_STYLE:BEARD]
[TS_MAINTAIN_LENGTH:100:NONE]
[TS_PREFERRED_SHAPING:STANDARD_BEARD_SHAPINGS]



Is it possible to make a gun that paralyzes targets? I want to make this.
https://www.youtube.com/watch?v=_zZhLH-5fws#t=04m02s

Possibly. You should look into DFHack's itemSyndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on April 04, 2014, 03:53:24 am
Is it possible to make a gun that paralyzes targets? I want to make this.
https://www.youtube.com/watch?v=_zZhLH-5fws#t=04m02s

Search for DFHACK projectile expansion, you'll be able to make ammo that shoot paralysis gas.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on April 05, 2014, 03:21:51 pm
The lack of hair definitions was what caused it! Now I feel silly.

Interestingly, it wold appear that wagon wood objects do not offend elves upon trade. This has given me an idea that might or might not actually work; A reaction that gives a civ (such as an elven one) the ability to produce wood derived from a non-existent creature in order to create elf-kosher goods. Would such a thing be possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 05, 2014, 04:31:10 pm
The lack of hair definitions was what caused it! Now I feel silly.

Interestingly, it wold appear that wagon wood objects do not offend elves upon trade. This has given me an idea that might or might not actually work; A reaction that gives a civ (such as an elven one) the ability to produce wood derived from a non-existent creature in order to create elf-kosher goods. Would such a thing be possible?

I guess it would be worth a shot, though I had tried this before by giving elves a reaction which gave them free 'grove wood', and hadn't seen them wear it or trade it. But I didn't test it too much, so I may have missed some +grove wood trinkets+ sitting off in a corner somewhere.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on April 05, 2014, 06:22:20 pm
Just a question here: Since I have a modded race, how can I get dwarves to send caravans?
Does [CIV_CONTROLLABLE] prevent caravans if you're not playing as them?
Or is it another tag that I am overlooking?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bennerman on April 05, 2014, 06:22:28 pm
How do I add a new icon for a new unit?

For reference, it's a new caste for warlocks in Warlock Tower mod, on masterwork, using phoebus tileset.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 05, 2014, 06:34:05 pm
If we are thinking of the same thing, graphics cannot be applied to individual castes. Graphics apply to the whole creature, and define how it looks by default, as well as how it looks when it holds certain noble positions, professions, and some statuses such as zombified and baby/child graphics.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bennerman on April 05, 2014, 06:38:00 pm
If we are thinking of the same thing, graphics cannot be applied to individual castes. Graphics apply to the whole creature, and define how it looks by default, as well as how it looks when it holds certain noble positions, professions, and some statuses such as zombified and baby/child graphics.

Well I'm not sure how this mod makes it work, but ghouls, skeletons, and warlocks all have different graphics
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 05, 2014, 06:42:12 pm
If we are thinking of the same thing, graphics cannot be applied to individual castes. Graphics apply to the whole creature, and define how it looks by default, as well as how it looks when it holds certain noble positions, professions, and some statuses such as zombified and baby/child graphics.

Well I'm not sure how this mod makes it work, but ghouls, skeletons, and warlocks all have different graphics

Because they all have different limitations on which skills they can learn by having different learning rates for different skills. All of the tokens are by profession.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on April 05, 2014, 06:59:51 pm
To reiterate, since most people don't check previous pages, how can I make dwarves send caravans to a non-dwarven race? Is that caused by [CIV_CONTROLLABLE]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 05, 2014, 07:03:31 pm
To reiterate, since most people don't check previous pages, how can I make dwarves send caravans to a non-dwarven race? Is that caused by [CIV_CONTROLLABLE]?

Dwarves don't have progress triggers like other entities do. Give the dwarven entity some progress triggers and they will be able to trade and siege like other races do.

Code: (The Elven Triggers) [Select]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on April 05, 2014, 07:05:44 pm
Oh, okay.
Time to go do that so I can trade with MORE things.
I altered the raws so goblins aren't always at war with things (no more baby snatching), and kobolds actually speak coherently, so both of those can at least pretend to have true peace with a thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bennerman on April 06, 2014, 11:57:56 am
How do I add noble classes/militia commanders to DF?

I tried adding
Spoiler (click to show/hide)

And it didn't work, and I tried adding changing [NUMBER:1] to [NUMBER:AS_NEEDED] to existing nobles and it didn't work either

It's important for what I'm modding in, so I can station them individually to both maintain control of skeletons AND guard
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 06, 2014, 12:18:45 pm
Code: [Select]
[POSITION:CAPT]
[NAME:captain:captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GEN]
[APPOINTED_BY:LTGEN]
[APPOINTED_BY:MAJGEN]
[APPOINTED_BY:BGEN]
[APPOINTED_BY:LTCOL]
[APPOINTED_BY:COL]
[APPOINTED_BY:IO]
[APPOINTED_BY:OD]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bennerman on April 06, 2014, 01:29:07 pm
Code: [Select]
[POSITION:CAPT]
[NAME:captain:captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GEN]
[APPOINTED_BY:LTGEN]
[APPOINTED_BY:MAJGEN]
[APPOINTED_BY:BGEN]
[APPOINTED_BY:LTCOL]
[APPOINTED_BY:COL]
[APPOINTED_BY:IO]
[APPOINTED_BY:OD]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]

Ah, see, I should have mentioned that this is from Warlock Tower Mod. Lemme post all the original nobles. The one above is one I tried to add, and did not come with the game.


Spoiler (click to show/hide)

Note, the ones that say [Number:As_Needed] originally said [Number:1]. Changing to as needed didn't work
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 06, 2014, 01:35:47 pm
is this in a current fort, or are you genning a world with each change?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bennerman on April 06, 2014, 01:45:33 pm
is this in a current fort, or are you genning a world with each change?

Current fort and I'm scared to hear that this won't work, considering I'm pretty far in my fort
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 06, 2014, 01:54:40 pm
saddly entity changes usually require a new world, you might be able to change the squad sizes for the "current" military nobles. other then that, sorry.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 06, 2014, 01:58:19 pm
saddly entity changes usually require a new world, you might be able to change the squad sizes for the "current" military nobles. other then that, sorry.

All entity changes require regen, so no, you won't be able to do that either.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bennerman on April 06, 2014, 02:51:51 pm
Well ****. I already have a thread for my current fort open. Is there any way to delete threads?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Arcvasti on April 06, 2014, 03:01:42 pm
Well ****. I already have a thread for my current fort open. Is there any way to delete threads?

You could always reporpoise it to be about the new fort. That wouldn't be unheard of.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bennerman on April 06, 2014, 03:04:55 pm
Well ****. I already have a thread for my current fort open. Is there any way to delete threads?

You could always reporpoise it to be about the new fort. That wouldn't be unheard of.

Alright...

If I add the new castes and nobles and THEN gen a new world, can I then tweak the reactions that summon them, add summoning items, etc. to that save file or will I have to regen the world again after that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 06, 2014, 03:07:17 pm
Adding anything at all requires a new world.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bennerman on April 06, 2014, 03:20:54 pm
Adding anything at all requires a new world.

Damn, now I realize why only the professionals mod.

For reference, I'm adding hero units to all the major races
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vorthon on April 06, 2014, 03:54:48 pm
Blurgh, since the thread I started up re: tissue errors didn't take off, figure I might as well ask here.

What could be causing this?

Code: (errorlog.txt) [Select]
*** Error(s) found in the file "raw/objects/creature_mod_civ.txt"
GNOLL Color Mod Ending With (TAUPE_SANDY,1) Was Not Used
GNOLL Color Mod Ending With (GRAY,1) Was Not Used
*** Error(s) finalizing the creature GNOLL
GNOLL:FEMALE:upper body, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:lower body, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:head, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:right upper arm, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:left upper arm, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:right lower arm, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:left lower arm, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:right hand, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:left hand, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:right upper leg, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:left upper leg, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:right lower leg, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:left lower leg, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:right foot, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:left foot, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:right ear, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:left ear, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:nose, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:throat, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:thumb, right hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:thumb, left hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:first finger, right hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:first finger, left hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:second finger, right hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:second finger, left hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:third finger, right hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:third finger, left hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:fourth finger, right hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:fourth finger, left hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:first toe, right foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:first toe, left foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:second toe, right foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:second toe, left foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:third toe, right foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:third toe, left foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:fourth toe, right foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:fourth toe, left foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:fifth toe, right foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:fifth toe, left foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:left cheek, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:right cheek, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:left eyelid, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:right eyelid, layer 1: Tissue  was not found, using first tissue instead
GNOLL:FEMALE:tail, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:upper body, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:lower body, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:head, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:right upper arm, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:left upper arm, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:right lower arm, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:left lower arm, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:right hand, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:left hand, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:right upper leg, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:left upper leg, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:right lower leg, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:left lower leg, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:right foot, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:left foot, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:right ear, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:left ear, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:nose, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:throat, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:thumb, right hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:thumb, left hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:first finger, right hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:first finger, left hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:second finger, right hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:second finger, left hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:third finger, right hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:third finger, left hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:fourth finger, right hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:fourth finger, left hand, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:first toe, right foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:first toe, left foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:second toe, right foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:second toe, left foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:third toe, right foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:third toe, left foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:fourth toe, right foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:fourth toe, left foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:fifth toe, right foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:fifth toe, left foot, layer 2: Tissue  was not found, using first tissue instead
GNOLL:MALE:left cheek, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:right cheek, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:left eyelid, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:right eyelid, layer 1: Tissue  was not found, using first tissue instead
GNOLL:MALE:tail, layer 1: Tissue  was not found, using first tissue instead
Unrecognized Color Token: 1
Unrecognized Color Token: 1

For reference, these are the raws I've got so far:

Code: (gnoll raws) [Select]
[CREATURE:GNOLL]
[DESCRIPTION:A large-ish creature resembling a humanoid hyena, known for their strong military traditions.]
[NAME:gnoll:gnolls:gnoll]
[CASTE_NAME:gnoll:gnolls:gnoll]
[CREATURE_TILE:'g'][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:'G']
[INTELLIGENT]
[CANOPENDOORS]
[BENIGN]
[PREFSTRING:stature]
[PREFSTRING:military prowess]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE:TAIL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:5000]
[BODY_SIZE:1:168:27500]
[BODY_SIZE:12:0:80000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:100:110:120:130:150:190]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[MAXAGE:40:100]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PROFESSION_NAME:BOWMAN:sharpshooter:sharpshooters]
[PROFESSION_NAME:CROSSBOWMAN:rifleman:riflemen]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:10:30:35:75:100:110:125]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:CHARCOAL:1:SLATE_GRAY:1:GRAY:1:RUSSET:2:TAUPE_MEDIUM:1:TAUPE_DARK:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_SAFFRON:1:IRIS_EYE_GOLDENROD:IRIS_EYE_FLAX:1:IRIS_EYE_BRASS:1]
[TLCM_NOUN:eyes:PLURAL]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 06, 2014, 06:32:44 pm
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS] should be [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vorthon on April 06, 2014, 06:53:21 pm
Yeah, someobody finally helped me with that in the thread I posted. Now I have to figure out how to get the hair colours to behave the way I want. Might just have to designate a 'mane/crest' body part.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Deon on April 07, 2014, 12:22:38 am
Oh, regarding the colors.

[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_SAFFRON:1:IRIS_EYE_GOLDENROD:IRIS_EYE_FLAX:1:IRIS_EYE_BRASS:1]
should be
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_SAFFRON:1:IRIS_EYE_GOLDENROD:1:IRIS_EYE_FLAX:1:IRIS_EYE_BRASS:1]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vorthon on April 07, 2014, 02:22:25 pm
Fixed that last night. mostly just trying to figure out how to designate mane colours and fur colours separately at this point. My current attempts just lead to 'head's hair' and 'tail's hair' being referenced. e-e
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 07, 2014, 02:24:16 pm
You're forgetting to include the TLCM_NOUN
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vorthon on April 07, 2014, 02:33:33 pm
I've tried that since fixing the eye colour problem. Didn't work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on April 07, 2014, 04:27:53 pm
Hmm. Maybe the TISSUE_LAYER_APPEARANCE mess right in the middle of color declarations is breaking the sequence and making the whole token invalid? Instead of this:

Code: [Select]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:10:30:35:75:100:110:125]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]

...use this:

Code: [Select]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:10:30:35:75:100:110:125]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vorthon on April 07, 2014, 04:31:01 pm
Nnnngh, that might cause issues with parsing what to refer to it as. But I'm gonna give it a shot anyways.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on April 07, 2014, 04:35:59 pm
All I did was separate the COLOR_MODIFIER stuff and APPEARANCE_MODIFIER stuff into separate SET_TL_GROUP declarations. That's the way vanilla creatures do it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vorthon on April 07, 2014, 04:38:19 pm
Eh, I was basing the raws off of humans, which apparently use that structure. Also, it worked. Now to tackle the fur-colour issue. Seems to take the body part specified in the last [PLUS_TL_GROUP] tag and apply the colour to that only. And refuse to use the [TLCM_NOUN] tag.

edit: Nope, it seems to be independent of the [PLUS_TL_GROUP] tag. Which is odd. Might just specify a 'fur' tissue identical to hair to work around the problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 07, 2014, 05:04:45 pm
You always need TLCM_NOUN and other TLCM tokens before any[/i] non-tissue-color-modifier tags are declared.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vorthon on April 07, 2014, 05:12:10 pm
Wait, turns out I forgot the SINGULAR in the TLCM_NOUN tag designating fur. Problem solved.

Now to tweak the appearance mod stuff for narrowness/broadness of the nose and ears. e-e
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CryptoCactus on April 08, 2014, 03:52:48 pm
I'm having a hard time grokking syndrome severity.

I see several places on the forums where people are saying severities in the thousands are necessary to see any effects, but all the vanilla syndromes have severities <=100.

How exactly does one determine a "good" range for syndrome severity?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 08, 2014, 04:10:43 pm
Can a filled cage with a specific creature be used as buildmats? As in: Pig Farm Workshop requires pig in cage yo build.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 08, 2014, 07:56:33 pm
Can a filled cage with a specific creature be used as buildmats? As in: Pig Farm Workshop requires pig in cage yo build.

no

you know at this point in your modding career if you have to ask it's probably a no... though I do get surprised sometimes
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 08, 2014, 08:20:18 pm
... at this point in your modding career ... surprised sometimes

Even tho Meph has delved into a great deal of the raws, I'm sure there are a few places that he hasn't touched yet or got into. Like me for example I know nothing about the COPY_TAGS_FROM or CREATURE_VARIANTS and a few others, Like I decided to see if a body part can have more then one category (like creatures can have many CREATURE_CLASSes) answer is no, the last declared CATEGORY tag is picked.

As for asking if a cage "containing" a "creature" can be used for a build mat, I don't see why that is not a valid question. Remember if questions are not asked, we are stuck with the same answers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 08, 2014, 08:29:45 pm
Thus why I didn't discourage asking
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Propman on April 08, 2014, 08:44:02 pm
Creature variations seem to calculate creature sizes for the creatures they're used for, as none of the animal men using the tag have predefined sizes. How it calculates the size baffles me, however; You've got these kobold-sized hamster men, but also sperm whale men whose size are shrunken relative to that of a true sperm wale.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on April 08, 2014, 08:46:54 pm
How it calculates the size baffles me
Here's the relevant tag (from the creature variation definition):
Code: [Select]
[CV_NEW_TAG:GRAVITATE_BODY_SIZE:70000]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 08, 2014, 08:54:50 pm
What that does is make the average adult size of the creature 70000 (same as the average human) and adjust all other sizes by the same percentage (so you get similar growth rates).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: kiwiphoenix on April 08, 2014, 09:40:33 pm
What that does is make the average adult size of the creature 70000 (same as the average human) and adjust all other sizes by the same percentage (so you get similar growth rates).
Thought it averaged the base creature's size with 70,000?
Giving you size 12.535M Sperm Whale People, and size 35k Spider People?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vorthon on April 08, 2014, 10:17:23 pm
I'll admit to being pretty clueless when it comes to 90% of the stuff when it comes to material properties. Proooobably gonna have to outsource those for my mod.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on April 09, 2014, 01:09:03 pm
What that does is make the average adult size of the creature 70000 (same as the average human) and adjust all other sizes by the same percentage (so you get similar growth rates).
Thought it averaged the base creature's size with 70,000?
Giving you size 12.535M Sperm Whale People, and size 35k Spider People?
That's what it does. I've tested that in arena mode, too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 12, 2014, 04:52:41 am
Can a filled cage with a specific creature be used as buildmats? As in: Pig Farm Workshop requires pig in cage yo build.

no

you know at this point in your modding career if you have to ask it's probably a no... though I do get surprised sometimes
Usually I would try it out, but as you are aware, i only have a phone to go online till june/july. Still, asking doesnt hurt... or the answer could have been: yes, with script x ;)

And hugo, you know so much more about creature modding than I do, its not even funny any more ;)

Ps: I got the thought because i was asked about fake-animal-farming and randomly saw another post in which a person build a workshop that needs cages and accidently took some with undead giant spiders in them. Would have been neat to use this as a feature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vorthon on April 12, 2014, 06:23:52 am
On the topic of things in other things:

The mod I've been working on is going to try to implement 1920's tech as best it can given DF's limitations, so I was wondering: Would a target container for a reaction's output be able to hold a gas? I'm asking this because I'm likely going to try to recreate chemical industry-type stuff, and I'd hate to put it all together only to have it fail because of in-game physics.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 12, 2014, 08:24:14 am
I cant remember doing it myself, but it should. Otherwise just make a fake gas-product, like a tool thats called "canister of x gas".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on April 12, 2014, 08:32:29 am
Can you make an noble that is appointed by the noble it replaces? Also, are the dwarven captain and lieutenant positions necessary?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 12, 2014, 10:06:52 am
On the topic of things in other things:

The mod I've been working on is going to try to implement 1920's tech as best it can given DF's limitations, so I was wondering: Would a target container for a reaction's output be able to hold a gas? I'm asking this because I'm likely going to try to recreate chemical industry-type stuff, and I'd hate to put it all together only to have it fail because of in-game physics.

Remember we keep gaseous materials in a liquid state, and like DF Gas would simple escape. So make the material boil at room temp and the container always cold (I think that should keep it from boiling) if not just make them a liquid. That way you can make canisters and your reactions take empty ones. Empty Canister (tool) plus some material in a workshop = canister of argon. then you can make lightbulbs (I think argon was used, been awhile since I saw how those where made)

And remember sulfuric acid is made from boiling water and sulfur (brimstone) and the gaseous by-products merge and the cooling makes it acid. (rough explanation)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Visus Draconis on April 12, 2014, 01:58:40 pm
I gotta ask: can you create a creature that takes the shape of a dwarf and then migrates to your fortress, causing havoc by occasionally killing one of your dwarves? I don't mean a vampire or a werebeast here: I mean something more along the likes of a Mimic or Masterwork's Warlock Spy.

This is because I want to make a mod filled with a bunch of infiltrating baddies that can destroy your fortress from the inside (well, hasten the process, anyway).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on April 12, 2014, 02:22:53 pm
You can't get them to behave and be controllable like dwarves unless they actually are dwarves. What you can do is make some syndromes with [CE_DISPLAY_NAME:<...>:CAN_BE_HIDDEN] and [CE_DISPLAY_TILE:<...>:CAN_BE_HIDDEN] that only affect dwarves via interactions during worldgen and cause them to act like those evil infiltrators.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Visus Draconis on April 12, 2014, 02:35:06 pm
So, a syndrome that turns the Dwarf into, say, some sort of mimic creature? Then it'd be no different from, say, a werebeast or vampire. Unless it could take on the victim's identity or something like that.

Hmm. This is tougher than I thought.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 12, 2014, 04:21:49 pm
So, a syndrome that turns the Dwarf into, say, some sort of mimic creature? Then it'd be no different from, say, a werebeast or vampire. Unless it could take on the victim's identity or something like that.

Hmm. This is tougher than I thought.
I have a dozen of these in my mod. Possessed dwarves that turn into demons, werebeasts, spies, hidden necromancers and a cult leader that slowly converts your citizens. And you need to pray at temples or get priests to find them. To either cure or kill them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: nomoetoe on April 12, 2014, 06:26:01 pm
I am an idiot (and proud :D) and have no idea what I'm doing. I'm trying to make a humanoid with crab pincers instead of hands. I suspect the answer is simple. (hopefully)

edit: nevermind I figured it out.
(I have never facepalmed so hard before in my entire life xD)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Visus Draconis on April 13, 2014, 03:13:01 am
I have a dozen of these in my mod. Possessed dwarves that turn into demons, werebeasts, spies, hidden necromancers and a cult leader that slowly converts your citizens. And you need to pray at temples or get priests to find them. To either cure or kill them.

I thought as much. Masterwork has everything after all. :D

You wouldn't mind lending me the code for those infiltrators, would you? Or at least the ones not reliant on DFHack. I'll credit you in the mod, of course.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 13, 2014, 07:02:40 am
no dfhack needed. Open creature standart.txt and look for the word SECRET. its all in the castes. you just have to look at the fitting interactions as well; you will probably get the basics behind it quickly. Its not hard to make.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grey Goo on April 13, 2014, 10:09:33 am
Time to ask something...

Let's say I have something akin to bronze colussus, being made from metal. Sure, not hard. However instead of something made from one tissue layer I want multiple tissue layers and not even from same material necessary. Like something having outer layer bronze but under it is steel and under this steel is boiling nerve gas. Gives much more fun for me to mod.

Also, any good way to add some kind of coolant fluid? Something which keeps thing cool even if submerged into magma but if it leaks out it is time to core meltdown. Not immediately, but over time if there is enough heat...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vattic on April 13, 2014, 11:30:52 am
For the first question you want to check out the iron man raws. They have a layer of iron with a layer of gas underneath.

I don't think you can do the second thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Visus Draconis on April 13, 2014, 02:56:54 pm
no dfhack needed. Open creature standart.txt and look for the word SECRET. its all in the castes. you just have to look at the fitting interactions as well; you will probably get the basics behind it quickly. Its not hard to make.

OK, so I looked over the raws at the wiki, and I noticed that cultists are their own caste. Could I make cultists and infiltrators work by making them a curse gained from desecrating a temple? I'll repackage it as the dwarf making a gesture of rejection towards the gods and worshiping the "Abyss".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on April 13, 2014, 05:21:13 pm
I am trying to clean up and remove redundant files from a particular creature I made.

Right now I have a creature that has a blade for an arm made from INORGANIC:RBONE and the bones of its body made from BONE:RBONE_TEMPLATE. Both materials have identical values but are split into inorganic_creature.txt and material_template_creature.txt respectively. 

Is there any way to change this to use the material_template file instead of inorganic_creature?

Code: [Select]
[USE_MATERIAL_TEMPLATE:BONE:RBONE_TEMPLATE]

[TISSUE:BLADEARM]
[TISSUE_NAME:bone:NP]
[TISSUE_MATERIAL:INORGANIC:RBONE]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:BLADEARM:BLADEARM]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 13, 2014, 05:23:16 pm
Replace INORGANIC:RBONE with LOCAL_CREATURE_MAT:BONE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on April 13, 2014, 05:25:28 pm
Replace INORGANIC:RBONE with LOCAL_CREATURE_MAT:BONE
Ha, I almost wish it weren't so simple. Thanks for the info and the really quick reply.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 13, 2014, 08:57:08 pm
Time to ask something...

Let's say I have something akin to bronze colussus, being made from metal. Sure, not hard. However instead of something made from one tissue layer I want multiple tissue layers and not even from same material necessary. Like something having outer layer bronze but under it is steel and under this steel is boiling nerve gas. Gives much more fun for me to mod.

Also, any good way to add some kind of coolant fluid? Something which keeps thing cool even if submerged into magma but if it leaks out it is time to core meltdown. Not immediately, but over time if there is enough heat...
For the second one, have the inner layer take heat damage at room temperature, with the next tissue layer up (coolant) tagged with a fixed temperature low enough to keep the core safe.  Not sure if that will work as intuitively as it sounds.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 13, 2014, 09:27:45 pm
I'm plodding away on my "The Earth Strikes Back" mod, and I've run into two really odd problems.

First, the 'awakened stone' creature itself is never supposed to appear in the wild (only appearing in response to specific Dwarf actions), but I can't get it to appear in the arena at all.  Anyone have an idea what's wrong with it?

Spoiler (click to show/hide)

Nothing shows up in the error log, which has stymied my attempts at troubleshooting.

I'm also disappointed that I can't place a miner with a pick in the arena.  That's the fight I want to play-balance.

The second problem is creating two materials that mimic each layer stone.  One is a 'hidden gem' that looks like stone but drops value-40 gems.  The other is 'living stone' that boils away immediately upon being mined.  A future step is to give that gas a syndrome that quasi-summons the awakened stone creature above.

Spoiler (click to show/hide)

All of that worked like a champ, but I noticed that the tiles in MY raw files don't match the ones in the wiki or a plain-vanilla copy of DF.  I've always used the Lazy Newb Pack and didn't realize it altered tiles like that.  I have no problem making two versions, but could someone tell me what component of LNP made the changes to I can advise any future downloaders of the mod?

(Note that the living stone and the hidden gems do crowd out typical minerals to some degree.  The hidden gems are there to balance out the added danger posed by living stone, so I made all of them value 40.  This pulls up the aggregate value of mining.)

Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 13, 2014, 09:43:25 pm
You're missing [OBJECT:CREATURE] in the awakened stone file.

Graphics sets tend to make changes to tiles.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 13, 2014, 11:52:35 pm
You're missing [OBJECT:CREATURE] in the awakened stone file.

Graphics sets tend to make changes to tiles.
Thank you!  I knew it has to be something glaringly obvious.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grey Goo on April 14, 2014, 07:12:30 am
>Vattic

Ironmen, not much help. They are technically just tincans filled with mildy smelly gas. Very fragile. I like to have sure way apply multiple layers to make something little more harder to kill even if layers can be cut...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 14, 2014, 09:10:23 am
>Vattic

Ironmen, not much help. They are technically just tincans filled with mildy smelly gas. Very fragile. I like to have sure way apply multiple layers to make something little more harder to kill even if layers can be cut...

What he was suggesting was "look" and "inspire" as the ELEMENTMAN_IRON has all the things you want (layering iron, custom tissues, gas tissue. You could even make a liquid tissue if you wanted just from looking at how this creature is setup)

remember to layer a creature you need tissues, and tissue need materials, then you need a body, so you can layer those tissues on.

MATERIALs
TISSUES or BODY (which comes first doesn't matter too much)
BODY_DETAIL_PLANs and/or TISSUE_LAYER (have to be after BODY and TISSUE calls as these mainly affect BODY and use TISSUEs)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grey Goo on April 14, 2014, 12:03:47 pm
Actually, adding multiple layers is quite easy. Through not sure how well it works. At least, can't cut easily steel limbs now with adamantine blades. No, instead your weapon seem to get stuck more often...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 14, 2014, 02:03:05 pm
if you want to prevent stuckins there is a creature tag for that [NOSTUCKINS]
makes sense if you have a metal creature
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 14, 2014, 03:00:53 pm
Thanks to Huge and Putnam, I now have the minimal bits in place to have stones turn the tables and chase Dwarven miners around the fort.  Some play-balance issues need to be worked out in the arena, but tuning will be fun.  I can work out how to make a graphics set display a single icon for the creature, but I'd prefer to have some variation by caste.

Is there a way to pick a different tile from the graphics set based on caste?  Since the only difference will be coloring, is there way to specify a single image but alter the colors either with CASTE_COLOR inside the creature_???.txt file or some voodoo inside the graphics_???.txt file?  For example, an Awakened Granite would properly be white with green eyes, while an Awakened Sandstone would properly be brown with yellow eyes.

The other bit that I need is the actual syndrome to cause a dwarf to "spawn" one of those Awakened Stones when he/she mines out the wrong tile.  It sounds like there is a standard way to do this, and I already have the boil-away stone ready.  But my search-engine-judo is apparently not up to the task of finding a prototype spawning syndrome.  I'd actually like to do it as two different syndromes for each Awakened Stone caste.

The first makes the miner OPPOSED_TO_LIFE, and the second causes the spawner bodypart to appear and animate into an Awakened Stone.  If the Dwarf has given tribute at the proper shrine, he/she will be given immunity to the first syndrome causing the Awakened Stone to spawn as a friendly unit.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on April 14, 2014, 04:09:50 pm
Can you make an noble that is appointed by the noble it replaces? Also, are the dwarven captain and lieutenant positions necessary?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 14, 2014, 04:24:01 pm
Is there a way to pick a different tile from the graphics set based on caste?

no
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on April 14, 2014, 04:29:21 pm
Is there a way to pick a different tile from the graphics set based on caste?

no

But you can make different castes appear as different colors of the same tile right? I seem to remember someone having multiple golem castes that were different colored depending on their caste.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on April 14, 2014, 04:31:06 pm
Also, you can have different tiles for professions in the same creature, but by default creatures are "peasant"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 14, 2014, 09:09:19 pm
Is there a way to pick a different tile from the graphics set based on caste?

no

But you can make different castes appear as different colors of the same tile right? I seem to remember someone having multiple golem castes that were different colored depending on their caste.

There are tokens for CASTE_TILE, CASTE_COLOR and CASTE_GLOWTILE, which is why I thought there might be a way to pick from different cells of a graphics set.  If I were to make up an entire tileset just for this mod, in principle I could make caste-specific tiles.  I just don't want to go that route.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 15, 2014, 09:59:00 am
Ah, it turns out my idea to have mud coursing through the awakened stone's veins is not feasible.  Mud is considered solid, and solids don't bleed correctly (I ended up with "a dusting of awakened stone skin" where it bled).  Forcing it to be a liquid reveals that there is no liquid state name for mud ("a pool of awakened stone n/a").

After quite a bit of tinkering, I just went with GOO for blood (like the fire imps).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 15, 2014, 10:32:43 am
make your own mud, you can change the state names and color for goo.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 15, 2014, 10:42:13 am
make your own mud, you can change the state names and color for goo.
I know I can make a material called mud, but if I was going to use mud, I wanted it to "muddy" the tiles properly.  Because life-and-death combat to set up farming is Funner than bringing buckets of water...

The original idea was to use magma for blood, but it would have made them too hazardous to attack.  Goo is fine since it looks like crude oil.  Still tweaking these guys around the edges (like taking out the throat, neck and ribcage... these are basically just body/heads with limbs).

Does anyone have a pointer to a syndrome that causes a bodypart to drop off and reincarnate into a "spawned" creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 15, 2014, 11:04:17 am
Does anyone have a pointer to a syndrome that causes a bodypart to drop off and reincarnate into a "spawned" creature?

Code: [Select]
[INTERACTION:SPAWN_KROG]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_MANUAL_INPUT:creature]
[IT_AFFECTED_CLASS:QUEEN_SPAWN]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:create]
[SYNDROME]
[SYN_NAME:born]
[SYN_AFFECTED_CREATURE:KROG:QUEENS]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:KROG:MINION]

severed limbs will work, takes a bit more to make bps fall off on their own
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grey Goo on April 15, 2014, 11:36:04 am
I like to have way ensure water in pools are contamined by custom made material from creatures. A parasitic contamination. Have already material but no good way to ensure if stuff is in water your dwarf or your adventurer will drink it if they try drink from pool or any water source contaminated. Kind of way ensure water is laced with that stuff...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 15, 2014, 11:39:53 am
make it the same color as water (blue) and the creature secretes it so when it swims (or rains) it washes off and contaminates the water supply. Since now the material is the same color it's harder to see if it's contaminated or not (unless the player looks at all the water tiles)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grey Goo on April 15, 2014, 12:59:33 pm
How secretion actually works? Tried, not having any stuff visible. No errors either..
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 15, 2014, 01:24:41 pm
[SECRETION:LOCAL_CREATURE_MAT:FLUID:LIQUID:BY_CATEGORY:ALL:SKIN]

now to explain it so you know what goes where:

[SECRETION:A:B:C]

A: material, this can be 1 to 3 sections long (MUD, LOCAL_CREATURE_MAT/INORGANIC:material/inorganic(like gabbro), or CREATURE/PLANT_MAT:creature/plant:material)
B: Material state (SOLID, LIQUID, GAS) what state the material is secreted as (INORGANIC:NONE:LIQUID will have it secrete magma on the defined tissue, coming up next)
C: bodypart and tissue to secrete the material. So you choose a selector type (BY_TOKEN:RH:SKIN, BY_TYPE:GRASP:SKIN, BY_CATEGORY:HAND:SKIN) I included a bodypart target too which is Hand(s) so RH is the right hand token (so only secrete material from the skin of the right hand) GRASP means secrete material from all GRASPING body parts and HAND means secrete material from all bodyparts categorized as HAND. Now there is also the end part SKIN that is the tissue layer on the bodypart, most limbs and external parts will have SKIN or SCALE (HAIR too) but internal organs mostly have their own named tissues EYE, BRAIN, LIVER so lets say I wanted Eyes to ooze solid salt (sounds really painful) I'd use one of these two methods ([SECRETION:SALT:SOLID:BY_TYPE:SIGHT:EYE] or [SECRETION:SALT:SOLID:BY_CATEGORY:EYE:EYE])

Also for states you can try these SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED
paste and pressed might not work but I know 100% that SOLID, LIQUID and GAS work. I'm certain that POWDER/SOLID_POWDER could work too but I don't remember if I've tried that yet.

