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Dwarf Fortress => DF Modding => Topic started by: Putnam on January 29, 2020, 06:22:05 am

Title: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on January 29, 2020, 06:22:05 am
Making new thread because there's a whole lot of new toys to play with, more than we've gotten in any update since 0.34.01.

Creating items and creatures with interactions. Proper healing syndromes. Reactions that can have their skill requirements adjusted. Randomized transformations. A DEFEND USAGE_HINT so that creatures can use interactions when they're starting combat instead of when they're fleeing or, even worse, on their enemies. The future is now.

I'll actually start myself: what are the arguments to IE_ITEM_QUALITY? The only example given is ARTIFACT, so I would assume the rest are EXCEPTIONAL, MASTERWORK etc. but it could be e.g. numbers instead.

Similarly, there's CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED. Is there anything else like this?

EDIT: Screw it, datamined a bit.

Code: [Select]

IS_HIST_STRING_2
IS_HIST_STRING_1
IS_TRIGGER_STRING_THIRD
IS_TRIGGER_STRING_SECOND
MUNDANE_RESEARCH_POSSIBLE
SUPERNATURAL_LEARNING_POSSIBLE
MUNDANE_RECORDING_POSSIBLE
MUNDANE_TEACHING_POSSIBLE
IT_LOCATION
Interaction
Source
IS_SECRET
token
not
found
CONTEXT_CREATURE
CONTEXT_REGION
SAVAGE_ALLOWED
GOOD_ALLOWED
GOOD_ONLY
EVIL_ONLY
IS_SPHERE
SAVAGE_ONLY
IS_SECRET
IS_SECRET_GOAL
I_SOURCE
EXPERIMENT_ONLY
UNDERGROUND_SPECIAL
REGION
DISTURBANCE
SECRET
CREATURE_ACTION
INGESTION
SYN_INGESTED
SYN_INHALED
SYN_NO_HOSPITAL
interaction_layer
***
Error(s)
finalizing
the
interaction
[INTERACTION:
[OBJECT:INTERACTION]
PROPEL_UNIT
RESURRECT
CREATE_ITEM
SUMMON_UNIT
ADD_SYNDROME
CHANGE_ITEM_QUALITY
CHANGE_WEATHER
HIDE
Unrecognized
Interaction
Source
Type:
EXPERIMENT
LOCATION
I_TARGET
I_EFFECT
Unrecognized
Interaction
Target
Type:
RAISE_GHOST
ANIMATE
BIOME_DESERT_BADLAND
BIOME_SHRUBLAND_TROPICAL
BIOME_DESERT_SAND
BIOME_DESERT_ROCK
BIOME_OCEAN_TEMPERATE
BIOME_OCEAN_TROPICAL
BIOME_SUBTERRANEAN_WATER
BIOME_OCEAN_ARCTIC
BIOME_FOREST_TROPICAL_DRY_BROADLEAF
BIOME_FOREST_TROPICAL_CONIFER
BIOME_GRASSLAND_TEMPERATE
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF
BIOME_SHRUBLAND_TEMPERATE
BIOME_SAVANNA_TEMPERATE
BIOME_SAVANNA_TROPICAL
BIOME_GRASSLAND_TROPICAL
BIOME_LAKE_TEMPERATE_BRACKISHWATER
BIOME_LAKE_TEMPERATE_FRESHWATER
BIOME_LAKE_TROPICAL_FRESHWATER
BIOME_LAKE_TEMPERATE_SALTWATER
BIOME_LAKE_TROPICAL_SALTWATER
BIOME_LAKE_TROPICAL_BRACKISHWATER
BIOME_RIVER_TEMPERATE_BRACKISHWATER
BIOME_RIVER_TEMPERATE_FRESHWATER
BIOME_SUBTERRANEAN_LAVA
BIOME_SUBTERRANEAN_CHASM
BIOME_POOL_TEMPERATE_BRACKISHWATER
BIOME_POOL_TEMPERATE_FRESHWATER
BIOME_POOL_TROPICAL_FRESHWATER
BIOME_POOL_TEMPERATE_SALTWATER
BIOME_POOL_TROPICAL_SALTWATER
BIOME_POOL_TROPICAL_BRACKISHWATER
CONTEXT_MATERIAL
FLOW
IE_INTERMITTENT
IE_TARGET
IE_LOCATION
IE_IMMEDIATE
IE_PROPEL_FORCE
IE_ARENA_NAME
CONTEXT_BP
CONTEXT_ITEM
CONTEXT_CREATURE_OR_LOCATION
CONTEXT_LOCATION
IT_LOCATION
token
not
valid
RANDOM_NEARBY_LOCATION
IT_MATERIAL
IT_MANUAL_INPUT
BIOME_SWAMP_TROPICAL_SALTWATER
BIOME_SWAMP_TROPICAL_FRESHWATER
BIOME_MARSH_TROPICAL_FRESHWATER
BIOME_SWAMP_MANGROVE
BIOME_FOREST_TAIGA
BIOME_MARSH_TROPICAL_SALTWATER
BIOME_FOREST_TEMPERATE_BROADLEAF
BIOME_FOREST_TEMPERATE_CONIFER
BIOME_MOUNTAIN
EQUIPMENT
BIOME_TUNDRA
BIOME_GLACIER
BIOME_SWAMP_TEMPERATE_SALTWATER
BIOME_SWAMP_TEMPERATE_FRESHWATER
BIOME_MARSH_TEMPERATE_SALTWATER
BIOME_MARSH_TEMPERATE_FRESHWATER
HAS_ANY_SUPERNATURAL
ALL_CASTES_ALIVE
HAS_ANY_GRAZER
HAS_ANY_HAS_BLOOD
HAS_ANY_LOCAL_POPS_CONTROLLABLE
HAS_ANY_IMMOBILE
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES
HAS_ANY_OUTSIDER_CONTROLLABLE
HAS_ANY_DEMON
HAS_ANY_FLIER
HAS_ANY_NIGHT_CREATURE_HUNTER
HAS_ANY_NIGHT_CREATURE
HAS_ANY_NIGHT_CREATURE_NIGHTMARE
HAS_ANY_NIGHT_CREATURE_BOGEYMAN
HAS_ANY_CARNIVORE
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER
CAN_SWIM
CURIOUS_BEAST_GUZZLER
HAS_SECRETION
CURIOUS_BEAST_EATER
INTELLIGENT_SPEAKS
HAS_ROTTABLE
AQUATIC_UNDERSWIM
INTELLIGENT_LEARNS
HAS_ANY_RACE_GAIT
HAS_ANY_GRASP
HAS_ANY_SLOW_LEARNER
HAS_ANY_FLY_RACE_GAIT
CANNOT_BREATHE_AIR
CAN_BREATHE_WATER
CURIOUS_BEAST_ITEM
CURIOUS_BEAST
HAS_ANY_INTELLIGENT_LEARNS
SMALL_RACE
OCCURS_AS_ENTITY_RACE
HAS_ANY_VERMIN_HATEABLE
HAS_ANY_CURIOUS_BEAST
HAS_ANY_LARGE_PREDATOR
HAS_ANY_NATURAL_ANIMAL
HAS_ANY_BENIGN
BIOME_RIVER_TROPICAL_FRESHWATER
BIOME_RIVER_TEMPERATE_SALTWATER
BIOME_RIVER_TROPICAL_SALTWATER
BIOME_RIVER_TROPICAL_BRACKISHWATER
MATES_TO_BREED
TWO_GENDERS
HAS_FEMALE
HAS_MALE
HAS_ANY_UTTERANCES
HAS_ANY_COMMON_DOMESTIC
HAS_ANY_FEATURE_BEAST
HAS_ANY_INTELLIGENT_SPEAKS
HAS_ANY_UNIQUE_DEMON
HAS_ANY_TITAN
HAS_ANY_MISCHIEVIOUS
HAS_ANY_NOT_LIVING
HAS_ANY_SEMIMEGABEAST
HAS_ANY_MEGABEAST
HAS_ANY_VERMIN_MICRO
HAS_ANY_POWER
HAS_ANY_CANNOT_BREATHE_WATER
HAS_ANY_NOT_FIREIMMUNE
HAS_ANY_NOT_FLIER
HAS_ANY_CANNOT_BREATHE_AIR
FOG_MIST
STRATUS_NIMBUS
FOG_THICK
FOG_NORMAL
IE_REMOVE_WEATHER
IE_ADD_WEATHER
IT_AFFECTED_CREATURE
Target
Token
not
found
FRONT_OCCLUDED
FRONT_COLD
CUMULUS_MULTI
CUMULUS_MED
CIRRUS
CUMULUS_NIMBUS
STRATUS_PROPER
STRATUS_ALTO
Unrecognized
IT_REQUIRES
token:
FIT_FOR_RESURRECTION
Unrecognized
IT_FORBIDDEN
token:
IT_FORBIDDEN
IT_CANNOT_HAVE_SYNDROME_CLASS
IT_CANNOT_TARGET_IF_ALREADY_AFFECTED
Unrecognized
corpse
target
affected
creature
token:
Unrecognized
corpse
target
affected
caste
token:
IT_IMMUNE_CREATURE
IT_AFFECTED_CLASS
IT_REQUIRES
IT_IMMUNE_CLASS
NO_AGING
MORTAL
FIT_FOR_ANIMATION
STERILE
HAS_GLOW_COLOR
HAS_GLOW_TILE
HAS_SOUND_PEACEFUL_INTERMITTENT
HAS_SOUND_ALERT
HAS_GRASP
VERMIN_GOBBLER
HAS_RACE_GAIT
HAS_FLY_RACE_GAIT
HAS_PUS
HAS_BLOOD
HAS_CHILDSTATE
HAS_BABYSTATE
CAN_SWIM_INNATE
HAS_SOLDIER_TILE
HAS_COLOR
HAS_TILE
IE_ITEM_QUALITY
IE_ITEM
IE_CHANGE_QUALITY
ARTIFACT
IE_GRIME_LEVEL
IE_SET_QUALITY
FRONT_WARM
IE_SYNDROME_TAG
IE_FORBIDDEN_CREATURE_FLAG
IE_CREATURE_FLAG
IE_FORBIDDEN_CREATURE_CASTE_FLAG
IE_CREATURE_CASTE_FLAG
IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED
IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED
IE_MAKE_PET_IF_POSSIBLE
IE_TIME_RANGE

Here's all the new filter tokens for transformations, presumably for use with CREATURE_FLAG and FORBIDDEN_CREATURE_FLAG
Code: [Select]
HAS_ANY_SUPERNATURAL
ALL_CASTES_ALIVE
HAS_ANY_GRAZER
HAS_ANY_HAS_BLOOD
HAS_ANY_LOCAL_POPS_CONTROLLABLE
HAS_ANY_IMMOBILE
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES
HAS_ANY_OUTSIDER_CONTROLLABLE
HAS_ANY_DEMON
HAS_ANY_FLIER
HAS_ANY_NIGHT_CREATURE_HUNTER
HAS_ANY_NIGHT_CREATURE
HAS_ANY_NIGHT_CREATURE_NIGHTMARE
HAS_ANY_NIGHT_CREATURE_BOGEYMAN
HAS_ANY_CARNIVORE
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER
CAN_SWIM
CURIOUS_BEAST_GUZZLER
HAS_SECRETION
CURIOUS_BEAST_EATER
INTELLIGENT_SPEAKS
HAS_ROTTABLE
AQUATIC_UNDERSWIM
INTELLIGENT_LEARNS
HAS_ANY_RACE_GAIT
HAS_ANY_GRASP
HAS_ANY_SLOW_LEARNER
HAS_ANY_FLY_RACE_GAIT
CANNOT_BREATHE_AIR
CAN_BREATHE_WATER
CURIOUS_BEAST_ITEM
CURIOUS_BEAST
HAS_ANY_INTELLIGENT_LEARNS
SMALL_RACE
OCCURS_AS_ENTITY_RACE
HAS_ANY_VERMIN_HATEABLE
HAS_ANY_CURIOUS_BEAST
HAS_ANY_LARGE_PREDATOR
HAS_ANY_NATURAL_ANIMAL
HAS_ANY_BENIGN
BIOME_RIVER_TROPICAL_FRESHWATER
BIOME_RIVER_TEMPERATE_SALTWATER
BIOME_RIVER_TROPICAL_SALTWATER
BIOME_RIVER_TROPICAL_BRACKISHWATER
MATES_TO_BREED
TWO_GENDERS
HAS_FEMALE
HAS_MALE
HAS_ANY_UTTERANCES
HAS_ANY_COMMON_DOMESTIC
HAS_ANY_FEATURE_BEAST
HAS_ANY_INTELLIGENT_SPEAKS
HAS_ANY_UNIQUE_DEMON
HAS_ANY_TITAN
HAS_ANY_MISCHIEVIOUS
HAS_ANY_NOT_LIVING
HAS_ANY_SEMIMEGABEAST
HAS_ANY_MEGABEAST
HAS_ANY_VERMIN_MICRO
HAS_ANY_POWER
HAS_ANY_CANNOT_BREATHE_WATER
HAS_ANY_NOT_FIREIMMUNE
HAS_ANY_NOT_FLIER
HAS_ANY_CANNOT_BREATHE_AIR
Here's all the weathers:
Code: [Select]
FOG_MIST
STRATUS_NIMBUS
FOG_THICK
FOG_NORMAL
FRONT_OCCLUDED
FRONT_COLD
CUMULUS_MULTI
CUMULUS_MED
CIRRUS
CUMULUS_NIMBUS
STRATUS_PROPER
STRATUS_ALTO

There's also: IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED, like HAVE_FAST_EFFORTLESS_GAIT_SPEED
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on January 29, 2020, 07:28:00 am
Reposting from other thread:

For those just leaping to the forum, here are new interaction bits as I can find them.

Code: [Select]
[INTERACTION:HEALING_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been granted healing!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_STOP_BLEEDING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CLOSE_OPEN_WOUNDS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_TISSUES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_HEAL_NERVES:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PAIN:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_SWELLING:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_CURE_INFECTION:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_PARALYSIS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_DIZZINESS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_NAUSEA:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REDUCE_FEVER:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]
[CE_REGROW_PARTS:SEV:100:PROB:100:START:0:PEAK:0:END:12:ABRUPT]

Holy crap! Healing and regeneration in Dorf Fort? Werecurses may no longer be the only solution to mangling, maiming and loss of limbs!

Of note, edible syndromes might now allow us to have healing herbs in the wild. Getting dwarves to use said herbs might be tricky, of course, but one immediate application is good-aligned grass which allows wounded grazing animals to regenerate. Playtesting will be necessary to see how announcements of such miraculous healing are handled.

Code: [Select]
[INTERACTION:ITEM_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with a holy weapon!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:1:WEAPON:NONE:NONE:NONE]
[IE_ITEM_QUALITY:ARTIFACT]

Item conjuration! Looks like this uses existing item tokens, but we'll have to figure out what the non-Artifact argument for ITEM_QUALITY is if we don't want to summon artifact bread, for example.

Code: [Select]
[INTERACTION:QUALITY_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with improved equipment!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:recipient]
[I_EFFECT:CHANGE_ITEM_QUALITY]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_CHANGE_QUALITY:2]

Perhaps this has our answer. The item quality argument may be numeric, with ARTIFACT as the final step. Also, blacksmithing interactions! However, without a reagent system, this will be tricky.

Code: [Select]
[INTERACTION:PET_BLESSING]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_BLESSING]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been blessed with a pet!]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[IE_FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[IE_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[IE_CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[IE_FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[IE_MAKE_PET_IF_POSSIBLE]

S U M M O N I N G. Also, RANDOM_LOCATION_NEARBY has applications for chaotic explosion magic. IE_MAKE_PET_IF_POSSIBLE could be responsible for the creature being immediately friendly. Without it, we may be able to summon opponents to kill...

Code: [Select]
[INTERACTION:ANIMAL_CURSE]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MEDIUM_CURSE]
[IS_TRIGGER_STRING_SECOND:have]
[IS_TRIGGER_STRING_THIRD:has]
[IS_TRIGGER_STRING:been cursed, for one week, to know life as a beast!]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:8400:ABRUPT]
[CE:CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[CE:FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:1000]
[CE_ADD_TAG:NO_AGING:NO_EAT:NO_DRINK:START:0:PEAK:0:END:8400:ABRUPT]

This is stuff we mostly know already, but rather than defining a creature we're given a broad category and a ton of forbidden exceptions. This could definitely be useful going forward.

from "example - bogeyman transformation":

Code: [Select]
[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]
[CDI:ADV_NAME:Transform]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:DEFEND]
[CDI:WAIT_PERIOD:100]

Code: [Select]
[INTERACTION:BOGEYMAN_POLYMORPH]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_BODY_TRANSFORMATION:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]
[CE:FORBIDDEN_CREATURE_FLAG:SMALL_RACE]
[CE:CREATURE_CASTE_FLAG:LARGE_PREDATOR]
[CE:CREATURE_CASTE_FLAG:NATURAL_ANIMAL]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CANNOT_BREATHE_AIR]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:IMMOBILE_LAND]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:CAN_LEARN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:MEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SEMIMEGABEAST]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:TITAN]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:UNIQUE_DEMON]
[CE:FORBIDDEN_CREATURE_CASTE_FLAG:SUPERNATURAL]
[CE_ADD_TAG:NO_AGING:START:0:PEAK:0:END:5:ABRUPT:DWF_STRETCH:144]

Similar to the polymorph, this appearently allows bogeymen to masquerade as natural beasts. For what purpose, I don't know.

Entity tokens will require more digging to decipher. GLEE!

EDIT: New code in interaction_secret:

Code: [Select]
[INTERACTION:EXAMPLE SUMMON]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
[I_EFFECT:SUMMON_UNIT]
[IE_TARGET:B]
[IE_IMMEDIATE]
[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_BOGEYMAN]
Also available: IE_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_CASTE_FLAG
[IE_TIME_RANGE:200:300]

[INTERACTION:EXAMPLE UNDEAD LT RAISE]
[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]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[SYN_CLASS:RAISED_UNDEAD]
[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]
[CE_DISPLAY_NAME:NAME:faded hunter:faded hunters:faded hunter:START:0:ABRUPT]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE: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:ABRUPT]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Propel away]
[CDI:INTERACTION:EXAMPLE LT PROPEL]
[CDI:TARGET:B:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:B:25]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERB:point:points:NA]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:50]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Raise fog]
[CDI:INTERACTION:EXAMPLE LT FOG]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:LOCATION_HINT:NO_THICK_FOG]
[CDI:LOCATION_HINT:OUTSIDE]
[CDI:USAGE_HINT:DEFEND]
[CDI:USAGE_HINT:FLEEING]
[CDI:VERB:raise a heavy fog:raises a heavy fog:NA]
[CDI:WAIT_PERIOD:500]

[INTERACTION:EXAMPLE LT PROPEL]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:target]
[I_EFFECT:PROPEL_UNIT]
[IE_PROPEL_FORCE:100000]
[IE_TARGET:A]
[IE_TARGET:B]
[IE_IMMEDIATE]

[INTERACTION:EXAMPLE LT FOG]
[I_EFFECT:CHANGE_WEATHER]
[IE_ADD_WEATHER:FOG_THICK]
[IE_IMMEDIATE]

Timed summons are a thing, which is a relief. I can see some immediate applications for summoning, for example, an invulnerable "illusion" which enemies attack, or a phantasm which appears only briefly but is scary enough to make opponents flee.

The undead lieutenant apparently has "force push" powers, as well as the ability to change the weather. If we can figure out the weather arguments, conjuring rain might be in our forecast! the CDI hint OUTSIDE also has terrible implications - such as for cave monsters which might react violently to sunlight.

A last note, interaction_vampire apparently now applies the creature token STERILE, which I don't recall being there before. Perhaps this will make vampires easier to identify by examining their fake family trees...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on January 29, 2020, 07:51:30 am
Combing through for new tokens and listings in the other raws. One jumps out immediately: new ITEM_TOOL entries for dice and altars.

Code: [Select]
[ITEM_TOOL:ITEM_TOOL_ALTAR]
[NAME:altar:altars]
[VALUE:10]
[HARD_MAT]
[TOOL_USE:PLACE_OFFERING]
[FURNITURE]
[TILE:144]
[SIZE:500]
[MATERIAL_SIZE:6]

[ITEM_TOOL:ITEM_TOOL_DIE]
[NAME:die:dice]
[VALUE:1]
[HARD_MAT]
[TOOL_USE:DIVINATION]
[TOOL_USE:GAMES_OF_CHANCE]
[SHAPE_CATEGORY:DICE]
[USES_FACE_IMAGE_SET]
[TILE:8]
[SIZE:5]
[MATERIAL_SIZE:1]

Most remarkable is the [FURNITURE] token. This implies it's a placeable item like statues, beds and other hardcoded business. Holy crap! Whether these will be used appropriately in worldgen is anyone's guess, but the possibilities are limitless. We'll have to see if removing TOOL_USE does anything there. Since there are no new custom buildings, it appears that prayer will be a furniture-level action.

TOOL_USE:DIVINATION seems to be the key to the deity interactions we've seen. It might be possible for savage civs to use skull totems or other such items as more thematically appropriate divination tools.

No new reactions in reaction_other, reaction_smelter or reaction_adv_carpenter that I can see.

Changes to entity_default are more modest than I'd imagined. SELECT_SYMBOL entries for Merchants and Craft Guilds are added, as is RESPONSIBILITY:ESPIONAGE to some high level civ entries. TOOL:DIE and TOOL:ALTAR are added for Dwarves and Humans, but only ALTAR for Elves and Goblins; kobolds and subterranean animal peoples have no religion items, nor do they have guilds. Humans have USE_NON_EXOTIC_PET_RACE, apparently to keep them from stepping in on Elven identity as beastmasters.

Also curious: The DUNGEON_MASTER position has been (re?)added!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FriarVicaris on January 29, 2020, 08:27:46 am
Changes to entity_default are more modest than I'd imagined. SELECT_SYMBOL entries for Merchants and Craft Guilds are added, as is RESPONSIBILITY:ESPIONAGE to some high level civ entries. TOOL:DIE and TOOL:ALTAR are added for Dwarves and Humans, but only ALTAR for Elves and Goblins; kobolds and subterranean animal peoples have no religion items, nor do they have guilds. Humans have USE_NON_EXOTIC_PET_RACE, apparently to keep them from stepping in on Elven identity as beastmasters.

Also curious: The DUNGEON_MASTER position has been (re?)added!
From what I gathered when I used XVI32 to look at Dwarf Fortress.exe, there are several new position responsibilities, though mostly ones used for the various generated position like cupbearer, keeper of the seals etc. They probably don't have much function other than flavor.

To name a few:
- MAINTAIN_BRIDGES
- MAINTAIN_ROADS
- MAINTAIN_TUNNELS
- FIRE_SAFETY
- CONSTRUCTION_PERMITS
- BUILDING_SAFETY
- MANAGE_LEADER_HOUSEHOLD_CLEANLINESS
- PREPARE_LEADER_MEALS
- FOOD_SUPPLY
- MAINTAIN_SEWERS
- OVERSEE_LEADER_HOUSEHOLD
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Broms on January 29, 2020, 08:55:03 am
The dungeon master in the dwarf entity has "MANAGE_ANIMALS" and "ESPIONAGE". Can't help but wonder if either of them do anything in Fort mode. Would be cool of the dungeon master could heal animals since currently there isn't a way to heal them outside of dfhack scripts.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on January 29, 2020, 09:33:13 am
I'm reasonably certain that [FURNITURE] as a tool token's been around since 0.42 or 0.43.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Roses on January 29, 2020, 09:47:59 am
Holy cow, I am loving those new interactions and syndrome tokens. It makes so much of my spell scripts unneeded (glad I didn't start updating them yet). There is so much to unpack there, propelling units, creating weather, summoning, blessing and defensive use interaction tokens. Here's a question, can the MEDIUM_BLESSING usage hint be used for a CREATURE_ACTION interaction or only a DEITY interaction?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Teneb on January 29, 2020, 09:55:40 am
I'm reasonably certain that [FURNITURE] as a tool token's been around since 0.42 or 0.43.
It's been around since whenever procedural musical instruments were added, I think.


EDIT: has anyone figured out if IE_CREATURE_FLAG's arguments are creature + caste?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on January 29, 2020, 10:17:43 am
A test to conduct: IE_TIME_RANGE is used for the example Bogeyman summon. This is great for temporary pets, but we ought to test if it works for the item summon. Spectral swords that vanish after an appropriate amount of time would be much nicer than just littering the world with them, especially in fort mode.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Teneb on January 29, 2020, 10:21:03 am
I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.

And that sucks.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on January 29, 2020, 01:38:03 pm
I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.

And that sucks.

You can't specify a creature like in the transformation interactions?
You have tried this?
What about summoning and then affecting the summoned creature with a transformation syndrome?

Maybe creature_flag also allows a CREATURE_CLASS in which case we could specify a new creature class, add it to one creature and use [IE_CREATURE_FLAG:OURCLASS]

The only example given SMALL_RACE isnt used anywhere, so i think its just a custom flag
I went ahead and asked in FOTF
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on January 29, 2020, 02:41:56 pm
I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.

And that sucks.

I DID SOME TESTING!


I made the summon interaction this:
[INTERACTION:EXAMPLE SUMMON]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [IE_FORBIDDEN_CREATURE_FLAG:MAMMAL]
      Also available: IE_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_CASTE_FLAG
      [IE_TIME_RANGE:200:300]

AND IT Appeared to work, it didnt summon any animals with the MAMMAL Class, just various animal people/birds It also didnt give any sort of error.

But my testing is limited, so someone else should also do it just to be sure the science works.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vordak on January 29, 2020, 02:45:31 pm
Found in Dwarf Fortress.exe next position tokens, probably it is these guys:
Quote
(*) Lots of new intermediate positions (mostly without new mechanics) in entities (chamberlains etc.)


I'll try to check if individual tile graphic works for them, like for normal nobles.
Thanks to FriarVicaris for idea with Hex-editor.

Upd. All of these is wrong information, see true in next post (http://www.bay12forums.com/smf/index.php?topic=175437.msg8083684#msg8083684).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FriarVicaris on January 29, 2020, 02:46:40 pm
It is also possible to define [DEMON] and [UNIQUE_DEMON] in the raws now.

And if you don't want any random-generated wombat monsters, ass demons and the like to appear as leaders of goblin civs, then simply set demon types to 0 in advanced world generation. Normally this would prevent goblin civs entirely from appearing in the world, but if there are any UNIQUE_DEMONs defined in the raws, then only those will appear as leaders of gobbos.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: voliol on January 29, 2020, 03:32:32 pm
I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.

And that sucks.

I DID SOME TESTING!


I made the summon interaction this:
[INTERACTION:EXAMPLE SUMMON]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [IE_FORBIDDEN_CREATURE_FLAG:MAMMAL]
      Also available: IE_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_CASTE_FLAG
      [IE_TIME_RANGE:200:300]

AND IT Appeared to work, it didnt summon any animals with the MAMMAL Class, just various animal people/birds It also didnt give any sort of error.

But my testing is limited, so someone else should also do it just to be sure the science works.

It doesn't reproduce for me, I'm afraid :(. I get giant raccoons and tapirs by repeating exactly, and when I revert it by using IE_CREATURE_FLAG:MAMMAL I get lorikeets and a bogeyman(!). This means I got to see the boogieman transformation live though, as it shifted into a cheetah and proceeded to slaughter one of my testing dwarves before vanishing as its summoning timer ran out.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on January 29, 2020, 04:03:28 pm
I did some tests with summoning. So far, everything points out that you cannot specify a creature and instead can only do random summons based on the presence or absence of tokens.

And that sucks.

I DID SOME TESTING!


I made the summon interaction this:
[INTERACTION:EXAMPLE SUMMON]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [IE_FORBIDDEN_CREATURE_FLAG:MAMMAL]
      Also available: IE_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_FLAG, IE_FORBIDDEN_CREATURE_CASTE_FLAG
      [IE_TIME_RANGE:200:300]

AND IT Appeared to work, it didnt summon any animals with the MAMMAL Class, just various animal people/birds It also didnt give any sort of error.

But my testing is limited, so someone else should also do it just to be sure the science works.

It doesn't reproduce for me, I'm afraid :(. I get giant raccoons and tapirs by repeating exactly, and when I revert it by using IE_CREATURE_FLAG:MAMMAL I get lorikeets and a bogeyman(!). This means I got to see the boogieman transformation live though, as it shifted into a cheetah and proceeded to slaughter one of my testing dwarves before vanishing as its summoning timer ran out.
damn. I hope theres some way. I want to make an orc summoning interaction.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on January 29, 2020, 04:08:47 pm
Normally this would prevent goblin civs entirely from appearing in the world, but if there are any UNIQUE_DEMONs defined in the raws, then only those will appear as leaders of gobbos.

Holy crap! This is an incredible tool. Most delightfully, it could be possible to flip the "demons" into a series of nature-themed monsters and make Elves the demon-worshippers!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: iceball3 on January 29, 2020, 05:31:16 pm
A bit of a pain that the summoning interaction happens to have the limitation of "only random creatures not on the blacklist", but if it can be made to consistently spawn a debug creature and transform it/give it interactions, it'll open up a whooole lot of interaction loops that I believe were entirely dependent on dfhack before to work i think.
Will the interactions system finally become turing complete? ;P
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: LargeSnail on January 29, 2020, 07:20:31 pm
My current research:
Summoning creatures in Fortress Mode via interactions sets them as friendly to the fort.
(https://i.gyazo.com/5c448330dc9f167320d4be3800390afb.png)

I used the MAGICAL token in the raws of my Gabbro Golems to force the dwarves to only summon them.

Code: [Select]
[CREATURE:GOLEM_GABBRO]
[DESCRIPTION:Living gabbro in the shape of a man.  These strange creatures are found deep underground.]
[NAME:gabbro golem:gabbro golems:gabbro golem]
[CASTE_NAME:gabbro golem:gabbro golems:gabbro golem]
[CREATURE_TILE:'G'][COLOR:0:0:1]
[PETVALUE:1000]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[INTELLIGENT][SLOW_LEARNER]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_LIVING][MAGICAL][PET]
[CANOPENDOORS]
[EQUIPS]
[NOT_BUTCHERABLE]
[NOFEAR]
[PREFSTRING:rockiness]
[ODOR_LEVEL:0] no smell
[SMELL_TRIGGER:10000] cannot smell
[NOBONES]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:750:600:439:1900:2900] 20 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[BODY:HUMANOID_SIMPLE]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:ROCK]
[TISSUE_NAME:gabbro:NP]
[TISSUE_MATERIAL:INORGANIC:GABBRO]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:ROCK]
[BODY_SIZE:0:0:70000]
[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_PREPARE_AND_RECOVER:3:3]
[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_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:GABBRO]
[ALL_ACTIVE]

Edit: Adding IE_MAKE_PET_IF_POSSIBLE to the interaction makes the summoned creature a pet of the summoner.
(https://i.gyazo.com/fe9bdab3fe1968fa6eb0e4fa011ebb00.png)

The summoned creature is unable to work, much like a trained gremlin.

Spoiler: The interaction (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Scruiser on January 29, 2020, 08:52:56 pm
Normally this would prevent goblin civs entirely from appearing in the world, but if there are any UNIQUE_DEMONs defined in the raws, then only those will appear as leaders of gobbos.

Holy crap! This is an incredible tool. Most delightfully, it could be possible to flip the "demons" into a series of nature-themed monsters and make Elves the demon-worshippers!

An old thread response I found seems to indicate a few more limitations on that.  I have not tested this  for 47.01...

http://www.bay12forums.com/smf/index.php?topic=163667.msg7416609#msg7416609:

Quote
If memory serves, to start with a Demon ruler (as goblins do), a civ must have the Dark Tower site type, no RELIGION token, and VARIABLE_POSITIONS:ALL.

Toady might have loosened the requirments when making [DEMON] and [UNIQUE_DEMON] available in the RAWs, so I guess this needs to be checked via trial and error in world generation.  Even within the thread I linked it seems uncertain, you can have hard coded positions in addition to variable positions, it's just some may cause crashes when conflicting with the demon position.

Another old thread response with some relevant information: http://www.bay12forums.com/smf/index.php?topic=110027.msg6920786#msg6920786

Quote
Closest I know of at the moment is that a [SUPERNATURAL] creature that has taken a leadership role using its [POWER] token may write books about secrets if the secret and the creature both share a [SPHERE], which is [SPHERE:DEATH] for the default necromancy.

In a few of my own tests in 44.12, it seemed this technique was not working on individual custom castes added to standard races, but from other mods (in particular Spellcraft's Wizard race http://www.bay12forums.com/smf/index.php?topic=149426.0), it seem to work on when used on entire creatures (and not individual castes)?

So you could make custom demons, give them each a mix of thematically appropriate spheres, then make spells for various spheres with various mixes of MUNDANE_TEACHING_POSSIBLE and MUNDANE_RECORDING_POSSIBLE, so that the resulting nature themed demon led civs then get various.  And add various uncivilized creatures with the [POWER] and [SUPERNATURAL] tokens and various spheres to further go along with this theme.

One thing worth checking... if the elfs don't get driven out for immortality, will the elf necromancers still create undead lieutenants and/or experiments if given war/conquest to give them raw materials?  I don't see what the tokens are for allowing experiments or setting what the experiments are (maybe not available in RAWs yet?), but if they do get made available in RAW some nature themed experiments would be fun.  Likewise for nature themed intelligent undead... 
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on January 30, 2020, 12:13:20 am
There's also this:
Code: [Select]
[SKILL_ROLL_RANGE:<basic range>:<multiplier>]
The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
random(x) returns a number between 0 and x-1, so basic range is always 1 or more.  The default is 11.
The default multiplier is 5.
[SKILL_IP:<integer>]  Default is 30.
[ATTRIBUTE_IP:<integer>]  Default is 10.

I'm not 100% sure what skill roll range does, and the last two are a complete mystery to me. Seems to have no current usage in the raws.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Nahere on January 30, 2020, 01:57:21 am
SKILL_IP and ATTRIBUTE_IP presumably govern how much the reaction skill and it's associated attributes are increased by performing the reaction. I know that skill exp used to be 30 per product, I wonder if it still scales when you use those tokens?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on January 30, 2020, 06:20:02 am
SKILL_IP and ATTRIBUTE_IP presumably govern how much the reaction skill and it's associated attributes are increased by performing the reaction. I know that skill exp used to be 30 per product, I wonder if it still scales when you use those tokens?

I misunderstood this the first time i saw it without a bit of dissection here.

Assumedly you could have a workshop that trains philosophy (a abstract skill) by bringing paper to it, then increase their intellectualism and skills like memory through the modifier for training benches. Going off physical and mental attributes.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Nahere on January 30, 2020, 06:27:53 am
I can't seem to get item summoning to work with a location, but it works with a creature, and can summon water. That is, [IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE] creates a tile of water on your target. Presumably it does magma as well.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on January 30, 2020, 07:27:53 am
(I)m(P)rovement, I assume, and yeah, that's super useful.

I can't seem to get item summoning to work with a location, but it works with a creature, and can summon water. That is, [IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE] creates a tile of water on your target. Presumably it does magma as well.

I knew it. That's wonderful.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on January 30, 2020, 07:44:15 am
I can't seem to get item summoning to work with a location, but it works with a creature, and can summon water. That is, [IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE] creates a tile of water on your target. Presumably it does magma as well.

You tried with the "random nearby location"? I was hoping to use that for an upgraded Bonfire that won't kill furnace operators... more testing required, I suppose.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on January 30, 2020, 07:56:20 am
Oh, I should note: IE_ITEM_QUALITY:SUPERIOR has generated no errors for me.

EDIT: Clearly, I was mistaken, cause it's not in the strings I've just datamined near ARTIFACT. Huh. Anyway, OP updated with datamined strings that can be presumably be used for new interaction effects.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Asin on January 30, 2020, 08:21:16 am
Question: What has been added to entities, besides the new naming rules for merchant companies and the like?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on January 30, 2020, 08:25:48 am
Question: What has been added to entities, besides the new naming rules for merchant companies and the like?

A bunch of new flavorful position responsibilities and, if you stretch the term "added to entities", the ability to raw-define UNIQUE_DEMONs.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 30, 2020, 08:26:21 am
Is there any way to limit summonings to a specific class?

Also, if there isn't, the token MAGICAL will be useful for summons, since it has no actul use AFAIK.

Those of you have wiki accounts, please add this stuff to the wiki.

Will creatures with [DEMON] show up in the underworld?

Can someone show me their code for a functioning item summon?

What does RAISE_GHOST do?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Scruiser on January 30, 2020, 09:38:52 am
Also, if there isn't, the token MAGICAL will be useful for summons, since it has no actul use AFAIK.

A bit of a pain that the summoning interaction happens to have the limitation of "only random creatures not on the blacklist", but if it can be made to consistently spawn a debug creature and transform it/give it interactions, it'll open up a whooole lot of interaction loops that I believe were entirely dependent on dfhack before to work i think.

So we could use the MAGICAL token on the debug creature which then gets transformed into the appropriate creature with a secondary transformation (assuming you can target just summoned creatures?).  If you can't target just summoned creatures, maybe you could spread an AOE effect with an instant syndrome that only transforms the debug creature (maybe using the TRAILING_VAPOR_FLOW aimed at the summon location, or the new weather effect to summon a mist which only transforms the debug creature?

The summons argument takes multiple restrictions right?  So you could use the MAGICAL token in conjunction with tokens that have minimal effects on newly summoned creatures to further specify the desired summons.  Actually, since you can also blacklist tokens, you can get 2^tokens number of specifiable summons based on the exact combination of and presence/absence of tokens.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 30, 2020, 10:26:49 am
Also, if there isn't, the token MAGICAL will be useful for summons, since it has no actul use AFAIK.

A bit of a pain that the summoning interaction happens to have the limitation of "only random creatures not on the blacklist", but if it can be made to consistently spawn a debug creature and transform it/give it interactions, it'll open up a whooole lot of interaction loops that I believe were entirely dependent on dfhack before to work i think.

So we could use the MAGICAL token on the debug creature which then gets transformed into the appropriate creature with a secondary transformation (assuming you can target just summoned creatures?).  If you can't target just summoned creatures, maybe you could spread an AOE effect with an instant syndrome that only transforms the debug creature (maybe using the TRAILING_VAPOR_FLOW aimed at the summon location, or the new weather effect to summon a mist which only transforms the debug creature?

The summons argument takes multiple restrictions right?  So you could use the MAGICAL token in conjunction with tokens that have minimal effects on newly summoned creatures to further specify the desired summons.  Actually, since you can also blacklist tokens, you can get 2^tokens number of specifiable summons based on the exact combination of and presence/absence of tokens.
Good point. NO_AUTUMN works as a summon limiter, and it has no effects on creatures that don't appear anywhere naturally, I believe.
I assume that NO_SPRING, NO_SUMMER, and NO_WINTER would also work.

EDIT: By the way, SMALL_RACE is not a creature token, but giving a creature the class SMALL_RACE doesn't seem to allow them to be summoned that way.
I have no idea why SMALL_RACE is a forbidden flag in the example.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on January 30, 2020, 10:31:39 am
I can't seem to get item summoning to work with a location, but it works with a creature, and can summon water. That is, [IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE] creates a tile of water on your target. Presumably it does magma as well.

Can you post that interaction.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 30, 2020, 11:20:21 am
I can't seem to get item summoning to work with a location, but it works with a creature, and can summon water. That is, [IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE] creates a tile of water on your target. Presumably it does magma as well.

Can you post that interaction.
Seconded.

Is there a way to put a syndrome on a creature as it is summoned?
I want a way to make the MAGICAL creature transform into the desired creature easily, and also I gave dwarves the ability to summon dwarves, and in arena two hostile dwarves turned into 260 before I was done, so I want a way to make summoned dwarves unable to speak so they can't themselves summon.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Teneb on January 30, 2020, 11:47:00 am
So we could use the MAGICAL token on the debug creature which then gets transformed into the appropriate creature with a secondary transformation (assuming you can target just summoned creatures?).  If you can't target just summoned creatures, maybe you could spread an AOE effect with an instant syndrome that only transforms the debug creature (maybe using the TRAILING_VAPOR_FLOW aimed at the summon location, or the new weather effect to summon a mist which only transforms the debug creature?
You cannot target the summoned creature. However, the aoe effect might work. I'll need to test.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: LargeSnail on January 30, 2020, 12:25:19 pm
By the way, SMALL_RACE is not a creature token, but giving a creature the class SMALL_RACE doesn't seem to allow them to be summoned that way.
I have no idea why SMALL_RACE is a forbidden flag in the example.

Maybe SMALL_RACE targets any creature with a small body size. It avoids bogeymen transforming themselves into ducks or fluffy wamblers.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on January 30, 2020, 01:37:59 pm
*cracks knuckles*

Alright.... as im slowly updating my mod.. ive came to my first fun issue... seems like theres a few positions that cannot be specific for goblins now, seems to be crashing due to them.. time to find out which one it is.. and then find out about the other Fortress/Retreat/City civs...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on January 30, 2020, 02:19:14 pm
*cracks knuckles*

Alright.... as im slowly updating my mod.. ive came to my first fun issue... seems like theres a few positions that cannot be specific for goblins now, seems to be crashing due to them.. time to find out which one it is.. and then find out about the other Fortress/Retreat/City civs...

Id take a safe bet at [ESPIONAGE] (unlikely) and any of the new positions in file changes.

Mainly as i loaded a goblin entity up with all of them present in custom defined nobles and crashed on world generation, taking a guess; that a Dark tower has no 'household' to upkeep (id have thought the throne room counted), or place to prepare meals etc & construction and maintenance to facilitate. Might still check out managing beasts abstractly though.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on January 30, 2020, 02:23:55 pm
You know, I am tempted to actually use some of this magic stuff a bit more extensively, but...I'm not really sure what to do with it. Adventurecraft isn't really a magic mod after all, though alchemy is part of it, so hmm...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Nahere on January 30, 2020, 02:26:36 pm
Can you post that interaction.
Here:
Code: [Select]
[INTERACTION:OBSIDIANIZE]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:obsidian]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:3000:LIQUID_MISC:NONE:WATER:NONE]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:3000:LIQUID_MISC:NONE:INORGANIC:NONE]
This will encase any creature in obsidian by summoning water and magma onto it.
If anyone can get it to work with I_TARGET:A:LOCATION instead, let me know.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 30, 2020, 02:31:43 pm
You know, I am tempted to actually use some of this magic stuff a bit more extensively, but...I'm not really sure what to do with it. Adventurecraft isn't really a magic mod after all, though alchemy is part of it, so hmm...
The interaction that pushes stuff away would probably make sense as a melee attack.

From LubedDwarf on the Discord. Supposedly this makes them invincible.
(https://media.discordapp.net/attachments/173908541088858113/672465097477718047/unknown.png?width=400&height=162)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on January 30, 2020, 02:33:14 pm
*cracks knuckles*

Alright.... as im slowly updating my mod.. ive came to my first fun issue... seems like theres a few positions that cannot be specific for goblins now, seems to be crashing due to them.. time to find out which one it is.. and then find out about the other Fortress/Retreat/City civs...

Id take a safe bet at [ESPIONAGE] (unlikely) and any of the new positions in file changes.

Mainly as i loaded a goblin entity up with all of them present in custom defined nobles and crashed on world generation, taking a guess; that a Dark tower has no 'household' to upkeep (id have thought the throne room counted), or place to prepare meals etc & construction and maintenance to facilitate. Might still check out managing beasts abstractly though.

Yeah im currently thinking that.. Human and Elf civs seem to work fine with the changes (even adding dungeon master to them). But with goblin it instant crashes, regaurdless of any position from what ive tried.

Unless theres a new way do to custom positions for dart fortress civs... if not that kinda kills being able to play as them... Kinda wish it was included on the file changes so we know what is and isn't allowed anymore with entities.



EDIT: Even making a random new position doesn't seem to do anything but crash.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 30, 2020, 02:57:51 pm
You know, I am tempted to actually use some of this magic stuff a bit more extensively, but...I'm not really sure what to do with it. Adventurecraft isn't really a magic mod after all, though alchemy is part of it, so hmm...
You could use something like this, so you could brew a potion that would give you the one time ability to make an artifact weapon.
[INTERACTION:GIFT_WEAPON]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_MANUAL_INPUT:obsidian]
   [I_EFFECT:CREATE_ITEM]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ITEM:100:1:WEAPON:ITEM_WEAPON_SWORD_2H:INORGANIC:ADAMANTINE]
      [IE_ITEM_QUALITY:ARTIFACT]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on January 30, 2020, 03:06:10 pm
Yeah, even double checking by making goblins playable thru fortress mode, doesn't seem to show any noble positions.. and if none can be made... making any dark fortress civs playable will seem unplayable to a offensive degree.. ect...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on January 30, 2020, 03:08:10 pm
Conjuring weapons out of thin air is still...dunno yet. I AM tempted to give elves the ability to magic up a branch made out of some sort of wood-like, elf-kosher material though.

Yeah, even double checking by making goblins playable thru fortress mode, doesn't seem to show any noble positions.. and if none can be made... making any dark fortress civs playable will seem unplayable to a offensive degree.. ect...

You'll need to replace generated positions with raw-defined ones, I've had to do that before when toying with human and goblin civs in some of my unreleased projects.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on January 30, 2020, 03:14:30 pm
Conjuring weapons out of thin air is still...dunno yet. I AM tempted to give elves the ability to magic up a branch made out of some sort of wood-like, elf-kosher material though.

Yeah, even double checking by making goblins playable thru fortress mode, doesn't seem to show any noble positions.. and if none can be made... making any dark fortress civs playable will seem unplayable to a offensive degree.. ect...

You'll need to replace generated positions with raw-defined ones, I've had to do that before when toying with human and goblin civs in some of my unreleased projects.

Define by what you mean by "raw-defined" incase I may be mistaking what ive done already with something else... cuz I have already tried with the previous positions (as mentioned in above post).

[POSITION:MILITIA_COMMANDER]
      [NAME:militia commander:militia commanders]
      [SITE]
      [NUMBER:1]
      [SQUAD:10:militia-goblin:militia-goblins]
      [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-goblin:militia-goblins]
      [APPOINTED_BY:MILITIA_COMMANDER]
      [PRECEDENCE:200]
      [DO_NOT_CULL]
      [DUTY_BOUND]
      [MILITARY_SCREEN_ONLY]


ect..

My previous positions that I used in 44 no longer work, each one seems to crash on world gen.

EDIT: Unless you mean that there are new positions specificly for dark fortress civs?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on January 30, 2020, 03:17:37 pm
Basically that yeah, plus either removing [SITE_VARIABLE_POSITIONS:ALL] or replacing it with only the roles that shouldn't be accessed by your gobbles in fort mode. It's a bit finicky and I'm not sure, but if I recall you need some rough equivalent to expedition leader, lord, whatever to serve as the root profession that appoints others, otherwise you won't be able to appoint other positions.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on January 30, 2020, 03:26:54 pm

Tried with removing [SITE_VARIABLE_POSITIONS:ALL] and replacing them...

What I originally had that worked, previously was..

Spoiler (click to show/hide)

Tried each once to see if any were still okay to use but each caused a crash...

Im curious on if theres a way to find out what the new current positions for Dark Fortresses civs are.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on January 30, 2020, 03:29:36 pm
What's about permanent summoning? May it be usable for slug man breeding in fortress mode?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 30, 2020, 03:34:37 pm
What's about permanent summoning? May it be usable for slug man breeding in fortress mode?
Supposedly they vanish at a distance from their summoner, but that may be incorrect.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on January 30, 2020, 03:39:19 pm
What's about permanent summoning? May it be usable for slug man breeding in fortress mode?
Supposedly they vanish at a distance from their summoner, but that may be incorrect.
I will test this, if you give me code of interaction. Maybe, interaction for harpy breeding, because harpies are more unique by tokens.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 30, 2020, 04:16:50 pm
Add this to the summoning creature.
         [CAN_DO_INTERACTION:SUMMON_SLUG]
            [CDI:ADV_NAME:Summon slug man]

            [CDI:VERB:call upon the ooze:calls upon the ooze:NA]
            [CDI:WAIT_PERIOD:100]

Add this to an interaction file.
[INTERACTION:SUMMON_SLUG]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [IE_CREATURE_CASTE_FLAG:MAGICAL]
      [IE_TIME_RANGE:200:300]
 [IE_MAKE_PET_IF_POSSIBLE]

And add [MAGICAL] to the slug men.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on January 30, 2020, 04:23:00 pm
Add this to the summoning creature.
         [CAN_DO_INTERACTION:SUMMON_SLUG]
            [CDI:ADV_NAME:Summon slug man]

            [CDI:VERB:call upon the ooze:calls upon the ooze:NA]
            [CDI:WAIT_PERIOD:100]

Add this to an interaction file.
[INTERACTION:SUMMON_SLUG]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
      [IE_CREATURE_CASTE_FLAG:MAGICAL]
      [IE_TIME_RANGE:200:300]

And add [MAGICAL] to the slug men.
Thanks!

Will they do it without usage hint?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 30, 2020, 04:27:40 pm
It doesn't work with USAGE_HINT. It has RANDOM_NEARBY_LOCATION instead of targeting.

NIGHT_CREATURE_EXPERIMENTER is a tag on some necromancers.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on January 30, 2020, 04:37:50 pm
From what I can find... (tried being a goblin and looking for them, but without DFHack's teleport and reveal.. it takes forever and hard to find people lol).. from using Legends mode...

Master (demons position)

Master of beasts
Head Chancellor
Chief Counselor
Chief Chamberlain
Royal Executioner
High Executioner
Chancellor
Chamberlain
Constable
High Doctor
High Keeper
High Advisor
High Butler? LOL
Royal Chef
Head Executioner
Chief Executioner
Head Doctor
Chief Justiciar
Royal Keeper
High Housekeeper


Lord/Lady

Although, based on what I was reading, it seems like the new ones have something to do with the new villain thing...?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on January 30, 2020, 04:38:55 pm
It doesn't work with USAGE_HINT. It has RANDOM_NEARBY_LOCATION instead of targeting.
Double thanks!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 30, 2020, 05:05:42 pm
[I_SOURCE:EXPERIMENT] is a thing.
[EXPERIMENT_ONLY] is also a thing, though they might be GENERATED only.
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:SECRET_GHOUL_7:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]

Just looking through world data now.

Code: [Select]
[INTERACTION:SECRET_GHOUL_7] [GENERATED] [EXPERIMENT_ONLY] [I_SOURCE:EXPERIMENT] [IS_HIST_STRING_1: infected ]8 [IS_HIST_STRING_2: with a contagious ghoulish condition] [IS_TRIGGER_STRING_SECOND:have] [IS_TRIGGER_STRING_THIRD:has]F [IS_TRIGGER_STRING:been infected with a contagious ghoulish condition] [I_SOURCE:ATTACK] [IS_HIST_STRING_1: bit ]6 [IS_HIST_STRING_2:, passing on the ghoulish condition] [I_TARGET:A:CREATURE] [IT_LOCATION:CONTEXT_CREATURE]" [IT_AFFECTED_CLASS:GENERAL_POISON] [IT_FORBIDDEN:NOT_LIVING]) [IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]) [IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]1 [IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]- [IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD], [IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]% [IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL] [IT_MANUAL_INPUT:victim] [I_EFFECT:ADD_SYNDROME]
 [IE_TARGET:A]
 [SYNDROME]  [SYN_CONCENTRATION_ADDED:1000:0] [SYN_CLASS:GHOUL]A [CE_FLASH_TILE:TILE:165:4:0:1:FREQUENCY:2000:1000:START:0:ABRUPT]V [CE_DISPLAY_NAME:NAME:blighted thrall:blighted thralls:blighted thrall:START:0:ABRUPT]+[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:ABRUPT]2
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 30, 2020, 05:13:03 pm
CE_SPECIAL_ATTACK_INTERACTION is in fact new. Zombie plagues can be done now.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on January 30, 2020, 05:15:43 pm
Sorry for doubling and old features, but this questiuon is very interesting for me. In some old mods dwarves 'smoke' cigars. These cigars was plants with seed that entirely evaporate into smoke because fixed temperature. Can I make cigars as FISH and how it may be coded?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 30, 2020, 05:52:46 pm
Summons do not poof without IE_TIME_RANGE

 [IE_MAKE_PET_IF_POSSIBLE] makes summons friendly.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on January 30, 2020, 06:30:42 pm
Summons do not poof without IE_TIME_RANGE

 [IE_MAKE_PET_IF_POSSIBLE] makes summons friendly.

Have we tested if item summons can poof?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 30, 2020, 06:42:43 pm
Summons do not poof without IE_TIME_RANGE

 [IE_MAKE_PET_IF_POSSIBLE] makes summons friendly.

Have we tested if item summons can poof?
*** Error(s) found in the file "raw/objects/interaction_standard.txt"
GIFT_WEAPON:Unrecognized Interaction Token: IE_TIME_RANGE

They can't.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Nahere on January 30, 2020, 06:50:15 pm
You should still be able to do it the old way though, by giving the item material a low HEAT_DAM point.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Asin on January 30, 2020, 07:30:28 pm
How would I go about making a caste that can summon creatures? I'm trying to make Evokers from Minecraft a thing, but I am not quite sure how I would go about doing that.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 30, 2020, 07:36:08 pm
It's the same as summoning for a whole creature, you just put the CAN_DO_INTERACTION and related stuff in the caste. You can only make one summoner per raw this way, though. If they are summoner only, NO_WINTER, NO_SUMMER, NO_SPRING, NO_AUTUMN, CREPUSCULAR, NOCTURNAL, ALL_ACTIVE, and DIURNAL can be combined in a binary to get 256 summoned creatures. Hopefully Toady will add in castes for summoning soon.
How to make a summoner.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Nahere on January 31, 2020, 03:26:21 am
A couple neat things:
[IE_ITEM:100:1:SHOES:ITEM_SHOES_BOOTS:INORGANIC:IRON] gives 2 boots, not one.
Summoned gauntlets are flagged with left and right tags correctly, unlike gauntlets from custom reactions. Unless that's changed too I guess.
Edit: Just tested, reaction made gloves are still broken.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on January 31, 2020, 05:57:18 am
Now demons not tame underground creatures? Because I have world with Goblin Age 10000 years old, but goblins only have trolls and beak dogs in their pits.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on January 31, 2020, 06:13:58 am
Now demons not tame underground creatures? Because I have world with Goblin Age 10000 years old, but goblins only have trolls and beak dogs in their pits.

A oversight of the 'Risen' demonic forces not having fleshed out entity tokens i believe, they're limited without certain positions (who are not busy doing other things like conquering) to go on journeys to domesticate.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on January 31, 2020, 06:26:50 am
You should still be able to do it the old way though, by giving the item material a low HEAT_DAM point.

Will that make it evaporate, or just wear down to dust very quickly?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on January 31, 2020, 06:29:42 am
Now demons not tame underground creatures? Because I have world with Goblin Age 10000 years old, but goblins only have trolls and beak dogs in their pits.

A oversight of the 'Risen' demonic forces not having fleshed out entity tokens i believe, they're limited without certain positions (who are not busy doing other things like conquering) to go on journeys to domesticate.
Thanks! What I may do to solve this? I need goblins with more mounts and pets.

Also, can I make goblins and subterranean animal people trade by caravans? If I make subterraean animal people BABYSNATCHER, will they trade with goblins in worldgen and after?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on January 31, 2020, 07:02:46 am
Now demons not tame underground creatures? Because I have world with Goblin Age 10000 years old, but goblins only have trolls and beak dogs in their pits.

A oversight of the 'Risen' demonic forces not having fleshed out entity tokens i believe, they're limited without certain positions (who are not busy doing other things like conquering) to go on journeys to domesticate.
Thanks! What I may do to solve this? I need goblins with more mounts and pets.

Also, can I make goblins and subterranean animal people trade by caravans? If I make subterraean animal people BABYSNATCHER, will they trade with goblins in worldgen and after?

I dont know any more about the 'Risen' beyond the speculation that they're hardcoded and don't follow [ENTITY:EVIL] at all, or perhaps they are entity evil clones/just new goverment and more configuration is needed by yourself to supply enough tokens like [RESPONSIBILITY:MILITARY_STRATEGY] that facilitate taming to the goblin civ. More information needs to be found out about them.

Civs with [BABY_SNATCHER] are friendlly to other civs with the tag (going along usual lines and reasoning of ethic comparisons) but this wont allow them to trade animals. Only in fortress mode does the exhange of animals as units take place. Unfortunately in this version its impossible to edit the rate in which they appear or toggle it, so we may have to just rely on Toady to add more controls/caps on 'Risen' forts happening.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on January 31, 2020, 08:00:34 am
Now demons not tame underground creatures? Because I have world with Goblin Age 10000 years old, but goblins only have trolls and beak dogs in their pits.

A oversight of the 'Risen' demonic forces not having fleshed out entity tokens i believe, they're limited without certain positions (who are not busy doing other things like conquering) to go on journeys to domesticate.
Thanks! What I may do to solve this? I need goblins with more mounts and pets.

Also, can I make goblins and subterranean animal people trade by caravans? If I make subterraean animal people BABYSNATCHER, will they trade with goblins in worldgen and after?

I dont know any more about the 'Risen' beyond the speculation that they're hardcoded and don't follow [ENTITY:EVIL] at all, or perhaps they are entity evil clones/just new goverment and more configuration is needed by yourself to supply enough tokens like [RESPONSIBILITY:MILITARY_STRATEGY] that facilitate taming to the goblin civ. More information needs to be found out about them.

Civs with [BABY_SNATCHER] are friendlly to other civs with the tag (going along usual lines and reasoning of ethic comparisons) but this wont allow them to trade animals. Only in fortress mode does the exhange of animals as units take place. Unfortunately in this version its impossible to edit the rate in which they appear or toggle it, so we may have to just rely on Toady to add more controls/caps on 'Risen' forts happening.
So, if I add to goblins more positions with [MILITARY_STRATEGY], they may tame creatures?

But will they trade items? It may be interesting.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on January 31, 2020, 08:05:41 am
Summons do not poof without IE_TIME_RANGE

 [IE_MAKE_PET_IF_POSSIBLE] makes summons friendly.

Have we tested if item summons can poof?
I test summoning slug man by code from this thread. In arena mode they vanish if assume control.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on January 31, 2020, 09:59:23 am
Now demons not tame underground creatures? Because I have world with Goblin Age 10000 years old, but goblins only have trolls and beak dogs in their pits.

A oversight of the 'Risen' demonic forces not having fleshed out entity tokens i believe, they're limited without certain positions (who are not busy doing other things like conquering) to go on journeys to domesticate.
Thanks! What I may do to solve this? I need goblins with more mounts and pets.

Also, can I make goblins and subterranean animal people trade by caravans? If I make subterraean animal people BABYSNATCHER, will they trade with goblins in worldgen and after?

I dont know any more about the 'Risen' beyond the speculation that they're hardcoded and don't follow [ENTITY:EVIL] at all, or perhaps they are entity evil clones/just new goverment and more configuration is needed by yourself to supply enough tokens like [RESPONSIBILITY:MILITARY_STRATEGY] that facilitate taming to the goblin civ. More information needs to be found out about them.

Civs with [BABY_SNATCHER] are friendlly to other civs with the tag (going along usual lines and reasoning of ethic comparisons) but this wont allow them to trade animals. Only in fortress mode does the exhange of animals as units take place. Unfortunately in this version its impossible to edit the rate in which they appear or toggle it, so we may have to just rely on Toady to add more controls/caps on 'Risen' forts happening.

This feels like a bug to me. Maybe you should report it.

Specifically about missing entity positions and domestication
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on January 31, 2020, 10:15:24 am
This feels like a bug to me. Maybe you should report it.

