Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: Chevaleresse on August 27, 2014, 12:52:30 am

Title: So what's changed?
Post by: Chevaleresse on August 27, 2014, 12:52:30 am
Modding-wise, that is, for 40.X. I know there are new things like gaits and tree forms but is there some sort of compiled resource on what has changed token-wise? Comparing wiki pages isn't always the best method because some haven't been updated and they don't point out the changes.
Title: Re: So what's changed?
Post by: StagnantSoul on August 27, 2014, 02:02:43 am
Well you can now make multi-armed or headed or legged creatures have effective multi-attacks.
Title: Re: So what's changed?
Post by: Teneb on August 27, 2014, 11:43:33 am
The "to-do" list I drafted:
  • Update plants to their new format. This is the biggest one in the list due to how radical changes have been.
  • Add the new personality tokens (old ones no longer valid) based on the old ones present.
  • Add appropriate gaits to all creatures.
  • Add SMELL_TRIGGER (determines how good a creature can smell, lower is better, 10000 means no smelling) to creatures as needed.
  • Add ODOR_LEVEL (Higher = Smellier) and ODOR_STRING (optional) to creatures as needed.
  • Remove SPEED and SWIM_SPEED from creatures.
  • Change HUMANOID to HUMANOID_NECK, QUADRUPED to QUADRUPED_NECK and so on, as well as add necks to modded-in bodies that should have it, then remove NECK and THROAT from all creatures that have them.
  • Add attack speeds and multiattack flags to all creatures and weapons.
  • Add values to entities.
  • Check for CHAT_WORTHY on positions aside from the law-maker equivalent on Dark Fortress entities.
  • Update the tileset for new animals and the tree tiles.
  • Swapping the old starting biomes for the new biome support system.

EDIT: There's also the new HFS (detailed in spoiler) but I don't think that will affect anything in the mod.
Spoiler (click to show/hide)

Quoting myself from another thread. Some people reported that playable civs that use dark fortress sites cause crashes, but I've yet to test that.
Title: Re: So what's changed?
Post by: Deon on August 27, 2014, 07:59:56 pm
I think the crash happens if the civ is set to dwell in dark fortresses AND it has a position with a specific token (it's either [CHAT_WORTHY], or [RESPONSIBILITY:LAW_MAKING], or [RESPONSIBILITY:LAW_MAKING] on multiple different positions at the same time).
Title: Re: So what's changed?
Post by: Chevaleresse on August 27, 2014, 10:32:56 pm
How about reactions? They're crucial to my current project.
Title: Re: So what's changed?
Post by: BlackFlyme on August 27, 2014, 10:43:44 pm
The farmer's workshop can now be given custom reactions. The building token is FARMER

Globs have a size of 150 now, like bars or powders, so reactions using/producing glob items must be changed to acknowledge this.

There's also new item reaction products. Like material reactions, but they define both the item and the material that the product will be made of. Reagents can now be given the tag [HAS_ITEM_REACTION_PRODUCT:X], which is a counterpart to the pre-existing [HAS_MATERIAL_REACTION_PRODUCT:X]

Products can be given GET_ITEM_DATA_FROM_REAGENT, which again, functions similarly to its pre-existing GET_MATERIAL_FROM_REAGENT counterpart. This can be used to get the item reaction product mentioned above, or to duplicate a reagent if the argument is set to NONE.

Also, reactions that use stacks of things such as bones no longer use up the entire stack. It will properly reduce the stack now.
Title: Re: So what's changed?
Post by: Chevaleresse on August 27, 2014, 11:51:25 pm
One last question, is there a way to produce left/right gauntlets through a reaction now?