EDIT:
NOTE --- Secretions do not work in ARENA MODE only in real gameplay.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 15, 2014, 01:39:08 pm
You're wrong about the PLANT thing; that's a 3-part material, PLANT_MAT:PLANT:MAT
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 15, 2014, 01:42:49 pm
You're wrong about the PLANT thing; that's a 3-part material, PLANT_MAT:PLANT:MAT
opps I forgot the _MAT it was supposed to be LOCAL_CREATURE/PLANT_MAT:material

EDIT: updated it, I also forgot to say CREATURE/PLANT_MAT:creature/plant:material
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on April 15, 2014, 01:51:48 pm
You're wrong about the PLANT thing; that's a 3-part material, PLANT_MAT:PLANT:MAT
opps I forgot the _MAT it was supposed to be LOCAL_CREATURE/PLANT_MAT:material

EDIT: updated it, I also forgot to say CREATURE/PLANT_MAT:creature/plant:material
A creature won't have a local_plant_mat, though, so that part is unnecessary. Also, the last time I tried, secretions did work in the arena (though not quite as I wanted them to).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 15, 2014, 02:42:09 pm
You're wrong about the PLANT thing; that's a 3-part material, PLANT_MAT:PLANT:MAT
opps I forgot the _MAT it was supposed to be LOCAL_CREATURE/PLANT_MAT:material

EDIT: updated it, I also forgot to say CREATURE/PLANT_MAT:creature/plant:material
A creature won't have a local_plant_mat, though, so that part is unnecessary. Also, the last time I tried, secretions did work in the arena (though not quite as I wanted them to).
That is actually true, and plants can't secrete anyways. I'll edit it quickly again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 15, 2014, 03:09:33 pm
You're wrong about the PLANT thing; that's a 3-part material, PLANT_MAT:PLANT:MAT
opps I forgot the _MAT it was supposed to be LOCAL_CREATURE/PLANT_MAT:material

EDIT: updated it, I also forgot to say CREATURE/PLANT_MAT:creature/plant:material
A creature won't have a local_plant_mat, though, so that part is unnecessary. Also, the last time I tried, secretions did work in the arena (though not quite as I wanted them to).
That is actually true, and plants can't secrete anyways. I'll edit it quickly again.
Would be nice if there was some way to give a plant a contact poison (poison ivy, etc.).  Not that Hugo with his cyborg body would notice, but typical creatures would suffer ill effects from walking through a tile of the plants.  Then hope to Armok that the dwarves path around it.

Just a though... giving the shearable animals a noxious secretion just because hairtrimming of any kind is an unnatural act for a Dwarf.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 15, 2014, 03:12:21 pm
plant contact poison doesnt work, but you can make grasses/moss that affects your grazers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on April 15, 2014, 04:31:39 pm
Question:

How big of an affect do traits (e.g. ANGER) have on gameplay? Will modifying them (using DFHack) impact things much?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on April 16, 2014, 01:01:20 am
Question:

How big of an affect do traits (e.g. ANGER) have on gameplay? Will modifying them (using DFHack) impact things much?

You can see that on the wiki. The most noticeable are the ones that generate good or bad thoughts, like ALTRUISM or LIBERALISM.
At 100 ANGER increases the chances of a creature to enrage in combat but never guarantee it.

Afaik changing those with DFHack takes effect immediately.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 16, 2014, 06:22:32 am
They can make a big difference, for example my kobolds never tantrum, or Warlocks always have grudges against pretty much anyone else in the fort.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 17, 2014, 09:28:52 am
Does anyone have a pointer to a syndrome that causes a bodypart to drop off and reincarnate into a "spawned" creature?

Code: [Select]
[INTERACTION:SPAWN_KROG]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_MANUAL_INPUT:creature]
[IT_AFFECTED_CLASS:QUEEN_SPAWN]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:create]
[SYNDROME]
[SYN_NAME:born]
[SYN_AFFECTED_CREATURE:KROG:QUEENS]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:KROG:MINION]

severed limbs will work, takes a bit more to make bps fall off on their own
Thanks a lot for all your help.  I think I'm about 80% of the way there.  The intended sequence of events is:

There are 24 layer stones in the game, so there are 24 variations on the syndromes, creature castes, etc.  At the moment the progenitor is a dwarf caste, but I think I'm going to make it an awakened stone caste to keep my mod out of the creature_standard.txt file.  It will also prevent me from accidentally embarking with a bunch of progenitors in my Original Seven  :o


Spoiler: creature_standard.txt (click to show/hide)

Spoiler: creature_tesb.txt (click to show/hide)

Spoiler: interaction_tesb.txt (click to show/hide)

Any idea what I'm doing wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Visus Draconis on April 17, 2014, 09:33:33 am
So I've modded the game a bit, and the Elves are now showing up at my depot with fig wine filling their cloth bins.

What did I do wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 17, 2014, 09:41:12 am
So I've modded the game a bit, and the Elves are now showing up at my depot with fig wine filling their cloth bins.

What did I do wrong?
That's... impressive.

Can your dwarves drink the wine after you seize/purchase it?  For  mod-testing forts, no need to be diplomatic...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Visus Draconis on April 17, 2014, 10:30:45 am
That's... impressive.

Can your dwarves drink the wine after you seize/purchase it?  For  mod-testing forts, no need to be diplomatic...

I got this same error once before, but much worse: then, the Elves were naked save for a smear of fig wine, and their bins were completely filled with wine instead of being a combination of wine and cloth. When my dwarves took the bins, the wine was left behind.

Yeah, it's as ridiculous as it sounds.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grey Goo on April 17, 2014, 11:31:03 am
>Visus Draconis

Uh, sounds like duplication syndrome. Very strange ones, check error log...

Also, kinky...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Visus Draconis on April 17, 2014, 12:16:53 pm
>Visus Draconis

Uh, sounds like duplication syndrome. Very strange ones, check error log...

Also, kinky...

Aside from the game not recognizing the "untoward" words (anus, crotch, etc.) I have three duplicates in my raws. But the difference is that in the most recent game the glitch occurred in, the elves wore clothes and brought the liquor in barrels. So to have them regress is kind of surprising.

Also, I think it takes a certain kind of dwarf to think of the kinkiness in that situation. A very specific kind of dwarf.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grey Goo on April 17, 2014, 02:28:16 pm
>Visus Draconis

Hehe.. someone is doing almost same as me, except I like more term "nutsack". Language or bodyparts?

Also I am no dwarf! *Stab!*

Anyway, got question. Want mod-in porridges. Having already bread and least reaction shows in list. Probably edible too for dwarven bread anyway. Dwarven porridge should be next. Also I like to know where from find ideas for custom dwarven titles. Knowing right file and tokens do nothing without those behind them. And one thing more, for now. Skin for giant dwarf-eating slugs...

Hm, I am writing too shorty tonight?...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Larix on April 17, 2014, 06:02:28 pm
Another question from a rank newbie:

I wanted to get me a dog mayor. Added CAN_SPEAK and CAN_LEARN to dogs, as well as NO_EAT and NO_DRINK. They spend all their time guarding the trading goods stockpile, socialising and taking a nap from time to time. Most of them have all-around legendary skills. All who were born in the fort have names, and any who get imported by dwarfs and humans have professions (stray dog cook etc.).

But they don't get elected. When election time came, a dwarf with expert-to-accomplished social skills was chosen, while ~30 legendary-skilled dogs were ignored.

I didn't change any other tokens apart from the name. Anyone has an idea what makes them unable to gain office? I did not re-generate the world with the changed raws, in case that matters.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 17, 2014, 06:24:15 pm
Strange, they should be able to become mayor if they have high social skills.

Are they proper historical figures? Non-historical figures cannot take positions or join the military, IIRC.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Larix on April 17, 2014, 09:20:21 pm
They're all filed under pets, and they don't show up in legends - i.e. they aren't historical persons. They're properly intelligent (need sleep to stay sane, would need food and drink to survive; civilians refuse to wear dog leather clothes). The vast majority of them flash colour to show they're legendaries.

Is there something i must do to turn non-dwarfs into recognised persons, apart from just making them intelligent? Assign to a civilisation, remove one of the "animal" tokens, re-generate world?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 17, 2014, 09:43:55 pm
They're all filed under pets, and they don't show up in legends - i.e. they aren't historical persons. They're properly intelligent (need sleep to stay sane, would need food and drink to survive; civilians refuse to wear dog leather clothes). The vast majority of them flash colour to show they're legendaries.

Is there something i must do to turn non-dwarfs into recognised persons, apart from just making them intelligent? Assign to a civilisation, remove one of the "animal" tokens, re-generate world?

I know that creating a masterwork item can make a creature historical. But that isn't possible in this situation, as the dogs are not dwarves, and thus cannot do jobs.

You can try having them kill some creatures. Try and get some to attack goblins when the next siege comes. Ones that get kills may become proper historical figures.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on April 17, 2014, 10:00:26 pm
I don't think you can make a non-civ member a noble.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 17, 2014, 10:38:34 pm
I don't think you can make a non-civ member a noble.

Elected positions such as the mayor can be a non-dwarf though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Grey Goo on April 18, 2014, 08:18:22 am
Oh, now I remember my vital questions...

1. I am right that if you have for example permitted reaction for steel making, this entity will always have steel? Even if they don't have any other metals? Because I like to make entity which have only few selected metals. I assume cheat-reactions also gives those materials for them?

2. Where is dwarven sweat word mod/files? Original if possible. Self-made words don't have The Feeling...

3. Duh, what was again interaction for self-transmutation?...

Duh...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 18, 2014, 02:34:02 pm
Oh, now I remember my vital questions...

1. I am right that if you have for example permitted reaction for steel making, this entity will always have steel? Even if they don't have any other metals? Because I like to make entity which have only few selected metals. I assume cheat-reactions also gives those materials for them?

2. Where is dwarven sweat word mod/files? Original if possible. Self-made words don't have The Feeling...

3. Duh, what was again interaction for self-transmutation?...

1. Yes, a reaction that can supply a civ with certain materials will mean that they will always have access to it. This is why a dwarven civ will always have access to steel, even if they do not have access to iron.

2. Words are located in the language text files in the raws. The dwarven word for sweat is sined.

3. I can give an example of what it might look like.

Code: (interaction) [Select]
[INTERACTION:SAMPLE_TRANSFORMATION]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_AFFECTED_CREATURE:CREATURE:CASTE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:TRANSFORMED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:TRANSFORMED]
[CE_BODY_TRANSFORMATION:START:0:END:18400]
  [CE:CREATURE:CREATURE:CASTE]

Code: (creature interaction) [Select]
[CAN_DO_INTERACTION:MUERTA_HEAL]
[CDI:ADV_NAME:Transform]
[CDI:TARGET:A:SELF_ONLY]
        [CDI:USAGE_HINT:FLEEING]
[CDI:TARGET_RANGE:A:1]

What it will really look like will depend on what you want to use the transformation for.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Hugo_The_Dwarf on April 18, 2014, 03:18:28 pm
Spoiler (click to show/hide)

Think we meant "swear*" words since "r" and "t" are right next to each other. I think the best way to find the "old" ones it to try and get your hands on a 40d version (before the new military and hospital) and rip the old naughty words out of the lang files that blackflyme mentioned

Speaking of these files, is it possible to tell the entity to use only one set of symbols for names?
like if I made a bunch of words and their translations like Bob, Jim, Jeremy, Hugo, David, Joseph, Abe, etc. and had them in a symbol set NAMES. can I make it so only those are used for people names?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 18, 2014, 04:33:39 pm
Well, I figured out the main problem with the Awakened Stones... a bodypart is supposed to melt away and drop a "germ" to resurrect into an Awakened Stone.  It liquified all right, but its HEATDAM point was set to NONE, so the liquid just held onto the "germ" in a very creepy way.

Now on to testing these guys against actual miners in test forts.

I also had to define the bodyparts in a separate body_tesb.txt file.  Is there any way to define one-off bodyparts inside a creature token?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 18, 2014, 08:10:49 pm
Is there any way to define one-off bodyparts inside a creature token?

No. They have to be in a body file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Visus Draconis on April 19, 2014, 02:41:26 am
A few days ago, I asked about the Bread mod (http://www.bay12forums.com/smf/index.php?topic=137896.0) because the game didn't seem to recognize that I had enough flour to make bread. Note that unlike the Genesis mod, I've put the "bake bread" reaction into a separate building called the Bakery.

Spoiler: Baking Bread (click to show/hide)


What, exactly, am I doing wrong? Nothing I'm doing seems to work. Trying to bake bread still gets me the ingredients and products screen (you know, like at the smelter).

EDIT: I got it to work once by reducing the REAGENT needed to 1, except that that made it produce waaaaay too many pieces of bread. As in, one 10-unit bag of pale oat flour created 3000 dwarven oatcakes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on April 19, 2014, 06:01:16 pm
I remember asking this quite some time ago but not getting a very clear answer. I was hoping perhaps more is known now than when I first asked.

I was making what is intended to be indestructible bones so I used '9999999' as the value for most of the different tokens. I would just like to know what the highest value possible is. I noticed that adamantine will still chip and fracture this bone material even with those absurdly high values. I'm beginning to wonder if having a value above the maximum possible value actually does more harm than good.

Here are the raws in case it matters.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on April 19, 2014, 08:01:21 pm
I remember asking this quite some time ago but not getting a very clear answer. I was hoping perhaps more is known now than when I first asked.

I was making what is intended to be indestructible bones so I used '9999999' as the value for most of the different tokens. I would just like to know what the highest value possible is. I noticed that adamantine will still chip and fracture this bone material even with those absurdly high values. I'm beginning to wonder if having a value above the maximum possible value actually does more harm than good.

Here are the raws in case it matters.
Spoiler (click to show/hide)

Reply #3 and #14 of this (http://www.bay12forums.com/smf/index.php?topic=131995.0) topic should answer your questions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dwarfu on April 20, 2014, 03:17:45 am
Bread mod

My original reaction had AUTOMATIC, so the flour bags weren't stored, they were automatically baked.  If you removed this, chances are your flour is being stored in barrels and custom reactions can't see inside barrels, so it will act as if you have none available.

If you don't want it to be automatic, because you want flour to be cooked in other ways as well, then try creating a custom food stockpile to only accept flour, with barrel count at zero.  That should allow the reaction to 'see' the flour properly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Visus Draconis on April 20, 2014, 07:28:44 am
Bread mod

My original reaction had AUTOMATIC, so the flour bags weren't stored, they were automatically baked.  If you removed this, chances are your flour is being stored in barrels and custom reactions can't see inside barrels, so it will act as if you have none available.

If you don't want it to be automatic, because you want flour to be cooked in other ways as well, then try creating a custom food stockpile to only accept flour, with barrel count at zero.  That should allow the reaction to 'see' the flour properly.

Ahhhh! I see now. That makes sense. That's a DF bug, not a mod bug, right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lanp on April 20, 2014, 09:52:55 am
I remember asking this quite some time ago but not getting a very clear answer. I was hoping perhaps more is known now than when I first asked.

I was making what is intended to be indestructible bones so I used '9999999' as the value for most of the different tokens. I would just like to know what the highest value possible is. I noticed that adamantine will still chip and fracture this bone material even with those absurdly high values. I'm beginning to wonder if having a value above the maximum possible value actually does more harm than good.

Here are the raws in case it matters.
Spoiler (click to show/hide)

Reply #3 and #14 of this (http://www.bay12forums.com/smf/index.php?topic=131995.0) topic should answer your questions.

Thank you so much. That was a very interesting read.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dwarfu on April 20, 2014, 10:40:33 am
Ahhhh! I see now. That makes sense. That's a DF bug, not a mod bug, right?

It can potentially affect any custom reaction.  While it is currently working as intended and not a bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3224) per se, we hold out hope Toady will make the system more robust in the future.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Visus Draconis on April 20, 2014, 12:30:36 pm
It can potentially affect any custom reaction.  While it is currently working as intended and not a bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3224) per se, we hold out hope Toady will make the system more robust in the future.

Oh, okay. In any case, I got my reactions working now. Thanks a bunch!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 20, 2014, 06:03:48 pm
Ran into one more problem.  The miner turns into a progenitor, becomes opposed-to-life, and drops the "germ", but the interaction that turns the germ into an awakened stone never fires (or the interaction itself has a problem that doesn't appear in the error log).  The wiki says that an interaction without a usage hint will fire away at any valid target, so I did something wrong in here.  Does anyone have an idea what will make this work?

The full files exceed the maximum length allowed, so I included only one of the 24 types.

Spoiler: creature_tesb.txt (click to show/hide)

Spoiler: interaction_tesb.txt (click to show/hide)


Spoiler: body_tesb.txt (click to show/hide)

Oh, for any other modding newbies out there, the melt-away connector part is required.  When I included a germ bodypart with no connection at all, it never dropped.  I imagine it was just hovering around.  In my limited arena testing, such floating bodyparts don't seem to get hit in combat.  So not only do they hover, they dart around behind the main creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 20, 2014, 06:15:05 pm
For a body part to be resurrected it needs to either be an [UPPERBODY] or a [HEAD]. At least, those two I know can be resurrected for sure.

Your germ is neither. Try making it into a head, and see if that works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Demonic Gophers on April 20, 2014, 06:41:22 pm
There must be some obvious detail that I'm missing here.  From my body_added file (which also contains various body definitions that work fine, so the problem is not with the file itself):
Spoiler (click to show/hide)
From the creature definition:
Spoiler (click to show/hide)
From the error log:
Spoiler (click to show/hide)
The BP:TRUNK entry is copied directly from body_default's BASIC_1PARTBODY, with only the names and relsize changed.  I get the same 'Recognized But Could Not Connect' error for all the other body parts, but I'm assuming that's simply because it doesn't have the TRUNK to connect them too.  I've never run into the problem of a body not being created at all because it can't connect the initial UPPERBODY part before.  Can anyone tell me how I messed up here?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 20, 2014, 07:16:19 pm
Are you being given an error about there being two body parts with the ID of TRUNK?

There's already a [BODY:TRUNK] in the body_default file.

They may be interfering with each other.

It's probably looking for an elephant's trunk instead of your trunk.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Demonic Gophers on April 20, 2014, 07:19:51 pm
Changing it to BODY:TRUNK_TREE seems to have fixed that issue.  Thanks, I knew it must be something obvious.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 20, 2014, 09:41:34 pm
For a body part to be resurrected it needs to either be an [UPPERBODY] or a [HEAD]. At least, those two I know can be resurrected for sure.

Your germ is neither. Try making it into a head, and see if that works.
Tried making it a HEAD and making it an UPPERBODY in different runs, still just end up with a germ on the ground.

(Minor facepalm... I realized that I don't need to find a naturally-occurring tile of living stone.  I can just embark with it, and it will detonate as soon as I un-pause the game.)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Journeyman on April 22, 2014, 08:44:20 pm
I've just begun dabbling with modding organic creatures, and I thought a good starting project would be to make a dragon variant that was more than just an overgrown fire-breathing lizard. Since I'm posting here, you can probably guess how it's going. At the moment I have two main problems, which I'd be grateful for some help with:
I attempted to create a tougher scale material for the wyrms(ideally tough enough to shrug off copper and bronze weapons in most cases), but arena testing has resulted in unarmed humans tearing the underlying muscle with their teeth and fingernails, so clearly that hasn't worked. I'm unsure if this is due to problems with the material itself, or some mistake in applying it to the creature.
I've also noticed that for some reason, roughly half(14 out of a sample size of 30) of the wyrms I spawn in the arena are incapable of dealing further damage to human-sized opponents after latching onto a body part with a bite attack. My only guess is that this has something to do with variations in size making some weaker than others, except that their sheer size seems as if it should be enough to give them the necessary strength.

Creature raws:
Spoiler (click to show/hide)
Material template:
Spoiler (click to show/hide)
Tissue template:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 22, 2014, 09:03:11 pm
I'm not sure why the attacks aren't very effective, but your dragonscale material is pretty weak. Try comparing it to iron or bronze and simply copy those values over.

As it stands, it is actually weaker than nails in some regards. With only slightly better shear values.

E: Wait, I just noticed that your tissue template calls for LOCAL_CREATURE_MAT:DRAGONSCALE, but your dragon uses SCALE instead. That may be a problem.

If it is, then try changing SCALE:DRAGONSCALE_TEMPLATE to DRAGONSCALE:DRAGONSCALE_TEMPLATE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Journeyman on April 22, 2014, 09:57:23 pm
Ah, yeah, you're right on both counts. I was working off the scale template already present without comparing it to other materials. It behaves properly for the most part now, at least where blunt and slashing attacks are concerned.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 22, 2014, 10:52:25 pm
Argh.  I fiddled with the interactions some more, but still no germs turning into awakened stones.  Using CDI:TARGET:A:LINE_OF_SIGHT or CDI:TARGET_RANGE:A:10 doesn't help, nor does changing the IT_AFFECTED_CREATURE and SYN_AFFECTED_CREATURE to AWAKENED_STONE:ALL (from the more specific AWAKENED_STONE:PROGENITOR).  Removing the IMMOBILE tag from the PROGENITOR caste didn't help either.

I've pretty much run out of ideas on how to make this work, but maybe I just missed something that more experienced eyes would find obvious.  If I'm lucky, the upcoming DF version will have a summoning interaction.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on April 23, 2014, 11:39:30 am
The targeting is good so the issue must be inside the interaction.

Does adding IT_REQUIRES:FIT_FOR_RESURRECTION on the target part helps? Otherwise perhaps attaching a stand part on the seed (and keeping the seed as an upperbody)?

Otherwise, if you replace RESURRECT by ANIMATE, add FIT_FOR_ANIMATION in the interaction and give GRASP to the seed, does it work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 23, 2014, 11:46:45 am
The targeting is good so the issue must be inside the interaction.

(Very useful suggestions)
Thanks, I'll try those as soon as I get a chance tonight or tomorrow.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on April 25, 2014, 03:23:05 am
A particular entity member creature, when butchered, causes the game to crash.
Actually, it's some particular castes of that creature. Namely, the ones that have horns. All the other castes are fine.
[well, that is, the game is fine. the creatures are dead.]

I can't seem to figure out what's wrong with the horns.

Here's all the raw data that is relevant to the horns:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 25, 2014, 02:46:26 pm
The targeting is good so the issue must be inside the interaction.

Does adding IT_REQUIRES:FIT_FOR_RESURRECTION on the target part helps? Otherwise perhaps attaching a stand part on the seed (and keeping the seed as an upperbody)?

Otherwise, if you replace RESURRECT by ANIMATE, add FIT_FOR_ANIMATION in the interaction and give GRASP to the seed, does it work?
Thanks for the pointer to animation.  That got me out of the ditch and making at least some progress.  As it stands, I can animate the germ if it is a GRASP part (and since it's basically a 6kg ball of skin that's a bit disturbing to think about).  Mysteriously, the animated germs are "friendly" creatures regardless of whether the dwarf had an OPPOSED_TO_LIFE tag or not.  I think I can fix that by just sticking the OPPOSED_TO_LIFE syndrome into the interaction.  At the moment, the animation works on any GENERAL_POISON creature, I need to troubleshoot if I should be targeting a DWARF or targeting an AWAKENED_STONE.  Leaving it at is would cause havoc should one of these things appear near an old battlesite.

Resurrecting, thus far, has been fruitless.  But I *can* transform the animated germ into a full-bodied member of any Awakened Stone caste.  I can't tell from the UI if the transformed creature is considered an animated corpse or not, but it's "race id" in DFHack is the same as any other Awakened Stone and the "civ" is -1.

Irritating glitch 1: The germ retains its original tile (that of a severed bodypart, ² in vanilla) and its original name (such as "Urist McMiner's germ") despite having the bodyparts and coloration of a full Awakened Stone of the appropriate caste in its in-game text description.  I know from intermediate troubleshooting steps that if the germ animates into a Dwarf, it does use some graphics set icon.  So, I can work around the glitch by making a (1-tile) graphics set and renaming the bodypart to "awakened stone".

Irritating glitch 2: Despite the progenitor being IMMOBILE, the germ lands 0-6 tiles away.  Might have to dial down the progenitor's strength a lot and/or dial up the relative size of the germ.

Irritating glitch 3: Is there a way to suppress the transformation messages?  Right now I have the progenitor's caste name as "mining incident" as a kludgy fix.

So I think I can get to a workable version of the creature, though help with any of the irritating glitches would be awesome.  The next major hurdle is the Tribute workshops.  I know it will have an interaction that creates a boiling stone that creates a syndrome, but I haven't seen where I can add a CREATURE_CLASS tag with a syndrome.  Or am I stuck with SYN_CLASSes?  The plan is to use that tag to control whether the Awakened Stone is friendly or opposed-to-life.

Edit: Clarity with irritating glitch 1.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on April 25, 2014, 04:23:44 pm
Addendum (http://www.bay12forums.com/smf/index.php?topic=100707.msg5217573#msg5217573):

It appears that other sapient entity members, who have the exact same tissue template (and horns) as the problematic caste, do not crash the game when butchered. So I can't, for the love of me, find why *those* creatures do.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 27, 2014, 02:54:31 pm
Slowly but surely making progress thanks to the help I've gotten on this thread.

I discovered that a syndrome can change a creature's tile and color, so visually things are okay.  There is a different syndrome associated with each layer stone, so I can pick arbitrary colors (sticking with the primary color of the prototype stone).  I added a one-tile graphics set and used the ADD_COLOR option to preserve the color from the syndrome.  I still have the annoying problem of the creatures being labeled "Urist McMiner's awakened stone" despite [CE_DISPLAY_NAME:NAME:awakened basalt:awakened basalts:awakened basalt] in the interaction.  To allow any precise identification at all, I added SKIN colors and used descriptions like "basalt surface" and "granite surface" for the SKIN.  While I was at it, I added a bunch of other appearance modifications.

By the way, is there any color that the graphics set ADD_COLOR will ignore?  I tried that ugly color I see in most graphic sets, but it still varies based on the tile color (most noticeable for brown ones).

Oddly, the Awakened Stones always appear on the Units list as "Others" and tagged as Friendly... despite immediately getting into fights with the closest living thing.  Somehow that does seem to be a fitting definition of Friendly in DF.

It looks like when a miner digs into (for example) Living Granite, any and all Awakened Stone bodyparts on that z-level will animate as Awakened Granites.  This is supposed to happen for the germ, but it would also happen for a severed Awakened Marble hand many tiles away.  Every time I try to set a maximum range on the interaction, some blasted progenitor sets a new distance record with that germ thing!  ???  I'll try line-of-sight targeting and see if that helps.

Does anyone know if it's possible to rename a transformed creature?  Or how to suppress the transformation messages?  Then it's on to the workshops!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on April 27, 2014, 03:56:40 pm
Dirst,.that sounds interesting. I had something similar, rock and metalwraiths that spawn when mined... if you can use that code, it should still fly around... inorganic_zwarpstone.txt of the Mdf mod has those. Shoggoths and Balrogs that spawn from rock as well. If any of this helps, take what you like.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 27, 2014, 09:42:35 pm
Dirst,.that sounds interesting. I had something similar, rock and metalwraiths that spawn when mined... if you can use that code, it should still fly around... inorganic_zwarpstone.txt of the Mdf mod has those. Shoggoths and Balrogs that spawn from rock as well. If any of this helps, take what you like.
Thanks, that's very generous.  I learned a lot from poking around not-quite-blindly, but seeing it done correctly has its merits as well :)

It looks to me like the Balrog spawning is fatal to the miner who uncovers it.  Is that what actually happens, or am I missing a step somewhere?  Even if I can't lift the code directly, I can take advantage of a lot of the timing hints in there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on April 28, 2014, 11:04:26 am
I'm trying to test projectiles in Arena mode, but I can't seem to equip my Dwarfs with quivers so they won't shoot anything. Does anyone know of a workaround, or what I might be doing wrong?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 28, 2014, 12:16:47 pm
They don't need quivers, they can shoot things with ammo carried in one hand.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on April 28, 2014, 12:31:59 pm
Hmm, for some reason they aren't firing. Even when I individual take control of them and hit 'f' it says, "Nothing left to fire".

EDIT: Odd, I opened a different copy of DF and everything worked fine. Looks like I am going to have to look through and see what I messed up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vherid on April 28, 2014, 10:02:15 pm
So I'm putting together a mod, and have two human races created. Both of them have the following code copied from the dwarf creature raws
Spoiler (click to show/hide)

Yet it seems like they can't use these moves. It's just a bunch of pushing. When I assume control in arena, it will only allow me to wrestle and not use these standard moves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 28, 2014, 10:20:49 pm
So I'm putting together a mod, and have two human races created. Both of them have the following code copied from the dwarf creature raws
Spoiler (click to show/hide)

Yet it seems like they can't use these moves. It's just a bunch of pushing. When I assume control in arena, it will only allow me to wrestle and not use these standard moves.

Could you post the entire creature?

Normally this is caused by the creature not having the parts necessary to attack or are missing a brain/thought centre.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vherid on April 28, 2014, 10:22:12 pm
So I'm putting together a mod, and have two human races created. Both of them have the following code copied from the dwarf creature raws
Spoiler (click to show/hide)

Yet it seems like they can't use these moves. It's just a bunch of pushing. When I assume control in arena, it will only allow me to wrestle and not use these standard moves.

Could you post the entire creature?

Normally this is caused by the creature not having the parts necessary to attack or are missing a brain/thought centre.

https://github.com/Vherid/Projekt-Reikgrad/blob/master/creature_reichgrad_race.txt

Maybe its the order of things? I figured that wouldn't matter though with the way tags work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 28, 2014, 10:25:24 pm
Attacks have to go after their body part definitions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Vherid on April 28, 2014, 10:27:20 pm
Well then. I'm actually surprised it's that specific.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 28, 2014, 10:41:49 pm
To be fair, everything involving body parts at all is that specific.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Visus Draconis on April 29, 2014, 12:17:02 am
Okay, so I've been having this problem with my modded game where I occasionally get a caravan carrying a few items of "lightning". For some reason, it spawns as a solid, then quickly causes anything beneath it or touching it to burst into flames.

For reference, this is the lightning template, taken directly from Dwarf Chocolate:

Spoiler: Lightning (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on April 29, 2014, 04:24:21 am
Okay, so I've been having this problem with my modded game where I occasionally get a caravan carrying a few items of "lightning". For some reason, it spawns as a solid, then quickly causes anything beneath it or touching it to burst into flames.

For reference, this is the lightning template, taken directly from Dwarf Chocolate:

Spoiler: Lightning (click to show/hide)

Try adding SPECIAL and NO_STONE_STOCKPILE. Or perhaps the errorlog tells you that you leck the FLAME_TEMPLATE in your raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: NRDL on April 29, 2014, 07:03:30 am
Is there a way to remove the attribute cap in adventure mode?  I believe in 40d there were stories of dwarves being so ludicrously powerful that they could kick, literally, enemies to the other end of the screen.  Is it possible to do this in the current version?  If so, where can one find the bit governing the attribute cap, and if one were to make a new caste with only this as a change, would this caste actually show up in adventure mode in towns and such ( and if so, how to prevent that )?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 29, 2014, 12:55:15 pm
This is the code I use in the dragonball mod:

Code: [Select]
[MENT_ATT_CAP_PERC:WILLPOWER:400000]
[MENT_ATT_CAP_PERC:KINESTHETIC_SENSE:400000]
[MENT_ATT_CAP_PERC:SPATIAL_SENSE:400000]
[PHYS_ATT_CAP_PERC:STRENGTH:400000]
[PHYS_ATT_CAP_PERC:AGILITY:400000]
[PHYS_ATT_CAP_PERC:TOUGHNESS:400000]
[PHYS_ATT_CAP_PERC:ENDURANCE:400000]
[PHYS_ATT_RATES:STRENGTH:75:3:4:3]
[PHYS_ATT_RATES:AGILITY:75:3:4:3]
[PHYS_ATT_RATES:TOUGHNESS:75:3:4:3]
[PHYS_ATT_RATES:ENDURANCE:75:3:4:3]
[MENT_ATT_RATES:WILLPOWER:75:3:4:3]
[MENT_ATT_RATES:KINESTHETIC_SENSE:75:3:4:3]
[MENT_ATT_RATES:SPATIAL_SENSE:75:3:4:3]

PHYS_ATT_CAP_PERC and MENT_ATT_CAP_PERC are the tokens changing that, they're caste-level so you can put them in a caste and you can prevent castes from showing up too often in adventure mode by giving them a ridiculously low POP_RATIO while all other castes get ridiculously high ones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: fomori on April 29, 2014, 03:15:50 pm
Hi there. Been messing with interactions lately, making magic. With some help in another thread I made a secret which gives a basic fireball spell (and NOLIFE because otherwise you get...issues considering the whole 'searching for immortality is the only reason to learn secrets' thing.), and I've begun to fancy that up a bit with other variations on the burning theme. The second is a water-based spell (fires water/ice attacks and is amphibious) but I want to make it more interesting. An interaction can produce syndromes, apparently, but I don't get how to work them. As part of a related mod effort I tried to make a blinding gas, but that wouldn't work properly-it was described as creature 'na' even though I defined the material in the raws, but more importantly caused no ill effects.