Specifically about missing entity positions and domestication

Probably, they also generate their own gods (http://www.bay12forums.com/smf/index.php?topic=175434.msg8083418#msg8083418), bloating the world a bit beyond the scope of control, so i think its definitely leaning towards that they're hardcoded.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on January 31, 2020, 10:20:04 am
This feels like a bug to me. Maybe you should report it.

Specifically about missing entity positions and domestication

Probably, they also generate their own gods (http://www.bay12forums.com/smf/index.php?topic=175434.msg8083418#msg8083418), bloating the world a bit beyond the scope of control, so i think its definitely leaning towards that they're hardcoded.

Should definitely report that
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on January 31, 2020, 11:49:49 am
Now demons not tame underground creatures? Because I have world with Goblin Age 10000 years old, but goblins only have trolls and beak dogs in their pits.

A oversight of the 'Risen' demonic forces not having fleshed out entity tokens i believe, they're limited without certain positions (who are not busy doing other things like conquering) to go on journeys to domesticate.
Thanks! What I may do to solve this? I need goblins with more mounts and pets.

Also, can I make goblins and subterranean animal people trade by caravans? If I make subterraean animal people BABYSNATCHER, will they trade with goblins in worldgen and after?

I dont know any more about the 'Risen' beyond the speculation that they're hardcoded and don't follow [ENTITY:EVIL] at all, or perhaps they are entity evil clones/just new goverment and more configuration is needed by yourself to supply enough tokens like [RESPONSIBILITY:MILITARY_STRATEGY] that facilitate taming to the goblin civ. More information needs to be found out about them.

Civs with [BABY_SNATCHER] are friendlly to other civs with the tag (going along usual lines and reasoning of ethic comparisons) but this wont allow them to trade animals. Only in fortress mode does the exhange of animals as units take place. Unfortunately in this version its impossible to edit the rate in which they appear or toggle it, so we may have to just rely on Toady to add more controls/caps on 'Risen' forts happening.

This feels like a bug to me. Maybe you should report it.

Specifically about missing entity positions and domestication


From what I've learn, the Risen stuff is necromancy related... I havnt noticed anything risen wise from demons or dark fortress civs in general.

Entity positions cant be created without it causing a crash. I assume the new ones are hardcoded since a lot of the titles ive seen seem related, and often than not have no effect in general.

Main Dark Fortresses use:
Master (demons position)
Master of beasts
Chancellor
Counselor
Chamberlain
Executioner
Constable
Doctor
Keeper
Advisor
Butler
Justiciar
Chef
Housekeeper
Advisor

With the game also using "High" "Royal" "Head" and "Chief" at times. (assuming this is apart of the new custom positions mentioned by Vordak at the bottom of the first page)


And Other Dark sites only seem to have Lord/Lady.


I really hope theres a work around with this, since this kills alot of Mods that allow any Civ to be playable, cuz Dark Fortress Civs wont be able to defend themselfves lol.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 31, 2020, 12:43:20 pm
  Here's some raws from world gen that have stuff not in the example folder.
Spoiler: ghoul (click to show/hide)
Spoiler: nightmare (click to show/hide)
Spoiler: experiment (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on January 31, 2020, 12:56:04 pm
  Here's some raws from world gen that have stuff not in the example folder.
Spoiler: ghoul (click to show/hide)
Spoiler: nightmare (click to show/hide)
Spoiler: experiment (click to show/hide)

Those are exceptionally useful, thank you!

Possible to find anymore SECRET_GHOUL ? and post those raws? or SECRET_UNDEAD_RES_9 ? (Presumably that makes intelligent undead, and must have something uniwue given intelligent undead maintain their soul)

I wonder what [EXPERIMENT_ONLY] [I_SOURCE:EXPERIMENT] do i wonder if this means we can add our own experiment interactions... Also i havent seen Ghouls in game yet.
EDIT:
Maybe [EXPERIMENT_ONLY] makes it only happen for experiments and doesnt allow the interaction to show in the x menu in adventure mode?

posted https://dwarffortresswiki.org/index.php/DF2014:Interaction_token#Interaction_Definitions
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 31, 2020, 01:28:14 pm
Those are exceptionally useful, thank you!

Possible to find anymore SECRET_GHOUL ? and post those raws? or SECRET_UNDEAD_RES_9 ? (Presumably that makes intelligent undead, and must have something uniwue given intelligent undead maintain their soul)

I wonder what [EXPERIMENT_ONLY] [I_SOURCE:EXPERIMENT] do i wonder if this means we can add our own experiment interactions... Also i havent seen Ghouls in game yet.
I have seen ghouls yet. One bit my elephantman companion right after I became a necromancer. Anyway here you go.
Spoiler: SECRET_RES_9 (click to show/hide)
Spoiler: Ghoul 1 (click to show/hide)
Spoiler: ghoul 4 (click to show/hide)
Spoiler: Ghoul_7 (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on January 31, 2020, 01:31:56 pm
I wonder why they all have [SYN_CONCENTRATION_ADDED:1000:0] maybe that makes it ally to the necromancer that raises it via some hackiness?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on January 31, 2020, 01:36:47 pm
Quote
Maybe [EXPERIMENT_ONLY] makes the interaction not show up in the x menu in adventure mode?
What do you mean by that? An interaction only shows up there, I believe, if it has a ce_can_do_interaction. I was able to place them in arena mode with or without the tag if that is what you are asking.

Next, I'm going to test and see if humans won't show up if I place EXPERIMENT_ONLY on them.
EDIT: Oops, its an interaction token, not creature.
EDIT2:When added to a creature action that summoned, it didn't prevent me from using it in arena.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on January 31, 2020, 02:20:20 pm
Quote
Maybe [EXPERIMENT_ONLY] makes the interaction not show up in the x menu in adventure mode?
What do you mean by that? An interaction only shows up there, I believe, if it has a ce_can_do_interaction. I was able to place them in arena mode with or without the tag if that is what you are asking.

Next, I'm going to test and see if humans won't show up if I place EXPERIMENT_ONLY on them.
EDIT: Oops, its an interaction token, not creature.
EDIT2:When added to a creature action that summoned, it didn't prevent me from using it in arena.

Hmm maybe it has something to do with how it is used in worldgen than... You would think I_Source:Experiment would handle that fine though, it must do something, right.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Nahere on January 31, 2020, 04:15:00 pm
You should still be able to do it the old way though, by giving the item material a low HEAT_DAM point.

Will that make it evaporate, or just wear down to dust very quickly?
It accumulates wear quickly. You might be able to adjust how fast by giving it a MAT_FIXED_TEMP just above the HEAT_DAM.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vordak on January 31, 2020, 06:14:55 pm
Not registered in raws (entity_default.txt) position tokens:
Hmm, looks like you'd need to use the tokens CUSTOM_OFFICIAL_# currently.  I did not give them good-sounding names.
# 0 = chancellor, 1 = justiciar, 2 = treasurer, 3 = counselor, 4 = chamberlain
5 = master of beasts, 6 = butler, 7 = doctor, 8 = executioner, 9 = chef, 10 = housekeeper

CUSTOM_MARKET_OFFICIAL_#
# 0 = sewer official, 1 = grain official, 2 = fire official, 3 = judge, 4 = building official, 5 = road official

CUSTOM_LAW_MAKER -- this one is ambiguous currently - law-giver, lord/lady, abbot in monastery, castle baron, master (demon)
CUSTOM_OUTCAST_LT -- lieutenant (bandit/villain)
CUSTOM_OUTCAST_FACTOR -- representative (larger criminal gang)
CUSTOM_COMPANY_FACTOR -- factor/agent/governor/administrator (all the same thing, merchant company)
CUSTOM_COMPANY_LEADER -- master/head (merchant company)
CUSTOM_MERCENARY_LEADER -- has a ton of names and is the head of a mercenary/military order
CUSTOM_BANDIT_LEADER -- master/ringleader etc. of bandits
CUSTOM_MILITARY_GOALS -- war leader
CUSTOM_MILITARY_STRATEGY -- general/marshal/constable
CUSTOM_MERCENARY_TREASURER -- treasurer (of military order)
HIGHEST_PRIEST -- holy city priest for any religion, has random name
CUSTOM_LAW_MAKER_2 -- baron for market castles

CUSTOM_GUILD_LEADER -- these four are as they say, the positions in the new crafts guilds
CUSTOM_GUILD_CLERK
CUSTOM_GUILD_STEWARD
CUSTOM_GUILD_ALDERPERSON

Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on January 31, 2020, 08:11:39 pm
Does anyone know if the "shrine blessing" system can be modded, or point me to how it functions? Being able to use a system like that would be enormously helpful with a mod I'm developing.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: golemgunk on February 01, 2020, 12:01:17 am
Does anyone know if the "shrine blessing" system can be modded, or point me to how it functions? Being able to use a system like that would be enormously helpful with a mod I'm developing.

It's in the scope of hardcoded procedural stuff. You might be able to make your own blessing interactions and get them to appear by reducing the number of generated blessings to 0 in advanced world gen, but I don't think you have much more control over it than that.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on February 01, 2020, 12:59:26 am
Does anyone know if the "shrine blessing" system can be modded, or point me to how it functions? Being able to use a system like that would be enormously helpful with a mod I'm developing.

It's in the scope of hardcoded procedural stuff. You might be able to make your own blessing interactions and get them to appear by reducing the number of generated blessings to 0 in advanced world gen, but I don't think you have much more control over it than that.

Hey thanks for the response that's super helpful! Are blessings gained through the divination dice, or through another system?

If they're gained by the altar, is that a reaction, or how is it used?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on February 01, 2020, 05:06:25 am
Also, if there isn't, the token MAGICAL will be useful for summons, since it has no actul use AFAIK.

A bit of a pain that the summoning interaction happens to have the limitation of "only random creatures not on the blacklist", but if it can be made to consistently spawn a debug creature and transform it/give it interactions, it'll open up a whooole lot of interaction loops that I believe were entirely dependent on dfhack before to work i think.

So we could use the MAGICAL token on the debug creature which then gets transformed into the appropriate creature with a secondary transformation (assuming you can target just summoned creatures?).  If you can't target just summoned creatures, maybe you could spread an AOE effect with an instant syndrome that only transforms the debug creature (maybe using the TRAILING_VAPOR_FLOW aimed at the summon location, or the new weather effect to summon a mist which only transforms the debug creature?

The summons argument takes multiple restrictions right?  So you could use the MAGICAL token in conjunction with tokens that have minimal effects on newly summoned creatures to further specify the desired summons.  Actually, since you can also blacklist tokens, you can get 2^tokens number of specifiable summons based on the exact combination of and presence/absence of tokens.


Ok, So I was searching through the Future Of The Fortress thread and Toady specified a method of summoning specific creatures! Here's the code to summon  a human that you can test in arena.


Code: [Select]
[INTERACTION:SUMMON HUMAN]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
[CREATURE:HUMAN:ALL]
      [IE_TIME_RANGE:200:300]
[IE_MAKE_PET_IF_POSSIBLE]

and here's a "secret" that would allow you to create a "summoner" class to use it in the arena:

Code: [Select]
[INTERACTION:SUMMON SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of congregation]
[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]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Summoner]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Summon a human]
[CDI:INTERACTION:SUMMON HUMAN]
[CDI:USAGE_HINT:DEFEND]
[CDI:VERB:wave wildly:waves wildly:NA]
[CDI:WAIT_PERIOD:10]

[CREATURE:HUMAN:ALL] being the key, the unedited form being:
 
[CREATURE:<creature name>:<caste name>].

I was fairly excited to post this after it had worked for me several times when tested. With the influx of questions and disappointment coming in regarding inability to summon specific creatures, I'll see if I can get the chance to throw this in the wiki to help others.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Knight Otu on February 01, 2020, 08:45:41 am
Has anyone figured out a way to have interaction-created items show up in the hands of the creature using the interaction? I was hoping to give certain monsters of mine the ability to summon a "signature weapon" of sorts, which doesn't really work if it lands at their feet.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on February 01, 2020, 09:40:34 am
Has anyone figured out a way to have interaction-created items show up in the hands of the creature using the interaction? I was hoping to give certain monsters of mine the ability to summon a "signature weapon" of sorts, which doesn't really work if it lands at their feet.

I've seen no relevant info for that, but if the creature is intelligent and has a GRASP it should just pick it up as quickly as possible. However, this behavior may only trigger during combat.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on February 01, 2020, 11:11:19 am
Has anyone figured out a way to have interaction-created items show up in the hands of the creature using the interaction? I was hoping to give certain monsters of mine the ability to summon a "signature weapon" of sorts, which doesn't really work if it lands at their feet.

I've seen no relevant info for that, but if the creature is intelligent and has a GRASP it should just pick it up as quickly as possible. However, this behavior may only trigger during combat.

It could just be supplied as a EBO object for defeating it, such as a statue or gem left behind.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 01, 2020, 11:26:06 am
Also, if there isn't, the token MAGICAL will be useful for summons, since it has no actul use AFAIK.

A bit of a pain that the summoning interaction happens to have the limitation of "only random creatures not on the blacklist", but if it can be made to consistently spawn a debug creature and transform it/give it interactions, it'll open up a whooole lot of interaction loops that I believe were entirely dependent on dfhack before to work i think.

So we could use the MAGICAL token on the debug creature which then gets transformed into the appropriate creature with a secondary transformation (assuming you can target just summoned creatures?).  If you can't target just summoned creatures, maybe you could spread an AOE effect with an instant syndrome that only transforms the debug creature (maybe using the TRAILING_VAPOR_FLOW aimed at the summon location, or the new weather effect to summon a mist which only transforms the debug creature?

The summons argument takes multiple restrictions right?  So you could use the MAGICAL token in conjunction with tokens that have minimal effects on newly summoned creatures to further specify the desired summons.  Actually, since you can also blacklist tokens, you can get 2^tokens number of specifiable summons based on the exact combination of and presence/absence of tokens.


Ok, So I was searching through the Future Of The Fortress thread and Toady specified a method of summoning specific creatures! Here's the code to summon  a human that you can test in arena.


Code: [Select]
[INTERACTION:SUMMON HUMAN]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
[CREATURE:HUMAN:ALL]
      [IE_TIME_RANGE:200:300]
[IE_MAKE_PET_IF_POSSIBLE]

and here's a "secret" that would allow you to create a "summoner" class to use it in the arena:

Code: [Select]
[INTERACTION:SUMMON SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of congregation]
[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]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Summoner]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Summon a human]
[CDI:INTERACTION:SUMMON HUMAN]
[CDI:USAGE_HINT:DEFEND]
[CDI:VERB:wave wildly:waves wildly:NA]
[CDI:WAIT_PERIOD:10]

[CREATURE:HUMAN:ALL] being the key, the unedited form being:
 
[CREATURE:<creature name>:<caste name>].

I was fairly excited to post this after it had worked for me several times when tested. With the influx of questions and disappointment coming in regarding inability to summon specific creatures, I'll see if I can get the chance to throw this in the wiki to help others.


REJOICE FOR THE TOAD HA SPOKEN!
Heres Tarn's whole post about modding for context:
Quote
For summons, for specific creatures, according to this code you should be able to send in "[CREATURE:<creature token>:<caste token>]".  Using "ALL" or "ANY" or "DEFAULT" for the caste token lets all of the castes in.  But you can't currently use this tag more than once per effect.  So you can do something at least, though it can be improved.  And there is not class support currently.  The flags usually refer to the creature/caste tokens that don't have arguments, and it supports about 180 of those for castes, which should be most of them, but doesn't include anything complicated that involves a number or string (like a class.)

If you don't set IE_TIME_RANGE, do they not disappear?  The default is that they don't have a summon time.  That doesn't make them historical though, so they will likely disappear if offloaded.  Using the pet tag IE_MAKE_PET_IF_POSSIBLE may make them historical and more permanent (if no time range is set.)

For the summoning, if the distance is set (e.g. 5 in the example), it does a flood out from the summoner.  Could the summoner fly?  That might explain why they were in the air.

IE_ITEM_QUALITY can take a number from 0 to 5, aside from ARTIFACT.  There is a bug because you should also be able to send in a range like 2:3 and can't, but that should be fixed for next time.

Weather: Can use IE_ADD_WEATHER, IE_REMOVE_WEATHER.  Tags are FRONT_WARM, FRONT_COLD, FRONT_OCCLUDED, CUMULUS_MED, CUMULUS_MULTI, CUMULUS_NIMBUS, CIRRUS, STRATUS_ALTO, STRATUS_PROPER, STRATUS_NIMBUS, FOG_MIST, FOG_NORMAL and FOG_THICK.  It doesn't control temperature so it can't be used to choose between rain and snow, which of course would be more reasonable - but regional temperature is trickier to change.

Missing file notes:  Oversight.  Also forgot the new init.txt stuff.  Happens every major release, pretty much, and for stuff like unhardcodeening, there's just no easy way to check for it if I don't write it down when I do it, which is not always easy to remember in the moment.  The init thing I should have caught, but I wasn't thinking of 'init.txt' as a 'file' at the time, which is silly.

Medium blessings happen on some set of the faces, as with the rest, but these bigger blessings and curses are on fewer faces, and if a die has e.g. four faces, it might only place minor stuff on there.  There are no major blessings or curses on the dice - this is more the vampire level stuff, though I suppose some of the artifact and pet and healing blessings do feel pretty major despite being medium.  Just wanted symmetry with the no major curses (and of course the dice are goofily overpowered as it stands.)

Dunno what happens if a creature gets an item interaction as a CAN_DO_INTERACTION type thing.

I don't have a better technical writeup of SKILL_ROLL_RANGE etc. than the one provided.  Those are about how skill is applied to the job products, and how the skill is changed when the given job/reaction is performed.  IP refers to improvement points, or the speed at which the skill/att is increased per job.


This means i can add my orc summoning interaction without gross hacks because you CAN specific a specific creature :D

he also answered some other modding questions:
Quote
The SYN_CONCENTRATION_ADDED tag was a precaution after I had one bug with effects not fully manifesting due to low levels.  It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it.

EXPERIMENT_ONLY: Rather than just a source, it should probably be mixed with USAGE_HINTS somehow, but it has to be starker in stopping it from being used outside the experiment context.  It's just a cludge for the mix there since I didn't have time to do better. It stops the use in play and also encourages the usage specifically to create experimental population.  Theoretically, though I didn't check this, if you have an invader in w.g. that does experiments, they should apply any modded effect that has EXPERIMENT_ONLY and an ADD_SYNDROME effect, no matter what it is, to make whatever kind of army (though these armies will probably be treated as less than intelligent/soulless in some contexts since they are expected to be zombieish.)  An "invader that does experiments" here is a UNIQUE_DEMON with deformity or chaos (and the demonic experiments param is set) or anybody with NIGHT_CREATURE_EXPERIMENTER, who also knows a relevant interaction.  I'm less sure about the demons -- they can know lots of secrets since they get them for free through spheres, but I don't know how easy it is to link one of these ghoul-type interactions to them.  Doing it as a deformity or chaos I_SOURCE:SECRET/IS_SPHERE may work.



I have implemented a goblin summoning interaction:
Code: [Select]
interaction_middle_earth

[OBJECT:INTERACTION]

[INTERACTION:SUMMON_ORC]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
[CREATURE:GOBLIN:ALL]
[IE_MAKE_PET_IF_POSSIBLE]
   
[INTERACTION:WIGHT_FOG]
[I_EFFECT:CHANGE_WEATHER]
[IE_ADD_WEATHER:FOG_THICK]
[IE_IMMEDIATE]
       
[INTERACTION:RAISE_BARROW_WIGHT]
[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]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[SYN_CLASS:RAISED_UNDEAD]
[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]
[CE_DISPLAY_NAME:NAME:barrow wight:barrow wights:barrow wight:START:0:ABRUPT]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE: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:ABRUPT]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Raise fog]
[CDI:INTERACTION:WIGHT_FOG]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:LOCATION_HINT:NO_THICK_FOG]
[CDI:LOCATION_HINT:OUTSIDE]
[CDI:USAGE_HINT:DEFEND]
[CDI:USAGE_HINT:FLEEING]
[CDI:VERB:raise a heavy fog:raises a heavy fog:NA]
[CDI:WAIT_PERIOD:500]
               
[INTERACTION:SARUMAN_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the orc]
        [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_orc.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Summoner of orcs]
[SYNDROME]
        [CE_DISPLAY_NAME:NAME:Summoner:Summoners:Orcish:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
            [CDI:ADV_NAME:Summon an orc]
            [CDI:INTERACTION:SUMMON_ORC]
            [CDI:VERB:wave wildly:waves wildly:NA]
            [CDI:WAIT_PERIOD:86400]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
            [CDI:ADV_NAME:raise barrow wight]
            [CDI:INTERACTION:RAISE_BARROW_WIGHT]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:point:points:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:86400]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Knight Otu on February 01, 2020, 12:11:09 pm
Has anyone figured out a way to have interaction-created items show up in the hands of the creature using the interaction? I was hoping to give certain monsters of mine the ability to summon a "signature weapon" of sorts, which doesn't really work if it lands at their feet.

I've seen no relevant info for that, but if the creature is intelligent and has a GRASP it should just pick it up as quickly as possible. However, this behavior may only trigger during combat.

It could just be supplied as a EBO object for defeating it, such as a statue or gem left behind.

That's not quite what I had in mind when I said "in the hands". :P I want the creatures to wield their weapons that they call upon, and the best my arena tests have yielded is the weapon appearing in the same tile, and the creatures not picking them up. Might be different in actual play, but that's harder to test.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 01, 2020, 12:46:22 pm
From some testing it appears if a secret only gives a summon interaction even though it sets those affected as pets, the summoner cannot build a tower in worldgen.

Tarn said experiments are treated zombish so maybe experimenters can still build towers? Am testing
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Scruiser on February 01, 2020, 12:55:18 pm
That's not quite what I had in mind when I said "in the hands". :P I want the creatures to wield their weapons that they call upon, and the best my arena tests have yielded is the weapon appearing in the same tile, and the creatures not picking them up. Might be different in actual play, but that's harder to test.

How good are you at modding bodies?  Maybe you could mod the creature so that it's body plan includes the a body part named the same name and made with custom biological materials with the same property as metal and with the same attack properties as the weapon?  And then add item corpse to make it drop the actual weapon on death?

Alternatively, maybe the tag CURIOUSBEAST_ITEM will make the creature prone to grabbing stuff (and then make sure the summoned weapon is high value so it will prioritize grabbing rather than other stuff)?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Strik3r on February 01, 2020, 01:05:46 pm
ok so Toady is correct, specifing a range of item qualities([IE_ITEM_QUALITY:x:y]) for items created via interactions is apparently broken as it will always either create the highest-level item permitted or only take the second number into acccount (unsure, needs more testing).

IE_ITEM_QUALITY also does not work if you only specify only one number like this [IE_ITEM_QUALITY:x], so you have to specify two numbers (or ARTIFACT), so until this little bug gets fixed, its reccommended that you make both of the numbers same. If any one was still having issues with IE_ITEM_QUALITY, this should resolve it.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 01, 2020, 01:39:25 pm
I MANAGED TO GET A TOWER WITHOUT ANY RAISE DEAD INTERACTIONS :D

Will upload save and my interactions It didnt appear until year 250 ish

EDIT:
A mummy made it, so yeah, i think raise dead is still required for towers
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Strik3r on February 01, 2020, 01:42:05 pm
I MANAGED TO GET A TOWER WITHOUT ANY RAISE DEAD INTERACTIONS :D

Really? Nice! How did you get it to happen?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on February 01, 2020, 01:42:31 pm
Do post details, very interested
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 01, 2020, 01:44:22 pm
I MANAGED TO GET A TOWER WITHOUT ANY RAISE DEAD INTERACTIONS :D

Really? Nice! How did you get it to happen?

Looks like a mummy made it, not one of my summoners, so it looks like, unfortunately we are still stuck, undead are required for a tower :(
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Strik3r on February 01, 2020, 01:47:33 pm
I MANAGED TO GET A TOWER WITHOUT ANY RAISE DEAD INTERACTIONS :D

Really? Nice! How did you get it to happen?

Looks like a mummy made it, not one of my summoners, so it looks like, unfortunately we are still stuck, undead are required for a tower :(

That is both dissappointing and incredibly funny at the same time. Seriously? We've got mummies running around summoning undead armies and building towers now?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 01, 2020, 01:51:38 pm
Here are the interactions i've been testing with, looks like raise dead is still required for towers, my summoners never made towers no matter how many there were, the only tower which i was surprised by tbh was a tower that a mummy made (Someone disturbed it and it built a tower and that was the one i saw)

Interactions, including a new experiment interaction
Code: [Select]
interaction_middle_earth

[OBJECT:INTERACTION]

[INTERACTION:SUMMON_ORC]
   [I_TARGET:A:LOCATION]
      [IT_LOCATION:CONTEXT_LOCATION]
   [I_TARGET:B:LOCATION]
      [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
   [I_EFFECT:SUMMON_UNIT]
      [IE_TARGET:B]
      [IE_IMMEDIATE]
[CREATURE:GOBLIN:ALL]
[IE_MAKE_PET_IF_POSSIBLE]
   
[INTERACTION:WIGHT_FOG]
[I_EFFECT:CHANGE_WEATHER]
[IE_ADD_WEATHER:FOG_THICK]
[IE_IMMEDIATE]
       
[INTERACTION:RAISE_BARROW_WIGHT]
[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]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]
[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]
[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CONCENTRATION_ADDED:1000:0]
[SYN_CLASS:RAISED_UNDEAD]
[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]
[CE_DISPLAY_NAME:NAME:barrow wight:barrow wights:barrow wight:START:0:ABRUPT]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE: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:ABRUPT]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]
[CE_CAN_DO_INTERACTION:START:0:ABRUPT]
[CDI:ADV_NAME:Raise fog]
[CDI:INTERACTION:WIGHT_FOG]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:LOCATION_HINT:NO_THICK_FOG]
[CDI:LOCATION_HINT:OUTSIDE]
[CDI:USAGE_HINT:DEFEND]
[CDI:USAGE_HINT:FLEEING]
[CDI:VERB:raise a heavy fog:raises a heavy fog:NA]
[CDI:WAIT_PERIOD:500]

 [INTERACTION:SECRET_ORC_EXPERIMENTS]
    [EXPERIMENT_ONLY]
    [I_SOURCE:EXPERIMENT]
        [IS_HIST_STRING_1: changed ]
        [IS_HIST_STRING_2: into an orc]
        [IS_TRIGGER_STRING_SECOND:have]
        [IS_TRIGGER_STRING_THIRD:has]
        [IS_TRIGGER_STRING:changed into an orc]
    [I_TARGET:A:CREATURE]
        [IT_REQUIRES:CAN_LEARN]
        [IT_REQUIRES:CAN_SPEAK]
        [IT_LOCATION:CONTEXT_CREATURE]
        [IT_AFFECTED_CLASS:GENERAL_POISON]
        [IT_FORBIDDEN:NOT_LIVING]
        [IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
        [IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
        [IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
        [IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]
        [IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]
        [IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]
        [IT_CANNOT_HAVE_SYNDROME_CLASS:ORCCURSE]
        [IT_MANUAL_INPUT:victim]
    [I_EFFECT:ADD_SYNDROME]
        [IE_TARGET:A]
        [IE_IMMEDIATE]
        [IE_ARENA_NAME:Summoned Orc]
        [SYNDROME]
        [SYN_CLASS:ORCCURSE]
        [SYN_CONCENTRATION_ADDED:1000:0]
        [CE_BODY_TRANSFORMATION:START:0:ABRUPT]
            [CE:CREATURE:GOBLIN:ALL]

[INTERACTION:WITCH_KING_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of chaos]
        [IS_SPHERE:DEATH]
[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_orc.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Summoner of orcs (death)]
[SYNDROME]
        [CE_DISPLAY_NAME:NAME:Summoner:Summoners:Orcish:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_PHYS_ATT_RUST:NIGHT_CREATURE_EXPERIMENTER:START:0]
        [CE_CAN_DO_INTERACTION:START:0:ABRUPT]
            [CDI:ADV_NAME:Summon an orc]
            [CDI:INTERACTION:SUMMON_ORC]
            [CDI:VERB:wave wildly:waves wildly:NA]
            [CDI:WAIT_PERIOD:100]
        [CE_CAN_DO_INTERACTION:START:0:ABRUPT]
            [CDI:ADV_NAME:raise barrow wight]
            [CDI:INTERACTION:RAISE_BARROW_WIGHT]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:point:points:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]
        [CE_CAN_DO_INTERACTION:START:0:ABRUPT]
            [CDI:ADV_NAME:Turn into orc]
            [CDI:INTERACTION:SECRET_ORC_EXPERIMENTS]
           
[INTERACTION:SARUMAN_SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the orc]
        [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_orc.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Summoner of orcs]
[SYNDROME]
        [CE_DISPLAY_NAME:NAME:Summoner:Summoners:Orcish:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_PHYS_ATT_RUST:NIGHT_CREATURE_EXPERIMENTER:START:0]
        [CE_CAN_DO_INTERACTION:START:0:ABRUPT]
            [CDI:ADV_NAME:Summon an orc]
            [CDI:INTERACTION:SUMMON_ORC]
            [CDI:VERB:wave wildly:waves wildly:NA]
            [CDI:WAIT_PERIOD:10]
        [CE_CAN_DO_INTERACTION:START:0:ABRUPT]
            [CDI:ADV_NAME:raise barrow wight]
            [CDI:INTERACTION:RAISE_BARROW_WIGHT]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:point:points:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:86400]
        [CE_CAN_DO_INTERACTION:START:0:ABRUPT]
            [CDI:ADV_NAME:Turn into orc]
            [CDI:INTERACTION:SECRET_ORC_EXPERIMENTS]

And heres secret_orc

Code: [Select]
Orcs
Creation Of Orcs
Goblins
Chaos Soldiers
Orcish Wars
Chaos Summons
Orcish War
Summoning
The save, in advanced worldgen i set necromancer types to 0 and made it create more civs then usual:
https://www.dropbox.com/s/9ppq9mp9llt0xq0/testregion.zip?dl=1
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 01, 2020, 01:52:52 pm
I MANAGED TO GET A TOWER WITHOUT ANY RAISE DEAD INTERACTIONS :D

Really? Nice! How did you get it to happen?

Looks like a mummy made it, not one of my summoners, so it looks like, unfortunately we are still stuck, undead are required for a tower :(

That is both dissappointing and incredibly funny at the same time. Seriously? We've got mummies running around summoning undead armies and building towers now?
Seems we do.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Knight Otu on February 01, 2020, 02:41:32 pm
How good are you at modding bodies?  Maybe you could mod the creature so that it's body plan includes the a body part named the same name and made with custom biological materials with the same property as metal and with the same attack properties as the weapon?  And then add item corpse to make it drop the actual weapon on death?

Alternatively, maybe the tag CURIOUSBEAST_ITEM will make the creature prone to grabbing stuff (and then make sure the summoned weapon is high value so it will prioritize grabbing rather than other stuff)?
Well, one is a secret, and one is an actual creature, and the two methods you suggested would only work for one each. Also, I suspect curiousbeast would have side effects I'd rather not have on a general of undeath or a demonic lord.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Nahere on February 01, 2020, 02:57:34 pm
Yeah, first thing I asked Toady when I heard about summoning was if summoners could build towers, and:
Quote from: Nahere
Will summoned creatures count towards a secret holders ability to build a tower, or is that still just raised dead?

Their summoned creatures don't last that long.  Nobody else bothers working either.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 01, 2020, 03:21:28 pm
Yeah, first thing I asked Toady when I heard about summoning was if summoners could build towers, and:
Quote from: Nahere
Will summoned creatures count towards a secret holders ability to build a tower, or is that still just raised dead?

Their summoned creatures don't last that long.  Nobody else bothers working either.

For some reaosn even when i give them a raise dead power its still not making towers so i think theres some issue with my interactions they are doing the vampire thing and going from village to village instead.
Okay i finally got one. But i had to disable my experiment interaction.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 01, 2020, 04:51:40 pm
So, Tried to create a custom experiment interaction. It didnt stop my summoners from being created but with the custom interaction as an option they were, strangely enough, unable to build towers. When i got rid of it they worked. With it they did the whole vampire, "go from village to village" thing. Not sure if thats  a bug. But be wary fellow modders.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on February 01, 2020, 05:49:24 pm
MEDIUM_BLESSING, MEDIUM_CURSE, MINOR-BLESSING and MINOR_CURSE are all possible effects on dice, with small dice only having minor stuff.
 It appears that if you continue to roll a specific set of dice more than once, you will get a major curse for daring to defy fate.

Could someone quote the other relevant to modding stuff from FotF here? I would do it, but I am on my phone.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 01, 2020, 06:00:44 pm
MEDIUM_BLESSING, MEDIUM_CURSE, MINOR-BLESSING and MINOR_CURSE are all possible effects on dice, with small dice only having minor stuff.
 It appears that if you continue to roll a specific set of dice more than once, you will get a major curse for daring to defy fate.

Could someone quote the other relevant to modding stuff from FotF here? I would do it, but I am on my phone.
Go to the previous page, i posted what i saw.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on February 01, 2020, 11:04:34 pm
How good are you at modding bodies?  Maybe you could mod the creature so that it's body plan includes the a body part named the same name and made with custom biological materials with the same property as metal and with the same attack properties as the weapon?  And then add item corpse to make it drop the actual weapon on death?

Alternatively, maybe the tag CURIOUSBEAST_ITEM will make the creature prone to grabbing stuff (and then make sure the summoned weapon is high value so it will prioritize grabbing rather than other stuff)?
Well, one is a secret, and one is an actual creature, and the two methods you suggested would only work for one each. Also, I suspect curiousbeast would have side effects I'd rather not have on a general of undeath or a demonic lord.

CURIOUSBEAST item and food makes the creature attempt to flee the map. GUZZLER, on the other hand, makes them delve deeper into the fort in search of booze, and is highly recommended for shenanigans.

Edit: Newest mini-project. The healing blessing gives us syndromes that can heal and regrow limbs. An excellent application would be for Axlotls and Olms, who are uniquely capable of regenerating on their own. Once perfected here, it might be interesting to apply healing syndromes elsewhere, such as magical plants and the flesh of certain beasts...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 02, 2020, 03:13:28 pm
As I mentioned earlier i cant get experiments to act as expected. Has anyone managed to get experiments working fine alongside a necromancer-like secret?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on February 02, 2020, 03:53:52 pm
Is it possible to make summoned creatures last forever?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Strik3r on February 02, 2020, 03:56:27 pm
Is it possible to make summoned creatures last forever?

yes, just remove IE_TIME_RANGE if your interaction has it
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on February 02, 2020, 04:05:18 pm
Is it possible to make summoned creatures last forever?

yes, just remove IE_TIME_RANGE if your interaction has it
Ok cool.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on February 02, 2020, 04:18:19 pm
Is it possible to make summoned creatures last forever?

yes, just remove IE_TIME_RANGE if your interaction has it
How make interactions for breeding genderless creatures in fortress mode?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Strik3r on February 02, 2020, 04:44:47 pm
Is it possible to make summoned creatures last forever?

yes, just remove IE_TIME_RANGE if your interaction has it
How make interactions for breeding genderless creatures in fortress mode?
Not my specialty, sorry. But i suppose you could make an interaction to give another creature an interaction to summon a creature and make sure both interactions have USAGE_HINT:GREETING ...?
Be aware that this will probably cause an uncontrollable population explosion.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Scruiser on February 02, 2020, 10:37:25 pm
Is it possible to make summoned creatures last forever?

yes, just remove IE_TIME_RANGE if your interaction has it
How make interactions for breeding genderless creatures in fortress mode?
Not my specialty, sorry. But i suppose you could make an interaction to give another creature an interaction to summon a creature and make sure both interactions have USAGE_HINT:GREETING ...?
Be aware that this will probably cause an uncontrollable population explosion.

How high can WAIT_PERIOD be set?  If you set it high enough, you could restrict the population explosion to a much slower rate.  Also... you could look at the way evolving worked in the Pokemon mod and then use it force a hidden wait period before the creature gains the ability to use the summoning interaction.  That way, each genderless creature will need a time before it can start doing the summoning interaction and a long time between summons.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on February 02, 2020, 11:11:19 pm
Is it possible to make summoned creatures last forever?

yes, just remove IE_TIME_RANGE if your interaction has it
How make interactions for breeding genderless creatures in fortress mode?
Not my specialty, sorry. But i suppose you could make an interaction to give another creature an interaction to summon a creature and make sure both interactions have USAGE_HINT:GREETING ...?
Be aware that this will probably cause an uncontrollable population explosion.

How high can WAIT_PERIOD be set?  If you set it high enough, you could restrict the population explosion to a much slower rate.  Also... you could look at the way evolving worked in the Pokemon mod and then use it force a hidden wait period before the creature gains the ability to use the summoning interaction.  That way, each genderless creature will need a time before it can start doing the summoning interaction and a long time between summons.

IIRC, WAIT_PERIOD is the cooldown between uses.

I made a similar mistake back in the halcyon days of WC3 modding, in which I had tentacles that produced corpses and summoned new tentacles from nearby corpses. The cooldown was supposed to slow them down, but my entire screen quickly turned purple and chugged to 0.1 FPS.

That being said, there IS a way we can inhibit the explosion - sort of. Use castes or clone creatures. Have Type A summon one or more Type B, which can in turn summon one or more Type C - which is "sterile". I think I'll test giving Grimelings this clone ability and see what happens in the arena...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on February 02, 2020, 11:33:59 pm
Does someone mind pointing me to me how I can extract the raws from a world? The token RAISE_GHOST is being accepted as an I_EFFECT in interactions, but isn't currently doing anything in the arena when tested.

For example, this code

Code: [Select]
[INTERACTION:RAISEGHOST]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RAISE_GHOST]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:raisedghost]

...doesn't do anything in arena, though it doesn't leave anything in the error log denoting an incorrect I_EFFECT.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 02, 2020, 11:37:07 pm
Does someone mind pointing me to me how I can extract the raws from a world? The token RAISE_GHOST is being accepted as an I_EFFECT in interactions, but isn't currently doing anything in the arena when tested.

For example, this code

Code: [Select]
[INTERACTION:RAISEGHOST]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RAISE_GHOST]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:raisedghost]

...doesn't do anything in arena, though it doesn't leave anything in the error log denoting an incorrect I_EFFECT.

Didnt he add that and then last minute decide they are too buggy? That would be why it doesn't work. Also i would test in a world because maybe a hist fig is required for this. Im sure it will work eventually probably not now though.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 02, 2020, 11:39:36 pm
Yep:
(https://i.imgur.com/RPHGQG2.png)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on February 02, 2020, 11:56:40 pm
Yep:
(https://i.imgur.com/RPHGQG2.png)

Got it, thank you!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: MaxTheFox on February 03, 2020, 02:51:01 am
Nevermind.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on February 03, 2020, 09:36:20 am
Does someone mind pointing me to me how I can extract the raws from a world?
Go into your save, find the file world.dat, and open it with the flat file editor of your choice. I myself just use Notepad.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on February 03, 2020, 11:00:39 am
What food is edible by carnivores? I know: meat and fish is edible, when tallow, cheese and eggs cannot be eaten raw.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 03, 2020, 11:22:22 am
Still no one has gotten experiments to work?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on February 03, 2020, 11:29:06 am
What food is edible by carnivores? I know: meat and fish is edible, when tallow, cheese and eggs cannot be eaten raw.

They can eat anything cooked in prepared meals as long as there's atleast 1 meat ingredient within.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 03, 2020, 01:47:39 pm
Anyone know what the purpose of there new tags is:
      [IS_TRIGGER_STRING_SECOND:have]
      [IS_TRIGGER_STRING_THIRD:has]
      [IS_TRIGGER_STRING:been granted healing!]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on February 03, 2020, 01:53:53 pm
Anyone know what the purpose of there new tags is:
      [IS_TRIGGER_STRING_SECOND:have]
      [IS_TRIGGER_STRING_THIRD:has]
      [IS_TRIGGER_STRING:been granted healing!]
I assume that when you get the blessing, you get: You have been granted healing!; When someone else gets the blessing you see [Name] has been granted healing!
That's what I think, anyway, but I could be wrong.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 03, 2020, 01:57:15 pm
Anyone know what the purpose of there new tags is:
      [IS_TRIGGER_STRING_SECOND:have]
      [IS_TRIGGER_STRING_THIRD:has]
      [IS_TRIGGER_STRING:been granted healing!]
I assume that when you get the blessing, you get: You have been granted healing!; When someone else gets the blessing you see [Name] has been granted healing!
That's what I think, anyway, but I could be wrong.

It is used in experiment interactions aswell. Im going to play with experiments tonight. I tried previously to get experiment interactions working but it resulted in my necros not making towers. Not sure if it was an issue with my specific interaction though and no one seems to have tried.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 03, 2020, 02:59:20 pm
Not registered in raws (entity_default.txt) position tokens:
Hmm, looks like you'd need to use the tokens CUSTOM_OFFICIAL_# currently.  I did not give them good-sounding names.
# 0 = chancellor, 1 = justiciar, 2 = treasurer, 3 = counselor, 4 = chamberlain
5 = master of beasts, 6 = butler, 7 = doctor, 8 = executioner, 9 = chef, 10 = housekeeper

CUSTOM_MARKET_OFFICIAL_#
# 0 = sewer official, 1 = grain official, 2 = fire official, 3 = judge, 4 = building official, 5 = road official

CUSTOM_LAW_MAKER -- this one is ambiguous currently - law-giver, lord/lady, abbot in monastery, castle baron, master (demon)
CUSTOM_OUTCAST_LT -- lieutenant (bandit/villain)
CUSTOM_OUTCAST_FACTOR -- representative (larger criminal gang)
CUSTOM_COMPANY_FACTOR -- factor/agent/governor/administrator (all the same thing, merchant company)
CUSTOM_COMPANY_LEADER -- master/head (merchant company)
CUSTOM_MERCENARY_LEADER -- has a ton of names and is the head of a mercenary/military order
CUSTOM_BANDIT_LEADER -- master/ringleader etc. of bandits
CUSTOM_MILITARY_GOALS -- war leader
CUSTOM_MILITARY_STRATEGY -- general/marshal/constable
CUSTOM_MERCENARY_TREASURER -- treasurer (of military order)
HIGHEST_PRIEST -- holy city priest for any religion, has random name
CUSTOM_LAW_MAKER_2 -- baron for market castles

CUSTOM_GUILD_LEADER -- these four are as they say, the positions in the new crafts guilds
CUSTOM_GUILD_CLERK
CUSTOM_GUILD_STEWARD
CUSTOM_GUILD_ALDERPERSON

Even with this info, kinda odd to figure out how to get the main positions needed to make Dark Fortress Civs playable... I got the Doctor to work like normal...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on February 03, 2020, 03:27:42 pm
Even with this info, kinda odd to figure out how to get the main positions needed to make Dark Fortress Civs playable... I got the Doctor to work like normal...

They're still breaking for me pretty consistently with the same kind of behaviour im seeing attributed to [CHAT_WORTHY] with errorless crashes on world generation once civs have stopped loading (and specifically to positions, [RESPONSIBILITY:RELIGION] used to crash consistently if put anywhere but under DRUID in a forest retreat site type before this version on 44.12 exactly like this)

Please do share your doctor raws.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on February 03, 2020, 03:32:50 pm
Spoiler (click to show/hide)
This isn't spreading. Even if I have someone drink blood from someone who died from this, they don't get red fever. The vomiting blood interaction also isn't working.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 03, 2020, 03:57:08 pm
Pretty sure you have to add the syndrome to the material mat but i could be wrong.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 03, 2020, 04:10:17 pm
Okay, so, what I originally *accidently* did was set both positions as CUSTOM_OFFICIAL_7. (first being the doctor role, and the other being the broker/bookkeeper/manager role)

But it still sorta worked...

After fixing it to this:

Code: [Select]

[POSITION:CUSTOM_OFFICIAL_7]
[NAME:chief medical goblin:chief medical goblins]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:CUSTOM_OFFICIAL_2]
[NAME:treasurer:treasurers]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[RESPONSIBILITY:ACCOUNTING]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]


I Can say that works as well...Although, with the first mess up, it makes me curious on the limitations on that.

But I have noticed there is still the possibility of other doctor roles still showing up.. (such as royal doctor)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vordak on February 03, 2020, 04:47:26 pm
To Fetace:
Custom_ and all other position tokens from list - hardcoded position tokens. So you can not use they in entity modding. These tokens more useful to tileset makers.
If you want to add for goblins chief docs and bookkeeper, then you need just create you own tokens, like [POSITION:GOBBO_DOCTOR] and add to goblin entity code.

P.s. I read your previous posts with attempts and noticed next.
Maybe your code modifications does not work, because you tryig change one of vanilla races. I suspect that they have some unchangeable hardcoded parts.
In other words, try create new custom dark fortress civ with new positions.

Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 03, 2020, 05:05:40 pm
To Fetace:
Custom_ and all other position tokens from list - hardcoded position tokens. So you can not use they in entity modding. These tokens more useful to tileset makers.
If you want to add for goblins chief docs and bookkeeper, then you need just create you own tokens, like [POSITION:GOBBO_DOCTOR] and add to goblin entity code.

I have tried tho... Its the same issue/crash, like the rest.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vordak on February 03, 2020, 05:27:58 pm
Quote from: Fatace
I have tried tho... Its the same issue/crash, like the rest.
Try create new custom dark fortress civ with new positions.
Also pay attention to Succubus mod by Boltgun. In this mod new dark fortress civilization with new positions works.

Upd. In 0.44.xx I was successfully made a dwarf civilisation clone, but only with dark fortess in site type. Was a dwarven civ ruled by a demon. Don't know how it work in this version.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 03, 2020, 05:40:43 pm
Yeah but that's from 44.12, it has not been updated yet, or have you tried those positions with the 47.x update?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on February 03, 2020, 05:47:29 pm
Quote from: Fatace
I have tried tho... Its the same issue/crash, like the rest.
Try create new custom dark fortress civ with new positions.
Also pay attention to Succubus mod by Boltgun. In this mod new dark fortres civilization with new positions works.
Yeah but that's from 44.12, it has not been updated yet, or have you tried those positions with the 47.x update?
Fatace is correct to be concerned about 47.01 where the problems with dark towers not taking any custom positions wrote down for them, in my earlier post (http://www.bay12forums.com/smf/index.php?topic=175437.msg8085041#msg8085041) i mentioned common causes of goblin civs to abort worldgeneration through a crash, like when chat worthy is introduced.
At the moment the issue could render dark tower civilization positions all but unmoddable without a fix or change from Toady, but variable positions for goblins alone are unaffected until we can detail more research. If tokens like [SITE] are affected, no future versions without a fix will be playable in fortress mode.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vordak on February 03, 2020, 06:00:09 pm
Again some new bugs.....
So, good luck fo you, modders. :P
It's good that I just draw tiles.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 03, 2020, 06:10:18 pm
There is some form of right though with what Vordak said, You can seem to make your own variation of the militia needed.

Code: [Select]

[POSITION:TAEMOD_MILITIA_COMMANDER]
[NAME:militia commander:militia commanders]
[SITE]
[NUMBER:1]
[SQUAD:10:militia-goblin:militia-goblins]
[RESPONSIBILITY:TAEMOD_MILITARY_STRATEGY]
[COMMANDER:TAEMOD_MILITIA_CAPTAIN:ALL]
[PRECEDENCE:120]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:TAEMOD_MILITIA_CAPTAIN]
[NAME:militia captain:militia captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia-goblin:militia-goblins]
[APPOINTED_BY:TAEMOD_MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]


That works, buuuut... when I tried doing that with my treasurer/doctor. it crashed. So it seems some Custom Official positions are needed.. will keep looking into this.


Code: [Select]

[POSITION:CUSTOM_OFFICIAL_7]
[NAME:chief medical goblin:chief medical goblins]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:CUSTOM_OFFICIAL_2]
[NAME:treasurer:treasurers]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[RESPONSIBILITY:ACCOUNTING]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]




Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on February 03, 2020, 06:32:54 pm
There is some form of right though with what Vordak said, You can seem to make your own variation of the militia needed.

That works, buuuut... when I tried doing that with my treasurer/doctor. it crashed. So it seems some Custom Official positions are needed.. will keep looking into this.

That's reassuring, i was deathly worried about [SITE] and didnt have time to run any comprehensive tests, but now i can confidently make a start pick this apart to learn what the cause is by adding and removing tags until i can pin it down.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 03, 2020, 07:15:25 pm
There is some form of right though with what Vordak said, You can seem to make your own variation of the militia needed.

That works, buuuut... when I tried doing that with my treasurer/doctor. it crashed. So it seems some Custom Official positions are needed.. will keep looking into this.

That's reassuring, i was deathly worried about [SITE] and didnt have time to run any comprehensive tests, but now i can confidently make a start pick this apart to learn what the cause is by adding and removing tags until i can pin it down.

Yeah, that's what ive been doing, and I think I might have found the reason..
I have been trying to re-create a expedition leader like position.. and using the normal:
Code: [Select]

[POSITION:TAEMOD_EXPEDITION_LEADER]
[NAME:pit leader:pit 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]


Which will crash... so I start taking it apart till I got it to work with this..

Code: [Select]

[POSITION:TAEMOD_EXPEDITION_LEADER]
[NAME:pit leader:pit leaders]
[SITE]
[NUMBER:1]
[PRECEDENCE:110]
[DO_NOT_CULL]
[DUTY_BOUND]


I Checked all 3 of those RESPONSIBILITY: tags, and all result in crashing when adding them back... Hmm..


I re-added back [RULES_FROM_LOCATION] and it works fine still...
[ACCOUNT_EXEMPT] didn't crash either but that tag is apparently useless as well.

Leaving only the RESPONSIBILITY: tags causing this crash.. which makes me wonder if theres hardcoded RESPONSIBILITY tags that will crash if any other position other than what it should normally be with, has it.. just an idea..