I've currently copy-pasted Cave Floater poison, syndrome and spray attack to see what things ought to look like, but that isn't working either! The wiki said cave floaters are pretty much harmless, so I dialed the severity as high as it would go and still nothing.

Final Verditc: confused as hell out of 10

Second thing: once I finally get it to work, can you use an interaction to inflict syndromes without a vector like contact or biting? I had this thought of having my water mage gesture, then suddenly the targets lungs fill with water...well, get hit by a syndrome which inflicts coughing and lung failure/blistering to simulate the effect, anyway.

Finally, this is more a basic caste thing; Most species lack POP_RATIO, and appear on a roughly 1:1 basis. Are there any particularly weird things which happen if you then add more castes which do have set ratios? (that bit is me trying to give immortals magic individuals via castes, in case anyone's wondering at the change of tack)

In conclusion, I don't really know what I'm doing. Please advise :p
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on April 29, 2014, 03:31:19 pm
Posting the interactions you have so far may help. How did you copy-paste the cave-floater's interaction?

If the material is listed as n/a, then it is likely because there is something wrong with the material. It could be that it does not have a proper name for the state that it is in. For example, a material that has a name for its solid state but not its liquid one. Or the material you are referencing in the interaction is not present within the creature.

Interactions don't need to actually hit the opponent.

This is an example of an interaction that transmits a syndrome. It's fairly simple, and requires no gases or globs to touch or be inhaled by the enemy.
Code: (I think this is from dwarf chocolate, but I can't remember.) [Select]
[INTERACTION:CHOKE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:victim]
[IT_FORBIDDEN:NOBREATHE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:choking curse]
[CE_IMPAIR_FUNCTION:SEV:20000:PROB:100:BP:BY_TYPE:BREATHE:ALL:START:0:END:1200]

I haven't toyed around much with caste populations, so I can't answer the final question.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on April 29, 2014, 03:35:39 pm
I'll help as much as I can with a couple of these.

Hi there. Been messing with interactions lately, making magic. With some help in another thread I made a secret which gives a basic fireball spell (and NOLIFE because otherwise you get...issues considering the whole 'searching for immortality is the only reason to learn secrets' thing.), and I've begun to fancy that up a bit with other variations on the burning theme. The second is a water-based spell (fires water/ice attacks and is amphibious) but I want to make it more interesting. An interaction can produce syndromes, apparently, but I don't get how to work them. As part of a related mod effort I tried to make a blinding gas, but that wouldn't work properly-it was described as creature 'na' even though I defined the material in the raws, but more importantly caused no ill effects.
If you see something like "mage n/a" it is a material in an undefined state.  For example, you have raws for a solid but this particular gob of material is in a gas state.  The metals have full definitions for everything, so you can use one of them as a template.

Second thing: once I finally get it to work, can you use an interaction to inflict syndromes without a vector like contact or biting? I had this thought of having my water mage gesture, then suddenly the targets lungs fill with water...well, get hit by a syndrome which inflicts coughing and lung failure/blistering to simulate the effect, anyway.
If you don't include a vector, the syndrome will travel via the same quantum mechanism that covers levers controlling bridges and animal breeding.  You can constrain the effect by requiring line of sight, a maximum range, etc.

Finally, this is more a basic caste thing; Most species lack POP_RATIO, and appear on a roughly 1:1 basis. Are there any particularly weird things which happen if you then add more castes which do have set ratios? (that bit is me trying to give immortals magic individuals via castes, in case anyone's wondering at the change of tack)

In conclusion, I don't really know what I'm doing. Please advise :p
If you want a caste to be rare, give it a ratio of 1 while giving the mundane castes huge numbers like 20000.  These ratios may not affect much during world-gen, however.  I did see a cluster of 6 queen ant women in the cavern once.

EDIT: What BlackFlyme said.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on April 29, 2014, 04:06:57 pm
Speaking of castes, I've been thinking about a race of insects. The only female caste is the queen, which has a 0% chance of being born. If I were to make a 'queen' noble that had to be female, would it force a queen caste to be generated in worldgen?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on April 29, 2014, 04:11:04 pm
You can't have a 0 chance of a caste being born (setting POP_RATIO to 0 sets it to 100), but yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Visus Draconis on April 30, 2014, 12:22:35 am
Try adding SPECIAL and NO_STONE_STOCKPILE. Or perhaps the errorlog tells you that you leck the FLAME_TEMPLATE in your raws.

I don't think that's it. The FLAME_TEMPLATE seems to be working fine in my raws. Maybe it's the lightning man creature I have, which is made of lightning.

Man, this is tough.

EDIT: I have another thing I need help with: a plant that can be pressed into wax and oil. I copied it off the quarry bush raws, but it doesn't seem to be working.

Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 01, 2014, 01:45:00 am
I have another thing I need help with: a plant that can be pressed into wax and oil. I copied it off the quarry bush raws, but it doesn't seem to be working.


How exactly is it not working?

Without actually knowing, my guess is that it will not take your plant. This isn't because of the plant; it's because the reaction will only take seeds. Though if you did change the reaction or create a new reaction of your own, we may need to see it.

If you didn't change it, you could try replacing it with this one:

Code: [Select]
[REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[NAME:mill seeds/nuts to paste]
[BUILDING:QUERN:CUSTOM_S]
[BUILDING:MILLSTONE:CUSTOM_S]
[REAGENT:seeds:1:NONE:NONE:NONE:NONE][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT] to ensure only worthwhile seeds get used
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:seeds:NONE][PRODUCT_PASTE] makes the glob a "paste"
[SKILL:MILLING]

The only change was to alter the required reagent so that the reaction will accept all types of items. Though it should only take items that have the matching reaction product, which should just be the base lantern pod and quarry bush seeds.

By the way, your plant doesn't have a material called PLANT_OIL, but does have one called OIL. It goes by the ID you give it, and not the template it uses.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Visus Draconis on May 01, 2014, 08:42:27 am
Without actually knowing, my guess is that it will not take your plant. This isn't because of the plant; it's because the reaction will only take seeds. Though if you did change the reaction or create a new reaction of your own, we may need to see it.

If you didn't change it, you could try replacing it with this one:

Code: [Select]
[REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[NAME:mill seeds/nuts to paste]
[BUILDING:QUERN:CUSTOM_S]
[BUILDING:MILLSTONE:CUSTOM_S]
[REAGENT:seeds:1:NONE:NONE:NONE:NONE][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT] to ensure only worthwhile seeds get used
[PRODUCT:100:1:GLOB:NONE:GET_MATERIAL_FROM_REAGENT:seeds:NONE][PRODUCT_PASTE] makes the glob a "paste"
[SKILL:MILLING]

The only change was to alter the required reagent so that the reaction will accept all types of items. Though it should only take items that have the matching reaction product, which should just be the base lantern pod and quarry bush seeds.

By the way, your plant doesn't have a material called PLANT_OIL, but does have one called OIL. It goes by the ID you give it, and not the template it uses.

My intent is to have the plant itself be pressed at a screw press, not the seeds. But otherwise, I'll take your advice.

And now I have yet another thing that I can't quite get to work in a fresh install of DF. Using Dwarf Chocolate as a base, I tried to make separate dragon species that each breathe a different kind of nasty breath. This one was intended to cause the target's flesh to rot via necrosis, but instead causes them to partially melt and bleed if the projectile attack was a TRAILING_GAS_FLOW, and bleed to death or melt if the breath took the form of a TRAILING_VAPOR_FLOW.

Spoiler: Black Dragon (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GavJ on May 01, 2014, 10:41:40 am
Is there a description somewhere of how to start making proper script plugins for dfhack, or "API" documentation?

I have programmed in lua before and lots of other things, but I can't figure out where to begin here. All I see is in dfhack's help list, an undocumented lua command with no references or hooks or anything...

Spoiler (click to show/hide)
^
Yes, I know what lua IS. I need to know what the known native commands and hooks are. =(

I also asked on the IRC and I suppose one could just peruse the raw git repo and figure it out, but that's really horribly demotivating if so.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on May 01, 2014, 11:21:18 am
https://github.com/DFHack/dfhack/blob/develop/Lua%20API.rst (https://github.com/DFHack/dfhack/blob/develop/Lua%20API.rst)

Also, https://github.com/angavrilov/df-structures (https://github.com/angavrilov/df-structures), helps understand what different things there are.

Other than those two, just looking through others scripts is a great way to figure things out.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GavJ on May 01, 2014, 01:18:14 pm
Ah yup that should do it, thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on May 01, 2014, 02:20:11 pm
Is it possible to use [ENVIRONMENT_SPEC:stone:type:freq] to make a mineral spawn in adamantine tubes or salde? I can't test right now, and knowing that would speed things up a bit.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 01, 2014, 02:27:37 pm
I tried to make separate dragon species that each breathe a different kind of nasty breath. This one was intended to cause the target's flesh to rot via necrosis, but instead causes them to partially melt and bleed if the projectile attack was a TRAILING_GAS_FLOW, and bleed to death or melt if the breath took the form of a TRAILING_VAPOR_FLOW.

Spoiler: Black Dragon (click to show/hide)

Their breath is too hot, I'd assume. Try giving the material a lower boiling point. The creature extract template can melt fat when it boils.

Also, you may wish to make the syndrome last longer. As it is, it doesn't even last long enough to take effect. I haven't seen any necrosis while testing it out.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blakker on May 02, 2014, 08:07:35 am
Hi, I'm trying to make an adventurer reaction that'd let me smelt down metal stuff into bars - however, it doesn't see any weapon, armor or shield.
The reaction looks like kinda this:

Code: [Select]
[REACTION:SMELTING_ITEM]
[NAME:smelt metal item]
[REAGENT:toolset:1:TOOL:ITEM_TOOL_TOOLSET:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:item:1:NONE:NONE:NONE:NONE][REACTION_CLASS:METAL]
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:item:NONE][PRODUCT_DIMENSION:150]
[ADVENTURE_MODE_ENABLED]
[SKILL:SMELT]

Messing around with it, when I set it to check for only weapons and remove the [REACTION_CLASS:METAL] it works fine, but putting it back breaks it again. Is that tag simply not working in adventure mode or there's a way to make this to work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on May 02, 2014, 08:54:43 am
Hi, I'm trying to make an adventurer reaction that'd let me smelt down metal stuff into bars - however, it doesn't see any weapon, armor or shield.
The reaction looks like kinda this:

Code: [Select]
[REACTION:SMELTING_ITEM]
[NAME:smelt metal item]
[REAGENT:toolset:1:TOOL:ITEM_TOOL_TOOLSET:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:item:1:NONE:NONE:NONE:NONE][REACTION_CLASS:METAL]
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:item:NONE][PRODUCT_DIMENSION:150]
[ADVENTURE_MODE_ENABLED]
[SKILL:SMELT]

Messing around with it, when I set it to check for only weapons and remove the [REACTION_CLASS:METAL] it works fine, but putting it back breaks it again. Is that tag simply not working in adventure mode or there's a way to make this to work?
You'll also need to add [REACTION_CLASS:METAL] to the metal material template for your reaction to work correctly. It doesn't exist automatically.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: blakker on May 02, 2014, 09:00:44 am
Ooooh, that explains it, thanks! Another question, can I blacklist bars somehow (to prevent smelting down bars into themselves)?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on May 02, 2014, 09:39:02 am
Ooooh, that explains it, thanks! Another question, can I blacklist bars somehow (to prevent smelting down bars into themselves)?
Huh? If that's an adventure mode reaction, then you wouldn't need to forbid that, or would you?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on May 02, 2014, 09:47:46 am
Ooooh, that explains it, thanks! Another question, can I blacklist bars somehow (to prevent smelting down bars into themselves)?
It's wasteful of fuel, but there's no particular reason to ban the practice.  As MagmaMcFry mentioned, it's an adventure mode thing so you the player would need to explicitly choose to melt down silver bars to make silver bars.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GavJ on May 02, 2014, 01:37:09 pm
With regard to the dfhack script API I asked about and was given a link to earlier: To what degree do you expect that to totally become obsolete in a month or whenever DF 2014 comes out? Is it worth me bothering to try and start learning what it can do all now, or should I just wait? I don't know how much Toady changes / "breaks" per release for that sort of thing. By comparison, in minecraft, everything is chopped up into a silly number of little files most of which never get touched per release, so it doesn't break much. But this code looks like it might (?) be more monolithic
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on May 02, 2014, 02:49:47 pm
The functions themselves generally don't change, but the memory addresses do. It usually takes a little bit of time for the DFHack people to patch it all back up and direct everything to the right locations, but I don't think you would have to change your code much (simple find and replaces maybe).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 02, 2014, 02:50:15 pm
The API itself probably won't change too much but the structures will likely be given a small upheaval (especially unit souls).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on May 04, 2014, 11:00:39 pm
Still plodding away as I have time to fine-tune The Earth Strikes Back.  The creature spawning is working okay, but I've noticed that the syndromes aren't applying 100% of the time.  I thought I had to flag the syndrome as resistable before the dwarves would get a change to resist.

Also, does anyone know of a way to ensure that a particular stone does NOT show up in embark or trade caravans?  For embark, I can just make the material value really high, but I'm worried that the Dwarven Caravan is going to spawn with a few boulders of Living Schist.  Then a few hundred ticks later half the caravan is trying to eat the other half.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 04, 2014, 11:03:27 pm
Have you tried giving your stones [SPECIAL]?

That should prevent caravans and civilizations from obtaining it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Valikdu on May 05, 2014, 02:49:13 am
Is there a way to find out if something is wrong with a particular creature?

I've been given a save, in which the butchering of a domestic animal causes a crash, somehow. I've butchered dozens of those without incident, but something causes the crash in this instance. How to investigate something like this?

Also, this. (http://www.bay12forums.com/smf/index.php?topic=100707.msg5217573#msg5217573)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Visus Draconis on May 05, 2014, 08:36:20 am
Their breath is too hot, I'd assume. Try giving the material a lower boiling point. The creature extract template can melt fat when it boils.

Also, you may wish to make the syndrome last longer. As it is, it doesn't even last long enough to take effect. I haven't seen any necrosis while testing it out.

Nope, tried it out. It still causes the poor bastard that gets hit with the vapor to burn and die. Maybe if I lowered the [IF_EXISTS_SET_MELTING_POINT:55000] part to a more manageable temperature, it should work, but then it'd make the black dragon die to dragonfire.

EDIT: It's working! Seems I was right: removing the tag mentioned above makes the vapor work fine. A few modifications to the NECROSIS part, and the Black Dragon's breath is now necrotic. Thanks for the help, BlackFlyme.

Now all that's left is to make it lethal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on May 05, 2014, 09:13:31 am
Have you tried giving your stones [SPECIAL]?

That should prevent caravans and civilizations from obtaining it.
Thanks BlackFlyme, I'll try that as soon as I no longer need to be able to embark with the stuff for troubleshooting.  It's kind of funny to see the available items at embark including living granite nest box, living marble piccolo, etc. when I know that stone boils away at -58°F.  The mountainhome must run up serious air conditioning bills in the Workshop Quarter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheDorf on May 05, 2014, 02:01:18 pm
How would I go about getting books/slabs containing my custom secrets?

What I currently have is this:
Code: [Select]
[INTERACTION:EXAMPLE SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of magic]
[IS_SPHERE:FIRE]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_arcane.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
(IT_REQUIRES:MORTAL)
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Wizard]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:wizard:wizards:arcane:START:0]
(CE_ADD_TAG:NO_AGING:START:0)

...

I read something about having to add a sphere, so I tried adding fire but still, nothing.

Any help would be greatly appreciated :)

Edit: Never mind, it seems to work now. All I did was change the name of the secret to SECRET_ARCANE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on May 06, 2014, 05:38:50 pm
Can stone files function properly with multiple instances of the tokens that define what they are, like [METAMORPHIC]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 06, 2014, 05:54:45 pm
Those are occurrence tokens, not "what they are" tokens. Yes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on May 06, 2014, 06:07:49 pm
Okay, thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on May 07, 2014, 09:10:05 am
Hey, I have a goofy question about interactions.  Can I set up a single attack/interaction to have different effects on different creatures?  I'm thinking for example that target A is CAT:MALE and target B is CAT:FEMALE, with distinct syndromes hurled at A and B.  Would this operate correctly if only one of the targets was there?  If I made this two different interactions, I'm not sure the game would choose the proper one at run time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 07, 2014, 09:54:23 am
Attacks no, interactions yes. just use SYN AFFECTED CREATURE:CAT:MALE for the first and FEMALE for the second.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on May 07, 2014, 10:53:06 am
Attacks no, interactions yes. just use SYN AFFECTED CREATURE:CAT:MALE for the first and FEMALE for the second.
Thanks.  Ah, to stretch my example a bit, the attack could target A as CAT:ALL, with two different syndromes for A, one affecting each type.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on May 07, 2014, 04:58:12 pm
Another question.
Can [MEGABEAST] and [SEMIMEGABEAST] be on the same creature or do they conflict?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 07, 2014, 05:58:22 pm
As far as I know that should be fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 07, 2014, 06:00:00 pm
Megabeasts are terribly fickle about crashes, mind.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 07, 2014, 06:11:03 pm
Adding LAIR:### helps with that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 07, 2014, 06:11:45 pm
Adding LAIR:### helps with that.

Also, if they're missing biomes or pretty much anything else that could cause any problem with placing whatsoever. I'm not sure if having both tokens could be one of those things.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Maul_Junior on May 07, 2014, 06:58:39 pm
If I were to start a fort with the intention of embarking with, say, 20-40 dwarves and no more migrants, what would be the best way to execute a dwarfsplosion?

I assume that putting in a [MULTIPLE_LITTERS_COMMON] and [LITTERSIZE:1:X] where X is an arbitrary number I would settle on before I genned the world?


Also, I assume it's possible to mod dwarves so they reproduce via eggs (not planning on trying it, just asking)?


Actually that would make an interesting fortress. Make it so female dwarves demand nest boxes, and then you'd have to choose between eating dwarf eggs or hoping dwarves hatch.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 07, 2014, 07:09:41 pm
If I were to start a fort with the intention of embarking with, say, 20-40 dwarves and no more migrants, what would be the best way to execute a dwarfsplosion?

I assume that putting in a [MULTIPLE_LITTERS_COMMON] and [LITTERSIZE:1:X] where X is an arbitrary number I would settle on before I genned the world?

[MULTIPLE_LITTERS_COMMON] isn't a real tag, though [LITTERSIZE:min:max] will work.

Quote
Also, I assume it's possible to mod dwarves so they reproduce via eggs (not planning on trying it, just asking)?

Actually that would make an interesting fortress. Make it so female dwarves demand nest boxes, and then you'd have to choose between eating dwarf eggs or hoping dwarves hatch.

It can be done, though I wouldn't recommend it. It would be difficult to keep your dwarf on the nest for three months straight.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Maul_Junior on May 07, 2014, 07:27:06 pm
If I were to start a fort with the intention of embarking with, say, 20-40 dwarves and no more migrants, what would be the best way to execute a dwarfsplosion?

I assume that putting in a [MULTIPLE_LITTERS_COMMON] and [LITTERSIZE:1:X] where X is an arbitrary number I would settle on before I genned the world?

[MULTIPLE_LITTERS_COMMON] isn't a real tag, though [LITTERSIZE:min:max] will work.

Quote
Also, I assume it's possible to mod dwarves so they reproduce via eggs (not planning on trying it, just asking)?

Actually that would make an interesting fortress. Make it so female dwarves demand nest boxes, and then you'd have to choose between eating dwarf eggs or hoping dwarves hatch.

It can be done, though I wouldn't recommend it. It would be difficult to keep your dwarf on the nest for three months straight.


Ah. I was browsing through a few raws for the very first time and saw the multiple litters rare tag, and thought that there must be a multiple litters common tag.

and about eggs, yeah.......that would be the trick, wouldn't it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 07, 2014, 07:28:15 pm
Well, not having the tag would be the equivalent of that non-existent anti-tag, wouldn't it?

(such negativity in this post)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on May 08, 2014, 12:11:04 am
I want to make a creature with nigh-invincible hide, but that dies instantly if it's eyes are damaged. Can that be done?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 08, 2014, 12:12:48 am
Make its eyes actually a pair o' brains named "eyes"... or maybe just one brain named "eyes".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on May 08, 2014, 08:30:59 am
Make its eyes actually a pair o' brains named "eyes"... or maybe just one brain named "eyes".
I thought an Ettin with two brains could survive on one brain?  In that case a single brain called "eyes" is definitely the way to go.

It will take some finessing to get the facial feature locations to be consistent, but the end should be exactly what Enemy post had in mind.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BenLubar on May 08, 2014, 12:22:52 pm
I applied Wanderer's Friend (http://dffd.wimbli.com/file.php?id=6563) and then changed all the entity site types to CITY. I also added [INDIV_CONTROLLABLE] to everything. When I start a kobold or goblin character, I'm unable to talk in the town I spawn in, and as soon as I leave and enter another town, I get attacked on sight, even if it's a town from my civilization. It seems to have caused a mini loyalty cascade as well, since one of the kobolds that attacked me died in the fight to the other kobolds from that town. Unfortunately, kobolds have very bad aim, so I got quite a few counter-attacks off on them, making me an enemy of the civilization.

Is there some tag I missed? Is this a bug? I'll upload the save later today, but it was just the changes I outlined here plus the MEDIUM REGION preset with [REVEAL_ALL_HISTORY:0] and the seed "Dwarf Fortress".

Edit: Here's the world: http://dffd.wimbli.com/file.php?id=8557
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 08, 2014, 12:40:06 pm
[LOCAL_BANDITRY] causes your problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Maul_Junior on May 09, 2014, 01:42:46 am
In a custom race, is it possible to create (a caste of?) Snatchers and Thieves that are children, and restrict the Snatchers/Thieves to ONLY children--no adults as snatchers ever?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on May 09, 2014, 08:34:22 am
In a custom race, is it possible to create (a caste of?) Snatchers and Thieves that are children, and restrict the Snatchers/Thieves to ONLY children--no adults as snatchers ever?

There's no way to restrict snatcher and thieve jobs to a specific caste, as far as I know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on May 09, 2014, 01:33:26 pm
If I make a civ able to be bandits, and have them be thievies and guzzlers as well, does this mean they will always be hostile? Or do thieves not necessarily represent the home civ and thus they won't cause a war.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on May 09, 2014, 03:51:00 pm
If I make a civ able to be bandits, and have them be thievies and guzzlers as well, does this mean they will always be hostile? Or do thieves not necessarily represent the home civ and thus they won't cause a war.

LOCAL_BANDITRY will make the civ hostile to adventurers, possibly (I don't know; this is just what I've heard) even to members of their own civ who are adventurers.

Making creatures send fortress-mode thieves via [ITEM_THIEF] will make the civ in question hostile to civs without ITEM_THIEF. I have no information as to what happens when you make a civilized creature steal food/booze/items via the CURIOUSBEAST tags - I have an unreleased race in the works with those tags on certain castes, but it isn't appearing in arena mode yet for mysterious reasons.

Actually while I'm here, can anyone tell me why this is from looking at these raws?
Spoiler (click to show/hide)

I haven't created a creature from scratch in a while, so I'm confused as to why it isn't appearing. Errorlog doesn't catch anything; the creature just isn't listed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on May 09, 2014, 04:14:08 pm
Actually while I'm here, can anyone tell me why this is from looking at these raws?

(snip)

I haven't created a creature from scratch in a while, so I'm confused as to why it isn't appearing. Errorlog doesn't catch anything; the creature just isn't listed.
If that is the entire file, it needs the filename (sans .txt extension) as the first line.  An easy thing to overlook.

Edit: And there should be a colon between SKULL and 5FINGERS in the body plan.  That should have shown up in the error log.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on May 09, 2014, 09:08:05 pm
Thanks. It's working now.
Of course, the Igrayne mysteriously lack graphic representation, don't seem to move (even to defend themselves or dodge) etc, but that's expected errors.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 09, 2014, 09:20:15 pm
Thanks. It's working now.
Of course, the Igrayne mysteriously lack graphic representation, don't seem to move (even to defend themselves or dodge) etc, but that's expected errors.

[CREATURE_TILE:i] Should be [CREATURE_TILE:'i'], I believe.

Unless you mean sprite graphics.

Them not defending themselves may be because they are blind. They have no eyes or [EXTRAVISION].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on May 09, 2014, 09:22:15 pm
Thanks. It's working now.
Of course, the Igrayne mysteriously lack graphic representation, don't seem to move (even to defend themselves or dodge) etc, but that's expected errors.

[CREATURE_TILE:i] Should be [CREATURE_TILE:'i'], I believe.

Unless you mean sprite graphics.

Them not defending themselves may be because they are blind. They have no eyes or [EXTRAVISION].

TY. I forgot that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 10, 2014, 08:24:09 am
They won't lay charcoal, but they will lay regular eggs.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on May 10, 2014, 10:27:43 am
Speaking of fire creatures, I was going to add dragonfire to my creatures by just finding it in the dragon raws and copy pasting, but how do I do unique types? Like frost breath in Masterwork?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 10, 2014, 01:27:20 pm
That's not a unique type, that's an existing one pretending to be unique.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 10, 2014, 01:31:07 pm
They won't lay charcoal, but they will lay regular eggs.
Spoiler (click to show/hide)

Anything in the error log?

If I were to hazard a guess, it would be because the BAR has no subtoken.

Speaking of fire creatures, I was going to add dragonfire to my creatures by just finding it in the dragon raws and copy pasting, but how do I do unique types? Like frost breath in Masterwork?

That's a bit different from the default dragon-fire. They both can use the material emission interaction though.

Dragons have [CDI:FLOW:DRAGONFIRE], which tells it to use the hard-coded dragon-fire in the interaction. Masterwork's interactions use custom materials instead. So instead it would be [CDI:MATERIAL:(material tokens here):(breath attack token here)]

For example, frost wyrms breath "frost" breath because their interaction has [CDI:MATERIAL:LOCAL_CREATURE_MAT:ICEBREATH:TRAILING_GAS_FLOW]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 11, 2014, 11:36:05 am
No error log, they just don't lay charcoal.

Also, these creatures won't generate sites.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on May 11, 2014, 11:40:59 am
No error log, they just don't lay charcoal.

Also, these creatures won't generate sites.
Spoiler (click to show/hide)

You have TREE_CITY as a preferred and tolerated site type, not sure if that would cause problems.  But any site populated by this entity must be known as an Animal House, even if it entails binary patches.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on May 11, 2014, 12:13:27 pm
No error log, they just don't lay charcoal.

Also, these creatures won't generate sites.
Spoiler (click to show/hide)
If that's the entire file, it's missing [OBJECT:ENTITY] between the file name and the entity.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 11, 2014, 03:44:26 pm
If that's the entire file, it's missing [OBJECT:ENTITY] between the file name and the entity.
D'oh! I'll try it out and see how it works.

EDIT: Nope, still doesn't work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 11, 2014, 05:01:46 pm
If that's the entire file, it's missing [OBJECT:ENTITY] between the file name and the entity.
D'oh! I'll try it out and see how it works.

EDIT: Nope, still doesn't work.

Are they at least available as outsider adventurers? If not, then the entity isn't being recognized at all.

[START_BIOME:ANY_SAVAGE] Is not a biome. Try ANY_LAND, ALL_MAIN, or NOT_FREEZING. Or just check this list (http://dwarffortresswiki.org/index.php/DF2012:Biome_token) for any others you would prefer.

Also, there is a misspelling for 'justified' on the 'torture for information' ethic.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 11, 2014, 06:52:52 pm
It worked! Thanks! But now the problem is that it only generates a civ with one creature each, not a mix of every animal. I don't think this can be fixed. But another problem is that every other civ is never generated, which I can fix. Another problem is that even though I replaced CAN_SPEAK with UTTERANCES in the c_variation_default file for animal men, each civ speaks a randomized language, not utterances.

EDIT: Also, upon embarking, the citizens are shown in the pet column. I think I might disable playing as them. And I also might remove water-dwelling creatures, as they suffocate on land and their origin story doesn't make sense for them.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: projectnew on May 11, 2014, 07:13:50 pm
Alright so messing around in the raws

I've found this [BODY_SIZE:0:0:3000]
   [BODY_SIZE:1:168:15000]
   [BODY_SIZE:12:0:60000]

I was wondering if it's possible to have your dwarfs be children or start having them work in the fort faster? (I like to think it'd be kinda cool having a group of children running off into the wilderness to start their own fortress)   

Would  [MAXAGE:150:170] help?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 11, 2014, 07:26:56 pm
Alright so messing around in the raws

I've found this [BODY_SIZE:0:0:3000]
   [BODY_SIZE:1:168:15000]
   [BODY_SIZE:12:0:60000]

I was wondering if it's possible to have your dwarfs be children or start having them work in the fort faster? (I like to think it'd be kinda cool having a group of children running off into the wilderness to start their own fortress)   

Would  [MAXAGE:150:170] help?

Neither of these affect whether a child can work or not. I don't believe that you can make children work by changing the raws, though Dwarf Therapist can allow you to make children and babies work, IIRC. I haven't used it in a long time, so I'm unsure if it still does that.

BODY_SIZE is how large they will be at specific ages. The first argument is their age in years, the second is days, and the third is size. So [BODY_SIZE:0:0:3000] means that they will be size 3000 when they are born, [BODY_SIZE:1:168:15000] means they will be size 15000 at one year and 168 days, and [BODY_SIZE:12:0:60000] means that at age twelve they will be fully grown.

MAXAGE is the youngest and oldest possible ages a dwarf can die of old age at. No dwarf will die of old age before they are 150 and no dwarf will live longer than 170 years old unless affected by something such as vampirism or other syndromes or interactions.

The only other tags that affect children or babies are ones that change their name and ones that set how long they will be an infant/child for. BABY:1 means they are no longer a baby once they are one, and CHILD:12 means that they reach adulthood once they are twelve. By lowering these you can make them mature and work sooner. You can remove the baby token to have them be born as children, just don't remove both tokens, as otherwise children cannot be born.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MDFification on May 11, 2014, 08:20:31 pm
It worked! Thanks! But now the problem is that it only generates a civ with one creature each, not a mix of every animal. I don't think this can be fixed. But another problem is that every other civ is never generated, which I can fix. Another problem is that even though I replaced CAN_SPEAK with UTTERANCES in the c_variation_default file for animal men, each civ speaks a randomized language, not utterances.

EDIT: Also, upon embarking, the citizens are shown in the pet column. I think I might disable playing as them. And I also might remove water-dwelling creatures, as they suffocate on land and their origin story doesn't make sense for them.

Yeah, there's no way to make a civ incorporate multiple races. You can make the entity spawn multiple identical civs with different races, or spawn a race which you made have castes that are functionally identical to other species, but you currently can't incorporate populations of other races into a civ unless they got them via warfare/child snatching.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on May 12, 2014, 02:29:37 pm
Can you get bandits or other things to build towers?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 12, 2014, 02:35:35 pm
How can I make the civ speak utterances? Even though every member has it, only a few civs speak like kobolds. The rest speak random languages.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 12, 2014, 02:52:47 pm
Can you get bandits or other things to build towers?

Do you mean necromancer towers? If so, only necromancers or other secret knowledge users can, if they get enough minions.

How can I make the civ speak utterances? Even though every member has it, only a few civs speak like kobolds. The rest speak random languages.

It should be as simple as giving the creatures utterances and not giving the entity a language. I suppose you could check to make sure there isn't an animal-person out there that can still speak. Not all draw their tags from the creature variation. I know tigermen for sure have their own set of raws instead of pulling from the variation, though there may be a few others.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 12, 2014, 03:24:54 pm
It might be tigermen. I'm going to remove them and see what happens.

EDIT: Nope, doesn't work, but all my other fixes did. The only bug left is the language one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 13, 2014, 09:13:26 am
You know what, fuck it. I'm just giving the animal men elven and ITEM_THIEF so that they are hostile to everyone.

EDIT: HOLY DICKBALLS IT ACTUALLY WORKED, ANIMAL MEN SPEAK IN UTTERANCES NOW
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on May 13, 2014, 09:31:40 am
You know what, fuck it. I'm just giving the animal men elven and ITEM_THIEF so that they are hostile to everyone.

EDIT: HOLY DICKBALLS IT ACTUALLY WORKED, ANIMAL MEN SPEAK IN UTTERANCES NOW
Fsdloew lkidco opii.  Niudswe, hiessf u sslez.  Qryfdsle!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 13, 2014, 10:02:19 am
Actually, on second though, only one civ speaks utterances. The rest speak elven. They are still hostile to everyone because of ITEM_THIEF, though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Guvnah on May 14, 2014, 07:35:35 am
How would I go about modding driftwood being harvestable for wood ? And/or has anyone already done it ? Seems the kind of thing someone would have done already but searching didn't find me anything.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on May 14, 2014, 10:51:39 am
How would I go about modding driftwood being harvestable for wood ? And/or has anyone already done it ? Seems the kind of thing someone would have done already but searching didn't find me anything.
You wouldn't, at least not without external utilities. Driftwood is essentially a terrain feature like the ∞ boulders (not the mined boulders). Perhaps some DFHackery can do something, but I wouldn't know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 14, 2014, 01:39:17 pm
So, the problem with the animal men currently is that they only sometimes speak gibberish, about 1/5 of the time. The rest of the time they speak elven. I want them to speak gibberish all the time. Any possible solutions are welcome, this is a pretty strange and difficult problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 14, 2014, 02:06:16 pm
So, the problem with the animal men currently is that they only sometimes speak gibberish, about 1/5 of the time. The rest of the time they speak elven. I want them to speak gibberish all the time. Any possible solutions are welcome, this is a pretty strange and difficult problem.

The only thing I can think of would be that there are still some that can speak. Did you change both the standard animal-people variations? There's ANIMAL_PERSON and ANIMAL_PERSON_LEGLESS.

Did you make sure to remove all instances of [CAN_SPEAK] from all animal-people? The only ones that have that tag on their own are tiger-men and the subterranean animal-peoples, IIRC.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 14, 2014, 02:16:30 pm
I didn't change legless, I didn't know it existed. Let me try that and see if it works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BenLubar on May 14, 2014, 08:30:16 pm
Are FILTH_B, FILTH_Y, or UNKNOWN_SUBSTANCE used ingame at all? The only thing I could find on the wiki was that a release from 2008 had a different (non-randomly-generated) ending and some of the floors were covered in filth.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GavJ on May 14, 2014, 10:04:32 pm
I have a couple questions about dfhack stuff.  I am interested in interrupting worldgen and mucking aroudn with some memory in the middle of it.

1) How can I get my script to actually run stuff in the middle of worldgen at a predictable point in time? I would like it to interrupt it before the first time that the game natively makes available pausing as an option with the enter key. So it would just have to externally force DF to pause in action. Can that be done? For instance, just putting the main thread to sleep or something from a script based on, say, system clock, without also stopping the script? I'm a little fuzzy on exactly what relationship these scripts / dfhack has to DF itself.

edit: or is it perhaps my lucky day and Toady is actually conscientious enough to have DF throw events for these things? Such as, for example, ANY time stuff is printed to screen?

2) Do people know more about memory entries than is written in the notes in globals.csv? Cause that's... pretty sparse. If not, then okay. I can just start painstakingly probing the various worldgen variables to try and figure stuff out. But if people already know the answers and I'm just not looking in the right place, I would prefer not to waste that time.

For example, even as simple as:
world   2   0x186dd70   0x2   int16_t   world.worldgen_status.state
It's not a boolean, so I assume it's not just "paused or active." Probably refers to stages completed or something. Is that just all we know? I can make scripts to sit there and wait for different stages to complete and read it off repeatedly to test hypotheses, but do we already know what the possible values are? If so, where is that sort of knowledge stored? Perhaps only in people's brains, or am I missing important actual documents, or is it nowhere?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on May 15, 2014, 12:15:46 pm
So, the problem with the animal men currently is that they only sometimes speak gibberish, about 1/5 of the time. The rest of the time they speak elven. I want them to speak gibberish all the time. Any possible solutions are welcome, this is a pretty strange and difficult problem.
Have you removed CAN_SPEAK from every creature that might come up in the entity?  I'm guessing one species is sufficient to give the civ a language.  If it's happening 1/5 of the time, then I guess 1/5 of the time of the troublesome species is included.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 15, 2014, 04:02:56 pm
I just made so much d'oh, you could make bread out of it. Apparently I changed animal person legless, but not animal person. The civ that had utterances was python men. I'm actually glad I didn't include that information earlier, as it would have kept me from receiving the solution I needed. Thanks!

EDIT: IT WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOORKS!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rogue Yun on May 17, 2014, 04:18:47 pm
I modded a very little bit a while ago and sadly I have forgotten most of what I learned...

My question is this... can one make a reaction for the bowyer that can re-stack like arrows? Or change 5 stacks of 5 bone arrows into a single stack of 25 bone arrows. I know it is easier (and better) to just melt down the metal ones for a gain on the metal... But I would rather not use certain exploits if I can help it.

As a side question does anyone know if Toady is going to make the melting yields more realistic? Is there a mod that does that?

Thanks in advance.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GavJ on May 17, 2014, 04:32:06 pm
Quote
As a side question does anyone know if Toady is going to make the melting yields more realistic? Is there a mod that does that?
Dunno about a mod, but using this wiki page and 20 minutes, you could probably fix it all yourself for your raws:
http://dwarffortresswiki.org/index.php/DF2012:Melt_item
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 17, 2014, 05:01:43 pm
I modded a very little bit a while ago and sadly I have forgotten most of what I learned...

My question is this... can one make a reaction for the bowyer that can re-stack like arrows? Or change 5 stacks of 5 bone arrows into a single stack of 25 bone arrows. I know it is easier (and better) to just melt down the metal ones for a gain on the metal... But I would rather not use certain exploits if I can help it.

As a side question does anyone know if Toady is going to make the melting yields more realistic? Is there a mod that does that?

Thanks in advance.

You cannot re-stack arrows, or make reactions for the bowyer workshop, but you can make a reaction that accepts X amount of arrows, and puts out the same amount in a stack. Though there is a chance that stacks will be used in the reaction, and that several arrows of various materials will go in, but only one type of arrow will come out.

As for melting, you can adjust weapons, armour, trap components, and tools, but not furniture, crafts, or mechanisms. It depends on the material size of the item. To create, items require one bar for every three sizes. So a size of 1-5 will require one bar, while a size of 6 will require two bars. But for melting, the bar return is the material size multiplied by 0.3.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rogue Yun on May 17, 2014, 05:21:17 pm
Awesome! Thank you BlackFlyme! That was extremely helpful!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rogue Yun on May 17, 2014, 09:26:46 pm
Sorry for asking so many questions... I feel like I might have reached my limit for today. I have another one if it is not too much trouble.

Is it possible to add the announcement "The merchants from [civ] will be leaving soon." to the data/init/announcement.txt so I can pause and center on the merchants before they leave?

Thanks in advance!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 18, 2014, 02:36:22 pm
Does anyone have one of those reactions that can turn anything into a weapon? Anything.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 18, 2014, 03:12:07 pm
Does anyone have one of those reactions that can turn anything into a weapon? Anything.

"Urist, what did ye do with me lunch!?"

"Why Onil, I made an axe!" :P

Code: [Select]
[REACTION:ANY_WEAPON]
[NAME:make a weapon from anything]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:NONE:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:WEAPON:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SMELT]

This will take any item and output a random weapon.

You can control it somewhat by using stockpile links or by making sure that the items you want to put in are very close to the workshop.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 18, 2014, 06:58:46 pm
I actually wanted one for adventure mode, but this will do. I'll fiddle around with it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on May 18, 2014, 07:27:09 pm
So is it possible to make it so there is a civilization of necromancers and they lead over the undead? So you could go into a town and all the soldiers and workers will be zombies and skeletons while the king would be a necromancer. I assume it'd work with modification of castes, but I have no idea.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 18, 2014, 07:48:32 pm
+giant brown recluse spider gut pick+

I love you guys :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on May 18, 2014, 07:59:53 pm
Instant win. Hooray for cave spider silk scimitars!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 18, 2014, 08:41:32 pm
Instant win. Hooray for cave spider silk scimitars!

Spoiler (click to show/hide)

So is it possible to make it so there is a civilization of necromancers and they lead over the undead? So you could go into a town and all the soldiers and workers will be zombies and skeletons while the king would be a necromancer. I assume it'd work with modification of castes, but I have no idea.

Sort of. You could look at Masterwork's warlocks as an example. It's one creature, but with separate castes for warlocks, ghouls, and skeletons.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on May 18, 2014, 09:40:10 pm
Would those castes have random species or would they all be uniform skeletons?

Also, I want to make a net as a custom weapon. I assume I'd have to somehow hook up a ranged weapon to some sort of spider web sort of reaction, any advice?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 18, 2014, 09:49:53 pm
Would those castes have random species or would they all be uniform skeletons?

Also, I want to make a net as a custom weapon. I assume I'd have to somehow hook up a ranged weapon to some sort of spider web sort of reaction, any advice?

I believe the ones in Masterwork are just generic skeletons, though in fort mode they can be upgraded to have their bones be made of metal instead.

That weapon sounds like it would require DFHack's itemsyndrome script, as weapons in vanilla cannot do things like catch people.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on May 18, 2014, 10:04:47 pm
Ah, shame. I don't know how to use DFHack stuff and I don't think I want to make people use it, so that's out.

Hmm...

Alright last question for the night, is is possible to attach something like a catapult to an animal? I'm thinking it would have to be some odd abnormality which is sewn to the creatures unfortunate back (and on retrospect, that means you'd find them in the wild which I hope to avoid somehow) but as long as it works.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 18, 2014, 10:32:22 pm
Alright last question for the night, is is possible to attach something like a catapult to an animal? I'm thinking it would have to be some odd abnormality which is sewn to the creatures unfortunate back (and on retrospect, that means you'd find them in the wild which I hope to avoid somehow) but as long as it works.

I suppose you could make something to make it seem like a creature has a mounted weapon, but you cannot actually have an animal wear equipment.

You could do it by giving the animal an interaction that allows them to hurl stone globs via syndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on May 18, 2014, 11:29:04 pm
Hmm, does that mean it's impossible for creatures to wield weapons like trolls do in sieges? I can't just make a huge crossbow that only they can use due to the size?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 18, 2014, 11:41:37 pm
Hmm, does that mean it's impossible for creatures to wield weapons like trolls do in sieges? I can't just make a huge crossbow that only they can use due to the size?

You can't make your creatures wield weapons in fort mode. Even if you could, most creatures don't have hands, so they wouldn't be able to pick up the weapons in the first place.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on May 19, 2014, 06:04:58 am
Ah, shame. Thanks anyway!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Rogue Yun on May 19, 2014, 08:20:50 am
Sorry for asking so many questions... I feel like I might have reached my limit for today. I have another one if it is not too much trouble.

Is it possible to add the announcement "The merchants from [civ] will be leaving soon." to the data/init/announcement.txt so I can pause and center on the merchants before they leave?

Thanks in advance!
Is it not possible?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on May 19, 2014, 08:43:12 am
It's not part of the announcements that support that system, so no. It's hardcoded.

The best you could do is have Soundsense listen to the gamelog and give you a heads-up when it happens or something.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on May 19, 2014, 06:51:39 pm
So I made a new caste of Spider Queens for my Dark Elves.

Everything works but in game they are called Dark Elves, and if I look in reports they're Dark Elf Spider Queens.

Anyway to fix this?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 19, 2014, 11:14:32 pm
So I made a new caste of Spider Queens for my Dark Elves.

Everything works but in game they are called Dark Elves, and if I look in reports they're Dark Elf Spider Queens.

Anyway to fix this?

Do they have proper caste naming tokens? It may help if you post the creature for us to see.



Slight problem with some armour.

Spoiler (click to show/hide)

As far as I can tell, head and legwear seem to be fine, but the gloves and bodywear are subject to wear. They all have [METAL_ARMOR_LEVELS], so I'm not sure why they are doing this, or why only bodywear and gloves are doing it.

Code: [Select]
[ITEM_ARMOR:ITEM_ARMOR_CLOAK]
[NAME:cloak:cloaks]
[METAL_ARMOR_LEVELS]
[CHAIN_METAL_TEXT]
[UBSTEP:MAX]
[LBSTEP:1]
[LAYER:COVER]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:5]
[HARD][SOFT]
[METAL][LEATHER]
[BARRED][SCALED]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[STRUCTURAL_ELASTICITY_CHAIN_METAL]

[ITEM_ARMOR:ITEM_ARMOR_SHIRT]
[NAME:shirt:shirts]
[METAL_ARMOR_LEVELS]
[CHAIN_METAL_TEXT]
[UBSTEP:1]
[LBSTEP:1]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:6]
[HARD][SOFT]
[METAL][LEATHER]
[BARRED][SCALED]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[STRUCTURAL_ELASTICITY_CHAIN_METAL]

[ITEM_GLOVES:ITEM_GLOVES_GLOVES]
[NAME:glove:gloves]
[METAL_ARMOR_LEVELS]
[CHAIN_METAL_TEXT]
[MATERIAL_SIZE:1]
[LAYER:UNDER]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:10]
[METAL][LEATHER]
[HARD][SOFT]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[STRUCTURAL_ELASTICITY_CHAIN_METAL]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on May 20, 2014, 05:47:29 am
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on May 20, 2014, 01:08:58 pm
Spoiler (click to show/hide)
This name bug you mentioned, are you seeing that in the arena? The arena defaults for the NAME when giving names to creatures. Based on your code, it should work just fine in adventure or fort mode. Since that is apparently not the whole creature, are there any [CASTE_NAME:whatever] that are not inside a caste? Such as:
Code: [Select]
...
[NAME:dark elf:dark elves:dark elven]
[CASTE_NAME:dark elf:dark elves:dark elven]
...
[CASTE:SPIDER_QUEEN]
[CASTE_NAME:spider queen:spider queens:spider queen]
?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on May 20, 2014, 02:18:49 pm
Spoiler (click to show/hide)
This name bug you mentioned, are you seeing that in the arena? The arena defaults for the NAME when giving names to creatures. Based on your code, it should work just fine in adventure or fort mode. Since that is apparently not the whole creature, are there any [CASTE_NAME:whatever] that are not inside a caste? Such as:
Code: [Select]
...
[NAME:dark elf:dark elves:dark elven]
[CASTE_NAME:dark elf:dark elves:dark elven]
...
[CASTE:SPIDER_QUEEN]
[CASTE_NAME:spider queen:spider queens:spider queen]
?
Ohhh that makes sense, yeah that's the problem. Thanks!

And yeah I have the Caste_name thing for Dark Elves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on May 20, 2014, 02:42:11 pm
Oh dear.

They just invaded me and they only sent Spider Queens :/

Edit: all of their civ is Spider Queens
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 20, 2014, 02:53:35 pm
Oh dear.

They just invaded me and they only sent Spider Queens :/

Edit: all of their civ is Spider Queens

The queen's ratio is [POP_RATIO:10000], which is absurdly high. Though I don't know how it compares to the other castes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on May 20, 2014, 02:59:02 pm
Ah, that would it explain it. I'm building on RAWs from Masterwork (thanks Meph!) for those so.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on May 22, 2014, 07:01:22 pm
I'm almost certain I know the answer to this, but what would happen if a caste had both [MALE] and [FEMALE]?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 22, 2014, 07:23:49 pm
I'm almost certain I know the answer to this, but what would happen if a caste had both [MALE] and [FEMALE]?

Fairly certain that a caste cannot have both.

Only one would take effect, though I'm not sure which one.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on May 22, 2014, 07:38:06 pm
That's what I was thinking.
And a small bit of oddness I saw while testing in the arena is that severed slade body parts are red, not grey.
Checking my slade file shows that, yes, its colors are set to dark grey.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 23, 2014, 05:28:45 pm
Lowest tag only, the other is overwritten. I tried hermaphrodites before, doesnt work.

Ps: Slade bodyparts covered in red blood are red? Or liquid inorganic blood, which equals red magma...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on May 24, 2014, 10:32:31 am
The race I tested it on have no blood.
In fact, nothing in the arena had any blood.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 24, 2014, 01:44:34 pm
The race I tested it on have no blood.
In fact, nothing in the arena had any blood.

Are they made of pure slade? It may be showing the colour of another tissue layer instead.

There may also be some tags in the creature that are changing the colour.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on May 24, 2014, 05:22:11 pm
If I were to make changes to a race's entity in the raws, and then copy that .txt from the raws into a save before loading the game, would the changes take effect or just break the save? I seem to recall some things like entity changes and creature changes require a regen to take effect, and I would prefer to be able to use the embark I found with the changes I made to some custom entities.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 24, 2014, 05:34:11 pm
Any changes to an entity file require a world regen. So it would break your game.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on May 24, 2014, 05:40:05 pm
I do know from experience that changing stuff within a creature without removing it entirely is safe, mostly since I had forgotten to add [INTELLIGENT] to a fortress mode creature.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mr Space Cat on May 24, 2014, 05:52:26 pm
Any changes to an entity file require a world regen. So it would break your game.
So then is there a way to regen the world with the exact same parameters and everything? So any embark sites stay the same and stuff?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BenLubar on May 24, 2014, 07:22:09 pm
Any changes to an entity file require a world regen. So it would break your game.
So then is there a way to regen the world with the exact same parameters and everything? So any embark sites stay the same and stuff?
Go into legends mode for that world and push p. That'll spit out the world gen parameters, including seed. Then just copy that to data/init/world_gen.txt
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 25, 2014, 06:32:50 am
Do raws actually need the indents to function? I have a fuckton of randomly generated demon raws that I got with a utility called DFWorldTinker. However, they don't have any indents.

EDIT: An example:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on May 25, 2014, 07:05:20 am
No, they're just good practice. Helps legibility.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 25, 2014, 07:23:51 am
FFFFFFFFFFFFFFFFF I JUST FORMATTED 14 OF THEM

Oh well. I was meaning to turn all 33 of them into one race, and this will help with that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on May 25, 2014, 10:53:47 am
Is it possible for a technically inorganic creature that has blood but nothing defined for its blood to be vampiric?
Because this one migrant has killed three elves, two risen (the race I'm playing as), and a jaguar. If it were only the elf and jaguar kills I'd suspect nothing, but the two risen kills are suspicious.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 25, 2014, 11:49:21 am
Is it possible for a technically inorganic creature that has blood but nothing defined for its blood to be vampiric?
Because this one migrant has killed three elves, two risen (the race I'm playing as), and a jaguar. If it were only the elf and jaguar kills I'd suspect nothing, but the two risen kills are suspicious.

There's a lot of possibilities for the risen kills. Those risen may have been were-beasts, or belonged of another civ, for example.

Anyways, one of the requirements for vampirism is to have blood.

So long as the creature has the [BLOOD:X:X] token, and fulfills the other requirements, then it can become a vampire.

The other requirements are being mortal, having the ability to learn, not being [SUPERNATURAL] or [NOT_LIVING], and not already having vampirism, a were-beast syndrome, or a mummy's curse.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on May 25, 2014, 11:58:15 am
Well, can't be a vampire, then.
We're [NOT_LIVING] and immune to old age entirely (although I could make them practically immortal with old age numbers in the ten thousands, causing the first old age deaths to happen in absurdly long world generations).
In fact, I'll edit that into the raws for the next generation for both the risen and the fallen.
EDIT: Oh, and by the way, how exactly does a solid blood work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 25, 2014, 12:08:27 pm
It creates a powder/solid on the tile and the creature that is bleeding. Gaseous blood creates a cloud of blood around the creature. In this way I once made a creature with lightning for blood.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on May 25, 2014, 12:16:37 pm
Ah, thanks.
I also realized that my race DOES have blood, but I made an error when typing in the entry. I think a max age between 8 thousand and 7.5 million will suffice to allow both vampires and practically immortal normal people.
By the time they reach 8 thousand years old they've certainly done a lot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 25, 2014, 01:01:28 pm
Slight mix-up. Vamps and were-b's don't require mortality. Which is why elves in vanilla can become them. But on the plus side, necros do require mortality, so your race is now capable of becoming necromancers.

I just took a quick look through the various interaction examples to double-check what I said earlier, and noticed my mistake.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on May 25, 2014, 05:54:59 pm
Encountering solid platinum necromancers will be a fun venture.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 26, 2014, 12:34:28 pm
I'm combining 33 randomly generated demons into one demon with 33 castes. Does anyone know a mod with a creature with castes with different body detail plans? I need to know if I'm doing this right.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on May 26, 2014, 01:31:33 pm
I'm no doctor, but I think the body stuff is caste-level, so pasting it into the different castes might work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 26, 2014, 01:41:28 pm
I know that. I mean something with castes made with different materials/tissues. Like a creature with one caste with skin and one with chitin. Or a creature with one caste with hair and one with feathers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on May 26, 2014, 01:54:50 pm
That I'm not so sure on, but the principle might be the same.
Just specify the body materials in the castes, not the creature.
I'm fairly sure that's a caste-level thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 26, 2014, 01:58:49 pm
Basically just pretend each caste is a completely different creature.

Materials are a creature-level thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 26, 2014, 04:14:14 pm
If I stick this at the bottom of a creature entry:
Spoiler (click to show/hide)
Will it work? Also, did I miss any possible tissues?

EDIT: I also need a way to make different castes different colors. Is there a tag for that?

DOUBLEEDIT: nevermind, CASTE_COLOR
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on May 26, 2014, 09:44:57 pm
[SELECT_MATERIAL:ALL] is a valid use of the token.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 27, 2014, 02:52:02 pm
I don't want it to select the non-organic tissues as well. What is the tag for sterility? It isn't [STERILE]. That's the last thing I need for this update!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on May 27, 2014, 03:23:52 pm
You can't make them sterile in the purest definition of the word. In Dwarf Fortress context it just means a species without the two genders.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 27, 2014, 04:35:54 pm
But I have to have the two genders to make the species generate. I already tried it without gender tags and it didn't work. Then I remembered that species need to be able to form couples at worldgen to be placed, and added the genders back.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 27, 2014, 04:48:53 pm
By generate, do you mean breed?

I'm fairly certain that non-gendered creatures can still be a civ, it's just that their numbers will only be whatever the entity gets to start with, and the closest thing they have to increasing their population in world-gen is having other creatures join their civ.

Sterility is something applied with a syndrome, so it is possible to make the creatures sterile by giving them an interaction that they use on themselves to make them sterile, though it will only be used when they are loaded on the map, and not used in world-gen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 27, 2014, 04:57:00 pm
For whatever reason, when I took genders out of the demons, they no longer generate. When I put them back in, they generate again. But the reason I don't want them to breed is because I want them to ravage the world and then die out 100 years into worldgen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 27, 2014, 05:02:44 pm
That's strange. Which world-gen parameters were you using?

It is possible that there weren't enough allowed civs to generate a demon one during some attempts.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 27, 2014, 06:20:52 pm
I used the same parameters for all the worlds I was testing with. I always had at least one if not two demon civs if I kept the genders, so not enough civs isn't a problem.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 27, 2014, 06:58:08 pm
Give them all an interaction with a GREETING usage hint that they'll use on each other as soon as they load in that will give them the STERILE tag (which can only be given through interaction).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 27, 2014, 07:06:58 pm
If they have no child tag, will they only breed in worldgen?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 27, 2014, 07:14:16 pm
Without a child tag, they can still breed in world-gen, but not in fort mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 27, 2014, 07:34:17 pm
OK then, I guess I (and my mod's players) will just have to deal with them having children.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Klisz on May 27, 2014, 09:28:27 pm
What controls which civilizations can be taken over by demons? I've seen it happen to humans and goblins in vanilla, but never dwarves or elves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 28, 2014, 02:16:43 am
Variable leader position.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 28, 2014, 10:53:52 am
I have been pondering positive effects from good biomes. I thought about doing this:

Code: [Select]
[PLANT:BUBBLE_BULB]
[NAME:bubble bulb][NAME_PLURAL:bubble bulbs][ADJ:bubble bulb]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GRASS]
[GRASS_TILES:28:28:28:28]
[GRASS_COLORS:3:2:1:3:2:1:3:0:0:0:0:1]
[WET][DRY][GOOD][BIOME:ALL_MAIN]
[SYNDROME]
[SYN_NAME:well fed]
[SYN_INGESTED]
[CE_BODY_APPEARANCE_MODIFIER:START:0:APPEARANCE_MODIFIER:HEIGHT:200]

Adding a syndrome to good grass that sets the height of a creature that eats it to 200%. This way your livestock survives combat longer, gets stronger and should give more meat/leather when butchered.

Thoughts? And would that stack, the more grass a grazer eats?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 28, 2014, 10:54:37 am
Does [SYN_INGESTED] work with grass grazing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 28, 2014, 10:58:20 am
Yes. Why shouldnt it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 28, 2014, 11:01:12 am
I'm not entirely sure if it's the same system.

Have you tested that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 28, 2014, 11:10:38 am
Yes. It works. My EVIL grass has a chance to give OPPOSED_TO_LIFE to your grazers since a long time.

But since you ask, yes, I have just tested it again. It does work.

EDIT: Still, my question remains: Would that stack, the more grass a grazer eats? I dont really want elephant-sized agora bunnies. ^^
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 29, 2014, 01:58:43 pm
It wouldn't since body size changes don't stack at all. The first one sticks and can't be overwritten.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on May 29, 2014, 02:05:35 pm
Yes. It works. My EVIL grass has a chance to give OPPOSED_TO_LIFE to your grazers since a long time.

Can I just say that is an AWESOME idea?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 29, 2014, 02:53:54 pm
Yes. It works. My EVIL grass has a chance to give OPPOSED_TO_LIFE to your grazers since a long time.

Can I just say that is an AWESOME idea?
Thanks. :) If you like it, have a look at this: http://www.bay12forums.com/smf/index.php?topic=138577.0 The basic idea is to make your race evolve differently by the grass they eat, because that determines if you live in normal, good, evil regions, or how deep you live in the caverns.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: spikeof2010 on May 30, 2014, 07:05:37 am
How would I go around making a new crature effect? [I.E. Necromancer, Vampire, etc]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 30, 2014, 11:25:42 am
I think I read that minecarts on tracks that hit objects do not use their attacks, but instead the damage is calculated from their weight and velocity. The attacks are only important if a dwarf picks up a minecart and hits someone with it.

Which means that these are obsolete:
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_MINECART_SPIKE]
[NAME:spiked minecart:spiked minecarts]
[VALUE:50]
[METAL_MAT]
[TOOL_USE:TRACK_CART]
[FURNITURE]
[TILE:254]
[INVERTED_TILE]
[SIZE:60000]
[MINIMUM_SIZE:600000]
[CONTAINER_CAPACITY:500000]
[MATERIAL_SIZE:15]
[ATTACK:EDGE:20:10000:stab:stabs:NO_SUB:1000]
[ATTACK:EDGE:20:10000:impale:impales:NO_SUB:1000]
[ATTACK:EDGE:20:10000:pierce:pierces:NO_SUB:1000]
[SKILL:SPEAR]

[ITEM_TOOL:ITEM_TOOL_TRACKTRAP_BLADE]
[NAME:bladed tracktrap:bladed tracktraps]
[VALUE:50]
[METAL_MAT]
[TOOL_USE:TRACK_CART]
[FURNITURE]
[TILE:254]
[INVERTED_TILE]
[SIZE:60000]
[MINIMUM_SIZE:600000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:10000:2000:slice:slices:NO_SUB:1000]
[ATTACK:EDGE:10000:2000:cut:cuts:NO_SUB:1000]
[ATTACK:EDGE:10000:2000:strike:strikes:NO_SUB:1000]
[SKILL:SWORD]

Just asking for confirmation, before I delete them.

Quote
How would I go around making a new crature effect? [I.E. Necromancer, Vampire, etc]
What exactly do you mean? And Vampires have very little to do with Necromancers. The one is a curse, the other a secret.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: spikeof2010 on May 30, 2014, 12:55:48 pm
I mean like when in Arena mode how pressing "U" lets you change what "template" it has.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evaris on May 30, 2014, 01:34:39 pm
Is there any way to add a new glass type, ex leaded glass?

Also on that point, would it then be possible to make lead bars be used for such?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 30, 2014, 01:54:03 pm
I mean like when in Arena mode how pressing "U" lets you change what "template" it has.

Vampires, necromancers, disturbed dead, and so on are all interactions. The tag IE_ARENA_NAME will allow an interaction to be applied to creatures in the arena.

Is there any way to add a new glass type, ex leaded glass?

Also on that point, would it then be possible to make lead bars be used for such?

I believe that glass is hard-coded, so you wouldn't be able to add new types, but I'm not completely sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on May 30, 2014, 02:30:02 pm
It's easy to make new kinds of glass. Just make a new material and give it the IS_GEM template (not the IS_GLASS template, that'll mess up the stockpile settings menu). You can add your own reactions for your glasses (I suggest using a reaction class), and you can build windows with it using the Build Gem Window option. The only thing that you can't do with it is satisfy moods, but you can also add new recipes to craft vanilla raw green glass by using the product tag [PRODUCT:100:1:ROUGH:NONE:GLASS_GREEN:NONE].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 30, 2014, 02:44:50 pm
Is anything wrong with these reactions? They work, but the armor one sometimes produces nothing or more than one thing, and I'm not sure about the skills.

[REACTION:ANY_ARMOR]
   [NAME:make armor from anything]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:25:1:ARMOR:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:25:2:SHOES:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:25:1:HELM:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [PRODUCT:25:1:PANTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:ARMOR_USER]

[REACTION:ANY_SHIELD]
   [NAME:make a shield from anything]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:A:1:NONE:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:SHIELD:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:SHIELD_USER]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on May 30, 2014, 02:51:16 pm
The shield reaction looks fine.

The products of the armour reaction each have only a 25% chance of being made. When the reaction is done, each item will have a one-in-four chance of being made, so it is possible to get nothing or luck out and get every possible product.

The armour user skill's ID is just ARMOR, and the shield user skill's ID is just SHIELD, according to the wiki. (http://dwarffortresswiki.org/index.php/DF2012:Skill_token)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: WillowLuman on May 30, 2014, 02:58:28 pm
This gives me an idea. A challenge game where, to make actual goods, only buildings with a single reaction are allowed. That reaction has a 15% of creating any kind of item, out of whatever you put into it. All the workshops necessary to make food and raw materials are permitted, but no other goods ones. For instance: smelters and furnaces, but no forges. Perhaps also a custom mason's workshop that can only make blocks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 30, 2014, 03:13:46 pm
Is anything wrong with these reactions? They work, but the armor one sometimes produces nothing or more than one thing, and I'm not sure about the skills.

Product percentages are independent of one another.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on May 30, 2014, 04:33:15 pm
You have to set all of them to 100, not 25 each.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 30, 2014, 05:54:58 pm
But if I set it to 100, the won't it make all of that at once? That's not what I want, so I'll deal with the weirdness. Thanks for your help!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on May 30, 2014, 05:56:08 pm
It's not weird, your expectation of how it works is weird :P
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on May 30, 2014, 06:01:40 pm
Hey, can normal eggs and unusual eggs be laid by the same creature?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evaris on June 01, 2014, 09:10:36 am
So a few questions I have going right now...

How to make dye from stone.   (or if it's possible at all.)
Edible rocks, or reactions to make an edible product from them?
sand from sandstone?
is it possible to make new medical products, ex a powder to reduce the chance of infection? 
Is it possible to use a specific kind of wood in a reaction, ex nethercap?
On the point of the bit of wood, is it possible to give a specific kind a maxedge value?
Is it possible to use a specific type of sand for a reaction ; ex red sand, for iron sand?
How to make elves a threat and/or constantly at war?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 01, 2014, 10:30:26 am
1. Same way as making dye from everything else. I would do it with MATERIAL_REACTION_PRODUCT:DYE_MAT:some dye, though, just to make the reaction easier.
2. Make rocks EDIBLE_RAW and add a reaction to change BOULDERs into CHEESE.
3. Based on this and the first question, you should probably just read this (http://dwarffortresswiki.org/index.php/DF2012:Reactions).
4. No.
5. Yes, with PLANT_MAT:tree:WOOD.
6. Yes, by having [SELECT_MATERIAL:WOOD] followed by [MAX_EDGE:foo] in that particular tree.
7. Yes, by asking for the specific material.
8. Make them babysnatchers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evaris on June 01, 2014, 11:09:25 am
Okay, one more quick question.  How to make peat into fuel?  I saw a thread on this the other day and decided to try it myself, but I'm not able to get it to work. I'm wondering if it's because I made it act as clay earlier.  (because peat can be made into earthenware IRL, I figured I'd mod the game to make it able to do such in game.)