reason for not having REPLACED_BY yet is because.. well I don't have anything higher yet cuz I wanted to find out if I can get this to work lol.
~~~~~~~~~~~~~~


EDIT: Seems like CUSTOM_OFFICIAL_3 (counselor) seems like a decent position for the mayor spot. RESPONSIBILITY tags do work too, along with the rest.

Everything fits so far as well after attaching everything with the appropriate REPLACED_BY and APPOINTED_BY, making it similar to Dwarves and Human-like positions.

ANOTHER EDIT: seems like custom [POSITION:TAEMOD_SHERIFF][POSITION:TAEMOD_CAPTAIN_OF_THE_GUARD] positions work file with their tags and RESPONSIBILITY tags.

Time to do a quick play thru with the goblins to see how everything runs.

3rd or 4th EDIT: *sigh*

So apparently the first World Generation was a Fluke, regaurdless if there was a Goblin Civ within the world, it still worked, but, when trying to re-load it all... its now choosing to crash thanks too [POSITION:TAEMOD_SHERIFF][POSITION:TAEMOD_CAPTAIN_OF_THE_GUARD] positions... x.x more testin time.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 03, 2020, 08:38:50 pm
WELL I came across a new interesting problem with the positions, related to what I stated above.

Quote

ANOTHER EDIT: seems like custom [POSITION:TAEMOD_SHERIFF][POSITION:TAEMOD_CAPTAIN_OF_THE_GUARD] positions work fine with their tags and RESPONSIBILITY tags.

Time to do a quick play thru with the goblins to see how everything runs.

3rd or 4th EDIT: *sigh*

So from the first test, the game didn't crash, then 2nd world gen, it did.... so I did another world gen without the responsibility tags, only for it to not crash the first time, but then crashed 3 times, then not crash the 5th time..... ..........

Which made me think of something I remember seeing when I was looking at Legends mode:
 The Demon Master didn't always create certain positions, which is now making me think... "Are some of the CUSTOM_OFFICIAL_# positions not always being used/loaded within world gen? Similar to how some divine metals are not loaded in?..." Which is now also making me think.. "Does that mean, the created positions that I made based off others, that said they crashed due to RESPONSIBILITY tag, have a chance upon world gen to not cause the crash if the world does not generate a position with certain responsibilities?"

I honestly cant tell if im under-thinking this or overthinking this.


EDIT:
Worst Conclusion that I am currently thinking of, is that the Custom Official positions are hardcoded and generate similar to the divine metals, meaning if they don't exist, it will crash, and if they exist, it will stop certain positions having certain responsibilities, thus causing another crash....
Which in that case, currently makes Dark Fortress Civs to be unplayable to a certain extent.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 03, 2020, 08:54:12 pm
What I am currently working with, that I have made:

Spoiler (click to show/hide)

its currently causing a constant "Sometimes doesn't crash/Sometimes does crash" issue. If anyone wants to take a look at it, go right ahead.



EDIT:

I switched back to only testing

[POSITION:TAEMOD_EXPEDITION_LEADER]
      [NAME:pit leader:pit leaders]
      [SITE]
      [NUMBER:1]
      [RULES_FROM_LOCATION]
      [PRECEDENCE:110]
      [DO_NOT_CULL]
      [DUTY_BOUND]


Game never crashed out of 10 attempts.... no custom official position used, or a responsibility... >.<



EDIT 2:

It even seems like this can cause a possible crash:
Code: [Select]

[POSITION:TAEMOD_EXPEDITION_LEADER]
[NAME:pit leader:pit leaders]
[SITE]
[NUMBER:1]
[RULES_FROM_LOCATION]
[PRECEDENCE:110]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:TAEMOD_MILITIA_COMMANDER]
[NAME:militia commander:militia commanders]
[SITE]
[NUMBER:1]
[SQUAD:10:militia-goblin:militia-goblins]
[COMMANDER:TAEMOD_MILITIA_CAPTAIN:ALL]
[PRECEDENCE:120]
[APPOINTED_BY:TAEMOD_EXPEDITION_LEADER]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:TAEMOD_MILITIA_CAPTAIN]
[NAME:militia captain:militia captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia-goblin:militia-goblins]
[APPOINTED_BY:TAEMOD_MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]



Imma just stop researching this at this points.. been over 9 hours lol. Going to leave a question in the FotF thread n leave it till someone finds a decent solution.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on February 03, 2020, 10:30:22 pm
On the subject of these responsibility tokens and custom positions - what if it's a duplicate error? Your custom positions have a responsibility, but so does a random-generated one. The game can't decide who does the job.

It would make sense, because many civ responsibilities seem designed for only a single use. I'd even wager to try giving a civ two Monarchs as a test for this theory.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 03, 2020, 10:42:56 pm
On the subject of these responsibility tokens and custom positions - what if it's a duplicate error? Your custom positions have a responsibility, but so does a random-generated one. The game can't decide who does the job.

It would make sense, because many civ responsibilities seem designed for only a single use. I'd even wager to try giving a civ two Monarchs as a test for this theory.

Yeah... that's why I said this previously.

Quote

EDIT:
Worst Conclusion that I am currently thinking of, is that the Custom Official positions are hardcoded and generate similar to the divine metals, meaning if they don't exist, it will crash, and if they exist, it will stop certain positions having certain responsibilities, thus causing another crash....
Which in that case, currently makes Dark Fortress Civs to be unplayable to a certain extent.


Unless Toady changes it, or tells us the info on each of the custom positions... we are at a stand still.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 04, 2020, 12:47:31 am
NIGHT_CREATURE_EXPERIMENTER appears to allow the creation of experiments even without an experiment interaction, in my mod i saw my liches and wights creating those bizarre experiments, even nightmares:
http://www.bay12forums.com/smf/index.php?topic=174887.msg8044294#msg8044294
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: 9joseph9 on February 04, 2020, 12:49:50 am
Can i create original dialogue options and responses for use in adventure mode? Also is it possible to change what conflict level is triggered by a certain attack? EG: why does going for one's throat turn things lethal? Is there some token or value that determines that where I can see it?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on February 04, 2020, 12:51:34 am
Has anyone ever made a reaction that successfully uses skulls (not just bones, but skulls specifically)?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Lovechild on February 04, 2020, 04:52:40 am
@Fatace

I had the same problem as you when I updated my mod, but I got around it by letting the goblins have [MAX_STARTING_CIV_NUMBER:0]. New goblin civs will appear when dwarves dig too deep in worldgen - and those new civs don't cause a crash.

(Note that I use [VARIABLE_POSITIONS], but not [SITE_VARIABLE_POSITIONS], and none of my positions are called [POSITION:CUSTOM_OFFICIAL_#]. Not sure if any of that matters, but just so you know)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on February 04, 2020, 04:58:21 am
Can i create original dialogue options and responses for use in adventure mode? Also is it possible to change what conflict level is triggered by a certain attack? EG: why does going for one's throat turn things lethal? Is there some token or value that determines that where I can see it?

Combat system is not editable as only toady can edit how much quarter (lethality and intent) a fight poses, but you can put in custom dialogue to existing events and some empty fields too for DF > Data > Speech

Including the infamous ``Greetings.  My name is [SPEAKER:TRANS_NAME].`` on greet.txt.
[edit- removed this part of the message because i dont want to spread confusion]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 04, 2020, 10:52:56 am
@Fatace

I had the same problem as you when I updated my mod, but I got around it by letting the goblins have [MAX_STARTING_CIV_NUMBER:0]. New goblin civs will appear when dwarves dig too deep in worldgen - and those new civs don't cause a crash.

(Note that I use [VARIABLE_POSITIONS], but not [SITE_VARIABLE_POSITIONS], and none of my positions are called [POSITION:CUSTOM_OFFICIAL_#]. Not sure if any of that matters, but just so you know)

That is one possible way to look at it. Tho.. with Mods that have more than just goblins as dark fortress civs, would harshly decline in the amount of wanted civs.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Knight Otu on February 04, 2020, 12:27:59 pm
So as a break from the summoned-weapon-wielding -

I suspect that raw-defined TITANS and FEATURE_BEASTS do not get placed, or maybe if they do, they cause the game to crash at history generation start. Has anyone else experimented with those tokens yet? DEMON and UNIQUE_DEMON appear to work perfectly fine, though.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 04, 2020, 02:41:26 pm
So, Tried to create a custom experiment interaction. It didnt stop my summoners from being created but with the custom interaction as an option they were, strangely enough, unable to build towers. When i got rid of it they worked. With it they did the whole vampire, "go from village to village" thing. Not sure if thats  a bug. But be wary fellow modders.

Going based off this, and other posts, have we found the can and cants for modded secrets that can make towers? Like what is needed, and what cannot be there?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 04, 2020, 02:48:54 pm
Going based off this, and other posts, have we found the can and cants for modded secrets that can make towers? Like what is needed, and what cannot be there?

Last I checked, unless .47.01 has changed the mechanics, a secret-holder needs to gain an interaction that lets them obtain minions via reanimation, and the tower gets built if they have enough. I dunno yet if summoning monsters creates valid laborers for that.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 04, 2020, 02:53:02 pm
Going off of reading previous posts I've mentioned, as well as my own experience so far.. seems like Summonings don't work, as well as my old previous  [I_EFFECT:ANIMATE] tags that I had them change into elemental creatures that worked in 44.x

Which is why im triple checking on if anyone knows a more specified reason with the new requirement changes for a secret to build towers lol.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on February 04, 2020, 03:08:38 pm
How do I get a disease interaction to spread via blood? Preferably with contact transmitting it.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on February 04, 2020, 07:35:06 pm
How do I get a disease interaction to spread via blood? Preferably with contact transmitting it.

If I'm correct, that would require a special blood material with a syndrome to be used as a creature's blood (like creature specific venom templates). The syndrome would be similar to the cave blob fluid, at least in the fact that it would use SYN_CONTACT.

Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 04, 2020, 07:55:51 pm
Going based off this, and other posts, have we found the can and cants for modded secrets that can make towers? Like what is needed, and what cannot be there?

Last I checked, unless .47.01 has changed the mechanics, a secret-holder needs to gain an interaction that lets them obtain minions via reanimation, and the tower gets built if they have enough. I dunno yet if summoning monsters creates valid laborers for that.
Did you read any of my posts?
I found already that summoning does not create valid minions for that. Animate is still required.

Also transforming the animated things doesn't seem to work anymore at least for tower building.


Also no one has answered my EXPERIMENT question so i guess ill have to play around with that.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 04, 2020, 08:27:49 pm
Yeah I did read your posts, tho it was a bit vague, the summoning part was clear, but with you saying that made a lot more clear now lol.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 04, 2020, 09:22:31 pm
Yeah I did read your posts, tho it was a bit vague, the summoning part was clear, but with you saying that made a lot more clear now lol.

I wa smostly responding to random_dragon
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 05, 2020, 12:52:16 am
I kinda missed that, actually. :/
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: MaxTheFox on February 05, 2020, 06:32:46 am
Is it possible to make different castes of a creature in a civ wear different types of clothing?

Is it also possible to have the clothing of a civ always be decorated?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on February 05, 2020, 11:41:27 am
What if remove variable positions from goblins and add to them non-variable?

What if add NIGHT_CREATURE_EXPERIMENTER not to secret, but to non-generated creature?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on February 05, 2020, 12:15:19 pm
Is it possible to make different castes of a creature in a civ wear different types of clothing?

Is it also possible to have the clothing of a civ always be decorated?
To the first, the only thing caste related in entities is in positions, nothing else can be different between castes.
To the second, I don't think so, but I may be wrong, especially since I haven't played to much with entities in the new update.

What if remove variable positions from goblins and add to them non-variable?

What if add NIGHT_CREATURE_EXPERIMENTER not to secret, but to non-generated creature?
No idea.

NIGHT_CREATURE_EXPERIMENTER, I believe people have told here in this thread and others what the effects are, but I myself do not know.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 05, 2020, 02:21:06 pm
Also on another Note with changes to Vanilla.


Has anyone noticed Megabeasts being killed a lot quicker during world generation?

44.x, both vanilla and modded, I could have a world go to 150 years, with still 80% of the megabeasts still alive in a medium world.

47.x, both vanilla and modded, 80% of the megabeasts die out before 100 years.

Curious on if anyone else has noticed this or has an idea why this is happening.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 05, 2020, 02:37:26 pm
Also on another Note with changes to Vanilla.


Has anyone noticed Megabeasts being killed a lot quicker during world generation?

44.x, both vanilla and modded, I could have a world go to 150 years, with still 80% of the megabeasts still alive in a medium world.

47.x, both vanilla and modded, 80% of the megabeasts die out before 100 years.

Curious on if anyone else has noticed this or has an idea why this is happening.

I think its good, because previously the world rarely ever advanced past the age of myth.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: 9joseph9 on February 05, 2020, 03:36:17 pm
I've made hobgoblins and given them a civ. They are called "hobgoblins" when looked at in adventure mode, their civs are listed as "hobgoblin" in legends mode, and their sites are listed as "hobgoblin" on the maps, but individuals are listed as "goblins" when viewed in legends mode. What am I missing here?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on February 05, 2020, 03:37:36 pm
I've made hobgoblins and given them a civ. They are called "hobgoblins" when looked at in adventure mode, their civs are listed as "hobgoblin" in legends mode, and their sites are listed as "hobgoblin" on the maps, but individuals are listed as "goblins" when viewed in legends mode. What am I missing here?

NAME vs CASTE_NAME issues, surely.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Lovechild on February 05, 2020, 04:19:48 pm
Also on another Note with changes to Vanilla.


Has anyone noticed Megabeasts being killed a lot quicker during world generation?

44.x, both vanilla and modded, I could have a world go to 150 years, with still 80% of the megabeasts still alive in a medium world.

47.x, both vanilla and modded, 80% of the megabeasts die out before 100 years.

Curious on if anyone else has noticed this or has an idea why this is happening.

I noticed some megabeasts attacking dug-too-deep fortresses and getting killed by demons.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on February 05, 2020, 06:59:16 pm
I remove variable positions from goblins and have one bug. Some theyre sites have demons as pets.
Code: [Select]
22: LЊlarral, "Patternsilver", fortress
Owner: The Innocent Sins, goblins
Parent Civ: The Lesser Flies, goblins
28 dwarves
96 goblins
66 humans
15 dogs
25 horses
2 ducks
2 geese
10 stick insect devils
10 black demons
10 boiling devils
10 monitor fiends
10 salt devils
10 purple taupe demons
10 steam monsters
8 human visitors
5 goblin visitors
6 dwarf visitors
1 human outcast
3 goblin outcasts
7 dwarf outcasts
3 dwarf prisoners
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on February 05, 2020, 11:52:43 pm
Anyone know if a regional summoning interaction is possible? I've tried several variations but no dice just yet.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: KillerClowns on February 06, 2020, 12:17:59 am
This was mostly for the wiki but might be relevant here: I genned an uncompressed world and grabbed some experiment RAWs (https://pastebin.com/i3nCPL49). The only new thing I see at a glance is SOURCE_HFID -- which, it follows logically, is the ID of Historical Figure (HF) that created the experiment.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Lovechild on February 06, 2020, 02:04:36 am
I remove variable positions from goblins and have one bug. Some theyre sites have demons as pets.
Code: [Select]
22: LЊlarral, "Patternsilver", fortress
Owner: The Innocent Sins, goblins
Parent Civ: The Lesser Flies, goblins
28 dwarves
96 goblins
66 humans
15 dogs
25 horses
2 ducks
2 geese
10 stick insect devils
10 black demons
10 boiling devils
10 monitor fiends
10 salt devils
10 purple taupe demons
10 steam monsters
8 human visitors
5 goblin visitors
6 dwarf visitors
1 human outcast
3 goblin outcasts
7 dwarf outcasts
3 dwarf prisoners

Not a bug, when a goblin civ spawns as a result of dwarves digging too deep they get a bunch of pet demons.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: George_Chickens on February 06, 2020, 03:51:24 am
Not sure if this goes here, but which mods use the secrets system to add magic other than necromancy? I wanna make a personal magic mod and I'd like to dissect how other people have done it, so I know I'm not screwing up.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on February 06, 2020, 03:58:07 am
Not sure if this goes here, but which mods use the secrets system to add magic other than necromancy? I wanna make a personal magic mod and I'd like to dissect how other people have done it, so I know I'm not screwing up.
Spellcrafts (http://www.bay12forums.com/smf/index.php?topic=149426.0) is the biggest magic mod that I know of, and it uses secrets as one of the methods for teaching magic.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on February 06, 2020, 04:29:08 am
This was mostly for the wiki but might be relevant here: I genned an uncompressed world and grabbed some experiment RAWs (https://pastebin.com/i3nCPL49). The only new thing I see at a glance is SOURCE_HFID -- which, it follows logically, is the ID of Historical Figure (HF) that created the experiment.

SOURCE_HFID has been on angels since 0.42.01
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on February 06, 2020, 04:34:38 am
Not sure if this goes here, but which mods use the secrets system to add magic other than necromancy? I wanna make a personal magic mod and I'd like to dissect how other people have done it, so I know I'm not screwing up.

Making an Earthbound mod right now, and I heavily relied on slabs for a while.

Also what I've found is that if you want multiple slabs in a world, it may be easier to completely remove the  [IS_SPHERE:X] from the secret/ secrets altogether. It seems like that may make it so multiple deities claim the secret rather than those just belonging to the "fire" sphere or what have you. Just did this today to a positive result.

Otherwise, you could try reactions (sacrifice etc.) utilizing materials exclusively used for magic-learning, thought I usually relegate that to adventure mode. If that wasn't clear I could provide an example as well, if you're wondering where to start.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on February 06, 2020, 05:26:56 am
Has anyone ever made a reaction that successfully uses skulls (not just bones, but skulls specifically)?
Maybe make the reaction require a TOTEM item, which can be only made from skulls?
http://dwarffortresswiki.org/index.php/DF2014:Item_token

Or maybe put a reaction class on every creature skull's bonematerial, and require that class in reagent.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on February 06, 2020, 05:27:04 pm
Has anyone ever made a reaction that successfully uses skulls (not just bones, but skulls specifically)?
Maybe make the reaction require a TOTEM item, which can be only made from skulls?
http://dwarffortresswiki.org/index.php/DF2014:Item_token

Or maybe put a reaction class on every creature skull's bonematerial, and require that class in reagent.
Spoiler (click to show/hide)


Is there a method of demanding that skulls are the item provided? Basically in a manner similar to the totem-creating reaction that's probably hard-coded.

Thanks for the response btw that was really useful.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Mim on February 06, 2020, 06:08:47 pm
So, I've been making a Middle-earth mod, and with the new DF version I've been wondering what new things are possible with modding generated creatures. Here is my Middle-earth plan so far as generated creatures go:
(I already know how to rename creatures with DFHack, but I'll have to wait for the new DFHack to come out. How long do you expect that to take?)
- Rename Demons to Nameless Things
- Rename Unique Demons to Dark Lords, so they rule over Orc civs—Goblins are reworked to be Orcs
- Forgotten Beasts stay named Forgotten Beasts
- Titans are renamed to Great Beasts
- Now that leaves Angels, which is what I want to ask about. I was thinking of renaming them to Demons and making them wander underground like FBs with the FEATURE_BEAST tag. So they would be like Balrogs. Is this possible, and if so, are Angels more dangerous than Forgotten Beasts?

Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 06, 2020, 07:51:07 pm
Not sure if this goes here, but which mods use the secrets system to add magic other than necromancy? I wanna make a personal magic mod and I'd like to dissect how other people have done it, so I know I'm not screwing up.

My mod has some good ones that use the new features
http://www.bay12forums.com/smf/index.php?topic=174887.0.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 06, 2020, 08:44:09 pm
NEW DISCOVERY! I put DOES_NOT_EXIST on dogs but when i added a summon fo rthem i was still able to summon them. So summoning totally ignores does_not_exist this should make things incredibly easy for special summons
(https://i.imgur.com/n8nRywF.png)

Code: [Select]
[INTERACTION:SUMMON_SHADOW_BEAST]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]
    [I_EFFECT:SUMMON_UNIT]
        [IE_TARGET:B]
        [IE_IMMEDIATE]
            [CREATURE:DOG:ALL]
            [IE_MAKE_PET_IF_POSSIBLE]

Code: [Select]
[CREATURE:DOG]
[DESCRIPTION:A medium-sized highly social mammalian carnivore.  It has a keen sense of smell.  It can be trained to obey commands.]
[NAME:dog:dogs:canine]
[CASTE_NAME:dog:dogs:canine]
[CREATURE_TILE:'d'][COLOR:6:0:0]
[CREATURE_CLASS:MAMMAL]
[PETVALUE:30][NATURAL]
[LARGE_ROAMING]
    [DOES_NOT_EXIST]
[COMMON_DOMESTIC][TRAINABLE][PET]
[BONECARN]
[PREFSTRING:loyalty]
[BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS: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]
[BODYGLOSS:PAW]
[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: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]
[BODY_SIZE:0:0:1000]
[BODY_SIZE:1:0:12500]
[BODY_SIZE:2:0:30000]
[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:10:20]
[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_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[CHILD:1]
[GENERAL_CHILD_NAME:puppy:puppies]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[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: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:EAR: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:ears:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:TAIL: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:tail:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD: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:head:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:FOOT_FRONT:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RFTOE4:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LFTOE4: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:front paws:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:FOOT_REAR:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:RRTOE4:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE1:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE2:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE3:HAIR]
[PLUS_TL_GROUP:BY_TOKEN:LRTOE4: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:rear paws: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]
[TLCM_NOUN:skin:SINGULAR]
[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_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_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_MIDNIGHT_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_EYE_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:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]

I also tested summoning chimeras and it crashed the game when i tried to summon a chimera. (chimeras are a defualt does_not_exist creature) But didnt error out i bet if i give them a body it will work fine This opens up so many possibilities.
This means I can make whatever creatures, tag them as DOES_NOT_EXIST and summon them that prevents them from spawning but allows me to summon them
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on February 07, 2020, 05:59:27 pm
This is driving me nuts. A set of custom reactions that worked perfectly in .44 have now stopped working inexplicably in .47 for some reason.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Dwarf entity contained the correct names for permitted reactions at worldgen. Reaction file "reaction_knuckle" is properly headed as OBJECT_REACTION and existed at worldgen. KNUCKLES_BRASS correctly establishes a category subset with hotkey. All of this worked flawlessly in .44 and now fails in .47! Has anyone else had trouble with custom reactions?

Edit: Problem seems to have resolved by pasting reactions into default reaction_other file. So that's good, I guess.

Next challenge: regeneration!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on February 07, 2020, 06:46:51 pm
So, I've been making a Middle-earth mod, and with the new DF version I've been wondering what new things are possible with modding generated creatures. Here is my Middle-earth plan so far as generated creatures go:
(I already know how to rename creatures with DFHack, but I'll have to wait for the new DFHack to come out. How long do you expect that to take?)
- Rename Demons to Nameless Things
- Rename Unique Demons to Dark Lords, so they rule over Orc civs—Goblins are reworked to be Orcs
- Forgotten Beasts stay named Forgotten Beasts
- Titans are renamed to Great Beasts
- Now that leaves Angels, which is what I want to ask about. I was thinking of renaming them to Demons and making them wander underground like FBs with the FEATURE_BEAST tag. So they would be like Balrogs. Is this possible, and if so, are Angels more dangerous than Forgotten Beasts?
lol nice profile pic
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Dunmeris on February 07, 2020, 09:52:58 pm
So I've been working a ton on this old mod that I haven't posted an update for in like over a year, and I'm planning on updating it to the new version, but should I wait a few updates for 0.47.xx to stabilize first? How buggy is it currently?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 08, 2020, 05:14:52 am
Time for a stupid question, while I'm at it. As with last idea I pondered, sorry if I missed anyone's prior experimentation.

In the event I were to tinker with the new features to add more magic secrets, is immortality still the only motivation that'd cause the secret to be learned in worldgen? Or has anyone been able to get other existing motives to work successfully?

I suppose doling out immortality, especially if it was JUST lack of aging rather than all the other side bonuses necromancy normally grants, would be adequate if it was still essential to prevent teachings from dying out before they can be passed on...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Shonai_Dweller on February 08, 2020, 06:13:24 am
So I've been working a ton on this old mod that I haven't posted an update for in like over a year, and I'm planning on updating it to the new version, but should I wait a few updates for 0.47.xx to stabilize first? How buggy is it currently?
It's playable enough. At least, as playable as 44.12 was.
Larger, longer worlds are still suffering from worldgen crashes (apparently), so if your mod tends to favour those you might want to wait until the next release.

Only thing I can think of right now is that altars can't be placed in fortress mode. So if you've added something which makes use of them, you won't see much of it.

And in Adventurer you can't fast travel or sleep at any of the new sites regardless of how friendly they are (or even if they're your actual home). Which can make that a little frustrating.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on February 08, 2020, 07:51:32 am
Ha! Solved my own problem. Here's a sample interaction to conjure a sword.

Code: [Select]
[INTERACTION:CONJURE_WEAPON]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:conjure weapon]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:IRON]
[IE_ITEM_QUALITY:ARTIFACT]

Replace "Artifact" with 0-5 if desired. Mine was named, but only said it "had craftsdwarfship of the highest quality". No randomly generated artifact decorations - which I assume will also hold true for divine gifts in adventure mode.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 08, 2020, 11:40:27 am
What is the most efficient way to fill the world up with loads of different secret books, outside of necromancer towers?

If there is a teachable secret granted as a minor blessing, will that result in loads of histfigs learning it and writing books on it?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on February 08, 2020, 12:32:40 pm
What is the most efficient way to fill the world up with loads of different secret books, outside of necromancer towers?
If there is a teachable secret granted as a minor blessing, will that result in loads of histfigs learning it and writing books on it?
Possibly increasing [SECRET_NUMBER:10] in the worldgen parameters.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 08, 2020, 12:41:35 pm
Ha! Solved my own problem. Here's a sample interaction to conjure a sword.

Code: [Select]
[INTERACTION:CONJURE_WEAPON]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:conjure weapon]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:IRON]
[IE_ITEM_QUALITY:ARTIFACT]

Replace "Artifact" with 0-5 if desired. Mine was named, but only said it "had craftsdwarfship of the highest quality". No randomly generated artifact decorations - which I assume will also hold true for divine gifts in adventure mode.

Question, did you check to see that any item summoned this way will show up in Legends Mode under artifacts, as well as be considered an artifact by everyone else in game (adv and fort)?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Scruiser on February 08, 2020, 12:52:55 pm
In the event I were to tinker with the new features to add more magic secrets, is immortality still the only motivation that'd cause the secret to be learned in worldgen? Or has anyone been able to get other existing motives to work successfully?

I think the new update added some goals related to the villain additions: https://www.reddit.com/r/dwarffortress/comments/ex4ayg/found_this_dwarf_in_my_starting_seven_is_his_goal/ .  However, I don't think anyone has gotten any other goals to drive acquiring secrets and there hasn't been any devlogs by Toady indicating he added other goals to secrets (presumably this would be a big enough change that he would at mention adding it).  I can't find the place I saw, but I remember that someone had found (or maybe Toady mentioned), that Necromancer's can gain an additional goal that drives them to conquer the world, but this is after they are necromancers so I don't think it drives secret acquisition?

That said, if you are looking for secrets to be added to the world, you could use the modding method used in Spellcrafts mod (http://www.bay12forums.com/smf/index.php?topic=149426.0).  They gave several creature the SPHERE alignments and the SUPERNATURAL token, and then made many secrets with the IS_SPHERE tag and the SUPERNATURAL_LEARNING_POSSIBLE to let these creatures learn the secret and then MUNDANE_RECORDING_POSSIBLE to generate slabs and allow them to record it and MUNDANE_TEACHING_POSSIBLE so they would pass on the knowledge.  This was in 44.x, presumably it will work in 47.x, and might even work better?  I've been thinking of testing out if the new villainous networking and exchange of secrets as bribes will propagate secrets that originated this way.

DEMON_UNIQUE is RAW usable in 47.x, so presumably the same approach could be used to propagate secrets through the demons that lead other Goblin civilizations.  Maybe it will also work for intelligent megabeasts that become deified in civilizations?  It isn't possible to give other civilizations demon leaders yet without adding Dark Towers as their starting site type and allowing VARIABLE_POSITIONS:ALL, which causes crashes if you also have RAW defined entity positions.

I suppose doling out immortality, especially if it was JUST lack of aging rather than all the other side bonuses necromancy normally grants, would be adequate if it was still essential to prevent teachings from dying out before they can be passed on...

I think immortality is needed to drive them out of their home civilization. 

Does anyone know if IS_SECRET_GOAL:IMMORTALITY will work even if the secret doesn't actually grant immortality?  I suppose I will try testing this also if no one knows...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 08, 2020, 01:37:53 pm
I think the new update added some goals related to the villain additions: https://www.reddit.com/r/dwarffortress/comments/ex4ayg/found_this_dwarf_in_my_starting_seven_is_his_goal/ .  However, I don't think anyone has gotten any other goals to drive acquiring secrets and there hasn't been any devlogs by Toady indicating he added other goals to secrets (presumably this would be a big enough change that he would at mention adding it).  I can't find the place I saw, but I remember that someone had found (or maybe Toady mentioned), that Necromancer's can gain an additional goal that drives them to conquer the world, but this is after they are necromancers so I don't think it drives secret acquisition?

That said, if you are looking for secrets to be added to the world, you could use the modding method used in Spellcrafts mod (http://www.bay12forums.com/smf/index.php?topic=149426.0).  They gave several creature the SPHERE alignments and the SUPERNATURAL token, and then made many secrets with the IS_SPHERE tag and the SUPERNATURAL_LEARNING_POSSIBLE to let these creatures learn the secret and then MUNDANE_RECORDING_POSSIBLE to generate slabs and allow them to record it and MUNDANE_TEACHING_POSSIBLE so they would pass on the knowledge.  This was in 44.x, presumably it will work in 47.x, and might even work better?  I've been thinking of testing out if the new villainous networking and exchange of secrets as bribes will propagate secrets that originated this way.

Well, unfortunate that immortality is still seemingly the only valid option. As for teaching, yeah. I'd most likely use megabeasts as the teaching method simply because they're already set up in Adventurecraft to offer an interesting variety of spheres. I might also use the various wild NIGHT_CREATURE_HUNTER monsters that Adventurecraft uses to add a tier of monster below SMBs, as many of them were given some freaky properties to make them more interesting to encounter than the mundane critters they're based off of (dire wolves have a touch of ice wolf plus a shadow theme, sanguine dragons are basically vampire cave dragons except their blood is merely poisonious, etc etc). They'd also make for an interesting source thematically.

I think immortality is needed to drive them out of their home civilization. 

Does anyone know if IS_SECRET_GOAL:IMMORTALITY will work even if the secret doesn't actually grant immortality?  I suppose I will try testing this also if no one knows...

You can indeed have a secret simply fail to grant immortality. The problem is, I don't know if MUNDANE_RECORDING_POSSIBLE and related tokens are adequate to compensate for this. Last time I tested it, libraries were still a new and not-fully-fleshed-out feature, and I found that mortal spellcasters regularly lost the knowledge every time they died, and they also had a bad habit of being unable to store that knowledge in libraries. Back then, it seems they outright needed to build a tower before they could secure their knowledge, and I don't know if that behavior's changed enough to allow things like mortal wizards (or even simply minionless wizards) successfully propagating their teachings.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Nahere on February 08, 2020, 02:44:06 pm
If there is a teachable secret granted as a minor blessing, will that result in loads of histfigs learning it and writing books on it?
Minor blessings, so far as I'm aware, are only granted by divination dice, which only player adventurers will use.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on February 08, 2020, 03:26:45 pm
They gave several creature the SPHERE alignments and the SUPERNATURAL token, and then made many secrets with the IS_SPHERE tag and the SUPERNATURAL_LEARNING_POSSIBLE to let these creatures learn the secret and then MUNDANE_RECORDING_POSSIBLE to generate slabs and allow them to record it and MUNDANE_TEACHING_POSSIBLE so they would pass on the knowledge.

Sadly the supernatural learning never actually worked; supernatural creatures never picked up their associated secrets. I assume it's either a bug or it was never fully implemented to begin with.

However, with more secrets, more gods will pass out slabs. even if the secret doesn't have a raise interaction, the slabs will be stored in towns and stuff that now have places where artifacts are stored, so you can find them in mead halls and stuff.

The mundane recording also seems bugged, as it's been a long, long one since I've actually seen a book contianing secrets, even in towers that have existed for hundreds of years.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Scruiser on February 08, 2020, 03:50:36 pm
Does it work for unique demons at least?  I thought unique demon's got spells?  Or is it that it makes a slab for the demon but the demon never actually writes any books or teaches any students?  At the very least I hope the new villain network stuff that allows Villains to barter with secrets would work.

If you don't know, I guess I can try modding a bunch of unique demons and then finding one that has a villainous network.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on February 08, 2020, 06:05:35 pm
[RESPONSIBILITY:RELIGION] has a function and a purpose if used with framework of [POSITION:DRUID] for safety, though i havent actually tried it with a custom position yet or a site-position:=> like detailed here (http://www.bay12forums.com/smf/index.php?topic=175560.msg8087889#msg8087889). <=

Outside of being used for a natural force, they help maintain the rigidity of the dwarven pantheon, while other pantheons mutally benefit and humans are free to spawn as many religions as they like. Monks seem to be keeping their populations and temples are being filled with holy men so it would seem like their presence is actually a requirement Toady has not met.

I was going to open a issue report but I wanted to play a bit longer and run more tests. So feel free to go ahead.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 08, 2020, 06:11:17 pm
Speaking of, I've been testing several, increasingly-insane permutations of religion configs, both with and without the presence of religious nobles to enforce SPIRITUAL PURITY, and in every case so far the civ likes to pick up fucktons of unrelated spheres.

The only conclusion I have been able to come up with so far is that the SPHERE_ALIGNMENT token is absolute broken bullshit and should not be used because it is NOT actually a reliable way to nudge a civilization towards a specific sphere, and does not seem to help no matter what you do.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Scruiser on February 08, 2020, 09:30:18 pm
Sadly the supernatural learning never actually worked; supernatural creatures never picked up their associated secrets. I assume it's either a bug or it was never fully implemented to begin with.

However, with more secrets, more gods will pass out slabs. even if the secret doesn't have a raise interaction, the slabs will be stored in towns and stuff that now have places where artifacts are stored, so you can find them in mead halls and stuff.

So from my preliminary testing this all seems to be true in 47.x... however I did have a few historical figures learn secrets directly from slabs, and of 3 worlds I have generated so far, I actually got a book written by one of those historical figures containing a secret.  So secrets introduced this way can spread, it just appears to be very slow/uncommon (I am using a custom mod with 4 secrets taken from spellcrafts and 2 secrets I came up with myself and a few modded unique demons and unique megabeasts to test out which secrets are introduced into the world and which spread).  So I guess spamming loads of custom secrets is the best way to get a few of them actually into the generated world.  It seems like we will have to wait for the Myth and Magic arc to actually get fully moddable magic.

I have a few more things I want to try and test out, but I think I will wait for the Legends Viewer to be updated, legends mode is too much of a pain to browse otherwise.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 08, 2020, 11:34:38 pm
Yeah, all in all it seems a tad hard to wrangle.

Tiny contribution: can now confirm NIGHT_CREATURE_HUNTER is a valid token for transformations to ping. :D
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Slann on February 09, 2020, 04:03:07 am
Hello! I have a question about golems. I've been trying to create a mod for personal use for a long time. But nothing clever comes to mind. How do golems work in Masterwork? Can I copy some raw-file, reaction etc for myself, and if so, which ones? If you have any ideas "How to do this" please, answer. Thanks in advance for your reply.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 09, 2020, 06:13:24 am
MUNDANE_RECORDING works in the sense that the secrets can be written down, but only necromancers living in towers will do so.  I have also seen intelligent megabeasts with the SUPERNATURAL and POWER tags acquire a secret that matched their spheres and write books on it (Great Dragons in my mod occasionally write books on the Firebrand Technique), but only if they managed to rise to a leadership position, which is rare.  I have never seen anyone else record a secret book or take on apprentices in worldgen - people who pick up non-necromancy secrets inevitably die with them.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 09, 2020, 06:18:33 am

So from my preliminary testing this all seems to be true in 47.x... however I did have a few historical figures learn secrets directly from slabs, and of 3 worlds I have generated so far, I actually got a book written by one of those historical figures containing a secret.  So secrets introduced this way can spread, it just appears to be very slow/uncommon (I am using a custom mod with 4 secrets taken from spellcrafts and 2 secrets I came up with myself and a few modded unique demons and unique megabeasts to test out which secrets are introduced into the world and which spread).  So I guess spamming loads of custom secrets is the best way to get a few of them actually into the generated world.  It seems like we will have to wait for the Myth and Magic arc to actually get fully moddable magic.

I have a few more things I want to try and test out, but I think I will wait for the Legends Viewer to be updated, legends mode is too much of a pain to browse otherwise.

Hmm...I wonder.  Perhaps it's not so much that they can't record secrets, but rather that in order to record a secret, the person who gets the slab must also be the kind of person who writes books, which is very unlikely.  But then why are necromancers so much more likely to do so?
I wonder...could it be personality-related?  Maybe the kind of person likely to seek immortality is also likely to write books and take apprentices?  What happens if a secret alters the person't personality to make them more likely to write books?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on February 09, 2020, 08:34:23 am
Hmm...I wonder.  Perhaps it's not so much that they can't record secrets, but rather that in order to record a secret, the person who gets the slab must also be the kind of person who writes books, which is very unlikely.
Giving two humanoid species
[NATURAL_SKILL:WRITING:7]
[NATURAL_SKILL:READING:7]
[NATURAL_SKILL:PROSE:7]
[NATURAL_SKILL:POETRY:7]
[NATURAL_SKILL:SPEAKING:7]
lets one have more writers in the world, possibly.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 09, 2020, 09:31:06 am
I was thinking more like a syndrome personality change, although I'm not sure what personality traits to use. Art inclined? Arrogance?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Scruiser on February 09, 2020, 09:52:27 am
Hmm...I wonder.  Perhaps it's not so much that they can't record secrets, but rather that in order to record a secret, the person who gets the slab must also be the kind of person who writes books, which is very unlikely.  But then why are necromancers so much more likely to do so?
I wonder...could it be personality-related?  Maybe the kind of person likely to seek immortality is also likely to write books and take apprentices?  What happens if a secret alters the person't personality to make them more likely to write books?

Here's some screenshots from legends mode about the one case a non-necromancer secret got written in a book: https://imgur.com/a/1qTGEmf (fire warrior was taken from Spellcrafts mod along with a few other test examples).

Your guess about personality may be right.  The author wrote a non-secret book first and also wrote a bunch of books afterwards.  Also, this secret came close to spreading via villain network, but sadly they didn't actually follow through on their promise...

So for modding if we can find the personality traits that drive following through on villainous promises to share secrets and the personality traits to write books that might work... Does worldgen respect personality changes via syndrome interaction?

Edit maybe: ABSTRACT_INCLINED and ART_INCLINED for facets and KNOWLEDGE for beliefs to write books.  GRATITUDE and DUTIFULNESS for facet and LOYALTY for beliefs to encourage sharing via villain interaction
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on February 09, 2020, 11:05:02 am
Hello! I have a question about golems. I've been trying to create a mod for personal use for a long time. But nothing clever comes to mind. How do golems work in Masterwork? Can I copy some raw-file, reaction etc for myself, and if so, which ones? If you have any ideas "How to do this" please, answer. Thanks in advance for your reply.

I'm completely unfamiliar with masterwork, does anyone here know? And if they have those in masterwork, you could try copying those raws.

Could you describe the creature you wanted to create?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 09, 2020, 11:38:28 am
Hmm. The lack of knowledge spreading without towers is worrisome, yeah. I do wonder whether there's any confirmation as to what personality affects that.

Alternatively, I was tempted to rig it so that secrets could spread via other ways, most likely via contact with sphere-related creatures who might already be credited for the secrets in worldgen. Alternatively, what's a good way to make sure that someone who kills a mage in worldgen is likely to become a mage?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Scruiser on February 09, 2020, 11:50:54 am
Hello! I have a question about golems. I've been trying to create a mod for personal use for a long time. But nothing clever comes to mind. How do golems work in Masterwork? Can I copy some raw-file, reaction etc for myself, and if so, which ones? If you have any ideas "How to do this" please, answer. Thanks in advance for your reply.

I'm completely unfamiliar with masterwork, does anyone here know? And if they have those in masterwork, you could try copying those raws.

Could you describe the creature you wanted to create?

It depends exactly how you want Golems to work (I've played Masterwork fortresses two or three times... buts that was at least a few years ago).  If I recall correctly, there is no way to directly summon creatures with just the RAW reactions and workshops, instead you also need a dfHack script running at the same time. 

To do it this way, you will need to add in creature RAWs for the Golem, workshop RAWs for the workshop were you make it, reaction RAWs for the reaction, add the reaction and workshop to the entity RAWs, and then have the dfHack script running.

There is another way, which doesn't require dfHack and just RAW modifications, which I think older versions of the Masterwork did... you can have the reaction instead generate a material that vaporizes on creation because of a low melting point and has a syndrome attacked to it that permanently transforms the dwarf into a golem.  With the new summoning interaction, you could instead have the mist temporarily grant the dwarf the ability to summon golems and have the USAGE hints to the ability set so the dwarf does so right away.

To do it this way, you will need to add in creature RAWs for the Golem, workshop RAWs for the workshop were you make it, reaction RAWs for the reaction, add the reaction and workshop to the entity RAWs, a custom material RAW with a syndrome which causes either golem transformation or grants an ability to summon golems.  I think you also need an interaction RAW for the custom syndrome, but it might be definable in the material RAWs or the syndrome RAWs, I'm not 100% sure.

As a much. much easier starting point, you could just copy the Golem creature RAWs, and then add

Code: [Select]
[COMMON_DOMESTIC][TRAINABLE][PET]
[PETVALUE:60]

This will make Golem choosable on embark as pets at twice the cost of dogs.

Hmm. The lack of knowledge spreading without towers is worrisome, yeah. I do wonder whether there's any confirmation as to what personality affects that.
Toady has been amenable to revealing a bit under the hood if he recalls off the top of his head and the question is concise enough... I could try asking a FotF question if no one here knows.

Alternatively, I was tempted to rig it so that secrets could spread via other ways, most likely via contact with sphere-related creatures who might already be credited for the secrets in worldgen.

Sphere related creatures don't actually seem to get secrets like they should?  Or at least, rarely enough that I haven't found any in 4 tries at modded worldgen so far.  I had a whole bunch of modded intelligent dragon megabeasts with multiple sphere alignments and multiple secrets for those sphere available, but although they would occasionally take over sites, they didn't write any books or teach any students.  Maybe I should try modding there personalities next?

Alternatively, what's a good way to make sure that someone who kills a mage in worldgen is likely to become a mage?

Just the werebeast and bloodsucker stuff.  Eric Blank should have some idea from their Spellcrafts mod how well werebeast and bloodsucker secret spread methods mix with other secrets.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on February 09, 2020, 11:53:12 am
Hey, just noticed the usage hint TORMENT added to the wiki. Do we know what this does? Is it for abusing bodies, or is it something worldgen demons do?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 09, 2020, 11:56:07 am
Hey, just noticed the usage hint TORMENT added to the wiki. Do we know what this does? Is it for abusing bodies, or is it something worldgen demons do?

That's been a thing for a while. Spit uses it, but I dunno what counts as tormenting either.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Slann on February 09, 2020, 03:42:55 pm
This will make Golem choosable on embark as pets at twice the cost of dogs.
Thanks for your response! Of course, I've already tried adding golems as pets and it worked. But they were not citizens, so they could not labor. The second option (syndrome) I like best - in this case, the dwarf will become a golem and remain a citizen. Can you add more details? Maybe in personal message.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on February 09, 2020, 05:44:50 pm
There is another way, which doesn't require dfHack and just RAW modifications, which I think older versions of the Masterwork did... you can have the reaction instead generate a material that vaporizes on creation because of a low melting point and has a syndrome attached to it that permanently transforms the dwarf into a golem. With the new summoning interaction, you could instead have the mist temporarily grant the dwarf the ability to summon golems and have the USAGE hints to the ability set so the dwarf does so right away.

Without dfhack: turn dwarf into creatureX. CreatureX drops a bodypart, turn CreatureX back into a dwarf. After that use blingbling to resurrect bodypart into CreatureY.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Scruiser on February 09, 2020, 09:25:09 pm
Thanks for your response! Of course, I've already tried adding golems as pets and it worked. But they were not citizens, so they could not labor. The second option (syndrome) I like best - in this case, the dwarf will become a golem and remain a citizen. Can you add more details? Maybe in personal message.

I am a pretty mediocre modder myself and out of practice, so it is best we continue this conversation where other people can catch my mistakes and propose alternatives (if it does start to clutter this thread can start another thread as opposed to moving to PMs).

Without dfhack: turn dwarf into creatureX. CreatureX drops a bodypart, turn CreatureX back into a dwarf. After that use blingbling to resurrect bodypart into CreatureY.

I heard people mention that workaround before, but I hadn't seen the precise description.  Thanks for the details but I think the new summoning interaction should make the workaround unnecessary, it should be possible to temporarily grant a dwarf the ability to summon a golem and have them immediately use it.  How reliable was the old workaround?  I suppose it is a matter of how reliably a dwarf can be made to quickly use the summoning interaction exactly once vs. how reliably an extra body part can be made to drop off and resurrect?

From the linked thread, it looks like creatures made by resurrecting bodyparts end up as "civless" friendly creatures... this is a pretty old thread so I would look for more recent confirmation especially with all the visitor stuff added to the game since then.  But if that's the case, it does mean summons created this way are limited.  I know the new summoning interaction has tokens to make it a pet and war trainable, I don't know if anyone's tested intelligent summons yet.

Of course, if for flavor or balance or roleplaying reasons Slann actually specifically wants the golems to be transformed dwarfs (as opposed to permanently summoned creatures or ) that is doable and easier to do.  I think it should make them remain citizens which can be assigned labor?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on February 09, 2020, 10:03:18 pm
Just the werebeast and bloodsucker stuff.  Eric Blank should have some idea from their Spellcrafts mod how well werebeast and bloodsucker secret spread methods mix with other secrets.

Special attacks like those werebeasts use seem to be the most reliable way to get things to intentionally spread in worldgen without getting secrets involved. I haven't even had the chance to check out the new villain network stuff (keep getting worldgen crashes with spellcrafts, trying to figure out what's causing them)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: chilller6 on February 09, 2020, 11:00:12 pm
would it be possible to use a summon interaction as a special attack for a weapon? for example a staff of the dead that summons zombies when u use the attack
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on February 10, 2020, 02:17:47 am
Just extracted some bogeyman raws, should I go ahead and update them on the wiki?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on February 10, 2020, 06:30:39 am
would it be possible to use a summon interaction as a special attack for a weapon? for example a staff of the dead that summons zombies when u use the attack

Unfortunately, items are not currently linked to interactions in any way - aside from slabs and books, from which a creature can learn a secret.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: iceball3 on February 10, 2020, 07:08:00 am
To a very limited extent, you can make dwarf and adventure mode reactions that use the staff with [PRESERVE_REAGENT] and expel a gas or liquid which grants an interaction as part of it's syndrome.
These would be non-applicable to worldgen in general though. Don't expect to see anyone running around using these cool techniques without some other means of inducing shenanigans.
Hmm. Actually, can solids apply contact-syndromes in any case... and can they be applied due to being worn as clothing?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Strik3r on February 10, 2020, 07:09:54 am
Hmm. Actually, can solids apply contact-syndromes in any case... and can they be applied due to being worn as clothing?

No, solids will only apply contact syndromes if the material is in a dust form.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Slann on February 10, 2020, 08:07:15 am
Without dfhack: turn dwarf into creatureX. CreatureX drops a bodypart, turn CreatureX back into a dwarf. After that use blingbling to resurrect bodypart into CreatureY.

Thats looks intresting. But I'm a bad modder and I don't understand. Can you explain? What means "CreatureX" "CreatureY" and a "blingbling"  :o

Of course, if for flavor or balance or roleplaying reasons Slann actually specifically wants the golems to be transformed dwarfs (as opposed to permanently summoned creatures or ) that is doable and easier to do.  I think it should make them remain citizens which can be assigned labor?

It doesn't matter how it's done. The result is important.  :) Golem must be assigned labor. Maybe, he can be part of the warrior squad.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Mim on February 10, 2020, 08:54:26 am
With the new DF version, would it be possible to put the NIGHT_CREATURE_EXPERIMENTER creature token on unique demons? Would I have to use DFHack? What would it do?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Strik3r on February 10, 2020, 09:04:59 am
Here is an interesting idea for golems:

Have an syndrome-gas producing reaction.
The syndrome grants an interaction and lasts for some time

The interaction both summons a Golem creature AND Applies another syndrome with some negligble effect but has a SYN_CLASS token. This syndrome lasts for the same amount of time as the syndrome that grants the interaction to summon the golem.

Prevent the summoning interaction from targeting creatures with that SYN_CLASS, Then by having the interaction itself be SELF_ONLY targeting, it causes a deadlock that stops the interaction from being used.

This way, it doesn't matter when the interaction to summon the golem will be used. As long as it gets used within the first syndrome's duration, Only 1 golem will be summoned.
The only downside is that this would limit the rate of production if the syndrome duration is too long and would potentially cause wasted resources if it's too short.


With the new DF version, would it be possible to put the NIGHT_CREATURE_EXPERIMENTER creature token on unique demons?
Dunno, i'm about to find out. ;)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Mim on February 10, 2020, 09:13:37 am
Here is an interesting idea for golems:

Have an syndrome-gas producing reaction.
The syndrome grants an interaction and lasts for some time

The interaction both summons a Golem creature AND Applies another syndrome with some negligble effect but has a SYN_CLASS token. This syndrome lasts for the same amount of time as the syndrome that grants the interaction to summon the golem.

Prevent the summoning interaction from targeting creatures with that SYN_CLASS, Then by having the interaction itself be SELF_ONLY targeting, it causes a deadlock that stops the interaction from being used.

This way, it doesn't matter when the interaction to summon the golem will be used. As long as it gets used within the first syndrome's duration, Only 1 golem will be summoned.
The only downside is that this would limit the rate of production if the syndrome duration is too long and would potentially cause wasted resources if it's too short.


With the new DF version, would it be possible to put the NIGHT_CREATURE_EXPERIMENTER creature token on unique demons?
Dunno, i'm about to find out. ;)
I'll do some testing as well. Then we can compare results—since I don't know what I'm doing, of course.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: MaxTheFox on February 10, 2020, 09:25:43 am
What do you need to add to obsidian raws to make outsiders be able to start with obsidian swords?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on February 10, 2020, 04:59:48 pm
Iirc it has to count as a metal. I added is_metal, metal_ore:obsidian:100 (making it it's own ore, gonna find out where that leads) and items_weapon, items_ammo, items_metal, items_hard, barred, and scaled

It appears that worked. But did outsiders always have access to zinc, nickel, steel etc? It may also have broken something...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Beakromancer on February 10, 2020, 11:00:20 pm
I'm trying to create a strain of vampire with the ability to spread through bites like a ghoul, but it isn't working for some reason. Is there anything I'm missing / doing wrong?
Spoiler (click to show/hide)

Edit: Fixed, see my next post for details
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on February 10, 2020, 11:09:37 pm
The attack has to be added to the creature in that case; you would have to have the vampire transform into a species that bites and whose bite has a special attack string linking to the curse. I've never actually done that, but I wager the creature they transform into also has to have night_creature_hunter and maybe even be crazed, or it probably won't spread in worldgen. It might also be that the transformation conditions also have to be monthly, i.e. on certain lunar phases, but again, never tried that, maybe it doesn't care what conditions they transform under so long as they have the ability to do so. Play with those variables until you get something that works for you is what I'd suggest.

But, as a night_creature_hunter, if that is necessary, the vampire will flee into the wilderness to a lair instead of hiding within society, so if that turns out to be necessary, uh, shit?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Scruiser on February 10, 2020, 11:11:44 pm
So with the updated Legends Viewer, I figured out how to sort through written artifacts by event type, so I could sort by secrets learned.  I had a modded secret which over 53 historical figures learned from the same slab.  Nothing particularly stands out as causing this, just got lucky with a site.  Also of interest, I had a procedurally generated necromancer secret that ended up being spread simultaneously with a modded secret, both passed on from teacher to student together.  I've also started trying to test for the personality modifications that will encourage writing down secrets, but no luck with anything that obviously works so far.  Anyone have any good ideas about testing methodology for figuring out smaller or subtler results from interaction altered personality?  Or at least an easy way to make sure that worldgen respects interaction alterations to personality?

(keep getting worldgen crashes with spellcrafts, trying to figure out what's causing them)

I've been borrowing heavily from spellcraft mod to get ideas to test and play around with... if I run into anything that consistently causes crashes I'll let you know.

Just extracted some bogeyman raws, should I go ahead and update them on the wiki?

I personally would find that helpful, and all the non-procedurally generated creatures have RAWs included, so I think it would make sense to add an example or even two if there are substantial differences between any two examples.

Special attacks like those werebeasts use seem to be the most reliable way to get things to intentionally spread in worldgen without getting secrets involved. I haven't even had the chance to check out the new villain network stuff (keep getting worldgen crashes with spellcrafts, trying to figure out what's causing them)
Do you know what happens if you set the special attacks to grant secret interactions?  Or add special attacks to secrets?

Without dfhack: turn dwarf into creatureX. CreatureX drops a bodypart, turn CreatureX back into a dwarf. After that use blingbling to resurrect bodypart into CreatureY.

Thats looks intresting. But I'm a bad modder and I don't understand. Can you explain? What means "CreatureX" "CreatureY" and a "blingbling"  :o

Of course, if for flavor or balance or roleplaying reasons Slann actually specifically wants the golems to be transformed dwarfs (as opposed to permanently summoned creatures or ) that is doable and easier to do.  I think it should make them remain citizens which can be assigned labor?

It doesn't matter how it's done. The result is important.  :) Golem must be assigned labor. Maybe, he can be part of the warrior squad.

CreatureX is a specially modded creature which is designed so that one of it's body parts will rapidly rot away and fall off.  You transform a dwarf into CreatureX temporarily, and then it drops a body part due to rapid rot.  This way, you have a special body part lying around which you can resurrect and transform with blingbling to get CreatureY, in this case a Golem.  This is kind of complicated and has a lot of potential points of failure, but apparently modders made it work prior to a dfHack script existing to take care of things much more simply.  It does have the weakness that the Golem is not a proper citizen.

I haven't tested how summoning interactions work with intelligent summoned creatures, this is probably your best bet.  It sounds like Mim and/or Strik3r are testing it...


I'm trying to create a strain of vampire with the ability to spread through bites like a ghoul, but it isn't working for some reason. Is there anything I'm missing / doing wrong?
Spoiler (click to show/hide)
I don't actually see the line from ghouls for infectious attacks?  Try adding:
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:VAMPIRE_INFECTIOUS_MI:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]

Edit: The CE_SPECIAL_ATTACK_INTERACTION is a new token added for ghouls... I don't know if it will behave in worldgen properly like werecurses or vampires.  Worldgen might not even realize that vampires need to attack with a bite to feed.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on February 10, 2020, 11:48:50 pm
1. thanks I really appreciate that and 2. nope, no idea, never tried that before.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 11, 2020, 03:28:09 am
NIGHT_CREATURE_HUNTER is not necessary to spread special attack interactions - any combat in worldgen that results in a recorded wound can transmit the effect. Of course, making them crazed night creatures greatly increases their combat events.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: boxxu on February 11, 2020, 10:03:31 am
Is there a way to make a Civ that makes hillock sites but not Fortresses/Mountain halls? I tried setting detailed caves as their Site type and remove mountain biomes from their list but that just seems to make it so they don't spawn at all?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on February 11, 2020, 10:30:03 am
What's a "Counting house" meeting area type? Appears in legends mode along with Catacombs.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on February 11, 2020, 10:31:12 am
Is there a way to make a Civ that makes hillock sites but not Fortresses/Mountain halls? I tried setting detailed caves as their Site type and remove mountain biomes from their list but that just seems to make it so they don't spawn at all?
I vaguely remember something like that. I think it may have been PLAYER_FORTRESS as a site type, but I'm not sure.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on February 11, 2020, 10:45:57 am
Is there a way to make a Civ that makes hillock sites but not Fortresses/Mountain halls? I tried setting detailed caves as their Site type and remove mountain biomes from their list but that just seems to make it so they don't spawn at all?
I vaguely remember something like that. I think it may have been PLAYER_FORTRESS as a site type, but I'm not sure.

Yeah i tried and confirmed it recently, using the PLAYER_FORTRESS setting to establish some small scale hillock clusters for a modification i was doing to push some playable hillock goblin-cousins outside of the tower so they could help each other and give some small fry to bully in fortress mode.

Doesnt rely on mountains explicitly, just generic start position settings like; biome support (the sites are often not densely populated this can be important for spreading out), exclusive start biome or settlement biome tokens for starting points. I pushed my goblins over shrubland & badlands to start there and they spread out pretty comfortably with no major breaks i could see to not having a market. (that i could identify)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 11, 2020, 12:59:11 pm
Is there a way to make a Civ that makes hillock sites but not Fortresses/Mountain halls? I tried setting detailed caves as their Site type and remove mountain biomes from their list but that just seems to make it so they don't spawn at all?

CAVE_DETAILED civs make hillocks if they settle in a non-mountain biome.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Beakromancer on February 11, 2020, 03:19:22 pm
I'm trying to create a strain of vampire with the ability to spread through bites like a ghoul, but it isn't working for some reason. Is there anything I'm missing / doing wrong?
Spoiler (click to show/hide)
I don't actually see the line from ghouls for infectious attacks?  Try adding:
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:VAMPIRE_INFECTIOUS_MI:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]

Edit: The CE_SPECIAL_ATTACK_INTERACTION is a new token added for ghouls... I don't know if it will behave in worldgen properly like werecurses or vampires.  Worldgen might not even realize that vampires need to attack with a bite to feed.

It worked! Thanks man, your a lifesaver!
Updated code:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Shonai_Dweller on February 11, 2020, 03:40:30 pm
What's a "Counting house" meeting area type? Appears in legends mode along with Catacombs.
Merchant counting house, built by worldgen merchant companies.
https://en.m.wikipedia.org/wiki/Counting_house
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 11, 2020, 04:12:49 pm
CAVE_DETAILED civs make hillocks if they settle in a non-mountain biome.

Yep, been meaning to play around with that. Speaking of, anyone recall what sites look like if you place tree cities in abnormal locations? Like say, a tree city in the mountain biome...

Hell, one other thing I oughta test is seeing if telling it to place them in subterranean biomes does anything weird...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 11, 2020, 04:57:00 pm
CAVE_DETAILED civs make hillocks if they settle in a non-mountain biome.

Yep, been meaning to play around with that. Speaking of, anyone recall what sites look like if you place tree cities in abnormal locations? Like say, a tree city in the mountain biome...

Hell, one other thing I oughta test is seeing if telling it to place them in subterranean biomes does anything weird...


There are certain locations that certain city types wont spawn at (such as tree wont show up in tundra), buuut Tree Sites can show up on the edge of mountain biomes like dwarf sites do.. but cause a hilarious glitch where npc's can spawn inside the ground in rare cases.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 11, 2020, 05:09:51 pm
I'm reminded of the time I accidentally told the game that Resurfaced can spawn in ANY biome, so it figured that spawning a village in the ocean was a fine idea. The radium water ocean village worked fine until his jaw fell off I tried to start in it as an adventurer...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 11, 2020, 05:32:01 pm
I'm reminded of the time I accidentally told the game that Resurfaced can spawn in ANY biome, so it figured that spawning a village in the ocean was a fine idea. The radium water ocean village worked fine until his jaw fell off I tried to start in it as an adventurer...

Yeah lmao I tried this with my aquatic like civ, and learned it doesn't work too well either lol.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 11, 2020, 05:47:56 pm
Yep, the biome token I ended up using was to specify ANY_LAND if I recall, since "found villages in any region, even the most extreme climates" was the intent behind that idea.

Meanwhile, I'm pondering a more perplexing thing. If you have secret interactions, you can control who's valid to obtain them to a degree. You can not only screen for vampires and werebeasts, and ensure they're intelligent, but more importantly for what I'm doing I can tell the interactions to check for SYN_CLASS. This is what ensures things like picking up the War sphere's version of the "go apeshit" spell prevents you from picking up a redundant version of the spell from Strength, for example. It also lets me add spell opposition, like making it so that learning the healing spell prevents you from learning blight magic.