My RAWs look like this:

Inorganic_stone_soil
Spoiler (click to show/hide)

Reaction_other
Spoiler (click to show/hide)

that's where it's presently failing, is at the press.  The reaction is available, but I see "Needs PEATFUEL_MAT" and i believe it was boulders that it needed.   Are the two material reactions what are screwing it up or is another part of my reactions the problem?
 
the other bits,

inorganic_other
Spoiler (click to show/hide)

Reaction_smelter
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 01, 2014, 11:23:05 am
1. You want PEATFUEL_MAT in the reaction product, not COMPRESSED_MAT.
2. Yeah, you need boulders.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on June 01, 2014, 11:55:15 am
How to make elves a threat and/or constantly at war?
There are 8 teams of civilizations:
1. nothing (humans, dwarves, and elves)
2. babysnatcher (goblins)
3. itemthief
4. both babysnatcher and itemthief
5. utterances
6. utterances and babysnatcher
7. utterances and itemthief (kobolds)
8. utterances, babysnatcher, and itemthief
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 01, 2014, 12:00:21 pm
How to make elves a threat and/or constantly at war?
There are 8 teams of civilizations:
1. nothing (humans, dwarves, and elves)
2. babysnatcher (goblins)
3. itemthief
4. both babysnatcher and itemthief
5. utterances
6. utterances and babysnatcher
7. utterances and itemthief (kobolds)
8. utterances, babysnatcher, and itemthief
wrong.

no babysnatcher & no itemthief
no babysnatcher & itemthief
babysnatcher & itemthief
babysnatcher & no itemthief
utterances / opposed to life / crazed => all hostile, not a team. Even if 10 civs have that stuff, they are all hostile to each other.
Skulking is special: It removes civs from the list of civs, and they dont send caravans, even to allies.
Layer-linked is special: It removes civs from the list of civs, and they dont send caravans, even to allies.

So you got 4 team, 2 special cases (skulking and cavern civs) and 1 "all hostile".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evaris on June 01, 2014, 04:01:37 pm
Okay as far as the sand bits are concerned I'm a bit... iffy/confused/uncertain about how to go about it, here is what I have so far on the reaction to take it from sand to blocks:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 01, 2014, 04:13:07 pm
You don't have an item on your reagent there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evaris on June 01, 2014, 04:31:15 pm
I'm aware... I just don't know what kind of item sand in a bag would be classed as.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 01, 2014, 04:46:45 pm
POWDER_MISC:NONE:INORGANIC:SAND

and you need a bag as reagent, lets call it :sand bag:, use PRESERVE_REAGENT, and than say PRODUCT_TO_CONTAINER:sand bag: for the powder.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evaris on June 01, 2014, 05:09:50 pm
would this work as SAND_RED and SAND_WHITE as specific options, or just SAND?

I'm guessing it would be then;
[spoile]
[REACTION:MAKE_IRON_SAND_BRICKS]
[NAME:make iron sand bricks]
[BUILDING:SCREW_PRESS:CUSTOM_P]
[REAGENT:A:1:POWDER_MISC:NONE:INORGANIC:SAND_RED]
[PRODUCT:100:1:BLOCKS:NO_SUBTYPE:INORGANIC:IRON_SAND]
[/spoiler]

or is it still off?

Given that it's outputting blocks of the material, not loose powder.   
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 01, 2014, 05:14:50 pm
You can turn sand into anything you want, even a sand sword. But the block will not be used in glass forges for example.

And yes, of course it will work, as long as you have SAND_RED in your files somewhere. You can also rename SAND_RED to VCXCBYJKVHSDIO and use that. You have all the choices when modding.

The issue with your reaction is that it calls for powder. No dwarf just runs there with powder in his hands... they will always run there with a bag filled with powder. So you need one reagent more: The bag.

REAGENT:B:1:BOX:NONE:NONE:NONE   CONTAINS:A   PRESERVE_REAGENT  DOES_NOT_DETERMINE_PRODUCT_AMOUNT

These four are missing. They are 1. the box/bag, 2. the info that the bag contains reagent "A", which is the sand, 3. the fact that you dont use up the bag, and 4. that the bag has no influence on the amount of blocks made.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evaris on June 01, 2014, 05:20:44 pm
So it would look like this then?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 01, 2014, 06:15:35 pm
yes, that looks fine. Only lacking the SKILL, but I guess thats intended for now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lord Allagon on June 02, 2014, 12:57:23 am
I'm unable to gen dwarves in my world. Which makes no sense, because I haven't modded them at all. The changes I've made are all to other creatures, which appear perfectly when I try to create a new world, but I keep running into a 'can't find any suitable area to place a controllable civilization' rejection error during worldgen.
Spoiler: The changes I've made (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 02, 2014, 04:10:40 am
Dwarves need non-good and non-evil mountain biomes to spawn. If you worldgen doesnt have those, try again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on June 02, 2014, 02:13:22 pm
So for my next update I'm doing avatars - especially powerful humans, elves, and dwarves that have powers based on different spheres. So far I have earth, fire, death, war, fortresses, and healing. Some less violent ones would be nice, as well as some more general ones.

EDIT: Luck, rebirth, and wisdom.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on June 02, 2014, 02:25:06 pm
So for my next update I'm doing avatars - especially powerful humans, elves, and dwarves that have powers based on different spheres. So far I have earth, fire, death, war, fortresses, and healing. Some less violent ones would be nice, as well as some more general ones.

EDIT: Luck, rebirth, and wisdom.
The Avatar says "I will give you one chance to take that back.  Otherwise I will smite you with the power of RAINBOWS!"
The Avatar strikes a ridiculous pose!
Upbeat music appears from nowhere and magical ponies leap out from behind the Avatar!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on June 02, 2014, 02:30:58 pm
The Avatar of Rainbows transforms into a Unicorn!
The Unicorn gores you in the head with its horn, bruising the muscle, shattering the skull, jamming the skull through the brain and tearing the brain!
You have been struck down.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on June 02, 2014, 02:39:11 pm
I do like a focus on Spheres rather than generic Good/Evil, it's just that some of the Spheres seem a lot more anime than DF.

I can only imagine how many times you'd have to kill an Avatar of Rebirth before you're finally rid of the threat.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on June 02, 2014, 03:01:00 pm
Oh god! When you chop off his arm, he turns it into another version of himself! :o And he brings his friends back to life fully formed!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 02, 2014, 03:14:53 pm
Please stop spamming in the Modding Help thread.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on June 03, 2014, 04:42:24 pm
Hey, how do you bring a creature back to life normally? This interaction just brings them back to life as corpses with a health bar.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 03, 2014, 04:44:46 pm
I_EFFECT:ANIMATE should be I_EFFECT:RESURRECT
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Repseki on June 04, 2014, 09:09:34 am
Can creature castes have different personality ranges than the base creature?

And if so, what would that look like in the creature raws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on June 04, 2014, 09:24:55 am
Just do the following:
Code: [Select]
[SELECT_CASTE:<your caste>]
<specific personality ranges>
[SELECT_CASTE:ALL]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Repseki on June 04, 2014, 09:58:31 am
Thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bigmac3003 on June 04, 2014, 05:54:00 pm
I'm new to modding and dwarf fortress in general but i'm having fun screwing around with the raws i got a question for anyone with the free time to answer me
How does one add an adventure mode reaction, I'm trying to add a reaction to make my adventurer start starving
so i can craft elf leather and bone armor and other sillyness just for fun so i'd humbly request a little bit of hand holding on this to just get my foot in the door here. thanks
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 04, 2014, 06:13:23 pm
To make a reaction usable in adventure mode, you need to give it [ADVENTURE_MODE_ENABLED]

However, you cannot force yourself to starve through a reaction, as far as I know.

Sometimes you can find skin, bones, and other body parts in lairs though, and they can be freely used to make items, if you have the reactions to do it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on June 04, 2014, 06:30:14 pm
Yeah, using adventure mode reactions to tan, craft, and carve, I have a full set of sentient leather clothing and a suit of sentient bone armor.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spehss _ on June 04, 2014, 08:40:09 pm
PTW.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: CryptoCactus on June 05, 2014, 09:57:48 am
How big, exactly, is a "glob" created in an breath attack?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on June 05, 2014, 10:05:03 am
How big, exactly, is a "glob" created in an breath attack?
In the current version, globs are ill-defined but if you dig deep enough in the assembly code it must have a mass somewhere to calculate damage.  The next version gives them an explicit size of "150" (the same as a bar of the same material).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 05, 2014, 11:29:13 am
Now here's a question.
Is it possible to make a metal that you have to cut into a gem FIRST, and then smelt the resulting gem into useable metal?
Because that'd be a fun thing.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 05, 2014, 11:54:01 am
Yep. Make it so that the ore is cut into a gem with a reaction, then make a reaction to take the gem and turn it into bars.

Not sure why you'd want to do that, though. It seems like unnecessary micromanagement.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 05, 2014, 12:07:26 pm
It's similar in concept to adamantine, since you have to make it into a strand and then smelt the strand. It's very similar; gems have a moderate amount of uses (less than string, but still).
Plus, you could have an item made from the metal decorated with gems of the metal's ore and the ore itself, with less management required than doing the same with, say, gold.
And I'm rambling.

EDIT: I doubt it's possible, but can a material used to make weapons cause syndromes when it comes in contact with a bloodstream? At the very least, it'd be really cool.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on June 05, 2014, 05:13:10 pm
I_EFFECT:ANIMATE should be I_EFFECT:RESURRECT
When I tried that, the creatures just died moments later of whatever injury originally killed them. How can they be healed?
Also, in the speech folder there's a greet_baby entry. When does that come up?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 05, 2014, 05:19:59 pm
I_EFFECT:ANIMATE should be I_EFFECT:RESURRECT
When I tried that, the creatures just died moments later of whatever injury originally killed them. How can they be healed?
Also, in the speech folder there's a greet_baby entry. When does that come up?

Try giving them a temporary transformation. When it ends, they will be fully healed.

The baby entry is for when to talk to infants in adventure mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 05, 2014, 05:34:12 pm
You could try having them transform into something generic for a few frames. Maybe make it so they are mandrills for a moment. Mandrills are cool.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: than402 on June 06, 2014, 05:00:11 am
can i put two dfhack commands using autosyndrome in one stone?for example,a command to call a siege and a command for an announcement
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 06, 2014, 05:44:49 am
Try it out. I usually use two stones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on June 06, 2014, 10:01:13 am
Here's my resurrect interaction, for that guy that was wondering:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 06, 2014, 01:55:06 pm
can i put two dfhack commands using autosyndrome in one stone?for example,a command to call a siege and a command for an announcement

If I remember correctly you cannot, but there is the multicmd script that lets you do what you want.

Questions about forced vs. common vs. uncommon for items in the entity files;

So say I take away all of the items that goblins get and just give them one forced weapon. If 100 goblins invade, will all 100 have the same weapon?
Now what happens if I give them a second forced weapon, will 50 goblins have the first weapon and 50 goblins have the second?
What if I change the second forced weapon to a common weapon, will all 100 have the forced, or will some take the common?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: than402 on June 06, 2014, 02:11:23 pm
thanks for the help.

Roses,i believe that yes,all 100 would have the same weapon,but that's only because they have only one weapon to choose from.as for the common/uncommon/forced,my theory is that they work a little bit like the points in the traffic system.that is,the AI chooses the chances of a squad carrying a weapon by counting these three values.so if i'm correct,you will have a 50% chance of a squad carrying a particular weapon if they only have two weapons to choose from,but if the second weapon is common,the common weapon would appear more rarely but still you would see squads carrying it.if a forced weapon had a 100% of appearing,then only only one would be allowed pet entity and no other weapons would ever appear.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 06, 2014, 02:31:58 pm
Bringing up a question of mine that got buried on the last page, is it possible to make materials with syndromes that take effect upon encountering bloodstreams? I doubt it, but it'd be extremely cool.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on June 06, 2014, 02:50:24 pm
Bringing up a question of mine that got buried on the last page, is it possible to make materials with syndromes that take effect upon encountering bloodstreams? I doubt it, but it'd be extremely cool.
[SYN_INJECTED] would work, but probably not just from jabbing someone with a Withering Iron Pick.  I think the syndrome-carrying material needs to be a liquid, which would mean engineering a weapon that conducts a "bite-like" attack.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on June 06, 2014, 02:51:07 pm
Bringing up a question of mine that got buried on the last page, is it possible to make materials with syndromes that take effect upon encountering bloodstreams? I doubt it, but it'd be extremely cool.
Yeah, you can, just add [SYN_INJECTED] to the syndrome. But unless the material is a creature's venom, how are you going to get it into the bloodstream?

EDIT: Ninja'd
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 06, 2014, 03:00:46 pm
How would one go about making a biting weapon? THAT would be truly awesome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 07, 2014, 04:05:55 pm
Do we have any idea what all the changes to the raws will be in the next version? I am wanting to start making creatures and items and such again, but don't know if I should just wait a month instead of having to change a bunch of stuff. Thoughts?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: than402 on June 07, 2014, 04:08:30 pm
well,there will definitely be interactions for tears and sweat,and also some tokens for smell.i think Toady was asked about it in FOTF and showed how the human raws would be.i'll search it.

ah,there we are

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 07, 2014, 04:19:12 pm
Yeah, I also put together all of the raw changes he's given otherwise.

http://www.bay12forums.com/smf/index.php?topic=100851.msg4649312;topicseen#msg4649312
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 07, 2014, 04:34:30 pm
Interesting, looks like mostly just additions and not so much core changes, so I can go ahead and work on stuff.

I see a couple new USAGE_HINTS there, is there a list for tokens that got new arguments?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Flarp on June 07, 2014, 06:59:45 pm
What's the exact function of the [SAVAGE] tag with respect tot the Calm/Wilderness/Untamed Wilds Spectrum? Do creatures with it appear only in Untamed Wilds, or just appear there more often than Wilderness biomes?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 07, 2014, 07:04:36 pm
Savage creatures only show up in savage biomes, according to the wiki.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: than402 on June 07, 2014, 07:22:10 pm
i want to use the spawnunit command to summon dwarves from specific castes.what does caste number mean?is it the order in which i have written the SELECT_CASTE in my creature file,starting with zero?if yes,what if i used SELECT_ADDITIONAL_CASTE?

also,will the creatures spawned be enemies,or creatures of my civilizaton?can i choose whether to spawn one or another?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 07, 2014, 07:28:16 pm
It's the order in which the [CASTE tokens are written; [SELECT_CASTE] has nothing to do with it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: golemgunk on June 08, 2014, 12:41:19 am
Does ce_material_force_multiplier affect attacks used with body parts, and not just weapons? Say a creature has a metal horn or something, would it get the attack bonuses against a creature that has [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:METAL_HORN:2:1] ?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 08, 2014, 02:21:57 am
Does ce_material_force_multiplier affect attacks used with body parts, and not just weapons? Say a creature has a metal horn or something, would it get the attack bonuses against a creature that has [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:METAL_HORN:2:1] ?

Mat multipliers can lower damage taken from more than just weapons.

It affects all damage taken from specific materials, which includes weapon attacks, natural creature attacks, and even falling damage involving the affected material.

Though I'm not entirely sure how natural attacks determine which body material to use for the attack's calculations. But if the horn is only made of the affected material, then I can say for certain that the damage it will do will be lowered by the material multiplier.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 08, 2014, 10:29:02 am
You probably want MAT_MULT:CREATURE_MAT:whatever creature:METAL_HORN
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evaris on June 08, 2014, 06:23:37 pm
out of curiosity, how would the product tag look for beds look?  This is what I'm thinking right now, but I wanted to double-check.

 [PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:C]

Also, what is the tag for a forge / magma forge workshop? 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 08, 2014, 06:42:12 pm
out of curiosity, how would the product tag look for beds look?  This is what I'm thinking right now, but I wanted to double-check.

 [PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:C]

Also, what is the tag for a forge / magma forge workshop?

You may need a :NONE added to the end of the product line.

[PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:C:NONE]

I don't believe reactions can be added to forges, unfortunately. The wiki says that the only valid vanilla buildings are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, and CRAFTSMAN, plus the soap maker and screw press.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evaris on June 08, 2014, 06:53:07 pm
out of curiosity, how would the product tag look for beds look?  This is what I'm thinking right now, but I wanted to double-check.

 [PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:C]

Also, what is the tag for a forge / magma forge workshop?

You may need a :NONE added to the end of the product line.

[PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:C:NONE]

I don't believe reactions can be added to forges, unfortunately. The wiki says that the only valid vanilla buildings are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, and CRAFTSMAN, plus the soap maker and screw press.


1.  well I'll try it and see what happens when I get a chance to get on my desktop later.

2.  More items for the smelter then, I guess.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evaris on June 08, 2014, 07:12:56 pm
Sorry to ask again but I'm wanting to make sure ahead of time whether these will work, I just get the feeling something is off:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 08, 2014, 07:22:57 pm
You are missing the reaction IDs. Each reaction must begin with [REACTION: whatever ]. The ID can be anything, just so long as it isn't the same as the ID of another reaction.

For the first reaction, you should change the amount in the bar's reagent line from 1 to 150, since bars have a size of 150. Otherwise the reaction will give you 150 metal beds.

They are also missing their skill tokens.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evaris on June 08, 2014, 07:24:45 pm
You are missing the reaction IDs. Each reaction must begin with [REACTION: whatever ]. The ID can be anything, just so long as it isn't the same as the ID of another reaction.

For the first reaction, you should change the amount in the bar's reagent line from 1 to 150, since bars have a size of 150. Otherwise the reaction will give you 150 metal beds.

They are also missing their skill tokens.

1.  i'm aware, i'm just posting the reactions as-is

2.  d'oh

3.  as 1.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: JackDaniels21 on June 08, 2014, 09:26:39 pm
Question for Fort Mode: How do I make my modded civ able to complete tasks? When I tell them to do something they just walk around doing nothing. I tried to make horses a playable civ.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 08, 2014, 09:31:39 pm
Horses have no hands (aka GRASP body parts).And they are not INTELLIGENT.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: JackDaniels21 on June 08, 2014, 09:34:46 pm
And they are not INTELLIGENT.

ah, that must be it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: JackDaniels21 on June 09, 2014, 03:06:38 am
Is there a way to get rid of the need for clothes? I find it odd that my horse civ is so embarrassed by being naked that they try to kill themselves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on June 09, 2014, 08:51:52 am
Is there a way to get rid of the need for clothes? I find it odd that my horse civ is so embarrassed by being naked that they try to kill themselves.
Unfortunately that is hard-coded behavior.  IIRC, the upper body, lower body, and stance parts (feet) need clothing.  Whip up some caparisons and horseshoes.  It will give your Houyhnhnms something to keep them busy.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evaris on June 09, 2014, 11:47:25 am
Okay, so I'm clearly doing something wrong here, but I'm honestly confused as to what.  At my custom workshop, my dwarves skills are not using corpses or corpseparts, and product amounts are... insane.  Also, for some reason surgery is making them go auto-legendary... not something I want to be anywhere near as easy as the reaction is making it.    I'm suspecting that reagent and product size are to blame but... I'm not sure. 

Building: 
Spoiler (click to show/hide)

Reaction:
Spoiler (click to show/hide)

Edit: I can confirm product size is tied to the amount of skill XP here, thus I have reduced the amount presently.   I am still fairly certain product size is the error for a corpse... but I don't know how to size it or a corpsepart properly, or if perhaps some other issue is at play. 
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 09, 2014, 12:07:39 pm
Try adding [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] after the reagent.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Evaris on June 09, 2014, 12:13:03 pm
Try adding [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] after the reagent.

I found the problem, I was missing that and [USE_BODY_COMPONENT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: nuget102 on June 10, 2014, 01:44:03 pm
I'm having some trouble making a new reaction. I want to be able to make rock beds from the masons workshop, but i'm not sure if i'm doing the reaction correctly.
Code: [Select]
[REACTION:ROCKBED]
[NAME:Make rock Bed]
[BUILDING:MASON:B]
[REAGENT:boulder:1:BOULDER:NONE:NONE:NONE]
[PRODUCT:100:1:BED:STONE]
[SKILL:MASON]

I've tried changing the name of the building to MASONS_WORKSHOP but that doesn't work, so I tried just MASON but that doesn't appear to be working either. This is my first time ever doing reactions, so I very well could of left something out. :p I hope one of you guys can figure it out. Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 10, 2014, 01:58:07 pm
1. You can't add anything to the mason's workshop.
2. Your product is completely malformed. Reagents and products are formed in the same way, and you did form the reagent right. Products can also have GET_MATERIAL_FROM_REAGENT:reagent identifier:material reaction product/NONE in place of the material.. In this case, you probably want [PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:boulder:NONE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: nuget102 on June 10, 2014, 02:35:41 pm
1. You can't add anything to the mason's workshop.
2. Your product is completely malformed. Reagents and products are formed in the same way, and you did form the reagent right. Products can also have GET_MATERIAL_FROM_REAGENT:reagent identifier:material reaction product/NONE in place of the material.. In this case, you probably want [PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:boulder:NONE]

Oh. xD Thanks. :3 So should I make a custom workshop or can I add it to some other workshop that makes sense?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on June 10, 2014, 02:39:45 pm
See the wax crafting reaction? The craftsman's shop accepts new ones just fine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 10, 2014, 07:27:33 pm
Quick question: what is the syntax for a glass vial in a reaction?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 10, 2014, 07:28:25 pm
FLASK:NONE:GLASS_CLEAR:NONE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 10, 2014, 07:31:26 pm
FLASK:NONE:GLASS_CLEAR:NONE
Shouldn't it be, instead: FLASK:NONE:NONE:NONE followed by GLASS_MATERIAL?  Wouldn't what you put there only work for clear glass?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 10, 2014, 07:31:50 pm
You can also use FLASK:NONE:NONE:NONE and give it the [GLASS_MATERIAL] modifier.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 10, 2014, 07:32:34 pm
You can also use FLASK:NONE:NONE:NONE and give it the [GLASS_MATERIAL] modifier.
lolz a few seconds too late.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: nuget102 on June 10, 2014, 07:37:10 pm
Hey, sorry to be trouble guys but.. I still can't get it to work using the craftsman shop. Anyone willing to take a look and tell me where i'm going wrong?

Code: [Select]
[REACTION:MAKE_ROCK_BED]
[NAME:Make rock bed]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_B]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:boulder:NONE]
[SKILL:STONECRAFT]
Sorry for causing so much trouble, and thanks everyone.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 10, 2014, 07:39:47 pm
Did you make sure to give the dwarven entity the proper permission to actually use the reaction?

If not, then you have to go into entity_default.txt, and put [PERMITTED_REACTION:MAKE_ROCK_BED] somewhere under [ENTITY:MOUNTAIN]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 10, 2014, 07:40:16 pm
Did you make sure to give the dwarven entity the proper permission to actually use the reaction?

If not, then you have to go into entity_default, and put [PERMITTED_REACTION:MAKE_ROCK_BED] somewhere under [ENTITY:MOUNTAIN]
This.  Because I can't type fast enough.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: nuget102 on June 10, 2014, 07:45:48 pm
Did you make sure to give the dwarven entity the proper permission to actually use the reaction?

If not, then you have to go into entity_default.txt, and put [PERMITTED_REACTION:MAKE_ROCK_BED] somewhere under [ENTITY:MOUNTAIN]
...Oops. I forgot to do that. :P Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 10, 2014, 07:58:20 pm
Hey, sorry to be trouble guys but.. I still can't get it to work using the craftsman shop. Anyone willing to take a look and tell me where i'm going wrong?

Code: [Select]
[REACTION:MAKE_ROCK_BED]
[NAME:Make rock bed]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_B]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
[PRODUCT:100:1:BED:NONE:GET_MATERIAL_FROM_REAGENT:boulder:NONE]
[SKILL:STONECRAFT]
Sorry for causing so much trouble, and thanks everyone.
Your REAGENT is named A, yet you ask for the material of the reagent "boulder". Please replace "boulder" with "A"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 10, 2014, 08:18:01 pm
Or "A" with "boulder"
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 11, 2014, 08:02:34 am
I'm mostly sure this works:

Code: [Select]
[PLANT:ETERNA_ROOT]
[NAME:eterna root][NAME_PLURAL:eterna roots][ADJ:eterna root]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:25]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MAT_FIXED_TEMP:10000]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:58][PICKED_COLOR:4:0:0]
[DRY][WET][BIOME:ALL_MAIN]
[VALUE:25]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen eternal ale]
[STATE_NAME_ADJ:LIQUID:eternal ale]
[STATE_NAME_ADJ:GAS:boiling eternal ale]
[MATERIAL_VALUE:25]
[DISPLAY_COLOR:3:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:eterna root seed:eterna root seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:100]
[CLUSTERSIZE:8]
[PREFSTRING:permanence]

Is there anything wrong with this? It seems right.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 11, 2014, 11:40:43 am
Heyo, can reactions have a required skill of none?  Can they be left with no used skill?  Or do they have to have a skill listed in order to function?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 11, 2014, 12:22:47 pm
Heyo, can reactions have a required skill of none?  Can they be left with no used skill?  Or do they have to have a skill listed in order to function?
Yes, just dont add any skill. Any dwarf will do it, the reaction will be finished instantly, and the products will have no quality.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 11, 2014, 12:30:36 pm
Thank you Meph.

*checks off another box*

Edit: does DFhack v.4 come with announcement.lua already as a part of it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 11, 2014, 12:38:10 pm
No, but check the dfhack script collection thread. It has it. Or steal from Masterwork ;)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on June 11, 2014, 01:19:32 pm
I like modding, but I'm no good at fortress mode. How much testing is needed to know if a mod is acceptable for release?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 11, 2014, 01:37:28 pm
I'm not 100% sure, but if stuff seems well put-together in Adventure Mode, it should be rather stable in Fortress Mode. Acknowledge any bugs people report and see if they can be fixed.
Ironically, I modded to first make fort mode easier, then harder, and then more interesting and Fun.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 11, 2014, 03:23:24 pm
No, but check the dfhack script collection thread. It has it. Or steal from Masterwork ;)
Good to know.  This could cause an anomaly in the release.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: deepfreeze78 on June 11, 2014, 08:20:18 pm
Is there any way to make a creature gain skills without limiting whether they can be butchered or not? I'd like to have one of my creatures be able to actually learn things, but I also want them to be able to be butchered. Thanks in advance!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on June 11, 2014, 09:29:18 pm
Is it possible to make a interaction that causes animals to follow you?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 11, 2014, 09:35:25 pm
If the wiki doesn't say you can do it, you pretty much can't do it.

You can't do that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 11, 2014, 09:37:31 pm
Is there any way to make a creature gain skills without limiting whether they can be butchered or not? I'd like to have one of my creatures be able to actually learn things, but I also want them to be able to be butchered. Thanks in advance!

Butchering is a no. Anything that [CAN_LEARN], [CAN_SPEAK], or is [INTELLIGENT] cannot be butchered if the ethics don't allow it.

In some circumstances, you can slaughter a living, tame creature capable of learning, but not one that can speak. Speaking creatures are treated more like civilians than pets.

Is it possible to make a interaction that causes animals to follow you?

The only way I know of is animating their corpse like a necromancer.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: deepfreeze78 on June 11, 2014, 09:41:56 pm
When specifying a that an attack will use the tail, what category/type is it? I can't find this on the wiki.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 11, 2014, 09:46:30 pm
When specifying a that an attack will use the tail, what category/type is it? I can't find this on the wiki.

You can check body_default.txt to take a look at the various body parts.

Tails are probably BY_CATEGORY:TAIL
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: deepfreeze78 on June 11, 2014, 09:56:44 pm
Okay, I'm probably doing this completely wrong, I kinda just winged it, does anyone know why this isn't working? It won't show up as an attack in the arena.

Code: [Select]
[ATTACK:TAIL_SWIPE:CHILD_TISSUE_LAYER_GROUP:BY_CATEGORY:TAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:swipe:swipes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 11, 2014, 09:59:09 pm
CHILD_TISSUE_LAYER_GROUP is for teeth and other such tissues. You want to replace that with BP.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: deepfreeze78 on June 11, 2014, 10:12:50 pm
Alright thanks! By the way, it's BODYPART, not BP.

Also, how would I make that attack a bit stronger? Compared to the attacks the creature already has, that ones pretty dang weak. Here's the current raws of the creature:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 11, 2014, 10:19:47 pm
ATTACK_VELOCITY_MODIFIER (http://dwarffortresswiki.org/index.php/DF2012:Creature_token#ATTACK_VELOCITY_MODIFIER)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: deepfreeze78 on June 11, 2014, 10:43:41 pm
One last question, sorry, but will any mods affect old saves in any way if they're just in the main raws, not in the save raws? I'm in line for a succession game and don't want to mess it up at all but also want to keep my mod in the folder for future saves. From what I understand when you create a new save it just copies over the raws from the main one into the save once and never again, but I'm not positive.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 11, 2014, 11:18:01 pm
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 12, 2014, 02:50:04 pm
The wiki isn't being kind to my mod as I wrap up the last few loose ends before formal initial release, can someone explain the format of [CE_BODY_MAT_INTERACTION]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 12, 2014, 03:25:45 pm
RESERVED_BLOOD can be replaced with LOCAL_CREATURE_MAT:X. That's pretty much it that the wiki doesn't cover. (http://dwarffortresswiki.org/index.php/DF2012:Syndrome#Special_Effects)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spehss _ on June 12, 2014, 04:35:16 pm
Would changing [CHILD:12] to another number, like [CHILD:6] break a save or require a world regen?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 12, 2014, 05:16:35 pm
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: deepfreeze78 on June 12, 2014, 05:17:31 pm
No.

What would happen to the creatures that are 10? Would they grow up immediately, or never grow up?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 12, 2014, 05:18:22 pm
They would grow up as soon as the game decided to do a check for creatures growing up.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 13, 2014, 12:26:30 pm
Is it possible, using the interactions, to make a type of interaction creature that can turn thing's eyes to magma and grow bone swords out of its hands?
Because that would be cool.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 13, 2014, 12:28:08 pm
not without transformation into another creature/caste entirely
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 13, 2014, 12:28:48 pm
Is it possible, using the interactions, to make a type of interaction creature that can turn thing's eyes to magma and grow bone swords out of its hands?
Because that would be cool.
Kind of, but not in the way you are thinking.  You would have to make a new creature with those traits and use the body transformation syndrome to transform it into that type of creature.  Now, magma for eyes I'm not sure about, but making hand extensions that mimic swords and are made of bone shouldn't be too hard.

PPE: Damn it, beaten to the punch.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 13, 2014, 12:33:54 pm
I'm willing to make it so they transform into some strange creature that has those things but never appears otherwise.
Is it possible for said interaction to change specific species & castes to specific castes of the new creature? Like an elf male into that creature's variety of elf male.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 13, 2014, 12:37:17 pm
I'm willing to make it so they transform into some strange creature that has those things but never appears otherwise.
Is it possible for said interaction to change specific species & castes to specific castes of the new creature? Like an elf male into that creature's variety of elf male.
Yes.  If the interactions to transform are in the original creature's definition, then you make multiple target and effect definitions within the interaction and have the different effects transform into different versions of the creature.  Then call the interaction within each class, specifying the interaction target that has the transformation you want.

If you want an example, I can cook one up really quickly as an example.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 13, 2014, 12:46:36 pm
Fallen, here's the general interaction definition style:

Code: [Select]
[INTERACTION:TRANSFORM]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:BLAH]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:BLAH]
[CE:CREATURE:CREATURE:CREATURE_CASTE_MALE]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:B]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:BLAH]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:BLAH]
[CE:CREATURE:CREATURE:CREATURE_CASTE_FEMALE]

Then, in the male caste, you place something along the lines of:
Code: [Select]
[CAN_DO_INTERACTION:TRANSFORM]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:number]

In the female caste, you place something along the lines of:
Code: [Select]
[CAN_DO_INTERACTION:TRANSFORM]
[CDI:TARGET:B:SELF_ONLY]
[CDI:TARGET_RANGE:B:1]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:number]

This allows the female caste to trigger the female transformation and the male caste to trigger the male transformation.  This can be extended to allow multiple types of creatures to preform the transformation.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 13, 2014, 01:10:27 pm
I'm willing to make it so they transform into some strange creature that has those things but never appears otherwise.
Is it possible for said interaction to change specific species & castes to specific castes of the new creature? Like an elf male into that creature's variety of elf male.

Not unless you want to add the caste to every single creature you plan to allow the interaction with.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 13, 2014, 03:41:04 pm
hmm....

CE_BODY_MAT_INTERACTION doesn't seem to like the material PUS
any ideas on why?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: sal880612m on June 13, 2014, 05:04:40 pm
Is it possible to require a reaction to use a bucket of water and return the bucket without water?

Would it go something like this if it's possible:

Code: [Select]
REAGENT:A:1:NONE:NONE:WATER:NONE
REAGENT:B:1:BUCKET:NONE
   CONTAINS:A
   PRESERVE_REAGENT
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 13, 2014, 05:17:54 pm
Is it possible to require a reaction to use a bucket of water and return the bucket without water?

Would it go something like this if it's possible:

Code: [Select]
REAGENT:A:1:NONE:NONE:WATER:NONE
REAGENT:B:1:BUCKET:NONE
   CONTAINS:A
   PRESERVE_REAGENT

Looks fine, as far as I can tell. Though the bucket reagent will need two more arguments for the material, and you may want to give it [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

You may also need to up the reagent amount for water to be 150, so that you won't get any oddities from using liquid water. I believe that the water in buckets is considered LIQUID_MISC, which has a size of 150.

Be aware that the reaction may accept boulders of ice.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 13, 2014, 05:20:52 pm
Maybe you can use some of those:

Code: [Select]

[REACTION:EMPTY_JUG_ALL]
[NAME:Empty jug full of any liquid]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_A]
[REAGENT:liquid:1:LIQUID_MISC:NONE:NONE:NONE]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:liquid][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_ALL_DRINK]
[NAME:Empty jug full of any booze]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_B]
[REAGENT:liquid:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_DRINK]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:liquid][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_LYE]
[NAME:Empty jug full of lye]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_C]
[REAGENT:lye:150:LIQUID_MISC:NONE:LYE]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:lye][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_WATER]
[NAME:Empty jug full of water]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_D]
[REAGENT:water:1:LIQUID_MISC:NONE:WATER:NONE]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:water][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_MAGMA]
[NAME:Empty jug full of magma]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_E]
[REAGENT:water:1:LIQUID_MISC:NONE:INORGANIC:NONE]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:water][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_HONEY]
[NAME:Empty jug full of honey]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_F]
[REAGENT:honey:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_HONEY]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:honey][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_VENOM]
[NAME:Empty jug full of venom]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_G]
[REAGENT:venom:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_VENOM]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:venom][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_POISON]
[NAME:Empty jug full of poison]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_H]
[REAGENT:poison:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_POISON]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:poison][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_MILK]
[NAME:Empty jug full of milk]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_I]
[REAGENT:milk:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_MILK]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:milk][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_BOOZEMILK]
[NAME:Empty jug full of boozebelly milk]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_J]
[REAGENT:boozebelly milk:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_BOOZEMILK]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:boozebelly milk][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_BLOOD]
[NAME:Empty jug full of blood]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_K]
[REAGENT:blood:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_BLOOD]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:blood][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_EXTRACT]
[NAME:Empty jug full of extracts]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_L]
[REAGENT:extract:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_EXTRACT]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:extract][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_ICHOR]
[NAME:Empty jug full of ichor]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_M]
[REAGENT:ichor:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_ICHOR]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:ichor][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_GOO]
[NAME:Empty jug full of goo]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_N]
[REAGENT:goo:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_GOO]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:goo][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_PUS]
[NAME:Empty jug full of pus]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_O]
[REAGENT:pus:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_PUS]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:pus][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_SLIME]
[NAME:Empty jug full of slime]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_P]
[REAGENT:slime:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_SLIME]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:slime][PRESERVE_REAGENT]

[REACTION:EMPTY_JUG_HYDRAULIC_FLUID]
[NAME:Empty jug full of hydraulic fluid]
[BUILDING:LOO:CUSTOM_ALT_B][BUILDING:SINK:CUSTOM_ALT_Q]
[REAGENT:hydraulic fluid:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_HYDRAULIC_FLUID]
[REAGENT:jug:1:TOOL:ITEM_TOOL_JUG:NONE:NONE][CONTAINS:hydraulic fluid][PRESERVE_REAGENT]






[REACTION:EMPTY_BUCKET_ALL]
[NAME:Empty bucket full of any liquid]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_A]
[REAGENT:liquid:1:LIQUID_MISC:NONE:NONE:NONE]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:liquid][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_ALL_DRINK]
[NAME:Empty bucket full of any booze]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_B]
[REAGENT:liquid:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_DRINK]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:liquid][PRESERVE_REAGENT]



[REACTION:EMPTY_BUCKET_LYE]
[NAME:Empty bucket full of lye]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_C]
[REAGENT:lye:150:LIQUID_MISC:NONE:LYE]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:lye][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_WATER]
[NAME:Empty bucket full of water]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_D]
[REAGENT:water:1:LIQUID_MISC:NONE:WATER:NONE]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:water][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_MAGMA]
[NAME:Empty bucket full of magma]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_E]
[REAGENT:water:1:LIQUID_MISC:NONE:INORGANIC:NONE]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:water][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_HONEY]
[NAME:Empty bucket full of honey]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_F]
[REAGENT:honey:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_HONEY]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:honey][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_VENOM]
[NAME:Empty bucket full of venom]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_G]
[REAGENT:venom:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_VENOM]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:venom][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_POISON]
[NAME:Empty bucket full of poison]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_H]
[REAGENT:poison:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_POISON]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:poison][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_MILK]
[NAME:Empty bucket full of milk]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_I]
[REAGENT:milk:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_MILK]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:milk][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_BOOZEMILK]
[NAME:Empty bucket full of boozebelly milk]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_J]
[REAGENT:boozebelly milk:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_BOOZEMILK]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:boozebelly milk][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_BLOOD]
[NAME:Empty bucket full of blood]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_K]
[REAGENT:blood:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_BLOOD]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:blood][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_EXTRACT]
[NAME:Empty bucket full of extracts]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_L]
[REAGENT:extract:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_EXTRACT]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:extract][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_ICHOR]
[NAME:Empty bucket full of ichor]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_M]
[REAGENT:ichor:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_ICHOR]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:ichor][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_GOO]
[NAME:Empty bucket full of goo]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_N]
[REAGENT:goo:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_GOO]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:goo][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_PUS]
[NAME:Empty bucket full of pus]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_O]
[REAGENT:pus:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_PUS]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:pus][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_SLIME]
[NAME:Empty bucket full of slime]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_P]
[REAGENT:slime:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_SLIME]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:slime][PRESERVE_REAGENT]

[REACTION:EMPTY_BUCKET_HYDRAULIC_FLUID]
[NAME:Empty bucket full of hydraulic fluid]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_Q]
[REAGENT:hydraulic fluid:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_HYDRAULIC_FLUID]
[REAGENT:bucket:1:BUCKET:NONE:NONE:NONE][CONTAINS:hydraulic fluid][PRESERVE_REAGENT]





[REACTION:EMPTY_BARREL_LYE]
[NAME:Empty barrel full of lye]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_R]
[REAGENT:lye:150:LIQUID_MISC:NONE:LYE]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:lye][PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_ALL]
[NAME:Empty barrel full of any liquid]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_S]
[REAGENT:liquid:1:LIQUID_MISC:NONE:NONE:NONE]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:liquid][PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_ALL_DRINK]
[NAME:Empty barrel full of any booze]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_T]
[REAGENT:liquid:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_DRINK]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:liquid][PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_WATER]
[NAME:Empty barrel full of water]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_U]
[REAGENT:water:1:LIQUID_MISC:NONE:WATER:NONE]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:water][PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_MAGMA]
[NAME:Empty barrel full of magma]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_V]
[REAGENT:water:1:LIQUID_MISC:NONE:INORGANIC:NONE]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:water][PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_HONEY]
[NAME:Empty barrel full of honey]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_W]
[REAGENT:honey:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_HONEY]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:honey][PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_VENOM]
[NAME:Empty barrel full of venom]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_X]
[REAGENT:venom:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_VENOM]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:venom][PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_POISON]
[NAME:Empty barrel full of poison]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_Y]
[REAGENT:poison:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_POISON]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:poison][PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_MILK]
[NAME:Empty barrel full of milk]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_Z]
[REAGENT:milk:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_MILK]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:milk][PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_BOOZEMILK]
[NAME:Empty barrel full of boozebelly milk]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_A]
[REAGENT:boozebelly milk:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_BOOZEMILK]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:boozebelly milk][PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_BLOOD]
[NAME:Empty barrel full of blood]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_B]
[REAGENT:blood:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_BLOOD]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:blood][PRESERVE_REAGENT]


[REACTION:EMPTY_BARREL_EXTRACT]
[NAME:Empty barrel full of extracts]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_C]
[REAGENT:extract:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_EXTRACT]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:extract][PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_ICHOR]
[NAME:Empty barrel full of ichor]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_D]
[REAGENT:ichor:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_ICHOR]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:ichor][PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_GOO]
[NAME:Empty barrel full of goo]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_E]
[REAGENT:goo:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_GOO]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:goo][PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_PUS]
[NAME:Empty barrel full of pus]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_F]
[REAGENT:pus:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_PUS]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:pus][PRESERVE_REAGENT]

[REACTION:EMPTY_BARREL_SLIME]
[NAME:Empty barrel full of slime]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_G]
[REAGENT:slime:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_SLIME]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:slime][PRESERVE_REAGENT]


[REACTION:EMPTY_BARREL_HYDRAULIC_FLUID]
[NAME:Empty barrel full of hydraulic fluid]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_H]
[REAGENT:hydraulic fluid:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_HYDRAULIC_FLUID]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE][CONTAINS:hydraulic fluid][PRESERVE_REAGENT]





[REACTION:EMPTY_POT_ALL]
[NAME:Empty large pot full of any liquid]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_B]
[REAGENT:liquid:1:LIQUID_MISC:NONE:NONE:NONE]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:liquid][PRESERVE_REAGENT]

[REACTION:EMPTY_POT_ALL_DRINK]
[NAME:Empty large pot full of any booze]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_B]
[REAGENT:liquid:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_DRINK]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:liquid][PRESERVE_REAGENT]

[REACTION:EMPTY_POT_WATER]
[NAME:Empty large pot full of water]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_B]
[REAGENT:water:1:LIQUID_MISC:NONE:WATER:NONE]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:water][PRESERVE_REAGENT]

[REACTION:EMPTY_POT_MAGMA]
[NAME:Empty large pot full of magma]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_B]
[REAGENT:water:1:LIQUID_MISC:NONE:INORGANIC:NONE]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:water][PRESERVE_REAGENT]

[REACTION:EMPTY_POT_HONEY]
[NAME:Empty large pot full of honey]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_I]
[REAGENT:honey:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_HONEY]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:honey][PRESERVE_REAGENT]

[REACTION:EMPTY_POT_VENOM]
[NAME:Empty large pot full of venom]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_J]
[REAGENT:venom:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_VENOM]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:venom][PRESERVE_REAGENT]

[REACTION:EMPTY_POT_POISON]
[NAME:Empty large pot full of poison]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_K]
[REAGENT:poison:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_POISON]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:poison][PRESERVE_REAGENT]

[REACTION:EMPTY_POT_MILK]
[NAME:Empty large pot full of milk]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_L]
[REAGENT:milk:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_MILK]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:milk][PRESERVE_REAGENT]

[REACTION:EMPTY_POT_BOOZEMILK]
[NAME:Empty large pot full of boozebelly milk]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_M]
[REAGENT:boozebelly milk:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_BOOZEMILK]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:boozebelly milk][PRESERVE_REAGENT]

[REACTION:EMPTY_POT_BLOOD]
[NAME:Empty large pot full of blood]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_N]
[REAGENT:blood:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_BLOOD]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:blood][PRESERVE_REAGENT]


[REACTION:EMPTY_POT_EXTRACT]
[NAME:Empty large pot full of extract]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_O]
[REAGENT:extract:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_EXTRACT]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:extract][PRESERVE_REAGENT]

[REACTION:EMPTY_POT_ICHOR]
[NAME:Empty large pot full of ichor]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_V]
[REAGENT:ichor:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_ICHOR]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:ichor][PRESERVE_REAGENT]

[REACTION:EMPTY_POT_GOO]
[NAME:Empty large pot full of goo]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_P]
[REAGENT:goo:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_GOO]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:goo][PRESERVE_REAGENT]

[REACTION:EMPTY_POT_PUS]
[NAME:Empty large pot full of pus]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_Q]
[REAGENT:pus:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_PUS]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:pus][PRESERVE_REAGENT]

[REACTION:EMPTY_POT_SLIME]
[NAME:Empty large pot full of slime]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_R]
[REAGENT:slime:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_SLIME]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:slime][PRESERVE_REAGENT]

[REACTION:EMPTY_POT_HYDRAULIC_FLUID]
[NAME:Empty large pot full of hydraulic fluid]
[BUILDING:LOO:CUSTOM_B][BUILDING:SINK:CUSTOM_SHIFT_S]
[REAGENT:hydraulic fluid:1:NONE:NONE:NONE:NONE][REACTION_CLASS:IS_HYDRAULIC_FLUID]
[REAGENT:large pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE][CONTAINS:hydraulic fluid][PRESERVE_REAGENT]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scion-of-fenrir on June 13, 2014, 07:14:08 pm
Hey, all. I'm trying to make a mod that lets you make stuff in Adventure Mode. Basically, it makes all the raw materials into "blocks" so you can make anything out of any material. But how do I make it so some of the Blocks HAVE to be a certain material? For example, I REAGENT:B of the following to HAVE to be made of wood. Help?

Code: [Select]
[REACTION:ADV_TOOL_AXE]
[NAME:Craft Hatchet]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:TOY:ITEM_TOY_ADV_BLOCK:NONE:NONE]
[REAGENT:B:1:TOY:ITEM_TOY_ADV_BLOCK:NONE:WOOD]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 13, 2014, 07:17:35 pm
For one, if wood were a class of materials, it would be WOOD:NONE. Since it's not, you instead have to keep the material as NONE:NONE, add [REACTION_CLASS:WOOD] to the wood template and add [REACTION_CLASS:WOOD] after reagent B.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scion-of-fenrir on June 13, 2014, 07:18:28 pm
For one, if wood were a class of materials, it would be WOOD:NONE. Since it's not, you instead have to keep the material as NONE:NONE, add [REACTION_CLASS:WOOD] to the wood template and add [REACTION_CLASS:WOOD] after reagent B.
Oh, okay. Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 14, 2014, 11:53:56 am
hmm....

CE_BODY_MAT_INTERACTION doesn't seem to like the material PUS
any ideas on why?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 14, 2014, 11:56:34 am
I'm mostly sure this works:

Code: [Select]
[PLANT:ETERNA_ROOT]
[NAME:eterna root][NAME_PLURAL:eterna roots][ADJ:eterna root]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:25]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MAT_FIXED_TEMP:10000]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:58][PICKED_COLOR:4:0:0]
[DRY][WET][BIOME:ALL_MAIN]
[VALUE:25]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen eternal ale]
[STATE_NAME_ADJ:LIQUID:eternal ale]
[STATE_NAME_ADJ:GAS:boiling eternal ale]
[MATERIAL_VALUE:25]
[DISPLAY_COLOR:3:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:eterna root seed:eterna root seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:100]
[CLUSTERSIZE:8]
[PREFSTRING:permanence]

Is there anything wrong with this? It seems right.

I never got an answer on this. It seems to work but I'm not 100% sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 14, 2014, 11:57:52 am
I'm mostly sure this works:

Code: [Select]
[PLANT:ETERNA_ROOT]
[NAME:eterna root][NAME_PLURAL:eterna roots][ADJ:eterna root]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:25]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MAT_FIXED_TEMP:10000]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:58][PICKED_COLOR:4:0:0]
[DRY][WET][BIOME:ALL_MAIN]
[VALUE:25]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen eternal ale]
[STATE_NAME_ADJ:LIQUID:eternal ale]
[STATE_NAME_ADJ:GAS:boiling eternal ale]
[MATERIAL_VALUE:25]
[DISPLAY_COLOR:3:0:1]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:eterna root seed:eterna root seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:100]
[CLUSTERSIZE:8]
[PREFSTRING:permanence]

Is there anything wrong with this? It seems right.

I never got an answer on this. It seems to work but I'm not 100% sure.
I can't see anything wrong with it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 14, 2014, 12:09:10 pm
Comparing it to the Plump Helmet, it seems to be missing [GROWDUR:X], I think.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 14, 2014, 12:11:06 pm
Comparing it to the Plump Helmet, it seems to be missing [GROWDUR:X], I think.
No.  The Growdur is only used if you want it to grow faster or slower than average, much like plump helmets do, IIRC.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 14, 2014, 12:14:48 pm
I did not know that. Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 14, 2014, 01:40:10 pm
hmm....

CE_BODY_MAT_INTERACTION doesn't seem to like the material PUS
any ideas on why?

Not when you don't give any details on "doesn't seem to like".

Post the actual line, too.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 14, 2014, 02:28:56 pm
hmm....

CE_BODY_MAT_INTERACTION doesn't seem to like the material PUS
any ideas on why?

Not when you don't give any details on "doesn't seem to like".

Post the actual line, too.
The errorlog tells me "unrecognized CE_BODY_MAT_INTERACTION token: PUS

The line is: [CE_BODY_MAT_INTERACTION:MAT_TOKEN:LOCAL_CREATURE_MAT:PUS]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 14, 2014, 02:31:22 pm
I think it might just be PUS rather than LOCAL_CREATURE_MAT:PUS, since you can't really define anything other than local creature materials.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: 4maskwolf on June 14, 2014, 02:35:48 pm
Thank you, that makes on more syntax bug squished.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: sal880612m on June 14, 2014, 03:10:22 pm
@Meph & BlackFlyme

Thanks for the help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Henny on June 14, 2014, 03:42:15 pm
I've searched this thread and elsewhere, but I can't seem to find an answer, even though maybe it's blindingly obvious: How does one stockpile modded metal bars? Mine don't seem to show up in the stockpile lists. Here's the code for reference.

Code: [Select]
[INORGANIC:EBONWOOD]
[MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:ebonwood]
[STATE_NAME_ADJ:LIQUID:molten ebonwood]
[STATE_NAME_ADJ:GAS:boiling ebonwood]
[DISPLAY_COLOR:5:1:0]
[BUILD_COLOR:5:1:0]
[MATERIAL_VALUE:5]
[SPEC_HEAT:435]
[MELTING_POINT:11868]
[BOILING_POINT:14140]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR]
[ITEMS_HARD]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:4225]
[LIQUID_DENSITY:4225]
[MOLAR_MASS:80000]
[IMPACT_YIELD:602000]
[IMPACT_FRACTURE:843500]
[IMPACT_STRAIN_AT_YIELD:147]
[COMPRESSIVE_YIELD:602000]
[COMPRESSIVE_FRACTURE:843500]
[COMPRESSIVE_STRAIN_AT_YIELD:147]
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:83] young's modulus 211 GPa
[TORSION_YIELD:132000]
[TORSION_FRACTURE:241000]
[TORSION_STRAIN_AT_YIELD:156]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:83]
[MAX_EDGE:10000]
[STATE_COLOR:ALL_SOLID:MAUVE_TAUPE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 14, 2014, 03:46:01 pm
[IS_METAL]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Henny on June 14, 2014, 03:57:09 pm
[IS_METAL]
I was going to ask why that wasn't implicit in the metal template, when I discovered I had bungled up the token. Thanks for helping me!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on June 14, 2014, 09:24:43 pm
Is there a good way to dupe raws without much crashing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 14, 2014, 09:32:00 pm
I never seem to get crashes from raw duplications, although stuff gets absurd if you duplicate too many files.
I'm wondering how people get -fire imp leather leggings- from their dupes; I get Giant Olms in place of dwarves.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on June 15, 2014, 05:04:48 am
Is there a good way to dupe raws without much crashing?
The only good way to dupe raws is to not do it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 15, 2014, 12:29:50 pm
Is there a good way to dupe raws without much crashing?
The only good way to dupe raws is to not do it.
Someone woke up on the elf side of the bed today.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 15, 2014, 04:28:20 pm
Say, how do you get a race to build towns with castles within them like humans? Does this have any relation:

Code: [Select]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[BUILDS_OUTDOOR_TOMBS]

Or is it something else?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 15, 2014, 04:31:51 pm
[DEFAULT_SITE_TYPE:CITY]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 15, 2014, 04:42:13 pm
Okay, it appears it was just bad luck. Generating a new world gives two owned by the same civilization on their own little island.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bughunter on June 15, 2014, 11:58:57 pm
Anyone know why this wouldn't be working?
Spoiler (click to show/hide)

I am pretty sure it's correct. Is it the STATE_COLOR line? any help would be appreciated.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 16, 2014, 12:26:02 am
It's definitely not the STATE_COLOR. What do you mean "not working"?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bughunter on June 16, 2014, 09:23:00 am
It's definitely not the STATE_COLOR. What do you mean "not working"?

What I mean by "not working" is that it doesn't show up in the game at all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on June 16, 2014, 09:30:42 am
Is that in a separate file? I can't see any of the required identifiers up top.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bughunter on June 16, 2014, 12:49:05 pm
Which Identifiers?

This metal worked perfectly
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on June 16, 2014, 01:38:21 pm
Is there a limit on how many RAW files there can be?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on June 16, 2014, 02:18:56 pm
None that you'll ever reach, at least.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spehss _ on June 16, 2014, 02:20:06 pm
Question: I presume if I don't like the way a weapon's attacks perform I can tweak it in the save file's raws without breaking the save? It's not an entity file, after all.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on June 16, 2014, 02:22:46 pm
You can change everything about the weapon except the ID. Also I'd suggest that you don't change the weapon skill or ranged ability.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 16, 2014, 02:32:54 pm
Which Identifiers?

The file name minus .txt at the very top and [OBJECT:INORGANIC] below it. Post the whole file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: deepfreeze78 on June 16, 2014, 10:04:20 pm
Will FBs ever be made of modded materials, or only vanilla materials?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 16, 2014, 10:12:42 pm
Will FBs ever be made of modded materials, or only vanilla materials?

They can be made of any non-special ([DEEP_SPECIAL], [DEEP_SURFACE] or [SPECIAL]) material. I'm not entirely sure about [SPECIAL].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 19, 2014, 12:38:06 am
Here is more of a preference question than a modding question;

I know a lot of mods use a simplified leather system, where you get rid of having "cat leather" and just have leather instead. Do people think that such a system might be relevant for other aspects of the game?

I am currently re-writing my plants system and was thinking about creating just three tiers of certain things (like alcohol). So instead of having "tequila, gin, cave beer, starapple wine, deep cordrial, crystal spirits, etc..." you would only have "alcohol, fine alcohol, and lavish alcohol" (names not necessarily finalized). You could do similar things for threads, flour, bread, sugar, spices, dyes, jams, syrups, pretty much anything really except for seeds. And since the game doesn't have any true distinguishing features (besides value) for these thing (i.e. a Dwarf doesn't need to drink 1 wine or 4 beers, just needs one unit of drink) you wouldn't lose anything.

Where this fails, of course, is in specialized poisons or affects from the drinks, but since those tend to be the exceptions, rather than the common, I figure you could cut down a great deal of unneeded materials (a simple test, for 100 plants I went from needing 280 USE_MATERIAL_TEMPLATE's to 40, a fairly substantial change).

What do people think? Worth while, or should I just stick with the standard system?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 19, 2014, 01:08:01 am
The game does have distinguishing values, though; "was tired of drinking the same old booze lately".
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 19, 2014, 01:28:57 am
I think its a good idea, if your target is to reduce bloat. I know some people will love it, others will hate it. For example I would put something like that into accelerated DF (because it makes the game simpler), but I would not add it into MDF.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on June 19, 2014, 09:01:50 am
If I were to give a civilization clothing, but nothing to make it out of, but I gave them a reaction for free [CREATURE] silk, would all their clothing be that silk?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 19, 2014, 09:03:13 am
Depends if they somehow have access to animal that give thread. Or if they have access to plants that make thread.

In theory your idea works, but the hard part is that "but nothing to make it out of."
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on June 19, 2014, 09:22:25 am
I think it would be easier to give them a boatload of reactions to make Unique Silk Trousers, Unique Silk Socks, Unique Silk Propeller Caps, etc. from some base material... and do not give them access to the standard clothing reactions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 19, 2014, 09:32:00 am
The game does have distinguishing values, though; "was tired of drinking the same old booze lately".

Hmm, completely forgot about that, guess I won't do it with alcohol.

EDIT: Are there any negative thoughts associated with other plant products, like thread or dye?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on June 19, 2014, 01:14:06 pm
No. You're fine to standardize everything but alcohol.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: urist nazushvel on June 19, 2014, 02:54:35 pm
So few quick questions
1. Is it possible to add new liquids if so what files would I be messing with?
2. Can I make vampires into a adventure race without making them a complete from scratch race?
3. Is there a word for lines in dwarf all I could find was line since my username for everything is BloodLines but all I could get is bloodline (nazushvel)
4. What are some good programs for modding DF the must have programs.

Thanks for any replies this is my first post I will hopefully be pretty active on the forums depending on how I like it.

- Urist NazushVel
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 19, 2014, 03:12:17 pm
1. No.
2. Copy dwarves and add the vampirism traits from interaction_examples that come with vanilla DF.
3. You can make one, add Bloodlines to the language file yourself.
4. Notepad++ or any other text editor. Nothing else needed. WinMerge and BeyondCompare also help.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 19, 2014, 03:22:46 pm
"Nazushvel" means "bloodlines". Plural is identical to singular in dwarven.

Also, Git is probably better for merging than winmerge, assuming everyone involved is using it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bughunter on June 19, 2014, 03:30:07 pm
Which Identifiers?

The file name minus .txt at the very top and [OBJECT:INORGANIC] below it. Post the whole file.

Please remember I am quite new to modding :P

 
Spoiler (click to show/hide)




Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 19, 2014, 03:32:00 pm
Note that you can't add anything without making a new world.

Also, you definitely need that and if you actually have that "not sure" thing in the file it might be doing something odd.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: urist nazushvel on June 19, 2014, 03:38:48 pm
Thanks both of you guys and I figured no with liquids seeing as no one had made a blood mod oh well I will just have to figure out a new idea thanks for the advice.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 19, 2014, 04:32:22 pm
Thanks both of you guys and I figured no with liquids seeing as no one had made a blood mod oh well I will just have to figure out a new idea thanks for the advice.
you can make LIQUID_MISC, which is stored in containers, or new blood DRINKs that are used instead of booze, but you cant make an actual liquids that flows around the map like magma/water.

In theory you can turn temperature off, and use insolors string dump replacer to change magma to blood. :D
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: StupidElves on June 19, 2014, 07:18:30 pm
Considering that this has over 500 pages, please forgive me if this question has already been asked.

Is it possible to mod in a new biome?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 19, 2014, 08:06:49 pm
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 20, 2014, 09:41:31 am
For one reason or another, my race (the Risens from my mod) sometimes show Tired and complain of being tired, despite having [NOSTUN], [NOEXERT], and [NO_SLEEP], as well as some other, less-relevant things. Is this a byproduct of anything else?
I can happily supply their entire file if that would be helpful.
I'm pretty sure it doesn't happen with the Fallens, although I haven't done extensive testing of them yet (the Risens are much newer).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 20, 2014, 02:11:55 pm
If you have more than one [MILL:LOCAL_PLANT_MAT:MILL] on a plant will it produce all of the products, only the last one, or a random one?

e.g.

[MILL:LOCAL_PLANT_MAT:MILL_1]
[MILL:LOCAL_PLANT_MAT:MILL_2]
[MILL:LOCAL_PLANT_MAT:MILL_3]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 20, 2014, 02:37:27 pm
If you have more than one [MILL:LOCAL_PLANT_MAT:MILL] on a plant will it produce all of the products, only the last one, or a random one?

e.g.

[MILL:LOCAL_PLANT_MAT:MILL_1]
[MILL:LOCAL_PLANT_MAT:MILL_2]
[MILL:LOCAL_PLANT_MAT:MILL_3]
I am curious as well. I have never gotten multiple drink/mill materials to work.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Spehss _ on June 20, 2014, 03:38:10 pm
Say I add [NOFEAR] to a creature's raws in a save file. Will the token take effect on creatures already born and created during the whole worldgen process or will it only apply to creature made after the change was made? I seem to recall hearing something like that happened.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 20, 2014, 03:40:27 pm
All of 'em in most cases.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on June 20, 2014, 03:49:11 pm
All of 'em in most cases.
This gets to the idea of just how much is stored about a historical figure.  Obviously a non-historical figure generated on the spot will use the new creature tags, even if it is nominally older than the Rule Change.  But since tags can be changed by various methods, would it apply to already-historical figures?  And if it does, does that mean only "tag changes from standard" are stored?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Mirkrali on June 20, 2014, 03:56:00 pm
I have no idea what I'm doing wrong here but, in trying to create a new civ, I've ended up with a useless lot that apparently cannot even pick up their tools. In the current job list, all of my members show up as "tame". Could someone check this out and tell me what I've done wrong? I've scoured my raws for ages and cant tell what's up

Creature
Spoiler (click to show/hide)

Entity
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 20, 2014, 03:58:55 pm
All of 'em in most cases.
This gets to the idea of just how much is stored about a historical figure.  Obviously a non-historical figure generated on the spot will use the new creature tags, even if it is nominally older than the Rule Change.  But since tags can be changed by various methods, would it apply to already-historical figures?  And if it does, does that mean only "tag changes from standard" are stored?
Well, if I'm not mistaken, the starting 7 are always historical figures, and I forgot to add [INTELLIGENT] to my race once, added it, and it worked. I assume (almost) all changes work instantly upon reload.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 20, 2014, 07:38:18 pm
All of 'em in most cases.
This gets to the idea of just how much is stored about a historical figure.  Obviously a non-historical figure generated on the spot will use the new creature tags, even if it is nominally older than the Rule Change.  But since tags can be changed by various methods, would it apply to already-historical figures?  And if it does, does that mean only "tag changes from standard" are stored?

Tags aren't stored in the unit/hist fig at all; there's nothing about a unit that says it can fly. Everything is stored in the game's copy of the raws, which are read upon game load. Even the syndrome-changed tokens are their own special couple of structures that have flags for whether or not the token is added/removed, which I assume is checked alongside (probably before) the creature raw's data on it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bughunter on June 21, 2014, 11:57:20 am
Note that you can't add anything without making a new world.

Also, you definitely need that and if you actually have that "not sure" thing in the file it might be doing something odd.
No, the "not sure" part I added afterward.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Enemy post on June 22, 2014, 08:03:14 pm
If I remove every instance of DUTY_BOUND I can have kings joining my party right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 22, 2014, 08:06:15 pm
That should be how it works, yeah.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Henny on June 22, 2014, 08:15:01 pm
OK, I can't get heads or tails of what I'm doing wrong.

Code: [Select]
[REACTION:MAKE_WOOD]
[NAME:make wood (woodcut)]
[BUILDING:MAGIC_WORKSHOP:CUSTOM_W]
[REAGENT:water:150:LIQUID_MISC:NONE:WATER]
[REAGENT:water container:1:NONE:NONE:NONE:NONE]
[CONTAINS:water]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:sapling:1:PLANT:NONE:PLANT_MAT:SAPLING:STRUCTURAL]
[PRODUCT:100:1:WOOD:NONE:PLANT_MAT:MAHOGANY:WOOD]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:SAPLING:SEED_MAT]
[PRODUCT:50:1:SEEDS:NONE:PLANT_MAT:SAPLING:SEED_MAT]
[SKILL:WOODCUTTING]

[REACTION:MAKE_WOOD_SEED]
[NAME:make sapling (woodcut)]
[BUILDING:MAGIC_WORKSHOP:CUSTOM_S]
[REAGENT:wood:1:WOOD:NONE:PLANT_MAT:NONE:WOOD]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:SAPLING:STRUCTURAL]
[SKILL:WOODCUTTING]

[PLANT:SAPLING]
[NAME:sapling][NAME_PLURAL:saplings][ADJ:sapling]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[GROWDUR:2016][VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[SEED:sapling seed:sapling seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:0]
[CLUSTERSIZE:1]
[PREFSTRING:usefulness]
[WET][DRY]
[BIOME:NOT_FREEZING]
[PICKED_TILE:231][DEAD_PICKED_TILE:231]
[SHRUB_TILE:231][DEAD_SHRUB_TILE:231]
[PICKED_COLOR:2:0:1]
[SHRUB_COLOR:2:0:1][DEAD_SHRUB_COLOR:6:0:0]

- The wood reaction creates sapling seeds that can't be stored in any stockpile or planted
- Using GET_MATERIAL_FROM_REAGENT just gives me generic seeds
- Imported sapling seeds work just fine
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 22, 2014, 08:57:12 pm
You didn't actually name the seed in the SAPLING raw SEED_MAT, so you want to replace SEED_MAT in the reaction with SEED.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Henny on June 23, 2014, 09:17:12 am
You didn't actually name the seed in the SAPLING raw SEED_MAT, so you want to replace SEED_MAT in the reaction with SEED.
It's difficult being an idiot! Thanks!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on June 23, 2014, 11:20:06 pm
Argh, my little mod for The Earth Strike Back looks doomed.  Although I can get the beasties to spawn when the right mineral is mined, I can't seem to juggle the OPPOSED_TO_LIFE tag properly.  And the spawned unit isn't acting properly either.

The process begins when an unlucky miner hits some "living stone" (which has a tile visually identical to the layer in which it appears):

Spoiler: Example living stone (click to show/hide)

Spoiler: Example interactions (click to show/hide)

To counter this risk, the earth is dotted with nice clusters of valuable "hidden gems":

Spoiler: Example hidden gem (click to show/hide)

What is supposed to happen is that a typical miner gets an OPPOSED_TO_LIFE tag, transforms into a "progenitor" that drops a bodypart, the bodypart is animated and then resurrected (inheriting the OPPOSED_TO_LIFE), and the miner transforms back.

An alternate is if the Dwarf previously went to a Tribute workshop and sacrificed an appropriate gem.  This gives a permanent syndrome that makes the Dwarf immune to the syndrome that creates the OPPOSED_TO_LIFE tag.  So, the Awakened Stone should not inherit OPPOSED_TO_LIFE and therefore be friendly.