However, I'm ALSO adding syndrome-causing items that players will be able to craft from megabeast hearts and related materials. This is an issue, as there seems to be no equivalents to IT_REQUIRES and IT_CANNOT_HAVE_SYNDROME_CLASS. So that means I seem to be unable to make the megabeast-derived spell-granting items as selective as the secrets are.

Would I maybe be able to make it work by assigning a SYN_IDENTIFIER to each spell type? My idea here is that if all variants of the spell-granting syndrome have the same identifier, will this ensure that the syndrome CE_CAN_DO_INTERACTION effects won't trigger a second time?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Nahere on February 11, 2020, 06:04:59 pm
If that doesn't work you could make it so the spell granting syndrome instead gives a self targeted interaction to learn the spell in question.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 11, 2020, 06:08:27 pm
If that doesn't work you could make it so the spell granting syndrome instead gives a self targeted interaction to learn the spell in question.

Worth a shot if my other idea doesn't pan out, though it feels kinda hacky. :/
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 11, 2020, 06:33:11 pm
Question, has anyone figured out a way to create a material that is extremely breakable and breaks almost immediantly in a fight?


With the recent update, im curious if its possible to create a Interactions in which gives a player a weapon that doesn't last that long before it breaks.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Scruiser on February 11, 2020, 06:40:38 pm
It worked! Thanks man, your a lifesaver!
Updated code:
Spoiler (click to show/hide)

In what game mode did it work (World Gen, Arena, Adventure, Fortress?).  I've started playing around with it myself... it doesn't seem to spread in world gen like you would expect it too, but I bet it should at least work in Arena and probably Fortress and Adventure mode as well (assuming you can get a vampire immigrant).

Other fun testing: I gave a SPECIALATTACK_INTERACTION to hydra megabeasts that allowed them to grant secrets through bites.  Their names gain the corresponding title ('water wounded' in the case of this, which are basically a copy-paste of spellcraft's water warriors). The XML export recognized the affected historical figures as having the interaction active, but not the secret knowledge.  So you can't completely spread secret knowledge this way, but you could presumably get a vampire/werebeast style curse spread maintained with something that originated as a secret.

Has anyone tried vampire-necromancers (a vampire curse that also gives raise dead abilities appropriate for building towers), or necromancer-vampires (necromancer secrets that also come with the need to suck blood)?  I wonder if they starve once they are in a tower since they have no living population to feed on.

Question, has anyone figured out a way to create a material that is extremely breakable and breaks almost immediantly in a fight?


With the recent update, im curious if its possible to create a Interactions in which gives a player a weapon that doesn't last that long before it breaks.

It should be possible to make a custom material that wears quickly... the trick is making this custom material also worth using in a fight. Maybe mod in a bunch of varieties of a custom materials based off of iron but different tweaks to each and test all of them in Arena till you find a combination that breaks easily but can still cut good.  I think keeping a good MAX_EDGE value will ensure it is a good cutting material and a high density will ensure a good blunt damage, and then weakening all the other properties will ensure the weapon takes wear damage quickly.  If you want the weapon to get damaged really quickly setting a HEATDAM_POINT below typical temperatures should also work.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 11, 2020, 07:11:30 pm
I don't even...what?

Code: [Select]
undefined local creature material set to default: PENGUIN MAN ESSENCE_MAGIC
Why penguin men? Why ONLY penguin men, and not any other critter? Why, when the need for this material link is only required for creatures who have their normal heart materials replaced with something from the MEGAHEART material template, meaning the need for the material has to be explicitly set on a per-creature basis?

And why the fuck did the game abruptly decide that this is an issue, only after I told gargoyles to use the creature extract template for their magic-granting essence instead of a modified heart tissue template?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Beakromancer on February 11, 2020, 08:13:33 pm
It worked! Thanks man, your a lifesaver!
Updated code:
Spoiler (click to show/hide)

In what game mode did it work (World Gen, Arena, Adventure, Fortress?).  I've started playing around with it myself... it doesn't seem to spread in world gen like you would expect it too, but I bet it should at least work in Arena and probably Fortress and Adventure mode as well (assuming you can get a vampire immigrant).

Other fun testing: I gave a SPECIALATTACK_INTERACTION to hydra megabeasts that allowed them to grant secrets through bites.  Their names gain the corresponding title ('water wounded' in the case of this, which are basically a copy-paste of spellcraft's water warriors). The XML export recognized the affected historical figures as having the interaction active, but not the secret knowledge.  So you can't completely spread secret knowledge this way, but you could presumably get a vampire/werebeast style curse spread maintained with something that originated as a secret.

Has anyone tried vampire-necromancers (a vampire curse that also gives raise dead abilities appropriate for building towers), or necromancer-vampires (necromancer secrets that also come with the need to suck blood)?  I wonder if they starve once they are in a tower since they have no living population to feed on.

The code works in the Testing Arena, so I imagine it will work in Adventure and Fortress Mode as well.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on February 11, 2020, 09:09:04 pm
I'm adding various strains of vampirism to my mod, and this strain's ability is extremely fast regeneration (all vampires regenerate, but this strain does it faster and can even regrow limbs), however, when I tested it in the arena by smashing a bloodgaunt vampire's leg as a bronze colossus, the vampire did not heal.
Spoiler (click to show/hide)
What's wrong with this?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on February 12, 2020, 02:22:20 am
I'm adding various strains of vampirism to my mod, and this strain's ability is extremely fast regeneration (all vampires regenerate, but this strain does it faster and can even regrow limbs), however, when I tested it in the arena by smashing a bloodgaunt vampire's leg as a bronze colossus, the vampire did not heal.
Spoiler (click to show/hide)
What's wrong with this?
I don't know much about the new healing effects, but I recently learned that there's a weird quirk to interaction granted syndromes that might be causing this. Apparently, the game applies the syndrome as if it came from a tiny creature, so you have to mess a lot with the severity of each effect to actually get them strong enough to have any effect. It also means there's no way to have a one-size-fits-all sort of effect: if you balance it for human-sized creatures, the effect will be overpowered for smaller creature, and underpowered for larger ones :c
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 12, 2020, 03:11:38 am
So uh, I still dunno WHY mundane critters were complaining about not having a MATERIAL_REACTION_PRODUCT link that they shouldn't even be aware of due to the material with said link being applied as needed on a per-creature basis, but I did at least solve it. Gave the relevant body detail plans a fallback template to use for the local material they're never gonna actually access ANYWAY, just as I added a fallback for POISON to the standard BDP so that trying to harvest poison from generated beasts will always return SOMETHING, even if they didn't generate with venom.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on February 12, 2020, 09:08:19 pm
I altered the raws for the vampires and now they do regenerate but when a limb gets chopped off, it regenerates with just the bone and is useless.
Spoiler (click to show/hide)
How do I get bloodgaunt vampires to regenerate the non-bone layers?

Edit: The legs also don't seem to regenerate.
Edit: Bones in general don't heal unless a limb is cut off.
Edit: Limbs now regrow properly because I removed the targeting.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on February 12, 2020, 09:46:09 pm
That sounds like a bug to put on the bug tracker.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 13, 2020, 04:18:21 am
So...is there a way to make a creature that produces a particular type of creature during worldgen?  Last I heard NIGHT_CREATURE_EXPERIMENTER just produces any possible experiments...is there a way to get around this?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Strik3r on February 13, 2020, 04:42:44 am
So...is there a way to make a creature that produces a particular type of creature during worldgen?  Last I heard NIGHT_CREATURE_EXPERIMENTER just produces any possible experiments...is there a way to get around this?

I have yet to get experiment interactions to work in w.g., but an interaction with I_SOURCE:EXPERIMENT and EXPERIMENT_ONLY that applies a transformation syndrome would be it. Or at least the closest to it, with what we can do right now.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 13, 2020, 04:40:38 pm
So...is there a way to make a creature that produces a particular type of creature during worldgen?  Last I heard NIGHT_CREATURE_EXPERIMENTER just produces any possible experiments...is there a way to get around this?

I have yet to get experiment interactions to work in w.g., but an interaction with I_SOURCE:EXPERIMENT and EXPERIMENT_ONLY that applies a transformation syndrome would be it. Or at least the closest to it, with what we can do right now.

Ive been unable to get those working aswell.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: boxxu on February 13, 2020, 07:40:50 pm
I'm trying to make a creature that releases a cloud of spores with a syndrome as an attack. I've been trying to use UNDIRECTED_DUST but it seems to propel everything as well as if it was a cave in. Is there a way to do this without knocking everyone back?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on February 13, 2020, 08:30:27 pm
Try undirected vapor instead
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 14, 2020, 08:07:01 pm
So, discovery of the day: http://www.bay12games.com/dwarves/mantisbt/view.php?id=11372 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11372)

This is bad. Real damn bad. I needed to make certain weapons count as tools because chargen liked to let you create metal versions of stuff that should NEVER be metal. But it turns out tools just fucking crumble.

So now several weapons in Adventurecraft are useless because if you smack someone with them they just fall apart.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 15, 2020, 02:42:13 am
So, discovery of the day: http://www.bay12games.com/dwarves/mantisbt/view.php?id=11372 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11372)

This is bad. Real damn bad. I needed to make certain weapons count as tools because chargen liked to let you create metal versions of stuff that should NEVER be metal. But it turns out tools just fucking crumble.

So now several weapons in Adventurecraft are useless because if you smack someone with them they just fall apart.

I saw that in the previous version with stolen knifes and daggers.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: boxxu on February 15, 2020, 01:51:29 pm
Hey, a few days ago I asked if there was a way to make a civ build only hillocks and I got the advice to make the civ PLAYER_FORTRESS and it worked!...sort of. The civ only built but the sites in adventure mode are SUPER laggy, to the point it takes like 30mins just to walk out of them and you are unable to fast travel while inside of them to boot. Also the site doesn't seem to actually have any sort of structures(I didn't look around for too long, given how tedious it was to walk around).

I presume how PLAYER_FORTRESS works is that it makes it so the site is as if you started playing Dwarf Fortress mode, chose the maximum size area for the embark and then retired the fort immediately and a quick test seems to confirm that.

So yeah, don't use the  PLAYER_FORTRESS method if you plan to visit the sites in adventure mode. If you just want them for extra neighbours in fortress mode it seems to work fine though.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 15, 2020, 03:09:18 pm
Hey, a few days ago I asked if there was a way to make a civ build only hillocks and I got the advice to make the civ PLAYER_FORTRESS and it worked!...sort of. The civ only built but the sites in adventure mode are SUPER laggy, to the point it takes like 30mins just to walk out of them and you are unable to fast travel while inside of them to boot. Also the site doesn't seem to actually have any sort of structures(I didn't look around for too long, given how tedious it was to walk around).

I presume how PLAYER_FORTRESS works is that it makes it so the site is as if you started playing Dwarf Fortress mode, chose the maximum size area for the embark and then retired the fort immediately and a quick test seems to confirm that.

So yeah, don't use the  PLAYER_FORTRESS method if you plan to visit the sites in adventure mode. If you just want them for extra neighbours in fortress mode it seems to work fine though.

If I recall, isn't the best method to restrict them to non-mountain biomes?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: boxxu on February 15, 2020, 03:34:35 pm
Hey, a few days ago I asked if there was a way to make a civ build only hillocks and I got the advice to make the civ PLAYER_FORTRESS and it worked!...sort of. The civ only built but the sites in adventure mode are SUPER laggy, to the point it takes like 30mins just to walk out of them and you are unable to fast travel while inside of them to boot. Also the site doesn't seem to actually have any sort of structures(I didn't look around for too long, given how tedious it was to walk around).

I presume how PLAYER_FORTRESS works is that it makes it so the site is as if you started playing Dwarf Fortress mode, chose the maximum size area for the embark and then retired the fort immediately and a quick test seems to confirm that.

So yeah, don't use the  PLAYER_FORTRESS method if you plan to visit the sites in adventure mode. If you just want them for extra neighbours in fortress mode it seems to work fine though.
If I recall, isn't the best method to restrict them to non-mountain biomes?

I was trying to limit the sites to just hillocks. CAVE_DETAILED with non-mountain biomes still start with a fortress as the first placed site. I've made it CAVE_DETAILED now since it's a better compromise.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 15, 2020, 05:50:59 pm
Ah yeah, that is odd. Hmm.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Walkaboutout on February 15, 2020, 08:28:18 pm
So, below is an example of my modded sunberries. I wanted them to have a small effect on them (in this case healing), and on their Sunshine alchohol. It never seemed to work right, because the statistic multipliers generated some very weird attribute numbers according to Dwarf Therapist (sometimes super high stat numbers, other times huge negative numbers), but in-game doesn't reflect attribute descriptions that way, so something may not be right on the Therapist side.

Anyways, with the new interactions, such as the healing blessing example and other such stuff, what do you think I could do with these sunberries now? I don't want to do something entirely over the top, but I'd like to perhaps generate a happy thought, or a minor increase to healing, or something similar to what I tried to do below. Anyone have ideas? I'm just not conversant enough with the raws/tokens to completely understand how flexible it was prior to 47.xx, and what new possibilities exist now.

Code: [Select]
[PLANT:BERRY_SUN]
[NAME:sun berry][NAME_PLURAL:sun berries][ADJ:sun berry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:4]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[SYNDROME]
[SYN_NAME:Sun Berry Effect]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_NO_HOSPITAL]
[CE_PHYS_ATT_CHANGE:RECUPERATION:125:0:START:10:END:8400]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:125:0:START:10:END:8400]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:161][PICKED_COLOR:6:14:0]
[WET][GOOD]
[BIOME:NOT_FREEZING]
[VALUE:4]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen Sunshine]
[STATE_NAME_ADJ:LIQUID:Sunshine]
[STATE_NAME_ADJ:GAS:boiling Sunshine]
[MATERIAL_VALUE:8]
[DISPLAY_COLOR:14:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:Sunshine Effect]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_NO_HOSPITAL]
[CE_PHYS_ATT_CHANGE:RECUPERATION:150:0:START:10:END:8400]
[CE_PHYS_ATT_CHANGE:DISEASE_RESISTANCE:150:0:START:10:END:16800]
[CE_MENT_ATT_CHANGE:WILLPOWER:125:0:START:10:END:8400]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:inner light]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:sun berry seed:sun berry seeds:14:0:0:LOCAL_PLANT_MAT:SEED]
[SHRUB_TILE:6]
[DEAD_SHRUB_TILE:148]
[SHRUB_COLOR:15:14:0]
[DEAD_SHRUB_COLOR:7:7:0]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on February 15, 2020, 09:06:30 pm
So the new effects are huge for healing syndromes, but if you're just thinking of slightly beneficial you could try stop bleeding, reduce pain, reduce swelling, or reduce nausea effects? Again nothing huge, but the slight benefit you might be looking for.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Walkaboutout on February 15, 2020, 11:16:50 pm
So the new effects are huge for healing syndromes, but if you're just thinking of slightly beneficial you could try stop bleeding, reduce pain, reduce swelling, or reduce nausea effects? Again nothing huge, but the slight benefit you might be looking for.

I like the sound of that. I can just pull those lines from the examples files. I might keep say, the recuperative effects to, or maybe the disease resistance, not sure. Hmm.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on February 16, 2020, 12:10:10 pm
So, below is an example of my modded sunberries. I wanted them to have a small effect on them (in this case healing), and on their Sunshine alchohol.
Could have boosted alcohol happiness, eg.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on February 16, 2020, 02:52:05 pm
What if I add SCOUT to goblins? Will they tame more creatures?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Beakromancer on February 16, 2020, 08:06:14 pm
How do I extract creature raws from world.dat?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on February 16, 2020, 08:14:20 pm
How do I extract creature raws from world.dat?

As long as you have saves set to not be compressed, they're just in there in text format. Open the file with notepad++ or another word processor that handles programming and search for "[CREATURE:" without the quotes. That should bring up the first generated creature and then call up the beginning of the definitions of each subsequent one.

What if I add SCOUT to goblins? Will they tame more creatures?
maybe, maybe not. The goblin civ is funny because it doesn't have any positions besides the demon master normally. Worth a shot, though, right?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 16, 2020, 08:31:48 pm
As long as you have saves set to not be compressed, they're just in there in text format. Open the file with notepad++ or another word processor that handles programming and search for "[CREATURE:" without the quotes. That should bring up the first generated creature and then call up the beginning of the definitions of each subsequent one.

Nice, any idea what'd be the fastest way to find generated shrine interactions? I wanted to take a look and see what good luck actually does (though I assume it's just a skill roll boost, like the inverse of most mummy curses).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on February 16, 2020, 09:35:16 pm
They should all start with [INTERACTION:, I'd start there
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Deus_Vult on February 17, 2020, 01:56:35 am
Sorry, but how does one extract raws from world.sav?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on February 17, 2020, 09:28:59 am
Sorry, but how does one extract raws from world.sav?
World.sav procedural raws, not the raws folder inside the save folder?
Hex editor on uncompressed save, they say. 2012 post:
Spoiler (click to show/hide)

ps. DF's hardcoded materials as a text file: http://www.dfwk.ru/Hardcoded_materials.txt
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Beakromancer on February 17, 2020, 10:43:13 am
How do I extract creature raws from world.dat?

As long as you have saves set to not be compressed, they're just in there in text format. Open the file with notepad++ or another word processor that handles programming and search for "[CREATURE:" without the quotes. That should bring up the first generated creature and then call up the beginning of the definitions of each subsequent one.


Thank you very much sir! Never knew it would be that simple!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Logariter on February 17, 2020, 01:58:11 pm
Do intelligent mounts work? What about mounts that are part of an entity?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 18, 2020, 12:59:53 am
Has anyone got any kind of experimenter working in worldgen?  Does anyone have the raws for the generated experimenter interactions?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on February 18, 2020, 05:21:20 am
Has anyone got any kind of experimenter working in worldgen?  Does anyone have the raws for the generated experimenter interactions?
I extracted* a few syndromes from uncompressed world.sav, some mentioned i_source:experiment.
Text file is here: http://dffd.bay12games.com/file.php?id=14821

a much larger pile of generated syndromes, 3.7 MB:
http://dffd.bay12games.com/file.php?id=14822

* open in notepad++, find section by keyword, copy-paste to other program or other Notepad++ tab.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on February 18, 2020, 05:26:45 am
Nice, any idea what'd be the fastest way to find generated shrine interactions? I wanted to take a look and see what good luck actually does (though I assume it's just a skill roll boost, like the inverse of most mummy curses).
keyword "good fortune" inside the world.sav file (uncompressed saves must be enabled)
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 18, 2020, 11:47:05 am
Hmm... Well, I still can't figure out how to get it to work.  Even when I copy the genned secrets exactly, I can't get them to create modded experimental creatures.  They do seem to create generated experimental creatures though, even when they aren't given that ability...

It is interesting to note that apparently the reason why necromancers are villainous is because the secrets alter their personalities, not the other way around.  Looks like almost all necromancers have increased anxiety and lowered trust, which explains their rampant paranoia and manipulative behaviors.  This suggests that personality changes are respected in worldgen.  I wonder what else could be done with this...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Mim on February 18, 2020, 12:12:49 pm
Hey, a few days ago I asked if there was a way to make a civ build only hillocks and I got the advice to make the civ PLAYER_FORTRESS and it worked!...sort of. The civ only built but the sites in adventure mode are SUPER laggy, to the point it takes like 30mins just to walk out of them and you are unable to fast travel while inside of them to boot. Also the site doesn't seem to actually have any sort of structures(I didn't look around for too long, given how tedious it was to walk around).

I presume how PLAYER_FORTRESS works is that it makes it so the site is as if you started playing Dwarf Fortress mode, chose the maximum size area for the embark and then retired the fort immediately and a quick test seems to confirm that.


So yeah, don't use the  PLAYER_FORTRESS method if you plan to visit the sites in adventure mode. If you just want them for extra neighbours in fortress mode it seems to work fine though.
Yeah. I got the exact same result. My computer squealed in agony. Although riding a horse somewhat reduced the crippling lag, since it let me go faster.

Nor did I find any actual hillocks building. Does anybody know for sure if they are there or not?

EDIT: Actually, we could figure out if anything is there by exporting the site maps in legends mode!!! I'll do it now.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on February 18, 2020, 07:24:14 pm
What spheres give effects for surroundings?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 19, 2020, 11:34:45 am
Hmm... Well, I still can't figure out how to get it to work.  Even when I copy the genned secrets exactly, I can't get them to create modded experimental creatures.  They do seem to create generated experimental creatures though, even when they aren't given that ability...

It is interesting to note that apparently the reason why necromancers are villainous is because the secrets alter their personalities, not the other way around.  Looks like almost all necromancers have increased anxiety and lowered trust, which explains their rampant paranoia and manipulative behaviors.  This suggests that personality changes are respected in worldgen.  I wonder what else could be done with this...
I looked into this awhile ago, and my findings coincide with yours. (I posted in here about it too but no one seemed willing to answer/acknowledge it even though i posted about it many times) Not sur ewhy everyone here is so keen to ignore me.


Also if you give them the experimenter token and don't give them an experiment interaction they can still make those weird generated experiment monsters.


Also if you do add an experiment interaction (properly, with EXPERIMENT_ONLY etc) they will not do it and they seem far less likely to make towers.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 19, 2020, 12:47:09 pm
So, I'm tinkering around with healing syndrome stuff, to try and make a sort of "cure light wounds" thing that'll help reduce bleeding but not do much against more severe injuries...any suggestions? So far 25 seems a decent severity for CE_STOP_BLEEDING, but should I add CE_CLOSE_OPEN_WOUNDS? If so, I'm wondering if 25 severity would be reasonable too, or if it'd be better at something like 10...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atomic Chicken on February 19, 2020, 01:13:34 pm
I haven't seen this pointed out yet: 'OUTSIDE' and 'NO_THICK_FOG' appear to be new valid location hints for interactions. That said, I haven't checked whether they actually function properly.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 19, 2020, 01:41:11 pm
I haven't seen this pointed out yet: 'OUTSIDE' and 'NO_THICK_FOG' appear to be new valid location hints for interactions. That said, I haven't checked whether they actually function properly.

Wasn't really listed here since most modders instantly knew due to it being in the file changes, which I believe was posted somewhere in here. They do function properly too.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on February 19, 2020, 04:57:03 pm
So I wanted to post a finding about the new healing syndromes here, since they seem to be fairly interesting

So, as far as regrowing limbs goes, it doesn't appear to function properly in adventurer. You regrow the limb, then the next time you sleep/wait/travel, you lose the limb again. You can always heal it back given that you still have access to the interaction, but you will lose it again upon [T] traveling or [Z] waiting, it seems.

If anyone else has a solution to this issue that they would like to share, don't hesitate to do so! I'd love to get a more permanent healing effect to the regrowing limbs syndrome.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Emilovich on February 19, 2020, 05:23:06 pm
Hi there! I'm fooling around with the language file and have found something I don't quite understand, perhaps someone here can help me.

I want certain words to be used in site names only, and was thrilled to find on the wiki (https://dwarffortresswiki.org/index.php/DF2014:Entity_token#SELECT_SYMBOL) that SELECT_SYMBOL took the argument SITE. But when I do this (I used [SELECT_SYMBOL:SITE:ARTIFICE] after having removed the standard SELECT_SYMBOL tokens), I don't seem to get generated fortress names with ARTIFICE+RANDOM or RANDOM+ARTIFICE as suspected, Instead it seems I get RANDOM+RANDOM, and occasionally the site names are only half translated, for instance I get "Isethves", which should be translated as something like "Questedsprays", but instead it shows as only "Quested", despite containing too dwarven word elements.

Hope my question makes sense. Can anyone explain this behaviour?

EDIT: The SITE argument is used by default for Human settlements with the NAME_ENTITY_TOWN_FOUNDER symbol, though the words contained within this symbol don't seem to appear very frequently in human settlement names.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Knight Otu on February 19, 2020, 05:44:55 pm
Somewhat counterintuitively, SELECT_SYMBOL:SITE names the group (as in, the local government) that controls the site, rather than the site itself. I don't think there's a direct way to control site names, beyond that they use the available words from SELECT_SYMBOL:REMAINING.

Regarding words not showing up translated, have you made changes to the language_words file, or created an additional words file? Here's how spray should look like in language_words:

Code: [Select]
[WORD:SPRAY]
[NOUN:spray:sprays]
[FRONT_COMPOUND_NOUN_SING]
[REAR_COMPOUND_NOUN_SING]
[THE_NOUN_SING]
[OF_NOUN_SING]
[REAR_COMPOUND_NOUN_PLUR]
[OF_NOUN_PLUR]
[ADJ:sprayed]
[ADJ_DIST:2]
[FRONT_COMPOUND_ADJ]
[VERB:spray:sprays:sprayed:sprayed:spraying]
[STANDARD_VERB]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on February 19, 2020, 05:45:09 pm
So I wanted to post a finding about the new healing syndromes here, since they seem to be fairly interesting

So, as far as regrowing limbs goes, it doesn't appear to function properly in adventurer. You regrow the limb, then the next time you sleep/wait/travel, you lose the limb again. You can always heal it back given that you still have access to the interaction, but you will lose it again upon [T] traveling or [Z] waiting, it seems.

If anyone else has a solution to this issue that they would like to share, don't hesitate to do so! I'd love to get a more permanent healing effect to the regrowing limbs syndrome.
Is this on the bugtracker?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Silverwing235 on February 19, 2020, 05:50:40 pm
So I wanted to post a finding about the new healing syndromes here, since they seem to be fairly interesting

So, as far as regrowing limbs goes, it doesn't appear to function properly in adventurer. You regrow the limb, then the next time you sleep/wait/travel, you lose the limb again. You can always heal it back given that you still have access to the interaction, but you will lose it again upon [T] traveling or [Z] waiting, it seems.

If anyone else has a solution to this issue that they would like to share, don't hesitate to do so! I'd love to get a more permanent healing effect to the regrowing limbs syndrome.
Is this on the bugtracker?
Pretty much, yeah: https://www.bay12games.com/dwarves/mantisbt/view.php?id=11396 (https://www.bay12games.com/dwarves/mantisbt/view.php?id=11396)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on February 19, 2020, 06:05:45 pm
So I wanted to post a finding about the new healing syndromes here, since they seem to be fairly interesting

So, as far as regrowing limbs goes, it doesn't appear to function properly in adventurer. You regrow the limb, then the next time you sleep/wait/travel, you lose the limb again. You can always heal it back given that you still have access to the interaction, but you will lose it again upon [T] traveling or [Z] waiting, it seems.

If anyone else has a solution to this issue that they would like to share, don't hesitate to do so! I'd love to get a more permanent healing effect to the regrowing limbs syndrome.
Is this on the bugtracker?

Just put it up on bugtracker. As I say there, it is probably related to how syndromes function in adventure. You all may have noticed that the "ANIMAL_CURSE" deity interaction that will occasionally occur due to divination is supposed to last an in-game period of one week. The END period is even timed out for an adventure period of seven days.

Since adventure clears all syndromes after traveling or sleeping, it also makes it so that immediately upon doing any of those actions the curse is cleared.

The game seems to be purposefully implementing adventure-based interactions that rely on syndromes taking effect despite traveling/sleeping, but none of the groundwork is there, or its just bugged. I know its been like this for at least a year, so since last version.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 20, 2020, 03:01:31 am
Hmm... Well, I still can't figure out how to get it to work.  Even when I copy the genned secrets exactly, I can't get them to create modded experimental creatures.  They do seem to create generated experimental creatures though, even when they aren't given that ability...

It is interesting to note that apparently the reason why necromancers are villainous is because the secrets alter their personalities, not the other way around.  Looks like almost all necromancers have increased anxiety and lowered trust, which explains their rampant paranoia and manipulative behaviors.  This suggests that personality changes are respected in worldgen.  I wonder what else could be done with this...
I looked into this awhile ago, and my findings coincide with yours. (I posted in here about it too but no one seemed willing to answer/acknowledge it even though i posted about it many times) Not sur ewhy everyone here is so keen to ignore me.


Also if you give them the experimenter token and don't give them an experiment interaction they can still make those weird generated experiment monsters.


Also if you do add an experiment interaction (properly, with EXPERIMENT_ONLY etc) they will not do it and they seem far less likely to make towers.

I posted it in Announcements, and Toady acknowledged that it's not supposed to work like that, though he wants to see examples in the bug tracker.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Emilovich on February 20, 2020, 05:25:31 am
Somewhat counterintuitively, SELECT_SYMBOL:SITE names the group (as in, the local government) that controls the site, rather than the site itself. I don't think there's a direct way to control site names, beyond that they use the available words from SELECT_SYMBOL:REMAINING.

Regarding words not showing up translated, have you made changes to the language_words file, or created an additional words file?

Ah, I see. Thanks a lot! I guess dwarves will have to have placenames for surnames then.

I found out that the issue was unrelated to tokens and arguments, I had simply forgotten to add plural english forms

EDIT: I have saved my translations file with ANSI using wordpad++, but they still appear in-game as weird symbols. Any idea what I'm doing wrong?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Mim on February 20, 2020, 11:12:17 am
Hey, a few days ago I asked if there was a way to make a civ build only hillocks and I got the advice to make the civ PLAYER_FORTRESS and it worked!...sort of. The civ only built but the sites in adventure mode are SUPER laggy, to the point it takes like 30mins just to walk out of them and you are unable to fast travel while inside of them to boot. Also the site doesn't seem to actually have any sort of structures(I didn't look around for too long, given how tedious it was to walk around).

I presume how PLAYER_FORTRESS works is that it makes it so the site is as if you started playing Dwarf Fortress mode, chose the maximum size area for the embark and then retired the fort immediately and a quick test seems to confirm that.

So yeah, don't use the  PLAYER_FORTRESS method if you plan to visit the sites in adventure mode. If you just want them for extra neighbours in fortress mode it seems to work fine though.
I checked and the PLAYER_FORTRESS hillocks do not have sitemaps: the option to export them in legends is simply greyed out, and DFHack doesn't export their sitemaps either. Thus, I don't think they have any structures, which confirms the earlier observations. Can this be fixed so they have structures like a normal hillocks?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 20, 2020, 02:31:07 pm
Hmm... Well, I still can't figure out how to get it to work.  Even when I copy the genned secrets exactly, I can't get them to create modded experimental creatures.  They do seem to create generated experimental creatures though, even when they aren't given that ability...

It is interesting to note that apparently the reason why necromancers are villainous is because the secrets alter their personalities, not the other way around.  Looks like almost all necromancers have increased anxiety and lowered trust, which explains their rampant paranoia and manipulative behaviors.  This suggests that personality changes are respected in worldgen.  I wonder what else could be done with this...
I looked into this awhile ago, and my findings coincide with yours. (I posted in here about it too but no one seemed willing to answer/acknowledge it even though i posted about it many times) Not sur ewhy everyone here is so keen to ignore me.


Also if you give them the experimenter token and don't give them an experiment interaction they can still make those weird generated experiment monsters.


Also if you do add an experiment interaction (properly, with EXPERIMENT_ONLY etc) they will not do it and they seem far less likely to make towers.

I've reported this in Mantis (Toady said it's not how it's supposed to work), but I couldn't get a world where a modded interaction produced a generated experiment creature (I deleted the old saves where it happened).  Do you have the save?  If so, post it here (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on February 20, 2020, 06:36:46 pm
Can [I_SOURCE:ATTACK] do anything other than add a syndrome?

People have made CE_SPECIAL_ATTACK_INTERACTION work, right?
The following test isn't working for me when I start with [SPECIALATTACK_INTERACTION:BITE] on the bite.
The first bite transforms, but a third creature bitten by the now-human doesn't get the syndrome.
Code: [Select]
[INTERACTION:BITE]

[I_SOURCE:ATTACK]
    [IS_HIST_STRING_1: bit ]
    [IS_HIST_STRING_2:, passing on the werebeast curse]
[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_DISPLAY_TILE:TILE:165:5:0:1:START:0]
            [CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0]
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE:BP:BY_CATEGORY:TOOTH:START:1:ABRUPT]
    [CE_BODY_TRANSFORMATION:START:0]
        [CE:CREATURE:HUMAN:MALE]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on February 21, 2020, 02:01:36 am
Can [I_SOURCE:ATTACK] do anything other than add a syndrome?
You could do a little arena testing on behalf of everyone, see if attack interaction can clean the target ("I'm a vacuum cleaner! Slurp!")
or create_item (boulder fell off earth elemental). Or material_emission a vapor. Or summon a large_bat upon biting.

Slightly related: A few generated extracted interactions that have a syndrome:
Spoiler (click to show/hide)
More syndromes, 3.7 MB, in file: http://dffd.bay12games.com/file.php?id=14822
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 21, 2020, 02:19:38 am
Already tested, it seems that I_SOURCE:ATTACK can only add syndromes.  RIP plans for Secret of the Megaton Punch or Magma Bite...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: recon1o6 on February 21, 2020, 11:03:17 am
Is it possible to mod armour and weapons so they can be decorated with gemstones like they can with metal studs?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on February 21, 2020, 12:39:06 pm
Is it possible to mod armour and weapons so they can be decorated with gemstones like they can with metal studs?
Uh, can't they already be decorated with gemstones? You just need to connect the jeweler's workshop with a armour or weapons stockpile.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 21, 2020, 01:39:51 pm
Yeah, it's a thing in fort mode. If you mean like adventure mode you'll have to add a specific improvement reaction, don't recall if the encrusting improvement is the default decoration one or a special improvement type. And if the layer, don't recall if it's easily usable in custom reactions.

Worst-case scenario, you'd have to settle for the item description saying "decorated with X" instead of "encrusted with X" I hope.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: recon1o6 on February 21, 2020, 02:22:47 pm
https://dwarffortresswiki.org/index.php/DF2014:Decoration

the wiki says it cant, I have had it with artifacts but not regular gems?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Random_Dragon on February 21, 2020, 02:28:25 pm
Hmm. Not sure since gem encrusting isn't really accessible in the raws. It does mention that the default COVERED improvement can be described as covered/studded/encrusted so that should work. The only part I'm not sure of if whether it'll preserve the gem shape, or it'll just say "encrusted with emerald" or what-have-you. Though I don't even remember if it preserves the gem shape when you do it from a jeweler's workshop, so hmm. :/
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: iceball3 on February 22, 2020, 12:54:58 pm
Does anyone know the dwarven sciences dictating specifically how resistant an [ITEM_ARMOR:*] is?
I know about coverage, upstep and ubstep related shenanigans, and that ARMORLEVEL is likely cosmetic except for preventing wear, but given that thickness is relative I was wondering if that or material size affects armor characteristics, or are all armor pieces effectively identical except for:
>what it covers
>what you can wear under/over it
>whether certain materials severely compromise it's integrity.
From a purely defensive perspective.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on February 22, 2020, 04:13:49 pm
Does anyone know the dwarven sciences dictating specifically how resistant an [ITEM_ARMOR:*] is?
I know about coverage, upstep and ubstep related shenanigans, and that ARMORLEVEL is likely cosmetic except for preventing wear, but given that thickness is relative I was wondering if that or material size affects armor characteristics, or are all armor pieces effectively identical except for:
Can arena test, different materialsize chainmails, which 12-team survives, given everything else is equal.
Also copper vs steel testing is easy to do.
Armor weight formula from 2013: http://www.bay12forums.com/smf/index.php?topic=126119.0

A 10-ton humanoid's clothes are ultra armor, "The clothing worn by very large creatures requires weapons with larger penetration values (in the weapon raws) in order to cause damage through the clothing, even if the clothing is weak to the weapon."

2012 armor flesh penetration testing: http://www.bay12forums.com/smf/index.php?topic=116151.msg3766880#msg3766880
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: iceball3 on February 22, 2020, 04:47:06 pm
Does anyone know the dwarven sciences dictating specifically how resistant an [ITEM_ARMOR:*] is?
I know about coverage, upstep and ubstep related shenanigans, and that ARMORLEVEL is likely cosmetic except for preventing wear, but given that thickness is relative I was wondering if that or material size affects armor characteristics, or are all armor pieces effectively identical except for:
Can arena test, different materialsize chainmails, which 12-team survives, given everything else is equal.
Also copper vs steel testing is easy to do.
Armor weight formula from 2013: http://www.bay12forums.com/smf/index.php?topic=126119.0

A 10-ton humanoid's clothes are ultra armor, "The clothing worn by very large creatures requires weapons with larger penetration values (in the weapon raws) in order to cause damage through the clothing, even if the clothing is weak to the weapon."

2012 armor flesh penetration testing: http://www.bay12forums.com/smf/index.php?topic=116151.msg3766880#msg3766880
Nice! This is some helpful stuff right here.
Also, is it me, or does the default values for PLANT_THREAD_TEMPLATE seem really borked?
Code: [Select]
[MATERIAL_TEMPLATE:THREAD_PLANT_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:fiber]
[STATE_ADJ:ALL_SOLID:fiber]
[STATE_COLOR:LIQUID:BLACK]
[STATE_NAME:LIQUID:none]
[STATE_ADJ:LIQUID:none]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:GAS:none]
[STATE_ADJ:GAS:none]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1520]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:11000]
[TENSILE_STRAIN_AT_YIELD:100000]
[TORSION_YIELD:11000]
[TORSION_FRACTURE:11000]
[TORSION_STRAIN_AT_YIELD:100000]
[SHEAR_YIELD:600000] used cotton
[SHEAR_FRACTURE:600000] used cotton
[SHEAR_STRAIN_AT_YIELD:100000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100000]
[MAX_EDGE:0]
[ABSORPTION:100]
[THREAD_PLANT]
[ITEMS_SOFT]
A lot of the values are at the "default" "low as meaningful" amounts of 10,000, except for shear yield which is sky-high at 600,000. I'm actually wondering where Toady got the number for the latter, but overall it makes trying to make "woven cloth armor" such as gambesons a headscratcher to balance, as the sky-high shear resistance is immediately supplanted by STRUCTURAL_ELASTICITY_WOVEN_THREAD, but when i remove that token my gambesons instantly become bulletproof fullbody vests.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on February 22, 2020, 05:31:19 pm
I would need to check, but outside of something relating to a bug to do with merchants muskmelon plant mats never seem to rot even when forbidden and left outside for a year compared to soft fruit and harvestables.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Warlord255 on February 22, 2020, 07:33:00 pm
I've had a hideous brainwave.

The summoning interactions can spawn something in as a pet - which means in fort mode, they'd be subject to butcher immunity.

Cats have a "head bump" interaction which, as pets, they use on their owners. This interaction and its benign usage hint could be repurposed to, say, slowly erode the owner's brain.

Gentlemen - we can make Hypnotoads.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: chipathingy on February 23, 2020, 12:24:10 am
Hi all. I'm trying to make a creature that has multiple successive transformations that are triggered in combat. Any idea on how to do this? Are transformed creatures still not able to be transformed again or has that changes in the latest version?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 23, 2020, 01:05:07 am
Hi all. I'm trying to make a creature that has multiple successive transformations that are triggered in combat. Any idea on how to do this? Are transformed creatures still not able to be transformed again or has that changes in the latest version?

You cannot transform an already transformed creature, but you can make a single syndrome that applies a new transformation after the old one ends. The timing will be unchangeable once it starts though.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fi on February 23, 2020, 01:13:45 am
If I change an entity's "birth_year" via DFHack, do I need to change their "birth_time" as well?

How does "birth_time" work anyway? It is a very large number, so I assumed that it counts up from the exact moment in time the entity was conceived, but the numbers did not make sense to me because my Elven Adventurer was born in -128 but her birth time is less than her Elven Companion's "birth_time" despite him being younger than her—his "birth_year" being -115.

This is assuming I am reading the negative numbers correctly since a negative "birth_year" would mean that the entity with the lowest number would be the eldest while the entity with highest number would be the youngest unless... the creation of a world and birth of an entity start from zero which means counting downward from zero into the negative numbers means -115 would be the firstborn and the -128 would be the second to be born while the creation of a world starts at a positive number which would be one, but this confusing since... I do not know how an entity could be born before the world they inhabit is created.

E: Typo, and added additional musings directly above.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 23, 2020, 05:32:06 am
Having done some... interesting experiments with time travel in DF (note that this was several versions back, but I see no reason why it should have changed) it seems that DF is surprisingly resilient when it comes to chronological meddling. Units do not have their age stored anywhere - their age at a given moment is simply their birth time subtracted from the world's age, and is called when needed.

Units generated at the beginning of the world are created with random ages - which means that functionally, they were born before the world was created, and therefore have negative birthdays.  This also means that if you set a unit's birthday after the current date, or set the world's age backward to before the unit was born, the unit will show a negative age on their unit screen. The game takes this in stride. I guess age is just a number.

(The time travel script used by the old Masterwork gnomes did cause units to vanish in a puff of logic if their ages were set to a negative value, but that was added behavior.)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on February 23, 2020, 06:12:16 am
Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 23, 2020, 08:02:06 am
Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?

It can be added to creatures and is apparently considered a valid tag, but it doesn't actually work. It doesn't work with modded syndromes either.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on February 23, 2020, 10:26:41 am
Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?

It can be added to creatures and is apparently considered a valid tag, but it doesn't actually work. It doesn't work with modded syndromes either.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401
Thats a shame - also what would the raws look like for experiment creation? Not for ghoul-type ones that are just normal races with a syndrome but those procgenned ones that are separate creatures - thinking of both the interaction type itself and the creature too - last I checked world.dat I couldn't seem to find  tokens marking creatures as experiment.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 23, 2020, 03:23:49 pm
Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?

It can be added to creatures and is apparently considered a valid tag, but it doesn't actually work. It doesn't work with modded syndromes either.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401
Thats a shame - also what would the raws look like for experiment creation? Not for ghoul-type ones that are just normal races with a syndrome but those procgenned ones that are separate creatures - thinking of both the interaction type itself and the creature too - last I checked world.dat I couldn't seem to find  tokens marking creatures as experiment.

There are no generated creatures that perform experiments, as far as I can find.
Here is an example of a generated secret, prettified and formatted:

There are many variations on this, but they are all basically the same: all necromancers can animate the dead, summon bogeymen, resurrect a RAISED_UNDEAD with experiments and convert a living creature into a GHOUL with experiments.  RAISED_UNDEAD have a handful of miscellaneous powers, and GHOULs can spread their condition by biting.

Feel free to try and get a modded version to work, but I have never seen any modded creature or secret keeper create experiments.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fi on February 23, 2020, 05:56:17 pm
I added these reactions from this post (https://www.reddit.com/r/dwarffortress/comments/6e9nmo/adventure_mode_reactions_mod_be_a_craftsdwarf_or/) into my installation of Dwarf Fortress (...Dwarf Fortress\raw\objects) before I created worlds, but despite Dwarf Fortress carrying over the separate "reaction_???.txt" file that contains those new reactions, they won't show up under "x" in Adventure Mode—only the default reactions are there.

Is there something wrong with those reactions, or did I incorrectly add them into my installation of Dwarf Fortress? I removed the [CATEGORY] tags since they apparently have no effect in Adventure Mode.

Code: [Select]
reaction_adv_freelancer

[OBJECT:REACTION]

[REACTION:MAKE_WOOD_SCROLL_ROLLERS_ADV]
[NAME:make wood scroll rollers]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCROLL_ROLLERS:GET_MATERIAL_FROM_REAGENT:wood:NONE]
[SKILL:CARPENTRY]

[REACTION:MAKE_WOOD_FIGURINE_ADV]
        [NAME:carve wood figurine]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:FIGURINE:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:figurine]
[SKILL:CARPENTRY]

[REACTION:MAKE_WOOD_RING_ADV]
        [NAME:carve wood ring]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:RING:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:ring]
[SKILL:CARPENTRY]

[REACTION:MAKE_WOOD_EARRING_ADV]
        [NAME:carve wood earring]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:EARRING:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:earring]
[SKILL:CARPENTRY]

[REACTION:MAKE_WOOD_SCEPTER_ADV]
        [NAME:carve wood scepter]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:SCEPTER:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:scepter]
[SKILL:CARPENTRY]

[REACTION:MAKE_WOOD_AMULET_ADV]
        [NAME:carve wood amulet]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:AMULET:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:amulet]
[SKILL:CARPENTRY]

[REACTION:MAKE_WOOD_BRACELET_ADV]
        [NAME:carve wood bracelet]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:BRACELET:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:bracelet]
[SKILL:CARPENTRY]

[REACTION:MAKE_WOOD_CROWN_ADV]
        [NAME:carve wood crown]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:CROWN:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:crown]
[SKILL:CARPENTRY]

[REACTION:MAKE_WOOD_GEM_ADV]
        [NAME:carve wood cabochon]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:GEM:NONE:GET_MATERIAL_FROM_REAGENT:wood:NONE][PRODUCT_TOKEN:gem]
[SKILL:CARPENTRY]

[REACTION:MAKE_STONE_SCROLL_ROLLERS_ADV]
[NAME:make stone scroll rollers]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
[PRODUCT:100:1:TOOL:ITEM_TOOL_SCROLL_ROLLERS:GET_MATERIAL_FROM_REAGENT:rock:NONE]
[SKILL:STONECRAFT]

[REACTION:MAKE_STONE_FIGURINE_ADV]
        [NAME:carve stone figurine]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:FIGURINE:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:figurine]
        [SKILL:STONECRAFT]

[REACTION:MAKE_STONE_RING_ADV]
        [NAME:carve stone ring]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:RING:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:ring]
        [SKILL:STONECRAFT]

[REACTION:MAKE_STONE_EARRING_ADV]
        [NAME:carve stone earring]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:EARRING:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:earring]
        [SKILL:STONECRAFT]

[REACTION:MAKE_STONE_SCEPTER_ADV]
        [NAME:carve stone scepter]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:SCEPTER:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:scepter]
        [SKILL:STONECRAFT]

[REACTION:MAKE_STONE_AMULET_ADV]
        [NAME:carve stone amulet]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:AMULET:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:amulet]
        [SKILL:STONECRAFT]

[REACTION:MAKE_STONE_BRACELET_ADV]
        [NAME:carve stone bracelet]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:BRACELET:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:bracelet]
        [SKILL:STONECRAFT]

[REACTION:MAKE_STONE_CROWN_ADV]
        [NAME:carve stone crown]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:CROWN:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:crown]
        [SKILL:STONECRAFT]

[REACTION:MAKE_STONE_GEM_ADV]
        [NAME:carve stone cabochon]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:rock:1:ROCK:NONE:NONE:NONE][NO_EDGE_ALLOWED]
        [REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [PRODUCT:100:1:GEM:NONE:GET_MATERIAL_FROM_REAGENT:rock:NONE][PRODUCT_TOKEN:gem]
        [SKILL:STONECRAFT]

[REACTION:TAN_HIDE_ADV]
[NAME:tan a hide]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:raw hide:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:raw hide:TAN_MAT]
[SKILL:TANNER]

[REACTION:REFIT_HELM_ADV]
[NAME:refit headwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:HELM:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]

[REACTION:REFIT_GLOVES_ADV]
[NAME:refit gloves]
[ADVENTURE_MODE_ENABLED]
[REAGENT:first item:1:GLOVES:NONE:NONE:NONE]
[REAGENT:second item:1:GLOVES:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:first item:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:second item:NONE]
[SKILL:ARMOR]

[REACTION:REFIT_ARMOR_ADV]
[NAME:refit bodywear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:ARMOR:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]

[REACTION:REFIT_PANTS_ADV]
[NAME:refit legwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:PANTS:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]

[REACTION:REFIT_SHOES_ADV]
[NAME:refit footwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:first item:1:SHOES:NONE:NONE:NONE]
[REAGENT:second item:1:SHOES:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:first item:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:second item:NONE]
[SKILL:ARMOR]

[REACTION:SEW_LEATHER_ARMOR_ADV]
[NAME:sew leather armor]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_LEATHER:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]

[REACTION:SEW_LEATHER_CLOAK_ADV]
[NAME:sew leather cloak]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CLOAK:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]

[REACTION:SEW_LEATHER_HOOD_ADV]
[NAME:sew leather hood]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_HOOD:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]

[REACTION:SEW_LEATHER_LEGGINGS_ADV]
[NAME:sew leather leggings]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:PANTS:ITEM_PANTS_LEGGINGS:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]

[REACTION:SEW_LEATHER_LOW_BOOTS_ADV]
[NAME:sew leather low boots]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:2:SHOES:ITEM_SHOES_BOOTS_LOW:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]

[REACTION:SEW_LEATHER_HIGH_BOOTS_ADV]
[NAME:sew leather high boots]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:2:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:2:SHOES:ITEM_SHOES_BOOTS:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]

[REACTION:SEW_LEATHER_BACKPACK_ADV]
[NAME:sew leather backpack]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:BACKPACK:NONE:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]

[REACTION:SEW_LEATHER_WATERSKIN_ADV]
[NAME:sew leather waterskin]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:FLASK:NONE:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]

[REACTION:SEW_LEATHER_QUIVER_ADV]
[NAME:sew leather quiver]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:tanned hide:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:QUIVER:NONE:GET_MATERIAL_FROM_REAGENT:tanned hide:NONE]
[SKILL:LEATHERWORK]

[REACTION:MAKE_BONE_HELM_ADV]
[NAME:make bone helm]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]


[REACTION:MAKE_BONE_BREASTPLATE_ADV]
[NAME:make bone breastplate]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_BREASTPLATE:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]


[REACTION:MAKE_BONE_LEGGINGS_ADV]
[NAME:make bone leggings]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:PANTS:ITEM_PANTS_LEGGINGS:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]


[REACTION:MAKE_BONE_GREAVES_ADV]
[NAME:make bone greaves]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:PANTS:ITEM_PANTS_GREAVES:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]


[REACTION:MAKE_BONE_BOW_ADV]
[NAME:make bone bow]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BOWYER]


[REACTION:MAKE_BONE_ARROWS_ADV]
[NAME:make bone arrows]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:5:AMMO:ITEM_AMMO_ARROWS:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]


[REACTION:MAKE_BONE_BOLTS_ADV]
[NAME:make bone bolts]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:5:AMMO:ITEM_AMMO_BOLTS:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]


[REACTION:MAKE_BONE_CRUTCH_ADV]
[NAME:make bone crutch]
[ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:CRUTCH:NONE:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[SKILL:BONECARVE]


[REACTION:MAKE_BONE_SCROLL_ROLLERS_ADV]
        [NAME:make bone scroll rollers]
        [ADVENTURE_MODE_ENABLED]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
        [PRODUCT:100:1:TOOL:ITEM_TOOL_SCROLL_ROLLERS:GET_MATERIAL_FROM_REAGENT:bone:NONE]
        [SKILL:BONECARVE]


[REACTION:DECORATE_WITH_GEM_ADV]
[NAME:decorate with large gem]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:gem:1:GEM:NONE:NONE:NONE]
[IMPROVEMENT:100:target:COVERED:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]


[REACTION:DECORATE_WITH_GEM_BANDS_ADV]
[NAME:decorate with bands of large gem]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:gem:1:GEM:NONE:NONE:NONE]
[IMPROVEMENT:100:target:BANDS:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]


[REACTION:DECORATE_WITH_GEM_RINGS_ADV]
[NAME:decorate with rings of large gem]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:gem:1:GEM:NONE:NONE:NONE]
[IMPROVEMENT:100:target:RINGS_HANGING:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]


[REACTION:DECORATE_WITH_GEM_SPIKES_ADV]
[NAME:decorate with spikes of large gem]
[ADVENTURE_MODE_ENABLED]
[REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
[REAGENT:gem:1:GEM:NONE:NONE:NONE]
[IMPROVEMENT:100:target:SPIKES:GET_MATERIAL_FROM_REAGENT:gem:NONE]
[SKILL:ENCRUSTGEM]


[REACTION:DECORATE_WITH_SMALLGEM_ADV]
[NAME:decorate with small gem]
        [ADVENTURE_MODE_ENABLED]
        [REAGENT:target:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:tool:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT][HAS_EDGE]
        [REAGENT:gem:1:SMALLGEM:NONE:NONE:NONE]
        [IMPROVEMENT:100:target:COVERED:GET_MATERIAL_FROM_REAGENT:gem:NONE]
        [SKILL:ENCRUSTGEM]


[REACTION:DECORATE_WITH_SMALLGEM_BANDS_ADV]
[NAME:decorate with bands of small gem]
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(Copied the above question from elsewhere since I couldn't get an answer.)

Having done some... interesting experiments with time travel in DF (note that this was several versions back, but I see no reason why it should have changed) it seems that DF is surprisingly resilient when it comes to chronological meddling. Units do not have their age stored anywhere - their age at a given moment is simply their birth time subtracted from the world's age, and is called when needed.

Units generated at the beginning of the world are created with random ages - which means that functionally, they were born before the world was created, and therefore have negative birthdays.  This also means that if you set a unit's birthday after the current date, or set the world's age backward to before the unit was born, the unit will show a negative age on their unit screen. The game takes this in stride. I guess age is just a number.

(The time travel script used by the old Masterwork gnomes did cause units to vanish in a puff of logic if their ages were set to a negative value, but that was added behavior.)

Oh, I see, then the "birth_year" (I guess this is the birthday) is an irrelevant number that third-party programs like Legends Viewer read for the sake of populating each entity's page with information?

If "birth_time" is subtracted from the world's age, how does that work? I guess that would mean that the max "birth_time" would be... 20,000 (if I'm remembering the number of digits correctly) subtracted from the world's age like you said and the "birth_year" of the entity from which it counts... down from the number derived from that equation, but I am most likely incorrect about that.

This means I will have to change the entity's "birth_time" if I want them to be older or younger, and the "birth_year" is merely flavor text? It is interesting and a bit humorous that entities go *poof* when their age is set into the negatives, though—if this was default behavior. If it wasn't, I think it should be a thing for creatures that weren't naturally born before the creation of a world.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: chipathingy on February 24, 2020, 05:11:28 am
Hi all. I'm trying to make a creature that has multiple successive transformations that are triggered in combat. Any idea on how to do this? Are transformed creatures still not able to be transformed again or has that changes in the latest version?

You cannot transform an already transformed creature, but you can make a single syndrome that applies a new transformation after the old one ends. The timing will be unchangeable once it starts though.
That is unfortunate, I was hoping it would have changed I  the new version. I don't suppose there's a way to reverse a permanent transformation?
Current plan: creature gets transformed into a creature that immediately dies but also summons the next version in the same tick. I should be able to do this as many times as I like, right? It'll stuff up pets and clog the death list in fort mode but I can't think of any other drawbacks
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on February 24, 2020, 06:58:32 am
Game now contains stalkres?! I generate one world, read legends - and in kills list of artifact are stalkers!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 24, 2020, 07:00:54 am
Hi all. I'm trying to make a creature that has multiple successive transformations that are triggered in combat. Any idea on how to do this? Are transformed creatures still not able to be transformed again or has that changes in the latest version?

You cannot transform an already transformed creature, but you can make a single syndrome that applies a new transformation after the old one ends. The timing will be unchangeable once it starts though.
That is unfortunate, I was hoping it would have changed I  the new version. I don't suppose there's a way to reverse a permanent transformation?
Current plan: creature gets transformed into a creature that immediately dies but also summons the next version in the same tick. I should be able to do this as many times as I like, right? It'll stuff up pets and clog the death list in fort mode but I can't think of any other drawbacks

Yes, this should be doable - you can summon a creature and then transform the summoner into an instantly-evaporating dummy creature, and it will look like the creature went poof and turned into the new one.  Of course the new creature will not actually be the original one, so this method should be restricted to animals and the like.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Silverwing235 on February 24, 2020, 08:56:10 am
Please note, very minor My-First-Modding type of technique... Which may need some sanity-checking/further definiton, on reflection.
Therefore:
Code: [Select]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:7]
[SEED:valley herb seed:valley herb seeds:7:7:5:LOCAL_PLANT_MAT:SEED]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Untrustedlife on February 24, 2020, 02:01:37 pm
Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?

It can be added to creatures and is apparently considered a valid tag, but it doesn't actually work. It doesn't work with modded syndromes either.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401

I have several secrets that add NIGHT_CREATURE_EXPERIMENTER and no experiment interaction and they amke the weird generated experiments so i think it does work. (though they may do it even without that token i havent teste dthat) so it probabbly dpes nothing lol. But it can be added via syndromes.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Strik3r on February 24, 2020, 02:26:57 pm
I think how the whole experiments thing works is confusing since there are two types of experiments, one that produces ghouls and one that produces mutants and they work differently.

Mutants are produced in vanilla by necromancers with NIGHT_CREATURE_EXPERIMENTER (note, not all necros have that tag) and there is no interaction associated with this. Modding this in works fine and causes histfigs to experiment on populations and produce proc-gen mutants just like vanilla necros with said tag.

Ghouls are produced in vanilla worldgen with interactions with I_SOURCE:EXPERIMENT. This part is the one thats broken as modding in any secrets with an interaction like this will not only cause this interaction to never be used, but also breaks the behaviour of any histfig that learns the secret.

At least that's what i've been able to gather since .47 dropped. Though i might have it backward and NIGHT_CREATURE_EXPERIMENTER might be the one that breaks stuff like tower building. I find it incredibly odd, since proc-gen secrets don't have any tags that modders cant use. so its strange that generated secrets work, but modded ones don't. I think Toady has acknowledged that its kinda broken right now, so fix soon... hopefully.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 24, 2020, 02:52:42 pm
Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?

It can be added to creatures and is apparently considered a valid tag, but it doesn't actually work. It doesn't work with modded syndromes either.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401

I have several secrets that add NIGHT_CREATURE_EXPERIMENTER and no experiment interaction and they amke the weird generated experiments so i think it does work. (though they may do it even without that token i havent teste dthat) so it probabbly dpes nothing lol. But it can be added via syndromes.

Toady said that it's not supposed to work that way (http://www.bay12forums.com/smf/index.php?topic=175662.msg8093802#msg8093802).  It's supposed to produce the creature specified in the experiment interaction, not a random generated one.
If you have a save file with an example of a modded secret keeper that is producing random generated experiment creatures, can you post it here (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401)?  It happens very rarely for me (but at any rate, it never produces the creature it's actually supposed to, so either way it's busted.)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on February 25, 2020, 03:06:56 am
Is NIGHT_CREATURE_EXPERIMENTER a token that can only be added via syndrome (similarly to STERILE) or can it be applied to a creature with no issues? If the latter, is it caste level or creature level?

It can be added to creatures and is apparently considered a valid tag, but it doesn't actually work. It doesn't work with modded syndromes either.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401

I have several secrets that add NIGHT_CREATURE_EXPERIMENTER and no experiment interaction and they amke the weird generated experiments so i think it does work. (though they may do it even without that token i havent teste dthat) so it probabbly dpes nothing lol. But it can be added via syndromes.

Toady said that it's not supposed to work that way (http://www.bay12forums.com/smf/index.php?topic=175662.msg8093802#msg8093802).  It's supposed to produce the creature specified in the experiment interaction, not a random generated one.
If you have a save file with an example of a modded secret keeper that is producing random generated experiment creatures, can you post it here (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401)?  It happens very rarely for me (but at any rate, it never produces the creature it's actually supposed to, so either way it's busted.)
My original question regarding experiments was mostly about the mutant freak type ones rather than ghouls - was thinking there was a specific interaction to make them. Looking through a world.dat file, it appears the mutants just pop up randomly from necromancers and the ghouls are the ones with the interactions tied to them, but then there also isn't a token marking a creature as an experiment type.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 25, 2020, 03:26:04 am
Wait, are the creation of ghouls and resurrected undead recorded in worldgen?  Now that I think about it, in worldgen I've only seen mention of "Necromancer changed victim into a XXXX" or "Necromancer resurrected victim as a XXXX" where XXXX is a randomly generated monster species, not a condition applied to a regular species (like ghouls would be).

I haven't done a whole lot of actual in-game exploring, only searching through worldgen.  (I did once go to a tower of a modded experimenter and found no modded ghouls, but maybe that tower just didn't happen to have any).  People have reported seeing generated ghouls in-game though, right?

EDIT: No, wait, I have seen necromancers create generated ghouls in worldgen.  But I don't think they don't show up in world sites and pops exports.

EDIT2: Toady looked at the issue and maybe it does work, but with some caveats (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11401)?  Going to test it.

EDIT3: Even with the fixes I still haven't seen it work, though he does say it might be rare...if anyone actually sees a modded ghoul or resurrection experiment, can you mention it?

EDIT4: Okay, finally got it to work.  It's pretty rare though - you'll need to have a lot of people learn the secret before you have a good chance of finding one that actually starts making ghouls, but once they start they tend to make quite a large number of them.

EDIT5: It looks like there is an event where a unit will "perform horrible experiments" in a location.  Once they do that, they will produce many experimental interactions.  Intriguingly, this does not appear to require a tower!  Now the real question: what determines the occurrence of this event?  If it is the unit's personality, it may be possible to increase the likelihood of this happening.  I will go on an adventure to meet these units and see if I can discover anything notable about their personalities.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Rumrusher on February 25, 2020, 09:09:43 am
from what I tested with necromancerless worlds you can get experiments when a mummy resurrects anyone with that token... and the resurrected person would start doing experiments.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: scourge728 on February 25, 2020, 10:19:38 am