Spoiler: Example tribute stone (click to show/hide)



What actually happens is that any friendly creature nearby gets in a fight with the progenitor, and the Awakened Stone is always listed as a "Friendly" creature in the "other" column... and proceeds to pick a fight with whatever is nearby.  I haven't optimized the timing of the transformations yet, but that shouldn't be the issue.

So I've got three problems.  One is that the OPPOSED_TO_LIFE tag doesn't end up where it belongs; Two is that it doesn't matter because the spawned unit is always in civ -1 and acts hostile while claiming to be friendly; and Three is that the syndromes don't take effect 100% of the time, which is most troubling for that expensive Tribute.  If the Awakened Stones are just going to be another hostile animal species, I might as well put them in the caverns and dispense with the mining incidents and the Tribute.  That is not remotely as interesting as a mod.

In a moment of weakness I downloaded the Spawnunit script for DFHack to see if that would help, and it just generates errors (tried Putnam's and Warmist's versions).  Putnam's gives "attempt to index field 'random' (a nil value)"  Warmist's gives "Cannot write field unit.T_body.infect_level: not found."

Apparently the earth doesn't want to strike back :(
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 23, 2014, 11:29:38 pm
Dirst, what you are trying is perfectly doable. In fact, I do have exactly the same setup in MDF, I called them Rock and Metal Wraiths. I had to remove them, because players found it a bit too hard, but I did leave in some hidden easter eggs. Even called "living rock". Spawns shoggoths, other rocks spawn Balrogs. I still use a very old system, with the bodyparts as you describe it, but spawnunit would be much better.  Just make sure you use SyndromeTrigger to start it.

And your tribute workshop should use AutoSyndrome to add the syndrome to the worker, the "inhale gas" thing is flawed and doesnt work all the time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on June 24, 2014, 09:20:48 am
Dirst, what you are trying is perfectly doable. In fact, I do have exactly the same setup in MDF, I called them Rock and Metal Wraiths. I had to remove them, because players found it a bit too hard, but I did leave in some hidden easter eggs. Even called "living rock". Spawns shoggoths, other rocks spawn Balrogs. I still use a very old system, with the bodyparts as you describe it, but spawnunit would be much better.  Just make sure you use SyndromeTrigger to start it.

And your tribute workshop should use AutoSyndrome to add the syndrome to the worker, the "inhale gas" thing is flawed and doesnt work all the time.
Yeah, I was slowly coming top the conclusion that inhaled gasses weren't reliable enough to accomplish what I needed.  So, I'll be poking my nose into DFHack and see how to accomplish all of this that way.  No dependencies would have been nice, but oh well.

There were a few other nuisances as well, but all of those go away if I can get Spawnunit to work.  For the benefit of anyone else using dropped bodypart spawning, those nuisances are:

1. The spawned creature retains the name it had as a bodypart.  Awakened Stones would be named "Urist McMiner's germ" until I changed the dropped bodypart name to "awakened stone".  Now the Dwarves get attacked by "Urist McMiner's awakened stone".  Applying tiles and creature names through syndromes don't work, though graphics packs do recognize the creature and display it properly.

2. I can't seem to aim the animation and resurrection interactions at specific dropped bodyparts.  Since the OPPOSED_TO_LIFE progenitor (despite being immobile) will sometimes get in a fight, more than once I saw "Urist McMiner's awakened stone" accompanied by its sidekick "Urist McMiner's left ear".

3. The transformation steps make awkward announcements.  I gave the progenitor a caste name of "mining incident" to minimize the silliness, but it's still there.

Whether this particular mod ever comes to fruition or not, I did learn a lot about the raws and various DF utilities.  That is thanks in large part to all the great help I got in this thread.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 24, 2014, 09:56:46 am
Good luck.

The interaction that triggers SyndromeTrigger in your miner will still come from gas though.

Miner digs stone. Gas cloud is created. Gas cloud adds interaction to miner. Miner does interaction, which triggers spawnunit script. So some of the special gas-creating stones will still be blanks, because their gas did not affect the miner.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on June 24, 2014, 10:38:32 am
Good luck.

The interaction that triggers SyndromeTrigger in your miner will still come from gas though.

Miner digs stone. Gas cloud is created. Gas cloud adds interaction to miner. Miner does interaction, which triggers spawnunit script. So some of the special gas-creating stones will still be blanks, because their gas did not affect the miner.
Thanks, do you think putting an explicit PROB:100 in the effect would make a difference, or is the entire syndrome resisted?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 24, 2014, 10:48:13 am
Its not the PROB, its that the dwarf doesn inhale it all the time.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on June 24, 2014, 11:12:45 am
Its not the PROB, its that the dwarf doesn inhale it all the time.
"But I didn't inhale" likely story... :)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 24, 2014, 12:14:48 pm
Silly question: Is it possible to remove normal stones from the "cut gem" menu in the Jeweler? I do have many "cut dolomite", "cut granite" etc in it that I dont want there.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on June 24, 2014, 01:00:40 pm
I don't think so, I'm afraid.

I got an idea and removed all the permitted STONE_SHAPEs from the entity, hoping that'd put an end to polishing non-gem stones, but then the cut phyllite just came out as shapeless "phyllite" that you could encrust shit with.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 24, 2014, 02:44:00 pm
What will happen if I attempt to run a reaction like;

Code: [Select]
[REACTION:TA_INSCRIBE_RUNE_HASTE_LESSER_HELM]
[NAME:inscribe helm with lesser haste rune]
[BUILDING:TA_FORGE_ARCANE:NONE]
[REAGENT:A:1:SMALLGEM:NONE:INORGANIC:TA_RUNE_HASTE_LESSER]
[REAGENT:object:1:HELM:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
        [REAGENT:object:1:GLOVES:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
        [REAGENT:object:1:ARMOR:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
        [REAGENT:object:1:PANTS:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
        [REAGENT:object:1:SHOES:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
[IMPROVEMENT:800:object:COVERED:INORGANIC:TA_RUNE_HASTE_LESSER_COATING]
[SKILL:MAGIC_NATURE]

Note that all of the reagents have the same Reagent ID.

Is there a tag that will grab any clothing type (Helm, Gloves, Armor, Pants, Shoes) item?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 24, 2014, 02:54:25 pm
What will happen if I attempt to run a reaction like;

Code: [Select]
[REACTION:TA_INSCRIBE_RUNE_HASTE_LESSER_HELM]
[NAME:inscribe helm with lesser haste rune]
[BUILDING:TA_FORGE_ARCANE:NONE]
[REAGENT:A:1:SMALLGEM:NONE:INORGANIC:TA_RUNE_HASTE_LESSER]
[REAGENT:object:1:HELM:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
        [REAGENT:object:1:GLOVES:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
        [REAGENT:object:1:ARMOR:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
        [REAGENT:object:1:PANTS:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
        [REAGENT:object:1:SHOES:NONE:INORGANIC:NONE][PRESERVE_REAGENT]
[IMPROVEMENT:800:object:COVERED:INORGANIC:TA_RUNE_HASTE_LESSER_COATING]
[SKILL:MAGIC_NATURE]

Note that all of the reagents have the same Reagent ID.

Is there a tag that will grab any clothing type (Helm, Gloves, Armor, Pants, Shoes) item?
I think it will take either the first or the last on the list, not sure which. It wont take all. But its easy to test.

To get all, you have to make as many improvements as reagents, with "object1" and so on.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 24, 2014, 02:57:06 pm
I was actually hoping for it to take a random one. As I want the improvement to be limited to a worn item, but would rather not make a reaction for each slot.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 24, 2014, 03:12:31 pm
No, you have to make one for each type.

Are you sure you want to enable every piece of armor for itemsyndromes effects? with 2 gloves, 2 shoes, 1 pants, 1 armor, 1 helm, thats 7 items. People could spam the same upgrade 7 times, which would accumulate. I limited runes to upperbody armor for that reason.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on June 24, 2014, 03:21:04 pm
No, you have to make one for each type.

Are you sure you want to enable every piece of armor for itemsyndromes effects? with 2 gloves, 2 shoes, 1 pants, 1 armor, 1 helm, thats 7 items. People could spam the same upgrade 7 times, which would accumulate. I limited runes to upperbody armor for that reason.

Well it was either balance them with the fact in mind that they could be put on multiple items (if the single reaction worked) or limit them just to upperbody armor if it didn't. I suppose it will be less micro-managing that the player will have to do as well, so it may be better this way. And I can still have special runes, like haste runes, that only work on boots and such.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Henny on June 25, 2014, 11:18:43 am
I added the [BABYSNATCHER] tag to elves, and their civilizations vanished into thin air when I made a new world. I removed it, they're there just fine. Is there anything about them that conflicts with the tag?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on June 25, 2014, 11:36:47 am
Do it again and keep a close eye on Legends. Did they really not spawn at all, or were they nuked off the face of the earth by angry humans and dwarves?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on June 25, 2014, 11:37:25 am
Yeah, I'm pretty sure that was just a coincidence, maybe the elves spawned on an island or something. Try again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Henny on June 25, 2014, 11:52:43 am
Do it again and keep a close eye on Legends. Did they really not spawn at all, or were they nuked off the face of the earth by angry humans and dwarves?
Yeah, I'm pretty sure that was just a coincidence, maybe the elves spawned on an island or something. Try again.
I did try it several times, with the same result. I tried removing various other things to see if it had any effect, but it didn't. I checked through Legends mode for an elf civilization to see if they'd been killed off or something, but couldn't find them. Hmm...

EDIT: The errorlog doesn't mention anything.

EDIT2: I added [ITEM_THIEF] and that seems to have done it, somehow.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 25, 2014, 01:16:50 pm
Code: [Select]
[INORGANIC:GEM_TITLE]
[USE_MATERIAL_TEMPLATE:GEM_STONE_TEMPLATE]
[DISPLAY_COLOR:7:0:0][TILE:253]
[IS_GEM:========GEMS=========:STP:OVERWRITE_SOLID]
[SPECIAL]

This showed up in a dwarves preference, he "likes =======GEMS======". Is there any way to stop this, while also keeping this fake-gem that doesnt exist ingame, in the stocks screen?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on June 25, 2014, 01:25:16 pm
Code: [Select]
[INORGANIC:GEM_TITLE]
[USE_MATERIAL_TEMPLATE:GEM_STONE_TEMPLATE]
[DISPLAY_COLOR:7:0:0][TILE:253]
[IS_GEM:========GEMS=========:STP:OVERWRITE_SOLID]
[SPECIAL]

This showed up in a dwarves preference, he "likes =======GEMS======". Is there any way to stop this, while also keeping this fake-gem that doesnt exist ingame, in the stocks screen?

Spoiler (click to show/hide)
I've had similar issues with preferences for boil-away stones.  Even with that SPECIAL tag it shows up in preferences and the caravan shows up with crafts made of that material.  "Granite favor mugs", indeed.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 25, 2014, 05:03:47 pm
How do [DIURNAL], [NOCTURNAL], and [CREPUSCULAR] work in fortress mode and how would they effect how civilians do things? Time runs quite fast in fortress mode, which is why werebeasts are less threatening than they should be.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 25, 2014, 05:15:26 pm
They don't.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 25, 2014, 05:18:35 pm
I suspected that.
Do they work for civilized races in Adventure mode?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 25, 2014, 05:20:24 pm
No, AFAIK.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bughunter on June 25, 2014, 11:27:51 pm
I still cannot get this to work :/

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 25, 2014, 11:29:03 pm
What's it supposed to be doing?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on June 26, 2014, 02:02:26 am
As anyone managed to get improvement reactions to work ?

I have this reaction :
Code: [Select]
[REACTION:LUA_HOOK_DEFILE_BREASTPLATE]
    [NAME:Defile breastplates]
    [BUILDING:FOOCCUBUS_SOUL_FORGE:CUSTOM_SHIFT_B]
    [REAGENT:soul:1:NONE:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL][UNROTTEN]
    [REAGENT:target:1:ARMOR:ITEM_ARMOR_BREASTPLATE:NONE:NONE:NONE][NOT_IMPROVED][PRESERVE_REAGENT]
    [IMPROVEMENT:100:target:COVERED:INORGANIC:SOUL_GEM]
    [SKILL:FORGE_ARMOR]

But it crashes world gen right before placing minerals.

The lua hook is currently empty. It is supposed for now to get a breastplate and SOUL class item and stud it with soul gems. Something simple.

I narrowed it down to the IMPROVEMENT line. Replacing the material token with GLASS_GREEN still crashes but removing this line allow world gen to continue. No errorlogs. Any clues?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 26, 2014, 04:01:10 am
Any clues: If a custom inorganic from the raws doesnt work, but a hardcoded material like glass works, I would assume that it crashes, before it reads out the raws. Hardcoded materials would work, materials from raws wouldnt.

Can you do this without a lua_hook? What you describe works perfectly fine, adding a soul gem to an armor. If you want to to get special abilities later, have a look at how the Rune Armory in dwarf mode works. It simply uses a custom materials for the improvements, which use itemsyndrome or SPATTER_ADD.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on June 26, 2014, 05:15:30 am
I tried removing the hook that captures it but it still crash.

I also tried this :
Quote
[IMPROVEMENT:100:target:COVERED:GLASS_GREEN]
Still crashes.

I'll try removing LUA_HOOK.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bughunter on June 26, 2014, 09:10:06 am
What's it supposed to be doing?
Adding a new metal.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on June 26, 2014, 09:21:44 am
Where?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on June 26, 2014, 09:22:30 am
I can't find anything wrong. Does it appear in the arena? Are you modifying the intended set of raws? This is a .txt file you're pushing, right?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on June 26, 2014, 09:58:42 am
I can't find anything wrong. Does it appear in the arena? Are you modifying the intended set of raws? This is a .txt file you're pushing, right?
Yes, raw files need to end in .txt (though that does NOT go on the first line inside the file).

Also, I haven't seen color tokens like that before. I think [DISPLAY_COLOR:6:6:2] and [BUILD_COLOR:6:6:3] should be 6:6:1 (yellow on brown) and that you probably meant 2:2:1 (bright green on dark green).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: deepfreeze78 on June 26, 2014, 10:49:00 am
Also, I haven't seen color tokens like that before. I think [DISPLAY_COLOR:6:6:2] and [BUILD_COLOR:6:6:3] should be 6:6:1 (yellow on brown) and that you probably meant 2:2:1 (bright green on dark green).

That's probably what it is, because I don't think that anything above 1 is allowed in the third slot.

http://dwarffortresswiki.org/index.php/DF2012:Color#Color_values for more information on the colors.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 26, 2014, 05:06:45 pm
I've actually never had problems with having something other than 0 or 1 in the third slot.
The game treats any number greater than 1 as 1 when in that slot, as far as I can tell.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bughunter on June 26, 2014, 07:12:51 pm
Where?
What do you mean "where"?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BossChase on June 26, 2014, 08:22:25 pm
I'm trying to make a reaction that will convert 10 random stone into hematite.

Any idea what I need to change? Currently my workshop appears, but the reaction is red and doesn't allow me to produce anything. I think the problem is with y reagent.

Code: [Select]
[REACTION:create_hematite]
[NAME:Hematite]
[BUILDING:CHEAT_WORKSHOP:NONE]
[REAGENT:10:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[PRODUCT:100:20:STONE:NO_SUBTYPE:STONE:hematite]
[FUEL]
[SKILL:SMELT]

Also can I do anything to the product to care hematite blocks?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 26, 2014, 08:31:26 pm
Your reagent has no ID. Put something in between REAGENT and 10.

The word hematite in the product line should also probably be in all upper case letters.

To make hematite blocks, the product's item token should be BLOCKS. Or you can go into your stone menu and allow hematite to be used for things other than smelting.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BossChase on June 26, 2014, 08:45:12 pm
Thanks!

Which item in the product line is the token? Is it the 2nd STONE like this?

Code: [Select]
[REACTION:CHEAT_HEMATITE]
[NAME:Hematite]
[BUILDING:CHEAT_WORKSHOP:NONE]
[REAGENT:100:10:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]
[PRODUCT:100:20:STONE:NO_SUBTYPE:BLOCKS:HEMATITE]
[SKILL:SMELT]

Never mind I believe it was the first stone. I'm trying it out now.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 26, 2014, 08:47:34 pm
No, it's the first one.

The product line is organized with PRODUCT:chance to create:amount created:item:item subtype:material:material subtype

So you will want [PRODUCT:100:20:BLOCKS:NO_SUBTYPE:STONE:HEMATITE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BossChase on June 26, 2014, 09:04:49 pm
Thank you very much!!!!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on June 27, 2014, 01:28:43 am
I tried removing the hook that captures it but it still crash.

I also tried this :
Quote
[IMPROVEMENT:100:target:COVERED:GLASS_GREEN]
Still crashes.

I'll try removing LUA_HOOK.

And that was right. Using a LUA_HOOK without a product crashes world gen. I added a dummy stone product to the reaction and now it completes.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 27, 2014, 02:54:21 pm
For one reason or another, even without [ALCOHOL_DEPENDENT], the members of both the Fallens and the Risens who are marked as "first of their kind" depend on alcohol, despite not needing to drink, and it actually slows them down, although they are still quite fast.
I'm assuming this is hard-coded, but is there anything in the raws that could cause this?
They also don't have mountainhomes and live in cities, so it can't be that.

EDIT: Also, what do the three values in [SKILL_RUST_RATES] do? At least one, maybe more, of them must be what it says.
I'm making pentahydra.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on June 28, 2014, 12:57:26 pm
Where?
What do you mean "where"?
If you are just adding a metal, it won't appear outside the arena. You need to add a way to aquire it, either by creating an ore of that metal, or a reaction that produces it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 28, 2014, 02:05:20 pm
Or you could add it to another ore, but I don't exactly recommend it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 28, 2014, 04:57:45 pm
Why do none of these appear in the arena?

Code: [Select]
item_hydras

[OBJECT_ITEM]

[ITEM_WEAPON:ITEM_WEAPON_HYDRA_PICK]
[NAME:pick:picks]
[ADJECTIVE:huge]
[SIZE:6000]
[SKILL:MINING]
[TWO_HANDED:750000]
[MINIMUM_SIZE:400000]
[MATERIAL_SIZE:10]
[ATTACK:EDGE:1000:40000:strike:strikes:NO_SUB:20000]

[ITEM_WEAPON:ITEM_WEAPON_AXE_HYDRA]
[NAME:axe:axes]
[ADJECTIVE:huge]
[SIZE:7000]
[SKILL:AXE]
[TWO_HANDED:750000]
[MINIMUM_SIZE:400000]
[MATERIAL_SIZE:11]
[ATTACK:EDGE:400000:60000:hack:hacks:NO_SUB:12500]
[ATTACK:BLUNT:400000:60000:slap:slaps:flat:12500]
[ATTACK:BLUNT:1000:10000:strike:strikes:pommel:10000]

[ITEM_WEAPON:ITEM_WEAPON_HYDRA_SPEAR]
[NAME:spear:spears]
[ADJECTIVE:huge]
[SIZE:5500]
[SKILL:SPEAR]
[TWO_HANDED:750000]
[MINIMUM_SIZE:400000]
[MATERIAL_SIZE:7]
[ATTACK:EDGE:200:100000:stab:stabs:NO_SUB:10000]
[ATTACK:BLUNT:100000:60000:bash:bashes:shaft:12500]

I can't find anything wrong with them. They're built for a 1/10th-size hydra with only five heads.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on June 28, 2014, 05:03:11 pm
Your [OBJECT_ITEM] should be [OBJECT:ITEM]. It disables the entire file.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on June 28, 2014, 05:07:43 pm
THAT's the problem. Never caught it. Thanks.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: bughunter on June 28, 2014, 10:48:17 pm
Can anyone tell me where I can find a guide for creature modding? I am working on modding in clockwork robotics.

These are the body parts I have made, but I don't exactly know how to structure them into a creature, or do any of the body plans, tissues, etc. (Note, I have checked the wiki, and found their guide incomprehensible.)
Code: [Select]
[BODY:CONTROL_MODULE]
[BP:CONTROL_MODULE:control module:STP][CONTYPE:HEAD][THOUGHT][INTERNAL][SMALL][CATEGORY:MODULE]
[DEFAULT_RELSIZE:200]

[BODY:PLATING]
[BP:PLATING:plating:STP][CONTYPE:BODY]
[DEFAULT_RELSIZE:30]

[BODY:CLOCKWORK]
[BP:CLOCKWORK:clockwork:STP][CONTYPE:UPPERBODY][CIRCULATION][INTERNAL][SMALL][CATEGORY:CLOCKWORK]
[DEFAULT_RELSIZE:100]

[BODY:SENSOR]
[BP:SENSOR:sensor:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][CATEGORY:SENSOR]
[DEFAULT_RELSIZE:20]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on June 30, 2014, 02:07:22 pm
Unfortunately, I don't really know of any guides other than the wiki. I can attempt to explain some of it though.

By structure them into a creature, do you mean placing them into a creature? It's added through the [BODY] token, with the ID of the body parts being arguments of the tag. Just be sure that body parts are not out of order. By which I mean that body parts that rely on other parts are not listed before their 'anchor'. For example, having the eyes listed before the head. Otherwise the part will not be added to the creature.

Body plans can be used to add materials or tissues to a creature, place tissues in relation to one another, or place tissues onto body parts, which also decides layer order and tissue thickness. Adding tissues and materials are simple enough, though placing tissues on parts is a little more difficult.

Here is an example for putting two tissues on each your custom parts:
Code: [Select]
[BODY_DETAIL_PLAN:CLOCKWORK_LAYERS]
[BP_LAYERS:BY_CATEGORY:MODULE:ARG1:10:ARG2:25]
[BP_LAYERS:BY_CATEGORY:CLOCKWORK:ARG1:10:ARG2:25]
[BP_LAYERS:BY_CATEGORY:SENSOR:ARG1:10:ARG2:25]

ARG1, ARG2, etc. allow you to choose which tissue goes into the part when you are defining the tag within the creature. If you want, you can put the ID of a tissue instead of ARG#, to make the part always have that tissue when used, so long as the creature has that tissue within their definition.

Within the creature, the tag will look like [BODY_DETAIL_PLAN:CLOCKWORK_LAYERS], and you can add tissues after the tag to apply them to the parts. For example, it may look like this:
Code: [Select]
[BODY_DETAIL_PLAN:CLOCKWORK_LAYERS:CLOCKWORK:CASING]
So the first tissue, named clockwork here, will take the place as the innermost tissue as ARG1, and the casing will be the outer tissue as ARG2.

Tissues are easier. Just look at the pre-existing ones and at the wiki's token page. (http://dwarffortresswiki.org/index.php/DF2012:Tissue_definition_token)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: samanato on June 30, 2014, 11:12:19 pm
I'm experiencing some unexplained crashes in worldgen and legends mode, and I suspect, it has to do with an evil civ creature I've modded, one caste of which has a body transformation type curse interaction. It crashes fairly often (but unpredictably), when I try to view an entry for one of them in legends, and I think, that's what's also causing the worldgen crashes. Does that sort of thing not work, when it's a civilisation and the interaction happens in a war?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on July 01, 2014, 03:00:22 am
Can you prevent colors from being used on random creatures? I have special colors for my race and I ended with a werebeast with eyes glowing 'callipygian'.

I guess this is similar to preferences using dfhack stones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wysthric on July 01, 2014, 04:20:06 am
I can't get the BOMB from this interaction to release the syndrome - what's wrong?

Code: [Select]
[MATERIAL:BOMB]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:bomb]
[STATE_ADJ:ALL_SOLID:bomb]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:molten bomb]
[STATE_ADJ:LIQUID:molten bomb]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:shrapnel]
[STATE_ADJ:GAS:shrapnel]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:200]
[MAT_FIXED_TEMP:10078]
[MELTING_POINT:10056]
[BOILING_POINT:10060]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2750000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1200000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940]
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215]
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[STATE_COLOR:ALL_SOLID:GRAY]
[IS_METAL]
[SYNDROME]
[SYN_NAME:bomb blast]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_AFFECTED_CLASS:ROBOTIC]
          [SYN_CONTACT]
          [CE_NECROSIS:SEV:600:PROB:100:LOCALIZED:SIZE_DILUTES:START:1:PEAK:3:END:10]
[CE_PAIN:SEV:400:PROB:100:LOCALIZED:SIZE_DILUTES:START:1:PEAK:800:END:2600]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Throw bomb]
[CDI:VERB:throw a bomb:throws a bomb:throw a bomb]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:BOMB:SOLID_GLOB]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:7]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:250]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on July 01, 2014, 07:03:12 am
Are you trying to make is a gas? If so you can try adding SYN_INHALED to the syndrome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on July 01, 2014, 07:35:27 am
For some reason, despite a race I've modded in having the correct tags to have their weapons, seem to always be wrestlers, with only the Axeman skill as an option when starting an adventurer of said race, and the weapon that you're always given is a copper spear.
I'll need to dig out the entity raws.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wysthric on July 01, 2014, 08:00:31 am
Are you trying to make is a gas? If so you can try adding SYN_INHALED to the syndrome.

It will spread as a gas - but do you think making it a liquid is better for contact poisons?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: samanato on July 01, 2014, 10:10:42 am
Are you trying to make is a gas? If so you can try adding SYN_INHALED to the syndrome.

It will spread as a gas - but do you think making it a liquid is better for contact poisons?

Gasses don't seem to actually touch anything. Unfortunately, solids melting into liquids just turn into puddles.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Wysthric on July 01, 2014, 01:18:41 pm
Might have to make the bomb a liquid then, which is well weird.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 02, 2014, 08:23:44 am
I have a question.

Can I somehow create hiveable-vermin in a reaction? I know that vermin can be created, and I think I can even put them into animal traps, but I think I remember that the beekeeper would be too stupid to use them.

Should work like this:
 - Buy bees
 - Get bee-item or live bee vermin in animal trap/container
 - Set up hive
 - Have beekeeper plant the bees into the hive.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on July 02, 2014, 11:07:14 am
Does anyone know how the times in syndromes compare in-game? Can someone at least tell me what a day is in syndrome-time?

EDIT: Nevermind. There are 1200 ticks in a fort mode day.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shadowclaimer on July 02, 2014, 11:37:06 am
When modding in civilizations is there anything I need to look out for and any tips/tricks to avoid commonly made problems?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 02, 2014, 12:19:15 pm
Entity_xxyyzz.txt only sticks during world generation. Get ready to make a new pocket world every time you make some changes.

Oh, and with nobles? Hold off on APPOINTED_BY:MONARCH. It does weird shit when it's attached to anyone other than lesser rulers and liaisons.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on July 02, 2014, 01:46:21 pm
Question:

When using coins in a reaction, is it possible to just specify a value needed, instead of a specific type of coin. For example, can I just say you need to pay 10,000 dwarf bucks instead having three reactions for X gold coins, Y silver coins, Z copper coins? (I'm pretty sure the answer is no, but in case I forgot about something I figured I would ask)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 02, 2014, 01:48:29 pm
Question:

When using coins in a reaction, is it possible to just specify a value needed, instead of a specific type of coin. For example, can I just say you need to pay 10,000 dwarf bucks instead having three reactions for X gold coins, Y silver coins, Z copper coins? (I'm pretty sure the answer is no, but in case I forgot about something I figured I would ask)
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shadowclaimer on July 02, 2014, 02:16:05 pm
Entity_xxyyzz.txt only sticks during world generation. Get ready to make a new pocket world every time you make some changes.

Oh, and with nobles? Hold off on APPOINTED_BY:MONARCH. It does weird shit when it's attached to anyone other than lesser rulers and liaisons.

That's good to know, that might've screwed up a lot of ideas I had..

I can make Entity_X files for each new civilization and it'll load them from the folder right? or is there somewhere I need to call them at?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 02, 2014, 02:23:25 pm
Sure you can and sure it will. However, they must have the file's name at the very tippy-top as an identifier hook and the appropriate [OBJECT:token] before any of the civilization gobbledygook.

Look at the start of entity_default.txt to see what I mean.

e: Oh! And the game is pretty strict about filenames. The entity files MUST be named entity underscore stuff dot txt.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shadowclaimer on July 02, 2014, 02:32:35 pm
Sure you can and sure it will. However, they must have the file's name at the very tippy-top as an identifier hook and the appropriate [OBJECT:token] before any of the civilization gobbledygook.

Look at the start of entity_default.txt to see what I mean.

e: Oh! And the game is pretty strict about filenames. The entity files MUST be named entity underscore stuff dot txt.

I love you, you just made organizing things a thousand times easier.

Where would I call the Entity junk? Over in the Creature file I assume?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 02, 2014, 02:37:32 pm
Are you mixing something up? Entities (civilizations) have creatures assigned to them, not the other way around.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Dirst on July 02, 2014, 02:39:32 pm
Sure you can and sure it will. However, they must have the file's name at the very tippy-top as an identifier hook and the appropriate [OBJECT:token] before any of the civilization gobbledygook.

Look at the start of entity_default.txt to see what I mean.

e: Oh! And the game is pretty strict about filenames. The entity files MUST be named entity underscore stuff dot txt.

I love you, you just made organizing things a thousand times easier.

Where would I call the Entity junk? Over in the Creature file I assume?
It's the other way around... the entity calls the creature.

You can put more than one creature in an entity, but it doesn't do what you'd expect.  Each time the entity is instantiated as a civilization, it uses one of the creatures available to that entity.  The whole civ will be a single creature type (not counting babysnatching).  An example is how certain Animal Men are handled in vanilla.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Shadowclaimer on July 02, 2014, 02:46:35 pm
Ah, gotcha yea was getting it backwards for some reason.

Interesting how the animal men work, so is it not possible to do integrated civilizations with multiple races present at once without babysnatchers?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: samanato on July 02, 2014, 03:02:11 pm
Ah, gotcha yea was getting it backwards for some reason.

Interesting how the animal men work, so is it not possible to do integrated civilizations with multiple races present at once without babysnatchers?

Civs initially start out with only one race, though over time, even dwarven civs might have a few elves or humans that have taken dwarven names and adopted their culture.

You could also make a creature with multiple castes to get an effect like multiple races, and even assign positions to specific castes, though it's not quite the same (any one of those castes could be born from a breeding pair)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Boltgun on July 03, 2014, 05:23:25 am
Ah, gotcha yea was getting it backwards for some reason.

Interesting how the animal men work, so is it not possible to do integrated civilizations with multiple races present at once without babysnatchers?

Possible, wars leave prisoners that join other civs. And there is the occasional demon taking over important positions.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: sal880612m on July 03, 2014, 11:17:59 am
The when do I need to generate a new world thread seems to imply it so I am just looking for confirmation that adding [DIVE_HUNTS_VERMIN] or [HUNTS_VERMIN] to an already existing creature will be effective if added to a save post world-gen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 03, 2014, 11:51:37 am
I have a question.

Can I somehow create hiveable-vermin in a reaction? I know that vermin can be created, and I think I can even put them into animal traps, but I think I remember that the beekeeper would be too stupid to use them.

Should work like this:
 - Buy bees
 - Get bee-item or live bee vermin in animal trap/container
 - Set up hive
 - Have beekeeper plant the bees into the hive.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on July 03, 2014, 11:53:35 am
Here's a question.
If a creature has two pairs of parts that enable flight with [FLIER], does it stop being able to fly if one is damaged?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on July 03, 2014, 11:57:19 am
I have a question.

Can I somehow create hiveable-vermin in a reaction? I know that vermin can be created, and I think I can even put them into animal traps, but I think I remember that the beekeeper would be too stupid to use them.

Should work like this:
 - Buy bees
 - Get bee-item or live bee vermin in animal trap/container
 - Set up hive
 - Have beekeeper plant the bees into the hive.
I think no one knows the answer to that. Maybe you should test it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 03, 2014, 12:41:32 pm
I tried making caged vermin, which works, but the beekeeper is too stupid to use them. I think I would have to use a script to plant a new silk-moth colony with dfhack.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Blastbeard on July 03, 2014, 12:53:26 pm
This was the first night troll I made, but something went horribly wrong and they started acting like normal wildlife. I only managed to get them to behave like normal night trolls once without changing the raws at all. I went over it many times before mothballing a couple of months ago. I just remembered it, and figured I'd share it. Can someone give me another pair of eyes to see what I did wrong?

Spoiler (click to show/hide)

I'm pretty sure having only one converter caste and one converted caste wasn't good for its survival. The night troll I made after this reflects this with a very situational record, sometimes it would survive and start a family, some times it wouldn't, others an instance of the converted caste would be created without a converter ever existing in the first place. Next time I do this, I'll make multiple converted and converter castes for maximum effectiveness.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 03, 2014, 12:56:43 pm
[LARGE_ROAMING] is probably doing it
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Blastbeard on July 03, 2014, 01:30:26 pm
Well, I feel retarded. While I'm here, I may as well share this because I can't find any sort of material depository on this board.

I originally created this as a cloth material that would be resistant to cutting attacks. Didn't realize that's more of a property of the clothing than its material at the time and ended up with this. It can cut through adamantine and even slade like butter, but blunt weapons made of it can be deflected by everything, even simple cloth. I've seen many a shield bash be deflected by sheep wool clothing.
Spoiler (click to show/hide)
It's an amazing weapons material, helping me take down things even adamantine would have had trouble with. I once sliced a full grown dragon in half with this. I'm more than pleased with the result, but I never understood why it bounces off of everything when but can still slice through. I don't remember what if any thought process went into making this, so how did I accomplish that?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 03, 2014, 01:39:29 pm
IMPACT_YIELD:100 and 1000 respectively (you got it in there twice). When it's used as a bludgeon, it bends like a reed even against bare skin.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GavJ on July 03, 2014, 01:42:10 pm
Several related questions:
1) Does anybody know if the annoying seed limit is being made customizable or being changed with the new plant types in the upcoming release?
2) Is there any reason to suspect much lag from, say, 5,000 farm tiles growing at once? I did a test game with 850 and it still ran quite quickly, but making a whole mature fortress for a better test is tedious so if anybody just knows already, that'd be nice.
3) If #1 is not happening, is there any other way to get around the seed cap?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on July 03, 2014, 01:54:16 pm
Does anyone know if any of the currently unused skills are going to be used in vanilla in the next version?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 03, 2014, 01:55:41 pm
Tracker is certainly going to be. I don't put as much faith in Military Tactics or the more high-brow ones.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Blastbeard on July 03, 2014, 01:55:59 pm
IMPACT_YIELD:100 and 1000 respectively (you got it in there twice). When it's used as a bludgeon, it bends like a reed even against bare skin.
I wouldn't go so far as to say that, I've seen nudists get messed up by this material. But that has to be it, the clothing materials have an impact yield of 10000. I still like it the way it is, though. Citizens cover every part of their body with at least one layer of clothing, and if this stuff can't bash through that, it's perfect for non-lethal hammering. Thanks for enlightening me, all of you feel free to use this stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on July 03, 2014, 02:29:17 pm
Several related questions:
1) Does anybody know if the annoying seed limit is being made customizable or being changed with the new plant types in the upcoming release?
2) Is there any reason to suspect much lag from, say, 5,000 farm tiles growing at once? I did a test game with 850 and it still ran quite quickly, but making a whole mature fortress for a better test is tedious so if anybody just knows already, that'd be nice.
3) If #1 is not happening, is there any other way to get around the seed cap?
06/28/2014 Toady One It was an army truck for the last while, and a food truck today. Just about everything that could go wrong with invasions in dwarf mode did, but I think it is sorted out now. Even the grizzly bears the elves ride come from actual populations now, so make every axe-chop and drowning count and you won't have to deal with that particular site's denizens for a good long while. I put in hopefully-good-enough init file caps for the burgeoning number of seeds, with some periodic handling, and I think I sorted out all of the mess that was happening with brewing jobs (which weren't working, or were producing non-specific seeds, or whatever else). I'm going to do some overdue optimizations tomorrow, and then we'll be titrating in some final bug fixes until the release suddenly appears.

>I put in hopefully-good-enough init file caps for the burgeoning number of seeds

Devlogs are fun and easy to read~

ALSO:
[SPEC_HEAT:666] <== archalcum is evil
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on July 03, 2014, 02:34:20 pm
Whenever I view the description of this creature, the game crashes.
I can't find anything wrong, but experience tells me someone here can.

Code: [Select]
[CREATURE:GLASSQUITO]
[DESCRIPTION:A tiny insect made of glass. The females have a taste for blood.]
[NAME:glassquito:glassquitos:glassquito]
[CASTE_NAME:glassquito:glassquitos:glassquito]
[CREATURE_TILE:250][COLOR:7:7:1]
[BIOME:NOT_FREEZING]
[BIOME:ANY_POOL]
[SPEED:750]
[PREFSTRING:high-pitched buzz]
[PREFSTRING:ability to feast on blood]
[FLIER]
[CREPUSCULAR]
[NO_SLEEP]
[HOMEOTHERM:10071]
[SWIMS_INNATE][SWIM_SPEED:2500]
[MUNDANE]
[NOT_BUTCHERABLE]
[NOBONES]
[NO_CONNECTIONS_FOR_MOVEMENT]
[BODY:INSECT:2EYES:HEART:GUTS:BRAIN:PROBOSCIS:2WINGS]
[TISSUE:CLEARGLASS]
[TISSUE_NAME:clear glass:NP]
[TISSUE_MATERIAL:MATERIAL:GLASS_CLEAR]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[HEALING_RATE:5]
[THICKENS_ON_STRENGTH]
[THICKENS_ON_ENERGY_STORAGE]
[RELATIVE_THICKNESS:1]
[SCARS]
[SPLINTABLE]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[BODY_SIZE:0:0:1]
[MAXAGE:4:9]
[CASTE:FEMALE]
[FEMALE]
[APPLY_CREATURE_VARIATION:PROBOSCIS_SUCK_ATTACK]
[APPLY_CURRENT_CREATURE_VARIATION]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:chitin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]

EDIT: Looking over it, I see a few problems. Let me see if fixing them helps any.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Blastbeard on July 03, 2014, 02:50:43 pm
[SPEC_HEAT:666] <== archalcum is evil
You don't want to know what kind of syndromes I had in mind for this before that pipe dream fell through. Think metallic husks but worse.
I had a whole mod in mind based around this metal, but I couldn't get two key buildings to work.

I wanted a reactor-like building that produced liquid archalcum when powered. The liquid was then to be run through channels below specific buildings to power them, like magma forges. And if that reactor blows, ohoho, it's going to be a real fireworks display. You'd to wish every victim dies in the explosion too, because all that exposure would lead to really, REALLY Fun things.

There were three problems. First, I had no idea how to make a building produce liquid on its own at all, much less in the way I wanted. Second, I had no way to make a magma forge-like building that was powered by alternative liquids. lastly, I had no way to get the level of collateral damage I wanted out of a reactor explosion, I wanted deconstructed walls and natural features, actual craters. So, the plan fell through.

This is more of a DFhack question, but is there any way to make any of that work in DF2012?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Roses on July 03, 2014, 02:54:57 pm
Tracker is certainly going to be. I don't put as much faith in Military Tactics or the more high-brow ones.

Yes, I saw the information about tracking. I wonder if Balance and Coordination made it into combat yet, what with the "Reaction moments and controllable counter-strikes/movement chances" from the development page.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on July 03, 2014, 03:14:41 pm
After fixing all visible errors in the coding, it seems glassquitos can't damage anything, but normal things can damage them, except their eyes.
I'm assuming this is their size, but I'm not 100%.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GavJ on July 03, 2014, 05:26:05 pm
Quote
Devlogs are fun and easy to read~
Touche.

Also, for anybody interested, I did go ahead and run a larger scale test, and 2,000 seeds planted at one time had no noticeable effects on lag whatsoever compared to a control case with equally many dwarves in the population, as well as compared to shortly after after destroying all the farms again.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: samanato on July 03, 2014, 06:14:29 pm
How do you stop caravans from bringing certain plants, in a way that lets you still grow them in a fort? Setting it to [FREQUENCY:0] still makes caravans bring it (in fact, that's how I work-around making real domesticated plants, though I doubt this will still work by the next release), but I wanted plants you can only cross-breed in tech-tree reactions and can't just buy in bulk from the human caravan around the third year.  I would use [SPECIAL], but it apparently only works for inorganics.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 03, 2014, 06:29:12 pm
Give them no biomes and use dfhack to add them as available to the farm plots. Urist DaVinci wrote a script for that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on July 03, 2014, 10:09:26 pm
Rigorous testing proves that glass creatures don't function properly in the arena.
That makes testing difficult.
It'd be cooler if they're made of lead, though.
I'll do that.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on July 03, 2014, 10:17:51 pm
What do you mean by 'don't function properly'?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Aigre Excalibur on July 04, 2014, 12:47:56 am
If I add the tag [BLOCKCHANCE:10] to weapons like swords, will it work?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 04, 2014, 12:50:26 am
No, that's a shield token.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Aigre Excalibur on July 04, 2014, 12:53:22 am
Is there a way to make certain weapons better at parrying or making them block like shields?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 04, 2014, 01:07:34 am
No.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: GavJ on July 04, 2014, 02:21:56 am
Quote
How do you stop caravans from bringing certain plants, in a way that lets you still grow them in a fort?
[SAVAGE] would be a good way. Most players like playing in savage anyway, and civs can't live in those regions, so they shouldn't be in the caravan.
Similarly, you can give plants biomes more restrictive than the typical DF vanilla [NOT_FREEZING] allowance, and then make sure that dwarf entities can't live in those very specific biomes. Yet players can start forts there, giving them those plants from herbalism, but not the caravan.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on July 04, 2014, 08:41:27 am
Quote
How do you stop caravans from bringing certain plants, in a way that lets you still grow them in a fort?
[SAVAGE] would be a good way. Most players like playing in savage anyway, and civs can't live in those regions, so they shouldn't be in the caravan.
Similarly, you can give plants biomes more restrictive than the typical DF vanilla [NOT_FREEZING] allowance, and then make sure that dwarf entities can't live in those very specific biomes. Yet players can start forts there, giving them those plants from herbalism, but not the caravan.
I don't think it would work. Elves still bring whip vine seeds even though they are savage plants.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on July 04, 2014, 12:39:51 pm
On the wiki, it says that carnivorous civilizations die out in worldgen, and that goblins and kobolds live off raw exceptions. But why do they die? I'm thinking of making a civ that dies out and you have to rebuild it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on July 04, 2014, 12:46:21 pm
On the wiki, it says that carnivorous civilizations die out in worldgen, and that goblins and kobolds live off raw exceptions. But why do they die? I'm thinking of making a civ that dies out and you have to rebuild it.
The wiki is likely outdated in saying that. The reason kobolds used to die out is because civ creatures with CARNIVORE and BONECARN starved to death, something which shouldn't happen anymore, or at least not to historical figures. Right now, you can't force a civ to die out with raw modding alone.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on July 04, 2014, 12:51:47 pm
The wiki is likely outdated in saying that. The reason kobolds used to die out is because civ creatures with CARNIVORE and BONECARN starved to death, something which shouldn't happen anymore, or at least not to historical figures. Right now, you can't force a civ to die out with raw modding alone.
Ah. Well, they die out anyway, given that they are realistic antmen. Their entire race depends on one queen, and if she dies everyone dies.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on July 04, 2014, 02:12:25 pm
I read somewhere that goblins and kobolds live off of raw exceptions (aka: they're hard-coded to not die out).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 04, 2014, 02:30:48 pm
I read somewhere that goblins and kobolds live off of raw exceptions (aka: they're hard-coded to not die out).
Not true.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on July 04, 2014, 02:45:53 pm
Dunno where I read that then.
Oh wait... (http://dwarffortresswiki.org/index.php/v0.34:Creature_token#CARNIVORE)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 04, 2014, 02:49:11 pm
Raw exceptions, not hard-coded ones. They both have [NO_EAT].
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: scamtank on July 04, 2014, 02:52:44 pm
Didn't Toady once state that goblins don't really eat at all? Something about being sustained by dark arts or sheer malice.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on July 04, 2014, 02:59:21 pm
Goblins have NO_EAT, and are meant to have it to make them less human/more mini-demonish. Kobolds do not have NO_EAT. It should be a simple enough check whether the wiki is outdated - give humans the CARNIVORE tag and generate a long-history world. Let's try it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on July 04, 2014, 03:02:39 pm
I didn't divulge that deep into the raws to check.
The wiki could be outdated as far as we know, and it certainly will when DF2014 comes out.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on July 04, 2014, 04:06:30 pm
Sooo, after around 300 years in a small world with 20 civs:
 * there are ~12000 historical figures.
 * total civilized creature population is 125113
 * 23327 are dwarves
 * 46506 are elves
 * 51703 are goblins
 * 840 are kobolds
 * 2737 are humans. That may well be a population of historical figures, who definitely survive starvation. I could check in adventure mode, but it doesn't bode too well for my big mouth.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 04, 2014, 04:12:37 pm
I have found dozens of things on the wiki that are outdated or wrong. Its a great resource, but I would always test things myself to be sure.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: FallenAngel on July 04, 2014, 04:22:16 pm
It seems to be quite accurate on the functions of tags, which is why it's very useful when you don't know exactly what a thing does or what you need to make a thing happen.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 04, 2014, 04:24:13 pm
I have found dozens of things on the wiki that are outdated or wrong. Its a great resource, but I would always test things myself to be sure.

And then edit it if it's wrong.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: expwnent on July 05, 2014, 11:08:32 am
I'm going to try my hand at raw modding after I finish a few more DFHack details. Is there a mod out there that makes few or minimal changes to the raws, but organizes them better? Even the creature definition of dwarves seems sort of scatterbrained. Not to insult the Toad or anything but I think they could be organized better if someone knew how, which I don't. I'd like a starting point to work with, a mod for modders rather than players. I'd be interested in anything in that category.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 05, 2014, 11:12:48 am
I'm going to try my hand at raw modding after I finish a few more DFHack details. Is there a mod out there that makes few or minimal changes to the raws, but organizes them better? Even the creature definition of dwarves seems sort of scatterbrained. Not to insult the Toad or anything but I think they could be organized better if someone knew how, which I don't. I'd like a starting point to work with, a mod for modders rather than players. I'd be interested in anything in that category.
Deon made the perfect mod for you: http://www.bay12forums.com/smf/index.php?topic=133456.0

He sorted everything, and the mod is specifically designed to be a basis for other modders to work with.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: expwnent on July 05, 2014, 11:15:03 am
Perfect! Thank you very much.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on July 05, 2014, 06:19:19 pm
Will a creature with both [GOOD] and [EVIL] appear in both good and evil regions? Or will one of those tokens override the other? I am unable to test right now, but it'd be nice to know.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Meph on July 05, 2014, 06:31:41 pm
Will a creature with both [GOOD] and [EVIL] appear in both good and evil regions? Or will one of those tokens override the other? I am unable to test right now, but it'd be nice to know.
Not 100% sure, but I know that SAVAGE and GOOD/EVIL goes together. Thats fine, its does not overwrite each other. So my assumption is that it should be fine and the creature should appear in both.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on July 07, 2014, 08:03:44 pm
Was going to come and ask a question but then the new version is out. Still, I doubt what I'm going to ask changed. Is a boiling stone at, say, 16000 Urists (wiki claims magma is 12k and creatures made of fire are 14k) is enough to burn creatures near it?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Sergarr on July 07, 2014, 08:11:59 pm
Now that new version is out, somebody must create a NEW MODDING THREAD!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Teneb on July 07, 2014, 08:16:21 pm
Now that new version is out, somebody must create a NEW MODDING THREAD!
I'll do it.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: §k on July 17, 2014, 10:22:36 am
A question about wild animal behavior in Adventure mode:
How may I lower their frequency, and make them moving freely, as they are in Fort mode?
In Adv. mode, they are abnormally abundant, and stand still if not disturbed.

I also notice that they can spawn around camp/cave/lair, and in great abundance, to the extent that if you visit a camp and leave for a while, you will find the spawned local wild animals having finished the whole bandit when you revisit. How may I forbid wild animal spawning around such places?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 17, 2014, 04:02:37 pm
Can't effect behavior of most stuff.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: §k on July 17, 2014, 09:29:02 pm
Thanks for answering. If I lower the number in the [FREQUENCY:] tag of every creature, will that make wild animal spawning less?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: deepfreeze78 on July 17, 2014, 09:51:11 pm
Thanks for answering. If I lower the number in the [FREQUENCY:] tag of every creature, will that make wild animal spawning less?

I was under the impression that those values are all relative to eachother, so if all creatures have a frequency of 10 it will have the same effect of all creatures having a frequency of 100. I could be wrong though.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Putnam on July 17, 2014, 10:01:29 pm
They are. CLUSTER_SIZE might be what you're looking for.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: §k on July 17, 2014, 11:09:06 pm
Maybe I can create a type of creature - rubber tire, or plastic bag, which is as motionless as a giant sponge, as small as a weasel (thus unbutcherable), amphibian, and cannot even push-attack, and is present in any biome. Then I set its frequency to 10000.

So I modify sponge's raw. Thanks in advance for anyone taking time to have a look.
Spoiler (click to show/hide)

I remove [BODY_APPEARANCE_MODIFIER] to make them look all the same to each other. And what does [TL_COLOR_MODIFIER:RED:1] mean? Maybe I should change RED to BLACK?

---------
I created a new txt file in object folder, put this in, and genned a new world. It doesn't seem to change anything, and such rubber tire never appears.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: MagmaMcFry on July 18, 2014, 01:51:05 am
Creatures don't appear that often in the wild, and considering that there are lots of available creature types in every biome, it's unlikely that a randomly found creature turns out to be a tire. To make tires actually exist in every biome, I suggest adding [UBIQUITOUS].

Now to test if they actually appear, generate a new region. Right before accepting the region, press p to export image/info. This should create a file named "region*-world_sites_and_pops.txt". Open that and search for any mention of rubber tires.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: §k on July 18, 2014, 02:43:06 am
There's no rubber tire in the whole world. Surprisingly, there's no sponge either.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Knight Otu on July 18, 2014, 07:02:04 am
---------
I created a new txt file in object folder, put this in, and genned a new world. It doesn't seem to change anything, and such rubber tire never appears.
Let's start with this one - does the file have a file name in the format creature_*.txt? Does the file itself start with the lines
Code: [Select]
creature_* (your file name, without .txt)

[OBJECT:CREATURE]
?


Spoiler (click to show/hide)

I remove [BODY_APPEARANCE_MODIFIER] to make them look all the same to each other. And what does [TL_COLOR_MODIFIER:RED:1] mean? Maybe I should change RED to BLACK?
The tire is missing LARGE_ROAMING at the very least. The TL_COLOR_MODIFIER makes the tire's body being described as red, so yes, changing it to BLACK may be what you want to do here.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on July 18, 2014, 06:05:55 pm
Is there a way to have a part of a creature be metal?

I have a monster with a spike coming out of its mouth and I want the spike to be made of metal. I've made a body definition:

Code: [Select]
[BODY:Desthol]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:MS:mouth spike:mouth spikes][CON:HD][DIGIT][CATEGORY:HEADS] ##!!HEADSPIKE!!##
[DEFAULT_RELSIZE:140]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[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:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]

But I don't know how to make the spike metal. I can't find some sort of token that decides it, so I'm rather confused.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on July 18, 2014, 06:14:26 pm
To make it metal, you have to make the tissue that the spike is made of to be metal. It would either require a new tissue template that has something along the lines of [TISSUE_MATERIAL:INORGANIC:IRON] or you could create a new tissue within the creature's raws that does this.

For example, you could add this tissue within the creature, below the body definition:
Code: [Select]
[TISSUE:METAL]
 [TISSUE_NAME:metal:metal]
 [TISSUE_MATERIAL:INORGANIC:IRON]
 [STRUCTURAL]
 [RELATIVE_THICKNESS:1]
 [CONNECTS]
 [TISSUE_SHAPE:LAYER]

[TISSUE_LAYER:BY_CATEGORY:HEADS:METAL]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on July 18, 2014, 06:24:46 pm
To make it metal, you have to make the tissue that the spike is made of to be metal. It would either require a new tissue template that has something along the lines of [TISSUE_MATERIAL:INORGANIC:IRON] or you could create a new tissue within the creature's raws that does this.

For example, you could add this tissue within the creature, below the body definition:
Code: [Select]
[TISSUE:METAL]
 [TISSUE_NAME:metal:metal]
 [TISSUE_MATERIAL:INORGANIC:IRON]
 [STRUCTURAL]
 [RELATIVE_THICKNESS:1]
 [CONNECTS]
 [TISSUE_SHAPE:LAYER]

[TISSUE_LAYER:BY_CATEGORY:HEADS:METAL]

But would that not make the entire head metal?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on July 18, 2014, 06:26:52 pm
It will make any body part that has CATEGORY:HEADS metal. Your spike has that category, but your head just has CATEGORY:HEAD, which is off by a letter.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on July 18, 2014, 06:41:44 pm
It will make any body part that has CATEGORY:HEADS metal. Your spike has that category, but your head just has CATEGORY:HEAD, which is off by a letter.
Oh? So I can hypothetically just make it CATEGORY:FACESPIKE and then it'll be metal?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on July 18, 2014, 06:44:54 pm
So long as the categories match, it should be fine.

I.e.: the body part has CATEGORY:FACESPIKE and the tissue layering has BY_CATEGORY:FACESPIKE
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Jakob on July 18, 2014, 06:57:47 pm
So long as the categories match, it should be fine.

I.e.: the body part has CATEGORY:FACESPIKE and the tissue layering has BY_CATEGORY:FACESPIKE

And then in the creature raw I add [TISSUE_LAYER:BY_CATEGORY:SPIKE:METAL]?

No USE_TISSUE?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on July 18, 2014, 07:17:16 pm
You already have a new tissue created with [TISSUE:METAL], so USE_TISSUE may not be necessary for the spike.

And remember to make certain that the categories in the body and the creature match exactly, or else it may not work correctly.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: §k on July 18, 2014, 10:23:13 pm
Thank you very much Knight Otu for your very useful information. Although it still doesn't work, I'm going to suspend that for a while. I read from wiki that [FREQUENCY:] is maxed at 100, which means a quite time-consuming work to successfully change the whole frequency of wild animal spawning.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: wooks on August 04, 2014, 04:29:17 am
**snip**
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Lightningy on August 05, 2014, 05:54:42 pm
Thank you very much Knight Otu for your very useful information. Although it still doesn't work, I'm going to suspend that for a while. I read from wiki that [FREQUENCY:] is maxed at 100, which means a quite time-consuming work to successfully change the whole frequency of wild animal spawning.
why dont you make multiple versions of the creature so you have more chance of them spawning e.g kar_white Kar_black etc. this means the chance of it spawning will be multiplied
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Chevaleresse on August 06, 2014, 12:59:07 am
Why isn't slade usable for equipment after I added the appropriate tags to it? Does the [IS_STONE] tag interfere?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 06, 2014, 05:19:11 pm
Why isn't slade usable for equipment after I added the appropriate tags to it? Does the [IS_STONE] tag interfere?

I don't believe stone items can be created in the arena. But if it has [IS_METAL], then it should. Even non-combat metals can be used to create weapons in the arena.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: heydude6 on August 20, 2014, 04:36:33 pm
Hey guys I was trying to create a new copper grade chitin for a new animal i was making and i ran into a problem.
I can't seem to be able to make the tissue template I made select the custom material as it's material

Here is the tissue template raw
 
Spoiler (click to show/hide)

and here are the raws for the material template file

Spoiler (click to show/hide)

Any ideas
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 20, 2014, 04:57:39 pm
Do you have a creature with the ID of ANIMAL, and does said creature have the material within its raws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: heydude6 on August 20, 2014, 05:21:42 pm
Ok i changed 

[TISSUE_MATERIAL:CREATURE_MAT:ANIMAL:CHITIN_HIVEMIND_WASP_WORKER] to

[TISSUE_MATERIAL:CREATURE_MAT:HIVEMIND_WASP:CHITIN_HIVEMIND_WASP_WORKER]

So how do i add my custom chitin to it's raws?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: BlackFlyme on August 20, 2014, 05:24:01 pm
Give it this tag:

[USE_MATERIAL_TEMPLATE:CHITIN_HIVEMIND_WASP_WORKER:CHITIN_HIVEMIND_WASP_WORKER_TEMPLATE]
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: heydude6 on August 20, 2014, 06:29:49 pm
Nvm, turned out the problem is that i made a typo in
Spoiler (click to show/hide)

I wrote a lower case I instead of capital one. Just tested it and now it works fine, sorry for the trouble.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: SPaxerNeo on October 27, 2014, 09:56:06 pm
Is there a more current post of modding? I need help with using Dwarf Therapist. I'm using the most current Phoebus mod and it says it doesn't understand how to run on it. Any help would be awesome.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: StagnantSoul on October 27, 2014, 10:00:04 pm
There's always the modding 0.40.xx thread...
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: lethosor on October 27, 2014, 10:21:39 pm
This thread (http://www.bay12forums.com/smf/index.php?topic=140015.0) is the current modding thread, but the problem you're having with Dwarf Therapist should go in the Dwarf Therapist thread (http://www.bay12forums.com/smf/index.php?topic=122968.0) (in the "Utilities" subforum). Are you sure the version of DT you're using is compatible with the version of DF? A version of DT built for 0.40.13 won't work with 0.40.14 unless you update the memory layouts (although I believe there is an updated version of DT available).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on April 02, 2015, 08:11:01 am
I know this is a necro, but I posted this in another topic and it didn't get replies. I need this info soon and I don't want to wait any longer.

I'm trying to modify cats' bump interaction to raise dead dwarves. Not being able to do it isn't the problem, the problem is that it either doesn't work/the cats won't use it. It works fine in arena mode, just not in fortress mode. What do I need to do to fix it?

Spoiler: modified interaction (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on April 02, 2015, 08:33:15 am
I know this is a necro, but I posted this in another topic and it didn't get replies. I need this info soon and I don't want to wait any longer.

I'm trying to modify cats' bump interaction to raise dead dwarves. Not being able to do it isn't the problem, the problem is that it either doesn't work/the cats won't use it. It works fine in arena mode, just not in fortress mode. What do I need to do to fix it?

Spoiler: modified interaction (click to show/hide)
This is pulled from CAT
Code: [Select]
[CAN_DO_INTERACTION:BP_BUMP]
[CDI:ADV_NAME:Head bump]
[CDI:USAGE_HINT:GREETING]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:VERB:head-bump:head-bumps:bump heads]
[CDI:CAN_BE_MUTUAL]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET:B:TOUCHABLE]
[CDI:TARGET_RANGE:B:1]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:20]
      [CDI:USAGE_HINT:GREETING]
Will this even target items?
      [CDI:TARGET:A:SELF_ONLY]
TARGET:A is your only IE_TARGET and it is supposed to be a corpse... an inanimate one
      [CDI:TARGET:B:TOUCHABLE]
Does this work with items? Doesn't it? Who cares? Only 2 targets anyway.

So at the very least you need TARGET:A:SELF_ONLY to not be SELF_ONLY. Anymore than that depends on what you want and I might not have those answers.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on April 02, 2015, 08:44:17 am
I suppose I should have posted the cats' end of the interaction too.

   [CAN_DO_INTERACTION:BP_BUMP]
      [CDI:ADV_NAME:Give new life]
      [CDI:TARGET:A:LINE_OF_SIGHT]
      [CDI:WAIT_PERIOD:0]

And like I said, it works fine in arena mode, just not fortress mode.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on April 02, 2015, 08:53:51 am
Have you tried a [CDI:TARGET_RANGE:A:X]?
I don't know if not having it implies a range of 0 or max. I do know however that if you tested this as the cat you would have had max range no matter what (quirk of DF) but if they did so themselves then no clue.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Delioth on April 02, 2015, 11:26:08 am
I think your issue is with your [CDI:USAGE_HINT:ATTACK]. It'll only use the interaction as an attack, and cats (or anything else, as far as I know) won't attack items/corpses (That'd be pretty silly). Comment that out and see what happens (The example necromancy things don't have a usage hint, I'll check the wiki...)

Yeah, ATTACK will only use the interaction in combat against the enemies. You want to get rid of that, and it'll use the interaction whenever it can.

Also there is a redundancy-
Code: [Select]
      [IT_AFFECTED_CLASS:GENERAL_POISON]
      [IT_AFFECTED_CREATURE:DWARF:ALL]
Only one of these two things is needed. The former allows anything with the GENERAL_POISON class to be affected (Which is almost anything), and the latter allows Dwarves to be affected (They already are with the GENERAL_POISON class). The latter tag doesn't exclude anything, either. The cats'll raise gobbos(Or GCS, or almost anything else, honestly) if they see them (Because there's no USAGE_HINT for resurrecting friends.) and they'll be hostile if they were previously. I'd take out the first tag if I were you, so it only helps your guys rather than making stray cats into the overlords of your destruction as they immediately and endlessly resurrect your enemies and your allies, causing a relatively quick FPS death from blood and limb spatter (They're completely healed too).
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on April 02, 2015, 04:07:18 pm
There is no [CDI:USAGE_HINT:ATTACK] in the cat's interaction, only the part that lets the affected creature spread it. And I'll remove the part about general poison.
But it still doesn't work in fortress mode, only arena mode. I think the problem might be that I can't change the target of the interaction or it fucks up.

EDIT: Maybe I'm just not using the right corpses. I'll try it on a freshly killed dwarf and then if that doesn't work I'll remove the fit for resurrection part.

EDIT2:
(http://i.imgur.com/4Ctlegz.png)

Ah, so a fresh corpse worked! I think what I'm going to do is destroy all the arms/legs in the fort and replace fit for resurrection with fit for reanimation, revive all the corpses, put fit for resurrection back, and keep going as normal from there.

EDIT3: Okay, that just crashes to desktop after a few seconds. Once it revived a couple dwarves but then it crashed. Maybe when it tries to revive a limb, which I can't destroy? Hm. What if I remove that line entirely?

EDIT4: Nope, I guess it needs fit for resurrection. Huh. How can I get it to do the old corpses then?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Delioth on April 02, 2015, 07:55:44 pm
Spoiler: modified interaction (click to show/hide)

Extra space/Emphasis mine.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on April 03, 2015, 09:00:13 am
I removed that already. My problem now is that it does work, but only on fresh corpses. If I remove FIT_FOR_RESURRECTION, the game crashes a few seconds after it loads.

Spoiler: new interaction (click to show/hide)

Spoiler: cat's part (click to show/hide)
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Delioth on April 03, 2015, 09:48:02 am
I've not tested, so most of this is speculation on how things are processed, just as a warning.

Reading through your things, I realized that once something is dead, it doesn't recognize them as a creature anymore... they're just a named item by that point- and FIT_FOR_RESURRECTION limits the thing to targetting unrotten corpses. As such, removing the FIT_FOR_RESURRECTION tag allows it to target things that aren't corpses... and with 0 wait time they're probably crashing the game by turning several scores of fruits or things into new dwarves. It's like you're causing FPS death, but instead of a slow, prolonged death, you're dropping a nuke on it. Nevermind, I forgot about the TARGET:CORPSE thing.

But it's probably being screwy with the transformation and stuff.
Try adding the syndrome in a separate I_EFFECT and have it end around 10 ticks(It won't screw with anything, but it tends to make things a little cleaner.)

Do you have an error log?
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on April 03, 2015, 09:52:14 am
Nope, no error log. All the crashes give no error, besides the ones I was having early on where I forgot the TARGET:CORPSE part.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Delioth on April 03, 2015, 10:35:41 am
Well, since there's no error log, then it's probably overloading on calculations and crashing... I'm honestly not sure from there. I'd say you might just have to deal with not getting old corpses revivified. I'm about at the end of my resources... Sorry that I can't help much more.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: TheFlame52 on April 03, 2015, 10:36:46 am
Ah well, whatever. Good enough. Thanks, guys.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zealot Vedas on April 07, 2015, 03:29:50 am
Just a quick question involving Reactions. I modded in a simple adventure mode reaction that lets me create a statue out of tool stone (the same as used for Knapping), but I was wondering how I would go about changing it so that will accept *any* reagent (bones, meat, the iron sword I just pulled out of my enemy's hand) instead of just tool stones.

Thanks in advance!
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: ArKFallen on April 07, 2015, 04:48:43 am
Just a quick question involving Reactions. I modded in a simple adventure mode reaction that lets me create a statue out of tool stone (the same as used for Knapping), but I was wondering how I would go about changing it so that will accept *any* reagent (bones, meat, the iron sword I just pulled out of my enemy's hand) instead of just tool stones.

Thanks in advance!
[REAGENT:A:1:NONE:NONE:NONE:NONE]
If you ever make more adventure mode reactions I suggest you pick 1 item type to be the one anything can be made into and all the other ones take from it for materials. This is because it will show every possible choice which can be quite long when you have weapons and things on the ground.

For example I use helmets
Code: [Select]

[REACTION:CONVERT_TO_HELM_ADV]
[NAME:make into a helm]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]

[REACTION:CONVERT_TO_HOOD_ADV]
[NAME:make a hood]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_HOOD:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]

[REACTION:CONVERT_TO_TURBAN_ADV]
[NAME:make a turban]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_TURBAN:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]

[REACTION:CONVERT_TO_MASK_ADV]
[NAME:make a mask]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_MASK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]

[REACTION:CONVERT_TO_VIEL1_ADV]
[NAME:make a head veil]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_VEIL_HEAD:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]

[REACTION:CONVERT_TO_VIEL2_ADV]
[NAME:make a face veil]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:HELM:ITEM_HELM_HELM:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_VEIL_FACE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:SITUATIONAL_AWARENESS]
It then goes on to other items.
Title: Re: [MODDING] 0.34. QUESTIONS THREAD
Post by: Zealot Vedas on April 07, 2015, 05:10:24 am
Ah, thanks very much!