ptw
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Logariter on February 25, 2020, 10:30:11 am
Can plants be made to grow in the magma sea or hell?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on February 25, 2020, 02:28:01 pm
Can plants be made to grow in the magma sea or hell?
Nope. One can attempt though, by setting loads of plants to the SUBTERRANEAN_LAVA biome. That's only ten minutes of testing.
Could try an immobile plantlike creature, flying or swimming, in the lava. Made of steel?
Anyone done heat-immune tiny insects?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 25, 2020, 02:35:08 pm
Can plants be made to grow in the magma sea or hell?
Nope. One can attempt though, by setting loads of plants to the SUBTERRANEAN_LAVA biome. That's only ten minutes of testing.
Could try an immobile plantlike creature, flying or swimming, in the lava. Made of steel?
Anyone done heat-immune tiny insects?

Vanilla fire snakes already spawn in the magma sea, and I've seen mods that add vermin to the Underworld, so using vermin instead of plants should be fine.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Logariter on February 25, 2020, 04:41:34 pm
What if you make slade into a soil, will plants grow on that slade-soil?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 25, 2020, 06:43:46 pm
Does anyone know or has anyone tried making a medium blessing that gives you the knowledge of Secrets? Wither it by giving  you a random Secret Syndrome or giving you a slab with the secret on it?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on February 25, 2020, 06:50:41 pm
Does anyone know or has anyone tried making a medium blessing that gives you the knowledge of Secrets? Wither it by giving  you a random Secret Syndrome or giving you a slab with the secret on it?

I don't think it works - in fact when I tried it I wound up with really weird bugs, like the names of different secret holders being mixed up randomly, almost like duplicate raws but applying only to secrets.

You should be able to make a copy of the secret's syndrome and have that given by a blessing instead, though.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 25, 2020, 06:56:53 pm
Does anyone know or has anyone tried making a medium blessing that gives you the knowledge of Secrets? Wither it by giving  you a random Secret Syndrome or giving you a slab with the secret on it?

I don't think it works - in fact when I tried it I wound up with really weird bugs, like the names of different secret holders being mixed up randomly, almost like duplicate raws but applying only to secrets.

You should be able to make a copy of the secret's syndrome and have that given by a blessing instead, though.

Do you happen to have the raw of your attempt still? Im kinda curious to see how you went at it with the interaction.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Logariter on February 28, 2020, 03:43:41 pm
What biome is Hell?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on February 28, 2020, 03:47:05 pm
What biome is Hell?
If I remember correctly,
   [BIOME:SUBTERRANEAN_CHASM]
   [UNDERGROUND_DEPTH:5:5]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Logariter on February 28, 2020, 04:12:33 pm
Thanks
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on February 28, 2020, 06:26:55 pm
Got a question - is [SYN_CONCENTRATION_ADDED:1000:0] required for healing syndromes to function at all? I'm trying to figure out some decent values for healing spells of various severities - even with relatively high severities (from 70 to 100) over 40 tics it doesnt seem that much healing is done at all - even lower severities also don't seem to do much. What would be decent sev+tics combos for this?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on February 28, 2020, 07:35:03 pm
Toady just did that to make absolutely sure it would work on and absolutely heal even the biggest of beasts. Smaller creatures will still be healed with out.
Not sure what would be a good way to make lesser healing though.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: iceball3 on February 28, 2020, 07:52:01 pm
Wasn't there a specific tag to make syndromes care about body size, or is there a specific minimal dose implied by size in addition to that?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on February 29, 2020, 04:00:43 am
There's SIZE_DILUTES and SIZE_DELAYS, yeah, but I'm guessing both would affect the healing negatively (latter delaying when it occurs and former lessening the effects with size).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: chipathingy on February 29, 2020, 11:47:57 pm
Hi everyone. I'm trying to mod in a interaction that summons both a temporary creature and stealths the user:
Spoiler (click to show/hide)

Spoiler (click to show/hide)
I've tested it in both adventure mode and the testing arena, but I normally play fort mode so I don't know if it's working properly. The dog appears and then disappears but I don't know if the stealth is working properly. Have I done this right?
I gave this to dwarves to test, and they would only use it when I took control in the arena. Can I make them use it in "fort" mode?
And is there a way to make sure the dog doesn't leave a cloud of smoke when it poofs?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 01, 2020, 12:34:23 am
Hi everyone. I'm trying to mod in a interaction that summons both a temporary creature and stealths the user:
Spoiler (click to show/hide)

Spoiler (click to show/hide)
I've tested it in both adventure mode and the testing arena, but I normally play fort mode so I don't know if it's working properly. The dog appears and then disappears but I don't know if the stealth is working properly. Have I done this right?
I gave this to dwarves to test, and they would only use it when I took control in the arena. Can I make them use it in "fort" mode?
And is there a way to make sure the dog doesn't leave a cloud of smoke when it poofs?

The problem is the ATTACK hint; AI creatures will never target themselves with an ATTACK interaction. That's actually why the DEFEND hint was made, DEFEND just means "use when attacking but allow any target (or use on self if the target is SELF_ONLY).

Summoned creatures always leave smoke when vanishing using the summoning timer, but you can make a custom creature that is programmed to die after a certain amount of time through other means, for instance, giving it a FIXED_TEMP and then making its body out of a material whose heatdam point is below this temperature. It can then be given an ITEMCORPSE made of a material with a boiling point of 0. This will cause it to quickly poof when it dies instead of boiling into smoke.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: iceball3 on March 01, 2020, 06:30:40 pm
There's SIZE_DILUTES and SIZE_DELAYS, yeah, but I'm guessing both would affect the healing negatively (latter delaying when it occurs and former lessening the effects with size).
What i mean is that i thought those tags would be necessary to make size matter.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on March 02, 2020, 02:51:28 pm
Has anyone done any research on the rarity of the MEDIUM_BLESSING occurring in Adventure Mode?



EDIT:

Also, with 47.04, I have a odd feeling something was changed with the hardcoded stuff because all my WorldGens are crashing now...

Mainly around the years 60 to 80.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 02, 2020, 04:27:32 pm
Has anyone done any research on the rarity of the MEDIUM_BLESSING occurring in Adventure Mode?
Also, with 47.04, I have a odd feeling something was changed with the hardcoded stuff because all my WorldGens are crashing now...Mainly around the years 60 to 80.
I have gut feeling the medium blessing is like 1 in 10 worlds rare. Would need like 20 worlds' generated-raws dumps, looking for medium blessings.
Here's one syndrome raws dump, 3.7 MB  http://dffd.bay12games.com/file.php?id=14822

OldGenesis worldgen, "small island crash test" consistently crashes on year 32 or 33. Create-now crashes between years 14 and 120.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on March 02, 2020, 04:31:15 pm
Has anyone done any research on the rarity of the MEDIUM_BLESSING occurring in Adventure Mode?
Also, with 47.04, I have a odd feeling something was changed with the hardcoded stuff because all my WorldGens are crashing now...Mainly around the years 60 to 80.
I have gut feeling the medium blessing is like 1 in 10 worlds rare. Would need like 20 worlds' generated-raws dumps, looking for medium blessings.
Here's one syndrome raws dump, 3.7 MB  http://dffd.bay12games.com/file.php?id=14822

OldGenesis worldgen, "small island crash test" consistently crashes on year 32 or 33. Create-now crashes between years 14 and 120.

Yeah, my Create-Now and Advanced WG both crash around 60-80 years, with crashes in the 30s every once in a while.. not sure what changed but this issue wasn't here previously. Been trying to figure out what the issue may be.



EDIT: out of curiosity TomiTapio, do you have custom Positions that are in Forest/City Civs that have positions based off other civs? Such as a City having a Druid Position?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on March 02, 2020, 06:19:28 pm
Has anyone done any research on the rarity of the MEDIUM_BLESSING occurring in Adventure Mode?
Also, with 47.04, I have a odd feeling something was changed with the hardcoded stuff because all my WorldGens are crashing now...Mainly around the years 60 to 80.
I have gut feeling the medium blessing is like 1 in 10 worlds rare. Would need like 20 worlds' generated-raws dumps, looking for medium blessings.
Here's one syndrome raws dump, 3.7 MB  http://dffd.bay12games.com/file.php?id=14822

OldGenesis worldgen, "small island crash test" consistently crashes on year 32 or 33. Create-now crashes between years 14 and 120.

Yeah, my Create-Now and Advanced WG both crash around 60-80 years, with crashes in the 30s every once in a while.. not sure what changed but this issue wasn't here previously. Been trying to figure out what the issue may be.



EDIT: out of curiosity TomiTapio, do you have custom Positions that are in Forest/City Civs that have positions based off other civs? Such as a City having a Druid Position?

RESPONSIBILITY:RELIGION was fixed in this present version when it used to crash a lot before, though i did place it with position also called POSITION:DRUID in my work to make a dwarven religious patriarch, what purpose they fufill i have vaguely any idea about but they were offsite.

Adding this religion position seemed to reactivate the old stuff pre 47. & monks with the holy artifacts etc.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 02, 2020, 07:19:40 pm
EDIT: out of curiosity TomiTapio, do you have custom Positions that are in Forest/City Civs that have positions based off other civs? Such as a City having a Druid Position?
Got LOADS of custom positions, all raws are visible in the OldGenesis uploads.
One could experiment with position/civ deletions until there's no worldgen crashes...

Gave [RESPONSIBILITY:MILITARY_STRATEGY]   [RESPONSIBILITY:ESPIONAGE][RESPONSIBILITY:ATTACK_ENEMIES] [RESPONSIBILITY:PATROL_TERRITORY]
to dwarf militia captaints.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on March 02, 2020, 07:23:40 pm
EDIT: out of curiosity TomiTapio, do you have custom Positions that are in Forest/City Civs that have positions based off other civs? Such as a City having a Druid Position?

One could experiment with position/civ deletions until there's no worldgen crashes...



Yeah that's pretty much what Ill be doing all day or 2 for me till I fix any possible issues lol.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: iceball3 on March 02, 2020, 08:16:25 pm
What do you all think of a new armor piece I've been trying to work on?
Code: [Select]
[ITEM_ARMOR:ITEM_ARMOR_AKETON]
[NAME:aketon:aketon suits]
[MATERIAL_PLACEHOLDER:woven]
[ARMORLEVEL:1]
[UBSTEP:MAX]
[LBSTEP:1]
[LAYER:UNDER]
[COVERAGE:300]
[LAYER_SIZE:20]
[LAYER_PERMIT:30]
[MATERIAL_SIZE:6]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
I've been puzzling my head around material densities and the like, but I'm using the vanilla plant_thread material definitions for now.
The general idea i've been trying to do is gambesons, but having them occupy useful layer positions and resist blows appropriately has been a real head-scratcher. if you remove STRUCTURAL_ELASTICITY_WOVEN_THREAD for example, things like hemp and cotton suddenly become immune to being punctured by most weapons, which is obviously overkill.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on March 02, 2020, 08:56:58 pm
What sphere needs demon to spread surroundings with evil flora (glumprong, wormy tendrils) and fauna (harpies, ogres)?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: faloxx on March 03, 2020, 10:59:51 am
This isn't relevant to the newest version, but I've scoured this forum, the wiki and the Reddit but I couldn't find the answer anywhere.

What are the specific material tokens for dyes? I want to have a reagent that only allows red (hide root) dye, but nothing I try seems to work.
My last attempt was this:
Spoiler (click to show/hide)
When I attempted it with a regular hide root it recognised the hide root but not the barrel somehow.

Any help is appreciated.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 03, 2020, 01:29:27 pm
What are the specific material tokens for dyes? I want to have a reagent that only allows red (hide root) dye, but nothing I try seems to work.
[REAGENT:DYE:150:POWDER_MISC:NONE:PLANT_MAT:ROOT_HIDE:STRUCTURAL]
It's not that plant's structural, it's probably the MILL material:
Plant has:
   [USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
      ........ [POWDER_DYE:RED] ....
   [MILL:LOCAL_PLANT_MAT:MILL]

Try [REAGENT:dye1:150:POWDER_MISC:NONE:PLANT_MAT:ROOT_HIDE:MILL]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Thuellai on March 03, 2020, 02:51:56 pm
Have a list of stuff where I'm wondering if it's possible and what consequences might happen if I put it into the raws for an upcoming mod I'm thinking of doing.

1. Multi-creature civs - I know civs will swap members around a bit now, but can you actually have a civ that spawns multiple creature types or does all mingling have to happen in world-gen?

2.  Megabeasts that brainwash enemies sent to fight them - can this be done with an interaction?  Can that interaction then be resisted by specific creatures, to create a rare caste immune to their power?  Will it cause horrible loyalty cascades if one invades the fort, corrupts a dorf or dorf equivalent, and then other dorfs end up killing that one?

3.  Objects that provide or enhance skill experience in some way?  The obvious answer is 'used as a non-consumed reagent in a reaction that produces instantly evaporating harmless dust', right?  The setting has gems that can be inscribed with someone's memories, allowing them to pass their skills on to another holder - letting the player get access to these once they have a legendary hero with the skill, then use them to train other members of the fort, would be a cool touch.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: faloxx on March 03, 2020, 03:41:50 pm
Try [REAGENT:dye1:150:POWDER_MISC:NONE:PLANT_MAT:ROOT_HIDE:MILL]

Ha, that did the trick. Thanks a lot! Plants are still kind of confusing.

2.  Megabeasts that brainwash enemies sent to fight them - can this be done with an interaction?  Can that interaction then be resisted by specific creatures, to create a rare caste immune to their power?  Will it cause horrible loyalty cascades if one invades the fort, corrupts a dorf or dorf equivalent, and then other dorfs end up killing that one?

I can't answer the others, but I have a feeling this one might be possible. You could maybe do something that's similar to the night creatures that capture and convert creatures with the [SPOUSE_CONVERSION_TARGET] token. I'm not too familiar with the night creature raws, but if you dig them up you could probably see how their interactions work. Beside that you could also try looking at the new necromancers and their intelligent undead. They "transform" creatures into their luitenants too.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on March 03, 2020, 04:05:53 pm
Have a list of stuff where I'm wondering if it's possible and what consequences might happen if I put it into the raws for an upcoming mod I'm thinking of doing.

1. Multi-creature civs - I know civs will swap members around a bit now, but can you actually have a civ that spawns multiple creature types or does all mingling have to happen in world-gen?

2.  Megabeasts that brainwash enemies sent to fight them - can this be done with an interaction?  Can that interaction then be resisted by specific creatures, to create a rare caste immune to their power?  Will it cause horrible loyalty cascades if one invades the fort, corrupts a dorf or dorf equivalent, and then other dorfs end up killing that one?

3.  Objects that provide or enhance skill experience in some way?  The obvious answer is 'used as a non-consumed reagent in a reaction that produces instantly evaporating harmless dust', right?  The setting has gems that can be inscribed with someone's memories, allowing them to pass their skills on to another holder - letting the player get access to these once they have a legendary hero with the skill, then use them to train other members of the fort, would be a cool touch.
1. You cannot. If you try to give a civ multiple creatures, at civ-creation a random creature of that list will have that civ.

2.I believe you can make an interaction that gives creatures OPPOSED_TO_LIFE(with the megabeast having NOT_LIVING)

I think it might create loyalty cascades, but I'm not sure. I'm not absolutely sure this method will keep the creatures from continuing to attack the megabeast.
3.There is no way to pass on limit a reaction to a Legendary creature, so that with the gems specifically wouldn't work. You can however make a reagent-less or not reaction that just creates something (traditionally a boulder) that'll instantly boil away, like you said.

I can't answer the others, but I have a feeling this one might be possible. You could maybe do something that's similar to the night creatures that capture and convert creatures with the [SPOUSE_CONVERSION_TARGET] token. I'm not too familiar with the night creature raws, but if you dig them up you could probably see how their interactions work. Beside that you could also try looking at the new necromancers and their intelligent undead. They "transform" creatures into their lieutenants too.
Spouse conversion is not done through interactions, that won't work. SPOUSER_CONVERTERs only convert in world-gen anyway.
Yeah, animation is probaby the best interaction type for things like this.
Resurrection appears to currently include the original loyalties, so if they raise a lieutenant of your dwarves, the dwarves will attack them.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Deon on March 03, 2020, 04:40:26 pm
So I am trying to use the new summoning interaction to force my dwarves summon automatons after interacting with an assembly line.
It produces a poofing stone which gives them a syndrome.

Code: [Select]
[INORGANIC:POOF_SUMMON_CENTURION_COPPER]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:summon copper centurion]
[BOILING_POINT:1000]
[SYNDROME]
[SYN_NAME:can summon copper centurion]
[SYN_INGESTED]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:1000:0]
[CE_DISPLAY_NAME:NAME:(assembly cooldown):(assembly cooldown):(assembly cooldown):START:0:END:3000:ABRUPT]
[CE_CAN_DO_INTERACTION:PROB:100:START:0:END:3000:ABRUPT]
[CDI:ADV_NAME:Summon copper centurion]
[CDI:INTERACTION:SUMMON_CENTURION_COPPER]
[CDI:TARGET:A:SELF_ONLY]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:power up the copper centurion:powers up the copper centurion:NA]
[CDI:WAIT_PERIOD:3000]

Code: [Select]
[INTERACTION:SUMMON_CENTURION_COPPER]
[I_TARGET:A:LOCATION]
[IT_LOCATION:CONTEXT_LOCATION]
[I_TARGET:B:LOCATION]
[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:1]
    [I_EFFECT:SUMMON_UNIT]
        [IE_TARGET:B]
        [IE_IMMEDIATE]
            [CREATURE:CENTURION_COPPER:ALL]
            [IE_MAKE_PET_IF_POSSIBLE]

They get the status correctly (assembly cooldown), but they don't want to summon.
According to the wiki, specifying no USAGE_HINT should make them use this as soon as a target is available. And a target IS available, it's them.
Has anyone had any luck to make dwarves use interaction without USAGE_HINT?

P.S. Just to confirm, if I spawn this rock in adventure mode via a cheat reaction, I immediately get the power and can use it without selecting a target, so there's no mistake there.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Demonic Gophers on March 03, 2020, 06:20:06 pm
As far as I know, the closest you can currently get to a multi-species civ is one main species and guaranteed access to others as intelligent pets, like with goblins and trolls in vanilla.  They won't act exactly like proper citizens, but it should at least be possible to get them to show up, and I think they can do labors in fort mode.


In my experience, people in fortress mode rarely or never use no-hint interactions away from combat.  They used to do so at every opportunity, but don't seem to any more.  A thought I just had: maybe you could use CLEAN_SELF to prompt them to use it immediately?  If the reaction or syndrome leaves them covered in a contaminant, they might be willing to use a cleaning interaction to get rid of it.  Haven't tested this, but it could be worth trying.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on March 03, 2020, 08:45:22 pm
EDIT: out of curiosity TomiTapio, do you have custom Positions that are in Forest/City Civs that have positions based off other civs? Such as a City having a Druid Position?

One could experiment with position/civ deletions until there's no worldgen crashes...



Yeah that's pretty much what Ill be doing all day or 2 for me till I fix any possible issues lol.

Okay I found the cause of the issue, thankfully it was nothing to do with entity positions... *whew*

BUT im now further confused... because my forest retreat civ can no longer have [NO_EAT] in their creature raw.... and im baffled to why this was causing the mid-world generation crashes..... has anyone found this issue yet?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vattic on March 03, 2020, 09:35:28 pm
The display colour of dyed cloth carries over to the display colour of clothing crafted with it. I was wondering if there was a way to do this with custom reactions that produce tools? They are all coming out the colour of the undyed cloth.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on March 03, 2020, 11:30:44 pm
Also, previously based off my other question from the last page... I checked a worlds raws and noticed that the world that I had, had over 1700 MEDIUM_BLESSINGS....       so im gunna assume, every time you use the dice, it takes a random choice out of all the blessings and curses.. which in my world, is currently...

Minor Blessings: 3391
Medium Blessings: 1736
Minor Curses: 6782
Medium Curses: 1736
Which is a total of 13645 blessings/curses total..

and even so, if you don't get one of those, you get messages like "You must reflect on your actions.","Make the sacrifice regardless of fear.","Consider the consequences carefully." Which seem like a Neutral response, if nothing happens... and if you kept going and tempting the fate of the gods, you will be cursed...

PLUS it seems the chances of getting 1 or the other or neither, depends on how many sides of the die there are... So if I were to assume the neutral message just as 1, then that means, getting the correct blessing you want is 1 out of 13646, (at least on this world) I assume the blessings/curses depends on the world generation, size, amount of gods, ect...

Which my true question is.. if I were to make a new interaction for the divine rolling to give me a specific type of metal weapon or artifact, ect, will that just add +1 to the list of world generated divine rolls? Hmm..


Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 04, 2020, 01:36:48 am
According to the wiki, specifying no USAGE_HINT should make them use this as soon as a target is available. And a target IS available, it's them.
Has anyone had any luck to make dwarves use interaction without USAGE_HINT?

P.S. Just to confirm, if I spawn this rock in adventure mode via a cheat reaction, I immediately get the power and can use it without selecting a target, so there's no mistake there.

The wiki is outdated. There is currently no straightforward way of forcing an AI controlled unit to use an interaction, simce non-combat interactions are used randomly (and infrequently). Which is incredibly annoying, since properly linking reactions to interactions would open up a ton of fort mode possibilities.  DFHack has a plugin for that.

The best I've been able to do is to make the unit CRAZED for one tick, which will make them enter combat if there is a creature nearby, causing them to use the interaction and hopefully not actually attack anyone, but this is as unreliable as it sounds.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Deon on March 04, 2020, 04:06:05 am
That confirms my testing, thank you for your answer, IndigoFenix.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: MaxTheFox on March 04, 2020, 08:08:15 am
How to make an interaction that flings the user themselves at a creature or location? I can't get it to work.

Also, how to summon a single species of creature instead of only those with a specific token?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Flying Teasets on March 04, 2020, 03:44:05 pm
How can I create an interaction that only targets undead?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 04, 2020, 04:36:02 pm
How can I create an interaction that only targets undead?
Something with IT_AFFECTED_CLASS,
or IT_IMMUNE_CLASS : general poison, which covers most animals.
Anyone got a list of hardcoded classes? Like FILTH_B is hardcoded material?

Hmm.. IT_REQUIRES offers choice of  NO_DRINK, NO_EAT, NO_FEVERS, NO_SLEEP, NOBREATHE, etc.
NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE... one of those should do the trick. I guess all undead are OPPOSED_TO_LIFE.
https://dwarffortresswiki.org/index.php/DF2014:Interaction_token#IT_REQUIRES
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 04, 2020, 05:05:57 pm
How to make an interaction that flings the user themselves at a creature or location? I can't get it to work.

Also, how to summon a single species of creature instead of only those with a specific token?

You can't do self-flings, I've tried.

To summon a creature do:
Spoiler (click to show/hide)

How can I create an interaction that only targets undead?

You can't target undead specifically, but you can use requirement tags that undead creatures tend to have.

Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: MaxTheFox on March 04, 2020, 11:13:29 pm
I have a creature that is a floating ball of extremely hot gas, intended as a summon. Currently it only explodes if it's attacked, but is there a way to make an interaction that blows it up?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 05, 2020, 01:06:07 am
I have a creature that is a floating ball of extremely hot gas, intended as a summon. Currently it only explodes if it's attacked, but is there a way to make an interaction that blows it up?

Well, you can transform it into a creature that has an instantly-melting THOUGHT part but... Have you considered adding an interaction to PROPEL it? That sounds fun.

EDIT: Or just give it an UNDIRECTED_DUST attack.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: MaxTheFox on March 05, 2020, 03:04:20 am
And how can I make it melt itself? Making it solid so it melts doesn't seem to work... Here are the raws.

Spoiler: Fire Sphere (click to show/hide)


Spoiler: Interaction (click to show/hide)

The syndromes also don't seem to apply half the time...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on March 05, 2020, 03:57:23 am
And how can I make it melt itself? Making it solid so it melts doesn't seem to work... Here are the raws.
*snip*
The syndromes also don't seem to apply half the time...
As far as I can tell, the syndrome is being administered as a gas, and so therefore will only take affect if a unit happens to breathe in while they're stood in the gas (it's the least reliable way of administering a syndrome). For the dying part, I did some research on the matter (http://www.bay12forums.com/smf/index.php?topic=175620.0) that might be useful. For example, if you want to make the exploding creature die instantly, you could set a heatdam point on its body material and give it a homeotherm above that (or just set heatdam at 0). If you want to be more merciful on players by giving them a window of opportunity to react before the thing explodes, check the topic for the slower methods :P
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: MaxTheFox on March 05, 2020, 04:30:01 am
So it works, sort of. However, it made the spheres explode instantly after summoning, and after some changes they don't explode at all. How do I make them only explode when adjacent to an enemy?

Spoiler: Fire Sphere (click to show/hide)

Spoiler: Exploding sphere (click to show/hide)

Spoiler: Interaction (click to show/hide)

And the syndrome also has [SYN_CONTACT]... doesn't that also work on gasses?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 05, 2020, 04:45:42 am
So it works, sort of. However, it made the spheres explode instantly after summoning, and after some changes they don't explode at all. How do I make them only explode when adjacent to an enemy?

I made some changes to your original creature and came up with something that works perfectly (I will probably use something similar).
Instead of making the creature itself burning hot, do the opposite and make it vulnerable to its own heat, then use the hot material as an ATTACK.  This works.

Change the magical fire material to this:
(It will be room temperature, but will always be a gas, so when the creature dies it will evaporate instantly)
Spoiler: Fire sphere material (click to show/hide)

Add the following material (you can adjust the temperature to make it more or less deadly)
You should add any additional syndromes to this material.  SYN_CONTACT doesn't work with gases, but the explosion will create a liquid that will evaporate after a single tick, applying any syndromes on contact.
Spoiler: Explosion material (click to show/hide)

And then use this as the interaction:
Spoiler: Explosion (click to show/hide)

The only problem is that friendly fire is still possible if used in close quarters, but that's the risk of playing with fire.

Worth noting that MAT_FIXED_TEMP is rather tricky to do clever things with, because it doesn't update evaporation and melting events normally.  To make temperature attacks, it's better to use BOILING_POINT and MELTING_POINT.  When using a material attack, the game will create it at the temperature closest to room temperature that it could possibly exist in that state.  So a VAPOR attack (which is liquid) will be created at the MELTING_POINT if the melting point is above room temperature, and the BOILING_POINT if the boiling point is below room temperature.  HEATDAM_POINT and COLDDAM_POINT seem more reliable than BOILING_POINT if you want the material to disappear once it is used.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: MaxTheFox on March 05, 2020, 05:18:02 am
Thank you, it seems to work!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on March 05, 2020, 03:16:33 pm
Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 05, 2020, 05:00:06 pm
Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.

There are two ways of doing this - the easy way and the hard way.

First the easy way: Interactions with the VERBAL tag are intended to be incantations and can only be used by creatures that can speak.  A "silence" spell with CE_REMOVE_TAG:CAN_SPEAK will therefore disable the use of all VERBAL spells.

If you want something more specific, you can add a self-targeting "Prepare spell" interaction that enables the use of the actual spell for a short period. The Prepare spell is restricted with IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED, and the disabling spell adds a syndrome with SYN_CLASS:X_DISABLED.  This way the Prepare spell cannot be used if the user is disabled, and thus the actual spell cannot be used either.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on March 06, 2020, 02:20:41 am
Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.

There are two ways of doing this - the easy way and the hard way.

First the easy way: Interactions with the VERBAL tag are intended to be incantations and can only be used by creatures that can speak.  A "silence" spell with CE_REMOVE_TAG:CAN_SPEAK will therefore disable the use of all VERBAL spells.

If you want something more specific, you can add a self-targeting "Prepare spell" interaction that enables the use of the actual spell for a short period. The Prepare spell is restricted with IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED, and the disabling spell adds a syndrome with SYN_CLASS:X_DISABLED.  This way the Prepare spell cannot be used if the user is disabled, and thus the actual spell cannot be used either.
Wouldn't that be a self-only spell without a target though? From the testing I tried of the "prepare spell" method they just get used anyway and provide the relevant syndrome regardless if you have IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED - the verbal one might work better tho since removing speech would outright prevent using the interaction to begin with.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 06, 2020, 03:57:41 am
Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.

There are two ways of doing this - the easy way and the hard way.

First the easy way: Interactions with the VERBAL tag are intended to be incantations and can only be used by creatures that can speak.  A "silence" spell with CE_REMOVE_TAG:CAN_SPEAK will therefore disable the use of all VERBAL spells.

If you want something more specific, you can add a self-targeting "Prepare spell" interaction that enables the use of the actual spell for a short period. The Prepare spell is restricted with IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED, and the disabling spell adds a syndrome with SYN_CLASS:X_DISABLED.  This way the Prepare spell cannot be used if the user is disabled, and thus the actual spell cannot be used either.
Wouldn't that be a self-only spell without a target though? From the testing I tried of the "prepare spell" method they just get used anyway and provide the relevant syndrome regardless if you have IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED - the verbal one might work better tho since removing speech would outright prevent using the interaction to begin with.

Ah right, if you want the unit to be playable you also have to give the prepare interaction a manual target, even though it can only affect the self.  I use it mainly for managing the AI of non-playable creatures.  (For example, I made a necromancer variant that creates exploding zombies, and also has an interaction to prevent them from exploding when they are too close to prevent friendly fire.)

A catch-all "silence" status effect works better for an integrated magic system where most spells are verbal, but doesn't help when creating more specific behavioral effects of monsters.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on March 06, 2020, 06:16:59 am
Do you all know if it is possible to create an interaction that disables a creatures use of others? Say, a "spell" that would make it so a creature can't do a material emission.

There are two ways of doing this - the easy way and the hard way.

First the easy way: Interactions with the VERBAL tag are intended to be incantations and can only be used by creatures that can speak.  A "silence" spell with CE_REMOVE_TAG:CAN_SPEAK will therefore disable the use of all VERBAL spells.

If you want something more specific, you can add a self-targeting "Prepare spell" interaction that enables the use of the actual spell for a short period. The Prepare spell is restricted with IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED, and the disabling spell adds a syndrome with SYN_CLASS:X_DISABLED.  This way the Prepare spell cannot be used if the user is disabled, and thus the actual spell cannot be used either.
Wouldn't that be a self-only spell without a target though? From the testing I tried of the "prepare spell" method they just get used anyway and provide the relevant syndrome regardless if you have IT_CANNOT_HAVE_SYNDROME_CLASS:X_DISABLED - the verbal one might work better tho since removing speech would outright prevent using the interaction to begin with.

Ah right, if you want the unit to be playable you also have to give the prepare interaction a manual target, even though it can only affect the self.  I use it mainly for managing the AI of non-playable creatures.  (For example, I made a necromancer variant that creates exploding zombies, and also has an interaction to prevent them from exploding when they are too close to prevent friendly fire.)

A catch-all "silence" status effect works better for an integrated magic system where most spells are verbal, but doesn't help when creating more specific behavioral effects of monsters.

Hey thanks you all! I ended up using another method entirely after debating the self targeting method for a while. I hadn't thought of using the verbal token before; that's something I'll definitely have to bookmark for later!

Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 06, 2020, 09:11:05 am
Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders

There isn't.  There should be.  There have been several attempts at creating forum threads that function as a catch-all "interesting modding examples", but they tend to fizzle out over time, generally because the original poster stops updating.  A wiki page could get around this.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on March 06, 2020, 02:51:23 pm
Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders

There isn't.  There should be.  There have been several attempts at creating forum threads that function as a catch-all "interesting modding examples", but they tend to fizzle out over time, generally because the original poster stops updating.  A wiki page could get around this.

In that case I might see about getting it on the wiki today. Should it just be a couple mega pages with template examples split into categories (interaction, creature, syndrome, entity etc.)?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Roses on March 06, 2020, 03:43:13 pm
Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders

There isn't.  There should be.  There have been several attempts at creating forum threads that function as a catch-all "interesting modding examples", but they tend to fizzle out over time, generally because the original poster stops updating.  A wiki page could get around this.

That's the layout I would vote for, but since you are the one taking the initiative, I think you get to decide how you want to do it
In that case I might see about getting it on the wiki today. Should it just be a couple mega pages with template examples split into categories (interaction, creature, syndrome, entity etc.)?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Earthbound Modder on March 06, 2020, 05:11:39 pm
Honestly, is there a page on the wiki for modding examples/techniques? I'd love to be able to contribute to an organized base like that somewhere, because googling won't retrieve accurate/ up to date results for inexperienced modders

There isn't.  There should be.  There have been several attempts at creating forum threads that function as a catch-all "interesting modding examples", but they tend to fizzle out over time, generally because the original poster stops updating.  A wiki page could get around this.

That's the layout I would vote for, but since you are the one taking the initiative, I think you get to decide how you want to do it
In that case I might see about getting it on the wiki today. Should it just be a couple mega pages with template examples split into categories (interaction, creature, syndrome, entity etc.)?

Ok, I just got an interaction examples page up! For any of those experienced with wiki writing, please feel free to reformat as you feel is appropriate for the space. The link is here https://dwarffortresswiki.org/index.php/DF2014:Interaction_examples (https://dwarffortresswiki.org/index.php/DF2014:Interaction_examples) and it can be found at the bottom of the interactions page on the wiki as well.

It's fairly sparsely populated for now, but I'm planning to add more daily as I continue working on my own mod. Since I know that some of the most experienced DF modders occupy this thread, please don't feel afraid to contribute your ideas! I've been on for a while and I'm constantly astounded by what you all know and come up with. The contributions you all make will be invaluable to the development of a more comprehensive knowledge base about DF modding.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: chipathingy on March 06, 2020, 05:25:35 pm
Can [CE_CAN_DO_INTERACTION] in syndromes be given a probability to occur?
If no, is there any way an interaction can be made to fire a certain percentage of the time the trigger is met? I have an interaction with a double-transformation and a summon that I only want to occur around 5% of the time.
Edit: and does [IE_TIME_RANGE:X] work as a delayed permanent summon?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on March 06, 2020, 06:25:12 pm
Can [CE_CAN_DO_INTERACTION] in syndromes be given a probability to occur?
If no, is there any way an interaction can be made to fire a certain percentage of the time the trigger is met? I have an interaction with a double-transformation and a summon that I only want to occur around 5% of the time.
Edit: and does [IE_TIME_RANGE:X] work as a delayed permanent summon?
Yes, they can be given a probability.

IE_TIME_RANGE makes a summon temporary, and tells the game the minimum and maximum for the random amount of time the summon will stay.
A temporary summon will also disappear if moved far enough away from its master.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Prismatic on March 07, 2020, 03:02:26 am
A temporary summon will also disappear if moved far enough away from its master.

How was this determined? I can't replicate it in arena mode.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Silverwing235 on March 07, 2020, 04:56:31 am
EDIT: Wrongish thread.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 07, 2020, 11:38:41 am
How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 07, 2020, 12:33:19 pm
How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.
There's no syndrome token page, that redirects to https://dwarffortresswiki.org/index.php/DF2014:Syndrome#The_anatomy_of_a_syndrome

Got Creature page: https://dwarffortresswiki.org/index.php/DF2014:Creature
Creature Token: https://dwarffortresswiki.org/index.php/DF2014:Creature_token
Entity redirects to Entity Token: https://dwarffortresswiki.org/index.php/DF2014:Entity_token
Civilization page explains the vanilla DF entities: https://dwarffortresswiki.org/index.php/DF2014:Civilization
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 07, 2020, 12:43:24 pm
How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.
There's no syndrome token page, that redirects to https://dwarffortresswiki.org/index.php/DF2014:Syndrome#The_anatomy_of_a_syndrome

Got Creature page: https://dwarffortresswiki.org/index.php/DF2014:Creature
Creature Token: https://dwarffortresswiki.org/index.php/DF2014:Creature_token
Entity redirects to Entity Token: https://dwarffortresswiki.org/index.php/DF2014:Entity_token
Civilization page explains the vanilla DF entities: https://dwarffortresswiki.org/index.php/DF2014:Civilization
I meant, to post examples.  Like the Spellbook, but on the wiki so it doesn't get forgotten and buried.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Silverwing235 on March 07, 2020, 02:42:20 pm
How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.

You mean, like this? (https://dwarffortresswiki.org/index.php/Sample_creatures) (Search whatever term you feel appropriate, which usually produces a red link of that term - click on it and start typing is what I just did.)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 07, 2020, 03:34:38 pm
How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.

You mean, like this? (https://dwarffortresswiki.org/index.php/Sample_creatures) (Search whatever term you feel appropriate, which usually produces a red link of that term - click on it and start typing is what I just did.)
Ok, but it looks like it considers itself to be for an older version of DF.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Silverwing235 on March 07, 2020, 05:18:58 pm
How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.

You mean, like this? (https://dwarffortresswiki.org/index.php/Sample_creatures) (Search whatever term you feel appropriate, which usually produces a red link of that term - click on it and start typing is what I just did.)
Ok, but it looks like it considers itself to be for an older version of DF.
I'd say that's just an unfortunate side-effect at this point. Coding - in any language save BASIC, and that under supervision at the time - isn't really one of my strong suits, as such. Let's just say that the coding language (EDIT: involved in DF modding, not specifically MediaWiki syntax, although that could apply as well)  currently reeks too much of Javascript and associates, for someone more familiar with GOSUB and GOTO. 
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 07, 2020, 06:09:58 pm
Ah, now I understand - you just have to name it 2014:Whatever.  This automatically uses the updated template.

So now there are 2 pages:

https://dwarffortresswiki.org/index.php/DF2014:Creature_examples
https://dwarffortresswiki.org/index.php/DF2014:Interaction_examples
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: lyraluthuin on March 07, 2020, 11:44:31 pm
The new version seems to have added a noble called a "high treasurer" who is in charge of negotiating trade deals for craft guilds in fort mode. Seems like a nice feature for ordering materials your home civ doesn't have, but my problem is when the high treasurer is from my home civ. I don't think the guild has anything that I can't order from the liaison, and I can't tell which of the trade agreements gets honored; it looks like one of them may be ignored sometimes. Does anyone know a way to control the high treasurer position in the raws? I'm playing a modded civ, so I'm wondering if it's happening to everyone or just me.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Evilguards on March 08, 2020, 09:43:50 am
Does anyone know how to change the two weeks before adventure start in like, 10 years ? Would be interesting for fast forwarding
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on March 08, 2020, 12:29:31 pm
The new version seems to have added a noble called a "high treasurer" who is in charge of negotiating trade deals for craft guilds in fort mode. Seems like a nice feature for ordering materials your home civ doesn't have, but my problem is when the high treasurer is from my home civ. I don't think the guild has anything that I can't order from the liaison, and I can't tell which of the trade agreements gets honored; it looks like one of them may be ignored sometimes. Does anyone know a way to control the high treasurer position in the raws? I'm playing a modded civ, so I'm wondering if it's happening to everyone or just me.

Its under the [POSITION:CUSTOM_OFFICIAL<num>] raws, though i am unsure exactly how to express the numerical part (i assume its no-space just a straight number or a deliberate #) or whether defining your own with the intent to jump in would work rather than define doubles. Toady's official respose is that there's a fixed pool of 10 and 3 additional just flavorful administrative ones.

Fast HTML to Vordak referencing toady (http://www.bay12forums.com/smf/index.php?topic=175437.msg8083684#msg8083684)

Alternatively though all the custom official does is the [RESPONSIBILITY:TRADE] action as far as we know and you can express that though a custom postion that isn't specifically linked.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on March 09, 2020, 06:17:39 am
Does anyone know how to change the two weeks before adventure start in like, 10 years ? Would be interesting for fast forwarding
Provided it still works in the current version, this (http://www.bay12forums.com/smf/index.php?topic=164144.msg7463079#msg7463079) dfhack script can be used to edit how long the updating world screen progresses. The fast forwarding isn't exactly fast, however (especially not if you're planning on letting it go for 10 years) :P
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: LadyCookie on March 09, 2020, 10:48:42 am
Hey, I have a question!

What is the difference between garden plants and crop plants? They're both in different raw files, and entity tokens like [OUTDOOR_FARMING] and [OUTDOOR_GARDENS] seem to refer them. The DF Wiki says that "garden plants produce growths", but so does the plants in the crop file (leaves and flowers), and that is confusing me a little.

EDIT: I also noticed when your herbalists pick up vegetables and put them in barrels, the barrel sometimes will be named "Spice Barrel". Why are some plants named spices and others not?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on March 09, 2020, 12:55:45 pm
as far as ive seen, spice barrels contain plant growths, otherwise its a plant barrel.

the garden/crop thing only seems to come up in non-player sites, where crops will be grown out in the fields and garden plants will be grown on top of mounds in hillocks or around houses in hamlets. in fort mode you can grow both in crop plots.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Taras on March 09, 2020, 02:05:26 pm
In what version dead sentients was butcherable in fort mode if goblin ethics?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Shonai_Dweller on March 09, 2020, 04:48:07 pm
In what version dead sentients was butcherable in fort mode if goblin ethics?
Possibly you could still do it in 40.24?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Morning_Oak on March 09, 2020, 05:34:51 pm
Is it possible to add "Jewelcrafts" (rock crafts/weapons but made directly out of gemstones) to a jeweler's workshop? I can't find a tag for the jeweler's workshop to even add a reaction for it, and I've been trying to create gemstone warhammers.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 09, 2020, 05:40:19 pm
Is it possible to add "Jewelcrafts" (rock crafts/weapons but made directly out of gemstones) to a jeweler's workshop? I can't find a tag for the jeweler's workshop to even add a reaction for it, and I've been trying to create gemstone warhammers.

The jeweler's workshop is still not moddable.  You can add them to the craftman, mason, kiln, or any custom workshop or furnace.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: faloxx on March 09, 2020, 10:24:12 pm
Is there any RAW validating/debugging utility out there? I checked the community tools thread and the wiki page but I couldn't find something alike, unless I missed something. I have a RAW file with 200+ new materials and it's causing some weird glitches on the embark screen; specifically some items only existing in one (new) material and items with new materials costing 0 embark points. The vanilla error log neither DF-Hack's error log spit anything out either.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 10, 2020, 08:05:51 am
Is there any RAW validating/debugging utility out there? I checked the community tools thread and the wiki page but I couldn't find something alike, unless I missed something. I have a RAW file with 200+ new materials and it's causing some weird glitches on the embark screen; specifically some items only existing in one (new) material and items with new materials costing 0 embark points. The vanilla error log neither DF-Hack's error log spit anything out either.
Nope, no RAWs parsers as far as I know. Rare materials may be affected by the GOOD/EVIL locations of civs.

Use a coder's text editor like Notepad++/CrimsonEditor/EmeraldEditor to regex-find "[MATERIAL_VALUE:.*]
in your 200-materials file, if materials count doesn't match found mat_value count then some mat_value commands are missing.

Can use WinMerge or other code comparison tool to compare N weeks ago own modded raws to current modded raws.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: MaxTheFox on March 10, 2020, 08:28:43 am
You can use dfhack to make dead sentients butcherable. It's a bug anyways and as such it's not cheating IMO.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: faloxx on March 10, 2020, 11:14:50 am
Nope, no RAWs parsers as far as I know. Rare materials may be affected by the GOOD/EVIL locations of civs.

Use a coder's text editor like Notepad++/CrimsonEditor/EmeraldEditor to regex-find "[MATERIAL_VALUE:.*]
in your 200-materials file, if materials count doesn't match found mat_value count then some mat_value commands are missing.

Can use WinMerge or other code comparison tool to compare N weeks ago own modded raws to current modded raws.

Found the culprit by going through the material values, turns out in my tiredness I copied a solid colour to the MATERIAL_VALUE field instead of the value it should've been. Oops! Thanks a lot though!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: chipathingy on March 10, 2020, 05:26:33 pm
Nope, no RAWs parsers as far as I know. Rare materials may be affected by the GOOD/EVIL locations of civs.

Use a coder's text editor like Notepad++/CrimsonEditor/EmeraldEditor to regex-find "[MATERIAL_VALUE:.*]
in your 200-materials file, if materials count doesn't match found mat_value count then some mat_value commands are missing.

Can use WinMerge or other code comparison tool to compare N weeks ago own modded raws to current modded raws.

Found the culprit by going through the material values, turns out in my tiredness I copied a solid colour to the MATERIAL_VALUE field instead of the value it should've been. Oops! Thanks a lot though!
What I've been doing is just making a test DF install. Paste all my modded raws in then run arena mode. The errorlog.txt file should find your errors for you
It definitely works with creatures and materials, no idea about plants or entities or anything else
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Morning_Oak on March 10, 2020, 09:04:04 pm
Is it possible to add "Jewelcrafts" (rock crafts/weapons but made directly out of gemstones) to a jeweler's workshop? I can't find a tag for the jeweler's workshop to even add a reaction for it, and I've been trying to create gemstone warhammers.

The jeweler's workshop is still not moddable.  You can add them to the craftman, mason, kiln, or any custom workshop or furnace.

In the interest of doing what you've suggested, but still keeping my gemstone aspect - is it possible to make a tag for [CAN_GEM], similar to the [CAN_STONE] tag so that they will use only cut gems to make those items? I'd like to avoid a gabbro gemstone warhammer being made in the craftsdwarf workshop or showing up as a random artifact in world gen. Or if you know of a more straight forward workaround to establish the same effect, creating a warhammer made out of (6) cut gems that can be made in a specified workshop? Thanks for the help btw.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 11, 2020, 05:25:28 am
Is it possible to add "Jewelcrafts" (rock crafts/weapons but made directly out of gemstones) to a jeweler's workshop? I can't find a tag for the jeweler's workshop to even add a reaction for it, and I've been trying to create gemstone warhammers.

The jeweler's workshop is still not moddable.  You can add them to the craftman, mason, kiln, or any custom workshop or furnace.

In the interest of doing what you've suggested, but still keeping my gemstone aspect - is it possible to make a tag for [CAN_GEM], similar to the [CAN_STONE] tag so that they will use only cut gems to make those items? I'd like to avoid a gabbro gemstone warhammer being made in the craftsdwarf workshop or showing up as a random artifact in world gen. Or if you know of a more straight forward workaround to establish the same effect, creating a warhammer made out of (6) cut gems that can be made in a specified workshop? Thanks for the help btw.

Most custom reactions for making specific items will not be respected in worldgen anyway, the game only really recognizes hardcoded material tags when it comes to determining which items can be made of what.  If you add the weapon under the entity's WEAPON list it will show up made of weapon metals, if not it won't show up at all, except as an artifact, in which case it can be made out of any metal, I believe.  Production of gem items will happen exclusively in fort mode (or adventure mode if you add an adventure reaction).
You can make a warhammer reaction that requires a large gem and creates a warhammer out of that gem's material.  There is no simple way as far as I know of making a reaction that forces you to use multiple copies of the same gem, apart from making a unique reaction for each gem type.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: NeoTempest on March 11, 2020, 02:00:38 pm
Is it possible to have ice boulders used as a reagent in reactions with water being hardcoded? I'm leaning on the assumption of no, but thought I would see if anyone else had any previous experience with it.

So far I've tried.
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:ICE]
[REAGENT:A:BOULDER:NO_SUBTYPE:MATERIAL:WATER]
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:WATER]

All to no avail, and I'm starting to come to the assumption that you simply cannot interact with hard coded material through raws alone.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Nahere on March 11, 2020, 02:34:43 pm
Is it possible to have ice boulders used as a reagent in reactions with water being hardcoded? I'm leaning on the assumption of no, but thought I would see if anyone else had any previous experience with it.

So far I've tried.
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:ICE]
[REAGENT:A:BOULDER:NO_SUBTYPE:MATERIAL:WATER]
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:WATER]

All to no avail, and I'm starting to come to the assumption that you simply cannot interact with hard coded material through raws alone.
You want this:
[REAGENT:A:BOULDER:NO_SUBTYPE:WATER:NONE]
For future reference, hardcoded materials are listed here (https://dwarffortresswiki.org/index.php/DF2014:Material_token).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: NeoTempest on March 11, 2020, 02:39:38 pm
Is it possible to have ice boulders used as a reagent in reactions with water being hardcoded? I'm leaning on the assumption of no, but thought I would see if anyone else had any previous experience with it.

So far I've tried.
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:ICE]
[REAGENT:A:BOULDER:NO_SUBTYPE:MATERIAL:WATER]
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:WATER]

All to no avail, and I'm starting to come to the assumption that you simply cannot interact with hard coded material through raws alone.
You want this:
[REAGENT:A:BOULDER:NO_SUBTYPE:WATER:NONE]
For future reference, hardcoded materials are listed here (https://dwarffortresswiki.org/index.php/DF2014:Material_token).

Much obliged, still working out all the kinks with regards to raws, I'll put this in my reference tab.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Silverwing235 on March 11, 2020, 06:48:46 pm
How do you create a new page on the wiki?  We need one for syndromes, creatures, and probably entities as well.

As you apparently didn't catch it on your talkpage - this  is also now prepared-ish. (https://dwarffortresswiki.org/index.php/DF2014:Entity_examples)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 11, 2020, 07:06:41 pm
You want this: [REAGENT:A:BOULDER:NO_SUBTYPE:WATER:NONE]
For future reference, hardcoded materials are listed here (https://dwarffortresswiki.org/index.php/DF2014:Material_token).

Extracted raws of older hardcoded materials here: like SALT and FILTH_B[rown]. http://www.dfwk.ru/Hardcoded_materials.txt
Title: usable workshops for reactions
Post by: CohentheBarbarian on March 13, 2020, 12:49:28 am
would someone help out with a list of available workshops for reactions?
I got an idea for which ones I can use but im not sure of the format they
need to be written in.


[BUILDING:SMELTER:NONE]
[BUILDING:FARMER:NONE]

what other ones?



Title: Re: usable workshops for reactions
Post by: Atkana on March 13, 2020, 02:21:34 am
would someone help out with a list of available workshops for reactions?
I got an idea for which ones I can use but im not sure of the format they
need to be written in.


[BUILDING:SMELTER:NONE]
[BUILDING:FARMER:NONE]

what other ones?
Basically anything you could want to know about custom reactions is listed on the wiki (https://dwarffortresswiki.org/index.php/DF2014:Reaction#Building).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: CohentheBarbarian on March 13, 2020, 02:59:01 am


I'm such a goose. thanks mate!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Shizmoo on March 15, 2020, 06:28:04 pm
how do I edit a dwarf's skill level? I want to make one skill 0 and another 5
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Meridian on March 15, 2020, 10:24:34 pm
So far I've tried.
[REAGENT:A:BOULDER:NO_SUBTYPE:INORGANIC:ICE]
You want this:
[REAGENT:A:BOULDER:NO_SUBTYPE:WATER:NONE]
For future reference, hardcoded materials are listed here (https://dwarffortresswiki.org/index.php/DF2014:Material_token).

Just gonna ask, is there anything barring me for having recipes be made at a magma forge, using ice bolders....

----
Separately, can an improved object be a reagent?
I'm assuming so long as I don't code it otherwise, it would by default.

Asking specifically because I'm adding the bread recipes provided in Adventurecraft and the like, and wondering if I can have my dwarves improve the bread loaves made (ENCRUST/COATING for spices, and GLAZE for something like an oil-glaze, etc.), but would it bar those loaves from being selected for usage in a Lavish Meal? Would it just appear as 'Finely minced wheat bread' or would it be 'Finely minced cinammon-spiced wheat bread'. A part of me assumed the former, as I don't remember pots being renamed based on whether they were glazed or what they were glazed with, although I assume the resulting value would still get increased

how do I edit a dwarf's skill level? I want to make one skill 0 and another 5
You'll want to check out 'assign-skills' part of dfhack, if you are using it.
here's the documentation manual (https://readthedocs.org/projects/dfhack/downloads/pdf/stable)
Read the instructions and you should be able to manually do that in DFHack
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: CohentheBarbarian on March 16, 2020, 01:07:14 am
Spoiler (click to show/hide)

hay mates, do I have the material correct here in this interaction? and will [IS_FREQUENCY:1] give it a 1% chance weekly?
AND can I make it resurrect a unit, like with a working soul?

p.s can we yet make a unit SUPERFIREIMMUNE by eating a dragon's heart?

cheers
miles
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 16, 2020, 05:13:56 am
p.s can we yet make a unit SUPERFIREIMMUNE by eating a dragon's heart?
FIREIMMUNE_SUPER means "hey AI, you are allowed to calculate walking path though dragonfire". For surviving dragonfire, one needs to make creature's materials resist the high temperature. Magma-resistant rock class or such. I don't know if an interaction or syndrome can change all tissues of a creature; OldGenesis doesn't have creature transfomation magicks.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 16, 2020, 07:38:34 am
p.s can we yet make a unit SUPERFIREIMMUNE by eating a dragon's heart?
FIREIMMUNE_SUPER means "hey AI, you are allowed to calculate walking path though dragonfire". For surviving dragonfire, one needs to make creature's materials resist the high temperature. Magma-resistant rock class or such. I don't know if an interaction or syndrome can change all tissues of a creature; OldGenesis doesn't have creature transfomation magicks.

Syndromes cannot change material properties (apart from adding a force multiplier).  There is currently no means of making a creature resistant to heat or fire without transforming them into a different creature.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: CohentheBarbarian on March 16, 2020, 03:57:42 pm
Thanks guys, I guess I just thought it was a magic tag. Any word on whether this is the correct format?

   [IT_MATERIAL:MATERIAL:LIQUID:sunshine:WEATHER_CREEPING_GAS]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on March 16, 2020, 04:48:47 pm
Not at all. LIQUID isn't a real thing and you want the raw identifier of sunshine, not its name. See the wiki (https://dwarffortresswiki.org/index.php/DF2014:Material_token). You want PLANT_MAT:BERRY_SUN:DRINK rather than LIQUID:sunshine.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: CohentheBarbarian on March 17, 2020, 12:51:57 am
Thanks mate,
My sunshine brings all the dorfs to the yard..
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Deon on March 21, 2020, 09:19:16 pm
This is not worthy of its own thread, so I wanted to ask it here.

Every time I try to make a DF tileset, the biggest challenge for me is a good-looking snow/sand.
I wanted to hear an honest opinion on this kind of snow/ice tileset. Would it be fine for your eyes?

I was fighting with it for some time, but can't make it nicer than this for now.

P.S. It is a 16x16 tileset, so my options are limited.

(https://i.imgur.com/nBj268M.png)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on March 22, 2020, 06:01:35 am
Maybe make tiny snow drifts with wavy lines and shading on one side of them. The snowflakes look ok, it's just the blank white background standing out, it's very bright indeed. The ice, maybe reduce the diagonal lines, make them less noticeable, a background effect. I'd make it a paler, closer-to-white color and maybe add an either long linear or radiating cracked bit to it, also not as obvious as the current diagonal sheen effect, but to give it a little depth.

I've never made or used tilesets personally, just some observations

The twigs sticking out of the snow look great tbh
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 22, 2020, 06:54:23 am
At first I didn't see the blue dots on snow tiles, due to LCD monitor up/down angle. Maybe too subtle.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Deon on March 22, 2020, 07:59:42 am
 The blue dots are animated, they are supposed to be flickering and subtle. I have heard the suggestions, Eric, thank you, I will try to see if I manage to make it better :).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vorox on March 22, 2020, 02:22:02 pm
Is there a way to make an Interaction be usable only once per creature, other than setting WAIT_PERIOD to a ridiculously high value?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: mtboaty on March 22, 2020, 03:03:15 pm
Hiho,
my custom reactions that create weapons from a "metal" that has a custom material class just create not one piece but like 150 pieces of it.
Could someone explain me what I am doing wrong?


[REACTION:MAKE_CERAMIC_LONG_SWORD]
   [NAME:make ceramic long sword]
   [BUILDING:KILN:NONE]
   [REAGENT:clay:1:NONE:NONE:NONE:NONE][REACTION_CLASS:MILITARY_CERAMICS]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_LONG:GET_MATERIAL_FROM_REAGENT:clay:NONE]
   [SKILL:POTTERY]
   [FUEL]
   [CATEGORY:CERAMIC_WEAPONS]

i know the material should be some kind of clay, but when i defined the mat like clay (say a soil tag in the mat)
the reaction just creates nothing, if the material is a metal (IS_METAL) weapons and armor can be made -.-

Thanks already for your help, tell me if you need more info!
Thank you!!!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Deon on March 23, 2020, 12:37:11 am
Is the material a boulder, or a bag of sand? If it's a bag of sand, there may be 150 material in that bag -> 150 items.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 23, 2020, 03:53:35 am
Is there a way to make an Interaction be usable only once per creature, other than setting WAIT_PERIOD to a ridiculously high value?

There are a number of tricks to do this, but they depend very heavily on exactly what you are trying to do.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 23, 2020, 07:22:33 am
Is the material a boulder, or a bag of sand? If it's a bag of sand, there may be 150 material in that bag -> 150 items.
Bag use example code: preserve bag.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: bloop_bleep on March 23, 2020, 02:57:37 pm
How's the state of greeting interactions? Or any creature interactions, not used in combat? Any change in 0.47.xx?

How's it like for non-sapients specifically?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Toxicshadow on March 23, 2020, 04:01:21 pm
Can anyone help me diagnose why my creature is suffocating? I'm a bit puzzled. Each time I spawn one in the arena, they're immediately flashing wounded. My first guess is that there's a connection problem. I'm just not sure how because they have the 2LUNGS body detail plan, as well as QUADRUPED, giving them an upper body for it to connect to. They also have the AMPHIBIOUS token. There is no errorlog, so I doubt there's any broken tokens. I've been using Dwarf Portrait and I made sure everything was where it should be. Sure enough, the lungs are indeed in the upper body. Is there a mouth problem...?
Spoiler (click to show/hide)
I am very puzzled as to how this could be happening honestly.
Edit: it was a lack of a brain. Whoops.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: CohentheBarbarian on March 24, 2020, 04:28:35 am
Is it possible to make dwarfs geldable in fort mode?
If not.
Any ideas on how to target a select group with a syndrome?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on March 24, 2020, 04:38:22 am
Making them geldable, no. The easiest way to select only certain dwarves is probably to use a workshop interaction to produce a boulder of an inorganic that boils at room temperature that delivers a syndrome when inhaled. The only issue is that the dwarf in question might not inhale the gas while its in the air, and so you will probably have to run the reaction on repeat until the syndrome shows up
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 24, 2020, 07:33:02 am
Is it possible to make dwarfs geldable in fort mode?
If not.
Any ideas on how to target a select group with a syndrome?
Could put the syndrome on the alcohol that dwarves drink, I suppose. "burrows 2 has the Special Drink, one that changes you!"
Syndrome can target a caste:  [SYN_AFFECTED_CREATURE:DWARF:FEMALE_BLUEBLOOD]

Edit: We have lots of dwarf castes in OldGenesis, like pyrokinesis-smith, depressed-paranoid gloomy, learning disability Domple...
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: CohentheBarbarian on March 24, 2020, 07:20:46 pm
thanks, one step closer to a sterile military! thats a big help
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vorox on March 25, 2020, 06:43:25 am
Is there a way to make an Interaction be usable only once per creature, other than setting WAIT_PERIOD to a ridiculously high value?

There are a number of tricks to do this, but they depend very heavily on exactly what you are trying to do.

A resurrection spell that can be learned from a SECRET, then used only once to resurrect somebody.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Hetsin on March 27, 2020, 08:42:46 pm
I've been having a CTDs resulting from a fault in VCRUNTIME140.dll while loading modded creature files containing a bunch of creatures (essentially giants and especially animal people) containing COPY_TAGS_FROM followed by a few APPLY_CREATURE_VARIATIONSs. I've ruled out duplicate creatures and I think I removed all fractal creatures. Are there known issues regarding those particular tokens interacting or the dll itself?

Barring any particular issue, I think maybe the dll causes a CTD because whatever temporary file it handles while applying creature variations gets too large for it to handle. I'll test that theory out within a few days.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Unknown72 on March 28, 2020, 04:55:02 pm
Can anyone explain what the

[IE_CREATURE_CASTE_FLAG:x]

Is in the new summoning interactions? I'm thinking of utilizing the interaction for a variety of different summons but can't find any information on it.

Alongside it would be the following tags

[IE_CREATURE_FLAG] [IE_FORBIDDEN_CREATURE_FLAG] [IE_FORBIDDEN_CREATURE_CASTE_FLAG]

Same with how the new Transformation interaction works? The one in Bogeyman_transformation.txt that is?

Edit: Just had a thought, with these new summoning and healing mechanics, couldn't we possibly make a magic system revolving around this? Just changing the context to "Casting" instead of "Summoning" word wise and making the summoned entities just short lived creatures made out of the material we want them to be? I remember someone made a magic system revolving around creatures that were "Magic" that you created/consumed in reactions to create and use spells.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: MCipher on March 28, 2020, 07:28:37 pm
--Snipped my own question, wrong thread, apologies--

Can anyone explain what the

[IE_CREATURE_CASTE_FLAG:x]

Is in the new summoning interactions? I'm thinking of utilizing the interaction for a variety of different summons but can't find any information on it.

-snip-
According to the wiki, Creature/Caste Flags are a set of... Well, flags, that can help whittle down choices for summons and the like. For instance, with [IE_FORBIDDEN_CREATURE_FLAG:TWO_GENDERS], any creature with two genders cannot be summoned. Or if it's got [IE_CREATURE_FLAG:GOOD], only [GOOD] creatures are summoned, AFAIK.

A full list of the flags is on the wiki, here (https://dwarffortresswiki.org/index.php/DF2014:Interaction_token#Creature_and_Caste_Flags).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Unknown72 on March 28, 2020, 09:58:13 pm
-snip-

Thanks! So i'm assuming we can't just make our own caste/creature flags? If not then it might be easier to make certain tags for a certain set of summons then. (Like using Fanciful for Elemental Summons, for example)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: DarthRubik on March 31, 2020, 08:41:02 am
I am sorry if this is a common question, but I am kind of a modding noob.......I looked all over the place and I couldn't find the answer.....

So, how much do modded interactions effect worldgen......my first guess is not at all (cause you don't see a bunch of in 1021 the dwarf Urist McDwarf petted a tame alpaca), but I couldn't confirm this at all......So is this known or does some !!SCIENCE!! need to be done?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on March 31, 2020, 10:14:52 am
I haven't seen anything besides deity curses like vampirism and werebeasts, and secrets and their raise/resurrect interactions being used.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Temujin on March 31, 2020, 01:38:23 pm
Hello, my apologies if this is the wrong place to ask this. . .

I would like to make two dwarves friends, but it seems that this is difficult as the friendship data is stored in history as a vector.   Is there a script that can accomplish this?

thanks for your help.

Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: bloop_bleep on March 31, 2020, 01:40:54 pm
This thread is generally for raw modding. You'd get more people likely to know the answer in the DFHack thread in the 3rd Party Utilities subforum.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 31, 2020, 05:08:03 pm
I would like to make two dwarves friends, but it seems that this is difficult as the friendship data is stored in history as a vector.   Is there a script that can accomplish this?
"When it comes to friendship values you should probably look at Fleeting Frames' relations-indicator script,"  http://www.bay12forums.com/smf/index.php?topic=167496.15

something "lua @df.unit_relationship_type" 

something rela ids http://www.bay12forums.com/smf/index.php?topic=172722.0

force marry script from 2013: http://www.bay12forums.com/smf/index.php?topic=100964.60
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Acranti on April 02, 2020, 08:04:44 pm
Hello! im new to the board and modding but not so much to the game.

I was hoping for some help making a small mod to get me started in the right direction which i think wouldnt be too long, maybe like 30 lines? Im having a lot of trouble getting this test version to work though. Should I just be posting the raw here or what?

What im basically trying to achieve is an interaction (ideally a secret so they look for it rather than it happening to them like werebeast, but deity might work if secret doesnt) where a deity simply gives someone an item. So instead of becoming a necromancer they get like an artifact adamantine spear or something. How would i go about this?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on April 03, 2020, 07:03:21 am
What im basically trying to achieve is an interaction (ideally a secret
...
So instead of becoming a necromancer they get like an artifact adamantine spear or something. How would i go about this?
I'm afraid it's not possible to make items via interactions or secrets. Might be possible to grant the hero creature an ability to transform some_creature into X, and X drops an artifact-like bodypart.

Creature: animated armor.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Acranti on April 03, 2020, 08:56:49 am
What im basically trying to achieve is an interaction (ideally a secret
...
So instead of becoming a necromancer they get like an artifact adamantine spear or something. How would i go about this?
I'm afraid it's not possible to make items via interactions or secrets. Might be possible to grant the hero creature an ability to transform some_creature into X, and X drops an artifact-like bodypart.

Creature: animated armor.
Spoiler (click to show/hide)

oh, interesting, i thought the new IE_ITEM and IE_ITEM_QUALITY were specifically made for this. i saw that the dice interaction for divination included a similar effect; youre saying theres no way to adapt that effect to something player made though, it only works as a generated blessing on the die? would they maybe use a interaction power that allows them to make their own armor? or would a worldgen HF actually butcher the body of an animated armor to extract the items, because that could work too... im sure i can work around details if its possible in some way, but theres no way for a historical figure to a material without the civ also having access to it in worldgen?

either way ill look into that creature you mentioned when i have a second to look through the raw, thank you!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on April 03, 2020, 09:18:48 am

What im basically trying to achieve is an interaction (ideally a secret
...
So instead of becoming a necromancer they get like an artifact adamantine spear or something. How would i go about this?
I'm afraid it's not possible to make items via interactions or secrets. Might be possible to grant the hero creature an ability to transform some_creature into X, and X drops an artifact-like bodypart.
Creature: animated armor.
Spoiler (click to show/hide)
Ummm.... You can create items with creature actions at least. I don't know if there's any way to make anyone other than an adventurer or a fort dwarf use them though, since it just creates the items at the target's feet.
Code: [Select]
[INTERACTION:GIFT_WEAPON]
[I_SOURCE:CREATURE_ACTION]
[IS_HIST_STRING_1: gifted ]
[IS_HIST_STRING_2: a truly powerful sword.]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_MANUAL_INPUT:obsidian]
   [I_EFFECT:CREATE_ITEM]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ITEM:100:1:WEAPON:ITEM_WEAPON_SWORD_2H:INORGANIC:ADAMANTINE]
      [IE_ITEM_QUALITY:ARTIFACT:ARTIFACT]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Lurksquatch on April 03, 2020, 10:16:38 am
Someone may have already asked this question, but is there a reason why vermin with the "vermin soil colony" token don't have animal person/ giant versions? Like, why are there no giant ants, or honey bees? I was thinking of making a Colony Spider creature, but the whole point is to have swarms of giant spiders attack your fortress. So I was just wondering if it had to do with the token that makes them live in colonies, or if it's something else.

Thanks!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vorox on April 03, 2020, 10:49:30 am
Simple question about the IT_REQUIRES interaction token - if I use several of them for one interaction, for example
[IT_REQUIRES:OPPOSED_TO_LIFE]
[IT_REQUIRES:SUPERNATURAL]

Does that mean that the target creature must have EITHER of those tags or BOTH?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: pikachu17 on April 03, 2020, 02:06:20 pm
Simple question about the IT_REQUIRES interaction token - if I use several of them for one interaction, for example
[IT_REQUIRES:OPPOSED_TO_LIFE]
[IT_REQUIRES:SUPERNATURAL]

Does that mean that the target creature must have EITHER of those tags or BOTH?
I believe it is EITHER.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: CohentheBarbarian on April 03, 2020, 05:26:49 pm
Is it possible to mod a reaction to brew ICOR and BLOOD into low grade booze?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: chipathingy on April 04, 2020, 01:29:09 am
Hey, I'm trying to make the varkids from the Borderlands games but I'm having some trouble with their transforming reactions. 

In the creature file:
Spoiler (click to show/hide)
In the interaction file:
Spoiler (click to show/hide)

The idea is that it has a chance to be triggered in combat. It turns into a pod which then 'hatches' (dies, leaves no corpse by summons the next stage).
It doesn't seem to work in either fort mode or the arena, is there anything obvious that I've done wrong? They won't even transform once
Edit: Just added [IE_TARGET:A] to the add syndrome effect in 1a, still doesn't work
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on April 04, 2020, 08:06:20 am
Someone may have already asked this question, but is there a reason why vermin with the "vermin soil colony" token don't have animal person/ giant versions? Like, why are there no giant ants, or honey bees? I was thinking of making a Colony Spider creature, but the whole point is to have swarms of giant spiders attack your fortress.
Because, I suppose, Toady One has not created giant versions of them.
Some civs bring war animals (beak dogs) with them, some do not. One time 2013-ish I gave gray acid dragons to a civ, they brought like 30 of them with their army...

You cannot command in modding how large an army attacks your fort.
You can have wildlife appear in large [CLUSTER_NUMBER:99:999] sizes but that's not an attack.
I get 5-6 demon-civ-people in an "attacking army".

Is it possible to mod a reaction to brew ICOR and BLOOD into low grade booze?
Yeah, by making a custom reaction. Not via the brew shop normal reaction. First, create a new plant that will contain your ICHOR_ACHOOLOL. Create the new poor alcohol material inside plant. Or create a new material that is like alcohol, inside the materials txt file.
add class tag eg. THIS_IS_ICHOR to ichor.
add class tag eg. THIS_IS_BLOOD to blood.
Reaction: in comes a barrel of vile stuff that has a class tag
Spoiler (click to show/hide)

Here are the three alcohol qualities that OldGenesis mod uses:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: CohentheBarbarian on April 04, 2020, 04:24:31 pm
TomiTapio

Thats awesome. Thanks for the help mate.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Sver on April 04, 2020, 05:44:10 pm
You can have wildlife appear in large [CLUSTER_NUMBER:99:999] sizes but that's not an attack.

Although it will behave like one if the creature has [LARGE_PREDATOR] plus any of the [CURIOUSBEAST_%%] tags. I recon an old bug where giant mosquitoes would spawn in such numbers and consume every living being on the surface, not to mention the terrible lag they were causing all the while.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Lurksquatch on April 04, 2020, 06:55:02 pm
Because, I suppose, Toady One has not created giant versions of them.
Some civs bring war animals (beak dogs) with them, some do not. One time 2013-ish I gave gray acid dragons to a civ, they brought like 30 of them with their army...

You cannot command in modding how large an army attacks your fort.
You can have wildlife appear in large [CLUSTER_NUMBER:99:999] sizes but that's not an attack.
I get 5-6 demon-civ-people in an "attacking army".

Hmmm...so there no underlying mechanical reason for there not being giant honey bees and such? That's interesting...

Also, to Sver's point, I think 250-500 giant spiders with the [CRAZED] token should make for an imposing swarm lol. If need be, I'll give 'em [LARGE_PREDATOR] and/or [CURIOUSBEAST], but I think an instinctual bloodlust should suffice.

Thanks for the help!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on April 05, 2020, 05:20:08 am
Also, to Sver's point, I think 250-500 giant spiders with the [CRAZED] token should make for an imposing swarm lol.
PLease, think of the framerate! 200 of 12kg spider corpses and their miasma will be such lag in the simulation...

I'd go with 13 giant spiders, boost their dodging and fighting and spit-a-substance(cause vomiting and skin burns) skill instead of having 200 creatures hehehe.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: McFeel on April 08, 2020, 05:48:33 am
Hello, I want to create a creature that generates a constant dizziness "area". I give it this interaction:
Spoiler (click to show/hide)

The interaction:
Spoiler (click to show/hide)

But it doesn't work.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on April 08, 2020, 12:29:57 pm
Hello, I want to create a creature that generates a constant dizziness "area". I give it this interaction:
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:a:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_MANUAL_INPUT:creature]
range 5, and attack usage.  is the creature attacking all the time? (crazed, opposed to life)

Here's an acid spit interaction by Celem.
Spoiler (click to show/hide)

Here's one nasty interaction from Putnam in 2017:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Lurksquatch on April 08, 2020, 06:53:05 pm
PLease, think of the framerate! 200 of 12kg spider corpses and their miasma will be such lag in the simulation...

Eh. Losing is fun, right?

On an unrelated note, does anyone know how to edit/add text for merchants, sieges, etc? I found a bunch of files that sound like what I want in the folder data->dipscript->text, but I can't open them. Is there a certain program or method I need to use? Is it possible to edit these files at all?

Thanks!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Nahere on April 09, 2020, 07:03:27 am
On an unrelated note, does anyone know how to edit/add text for merchants, sieges, etc? I found a bunch of files that sound like what I want in the folder data->dipscript->text, but I can't open them. Is there a certain program or method I need to use? Is it possible to edit these files at all?

Thanks!
Here you go:
http://dffd.bay12games.com/file.php?id=4175
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: chipathingy on April 11, 2020, 06:26:41 am
So I got my varkid transformations working... sort of.
In the creature file:
Spoiler (click to show/hide)

It's applied via continuous secretion.

In the interaction file:
Spoiler (click to show/hide)

I'm having a couple of issues. The first step is only meant to have a percentage chance to transform, but in the arena every single one I spawn transforms into a pod immediately. The same thing happens with each step, every single one transforms, the PROB in the first section is not working.

The second is the timing. I've tried to add some delays in between each step but in the arena they immediately transform into varkid pods. The summoned unit immediately transforms into a pod so I have a chain of pods until the final form. I've tried to use the JUST_HATCHED class to add a 1200 tick gap between transformations, but it isn't working. I know I could change the times in the transformation but that won't quite work for what I want.

Any suggestions? I haven't tested it in fort mode yet
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vorox on April 12, 2020, 06:24:57 am
Is there any way to make soldiers carry less than 25 units of ammo? I made a "throwing spear" type weapon and set it's size to be five times larger than a bolt, hoping that this would make quivers only carry 5 of these. I also assigned 50 ammo to the squad (so each of ten members would have 5).

However, none of this seems to have the desired effect and the ammo just ends up slowing them down to a crawl, due to it's weight.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on April 12, 2020, 07:10:12 am
For "throwing" weapons I've used the blowgun skill and just renamed the blowgunners of every sentient and semi-sentient creature to slinger/elite slinger. NPC blowgunners never use quivers and only carry around 4-8 units of ammo in their off-hand.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vorox on April 12, 2020, 07:38:20 am
That's actually a pretty smart workaround. However, what I was trying to achieve is a roman legionary style weapon, so a gladius which would also "shoot" pila and allow a shield in the other hand. Guess I'll have to settle for war darts instead.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Lurksquatch on April 14, 2020, 05:33:46 pm
On an unrelated note, does anyone know how to edit/add text for merchants, sieges, etc? I found a bunch of files that sound like what I want in the folder data->dipscript->text, but I can't open them. Is there a certain program or method I need to use? Is it possible to edit these files at all?

Thanks!
Here you go:
http://dffd.bay12games.com/file.php?id=4175

Thank you...but how does it work?

I downloaded the file, opened it, uncompressed it, but I can't get either of the two applications inside to do anything. They don't start, they don't run, I can't install them, I can't use them to open anything, I can't use them to turn text files into whatever files they are in dwarf fortress. I don't know if I'm doing something wrong, but I can't get this to do anything for me. Help?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Nahere on April 14, 2020, 07:53:23 pm
You need to use the command prompt to run the files. If you're on windows, you can do that by pressing Win+r, typing cmd, and hitting enter. The command you want to enter will be of this format:
Code: [Select]
<filepath to the folder you have the tools in>\wtf2txt.exe <filepath to the announcements folder>\<the file you want decoded> <filepath to where you want the decoded file to end up>\<the name you want the file to have>You can paste text into the command prompt by right clicking the title bar and selecting edit>paste.
Here's an example:
Code: [Select]
C:\Users\User\DF\wtftools-r2\wtf2txt.exe C:\Users\User\DF\df_47_04_win\data\announcement\kingarrival C:\Users\User\DF\wtftools-r2\announcements\normalkingarrival.txtRe-encoding the files works the same way, check the included readme for the format.
You might want to keep a txt file with some template commands in it.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Lurksquatch on April 15, 2020, 12:21:50 am
You need to use the command prompt to run the files. If you're on windows, you can do that by pressing Win+r, typing cmd, and hitting enter. The command you want to enter will be of this format:
Code: [Select]
<filepath to the folder you have the tools in>\wtf2txt.exe <filepath to the announcements folder>\<the file you want decoded> <filepath to where you want the decoded file to end up>\<the name you want the file to have>You can paste text into the command prompt by right clicking the title bar and selecting edit>paste.
Here's an example:
Code: [Select]
C:\Users\User\DF\wtftools-r2\wtf2txt.exe C:\Users\User\DF\df_47_04_win\data\announcement\kingarrival C:\Users\User\DF\wtftools-r2\announcements\normalkingarrival.txtRe-encoding the files works the same way, check the included readme for the format.
You might want to keep a txt file with some template commands in it.

Ah. I see.

That's probably more work than I want to put into my project, honestly lol. I have phenomenally bad luck when it comes to computers, so I'd probably find some way to blow my computer up if I start messing with that stuff lol. I'll just leave the default messages in for now.

Thanks, anyway!

EDIT: I had another question, but didn't want to double post lol.

If I were to make a custom workshop with more than one [WORK_LOCATION], will that allow multiple dwarves to work in the same workshop? Or will it just crash the game?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Distman on April 15, 2020, 05:54:35 pm
So I got my varkid transformations working... sort of.
In the creature file:
Spoiler (click to show/hide)

It's applied via continuous secretion.

In the interaction file:
Spoiler (click to show/hide)

I'm having a couple of issues. The first step is only meant to have a percentage chance to transform, but in the arena every single one I spawn transforms into a pod immediately. The same thing happens with each step, every single one transforms, the PROB in the first section is not working.

The second is the timing. I've tried to add some delays in between each step but in the arena they immediately transform into varkid pods. The summoned unit immediately transforms into a pod so I have a chain of pods until the final form. I've tried to use the JUST_HATCHED class to add a 1200 tick gap between transformations, but it isn't working. I know I could change the times in the transformation but that won't quite work for what I want.

Any suggestions? I haven't tested it in fort mode yet

You should really try this in fort mode. Arena mode simplifies a lot of things. Was having major problems troubleshooting my two-stage "real infectious zombies"-syndrome, couldn't get it to work in Arena mode whatever I did.

My suggestion is adding a CAN_USE_INTERACTION on dwarfs, applying the interaction you want to test.
Something like this:
Code: [Select]
[CAN_DO_INTERACTION:YOUR_INTERACTION]
[CDI:ADV_NAME:Do interaction stuff]
[CDI:USAGE_HINT:GREETING]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:WAIT_PERIOD:50]

They should be "infecting" each other in no time.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Lurksquatch on April 16, 2020, 06:09:48 pm
Another question lol.

I'm trying to create an easier way to farm silk with a custom creature, silk worms, and a custom reaction, harvest silk worm. I've already made both, and added the reaction to the dwarf entity, but when I tried it in fortress mode, it didn't show up in the manager menu or farmer's workshop (where I want it to be preformed). The errorlog just says it doesn't recognize the reaction, which doesn't really help me figure out what's wrong lol.

Spoiler: The reaction (click to show/hide)

Spoiler: Silk Worms (click to show/hide)

Any ideas? It all looks right to me, but I'm still pretty new at this, so that doesn't really mean anything lol.

Thanks!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: AshTheTiefling on April 18, 2020, 06:46:59 am
So, quick question, I was looking to add some new vocab to the name selector, and I keep getting these errors that read UNRECOGNIZED WORD TOKEN... I don't know why this is happening. I put all the necessary information in the language text docs, and triple checked the syntax, I even got my word to appear in the name selector! But somehow that error is still showing up, anyone know why?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Logariter on April 18, 2020, 02:44:50 pm
Will plants with SHRUB_DROWN_LEVEL of 8 or higher grow underwater?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on April 18, 2020, 07:39:37 pm
Will plants with SHRUB_DROWN_LEVEL of 8 or higher grow underwater?
I don't think so. Kelp farming collecting would be cool though. Cave trees are allowed to start in 7/7 water tiles, I guess.
https://dwarffortresswiki.org/index.php/DF2014:Plant_token
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Germanicus on April 27, 2020, 06:21:58 pm
Hey, sorry for this dumb question, but how would I go about using Dwarven Sugar in a reaction? I can't figure out which material token to use for that.

[REACTION:MAKE_GUNPOWDER_SUGAR_SALTPETER]
   [NAME:make saltpeter/sugar gunpowder]
   [BUILDING:QUERN:NONE]
   [BUILDING:MILLSTONE:NONE]
   [REAGENT:A:150:BAR:NONE:COAL:NO_MATGLOSS]
   [REAGENT:B:1:BOULDER:NONE:INORGANIC:SALTPETER]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][CONTAINS:D][BAG][PRESERVE_REAGENT]
   [REAGENT:D:10:POWDER_MISC_PLANT:POD_SWEET:NONE:NONE]
   [PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150]
   [PRODUCT_TO_CONTAINER:D]
   [SKILL:MILLING]

Basically I'd like it to use 10 bags of Dwarven Sugar and then put the resulting powder back in those bags, but I keep getting errorlog messages about how it doesn't recognize POWDER_MISC_PLANT
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on April 27, 2020, 08:18:17 pm
Hey, sorry for this dumb question, but how would I go about using Dwarven Sugar in a reaction? I can't figure out which material token to use for that.

[REACTION:MAKE_GUNPOWDER_SUGAR_SALTPETER]
   [NAME:make saltpeter/sugar gunpowder]
   [BUILDING:QUERN:NONE]
   [BUILDING:MILLSTONE:NONE]
   [REAGENT:A:150:BAR:NONE:COAL:NO_MATGLOSS]
   [REAGENT:B:1:BOULDER:NONE:INORGANIC:SALTPETER]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][CONTAINS:D][BAG][PRESERVE_REAGENT]
   [REAGENT:D:10:POWDER_MISC_PLANT:POD_SWEET:NONE:NONE]
   [PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150]
   [PRODUCT_TO_CONTAINER:D]
   [SKILL:MILLING]

Basically I'd like it to use 10 bags of Dwarven Sugar and then put the resulting powder back in those bags, but I keep getting errorlog messages about how it doesn't recognize POWDER_MISC_PLANT
Sugar powder does not need coal, I have some pyrotechnical experience with it. You must not just mix powders, but smelt them and mill this alloy (without milling this chunk/bar will be more like smoke grenade), so you need two reactions. Reagent choosing in your reaction is wrong: there are no powder-misc-plant, exist only POWDER_MISC item type, after it PLANT_MAT:POD_SWEET.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Germanicus on April 27, 2020, 09:37:47 pm
Hey, sorry for this dumb question, but how would I go about using Dwarven Sugar in a reaction? I can't figure out which material token to use for that.

[REACTION:MAKE_GUNPOWDER_SUGAR_SALTPETER]
   [NAME:make saltpeter/sugar gunpowder]
   [BUILDING:QUERN:NONE]
   [BUILDING:MILLSTONE:NONE]
   [REAGENT:A:150:BAR:NONE:COAL:NO_MATGLOSS]
   [REAGENT:B:1:BOULDER:NONE:INORGANIC:SALTPETER]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
   [REAGENT:C:10:BOX:NONE:NONE:NONE][CONTAINS:D][BAG][PRESERVE_REAGENT]
   [REAGENT:D:10:POWDER_MISC_PLANT:POD_SWEET:NONE:NONE]
   [PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150]
   [PRODUCT_TO_CONTAINER:D]
   [SKILL:MILLING]

Basically I'd like it to use 10 bags of Dwarven Sugar and then put the resulting powder back in those bags, but I keep getting errorlog messages about how it doesn't recognize POWDER_MISC_PLANT
Sugar powder does not need coal, I have some pyrotechnical experience with it. You must not just mix powders, but smelt them and mill this alloy (without milling this chunk/bar will be more like smoke grenade), so you need two reactions. Reagent choosing in your reaction is wrong: there are no powder-misc-plant, exist only POWDER_MISC item type, after it PLANT_MAT:POD_SWEET.

Thanks for the info!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: KassaK on May 09, 2020, 09:14:12 am
Hi,

I'm learning how to mod things in DF and I dont understand the tile system for custom building.

First param "stage" it's ok (from 0 to 3) but :

Quote from Wiki : "the 2nd parameter is the row number, and each subsequent parameter is a character number (or literal character enclosed in 'quotes')"

I'm using the LazyNewbPack and a tileset.

So if I want my 3*3 workshop look like :

Chest - Chest - Chest
Empty - Chair - Empty
Table - Table - Table

What I have to do to find wich characters I have to set in my custom building txt ?

Thanks !
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on May 09, 2020, 12:27:46 pm
So if I want my 3*3 workshop look like :
Chest - Chest - Chest
Empty - Chair - Empty
Table - Table - Table
What I have to do to find wich characters I have to set in my custom building txt ?

It's just graphics tile commands, and which tiles cannot be walked through. This example uses a chair:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: bloop_bleep on May 09, 2020, 10:21:07 pm
You can use this (http://dwarffortresswiki.org/index.php/Character_table).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: KassaK on May 09, 2020, 10:40:57 pm
Yes thanks, easier with the wiki tileset page ;)

Second question, I have a custom reaction with the job alchemist :

Quote
[REACTION:TRANSMUTE_FLUXSTONE]
   [NAME:Transmute stone to flux-stone]
   [BUILDING:TRANSMUTATOR:NONE]
   [REAGENT:A:150:BAR:NONE:ASH:NONE]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:B:1:BOULDER:NONE:INORGANIC:NONE]
      [WORTHLESS_STONE_ONLY]
   [REAGENT:drink container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:drink]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:STONE:NONE:INORGANIC:HOMEMADEFLUX]
   [SKILL:ALCHEMIST]

The problem is I want only dwarves with alchemist skill enabled to do the job, but apparently any dwarf can do it, job enabled or not.

I know Alchemy job is special so maybe it's a normal thing ?

Any idea ? Thanks !
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on May 09, 2020, 10:58:39 pm
How make demon (unique and normal) without worldgen crashes, if demon number set to 0?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on May 10, 2020, 01:19:59 am
Yes thanks, easier with the wiki tileset page ;)

Second question, I have a custom reaction with the job alchemist :

Quote
[REACTION:TRANSMUTE_FLUXSTONE]
   [NAME:Transmute stone to flux-stone]
   [BUILDING:TRANSMUTATOR:NONE]
   [REAGENT:A:150:BAR:NONE:ASH:NONE]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:B:1:BOULDER:NONE:INORGANIC:NONE]
      [WORTHLESS_STONE_ONLY]
   [REAGENT:drink container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:drink]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:1:STONE:NONE:INORGANIC:HOMEMADEFLUX]
   [SKILL:ALCHEMIST]

The problem is I want only dwarves with alchemist skill enabled to do the job, but apparently any dwarf can do it, job enabled or not.

I know Alchemy job is special so maybe it's a normal thing ?

Any idea ? Thanks !

Add alchemist as a job in the entity, then it has to be enabled on the dwarf's labors page.

How make demon (unique and normal) without worldgen crashes, if demon number set to 0?

Don't think you can, but maybe with enough different demon definition, unique or not, in the raws, it will stop happening? I have no idea what's actually causing the crash though, just on the assumption that it needs a certain minimum number of demons to work.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: KassaK on May 10, 2020, 01:38:18 am
I already have the [PERMITTED_JOB:ALCHEMIST] in my entity.

On dwarf Therapist I can On/Off the skill alchemy, but in game, dwarfs without alchemy skill enabled do the reaction with [SKILL:ALCHEMY]

Edit : And there is a mistake in my first post, it's [SKILL:ALCHEMY] and not [SKILL:ALCHEMIST], it was just for test.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on May 10, 2020, 01:54:09 am
Thats weird, for me it only ever uses alchemy-enabled dwarves. But I dont use dwarf therapist, so maybe theres a bug stemming from that? Try again in a game version with your mod but without dwarf therapist
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: KassaK on May 10, 2020, 11:13:54 am
Yeah I dont know why but it's ok now.. ^^

Third question, how can I have a reageant boulder no flux only ?

[REAGENT:B:1:BOULDER:NONE:INORGANIC:NONE]

I dont want use blocks but only boulder NO FLUX, I tried the tag WORTHLESS_STONE_ONLY but doesnt work.

And bonus question, is there a way to use only beer in reaction ? Not ale, rum or other drink but only beer (5 units)

[REAGENT:beer:150:DRINK:NONE:NONE:NONE:NONE]
   [UNROTTEN]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Hugo_The_Dwarf on May 10, 2020, 03:21:52 pm
Yeah I dont know why but it's ok now.. ^^

Third question, how can I have a reageant boulder no flux only ?

[REAGENT:B:1:BOULDER:NONE:INORGANIC:NONE]

I dont want use blocks but only boulder NO FLUX, I tried the tag WORTHLESS_STONE_ONLY but doesnt work.

And bonus question, is there a way to use only beer in reaction ? Not ale, rum or other drink but only beer (5 units)

[REAGENT:beer:150:DRINK:NONE:NONE:NONE:NONE]
   [UNROTTEN]

You have to probably set your flux stone as not to use in the economic stone area
'z' > "Stone"
looking in here Marble and that are set to "Green" which means it can be used in reactions


As for the "beer" only you'd have to put a reaction class on the DRINK materials that are beer, and the reagent would be
Code: [Select]
[REAGENT:beer:750:DRINK:NONE:NONE:NONE][REACTION_CLASS:BEER]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: KassaK on May 10, 2020, 04:26:25 pm
I was testing with marble, so maybe the tag WORTHLESS_STONE_ONLY work.

I will check that, thanks !
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: KassaK on May 11, 2020, 03:04:26 pm
I'm back with a new question :p

Is there a way to slower a reaction independently of the skill used ?

For example if I want to make a reaction last 5 minutes ?

Thanks !
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Hugo_The_Dwarf on May 11, 2020, 05:17:32 pm
Nope sadly this is something that a lot of people have asked. The best you can do is make a series of reactions where after the 1st the rest are [AUTOMATIC] like a "craft grand war axe" you take some metal bars and it produces a tool called "Grand War Axe 10% Progress" that tool is taken by the next reaction to spit out 20% progress tool, so on and so forth until the last one is ran taking the 90% and just making the Grand War Axe item.

So it's like
Reaction 1
Reaction 2 (automatic)
Reaction 3 (automatic)
Reaction 4 (automatic)
Reaction 5 (automatic)
...
etc

Edit:
That way you can just start the reaction and then the rest auto queues and looks like the dwarf just keeps working away at it.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: KassaK on May 11, 2020, 11:07:22 pm
Good idea, but in my case it doesn’t work.

I want to add a custom workshop for train skills, this is why I want to slow down the reaction to avoid them training too quickly.

With your solution it doesn’t solve the problem :p
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on May 12, 2020, 07:01:18 am
Good idea, but in my case it doesn’t work.
I want to add a custom workshop for train skills, this is why I want to slow down the reaction to avoid them training too quickly.
Consume boulders, vermin remains, socks!, meals, tickets-made-in-rock-toy-workshop, maybe.
My "consume meals" did not work, dummies consumed random items!!

Deon's OldGenesis training reactions, feel free to use:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: KassaK on May 12, 2020, 09:12:33 am
Yes already checked that, but didnt find any information on the syntax --REAGENT and CONSUMEMEALS.

Dont know exactly why this line slow down the reaction, and what it does exactly and if it's a vanilla syntax or old genesis custom add.

Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: bloop_bleep on May 12, 2020, 11:38:07 am
Oh, it's just a comment out. It's not actually any special syntax, it's just to remove the opening [ so that the game doesn't read that tag, without removing it completely so it can easily be added back in.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Rekov on May 14, 2020, 11:48:24 pm
What do things like [DRINK:LOCAL_PLANT_MAT:DRINK] and [MILL:LOCAL_PLANT_MAT:MILL] in plant raws do exactly?

Are they necessary to call a material like PLANT_MAT:WHATEVER:DRINK?

And if that's the case, why aren't there equivalent tags for oil, or soap?

Basically I'm trying to understand why I can refer to PLANT_MAT:WHATEVER:FRUIT or PLANT_MAT:WHATEVER:LEAF as a material token, but I can't refer to PLANT_MAT:WHATEVER:MILL in order to get the powder.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Hugo_The_Dwarf on May 15, 2020, 02:54:27 am
What do things like [DRINK:LOCAL_PLANT_MAT:DRINK] and [MILL:LOCAL_PLANT_MAT:MILL] in plant raws do exactly?

Are they necessary to call a material like PLANT_MAT:WHATEVER:DRINK?

And if that's the case, why aren't there equivalent tags for oil, or soap?

Basically I'm trying to understand why I can refer to PLANT_MAT:WHATEVER:FRUIT or PLANT_MAT:WHATEVER:LEAF as a material token, but I can't refer to PLANT_MAT:WHATEVER:MILL in order to get the powder.

[DRINK] controls what is produced via normal brewing, well that used to be the case until Toady split that reaction into the RAWs, but I'm pretty sure it still allows the AI if it has access to that plant, to bring that material as a booze item to sell

[MILL] ergo the same, if it gets milled in a Quern or Millstone (powered) it will produce a bag-able material and the AI will use it for Trade

There are no tags for OIL and SOAP because there are reactions to make use of them and to make them.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Rekov on May 15, 2020, 09:25:35 am
The two brewing reactions in the raws use [PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:DRINK_MAT] and [PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT] as the products.

So is DRINK_MAT and SEED_MAT hard-coded things that works for brewing, but there isn't an equivalent MILL_MAT that works for powder? I've had to use a material reaction product for a custom reaction that produces powder from a custom plant. And while it works for creating powder, something is going wrong somewhere, because when I use that powder in further reactions, something gets messed up.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Mim on May 15, 2020, 03:38:12 pm
Okay, so in Tolkien's world of Middle-earth, Dwarves are immune to human diseases. This means in my mod I would have to make them immune to infections from wounds and infections from rot. Would this make the game too easy?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on May 15, 2020, 04:42:34 pm
Okay, so in Tolkien's world of Middle-earth, Dwarves are immune to human diseases. This means in my mod I would have to make them immune to infections from wounds and infections from rot. Would this make the game too easy?
No, it would not. Infections are nothing;
sieges (without trap corridor or walling off) and werecreature-epidemic
 and tantrum spirals are the real enemy. Plus the occasional 20-ton megabeast.

Too easy would be "all dwarves get dodging skill of 5 to 20 at birth".
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Rekov on May 15, 2020, 07:06:11 pm
I am having a problem with using powder as a reagent, when that powder is contained within a bag within a barrel:

Code: [Select]
Alternate version of above reaction in case dust bags are contained in barrels.
[REACTION:MIX_DUSKTHORN_ESSENCE_BARREL]
[NAME:mix duskthorn essence]
[BUILDING:ALCHEMIST_HOLLOW:CUSTOM_SHIFT_D]
[REAGENT:powder:150:POWDER_MISC:NONE:PLANT_MAT:DUSKLEAF:MILL]
[REAGENT:bag:1:NONE:NONE:NONE:NONE]
[CONTAINS:powder]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:bag container:1:NONE:NONE:NONE:NONE]
[CONTAINS:bag]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[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]
[REAGENT:flask:1:FLASK:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NONE:PLANT_MAT:DUSKLEAF:EXTRACT]
[PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:flask]
[SKILL:ALCHEMY]

All of the reagents are gathered, and the reaction does produce an extract in the flask. Neither the powder nor the oil get consumed though, and the extract isn't usable in further reactions.

I have a reaction that is identical to the one posted above, except without the bag container reagent, and that reaction works perfectly. Is it just not possible to use a reagent within nested containers?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on May 15, 2020, 07:40:40 pm
   [REAGENT:powder:150:POWDER_MISC:NONE:PLANT_MAT:DUSKLEAF:MILL]
   [REAGENT:bag:1:NONE:NONE:NONE:NONE]   [CONTAINS:powder]   [PRESERVE_REAGENT]   [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:bag container:1:NONE:NONE:NONE:NONE]   [CONTAINS:bag]
      [PRESERVE_REAGENT]      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [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]
   [REAGENT:flask:1:FLASK:NONE:NONE:NONE]      [EMPTY]      
I don't think one should command the bag holding barrel. Just the bag and the powder. No barrel.
Oil container is needed. Maybe put the result into a glass vial, or bucket, instead of leather flask?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Rekov on May 15, 2020, 07:45:23 pm
If I drop the barrel reagent, then I literally cannot use the powder unless there aren't enough barrels. If there are enough barrels, the dwarves will put the bag of powder into one of them.

The solution is probably going to be editing my reaction that produces the powder, and having the powder get stored in buckets instead of bags.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Mim on May 15, 2020, 08:05:33 pm
I've been thinking about playing the game with DFHack's digging invaders, and perhaps recommending that The Lord of the Rings mod be played with it. After all, Orcs breached the Rammas Echor of Minas Tirith and also the culvert of Helm's Deep, and I think it would feel weird without Orcs being able to dig into your fort. Is playing with digging invaders any fun, or is it too difficult? I suppose I could test it, but I suck at the game to much for it to be a reliable test, as I haven't played DF for quite some time now.

EDIT: Hmm. Perhaps this belongs in the DFHack thread.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: AshTheTiefling on May 20, 2020, 05:07:59 am
So, I've wanting to make a challenge fortress where the dwarves only use bone for stuff, weapons, doors, beds, everything (In an evil biome for added Fun!) To make this work, I need to essentially make it so bone is a viable material for tools, weapons (you already make bows, so that's something) and furniture, any idea on how to make that possible?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on May 20, 2020, 05:33:10 am
So, I've wanting to make a challenge fortress where the dwarves only use bone for stuff, weapons, doors, beds, everything (In an evil biome for added Fun!) To make this work, I need to essentially make it so bone is a viable material for tools, weapons (you already make bows, so that's something) and furniture, any idea on how to make that possible?
My wooden funs: just put bone instead as a reagent.
You might want a reaction that destroys all metal bars in your Challenge Fort. "Metal bars into bone-on-cloth armorleather" maybe.

Spoiler (click to show/hide)

How the heck does one make mug/goblet/chalice/flask/jug/kitchenpot out of BONE?
Answer: 1cm by 15cm strips of bone, plus animal-tissues glue. Maybe animal leath...no.
The time is: LEET (13:37).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: AshTheTiefling on May 20, 2020, 04:49:52 pm
How the heck does one make mug/goblet/chalice/flask/jug/kitchenpot out of BONE?
Answer: 1cm by 15cm strips of bone, plus animal-tissues glue. Maybe animal leath...no.

Or the SKULLS OF YOUR ENEMIES,

BLOOD FOR ARMOK!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Emperor Sheev on May 22, 2020, 08:42:20 pm
Is it possible for a summon interaction to target a creature or location other than the caster? In my testing the summoned creature just spawned by the caster (maybe this is why regional summon interactions don't work).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on May 23, 2020, 03:42:59 pm
Is it possible for a summon interaction to target a creature or location other than the caster? In my testing the summoned creature just spawned by the caster (maybe this is why regional summon interactions don't work).
Tried "RANDOM_NEARBY_LOCATION - Used with LOCATION." and
"SUMMON_UNIT - Creates a new unit at the target" combo?
https://dwarffortresswiki.org/index.php/DF2014:Interaction_token
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on May 23, 2020, 06:18:03 pm
Is it possible for a summon interaction to target a creature or location other than the caster? In my testing the summoned creature just spawned by the caster (maybe this is why regional summon interactions don't work).
Tried "RANDOM_NEARBY_LOCATION - Used with LOCATION." and
"SUMMON_UNIT - Creates a new unit at the target" combo?
https://dwarffortresswiki.org/index.php/DF2014:Interaction_token
From the testing I've done only RANDOM_NEARBY_LOCATION seems to work as an argument - no success with using CONTEXT_LOCATION or similar tokens for it, they just cause the summon to appear at the caster's tile.

Interaction examples folder has the setup for a summon in the interaction_secret file.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: AshTheTiefling on June 03, 2020, 02:43:50 am
Hey, I'm modding in cobalt, and one of my old forts had access to cobaltite, so I thought I'd try it out there. Eveything was fine except for the fact that the d -> a automine feature didn't work...

Anyone know how to make it function? I've messed about in the raws, changed a million things and still can't figure it out.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on June 03, 2020, 08:32:20 am
Hey, I'm modding in cobalt, and one of my old forts had access to cobaltite, so I thought I'd try it out there. Eveything was fine except for the fact that the d -> a automine feature didn't work...

Anyone know how to make it function? I've messed about in the raws, changed a million things and still can't figure it out.
Borrow these:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Mim on June 03, 2020, 07:38:50 pm
Okay I have got a few questions. In Middle-earth, according to Tolkien, dwarves do not grow their own food. They trade for it. Would it destroy the balance of the game if I removed the ability of dwarves to grow all crops? (They would still be able to keep animals, however).

I also plan to remove mushroom trees from caverns, since they do not at all belong in Middle-earth.

Also, according to Tolkien, dwarves did not have low-light vision, only orcs. Would removing low-light vision from dwarves mess anything up? Similarly, what if I removed cave adaption?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on June 03, 2020, 08:38:53 pm
Okay I have got a few questions. In Middle-earth, according to Tolkien, dwarves do not grow their own food. They trade for it. Would it destroy the balance of the game if I removed the ability of dwarves to grow all crops? (They would still be able to keep animals, however).
"They had a knack for starting a fire almost anywhere out of almost anything. Although they knew how, Dwarves did not farm or herd often, as they preferred to spend their time underground mining and crafting. They rather traded crafted items with men and elves in exchange for food."

- I'd say herb picking and fishing and cave snake smacking keeps dwarves fed. Put GROWDUR of all food plants to impossibly high? GROWDUR, daughter of GLOWLONG.
- add Warlord255's bonfire mod, so dwarves can "smoke out" cave beasts by starting a grassfire. http://www.bay12forums.com/smf/index.php?topic=58806.0

- make skill learning rate of cooking, farming, butchery, herbalism super low, like 2%.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: GOTOTOTOE on June 12, 2020, 11:47:28 am
okay, so, a bit of background here. i decided that it would be pretty cool if i were to have intelligent troll pets that would eventually become citizens so they could serve in my military. this all went well and i eventually caught two trolls that i tamed thru dfhack and they both became citizens of the fortress. i added them to their own squad and they guarded my fortress pretty well, up until the point that i placed one of them into one of our actual military squads and sent them out on a raid. it had been around a month ingame when i began to wonder where the hell they had been so i checked the military page with all my soldiers there and travelling except that one troll, who was outright gone which led me to the squad page with all of my soldiers gone except for the troll which was listed as travelling, implying that although the troll wasn't anywhere on the map. so basically all my soldiers (most of which are very important dwarves) are basically stuck in limbo waiting for a troll that is both inside and outside of the map (so i can't remove it from the squad via dfhack) i don't have any saves before the troll squad thing and i have no idea how i would solve this issue other than permanently removing the existence and associations of that troll from within the files, which i don't know how to do. any ideas?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: kiwiphoenix on June 22, 2020, 03:51:15 pm
Something caught my eye on the OP and I haven't found any more followup info:

Making new thread because there's a whole lot of new toys to play with, more than we've gotten in any update since 0.34.01.

Creating items and creatures with interactions. Proper healing syndromes. Reactions that can have their skill requirements adjusted. Randomized transformations. A DEFEND USAGE_HINT so that creatures can use interactions when they're starting combat instead of when they're fleeing or, even worse, on their enemies. The future is now.

(...)

So... apologies if I skimmed past something, but is there any more detail on this? On setting skill requirement or requirements / minimum skill level for a reaction or reactions?
Because it would be amazing if advanced reactions could be restricted to experts.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on June 22, 2020, 05:13:25 pm
How make material testable in Arena Mode? I want to test obsidian weapons and some other types.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on June 22, 2020, 05:16:38 pm
Something caught my eye on the OP and I haven't found any more followup info:

Making new thread because there's a whole lot of new toys to play with, more than we've gotten in any update since 0.34.01.

Creating items and creatures with interactions. Proper healing syndromes. Reactions that can have their skill requirements adjusted. Randomized transformations. A DEFEND USAGE_HINT so that creatures can use interactions when they're starting combat instead of when they're fleeing or, even worse, on their enemies. The future is now.

(...)

So... apologies if I skimmed past something, but is there any more detail on this? On setting skill requirement or requirements / minimum skill level for a reaction or reactions?
Because it would be amazing if advanced reactions could be restricted to experts.

I don't think that's possible, no, I wonder if he meant the skill token required to perform the reaction.

How make material testable in Arena Mode? I want to test obsidian weapons and some other types.

I think it has to have IS_METAL or be a type of wood in order to show up in the arena menus, so you'd have to modify it temporarily to do that. You can also make a adventure reaction and produce the desired item and material types for free for testing purposes
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Borzoi on June 22, 2020, 06:19:21 pm
Would a reaction that applies poison to a weapon be possible? I can't imagine any current vanilla reaction that could be frankenstein'd for it.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on June 23, 2020, 05:21:01 am
Would a reaction that applies poison to a weapon be possible? I can't imagine any current vanilla reaction that could be frankenstein'd for it.
DFhack users can: spatter-add to coat weapon, or itemsyndrome, they say.
Or dump weapons to a pool of poison -- ungood.

topic: http://www.bay12forums.com/smf/index.php?topic=147236.0
topic: http://www.bay12forums.com/smf/index.php?topic=149989.0
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on June 23, 2020, 06:22:16 pm
Something caught my eye on the OP and I haven't found any more followup info:

Making new thread because there's a whole lot of new toys to play with, more than we've gotten in any update since 0.34.01.

Creating items and creatures with interactions. Proper healing syndromes. Reactions that can have their skill requirements adjusted. Randomized transformations. A DEFEND USAGE_HINT so that creatures can use interactions when they're starting combat instead of when they're fleeing or, even worse, on their enemies. The future is now.

(...)

So... apologies if I skimmed past something, but is there any more detail on this? On setting skill requirement or requirements / minimum skill level for a reaction or reactions?
Because it would be amazing if advanced reactions could be restricted to experts.

I don't think that's possible, no, I wonder if he meant the skill token required to perform the reaction.

I was referring to these:

Code: [Select]
new reaction tags:
[SKILL_ROLL_RANGE:<basic range>:<multiplier>]
The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
random(x) returns a number between 0 and x-1, so basic range is always 1 or more.  The default is 11.
The default multiplier is 5.
[SKILL_IP:<integer>]  Default is 30.
[ATTRIBUTE_IP:<integer>]  Default is 10.

Also, not "he".
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: kiwiphoenix on June 25, 2020, 04:18:54 am
(...)

I don't think that's possible, no, I wonder if he meant the skill token required to perform the reaction.

I was referring to these:

Code: [Select]
new reaction tags:
[SKILL_ROLL_RANGE:<basic range>:<multiplier>]
The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
random(x) returns a number between 0 and x-1, so basic range is always 1 or more.  The default is 11.
The default multiplier is 5.
[SKILL_IP:<integer>]  Default is 30.
[ATTRIBUTE_IP:<integer>]  Default is 10.

Also, not "he".

Aha, wishful thinking, I guess. Sorry for the confusion and thanks for clarifying.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on June 25, 2020, 09:10:11 pm
If PLAYER_FORTRESS make civ of hillocks, what do MONUMENT site type?

Also I don't know how PLAYER_FORTRESS hillocks look in fortress or adventure mode, my computer became overloaded, so I suggest a testing from player with better computer.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on June 26, 2020, 01:56:04 pm
If PLAYER_FORTRESS make civ of hillocks, what do MONUMENT site type?
"Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#).
Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work.

FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of certain other structures. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.
[DEFAULT_SITE_TYPE:CAVE_DETAILED] "

https://dwarffortresswiki.org/index.php/DF2014:Entity_token
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on June 26, 2020, 09:57:00 pm
If PLAYER_FORTRESS make civ of hillocks, what do MONUMENT site type?
"Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#).
Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work.

FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of certain other structures. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.
[DEFAULT_SITE_TYPE:CAVE_DETAILED] "

https://dwarffortresswiki.org/index.php/DF2014:Entity_token
I know about wiki. I even wrote about some rare modding issues. PLAYER_FORTRESS work, it create civ out of hillocks only, and this hillocks may be 'unretired', if this civ has SITE_CONTROLLABLE, but I don't know how this hillocks look in fortress or adventure mode. MONUMENT site type I try with one of my civs, but this cause crash, so I don't test more behavior (maybe, this may cause no crash with some changes). Anyone else test this?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on June 27, 2020, 04:07:22 am
Good to know. Could you add the results of your testing to the wiki?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Rumrusher on June 27, 2020, 04:45:20 am
If PLAYER_FORTRESS make civ of hillocks, what do MONUMENT site type?
"Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#).
Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work.

FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of certain other structures. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.
[DEFAULT_SITE_TYPE:CAVE_DETAILED] "

https://dwarffortresswiki.org/index.php/DF2014:Entity_token
I know about wiki. I even wrote about some rare modding issues. PLAYER_FORTRESS work, it create civ out of hillocks only, and this hillocks may be 'unretired', if this civ has SITE_CONTROLLABLE, but I don't know how this hillocks look in fortress or adventure mode. MONUMENT site type I try with one of my civs, but this cause crash, so I don't test more behavior (maybe, this may cause no crash with some changes). Anyone else test this?
having tested monument what happens is it makes the capital site empty but treats the rest of the civ the same but if you slap on tombs and builds castles on they start building those. best for making a nomad civ where they have no actual site but they exist in the world gen.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on June 27, 2020, 12:01:56 pm
If PLAYER_FORTRESS make civ of hillocks, what do MONUMENT site type?
"Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#).
Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work.

FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of certain other structures. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.
[DEFAULT_SITE_TYPE:CAVE_DETAILED] "

https://dwarffortresswiki.org/index.php/DF2014:Entity_token
I know about wiki. I even wrote about some rare modding issues. PLAYER_FORTRESS work, it create civ out of hillocks only, and this hillocks may be 'unretired', if this civ has SITE_CONTROLLABLE, but I don't know how this hillocks look in fortress or adventure mode. MONUMENT site type I try with one of my civs, but this cause crash, so I don't test more behavior (maybe, this may cause no crash with some changes). Anyone else test this?
having tested monument what happens is it makes the capital site empty but treats the rest of the civ the same but if you slap on tombs and builds castles on they start building those. best for making a nomad civ where they have no actual site but they exist in the world gen.
Thanks! May worldgen crash be caused by SITE_CONTROLLABLE?
Good to know. Could you add the results of your testing to the wiki?
Now I have some troubles with recapthca - it does not work properly in my browser.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on June 27, 2020, 11:54:33 pm
If PLAYER_FORTRESS make civ of hillocks, what do MONUMENT site type?
"Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#).
Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work.

FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of certain other structures. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.
[DEFAULT_SITE_TYPE:CAVE_DETAILED] "

https://dwarffortresswiki.org/index.php/DF2014:Entity_token
I know about wiki. I even wrote about some rare modding issues. PLAYER_FORTRESS work, it create civ out of hillocks only, and this hillocks may be 'unretired', if this civ has SITE_CONTROLLABLE, but I don't know how this hillocks look in fortress or adventure mode. MONUMENT site type I try with one of my civs, but this cause crash, so I don't test more behavior (maybe, this may cause no crash with some changes). Anyone else test this?
having tested monument what happens is it makes the capital site empty but treats the rest of the civ the same but if you slap on tombs and builds castles on they start building those. best for making a nomad civ where they have no actual site but they exist in the world gen.
I tried some more MONUMENT civs, but they all cause crashes in worldgen. How you prevent crashes?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on July 06, 2020, 01:09:56 am
How add growth to mushroom trees (towercap and fungiwood)? I need to stop rejections. If possible, this growths must don't grow on trees in fortmode, only be buyable from civ with INDOOR_ORCHARDS.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on July 07, 2020, 04:11:54 am
Can I create crop that grow both underground and aboveground?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Hetsin on July 19, 2020, 12:18:34 am
I've been having a CTDs resulting from a fault in VCRUNTIME140.dll while loading modded creature files containing a bunch of creatures (essentially giants and especially animal people) containing COPY_TAGS_FROM followed by a few APPLY_CREATURE_VARIATIONSs. I've ruled out duplicate creatures and I think I removed all fractal creatures. Are there known issues regarding those particular tokens interacting or the dll itself?

Barring any particular issue, I think maybe the dll causes a CTD because whatever temporary file it handles while applying creature variations gets too large for it to handle. I'll test that theory out within a few days.

So it's been a lot longer than anticipated, been burned out on DF modding. While I didn't pinpoint the source(s) of the CTDs, I did find that the token [CHANGE_FREQUENCY_PERC], when included, turns an otherwise ~20% CTD rate to a ~90% CTD rate. I'm at a loss, any ideas why this would happen?

Edit: Used a debugger, it's crashing during a memchr call.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Prismatic on July 22, 2020, 11:50:50 am
Does anyone know what function "REQUIRED" serves in the CE:COUNTER_TRIGGER token, if any? For instance, the example vampire interaction contains the folllowing:
Code: [Select]
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]I've experimentally tried used "NONE" in its place without producing any errorlog messages (under the assumption that it might cause the syndrome effect to remain active outside of the specified counter trigger range), but I've failed to notice any difference.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Hetsin on July 22, 2020, 06:23:53 pm
I've now come to the conclusion that my issue is a 64 bit version bug. Using the main download of 47.04 and the 64 bit non-SDL version, my raws have a near 100% CTD rate. However using the 32 bit non-SDL version I've loaded the test arena ten times consecutively. Sorry for the spamming.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on July 23, 2020, 09:42:50 am
Anyone know about counter triggers work? I want solve some bugs by them. Bird women don't hatch eggs and tapir women cannot be milked. So I want to make syndromes that caused by any alcohol (for fortress mode usable), work only on special classes and make them temporary non-sentient for solve bugs (and then make them sentient back). This syndromes must work by counter triggers. For egglayers, bird woman become non-sentient before her eggs will be hatched. For tapir woman, she become non-sentient when will be able to be milked and then become sentient back when was milked. Sorry for bad English.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on July 25, 2020, 04:29:03 pm
If I add to plant [UNDERGROUND_DEPTH:0:1], will this plant be farmable both underground and aboveground? If I add both chasm and land biomes?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: scourge728 on August 09, 2020, 05:58:02 pm
Coulda sworn I'd already asked this, but since IG I haven't, has anything changed in the transition from 44 to 47 that would affect my creature mods?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on August 09, 2020, 06:55:17 pm
Coulda sworn I'd already asked this, but since IG I haven't, has anything changed in the transition from 44 to 47 that would affect my creature mods?

Only changes i can recollect is that by default unicorns & beak dogs now have pet tags for yoinking the animals off-site & some of the [UNIQUE_DEMON] , [FEATURE_BEAST] tokens were implemented by toady to work on worlds with those 'hidden secret things' on valuation 0 so you can substitute them for your own on file.

Most else includes entity level changes, which may interact with your creature file mods, though there are a few specific new spell like ability interactions that can be undertook like voluntary transformations & summons by psuedomagical ability. There's necromancer experiments which are a island of doctor Moreau tropes just as they sound & unless you modify advanced world-gen, primordial evil biomes are greatly reduced by default because initially evil biomes spread outwards from certain civ-level actors in power.

You can for instance say `here is where the evil desert snakemen live` tack on their evilness with [SPREAD_EVIL_SPHERES_IF_RULER] (new token) and in theory for lack of using new effects now assocated to sphere affected evil biomes to affects biome & vegetation, mod in a bunch of ubiqitous custom sphere monsters to fill the space.

Bogeymen are also very rare on account of being nightmare sphere creatures now.


Long and short, it shouldn't affect anything as it stands now but there were plenty of tools given over this version to further refine and play with your modding scope. You might just get slightly dissapointed if a lot of your features were contained within evil biomes, not that primordial evil regions aren't too hard to put into worldgen settings; good biomes were just as they are.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on August 11, 2020, 05:53:49 pm
So, how make cow woman milkable? When I try to add syndrome, they are all time sentient (so, not milkable) or all time non-sentient (so, cannot work, eat, be nobles et cetera). It must work by counter trigger: milked cow woman is sentient, when she can be milked - non-sentient (and wild cow women are sentient all time, so I will add this syndrome to alcohol templates). If I remember right, MILK_COUNTER exist only if bigger than 0.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Shonai_Dweller on August 11, 2020, 11:00:08 pm
So, how make cow woman milkable? When I try to add syndrome, they are all time sentient (so, not milkable) or all time non-sentient (so, cannot work, eat, be nobles et cetera). It must work by counter trigger: milked cow woman is sentient, when she can be milked - non-sentient (and wild cow women are sentient all time, so I will add this syndrome to alcohol templates). If I remember right, MILK_COUNTER exist only if bigger than 0.
...
Someone with writing patterns almost identical to your own was banned (twice) from this forum. An obsession with milking animal people was one of his quirks. Best to leave it, I think.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on August 12, 2020, 07:01:35 am
Coulda sworn I'd already asked this, but since IG I haven't, has anything changed in the transition from 44 to 47 that would affect my creature mods?
Here's my notes on 44 to 47 update:
Spoiler (click to show/hide)

Can do pet petting, to the humanoids.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on August 12, 2020, 03:02:42 pm
So, how make cow woman milkable? When I try to add syndrome, they are all time sentient (so, not milkable) or all time non-sentient (so, cannot work, eat, be nobles et cetera). It must work by counter trigger: milked cow woman is sentient, when she can be milked - non-sentient (and wild cow women are sentient all time, so I will add this syndrome to alcohol templates). If I remember right, MILK_COUNTER exist only if bigger than 0.
Since the counter triggers don't work, you'll have to settle for a self-transfomation interaction into a different unintelligent caste, with a 3-months long reuse timer, that lasts for one month.

These requests are really weird to most people and borderline breaching forum guidelines on pornographic content. Molesting the animal people is not appropriate, whether it's ogres or harpies or cow women. When I make such content, I don't post about it publicly, as a general rule you probably shouldn't either. Last time we had a mod that explicitly made sexual content and openly discussed it on the forums, (adding genitals, inappropriate interactions (like milking the women) etc.) Toady demanded it be taken down or the author would be banned. The new succubus mod doesn't have big tiddies anymore.

If you want to continue making this content, you should do it as a side project you never publish/discuss on the forums and practice your modding techniques separately/publicly request help on different matters. That's what I do.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: XxHyde840xX on August 22, 2020, 12:30:37 pm
Hey folks, been a while since I've been on the forums. I've recently gotten into modding and have decided that the best way to try my hand at reactions, was to do a couple things I wanted to change in terms of gameplay, namely Rock Bins and Rock Beds. After comparing some older and newer reference material, I've come up with something that I think should work. If anyone could take the time to look it over that would be great. I've also included some notes and questions.

Code: [Select]
[REACTION:MAKE_ROCK_BIN]
[NAME:make rock bin] Finally, something else to do with all that bloody stone laying around!
[ADVENTURE_MODE_ENABLED] *I want these to be for use in BOTH fort/adv modes.*
[BUILDING:CRAFTSMAN:CUSTOM_N] Should be "n" for use in workshop.
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:NONE] *Do I need to define the INORGANIC token? Would replacing with NONE be better?*
[WORTHLESS_STONE_ONLY] Should I remove this token? *Not sure how it will affect quality.*
[PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][EMPTY] *Not sure about this line either due to the references below dotted line.*
[PRODUCT_TOKEN:bin] *Not sure if i need this line or not.*
[SKILL:STONECRAFTING] Or is it {STONE_CRAFT}

[REACTION:MAKE_ROCK_BED]
[NAME:make rock bed] A wondrous stone bed, fit for a dwarf. Requires leather for pillow and blankets. Mmmmm...comfy.
[ADVENTURE_MODE_ENABLED]
[BUILDING:MASON:CUSTOM_SHIFT_D] Should be "Shift + d" for use in workshop.
[REAGENT:A:2:BOULDER:NO_SUBTYPE:INORGANIC:NONE]
[WORTHLESS_STONE_ONLY]
[REAGENT:B:1:TANNED_HIDE:NO_SUBTYPE:NONE:NONE]
[PRODUCT:100:1:BIN:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE][EMPTY]
[PRODUCT_TOKEN:bed]
[SKILL:MASONRY]

I know it's alot of questions but I also was wondering:

If I'm understanding correctly, I need to add these reactions to reaction_other.txt & add [PERMITTED_REACTION:replaceme] to entity_default.txt?

Would it be worth it to make a reaction_custom.txt folder?

How would I format this for ease of install with LNP/Meph Launcher. Is there a "standardized" mod format?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: eightball8776 on August 22, 2020, 12:42:50 pm
So, I've started to mod additional secrets into the game. I've gotten it to the point where gods can give their followers the new secrets. However, none of my secrets are spreading beyond the initial learners. Is there any way to make it so more people can learn these secrets during worldgen?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on August 22, 2020, 04:56:56 pm
Hey folks, been a while since I've been on the forums. I've recently gotten into modding and have decided that the best way to try my hand at reactions, was to do a couple things I wanted to change in terms of gameplay, namely Rock Bins and Rock Beds. After comparing some older and newer reference material, I've come up with something that I think should work. If anyone could take the time to look it over that would be great. I've also included some notes and questions.
SKILL:STONECRAFT .
If you remove the worthless-only, the reaction will use metal ores also.
Gotta have INORGANIC as far as I know.
Don't need to specify EMPTY on the produced item; it's an input filter.

Some examples
Spoiler (click to show/hide)

Perhaps the used leather could appear as leather BANDS on the finished bed?
   [IMPROVEMENT:90:bed_product_id_name:BANDS:GET_MATERIAL_FROM_REAGENT:thatleathername:NONE]
product token sets the id for the item for the improvement command.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: XxHyde840xX on August 22, 2020, 06:28:33 pm
Thanks for the reply! Appreciate the help. Also, nifty idea on using the leather like that. I was just going to make it a rock-eating reaction with a purpose but figured it might be a bit unbalanced just spamming single stones for beds. That's where the leather came in, I figure it gives it some balance, as well as provides a nifty alternative to the standard wooden-bed. And since it's stone, I can't imagine it being comfortable without a bit of padding. I didn't even think to use the leather as an improvement though.

Also appreciate the reference material! If i end up using it in anything I publish down the line I'll make sure to toss a shout your way.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Matrim_Cauthon on August 26, 2020, 02:57:19 pm
Stupid question time...

Where exactly are the reactions for smelting Iron from ore kept?


Edit: It's hardcoded isn't it? and controlled by the Metal_Ore tag
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on August 27, 2020, 10:18:51 pm
yes, it's just METAL_ORE
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Hetsin on September 01, 2020, 06:17:37 pm
Is there anything an [ITEM:WEAPON] can do that a [ITEM:TOOL] can't?

According to the wiki, the only token differences seem to be a lack of multiattack tokens. Is there an easy way to confirm that tools would be unaffected by multiattack tokens or are they omitted because it's assumed all [ATTACK]s are affected by them, like the [ATTACK_PREPARE_AND_RECOVER] token?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on September 02, 2020, 04:48:26 am
Is there anything an [ITEM:WEAPON] can do that a [ITEM:TOOL] can't?
Hmm... WEAPON appears in arena menus, and in squad equipment choosing menus? Do tools have sheathe/unsheathe in adventure mode?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Hetsin on September 02, 2020, 03:33:40 pm
Is there anything an [ITEM:WEAPON] can do that a [ITEM:TOOL] can't?
Hmm... WEAPON appears in arena menus, and in squad equipment choosing menus? Do tools have sheathe/unsheathe in adventure mode?
I didn't think of testing these attributes. The only things that I couldn't seem to do were assigning as squad equipment in fortress mode and choose it as initial adventurer equipment. You can draw/strap a knife in arena mode, so I assume you can in adventurer mode. So what I think is that WEAPONs are exclusively used for the military or adventurers, which is slightly annoying since you have finer control over material usage with tools. Thanks Tomi.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on September 04, 2020, 01:29:31 am
Is there anything an [ITEM:WEAPON] can do that a [ITEM:TOOL] can't?
Hmm... WEAPON appears in arena menus, and in squad equipment choosing menus? Do tools have sheathe/unsheathe in adventure mode?
I didn't think of testing these attributes. The only things that I couldn't seem to do were assigning as squad equipment in fortress mode and choose it as initial adventurer equipment. You can draw/strap a knife in arena mode, so I assume you can in adventurer mode. So what I think is that WEAPONs are exclusively used for the military or adventurers, which is slightly annoying since you have finer control over material usage with tools. Thanks Tomi.
TOOLs also seem to wear out a loooot faster than weapons do.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: DeKaFu on September 06, 2020, 10:37:36 am
I have a (hopefully) simple question.

Is there any way to cause creatures with feathers to drop feather items when butchered that isn't simply increasing their body size?

I'd like to make it so some smaller (than an ostrich) birds can be butchered for their feathers, without necessarily making them all the size of an ostrich. Ideally their other butchering returns (meat, organs, etc.) would stay the same as default.

Is this possible?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on September 06, 2020, 08:10:22 pm
Is there any way to cause creatures with feathers to drop feather items when butchered that isn't simply increasing their body size?
I'd like to make it so some smaller (than an ostrich) birds can be butchered for their feathers, without necessarily making them all the size of an ostrich. Ideally their other butchering returns (meat, organs, etc.) would stay the same as default.
Hmm.. not with extra_butcher_object, that drops only one.
Maybe with teeth count? Some creatures litter(known bug) the surroundings with teeth when one tooth is supposed to go flying.

I'd go with: extra reaction to process the SuperBird skull into thirty SuperBird feathers. Or EBO featherbundle_toy, or their leather, processed into individual feathers.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Quantum Drop on September 09, 2020, 12:34:47 pm
Okay, quick question:

If I gave a Megabeast the ability to summon a creature via interaction, would the MB be hostile to the summoned creature (or vice-versa)? Asking because IIRC, Megabeasts are hardcoded to be hostile to everything that isn't another MB of the same species.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on September 10, 2020, 07:48:10 am
Okay, quick question:

If I gave a Megabeast the ability to summon a creature via interaction, would the MB be hostile to the summoned creature (or vice-versa)? Asking because IIRC, Megabeasts are hardcoded to be hostile to everything that isn't another MB of the same species.
They would be, yes. Only way to circumvent it (that I found, anyway) is to give the megabeast NOT_LIVING and to make the summoned creature have both NOT_LIVING and OPPOSED_TO_LIFE. Obviously this doesn't fit everything so its application is a tad limited.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Quantum Drop on September 10, 2020, 08:25:55 am
Okay, quick question:

If I gave a Megabeast the ability to summon a creature via interaction, would the MB be hostile to the summoned creature (or vice-versa)? Asking because IIRC, Megabeasts are hardcoded to be hostile to everything that isn't another MB of the same species.
They would be, yes. Only way to circumvent it (that I found, anyway) is to give the megabeast NOT_LIVING and to make the summoned creature have both NOT_LIVING and OPPOSED_TO_LIFE. Obviously this doesn't fit everything so its application is a tad limited.

Thanks for letting me know. Shouldn't be a problem for what I'm working on at the moment.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on September 21, 2020, 06:13:26 am
So, how make cow woman milkable? When I try to add syndrome, they are all time sentient (so, not milkable) or all time non-sentient (so, cannot work, eat, be nobles et cetera). It must work by counter trigger: milked cow woman is sentient, when she can be milked - non-sentient (and wild cow women are sentient all time, so I will add this syndrome to alcohol templates). If I remember right, MILK_COUNTER exist only if bigger than 0.
Since the counter triggers don't work, you'll have to settle for a self-transfomation interaction into a different unintelligent caste, with a 3-months long reuse timer, that lasts for one month.

These requests are really weird to most people and borderline breaching forum guidelines on pornographic content. Molesting the animal people is not appropriate, whether it's ogres or harpies or cow women. When I make such content, I don't post about it publicly, as a general rule you probably shouldn't either. Last time we had a mod that explicitly made sexual content and openly discussed it on the forums, (adding genitals, inappropriate interactions (like milking the women) etc.) Toady demanded it be taken down or the author would be banned. The new succubus mod doesn't have big tiddies anymore.

If you want to continue making this content, you should do it as a side project you never publish/discuss on the forums and practice your modding techniques separately/publicly request help on different matters. That's what I do.
I don;t know much about counter triggers working. Transformations are cheating due to healing effects. If mod needs manual timer, will be better to use it for direct changing intelligence status.

Oh, I not mean any pornographic! I just make mod about poisoned blowdarts. For venoms producing without harm to livestock, I make snakes and GCS 'milkable' with venom as result. But also I was interested to play with subterranean animal people. And I get tough 'Why serpent men don't use their own powerful venom for covering blowdarts?', so I try to add 'milkable' for them too. After searching on forum, I found ideas about milkable sentient creatures. So I wrote questions about milk, but not venom. If forum and Toady dislike this, I will not talk about milk.

Do you have mods with secret techniques?! Please, write me PM!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on September 22, 2020, 03:28:50 pm
How do I make it so vampires actually convert people in worldgen?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on September 27, 2020, 10:36:44 am
What token is responsible for cat's head bump and lick interactions to point out who they target? Is it just the I_EFFECT:CLEAN/CONTACT tokens?

EDIT: Is it possible to get plant material objects with EBO? Say I want a creature to drop a rope reed thread cloak when butchered, how would I format it so it works?
I've tried a few combinations i.e [EBO_ITEM:ARMOR:ITEM_ARMOR_CLOAK:PLANT_MAT:REED_ROPE:THREAD] but some combinations I've used cause the errorlog to pop up (and the item itself ends up being called i.e rope reed plant cloak), and others just result in a blank "cloak" item without a material description (the errorlog doesn't pop up in this case too which is odd).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Quantum Drop on September 29, 2020, 10:39:49 am
How do I make it so vampires actually convert people in worldgen?

Hm. Depends on whether you want to keep the raws roughly the same, or create a new creature definition for naturally-occurring Vampires.

Best bet for doing it (that I know of, in case any more experienced Modders want to pipe up) would be to create a new creature definition that automatically gains the Vampire syndrome (attach it to their blood for best results), then give them a [SPECIALATTACK_INTERACTION:CUSTOM_VAMPIRE_INTERACTION] tag on a bite attack. The interaction and attack should look something like this:

Spoiler (click to show/hide)

This should have them acting similar to Werebeasts, converting anyone they bite into a Vampire. Doing it while keeping the non-procedurally-generated raws the same would, AFAIK, require you to put this interaction in a file of its own, then directly edit the uncompressed world.sav to add something like [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:VAMPIRE_BITE_CONVERT:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] to all the generated Vampcurses.

At least, I think all this should work. Still need to test it on my own.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: EternalCaveDragon on November 26, 2020, 06:04:57 pm
Not entirely sure if this belongs in this thread or the creature/entity thread, but, how does armor layering work exactly? My current goal is to create a multi-layered set of armor (leather->chain->plate) for a custom race that works alongside the vanilla armors with as few custom pieces as possible and can work in both Fortress and Adventure modes. I'm also wondering how the [SHAPED] tag plays into it as well. the idea is to be semi-based on medieval full plate and use as many of the in-game armor layers as practical.

Right now I have a suit of full plate that covers both torso halves, the upper arms, and the upper legs that sits on armor level 3; plate gauntlets and plate boots that are also on armor level 3 and cover the lower arm/lower leg respectively; and a plate helm that is armor level 3. All of these are defined but not tested. And the reason I'm asking rather than testing is because I want to make absolutely sure first.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: nockermensch on November 27, 2020, 08:28:33 am
Is it possible to add reagents to a reaction that correspond to all the varied pieces of gore produced after a battle? After a siege my map tends to get covered in severed heads, legs and arms, besides more exotic pieces such as mangled corpses, partial skeletons and such.

I can clean these by Dumping, but it'd be nice to have a crematorium or such. However, I can't find how to refer to these body parts in a reaction.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on November 27, 2020, 11:30:35 am
Is it possible to add reagents to a reaction that correspond to all the varied pieces of gore produced after a battle? After a siege my map tends to get covered in severed heads, legs and arms, besides more exotic pieces such as mangled corpses, partial skeletons and such.

I can clean these by Dumping, but it'd be nice to have a crematorium or such. However, I can't find how to refer to these body parts in a reaction.
Crematorium? Kitchen may be better...

But in current game, invader body parts have dead_dwarf flag. So they cannot be used in reactions.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Enemy post on November 27, 2020, 12:08:55 pm
You can make a sort of crematorium in vanilla by making a dump on a hole leading to a lava pit.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Teneb on November 28, 2020, 10:19:04 pm
Does anyone know what happens if you put a COPY_TAGS_FROM inside a caste? Are the copied tags limited to said caste, or (what I suspect) are they applied to the entire creature?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: mradam5 on December 02, 2020, 11:01:54 pm
Few questions

With material emissions is it possible to launch something more akin to a slicing disk? i doubt it just wondering if there was some matrial magic that makes SHARP_ROCK more likely to slice.

also is it possible for SYN_CONCENTRATION_ADDED to have an infinite limit or is it limited to just seting a high max.

Can CE_SPECIAL_ATTACK_INTERACTION be set in a way that it applies to all attack a creature has.

llastly, can CE_SPECIAL_ATTACK_INTERACTION apply material emissions or propel force?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on December 07, 2020, 02:42:50 am
Is it possible to add reagents to a reaction that correspond to all the varied pieces of gore produced after a battle? After a siege my map tends to get covered in severed heads, legs and arms, besides more exotic pieces such as mangled corpses, partial skeletons and such.
I can clean these by Dumping, but it'd be nice to have a crematorium or such. However, I can't find how to refer to these body parts in a reaction.

In the OldGenesis mod we cremate animal bodyparts at the kiln: like feathers, teeth, cartilage, sinew, hair.
Spoiler (click to show/hide)

Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on December 07, 2020, 02:44:28 am
Does anyone know what happens if you put a COPY_TAGS_FROM inside a caste? Are the copied tags limited to said caste, or (what I suspect) are they applied to the entire creature?
Some tags are creature-level, some are caste-level. Don't exactly know how it works.
See the Type column: https://dwarffortresswiki.org/index.php/DF2014:Creature_token#E
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Redman9012 on December 16, 2020, 08:45:51 pm
Is it possible for a helm item to cover only the face?
And on that note, how do I make a helmet that covers both head and face?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: vaaern on December 17, 2020, 09:11:51 am
Oof, it's been a few years since I tried modding in DF. I see that a lot of things got added, but I'm kinda lost in how to start back again. Is there a proper guide or something similar to creating a new creature? I'm struggling a bit with the materials and tissues, but that might also be my lack of proper understanding of the English language (I know what the words mean, but not always understand stuff in longer sentences). I also don't understand how the appearance modifiers work, is it possible to make it so that in the description it says something like "It's hands are big"? Or are they mostly hardcoded and you can't add any custom ones?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on December 17, 2020, 06:52:25 pm
Oof, it's been a few years since I tried modding in DF. I see that a lot of things got added, but I'm kinda lost in how to start back again. Is there a proper guide or something similar to creating a new creature? I'm struggling a bit with the materials and tissues,

I've got a text file for modders: how to convert raws from DF 2012 to DF 2014. https://dffd.bay12games.com/file.php?id=12296

Wiki has a modding guide https://dwarffortresswiki.org/index.php/DF2014:Modding#Creature_materials_and_tissues
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Gnomedevourer on December 18, 2020, 05:09:01 pm
Would there be a way for me to apply a syndrome to a creature as it's summoned? I don't know how to and I need it for a thing I'm working on
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on December 19, 2020, 03:39:57 am
Would there be a way for me to apply a syndrome to a creature as it's summoned? I don't know how to and I need it for a thing I'm working on
Unfortunately no, summoned creatures can't be a target within their interactions at this time. It's likely to be possible in the future, however. To quote Toady in the Future of the Fortress:
Quote from: Atkana
Will SUMMON_UNIT interaction effects be getting special support for applying syndromes to the summoned creatures, like how the ANIMATE effect has? The new feature is really cool for modding, but the lack of that limits its potential
By the time we get through to the magic changes, I'm not sure if it'll work the same way in general - improvements to targeting could allow, for instance, the summoned unit to be a new target and then the syndrome or anything else could be applied without it having to be a specific element of the unit effect.

For now, the only real work around is if you have make the creature unique to summoning. Then, you can give them a self-targeting interaction, or use the contact syndrome secretion trick (create a material with a contact syndrome that affects the creature, then make part of them secrete that material, causing them to immediately effect themselves with it), to apply the desired syndrome.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brolol.404 on December 20, 2020, 08:39:08 am
Does adding [VARIABLE_POSITIONS:ALL] and [SITE_VARIABLE_POSITIONS:ALL] to a custom entity do anything if the entity has specific pre-defined custom positions? Is there any reason not to add these tags?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: EternalCaveDragon on December 21, 2020, 03:16:33 pm
Does adding [VARIABLE_POSITIONS:ALL] and [SITE_VARIABLE_POSITIONS:ALL] to a custom entity do anything if the entity has specific pre-defined custom positions? Is there any reason not to add these tags?

From what I remember of the wiki page, if there are any position responsibilities on the civ and site levels that aren't taken by pre-defined positions, they will have custom positions created for them without any issues.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on December 23, 2020, 07:53:36 pm
What values and personality traits make creatures obsessed by their own mortality?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: DarthRubik on January 01, 2021, 07:54:51 am
I was hoping to use the trick described in this thread:
http://www.bay12forums.com/smf/index.php?topic=151702.0 (http://www.bay12forums.com/smf/index.php?topic=151702.0)

The idea was to create a wizard creature and make a million different castes, and each caste would have automatic knowledge of a certain spheres secret.....This would kind of kick start the whole secret propogation in worldgen.....But alas this doesn't appear to work in 0.47.04......

Does anybody know when this trick stopped working?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: DarthRubik on January 01, 2021, 08:00:00 am
What values and personality traits make creatures obsessed by their own mortality?

According to this thread:

http://97.107.128.126/smf/index.php?topic=175757.msg8097174#msg8097174 (http://97.107.128.126/smf/index.php?topic=175757.msg8097174#msg8097174)

Nothing......According to the research done there it is completely random and not affected by personality traits
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on January 01, 2021, 08:11:07 am
What values and personality traits make creatures obsessed by their own mortality?

According to this thread:

http://97.107.128.126/smf/index.php?topic=175757.msg8097174#msg8097174 (http://97.107.128.126/smf/index.php?topic=175757.msg8097174#msg8097174)

Nothing......According to the research done there it is completely random and not affected by personality traits

Saying that, i've had a fluke as to my necromancer-king being too vain and seeking out the secrets of life and death in order to conquer it as their flavor text. Im sure it could be looked into (the save is up on the bug tracker (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11668)) but vanity is usually a facet of elves so i imagine that maybe the dwarf civilization has been propaganda bombarded by elves who are vain in maximum of degrees and given some studentious reading have left a noticable impact.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on January 01, 2021, 11:08:58 am
I was hoping to use the trick described in this thread:
http://www.bay12forums.com/smf/index.php?topic=151702.0 (http://www.bay12forums.com/smf/index.php?topic=151702.0)

The idea was to create a wizard creature and make a million different castes, and each caste would have automatic knowledge of a certain spheres secret.....This would kind of kick start the whole secret propogation in worldgen.....But alas this doesn't appear to work in 0.47.04......

Does anybody know when this trick stopped working?
I can't comment on whether the trick works or not - I've never personally used / tried to use it - but if it's sphere-related, then you'd likely run into problems with your particular plan. Spheres are at a creature level, rather than a caste level, so every caste of the wizard creature would have all the spheres at once.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: DarthRubik on January 01, 2021, 11:45:29 am
I was hoping to use the trick described in this thread:
http://www.bay12forums.com/smf/index.php?topic=151702.0 (http://www.bay12forums.com/smf/index.php?topic=151702.0)

The idea was to create a wizard creature and make a million different castes, and each caste would have automatic knowledge of a certain spheres secret.....This would kind of kick start the whole secret propogation in worldgen.....But alas this doesn't appear to work in 0.47.04......

Does anybody know when this trick stopped working?
I can't comment on whether the trick works or not - I've never personally used / tried to use it - but if it's sphere-related, then you'd likely run into problems with your particular plan. Spheres are at a creature level, rather than a caste level, so every caste of the wizard creature would have all the spheres at once.


Well either way I hadn't gotten far enough to put a sphere on each caste....I was at this point just trying to create the innate secret knowledge....and I couldn't get it to work
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: DarthRubik on January 01, 2021, 01:41:15 pm
So.....I am trying to create a pseudo fire immunity, because secrets cannot add the tag [FIREIMMUNE].

My plan is to have the secret holder cover himself in magic goo.....This magic goo happens to boil at the boiling point of water, so when he gets really hot (ie is on fire) he will inhale the magic goo steam and becomes an !!ENRAGED!! fire man.....

My magic goo works, but I cannot get the secret holder to cover himself in it:

This is what I am trying:

Spoiler (click to show/hide)

And then the DR_SELF_MATERIAL interaction is as follows:

Spoiler (click to show/hide)


When I try to use it in arena mode it doesn't do anything (also the error log is empty).....

Has anyone done something like this before?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on January 01, 2021, 08:14:42 pm
Try changing the material line to CDI:MATERIAL:CREATURE_MAT:INORGANIC:DR_FIRE_IMMUNE_COATING:UNDIRECTED_VAPOR]

It should then form a cloud around them, but it will be inhaled/contact them immediately. With liquid glob it's probably not able to hit itself.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ArrowheadArcher on January 02, 2021, 02:22:20 am
Not sure if this is a modding question, but I want to convert to 1 meter to cubic centimeters and vice versa for realism. I'm currently using this, but I don't know how accurate it is: http://www.endmemo.com/cconvert/cm3m.php

Another modding question would be how to get civs to use/make a material exclusively, like rock, bone, or bronze/copper for bronze age or prehistoric mods.

 
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: DarthRubik on January 02, 2021, 03:27:36 pm
Try changing the material line to CDI:MATERIAL:CREATURE_MAT:INORGANIC:DR_FIRE_IMMUNE_COATING:UNDIRECTED_VAPOR]

It should then form a cloud around them, but it will be inhaled/contact them immediately. With liquid glob it's probably not able to hit itself.

I did do that and just doing that causes the secret holder to sometimes inhale the vapor and get the syndrome.....But the solution to that is the following:

The syndrome that produces the vapor will also add an effect (it doesn't matter what it is) for 100 ticks (in my case I just removed the "CAN_SPEAK" tag).  That syndrome will have the same [SYN_IDENTIFIER:<whatever>] so that while the CAN_SPEAK is removed the inhalation doesn't go into affect.

It is a far from perfect system, but it is semi-functional......Thanks Eric Blank for pointing me in the correct direction.

As to ArrowheadArcher's question:

Not sure if this is a modding question, but I want to convert to 1 meter to cubic centimeters and vice versa for realism. I'm currently using this, but I don't know how accurate it is: http://www.endmemo.com/cconvert/cm3m.php

Another modding question would be how to get civs to use/make a material exclusively, like rock, bone, or bronze/copper for bronze age or prehistoric mods. 

I don't think it is meaningful to convert meters to cubic centimeters (unless I am misunderstanding something here?)  So I am not sure what the goal of that is.

As for the other question (this is my understanding, which may not be perfect):

Everyone has access to raw materials (except elves, which have some hardcoded logic): ie anything in the ground.

Then the [PERMITTED_REACTION] tags add reactions that an entity can use.  For instance dwarves have the following:

Spoiler (click to show/hide)

which lets them make steel.  But everyone can make iron stuff because they all have access to raw materials.

Like I said....I am fairly new to this, but I believe that is how that works
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: UristVanHelsing on January 02, 2021, 04:09:43 pm
This is a noobish question as I have little to no modding experience beyond raws, but how do I trigger these new fancy interactions like summoning in-game? I assume I have to make my interaction and put it into a raw file, but I'm not sure how to use dfhack to cause it to trigger.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on January 03, 2021, 03:25:33 am
Does anyone know the actual numbers behind quality rolls for item crafting?
Toady offers some information with the SKILL_ROLL_RANGE token, but the information seems ambiguous/wrong:
Quote
[SKILL_ROLL_RANGE:<basic range>:<multiplier>]
   The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
   random(x) returns a number between 0 and x-1, so basic range is always 1 or more.  The default is 11.
   The default multiplier is 5.
For the basic range to always be 1 or more, it'd need to be x+1.
It also doesn't account for attributes, which I know (at least in the past) have an effect on skills rolls, so either that's changed/it's not the case for raw-defined reactions/that information isn't included in the formula.
It also doesn't really mention what the skill roll actually amounts to in the end - when a roll turns up a value of 19, what does that actually mean in terms of the quality that's assigned?

The wiki also mentions that a series of dice rolls are made at successively higher difficulty levels to determine quality. Does that mean that there are multiple checks performed against higher and higher difficulties and the quality keeps rising until a check fails; or that a single check is made and that result is compared against a table to get the quality of the item, and the "series of rolls" bit just alludes to the fact multiple random rolls are included in that one check? (that information was added in this edit in 2016 (https://dwarffortresswiki.org/index.php?title=DF2014:Skill&oldid=224425) without any comments about the source :c)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ArrowheadArcher on January 04, 2021, 03:23:43 am
How do I make a reaction that checks to see the wear of an item, say for example clothes. Are there non-modding workarounds for this as well?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on January 04, 2021, 06:15:04 am
How do I make a reaction that checks to see the wear of an item, say for example clothes. Are there non-modding workarounds for this as well?

Not possible to my knowledge unfortunately having no basis on tokens or tags even though "fixing" is straightfoward depending on how you want to approach it, the best readily accessible option is to gather broken objects into their relevant refuse stockpile or guide them there with a dumping order.

Deconstructing a item into its components to be rebuilt is a common kind of modification. Excluding DFhack applicaton utilities for a finer scope of course.

Here's a old discussion about such a topic. (http://www.bay12forums.com/smf/index.php?topic=103408.msg3928685#msg3928685) with the innocence of another time. Using a interim reagent to draw material from is a good shout, like a "cloth repair kit" or something to make it more difficult.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on January 04, 2021, 06:27:11 pm
Does anyone know the actual numbers behind quality rolls for item crafting?
Toady offers some information with the SKILL_ROLL_RANGE token, but the information seems ambiguous/wrong:
Quote
[SKILL_ROLL_RANGE:<basic range>:<multiplier>]
   The skill roll is: random(basic range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1)
   random(x) returns a number between 0 and x-1, so basic range is always 1 or more.  The default is 11.
   The default multiplier is 5.
For the basic range to always be 1 or more, it'd need to be x+1.
It also doesn't account for attributes, which I know (at least in the past) have an effect on skills rolls, so either that's changed/it's not the case for raw-defined reactions/that information isn't included in the formula.
It also doesn't really mention what the skill roll actually amounts to in the end - when a roll turns up a value of 19, what does that actually mean in terms of the quality that's assigned?

The wiki also mentions that a series of dice rolls are made at successively higher difficulty levels to determine quality. Does that mean that there are multiple checks performed against higher and higher difficulties and the quality keeps rising until a check fails; or that a single check is made and that result is compared against a table to get the quality of the item, and the "series of rolls" bit just alludes to the fact multiple random rolls are included in that one check? (that information was added in this edit in 2016 (https://dwarffortresswiki.org/index.php?title=DF2014:Skill&oldid=224425) without any comments about the source :c)

Measure of best guess is that its exactly the same as some of the activities like combat (http://www.bay12forums.com/smf/index.php?topic=37546.msg609366#msg609366) when it applies to doing a particular job such as herbalism, example chosen specifically because it is reliant and trains the memory mental attribute. The wiki tracks attribute linked jobs pretty comprehensively. I wouldnt pay any attention to the nitty gritty math as it has likely changed significantly but rather to the direct roll modifiers that deal in division malus still being applicable ontop of what you write out in your skill roll as all of the enclosed are actually proven to make your dwarf worse at workshop tasks.

Now if we must consider what is detractive, how exactly is it applied, does it entirely replace the affected reactions natural skill rolls per station, should we be writing out more detailed fields? Toady left it a little bit too vague on the functionalities but a possible clue emerges that it seems to be posessing a natural cap, which may determine that after 30 levels of default skill going way over legendary 15 more times the skill roll must find a purpose no longer operate.
Code: ("From String Dump") [Select]
<required_skill_ip_total>
</required_skill_ip_total>
Rolling it back to a much smaller number, it'd perhaps mean that a SKILL_IP of 2 through the modifier actively either maxes out or simply stops improving in terms of speed & quality, and to apply this logic also means that a certain attribute stops being beneficial after its cap, which is a more natural 11, which could very well fit into 0 - 5000 if taken in steps of 454 (http://dwarffortresswiki.org/index.php/DF2014:Attribute) (though anybody's guess how to access it, it may be hardcoded that looms 'Always' process kinesthetic as a priority skill roll, so this field means nothing on a custom workshop)

Putting it together, basic range and modifier, works until skill level x, and attribute 454(xnum) with the +1's probably not counting for anything, probably expecting that being focused adds another *1 modifier like it makes dwarves more competent at combat.


I know i ask more questions than i answered, possibly got it all wrong but id like to thoroughly know and understand it too.

How i look and feel at the moment after reading back this mad collection of e-scribbles.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Bolverkr on January 05, 2021, 01:02:46 am
I'm working on a bunch of spell-type acquired powers for adventure mode, and scrolling through the lot of them is becoming a hassle. Is it possible to categorize them like crafting reactions with the [CATEGORY:____] token? Is there a counterpart for interactions?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on January 05, 2021, 01:48:22 am
I dont believe there is any way to do that, no. I've been thinking about that becoming a growing problem in Spellcrafts with the ever-growing list of abilities, but the only way to cull the list is to make them temporary and require re-starting the syndrome with a permanent "Preparing" interaction. But, they take a few ticks before they show up in the list.

I have noticed they come in order of, i think, just the order they show up in the raws, so you can put them in a particular, memorable order.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ArrowheadArcher on January 07, 2021, 01:11:23 am
How do I make civ creatures instantly into adults? I've used this:

Code: [Select]
[BABY:0]
[CHILD:1]

in civ creatures raws to speed up adulthood in order to get more free labor, but I don't know if getting rid of BABY would make them adults as soon as they are born.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on January 07, 2021, 02:21:13 am
How do I make civ creatures instantly into adults? I've used this:

Code: [Select]
[BABY:0]
[CHILD:1]

in civ creatures raws to speed up adulthood in order to get more free labor, but I don't know if getting rid of BABY would make them adults as soon as they are born.
BABY and CHILD are both optional tags that define both that the creature has that life stage, and when that life stage ends. If you want creatures to instantly be born adults, simply don't give them a baby or child stage by not including those tags.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on January 07, 2021, 03:09:01 am
I dont believe there is any way to do that, no. I've been thinking about that becoming a growing problem in Spellcrafts with the ever-growing list of abilities, but the only way to cull the list is to make them temporary and require re-starting the syndrome with a permanent "Preparing" interaction. But, they take a few ticks before they show up in the list.

I have noticed they come in order of, i think, just the order they show up in the raws, so you can put them in a particular, memorable order.

It can be DFhacked, according to my sources in some veeery old modifications which have a complex wizarding and levelling up system. Applying the golden rule of good modding that if its already done, half the code work you're doing on your own will be done for you.

Checking that the Rose script change-class.lua (http://www.bay12forums.com/smf/index.php?topic=135597.msg5871192#msg5871192)(url going broadly to the 2014 thread) wont explode in your face or crash against modern DF internal restructures and not know what to do is a completely seperate matter.

Edit: Here's Rose's public debut of classes (http://www.bay12forums.com/smf/index.php?topic=135597.msg5768344#msg5768344)

Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on January 09, 2021, 06:57:04 am
How do I make a reaction that checks to see the wear of an item, say for example clothes. Are there non-modding workarounds for this as well?
No such option unfortunately, otherwise I would have used it in my "unravel sock to thread" type reactions. DFhack might be able to access the wear-number of items.
Can limit "don't use if has improvement" though with [NOT_IMPROVED].
https://dwarffortresswiki.org/index.php/DF2014:Reaction#Modifiers
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ArrowheadArcher on January 09, 2021, 03:30:29 pm
Is it possible to make a reaction that repairs armor via the use of coal and bars? Could this also be done by the use cloth for clothes. This requires DFHack, as the raws can't check the wear of the item, but I think I can be directed to or find a script that can.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on January 09, 2021, 07:39:56 pm
Is it possible to make a reaction that repairs armor via the use of coal and bars? Could this also be done by the use cloth for clothes. This requires DFHack, as the raws can't check the wear of the item, but I think I can be directed to or find a script that can.
See the repair and resize reactions of this mod:
http://www.bay12forums.com/smf/index.php?topic=162300.0
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: LilyInTheWater on January 10, 2021, 08:28:54 pm
I'm making a syndrome related to an extract and I'm wondering if this is the appropriate amount of pain to be put in if you come in contact with a very, very hot pepper extract for weapon purposes. Does this look like a reasonable amount of pain?

Code: [Select]
[CE_PAIN:SEV:2000:PROB:100:LOCALIZED:ABRUPT:START:0:PEAK:10:END:300:DWF_STRETCH:144]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on January 11, 2021, 04:41:31 am
Nah, that will instantly cause anyone to pass out from pain. Maybe like a severity of 200?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: LilyInTheWater on January 11, 2021, 05:46:30 pm
Nah, that will instantly cause anyone to pass out from pain. Maybe like a severity of 200?

Sounds great. Another question: I want this effect to manifest quickly and then stay around for a while at like equal power until it stops. If a syndrome peaks does it lessen in severity after the peak time until it ends?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on January 11, 2021, 09:15:06 pm
Before and after, yes. If it only has start and end times and an ABRUPT flag, it should remain constant throughout.

I did test it with a severity of 200 though, and it will still knock out the average human if it affects just 2-3 body parts simultaneously.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Tinfect on January 17, 2021, 03:45:03 am
Is there a standing issue with Dark Fortress generation for custom entities? One of the civs I'm putting together tries to spawn Dark Fortresses in deserts, but, in such a state, the game crashes instantly the moment it's done placing civs. Swapping them out for cities, causes it to work flawlessly. I can only assume its the fortresses.

Unrelatedly, is it possible to make custom sites entirely?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on January 17, 2021, 08:44:09 am
Is there a standing issue with Dark Fortress generation for custom entities? One of the civs I'm putting together tries to spawn Dark Fortresses in deserts, but, in such a state, the game crashes instantly the moment it's done placing civs. Swapping them out for cities, causes it to work flawlessly. I can only assume its the fortresses.

Unrelatedly, is it possible to make custom sites entirely?

Yes, my personal theory based on my play experience, reading of observations made about the tags introduced with 47. and testing is that demons experimenting interactions render them unable to be playable as well with any other race designated this way, with no real way to install a alternative demonic leaders who are compatible because [UNIQUE_DEMON] is not considered egible in absence of a empty underworld or other circumstances like demon experiments being turned off in advanced world settings.

Generated demons nor dark towers can be seperated from one another, leading to the game crashing or the tower never generating in the first place if either condition is absent.


And no, but there are two unintentionally working tokens with dubious playability PLAYER_FORTRESS (creates sole hillocks) and MONUMENT (only occupies world-structures like castles & tombs, known to crash a lot), Layer linked civilizations are also playable with quirks related to location and lack of map presence, but if you ever want to interact with them, i suppose you would need to dip into DFhack to summon caravans (overground? underground i dont know)

Its on paper a theoretical way to add more trading partners without overloading the world with too many entities.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: da_nang on January 17, 2021, 04:32:40 pm
Anyone know how to remove a tissue layer from a body part without making a new body detail plan? There's REMOVE_TISSUE but I've only seen it be used to remove the tissue type from the creature entirely.

Also, can you connect a body part to multiple body parts? For instance a skin membrane between the upper body and the arm?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Rekov on January 20, 2021, 02:28:22 pm
Is it possible to add reactions into the existing categories for the Crafter's shop?

For example if I want to add new reactions within the wood or bone categories. [CATEGORY:BONE] didn't work, but it was a complete guess. And maybe those specific categories are hard-coded and can't be touched anyways.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Lurksquatch on January 22, 2021, 10:53:05 pm
So, I'm trying to create a creature that is constantly on fire. For some inexplicable reason, I cannot get the [IMMOLATE] token to do anything. Even copying it directly from the vanilla fire snake doesn't work. So, I tried to jury-rig a burning effect by making it "Emit Fire" when in combat. While I got it to rapidly emit bursts of extremely hot gas, the gas doesn't catch anything on fire, and is just as likely to melt my creature as it is anything else, despite the creature having both [FIREIMMUNE] and [HEATDAM_POINT:NONE] applied to all of it's materials. Finally, I gave it [MAT_FIXED_TEMP:14000], again on all of it's materials. It still won't catch anything on fire, and seems only moderately likely to melt fat and the like. Any ideas?

Spoiler: Raw (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on January 23, 2021, 02:33:25 am
So, I'm trying to create a creature that is constantly on fire. For some inexplicable reason, I cannot get the [IMMOLATE] token to do anything. Even copying it directly from the vanilla fire snake doesn't work. So, I tried to jury-rig a burning effect by making it "Emit Fire" when in combat. While I got it to rapidly emit bursts of extremely hot gas, the gas doesn't catch anything on fire, and is just as likely to melt my creature as it is anything else, despite the creature having both [FIREIMMUNE] and [HEATDAM_POINT:NONE] applied to all of it's materials. Finally, I gave it [MAT_FIXED_TEMP:14000], again on all of it's materials. It still won't catch anything on fire, and seems only moderately likely to melt fat and the like. Any ideas?

Spoiler: Raw (click to show/hide)
Throwing out some random uneducated suggestions/thoughts:
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Lurksquatch on January 23, 2021, 08:39:41 am
Throwing out some random uneducated suggestions/thoughts:
  • You've got the HOMEOTHERM set so that the creature is only 37'C. Since HOMEOTHERM overrides the temperatures of their materials, consider either removing that tag, or setting it to the level that's used for creatures made of fire: 14000.
  • Remember to also modify the boiling point, melting point, and ignite point of your creature's materials if you don't want it melting itself (see the edits that are made in the DRAGON's definitions).
  • The wiki mentions that IMMOLATE makes a creature ignite items they stand on, so maybe FLIER might interfere with the part? (though unlikely)
  • There's actually a material template for fire materials if you're unaware - FLAME_TEMPLATE.
  • If even after the changes the creature doesn't burn things, you could try making it constantly secrete a fire-causing substance with SECRETION (that is, assuming you want it to spread fire everywhere it goes). The material may need to be in a non-gas form that then boils into gas to get rid of it (I'm not sure if gasses can ignite the ground or not? Though I've never looked into it).

Ok.

I finally got it to work. Sorta. I guess.

Removing [HOMETHERM] did nothing. I didn't try removing [FLIER] because the whole point is for it to fly, and it really shouldn't matter. I made a phoenix before and it flew around on fire no problem. Copying the various material values (i.e. melting point, ignite point, etc.) from the dragon made it stop melting itself to death, so that helped. Thanks.

I eventually made it continuously secrete the FLAME material as a gas. It melted a person, and then the person caught on fire, so I guess it works. I don't know why the earlier [MATERIAL_EMISSION] didn't work, since I just copied the FLAME material to make the flame gas, but whatever. It caught a dude on fire, so I'll take it lol. Thanks very much for the assistance.

I am still curious why IMMOLATE didn't work. I literally slapped IMMOLATE on an eagle a while ago and -POOF- fire bird. Slap it on a bat? Nothing. The mind boggles.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on January 23, 2021, 03:29:43 pm
Anyone have files with list of entity and creature tokens? I search this examples, because in entity file were list of professions that have no fortmode jobs.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Seraphim on January 23, 2021, 04:15:44 pm
Not sure if allowed to link to other sites but its the wiki so hopefully its okay.

You can find pages for full lists of entity, creature and profession/skill tokens: https://dwarffortresswiki.org/index.php/Category:DF2014:Tokens

Hope that in some way helps!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on January 23, 2021, 04:23:34 pm
Not sure if allowed to link to other sites but its the wiki so hopefully its okay.

You can find pages for full lists of entity, creature and profession/skill tokens: https://dwarffortresswiki.org/index.php/Category:DF2014:Tokens

Hope that in some way helps!
I need FILES. I know all tokens ad even wrote to wiki by myself, I just need that files that were in their own thread here on modding forum.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Iä! RIAKTOR! on January 24, 2021, 10:40:47 am
Not sure if allowed to link to other sites but its the wiki so hopefully its okay.

You can find pages for full lists of entity, creature and profession/skill tokens: https://dwarffortresswiki.org/index.php/Category:DF2014:Tokens

Hope that in some way helps!
That https://dffd.bay12games.com/file.php?id=14543 files I mean.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: JAL28 on January 24, 2021, 06:30:47 pm
Not entirely sure if this is true but in another(probably deleted) thread I heard of a DFHack command called make-citizen which is better than tweak makeown. Only problem is, I can’t seem to find it in my DFHack program. What is the command for running it and if it is a player made command, can someone send the code here? I can’t seem to find it anywhere on the Internet.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on January 25, 2021, 02:52:20 am
Not entirely sure if this is true but in another(probably deleted) thread I heard of a DFHack command called make-citizen which is better than tweak makeown. Only problem is, I can’t seem to find it in my DFHack program. What is the command for running it and if it is a player made command, can someone send the code here? I can’t seem to find it anywhere on the Internet.
I don't know if it's technically better, but it at least works :P Here's the thread (http://www.bay12forums.com/smf/index.php?topic=164709.0) it's mentioned in (I'm not sure how many of the scripts in the thread are actually up to date, but make-citizen definitely is).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: JAL28 on January 25, 2021, 03:21:55 am
Not entirely sure if this is true but in another(probably deleted) thread I heard of a DFHack command called make-citizen which is better than tweak makeown. Only problem is, I can’t seem to find it in my DFHack program. What is the command for running it and if it is a player made command, can someone send the code here? I can’t seem to find it anywhere on the Internet.
I don't know if it's technically better, but it at least works :P Here's the thread (http://www.bay12forums.com/smf/index.php?topic=164709.0) it's mentioned in (I'm not sure how many of the scripts in the thread are actually up to date, but make-citizen definitely is).

Oh wow thanks, I can't wait to try this out on the troll I have because my existing troll and gorlak military members disappeared after they went to raid a goblin site. Assuming they got deleted because they weren't histfigs.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: JAL28 on January 30, 2021, 10:30:22 am
Back here with more modding stuffs,

So recently I decided to make a new creature, and a special attack I wanted it to use was to use it's arms to "sweep" the enemy(using the lash template cause why not). Only issue is, I can't seem to find any way to make the attack use the arm at all. Using LIMB and ARM does nothing at all, while using GRASP doesn't seem to make them do the attack(even when attack flag is MAIN). What are the arms catogorized as for attacks, and how do I make the attack use the arm(not the hand)?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on January 30, 2021, 07:11:45 pm
So recently I decided to make a new creature, and a special attack I wanted it to use was to use it's arms to "sweep" the enemy(using the lash template cause why not). Only issue is, I can't seem to find any way to make the attack use the arm at all. Using LIMB and ARM does nothing at all, while using GRASP doesn't seem to make them do the attack(even when attack flag is MAIN). What are the arms catogorized as for attacks, and how do I make the attack use the arm(not the hand)?
here's a tentacle strike(lash) example, you may have to tag Newcreature's ARM as a category LASHINGARM or such.
Spoiler (click to show/hide)

here's vanilla DF's by category lower arm attack:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on January 31, 2021, 02:07:43 am
"Major bug fixes
Fixed w.g. crash related to dark fortress civs having fixed positions not held by demons"

I havn't had the time to check this yet, but does this finally fix  and once again have our own positions without the crashing issue once again? :D
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Liquidpip on February 04, 2021, 08:11:51 am
"Major bug fixes
Fixed w.g. crash related to dark fortress civs having fixed positions not held by demons"

I havn't had the time to check this yet, but does this finally fix  and once again have our own positions without the crashing issue once again? :D

I changed the dwarves' default site type to dark fortress in it didn't crash, so I guess it worked? I also made a civilization with various positions similar but different to dwarven and it seemed to work just fine. The only thing was that there was the monarch that ruled from the tower, but then there was also a demon that ruled from the place as well as the "master" of the civilization. In fortress mode, he showed up at the bottom of the "important peoples" list, below the monarch. The demon in question seemed to be pretty chill and content to enjoy life by competing in wrestling matches and attending geography lectures. I don't know what's causing this, but he seemed to be a master of nothing and does nothing that demons usually do. More than that, the world is devoid of goblins. More research required?

So now something unrelated, I have a problem with modding shields. I literally copied the shield definition from item_shield and changed the name and tag, but it's ridiculously heavy for some reason. Like, the copper ones weigh 522. Any idea to what's causing this?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 04, 2021, 02:55:32 pm
Thats good to hear!




As for the shield issue, Im not sure. I would say Check the [MATERIAL_SIZE:2] but if you copy/pasted a normal one and its still doing that.. hmm.. check your copper raw to see if there was any accidental change in numbers.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on February 10, 2021, 08:24:06 am
Shields are made to size of the craftsman, so gear made by larger workers scales up by default since its armor and not a weapon. Falling in the same category to the things that happen to clothing when the same design is passed between. Without a 'd'etail it'll always be made to fit the wearer.

"Major bug fixes
Fixed w.g. crash related to dark fortress civs having fixed positions not held by demons"

I havn't had the time to check this yet, but does this finally fix  and once again have our own positions without the crashing issue once again? :D
The demon in question seemed to be pretty chill and content to enjoy life by competing in wrestling matches and attending geography lectures. I don't know what's causing this, but he seemed to be a master of nothing and does nothing that demons usually do. More than that, the world is devoid of goblins. More research required?

Already all powerful in a dwarven civilization which prizes itself on different values to goblins, so by extent it seems the demon does things the dwarven orderly way, while the monarch still pulls the strings of power to stop unwanted wars.

Probably a bug manifested in some way to have two hardcoded monarchs at once (they both allocate personal advisors and such) but it does make the civs playable because experimenter leaders will CTD without the other monarch there. So having two leaders who in theory powershare (and the demon dies off and becomes replaced in the council of 2 civ leaders) maintains equilibrium.

Pre 47.05, [POSITION:MONARCH] over dark sites used to be one and the same, it'd allocate to them, but nobody knows what the new token for demons would be. A likely rumor from uncompressed saves is that it could be now hardcoded to [POSITION:CUSTOM_LAW_GIVER] but that can as easily just be a catch-all based on site type for mead hall lords.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Quantum Drop on February 10, 2021, 08:29:21 am
I'm currently having some problems with this secret-based interaction. I'm trying to have it work only when the user can touch something else, but it seems to be able to occur from several tiles away. Anyone able to help fix it?

Spoiler: Raws (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on February 11, 2021, 04:11:58 pm
Spoiler (click to show/hide)
This syndrome isn't doing anything besides the FLASH_TILE (tested in arena mode). It's supposed to make werewolves heal from non-silver-inflicted wounds.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atomic Chicken on February 12, 2021, 01:38:39 am
...
This syndrome isn't doing anything besides the FLASH_TILE (tested in arena mode). It's supposed to make werewolves heal from non-silver-inflicted wounds.

Healing effects undo a given quantity of damage per tick, as opposed to instantly restoring creatures to full health. My guess is that you need to either drastically raise that SEV to enable more damage reduction per unit time, and/or prolong the effect duration to give the effect more time over which to undo damage (though this will of course be offset by any new wounds received in combat if the rate is too low).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Liquidpip on February 12, 2021, 08:21:01 am
Shields are made to size of the craftsman, so gear made by larger workers scales up by default since its armor and not a weapon. Falling in the same category to the things that happen to clothing when the same design is passed between. Without a 'd'etail it'll always be made to fit the wearer.

Ah, ok, thanks! Is there any specific body part that the shield uses for its size? Like helms would use the head etc., then what does the shield use? And is it affected by the [UPSTEP] token in some way?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on February 12, 2021, 02:43:47 pm
Just a cubic proportion to the creatures own body-size, i dont think it particularly interacts any such way with what you've mentioned.

The tiniest dwarf-made shields provide cover adequate for a bronze colossus for instance, and in many other examples the contact area of the shield might end up blocking a ballistae bolt, but it isn't big enough to stop the bolt simultaneouly penetrating many different places at once on medium-goblin sized creatures.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on February 12, 2021, 05:44:34 pm
...
This syndrome isn't doing anything besides the FLASH_TILE (tested in arena mode). It's supposed to make werewolves heal from non-silver-inflicted wounds.

Healing effects undo a given quantity of damage per tick, as opposed to instantly restoring creatures to full health. My guess is that you need to either drastically raise that SEV to enable more damage reduction per unit time, and/or prolong the effect duration to give the effect more time over which to undo damage (though this will of course be offset by any new wounds received in combat if the rate is too low).
It still does absolutely nothing even if I make the severity 1000.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atomic Chicken on February 13, 2021, 01:30:51 am
It still does absolutely nothing even if I make the severity 1000.

Based on the example shrine interaction, I can also suggest entirely removing "BP:BY_CATEGORY:ALL:ALL" and adding "ABRUPT".
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on February 13, 2021, 09:11:12 pm
It still does absolutely nothing even if I make the severity 1000.

Based on the example shrine interaction, I can also suggest entirely removing "BP:BY_CATEGORY:ALL:ALL" and adding "ABRUPT".
I tried that before you told me to. Absolutely nothing changed.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: JAL28 on February 18, 2021, 07:23:49 am
I don't know if this is the right place to ask, but I seem to have noticed an issue with the make-citizen command.

It seems that when I use it, the game suddenly keeps crashing when I want to retire or abandon. No idea why, while saving works normally, all saves I have that used this command seemed to be unable to quit their game. All other saves seemed to work fine. Retiring/killing the converted citizens seems to do nothing either.

How can I fix this?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on February 21, 2021, 03:34:44 am
I don't know if this is the right place to ask, but I seem to have noticed an issue with the make-citizen command.

It seems that when I use it, the game suddenly keeps crashing when I want to retire or abandon. No idea why, while saving works normally, all saves I have that used this command seemed to be unable to quit their game. All other saves seemed to work fine. Retiring/killing the converted citizens seems to do nothing either.

How can I fix this?
Well damn, that could explain why I was occasionally getting crashes during one of my playthroughs (I thought it was likely due to the squad corruption / resurrection related crashes). That probably means I haven't worked out everything that's required to properly convert citizens (and probably won't be able to figure it out). Just so I have it in notes, could you tell me...
I don't really know what bits I'm missing in the code, so I don't really know how to fix this issue. Sorry :(
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 24, 2021, 04:22:18 pm
Not sure how to go at this one, but Ive been trying to figure out how to basically make mixed drinks, (such as combining apples/oranges, ect ect.) to create a new type of liquid, but im not sure how to go at making the product specific the type of material for the liquid being made, since it doesnt use "DRINK:NONE:GET_MATERIAL_FROM_REAGENT:plant:DRINK_MAT"

This is just a test reaction so obviously not set in stone, Ive already created the material template for it..

Code: [Select]
[REACTION:MIXED_BREW_APPLE_ALE]
[NAME:brew things into apple ale]
[BUILDING:AQUAFILTER_STILL:NONE]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:PLANT_MAT:APPLE:FRUIT]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:PLANT_MAT:ORANGE:FRUIT]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:plant:1:PLANT:NONE:PLANT_MAT:TOPAZIC_BLIGHT:STRUCTURAL]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:???:???]                <---- unsure for this.
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]

Couldnt find anything on wiki or forums about this either :s
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on February 24, 2021, 05:47:03 pm

[edit] I didn't test any of this, so no guarantee it'll work without additional efforts

Since the "Base" drink youre using there is apple, you could modify the orange tree and others definition to add additional drink mats with DRINK_MIX_APPLE, then reference them in the material reaction product. If you do this for every plant you want to "mix" in an additional ingredient, adding the specific products you want to mix in, you can change the reaction to select anything that has a DRINK_MIX_APPLE, and it will select fruit that can be combined with apples as you've defined.

The reaction would look like this:
Code: [Select]
[REACTION:MIXED_BREW_APPLE_ALE]
[NAME:brew things into apple ale]
[BUILDING:AQUAFILTER_STILL:NONE]
[REAGENT:A:1:PLANT_GROWTH:FRUIT:PLANT_MAT:APPLE:FRUIT] --- only accepts apples
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MIX_APPLE] --- instead of selecting oranges specifically, it now allows any plant growth that has a DRINK_MIX_APPLE reaction product defined
[UNROTTEN]
[REAGENT:plant:1:PLANT:NONE:PLANT_MAT:TOPAZIC_BLIGHT:STRUCTURAL]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:B:DRINK_MIX_APPLE] --- now creates whatever is defined in the fruit as its product when mixed with apples.
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]

And you'd append this to the orange tree definition within the orange fruit definition:
Code: [Select]
[MATERIAL_REACTION_PRODUCT:DRINK_MIX_APPLE:LOCAL_PLANT_MAT:DRINK_MIX_APPLE]
and this at the end of the orange tree definition so it has a drink to produce:
Code: [Select]
[USE_MATERIAL_TEMPLATE:DRINK_MIX_APPLE:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen orange-apple cider]
[STATE_NAME_ADJ:LIQUID:orange-apple cider]
[STATE_NAME_ADJ:GAS:boiling orange-apple cider]
[MATERIAL_VALUE:3]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]


You could also, for specific reactions i.e. always only orange + apple, create a plant definition that never actually appears in the world with a bunch of definitions for various mixed drinks like "orange-apple cider," "blueberry pomegranate wine" etc and have the product point to that plant's ID for the desired drink. That way you'd have to create a new reaction for each drink as well as a new product on the fake drink plant, but not have to modify the plants that are used as reagents

Code: [Select]
[REACTION:MIXED_BREW_APPLE_ALE]
[NAME:brew things into apple ale]
[BUILDING:AQUAFILTER_STILL:NONE]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:PLANT_MAT:APPLE:FRUIT]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:B:1:PLANT_GROWTH:FRUIT:PLANT_MAT:ORANGE:FRUIT]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:plant:1:PLANT:NONE:PLANT_MAT:TOPAZIC_BLIGHT:STRUCTURAL]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]
[REAGENT:barrel:1:BARREL:NONE:NONE:NONE]
[EMPTY]
[FOOD_STORAGE_CONTAINER]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:(mixed-drink plant ID):DRINK_ORANGE_APPLE]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]

Code: [Select]
[MATERIAL_REACTION_PRODUCT:DRINK_ORANGE_APPLE:LOCAL_PLANT_MAT:DRINK_ORANGE_APPLE]
[USE_MATERIAL_TEMPLATE:DRINK_ORANGE_APPLE:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen orange-apple cider]
[STATE_NAME_ADJ:LIQUID:orange-apple cider]
[STATE_NAME_ADJ:GAS:boiling orange-apple cider]
[MATERIAL_VALUE:3]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 24, 2021, 07:09:35 pm
Hmm.. well darn, so its pretty much a no-go for me, since Im trying not to edit to much of the vanilla stuff as it is :s
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on February 24, 2021, 07:56:46 pm
If you go the second route, you wont have to edit vanilla files (I think), youll just have to make a bunch of specific reactions and add them to the civ and make a new plant definition that handles the products.

You could also make a generic "fruit cocktail" drink and reaction, so there's only one reaction and material, but that doesnt solve the problem either, really.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Fatace on February 24, 2021, 11:26:52 pm
Yeah, I think Im gunna end up trying that idea tomorrow, also, Ive noticed that;

Code: [Select]
[REAGENT:A:1:PLANT_GROWTH:FRUIT:PLANT_MAT:APPLE:FRUIT] <-
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]
[UNROTTEN]

Doesnt seem to work properly, or at least notice the correct ingrediant. I originally had a reaction for a custom fruit that came from a tree (for non-alcohalic civs), but it does not seem to want to work anymore.

Edit: Nvm with this issue.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: UselessMcMiner on February 25, 2021, 02:51:45 pm
Any idea on how I should make this creature's bites/scratches more deadly? And how to replace the material of the teeth/nails?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: UselessMcMiner on February 25, 2021, 06:27:34 pm
Nvm I found out how to do it.

do I have to give a creature [BLOODSUCKER] if I want them to see warm-blooded creatures through walls?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: DarthRubik on February 25, 2021, 06:59:07 pm
Nvm I found out how to do it.

do I have to give a creature [BLOODSUCKER] if I want them to see warm-blooded creatures through walls?

No......[EXTRAVISION] does that
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Demonic Gophers on February 25, 2021, 07:30:40 pm
Nvm I found out how to do it.

do I have to give a creature [BLOODSUCKER] if I want them to see warm-blooded creatures through walls?

No......[EXTRAVISION] does that
Isn't EXTRAVISION the one for seeing without eyes?  I think what you're looking for is SENSE_CREATURE_CLASS (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#SENSE_CREATURE_CLASS).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: DarthRubik on February 25, 2021, 07:49:55 pm
Nvm I found out how to do it.

do I have to give a creature [BLOODSUCKER] if I want them to see warm-blooded creatures through walls?

No......[EXTRAVISION] does that
Isn't EXTRAVISION the one for seeing without eyes?  I think what you're looking for is SENSE_CREATURE_CLASS (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#SENSE_CREATURE_CLASS).

Oh....you are correct....sorry bout that
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Zavvnao on March 03, 2021, 09:22:50 pm
I have not written in this forum for years.

Before I even think about trying, is there a metroid mod already?

I mean off the top of someone's head, as I am not trying to get anyone to search for me.

I just like how detailed the mario mod is, and feel like metroid could be fun also.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on March 03, 2021, 10:48:30 pm
There arent any that show up if you search "metroid" on DFFD, so probably not.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on March 05, 2021, 08:33:37 am
That's really surprising.  With all of Metroid's exotic but semi-realistic body plans it's an obvious fit.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Zavvnao on March 06, 2021, 11:54:14 pm
I was asking because I did not find one here yet myself, but felt a second opinion might let me get lucky.
Metroid would fit rather well like you said. there is already ways to suck blood out of creatures, so metroids are not that far-fetched for df.

Space pirates are similar to goblins even, with big metroid boss monsters in charge.


(the stuff below this is just pondering and not really important to the idea. just secondary thoughts.)
Even stuff from other mods could be borrowed.
such as how in the mario mod, there is a way to play as one of those bowser/king-koopa-like creatures in adventure mode, which could also apply to ridley.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on March 07, 2021, 11:10:08 am
About the only thing that might be a bit more difficult to pull off is a Federation civ (probably just regular humies with altered personality values and maybe skill gains, plus maybe a rare, female bounty hunter caste with various skill gains and attribute increases as a stand-in for Samus) but thats moreso due to weaponry - I'm sure something could be made using Musket Mod's scripts though.

Still even without them it'd make for a nice creature pack that could be slotted onto anything else.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: gadestryll on March 08, 2021, 03:48:56 pm
Hello,
I'm quite new to creature and interaction modding and had a few question.

I was trying to do a beholder (from good ol' D&D), and had unexpected trubble with the death ray.
I wanted to use some medical syndrom like CE_NECROSIS or CE_IMPAIR_FUNCTION on heart or brain with high severity (100, 5000 and 10000) to kill the creature in a few ticks, but the former only causes 'minor rot' and the latter kills by suffocation with a long delay. Maybe [SYN_CONCENTRATION_ADDED:1000:100] is in fault ?

I don't really expected this to work, but giving the FLEEQUICK tag does not work as a fear spell either. Maybe someone has a better idea ?


quite unrelated, is there a way to prevent [CAN_TALK] [MEGABEAST] to join civs ? for when they do, they act quite as any citizen during wordgen and starts slauthering everything when an adventurer enters the town
Title: idiot in need of help
Post by: The last son of Malice on March 08, 2021, 04:16:06 pm
Hello, total noob to DF modding here. I was wondering if there was a way to update a mod for 47.4 to 47.5? If so, please tell me.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on March 09, 2021, 03:48:33 am
Hello,
I'm quite new to creature and interaction modding and had a few question.

I was trying to do a beholder (from good ol' D&D), and had unexpected trubble with the death ray.
I wanted to use some medical syndrom like CE_NECROSIS or CE_IMPAIR_FUNCTION on heart or brain with high severity (100, 5000 and 10000) to kill the creature in a few ticks, but the former only causes 'minor rot' and the latter kills by suffocation with a long delay. Maybe [SYN_CONCENTRATION_ADDED:1000:100] is in fault ?
Syndromes administered via interactions have an annoying quirk in that they are (supposedly) administered as if from a 1-size creature, which may be what's affecting your necrosis efffect. This means that the strength of the syndrome effects are much weaker than they should be, especially as the creatures get bigger in size - and this happens even when SIZE_DILUTES isn't even present on the syndrome :c. You could tune the severity of the syndrome until you get the desired effect on a particular size of creature (like human-sized creatures, for instance), and would have to live with it being less effective on bigger creatures, and more effective on smaller creatures. It could also be that necrosis might be one of those rate-affecting effects (like how the drowsiness effect causes the need to sleep accumulate by its severity every interval, rather than directly causing a % feeling of tiredness), though I've not encountered it enough to know if that's the case.
As for the suffocating with a long delay, I think that's just how suffocating works - it normally takes quite a while.

Hello, total noob to DF modding here. I was wondering if there was a way to update a mod for 47.4 to 47.5? If so, please tell me.
47.04 mods should just be compatible with 47.05 without any editing. There might be some cases where they'll need to be changed if they were doing something related to what was bugfixed in 47.05 (like if they were relying on necromancers visiting, or working around one of the worldgen crashes).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on March 09, 2021, 07:48:34 am
(like if they were relying on necromancers visiting, or working around one of the worldgen crashes).
Granted, that "fix" didn't actually take - necros and the like still visit.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Shonai_Dweller on March 09, 2021, 07:54:24 am
(like if they were relying on necromancers visiting, or working around one of the worldgen crashes).
Granted, that "fix" didn't actually take - necros and the like still visit.
Not as much as they used to. Haven't received an actual necromancer visitor yet. Two intelligent undead are telling a story about their boss, an ancient mummy, in the tavern right now though.

Also, any intelligent undead that have turned up (two in current fort, 1 in the previous) have been definite spies (the visitor reason text gives them away if you recognise it). No actual, "hi, I'm a necromancer, can I live here?" types yet.

Interested to hear others experiences in 47.05 though.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: gadestryll on March 09, 2021, 03:32:15 pm
Syndromes administered via interactions have an annoying quirk in that they are (supposedly) administered as if from a 1-size creature, which may be what's affecting your necrosis efffect. This means that the strength of the syndrome effects are much weaker than they should be, especially as the creatures get bigger in size - and this happens even when SIZE_DILUTES isn't even present on the syndrome :c.

May summoning a larger creature which will attack to give the syndrom be a solution ? edit: what about a contaminant ?

You could tune the severity of the syndrome until you get the desired effect on a particular size of creature (like human-sized creatures, for instance), and would have to live with it being less effective on bigger creatures, and more effective on smaller creatures. It could also be that necrosis might be one of those rate-affecting effects (like how the drowsiness effect causes the need to sleep accumulate by its severity every interval, rather than directly causing a % feeling of tiredness), though I've not encountered it enough to know if that's the case.

I tried several severity values : it seems to have no effect at all above 134050 (I have no idea why this particular number), is this a known maximum or something ?

As for the suffocating with a long delay, I think that's just how suffocating works - it normally takes quite a while.

Yes, what I meant is that creatures did not  die from a disabled heart, and died from a disabled brain but only because of breathing issues
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on March 10, 2021, 07:05:23 am
Yes, what I meant is that creatures did not  die from a disabled heart, and died from a disabled brain but only because of breathing issues
Ah yes, organs in dwarf fortress work really weirdly. If I recall correctly the heart isn't a vital organ at all, so a creature with it disabled will live on just fine, and the brain's main use is to keep the lungs from continuing to work, hence the suffocation when disabled (I think a creature without breathing parts might be able to survive just fine with a function-disabled brain).

May summoning a larger creature which will attack to give the syndrom be a solution ? edit: what about a contaminant ?
...
I tried several severity values : it seems to have no effect at all above 134050 (I have no idea why this particular number), is this a known maximum or something ?
Syndromes and concentrations are a bit of a mess that I don't fully understand. Depending on how they're administered, the concentration can vary dramatically as far as I can tell. Injection syndromes I think take into account the size of the creature administering (possibly versus the size creature being injected with it), while contaminants possibly varying in strength based on the size of the contaminant(?) which is hard to really gauge or control.

Seeing as you're looking for an effect that instantly kills a creature, why not upgrade that death ray into a disintegration ray? I noticed that the wiki has an example of a creature that instantly disappears into a puff of smoke (https://dwarffortresswiki.org/index.php/DF2014:Creature_examples#Instantly-evaporating_creature) - you could have your ray effect transform victims into that creature instead. That way, you don't have to worry about syndrome concentrations, since the CE_BODY_TRANSFORMATION effect doesn't take them into account. The only negative is that I don't know if it'd work on creatures that are currently transformed, though that's fewer caveats than going with a death method.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: gadestryll on March 10, 2021, 03:00:15 pm
Seeing as you're looking for an effect that instantly kills a creature, why not upgrade that death ray into a disintegration ray? I noticed that the wiki has an example of a creature that instantly disappears into a puff of smoke (https://dwarffortresswiki.org/index.php/DF2014:Creature_examples#Instantly-evaporating_creature) - you could have your ray effect transform victims into that creature instead. That way, you don't have to worry about syndrome concentrations, since the CE_BODY_TRANSFORMATION effect doesn't take them into account. The only negative is that I don't know if it'd work on creatures that are currently transformed, though that's fewer caveats than going with a death method.

The original beholder creature also have disintegrating and petrifying rays that I implemented with creature transformations and work fine enough, but I wanted something different for this one ^ ^

Syndromes and concentrations are a bit of a mess that I don't fully understand. Depending on how they're administered, the concentration can vary dramatically as far as I can tell. Injection syndromes I think take into account the size of the creature administering (possibly versus the size creature being injected with it), while contaminants possibly varying in strength based on the size of the contaminant(?) which is hard to really gauge or control.

Thank you for your answers, I'll try and explore these solutions.
I have one question as I go : what is the size of the contaminant ? do liquid spatters have a size ? (well, I
suppoze this may be included in the really hard to gauge part)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Zavvnao on March 10, 2021, 08:56:04 pm
About the only thing that might be a bit more difficult to pull off is a Federation civ (probably just regular humies with altered personality values and maybe skill gains, plus maybe a rare, female bounty hunter caste with various skill gains and attribute increases as a stand-in for Samus) but thats moreso due to weaponry - I'm sure something could be made using Musket Mod's scripts though.

Still even without them it'd make for a nice creature pack that could be slotted onto anything else.

what is musket's mod's scripts? a modpack for weapons? that is to copy the missiles?

But yes, a creature pack would be fun and doable.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: The last son of Malice on March 11, 2021, 03:31:00 am
Quote
47.04 mods should just be compatible with 47.05 without any editing. There might be some cases where they'll need to be changed if they were doing something related to what was bugfixed in 47.05 (like if they were relying on necromancers visiting, or working around one of the worldgen crashes).

Ah, thank you very much
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 11, 2021, 02:29:26 pm
what is musket's mod's scripts? a modpack for weapons? that is to copy the missiles?
Probably this fall 2018 musket-mod https://dffd.bay12games.com/file.php?id=13964
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Central Speaker Dan on March 13, 2021, 08:07:50 am
I was just setting up some basic manager tasks to keep my new fort supplied with things like cloth and a question came to mind:
Some jobs have details pannels that let you pick what specific thing is used in the job, such as making a wooden door, while others do not, such as 'process plants'.

Is it possible to change what reactions have access to this details panel?
If yes, can this be done for jobs that take multiple different inputs, such as 'proccess plants (to bag)' (it needs both a specific plant, and and specific type of bag)?

I've poked a little into the raws for reactions, but am struggling to find them all. Furthermore, none of them seem to make any reference to this feature.
I personally suspect this can't be done, just because otherwise there would be plenty of mods already in existence that expand this option to the job I gave as an example, and others like it.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 13, 2021, 10:59:51 am
Is it possible to change what reactions have access to this details panel?
If yes, can this be done for jobs that take multiple different inputs, such as 'proccess plants (to bag)' (it needs both a specific plant, and and specific type of bag)?
Nope, can't force the materials-details crafting submenu.

You can make a second specific-bag-requiring bagging reaction: this is my regular one.
Spoiler (click to show/hide)
Plant needs [ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF] and it doesn't need to be a leaf.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Central Speaker Dan on March 13, 2021, 11:55:24 am
Is it possible to change what reactions have access to this details panel?
If yes, can this be done for jobs that take multiple different inputs, such as 'proccess plants (to bag)' (it needs both a specific plant, and and specific type of bag)?
Nope, can't force the materials-details crafting submenu.

That's a shame. Hope it gets expanded to the rest of the jobs at some point.
Seeing as I'm part way through a game, I'll just have to wait until I've got a propper feeder-setup. Thanks.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on March 16, 2021, 07:52:16 am
I am trying to make dragons possible to fight without a shield by making their breath attack need to be "charged", but they aren't breathing fire (or frost, because uuuhh I added frost dragons) at all. This was mostly copied from the charging explosion interaction on the wiki so I have no idea why it wouldn't work.


Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on March 16, 2021, 09:34:13 am
I am trying to make dragons possible to fight without a shield by making their breath attack need to be "charged", but they aren't breathing fire (or frost, because uuuhh I added frost dragons) at all. This was mostly copied from the charging explosion interaction on the wiki so I have no idea why it wouldn't work.


It's a bit complicated to unpack but I think this is the problem: The 2nd interaction becomes available to the user of the 1st interaction via a syndrome with the class INHALING. However, the 2nd interaction is specifically designed so that its effects (i.e. the syndrome that grants the second interaction) will only occur on creatures that don't have a syndrome with the class INHALING. This means that there will never be a time that the creature can both use the effect of the 1st interaction while also being targetable for the 2nd.

You can see in game that the creatures will use the Inhale (Fire) creature interaction in the combat log, it just won't go any further than that. The time scaling is also fairly off if you ever want it to also be applicable to adventure mode - if I'm calculating it correctly, the fastest the breath will come out is in 1,080 adventure mode ticks. I'm also a bit confused as to why chaining 2 interactions is required instead of just using 1.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on March 16, 2021, 12:02:41 pm
I am trying to make dragons possible to fight without a shield by making their breath attack need to be "charged", but they aren't breathing fire (or frost, because uuuhh I added frost dragons) at all. This was mostly copied from the charging explosion interaction on the wiki so I have no idea why it wouldn't work.


It's a bit complicated to unpack but I think this is the problem: The 2nd interaction becomes available to the user of the 1st interaction via a syndrome with the class INHALING. However, the 2nd interaction is specifically designed so that its effects (i.e. the syndrome that grants the second interaction) will only occur on creatures that don't have a syndrome with the class INHALING. This means that there will never be a time that the creature can both use the effect of the 1st interaction while also being targetable for the 2nd.

You can see in game that the creatures will use the Inhale (Fire) creature interaction in the combat log, it just won't go any further than that. The time scaling is also fairly off if you ever want it to also be applicable to adventure mode - if I'm calculating it correctly, the fastest the breath will come out is in 1,080 adventure mode ticks. I'm also a bit confused as to why chaining 2 interactions is required instead of just using 1.
Just using 1 had the same result so I tried this.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: gadestryll on March 16, 2021, 12:12:25 pm
Excuse me, but I don't get it... what is the interest of all this over simply increasing the wait_period ?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on March 16, 2021, 12:49:15 pm
Excuse me, but I don't get it... what is the interest of all this over simply increasing the wait_period ?
It gives a warning before dragons use their essentially-instakill breath attack.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on March 16, 2021, 12:59:29 pm
Excuse me, but I don't get it... what is the interest of all this over simply increasing the wait_period ?
It telegraphs to the player when they're ready to use the breath attack, so adv mode players can get away from the dragon before it uses the ability (or even kill it before that happens) and fort mode military has some amount of time to actually kill/stun the thing before they get incinerated/knocked around like ragdolls (in case of the frost).
Don't have much of another way to do it for what can be insta-death abilities, really, since we don't have a way to i.e make interactions have a prepare/recovery time or make it so a creature can't unload its entire stock of abilities at once the moment it gets into combat - not an issue with syndrome-inducing abilities since you can use syndrome classes to prevent completely crippling a target with i.e curse interactions, but for creatures with numerous projectiles or breath attacks they can get a bit spammy since they go full-ham with everything they have.

Just using 1 had the same result so I tried this.
Try removing the syndrome classes and adding :ABRUPT after the end duration. I use a similar thing for FF Warmechs and Omega Weapons and it seems to be working fine.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on March 16, 2021, 01:53:37 pm
That sounds like a very good system, tbh. May i use it, for things in spellcrafts?

Tbh im not totally happy with how eating a fish to get a syndrome works to "learn" spells right now because, while it avoids the total randomness of trying to inhale gasses from an exploding rock, it doesn't really do what I wanted which was learning/training simulation. You can let, and infact have to micromanage to prevent, any loser from walking into your wizards room and eating his essences before he eats them.

Does anyone have ideas on how to make training/learning non-secret interactions more intuitive and more like learning and practicing?

If I switched the "inhale" ability here to something like "memorizes a spell" and make it repeatable, with a severity tag and a syn identifier that let's it build up with repeated use until it reaches a critical point where the user becomes able to actually use the cdi, will it actually work? I've had trouble in testing with syndromes that are repeatable and add concentrations with use. Either the effects appear 100% of the time on first use and additional uses dont seem to actually increase symptoms, or effects never appear.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on March 16, 2021, 03:45:44 pm
That sounds like a very good system, tbh. May i use it, for things in spellcrafts?
yeah ok
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Rekov on March 17, 2021, 12:34:56 pm
I need help figuring out why this reaction isn't behaving as I would like it to.

I have a plant-based creature which I shear, which produces corpsepiece items made of plant material. I am trying to come up with a reaction that turns these corpsepieces into plant-thread, in exactly the same way that the base game's spinning reaction takes a stack of hair material corpsepiece and turns them into yarn.


While the spinning reaction reduces the size of the stack by 1 and produces 1 thread, my reaction always takes the whole stack, and always gives just one thread. This happens whether or not I have the [MAX_MULTIPLIER:1] token in there. It seems to be completely ignored.


Here is another similar reaction that does work:

This reaction also takes a stack of corpsepiece, but for some reason does seem to respect the [MAX_MULTIPLIER:1] token.

Does anyone have any idea why this isn't working in the former case, but does work in the latter?

Things I've already tested:
I've changed the product to both different item tokens and different material tokens. As far as I can tell, the product isn't the problem. That must mean that for some reason, the specific material of the corpsepiece reagent affects how stacks are processed.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: gadestryll on March 17, 2021, 02:28:25 pm
It gives a warning before dragons use their essentially-instakill breath attack.

that seems really nice !

What material would you use if you wanted it to release smoke from its nostrills as a warning ?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Paper on April 19, 2021, 01:44:37 pm
Is there a way to create an interaction that enhances certain qualities of items in combat?

I want spells that make certain weapons hit as if they had different velocity, impact area, penetration, and other qualities.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on April 20, 2021, 11:40:05 am
Not directly no, but you can increase the wielders strength and give them a skill roll boost.

To do what you want you'd have to use a reaction to consume the original weapon and produce an enhanced version (which you'll have to define.) But it would be permanent.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Paper on April 21, 2021, 12:53:27 am
Thanks for the help!

Could I make a syndrome or secret that triggers an interaction when landing an attack using [SPECIALATTACK_INTERACTION]? Can the interaction mimic the effects of an edged or blunt weapon, even if it is un-aimed? I want a way for dwarves to easily cut off limbs of larger creatures or pulverise zombies. Also, can creatures use interactions during world generation and combat outside of the fortress? While necromancers raise armies regularly, is it the actual interaction being used or is something else being used to simulate it?

Sorry about question dump, if there are posts that answer these questions people can point me to them instead
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on April 21, 2021, 05:17:32 pm
1; yes, but only on a creature attack, so the dwarves would have to have this applied to their scratch or punch attack. Can't apply specialattack to items.

2. Not really. Stemming from an interaction, a syndrome doesn't know what body part was hit by the attack that started the interaction, and thus you would have to tell it to target, say, the upper and lower bodies and head and limbs, and from there you can apply bleeding, pain, and loss of function syndrome effects. You could also lower the creatures attributes like toughness which would make it more vulnerable to physical damage. But I don't think there's a way to directly damage tissues i.e. create a wound through a syndrome/interaction except through necrosis. Reducing toughness is a fair bet for inflicting more injuries, but increasing the strength and agility of the dwarf with an on-self defend CDI will be just as reliable.

3. No, with the exception of interactions applied through specialattack_interaction, like werebeast curses.

4. Necromancers appear to apply their interactions, but currently custom secrets never build towers because it's become a hard-coded behavior associated with generated necromancer secrets. Free roaming secret-knowers or creatures that have access to a CDI do not appear to ever actually use CDI interactions they know, for instance dragons and fire imps don't burn people in worldgen, but effects applied to them by the secret, for instance transforming them into a different creature, do get applied so an interaction that increases their strength should technically be taken into account during wg fights.

Interactions don't work off-map during fort or adventure mode any more than they do during WG, either. Creatures can only use CDIs while loaded in play

The wiki isn't clear on a lot of this stuff, so asking questions is important as actually writing interactions and getting experience with them. I've considered writing an article about how to actually use interactions and syndromes, but I am both busy and lazy.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on April 22, 2021, 06:01:38 am
4. Necromancers appear to apply their interactions, but currently custom secrets never build towers because it's become a hard-coded behavior associated with generated necromancer secrets.
Wait, do they? On my most recent world I have towers of non-procgenned casters show up as normal (i.e pyromancers (https://puu.sh/HAtJA/f7f7cda90c.png) like here - the burning souls is what the corpses reanimated by them turn into, though they aren't always listed separately in population info).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on April 22, 2021, 06:26:54 am
My custom secrets also build towers during worldgen after I gave them the ability to raise dead.

Also adding the following to the secrets seemed to increase how frequently they built towers:
Code: [Select]
[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on April 22, 2021, 07:38:53 pm
Ah shit, I haven't seen a single non-procgen necromancer tower in dozens of worlds with Spellcrafts so I just assumed it was broken. I haven't changed anything with any of my secrets either except adding raising dead to a couple more.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: JAL28 on April 24, 2021, 09:41:32 am
Is there a way to add super regenerative powers to creatures?

I believe there may be a way with syndromes, though im not sure if the effects will make their magic if they aren't used offensively. Also is there anything I must put before the [SYNDROME] token to allow the syndrome to function properly?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Will Phoenix on May 04, 2021, 05:13:37 pm
Is there a way to make a certain deity exist in all worlds?

As if, the deity is by default in the base raws as well as all subsequent worlds generated from it
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on May 04, 2021, 06:27:47 pm
Is there a way to add super regenerative powers to creatures?

I believe there may be a way with syndromes, though im not sure if the effects will make their magic if they aren't used offensively. Also is there anything I must put before the [SYNDROME] token to allow the syndrome to function properly?

You can use an interaction with a healing syndrome, and give them a CDI to let them use that interaction on themselves with either a clean_self or defend usage hint. You can also do a cdi once that causes a series of once monthly healing interactions that each occur on different days, giving them one healing effect every phase of the moon. Look at the werewolf code for an example of a timed interaction and replace the effects with a healing syndrome. Then copy paste that whole i_effect section 27 more times, and have each one start on a different day and last one day. Once daily they should get healed. Might not behave reliably in adventure mode though.

Is there a way to make a certain deity exist in all worlds?

As if, the deity is by default in the base raws as well as all subsequent worlds generated from it
No, closest you can get is giving an entity that has a pantheon a religion sphere token which should ensure they always generate a deity possessing that sphere. Theres no way to create or control deities directly.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on May 11, 2021, 08:52:10 am
So, a question about material definitions:

My brain doesn't seem to understand impact/tensile/compressive strain at yield no matter how much I try to read about it. Specifically are higher or lower values "better" (and on which of the three) when it comes to weapons and/or armor? Can someone explain this to a complete dummy?   :-[
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on May 11, 2021, 07:17:10 pm
My brain doesn't seem to understand impact/tensile/compressive strain at yield no matter how much I try to read about it. Specifically are higher or lower values "better" (and on which of the three) when it comes to weapons and/or armor? Can someone explain this to a complete dummy?   :-[

High impact yield good. You give 101 force, material has 90, material yields(breaks) because too much force.
https://dwarffortresswiki.org/index.php/DF2014:Material_science
-------------------------
strain at yield: low means shatters(ice, metal), high means rubbery.
https://dwarffortresswiki.org/index.php/DF2014:Strain_at_yield
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on May 12, 2021, 03:27:34 am
Thanks! Those were a helpful read and maybe I now understood it (at least somewhat).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: voliol on June 12, 2021, 12:56:51 pm
Does anyone know what the WORD token used when defining colors does? Please don't refer to the wiki, because I was the one who wrote that article and thus also that clearly faulty explanation :-\.

There's a similar descriptor shape token, but the wiki article for those (https://dwarffortresswiki.org/index.php/DF2014:Descriptor_shape_token) simply says "Effect unknown".
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Strik3r on June 12, 2021, 01:25:05 pm
Does anyone know what the WORD token used when defining colors does? Please don't refer to the wiki, because I was the one who wrote that article and thus also that clearly faulty explanation :-\.

There's a similar descriptor shape token, but the wiki article for those (https://dwarffortresswiki.org/index.php/DF2014:Descriptor_shape_token) simply says "Effect unknown".

Now that's a good question.
One can sumrise it has something to do with translating and displaying the associated word in the entities' languauge, since the tag links the color back to the language_words file, to the given word, and thus to the languages in the game.
Though i can't think of any place where this is actually is used, so with some doubt, i'll say it's probably an unimplemented/incomplete feature, intended to allow naming things, whatever they may be, based on it's (component) color(s)/shape(s). That's my best guess anyway.

Though if somebody wants to test it and whether it does anything, i suppose you could make the WORD tokens in the colors/shapes file point to random words in the language_words file and see whether you get some strange names in some places... Maybe engravings or statues or something like that?

Since i'm here, i might as well ask: is it possible to get fort's citizens collect sand/clay/dirt etc. via a custom reaction?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: 9joseph9 on June 13, 2021, 07:14:31 pm
I'm trying to give a creature the ability to heal its tissue through the use of an interaction. My problem is the interaction seems to have no effect, and when I possess the creature it lists the natural ability as "unknown interaction"

Here's the RAW for the creature and the interaction in case that helps.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on June 14, 2021, 04:40:10 am
I'm trying to give a creature the ability to heal its tissue through the use of an interaction. My problem is the interaction seems to have no effect, and when I possess the creature it lists the natural ability as "unknown interaction"

You have different names for the interaction in the creature and interaction files. One has [HEALSELF] and the other has [SELFHEAL] when they should both be the same.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: 9joseph9 on June 15, 2021, 02:40:21 am
I'm trying to give a creature the ability to heal its tissue through the use of an interaction. My problem is the interaction seems to have no effect, and when I possess the creature it lists the natural ability as "unknown interaction"

You have different names for the interaction in the creature and interaction files. One has [HEALSELF] and the other has [SELFHEAL] when they should both be the same.

Oh wow, I can't believe I missed that. Thanks a ton man.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: verdigriss on June 16, 2021, 12:52:01 pm
This reaction:

[REACTION:INCINERATE_VERMIN]
   [NAME:incinerate vermin]
   [BUILDING:KILN:CUSTOM_SHIFT_V]
   [REAGENT:A:3:REMAINS:CREATURE_ID:CASTE]
   [PRODUCT:100:1:BAR:NONE:POTASH:NONE][PRODUCT_DIMENSION:150]
   [FUEL]
   [SKILL:POTASH_MAKING]

gets dwarves to collect the three remains properly, bring them to the kiln, and makes said remains vanish, all as intended.  But no potash is produced.  Why???  This looks very similar to the reaction in the wiki.  Thanks to anyone who can help!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Strik3r on June 16, 2021, 02:43:24 pm
try putting [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] after [REAGENT:A:3:REMAINS:CREATURE_ID:CASTE]
see if maybe that does the trick?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: verdigriss on June 16, 2021, 05:12:30 pm
It works!!!  :D  Thank you, Strik3r!
Edit: Wait a minute...  They aren't bringing the vermin in to burn... it's just turning coal to potash...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: verdigriss on June 16, 2021, 06:14:00 pm
Okay, I got it to work now:
Spoiler (click to show/hide)
Previously, I was missing a keyword argument in 'reagent A'.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on June 17, 2021, 04:10:41 am
ignore this, I forgot that http://www.bay12forums.com/smf/index.php?topic=110027.5010 is creature and entity questions
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: golemgunk on June 17, 2021, 10:09:36 pm
Is it still possible to make a creature automatically use an interaction by removing the USAGE_HINT? I swear that's how it used to work, but it's not happening for me now.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on June 18, 2021, 05:36:32 am
try putting [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] after [REAGENT:A:3:REMAINS:CREATURE_ID:CASTE]
see if maybe that does the trick?

Thanks fellow modders: improved my cremations.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: DenBjornen on July 17, 2021, 04:34:17 am
Are there any good guides for modding in a new civilization? I've been reading on the DF wiki to learn more about the entity. I've only done some very basic changes like making elves have long lives instead of being immortal.

I'm just starting to look into modding, so any guidance would be appreciated. I'd like to try something like making a civilization that starts in the swamp/wetland biomes and has snapping turtle men or some other amphibious humanoids.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on July 17, 2021, 05:13:51 am
Are there any good guides for modding in a new civilization? I've been reading on the DF wiki to learn more about the entity.

There's at least the Civilization Cookbook thread (http://www.bay12forums.com/smf/index.php?topic=148282.0).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on July 21, 2021, 06:24:49 am
I'm just starting to look into modding, so any guidance would be appreciated. I'd like to try something like making a civilization that starts in the swamp/wetland biomes and has snapping turtle men or some other amphibious humanoids.
Creature and language at the start of the entity block:
   [CREATURE:GOBLIN]
   [TRANSLATION:GOBLIN]

Site type is very important:
Spoiler (click to show/hide)

Giving your civ's creature(s) some soundmessages, good flavor for adventurer mode:
   --sounds.. loudness/distance (squares), commonness (1000 for alarm, 10k peaceful).
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on August 05, 2021, 03:34:42 am
If a tower-builder has access to summoning interactions, will the creatures they can summon be incorporated into their tower in the same way risen corpses are (e.g. helping build the tower, appearing as population around the site), or is summoning only utilised in gameplay? The only thing I've found from searching is that if summons are the only thing the tower-builder has access to, they supposedly won't build a tower.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: acastells on August 11, 2021, 04:34:16 am
Hi!

It is possible to edit the Generated Demons (the ones who live in dark fortresses) to make them go to the vaults and attack angels?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on August 12, 2021, 05:08:53 pm
It is possible to edit the Generated Demons (the ones who live in dark fortresses) to make them go to the vaults and attack angels?
The randomly generated demons and Forgotten Beasts and Titans cannot be altered, but they can be exported from save file to text editor.
Also, I have no idea how one would command any creature or civilization to go attack angels.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on August 12, 2021, 09:29:47 pm
Dfhack. I bet Rumrusher's already done it too.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on August 13, 2021, 03:46:26 am
The randomly generated demons and Forgotten Beasts and Titans cannot be altered, but they can be exported from save file to text editor.
Also, I have no idea how one would command any creature or civilization to go attack angels.

Im sure [FEATURE_BEAST] for FB's is usable as a token but i've never really found the time or perfect creature to try it on. Using the Squamous method if nothing else fits of giving it a normal animal ranges (which in his fall mod has UNIQUE_DEMON's living as terrestrial cave monsters) and then removing the forgotten beasts from w.g options to make room for the newcomers.

Titans can't be defined however, there's still too little we know about the successful application of these tags toady's given us since 47.xx .



Angels have attack power way above dwarves all but to the almost almighty supreme continent destroying necromancers, so its very unlikely you can goad a civ into attacking them, happens virtually never naturally.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on August 13, 2021, 08:12:35 am
"Titans can't be defined however, there's still too little we know about the successful application of these tags toady's given us since 47.xx ."

Could have sworn that was one of the tokens enabled for modder use amongst other ones that were previously exclusive to procgenned creatures.
I'm personally mostly wondering how custom experiments work, aside from using the [NIGHT_CREATURE] token for them - whether they require specific spheres to be made and/or the [SUPERNATURAL] token.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on August 13, 2021, 11:51:29 am
"Titans can't be defined however, there's still too little we know about the successful application of these tags toady's given us since 47.xx ."

Could have sworn that was one of the tokens enabled for modder use amongst other ones that were previously exclusive to procgenned creatures.
I'm personally mostly wondering how custom experiments work, aside from using the [NIGHT_CREATURE] token for them - whether they require specific spheres to be made and/or the [SUPERNATURAL] token.

Squamous uses some interactions to transform the things they interact with afterwards, but in the tokens you could set up [EXPERIMENT_ONLY] interaction entries minus [GENERATED] and then connect the source_hfid to some example experiments.

If every custom necromancer in your world is barcoded to [SOURCE_HFID:1234] with [CREATURE:HF1234_NECROMANCER] and each experiment is respectively put in like [HF/EXP/1234 E_HUMG_/1] with [SOURCE_HFID:1234], it should in theory work with its constituent parts (which like color patterns reads the text directly for input). I do believe that this structuring might be so that worldgen knows when to disable experiments and the behaviour can pan out.

Its kind of a long shot but i've had interest in source_hfid for a while, and i work in the background trying to substantiate a effective use, since you can stamp certain potential trigger conditions like site guardians/unique demons in theory to civs, which i've tried/trying to do in order to generate specific leader circumstances so i can make more of a narrative, like making a Sauron big-bad so he can be gored by a random water buffalo or some circumstance as a premade character.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: UselessMcMiner on August 13, 2021, 03:49:18 pm
I’m making a custom race that can create more creatures of the same race through an interaction. I’ve had them make the new creatures tame. How will this work in Fort mode? Will they be citizens of the Fort?
Title: RAW EDITING ( Creature: Yeti )
Post by: umbrelladroid on August 15, 2021, 12:45:02 pm
Hi Guys

Have been going around the forums looking for an answer that I just cant get. Maybe some of you can help.


I Like to RP alot with Dwarf Fortress and to do this i need to edit the RAWS.


Specifically "Creature_Standard" Raw File.

So here is my problem.....


I am looking to make Yeti's Trainable so that I can cage them and maybe trade them ( kind of like a labor camp trade ect ).

I have made edits to the RAW .. in the yeti creature i have added Biomes for desert, glacier, forest ect... I increased population and also littersize.. removed [Savage] but for some reason the yetis still are not appearing in any map that i enter.



I am using the Lazy Newb Pack ( specifically "Spacefox" Tileset )


Can someone help me here???
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Kat on August 15, 2021, 05:07:12 pm
trying a modded civilisation that I'm making.
Works fine when creating a pocket world.
Generating a large world, it crashed out, no error log, when it was saving the world, having got to the end date.

Any suggestions on what may be happening, and how to fix it ?
Title: Re: RAW EDITING ( Creature: Yeti )
Post by: TomiTapio on August 17, 2021, 07:22:42 am
I am looking to make Yeti's Trainable so that I can cage them and maybe trade them ( kind of like a labor camp trade ect ).
I have made edits to the RAW .. in the yeti creature i have added Biomes for desert, glacier, forest ect... I increased population and also littersize.. removed [Savage] but for some reason the yetis still are not appearing in any map that i enter.
Greetings.
Yeti [SAVAGE][DIFFICULTY:2][FREQUENCY:1]
into --SAVAGE] --DIFFICULTY:2]  [FREQUENCY:90]
so they appear more often.

delete line [BUILDINGDESTROYER:2]

add tags [PET_EXOTIC]   [TRAINABLE]   [MOUNT_EXOTIC].

In my OldGenesis, Yeti Poets often come visiting due to    [INTELLIGENT]   [LOCAL_POPS_PRODUCE_HEROES] --new with 0.42.xx: wild creature can join a civilization.

Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Just Some Guy on August 17, 2021, 02:29:47 pm
I have some reactions that keep using up entire stacks of meat instead of just one item. Anyway to fix this or am I screwed?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on August 17, 2021, 03:06:19 pm
I have some reactions that keep using up entire stacks of meat instead of just one item. Anyway to fix this or am I screwed?

The second value of a reagent is its quantity, ei [REAGENT:A:1: while reagent A is just its referencial name (to call upon later like if a container has reagent x inside it), after that is the arguement for making it.

Setting it to 1 should fix the issue, as instead of pulling a by default as much meat as availible it will decide on exactly 1, unless i've mistook something. I do know eggs can be a finnicky resource in reactions but meat should hopefully be straightfoward.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on August 18, 2021, 01:24:02 am
I have some reactions that keep using up entire stacks of meat instead of just one item. Anyway to fix this or am I screwed?
Generally, reactions involving stacks will use up the entire stack (like for example the brewing reactions) unless you use MAX_MULTIPLIER (https://dwarffortresswiki.org/index.php/DF2014:Reaction#max_multiplier) to limit them.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Just Some Guy on August 18, 2021, 08:22:18 pm
That did the trick! Thanks.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on September 01, 2021, 08:43:33 am
Do syndromes of a material carry over to an item if the material is used as an improvement/decoration?

For example if I'd make a reaction to glaze something edible with another edible ingredient (like syrup) that has a syndrome (ingested) attached to it, would the glazed item then have the syndrome when ingested? Or are improvements merely cosmetic?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on September 02, 2021, 03:47:36 pm
Is there any way to make vampires transmit vampirism through an attack in worldgen but NOT in fortress or adventure mode?

I thought of making it so they only transmit vampirism through an attack for an extremely short period of time, but that relies on temporary symptoms:
1. Being recognized in worldgen.
2. NOT being recognized as being temporary in worldgen.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Tinfect on September 29, 2021, 09:03:04 pm
Is there a way to make a piece of armor apply to a new limb? Specifically, arms that do not end in hands.

More specifically is there a way to make armor apply to a new limb and still allow it to serve as a weapon? IE; a praying mantis claw in a copper 'sheath' of sorts.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on September 30, 2021, 08:05:05 am
Is there a way to make a piece of armor apply to a new limb? Specifically, arms that do not end in hands.
More specifically is there a way to make armor apply to a new limb and still allow it to serve as a weapon? IE; a praying mantis claw in a copper 'sheath' of sorts.
Kick while wearing a metal boot? Yes.
12-legged spideroctopus wearing metal boots? Yes.
Armor is defined by humanoid limbs though, but you can rename the limbs to different names.
https://dwarffortresswiki.org/index.php/DF2014:Armor#Coverage
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vattic on October 02, 2021, 08:11:58 pm
The randomly generated demons and Forgotten Beasts and Titans cannot be altered, but they can be exported from save file to text editor.
I was under the impression you could modify them, though I never tried myself.

Not to take anything away from Andux's work but in a pinch you can also just set [COMPRESSED_SAVES:NO] in init.txt and open world.dat in a notepad++.  You can mod it too if you like (in a hex editor of course..).  Lines in the raws are separated by a 16-bit word that reflects the length of the succeeding line.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on October 03, 2021, 02:05:53 am
Oh, is that what those glyphs between lines are? I never knew that.

I wouldnt be brave enough to edit the save file of something I wanted to keep, not without making a backup. And you'd need to understand those length-word-things and edit them accordingly?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on October 04, 2021, 01:27:30 am
The randomly generated demons and Forgotten Beasts and Titans cannot be altered, but they can be exported from save file to text editor.
I was under the impression you could modify them, though I never tried myself.
You can definitely edit any of the GENERATED raws quite straightforwardly with DFhack, and have those changes saved. I've done so before.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: voliol on October 04, 2021, 04:05:33 am
What's the deal with the wiki describing SUBTERRANEAN_WATER and SUBTERRANEAN_CHASM being described as overlapping cavern features, WATER being for the underground lakes and CHASM being out of water. This doesn't check out with cave floor and floor fungus having SUBTERRANEAN_WATER as their only biome considering they only grow out of water, does it? Are they really two different kinds of cavern biomes, one with water and grasses and one without?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on October 20, 2021, 09:32:00 am
If I make a new weapon and don't give any civ access to it, will it still be possible to have a moody dwarf make an artifact of that item type? Or does some civ have to have access, so that it'll be possible to have an artifact of that type?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on October 20, 2021, 11:20:47 am
If I make a new weapon and don't give any civ access to it, will it still be possible to have a moody dwarf make an artifact of that item type? Or does some civ have to have access, so that it'll be possible to have an artifact of that type?

Exotic items have a 1% chance (http://dwarffortresswiki.org/index.php/DF2014:Preferences) of appearing in the moody dwarfs preferences, so that process would be very arduous and long, you could simply make the weapon un-popular though by applying the maximum rarity. I dont know if that makes it exotic either or it still gets 1/3 odds like most other things.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on October 20, 2021, 01:12:52 pm
Exotic items have a 1% chance (http://dwarffortresswiki.org/index.php/DF2014:Preferences) of appearing in the moody dwarfs preferences, so that process would be very arduous and long, you could simply make the weapon un-popular though by applying the maximum rarity. I dont know if that makes it exotic either or it still gets 1/3 odds like most other things.

The main idea was to not give any access (not even rare) to the item, barring moods. I'm just trying to figure if that'd be a possible way to have unique "magic" weapons (basically just copies of standard weapons with boosted values). The smaller the chance to get one, the better (except for testing purposes).

The wiki didn't quite explain what it means by exotic, but I assume it means a foreign item, which some civ has access to but your civ doesn't? In any case, I guess I'll experiment and see if I figure something out.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on October 26, 2021, 10:37:02 am
I'm just trying to figure if that'd be a possible way to have unique "magic" weapons (basically just copies of standard weapons with boosted values). The smaller the chance to get one, the better (except for testing purposes).
Here is one way to get rare magic weapons:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on October 26, 2021, 11:20:44 am
Thanks, was thinking of possibly using reactions for the weapons.

Still, doesn't really solve the question about whether moody dwarves can make artifacts of a weapon type that no civ has access to (that is, not listed as [WEAPON:ITEM_WEAPON_WHATEVER] under any entity). Not a big deal if it's not possible, just was curious if someone knew whether it'd work or not.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on October 26, 2021, 11:36:10 am
Thanks, was thinking of possibly using reactions for the weapons.

Still, doesn't really solve the question about whether moody dwarves can make artifacts of a weapon type that no civ has access to (that is, not listed as [WEAPON:ITEM_WEAPON_WHATEVER] under any entity). Not a big deal if it's not possible, just was curious if someone knew whether it'd work or not.

Alternatively, perhaps a forceful application of preference switching could be employed to a workshop with DFHack? "Induct into the cult of the hammer" kind of thing.

It should all be in their soul data, if this GUI-editor convo on the DFhack thread follows through. (http://www.bay12forums.com/smf/index.php?topic=164123.msg8048669#msg8048669)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on October 26, 2021, 04:17:49 pm
So, I finally figured out how experiment interactions work.  It's a bit unintuitive, since all generated interactions mix them all together, but it IS possible to separate them.

Any interactions that involve animating or resurrecting corpses can be used in worldgen.

[EXPERIMENT_ONLY] means that an interaction cannot be used during gameplay, but if it involves either animating or resurrecting corpses, it CAN be used in worldgen.  It does not require NIGHT_CREATURE_EXPERIMENTER or I_SOURCE:EXPERIMENT.  Animated corpses can be used to construct towers, as usual.

[NIGHT_CREATURE_EXPERIMENTER] means the creature will occasionally "perform horrible experiments" under certain circumstances in worldgen.

While performing horrible experiments, a creature can use any interaction that has the [I_SOURCE:EXPERIMENT] tag, whether it is one of that creature's abilities or not.  In fact, as far as I can tell, adding it as a creature's abilities doesn't actually do anything, despite the fact that generated necromancers have it.

So it is actually possible to make a secret that allows a creature to use specific animation or resurrection abilities during worldgen, without creating random generated experiment creatures.  Just give it EXPERIMENT_ONLY interaction that either animates or resurrects corpses, and to prevent generic necromancers from creating the custom creature, leave out the I_SOURCE:EXPERIMENT from the interaction.  However, this cannot be used to target live creatures with specific effects, since this will only occur during experiments.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Dunmeris on October 28, 2021, 06:55:00 am
So I'm working on boats and they're just not working. Can someone please tell me what I'm doing wrong?

Here are the raws for my simplest boat. It's literally just two body parts, but apparently the game just does not like this. I've made way more complicated things than this, error free. I've got vastly more complicated things in just this mod alone. But apparently the boats are just a bridge too far.

Here's the boat itself. Well, one of them, as I tried just removing all of them but my simplest boat to get at least a starting point of what's going on.
Spoiler (click to show/hide)

Here are the b_detail... details. Note that I originally had these defined in the creature raws before thinking doing this might fix it.
Spoiler (click to show/hide)

Here's the body that the game seems so utterly baffled by.
Spoiler (click to show/hide)

And here's the errorlog
Spoiler (click to show/hide)

I'm guessing it's something obvious that I'm just not noticing/thinking about, but what could be causing this?

EDIT: Okay coracle's fixed. Problem is there needs to be a central body part that isn't attached to anything. Now to figure out what's wrong with the other ones, which don't have that problem.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on October 28, 2021, 05:38:34 pm
So I'm working on boats and they're just not working. Can someone please tell me what I'm doing wrong?

Here are the raws for my simplest boat. It's literally just two body parts, but apparently the game just does not like this. I've made way more complicated things than this, error free. I've got vastly more complicated things in just this mod alone. But apparently the boats are just a bridge too far.

I'm guessing it's something obvious that I'm just not noticing/thinking about, but what could be causing this?

EDIT: Okay coracle's fixed. Problem is there needs to be a central body part that isn't attached to anything. Now to figure out what's wrong with the other ones, which don't have that problem.

Interesting concept, but on a surface level it does seem somewhat flawed. Since normally pack animals are lead along to the trade depot by the race who owns them, the route is decided by the owner based on where they can traverse (different rules when purely mounted, leading implies a trek on foot). But since you can't pre-optimize the owner race to have your sydrome even if it protects them in real-game time, its easier if they're just fish/frogmen with [AMPHIBIOUS]

I dont particularly have anything to comment on the design of it. It ought to work for sieges and personal adventurer usage if you wanted to go across the high seas or big lakes and the like, and you could get real fancy if you created some sea-sphere related boat-construction-manual secret for the race it's intended for.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Dunmeris on October 31, 2021, 10:40:34 am
So I'm working on boats and they're just not working. Can someone please tell me what I'm doing wrong?

Here are the raws for my simplest boat. It's literally just two body parts, but apparently the game just does not like this. I've made way more complicated things than this, error free. I've got vastly more complicated things in just this mod alone. But apparently the boats are just a bridge too far.

I'm guessing it's something obvious that I'm just not noticing/thinking about, but what could be causing this?

EDIT: Okay coracle's fixed. Problem is there needs to be a central body part that isn't attached to anything. Now to figure out what's wrong with the other ones, which don't have that problem.

Interesting concept, but on a surface level it does seem somewhat flawed. Since normally pack animals are lead along to the trade depot by the race who owns them, the route is decided by the owner based on where they can traverse (different rules when purely mounted, leading implies a trek on foot). But since you can't pre-optimize the owner race to have your sydrome even if it protects them in real-game time, its easier if they're just fish/frogmen with [AMPHIBIOUS]

I dont particularly have anything to comment on the design of it. It ought to work for sieges and personal adventurer usage if you wanted to go across the high seas or big lakes and the like, and you could get real fancy if you created some sea-sphere related boat-construction-manual secret for the race it's intended for.

Thanks, I actually haven't yet tested the ships in fortress mode enough to see how they'd work with merchants. I think I'll remove the pack animal part from the ships in that case. That'll probably make fishing ships work better anyway.

A sea-sphere related construction manual secret is a good idea, I hadn't thought of that. Maybe the secret of constructing some sort of fantastic antediluvian ships. That's a good idea and fits the mod setting perfectly.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: UselessMcMiner on October 31, 2021, 05:09:31 pm
So I'm having some bugs in my game that seem like they're caused by raw duplication, but nothing is reported on the errorlog. Does anyone have any idea on how I could find these bugs?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: voliol on October 31, 2021, 07:05:28 pm
So I'm having some bugs in my game that seem like they're caused by raw duplication, but nothing is reported on the errorlog. Does anyone have any idea on how I could find these bugs?
DF Duplisearch (http://www.bay12forums.com/smf/index.php?topic=175695.0) does the trick.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on November 05, 2021, 09:02:04 am
Does anyone know what, if anything, RESPONSIBILITY:ESPIONAGE does?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on November 05, 2021, 09:43:34 am
Does anyone know what, if anything, RESPONSIBILITY:ESPIONAGE does?

47.01+ for the dungeon keeper's functionality with the token. Said dwarf will start grabbing details from dwarves adjacent around themselves like piercing false identities, and who has been strong-armed into ongoing villian plots, and use this supplementary to the counter-espionage screen with some w.g influence with agents and the like (apparently, i think this is moreso relevant for a non-site civ generalized like royal advisors with access to all populations without reliable citation example)

But right now they don't have the features to apply their own player schemes with preference for the role leaning at schemer skill, at best they could help discover your first vampire for you if you were very stuck in a busy situation where you couldnt find the obvious suspect with the use of the law-enforcements interrogations, as well as foreign field agents and over-obvious sabotuer's (non hidden intelli-undead) intents.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Dunmeris on November 06, 2021, 09:28:49 am
Can anyone think of a way to make a syndrome only affect those who already have a certain SYN_CLASS?

Basically I'm trying to make a reaction used to construct something, that requires the individual constructing it to have learned a certain in-universe ancient language (represented by a SYN_CLASS), but I'm drawing a blank on how to do that (assuming it's even possible).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on November 06, 2021, 11:29:02 am
Can anyone think of a way to make a syndrome only affect those who already have a certain SYN_CLASS?

Basically I'm trying to make a reaction used to construct something, that requires the individual constructing it to have learned a certain in-universe ancient language (represented by a SYN_CLASS), but I'm drawing a blank on how to do that (assuming it's even possible).

There is very little direct interaction between reactions and syndromes.  You can, however, create a syndrome that teaches an interaction that lets you create an item.
Making syndromes that require a SYN_CLASS is tricky.  However, if your mod only includes one such secret, and you're okay with generated angels and demons knowing the ancient language, you can use the SUPERNATURAL tag.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Dunmeris on November 06, 2021, 12:57:17 pm
Can anyone think of a way to make a syndrome only affect those who already have a certain SYN_CLASS?

Basically I'm trying to make a reaction used to construct something, that requires the individual constructing it to have learned a certain in-universe ancient language (represented by a SYN_CLASS), but I'm drawing a blank on how to do that (assuming it's even possible).

There is very little direct interaction between reactions and syndromes.  You can, however, create a syndrome that teaches an interaction that lets you create an item.
Making syndromes that require a SYN_CLASS is tricky.  However, if your mod only includes one such secret, and you're okay with generated angels and demons knowing the ancient language, you can use the SUPERNATURAL tag.

Thanks! I'm actually using an interaction that creates an item for something else. Using the SUPERNATURAL tag for the language is a very cool idea, though, I think I'll do that.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vattic on November 07, 2021, 01:43:38 pm
Is this a typo in the Pond Grabber raws or does it mean they come in these three sizes?
Code: [Select]
[BODY_SIZE:0:0:2000]
[BODY_SIZE:0:0:15000]
[BODY_SIZE:0:0:30000]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on November 07, 2021, 02:52:44 pm
Is this a typo in the Pond Grabber raws or does it mean they come in these three sizes?
Code: [Select]
[BODY_SIZE:0:0:2000]
[BODY_SIZE:0:0:15000]
[BODY_SIZE:0:0:30000]

Either could be true, i assume maybe its some sort of redundant instant-growth trick? email toady about it if ye-dare, or drop it in the FotF, though sayin that, the last token on file is usually the most prominent one for overlaps.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vattic on November 11, 2021, 07:38:11 pm
When a creature is spawned at the edge of the map how does it have its caste chosen? Is it random weighted by POP_RATIO?

Either could be true, i assume maybe its some sort of redundant instant-growth trick? email toady about it if ye-dare, or drop it in the FotF, though sayin that, the last token on file is usually the most prominent one for overlaps.
Cheers. Decided to put it on the bug tracker. It's no big deal either way.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on November 13, 2021, 05:15:22 am
A couple of questions about reactions:

First, is it possible to use the remains of a particular type of vermin in reactions? If so, how would I set up the material of the reagent for it?

I've tried to specify a certain vermin, but this results in using any available remains:
Code: [Select]
[REAGENT:remains:1:REMAINS:NONE:CREATURE_MAT:KERMES_INSECT:KERMES_INSECT]

Should the last part be something else or what am I missing? I've only found some conflicting information about the material of vermin items.

Here's the full reaction, just in case:
Spoiler (click to show/hide)

Second, does adding new Adventure mode reactions require a new worldgen? I'm assuming it does, but doesn't hurt to ask, I guess.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vattic on November 13, 2021, 07:27:41 am
Going by the wiki for reactions I believe it should be, I'm away from my PC to test:
Code: [Select]
[REAGENT:remains:1:REMAINS:NONE:KERMES_INSECT:KERMES_INSECT]
So REMAINS:NONE for the item type, and CREATURE_ID:CASTE_ID for the material.

If it is impossible to use specific vermin remains in reactions you could add an extract to the vermin in question and use that a reagent instead.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on November 13, 2021, 09:36:32 am
So REMAINS:NONE for the item type, and CREATURE_ID:CASTE_ID for the material.

If it is impossible to use specific vermin remains in reactions you could add an extract to the vermin in question and use that a reagent instead.

I'll give it a try, thanks. I've thought of using the extract option as an alternative if I can't get the remains reaction to work.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on November 18, 2021, 04:33:00 am
Does anyone know what causes a unit to decide to clean contaminants off their body? According to the wiki citizens will only do it if they've got access to water, but I was wondering if there was a raw-level way to prevent them trying to clean specific contaminants (like using certain creature/material tokens).
It makes it a bit awkward for having citizens that constantly secrete substances, because they get somewhat obsessed with trying fruitlessly to get it all off :p
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on November 18, 2021, 07:53:31 am
When a creature is spawned at the edge of the map how does it have its caste chosen? Is it random weighted by POP_RATIO?
It should be, but it's not. All castes have an equal chance of spawning in the wild. If you want a rare caste, you can make multiple copies of the common caste.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on November 18, 2021, 03:55:39 pm
Does anyone know what causes a unit to decide to clean contaminants off their body? According to the wiki citizens will only do it if they've got access to water, but I was wondering if there was a raw-level way to prevent them trying to clean specific contaminants (like using certain creature/material tokens).
It makes it a bit awkward for having citizens that constantly secrete substances, because they get somewhat obsessed with trying fruitlessly to get it all off :p

Splatters that arent water get counted into a 'grime level' mechanic that counts the intensity of dirt so its not only bad for your dwarves but also very unhygenic even if they're immune to it , sorry about your circumstances but maybe it'd be best contributed as a bug issue report about its infinite-loop properties.
Best way to get clean for longer is to use soap to more effectively remove more grime levels at once, and access to washing grates.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vattic on November 19, 2021, 12:32:04 pm
When a creature is spawned at the edge of the map how does it have its caste chosen? Is it random weighted by POP_RATIO?
It should be, but it's not. All castes have an equal chance of spawning in the wild. If you want a rare caste, you can make multiple copies of the common caste.
Thank you. Well I was more concerned my rare castes wouldn't show up ever so at least it breaks in favour of them all being possible. I suppose I could use the multiple copies of the same caste method though, I'm using a script to generate a creature with ~70 castes anyway.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on November 20, 2021, 02:17:31 pm
When a creature is spawned at the edge of the map how does it have its caste chosen? Is it random weighted by POP_RATIO?
It should be, but it's not. All castes have an equal chance of spawning in the wild. If you want a rare caste, you can make multiple copies of the common caste.

Could you elaborate on this a bit more?. Im aware popratio works just fine in intelligent populations.
To that end id probably say make a Creature Variation template to quickly automate [/98 WILD_RATIO] in a generic [CASTE:MALE1], 2 3 etc so on and forth to keep the creature file itself simple.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on November 20, 2021, 02:30:52 pm
When a creature is spawned at the edge of the map how does it have its caste chosen? Is it random weighted by POP_RATIO?
It should be, but it's not. All castes have an equal chance of spawning in the wild. If you want a rare caste, you can make multiple copies of the common caste.

Could you elaborate on this a bit more?. Im aware popratio works just fine in intelligent populations.
  • From what i think you're saying and my own experience, if there's a very small desired percentage of a wild-creature appearing they'll be split, so essentially for /100, you need a 100 castes. But in a intelligent creature it would be magnified further by pop-ratio as well as be a horrendous mess for certain lists like embark if its one your race has tamed in W.G
To that end id probably say make a Creature Variation template to quickly automate [/98 WILD_RATIO] in a generic [CASTE:MALE1], 2 3 etc so on and forth to keep the creature file itself simple.

Pop ratio works fine in intelligent populations, and when domestic creatures are born on-screen (possibly offscreen as well, haven't checked).  But when wild animals roam onto the map, pop ratio is ignored.  (Unless it was fixed recently, haven't checked in a while.)  This would indeed make a mess of embark lists.  Unfortunately I don't know of any way to get around this.

Does anyone know what actually determines whether an attack causes a body part to sail away in an arc? I'm trying to make a natural creature part attack to lop off heads and limbs, but no matter how much I adjust the attack's contact percentage, penetration percentage, the size of the body part itself, even turning the limb into adamantine, all it does is tear the body parts into loose shreds.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on November 20, 2021, 03:32:23 pm
I think there might be a solution with the [ANIMAL] entity tokens, if you simply make [CREATURE_CLASS:AUXILLARY_CASTE] class token for your excess castes, it should omit them from being used for the civ. If not, you can simply exclude the creature altogether from civilizations with another species wide [ANIMAL] entity arguement to reduce the odds to nil (mainly preventing elves foiling your plans and bringing a 100 types of wild boar forever), however restrictive that might be for your worldbuilding and provision something alternative such as a imperfect duplicate for yourself with much simpler correct castes.

As for sharp bodies, im no expert but id probably put emphasis on learning whether body parts can be sharp in the first place, and if your creature is correctly proportioned (limbsize, bodyweight, str/agi, skills) relative to the contact area you're trying to inflict. EI horns and teeth work by applying force to the centre of the bite to shred the tearing of skin and tissue, rather than being inhereintly serrated, like a dinosaur or sharktooth, where trying to latch would just have them slide off with a chunk for clean cuts such as what you're after.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Kat on November 21, 2021, 06:50:18 am
Is there any way yet, to make a wider variety of foods ? E.g. if you had a flour food product, and a fruit, is there a way to make fruit pies ? Or are prepared meals still unmoddable ?

Also, I'd like a difference between beers and liquors, for alcohol. Like... you can make barley beers, and also barley whiskys, and I kind of think there should be a difference in the tasks required from a brewer.

E.g. instead of just "brew drink from plant", the brewer should make a wort from the plant, stored in a barrel, which can then be made directly into a beer, or wine, or other low strength alcoholic drink. Or, using fuel, distil the wort into a strong alcohol.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on November 21, 2021, 02:31:18 pm
Is there any way yet, to make a wider variety of foods ? E.g. if you had a flour food product, and a fruit, is there a way to make fruit pies ?

People often reach for cheeses as a idea of a (eat in one prepared) meal, such as bags of flour being directly compatible to be turned into bread "Cheese". Outside of 'Pie Cheese', being less realistic when you can't layer over a veneer of graphics (will be MUCH improved by graphical steam release including inbuilt overrides for maggoty animated dwarven cheese), all we have to work with, is detailed below in its own item_food.txt file defining the kitchen recipies that exist in a universal sense rather than having them be hardcoded.

Code: [Select]
[ITEM_FOOD:<Identifier>]
[NAME:<name>]
[LEVEL:<numerical amount of ingredients>]

With no particular bias because there's a few mods out there, this old one i've just checked being the first i found on a boardwide search has a large selection of pre-done numerical descript recipies. Things You Eat (TYE) (https://dffd.bay12games.com/file.php?id=246)

But having applemeat hamburgers, with tallow dressing, sheep eye bun, and boiled lettuce would only be superficial to the name and mental image, so you'd probably have to put things aside for realism yourself by sorting kitchen materials with what makes you happiest. as this issue report shows and explains. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6382)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on November 21, 2021, 04:03:05 pm
Is there any way yet, to make a wider variety of foods ? E.g. if you had a flour food product, and a fruit, is there a way to make fruit pies ? Or are prepared meals still unmoddable ?

Also, I'd like a difference between beers and liquors, for alcohol. Like... you can make barley beers, and also barley whiskys, and I kind of think there should be a difference in the tasks required from a brewer.

E.g. instead of just "brew drink from plant", the brewer should make a wort from the plant, stored in a barrel, which can then be made directly into a beer, or wine, or other low strength alcoholic drink. Or, using fuel, distil the wort into a strong alcohol.

You can use plants!  You can create a fake plant, and use that as a product of a reaction - and unlike cheese, you can even set its icon and give it a prefstring (so creatures will prefer it).  While this does not have the ability to combine materials like with regular prepared meals (you won't get stuff like "it is made from dwarven flour and cat tripe") you can use a plant material's REACTION_MAT to make specific results.

I used this a lot in the Rise of the Mushroom Kingdom mod.  In addition to producing various alternative drinks from plants (teas and juices), I also gave various plants (and a few other materials) COOK_MAT, PASTA_MAT, and CAKE_MAT reaction classes.  The COOK_MAT would cook items straight, PASTA_MAT required making dried pasta from a plant powder with the FLOUR reaction class, then cooking it with another ingredient (whose PASTA_MAT material would determine the result), and finally cakes could be made by combining flour, sugar, an egg, and one more ingredient, which would determine the actual cake produced.

In this example, for instance, I have sweet strawberries which can be made into tasty cakes, and mild cocoa beans which can be cooked into chocolate and then made into either chocolate pasta or chocolate cakes.  You could also make cooking reactions require fuel (and even make a magma kitchen), but I didn't do this.

There is no way of determining exactly which materials would be used in these reactions - it is similar to brewing and cooking in this way.  If you wanted to be more specific you would have to make a separate reaction for each product.

As far as drinks go, it's basically the same as adding alcohol, but with a different reaction class and a new reaction to use it.  Non-alcoholic DRINK materials will still fulfill alcoholics' needs (there is no way to make a drink that sates thirst but is not considered alcohol) but I considered it balanced because they do not create the euphoria mood boost, but also don't cause alcohol poisoning.

The only weakness of this method is that your products would be stored in the plant stockpile, not in the prepared food stockpile.  I also don't think there is a way to get caravans to bring the custom cooked foods.  But other than that it's probably your best option.

Spoiler: reaction_cooking_rotmk (click to show/hide)

Spoiler: plant_standard_rotmk (click to show/hide)

Spoiler: plant_cooking_rotmk (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on November 24, 2021, 04:38:59 pm
Does anyone know how [NUMBER:AS_NEEDED] in position tokens work?  I'm trying to create a civ with a lot of generals, but they never seem to show up in worldgen.  Are AS_NEEDED positions exclusive to fort mode?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on November 24, 2021, 05:41:01 pm
Its not easy to grasp much of what they do unless you follow a individual who's held the position and therefore is historically relevant enough, to warrant a mention. AS_NEEDED does as much by the demand of the role, so captains in the civ's armies (which are relied upon to provide solider fodder, restricting and allowing creature-classes in this directly affects what composition of armies attack) swarm to the army controller and commanded by a general, so when they need another army controller (unlikely, the swarm size is not capped to 100's of 1000s of nonhistoric captains with teams of 10 men) one will be pulled out of the void to lead.

Apparently Generals arrive with the monarch, so a setting a static number like 10 and forcing a monarch's arrival by command or building up the requirements would be interesting to see if this is still intact (i suspect its not, two weaponmasters oft accompany the king but i havent seen a general in a long while). The Marshal royal advisor also applies another civ-member lent to leading the army, as a pocket general.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on November 25, 2021, 02:32:11 am
Its not easy to grasp much of what they do unless you follow a individual who's held the position and therefore is historically relevant enough, to warrant a mention. AS_NEEDED does as much by the demand of the role, so captains in the civ's armies (which are relied upon to provide solider fodder, restricting and allowing creature-classes in this directly affects what composition of armies attack) swarm to the army controller and commanded by a general, so when they need another army controller (unlikely, the swarm size is not capped to 100's of 1000s of nonhistoric captains with teams of 10 men) one will be pulled out of the void to lead.
  • Which is for a lack of [postion:captain] they'll pull upon historic site population militia instead which are competent enough to lead themselves, though lieutenants are mostly even more unrealized than anything else.

Apparently Generals arrive with the monarch, so a setting a static number like 10 and forcing a monarch's arrival by command or building up the requirements would be interesting to see if this is still intact (i suspect its not, two weaponmasters oft accompany the king but i havent seen a general in a long while). The Marshal royal advisor also applies another civ-member lent to leading the army, as a pocket general.

Ah, I think I get it. Tell me if I understand this correctly:

When a site needs to fight a battle, it first decides how many fighters there will be, and then generates the minimum positions necessary to control all of the soldiers needed. Since a site militia can have as many captains as it wants (each with 10 soldiers), there is no reason to create civ-level military controllers.

What about if the monarch wants to attack a site? Will it generate a civ-level MILITARY_STRATEGY position, or will it use a site militia? Can giving the monarch a COMMANDER token encourage it to create generals? (Though I expect it still probably wouldn't need more than one unless the number of soldiers a general could command was capped.)

But basically, to have more generals I would need to restrict the maximum number of soldiers per general.

Another question - can site-level nobles be replaced by civ-level nobles? Can I make a syatem where local militia leaders often rise through the ranks and become the king, or do they have to lose their old position and then get lucky enough to be randomly selected for a civ-level position?

(I'm trying to make a civ where the leader often has high combat skills. So far the best I've managed is adding the MILITARY_STRATEGY tag to the king to increase the chances of weak rulers being killed off.)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on November 25, 2021, 04:29:25 am
When a site needs to fight a battle, it first decides how many fighters there will be, and then generates the minimum positions necessary to control all of the soldiers needed. Since a site militia can have as many captains as it wants (each with 10 soldiers), there is no reason to create civ-level military controllers.

Yeah you got it. Mostly, there is 1 case for another controller you can touch upon though circumstantially, and that's when you're fighting more than one war at once.

I say a pocket general for a Marshal, because if the civ can bring around its attention, one general (not lieutenants, they dont have [POSITION:MILITARY_STRATEGY]) can be stuck in one conflict while two generals could lead offensives on multiple fronts with another required military controller, but it probably wont be very clean about how its resources are split if all the population rushes over to captainship of army no#1, leaving not enough to muster that the civ is happy with for army no#2 with the previously mentioned lack of control.

I was referring to the [POSITION:CAPTAIN], since each actual fortress mode militia captain and commander has military strategy so you can control them for missions and playability in-mode, but they aren't drawn up for attacks and only defence since they're bound to the [SITE] (without breaking the baseline captain position).

What about if the monarch wants to attack a site? Will it generate a civ-level MILITARY_STRATEGY position, or will it use a site militia? Can giving the monarch a COMMANDER token encourage it to create generals? (Though I expect it still probably wouldn't need more than one unless the number of soldiers a general could command was capped.)

The monarch has a alternative role, with the [RESPONSIBILITY:MILITARY_GOALS] they can preface their reasoning and mobilize the entire nation already, which pulls in the generals to doing as they dictate without a explicit command because the nation is at war generally. A important examples of the artifact arc df had already underwent before the villians arc (another motivation per a scheme) is a monarch will explicitly levy the entire might of the nation to pursue "its goal" such as a looted artifact of their family, which makes it personal enough for them to press the issue and put resources they have towards it.
Monarchs can lead with [RESPONSIBILITY:MILITARY_STRATEGY] like the general position has if you mod it onto them, but then they can just nominate themselves to lead the battle instead of delegating it (it was their plan and reasoning after all, so generals might be important to shielding the monarch from harm, which is very likely to happen from previous civ-testing)

At the moment i wouldnt know how to approach unit capping, its something for DFhack scripts or Toady to sort out.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on November 26, 2021, 08:24:16 am
Are there any sources or information for how personality/civ values or opposing religious spheres impact likelihood for two civs being allies or enemies?  I have seen, on occasion, a religion mentioned as a reason for war (I made a civ that worships fire and they mentioned their enemy's worship of water) and sometimes someone will mention a value (I've seen "There is also the issue of their lawlessness" for a civ that has a high LAW value attacking a civ with a low LAW value), but these seem rare in comparison to civs that go to war over differences in ethics.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on November 26, 2021, 08:54:43 pm
Are there any sources or information for how personality/civ values or opposing religious spheres impact likelihood for two civs being allies or enemies?  I have seen, on occasion, a religion mentioned as a reason for war (I made a civ that worships fire and they mentioned their enemy's worship of water) and sometimes someone will mention a value (I've seen "There is also the issue of their lawlessness" for a civ that has a high LAW value attacking a civ with a low LAW value), but these seem rare in comparison to civs that go to war over differences in ethics.

Well toady informed much of the community on the relationship of spheres friend & enemies (http://dwarffortresswiki.org/index.php/DF2014:Sphere), and there's already a chart for ethics [also based on what toady's revealed (http://www.bay12forums.com/smf/index.php?topic=22151.msg239689)]

Ethics are just more prevalent to sensibilities it would seem, the very difference in ethics is what seperate elves from obtaining PTSD from chopping wood (aside a large respect for nature) as the Toady reveals, a big bridge of different viewpoints without everything else lobbed in too.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on November 27, 2021, 11:29:24 am
Are there any sources or information for how personality/civ values or opposing religious spheres impact likelihood for two civs being allies or enemies?  I have seen, on occasion, a religion mentioned as a reason for war (I made a civ that worships fire and they mentioned their enemy's worship of water) and sometimes someone will mention a value (I've seen "There is also the issue of their lawlessness" for a civ that has a high LAW value attacking a civ with a low LAW value), but these seem rare in comparison to civs that go to war over differences in ethics.

Well toady informed much of the community on the relationship of spheres friend & enemies (http://dwarffortresswiki.org/index.php/DF2014:Sphere), and there's already a chart for ethics [also based on what toady's revealed (http://www.bay12forums.com/smf/index.php?topic=22151.msg239689)]

Ethics are just more prevalent to sensibilities it would seem, the very difference in ethics is what seperate elves from obtaining PTSD from chopping wood (aside a large respect for nature) as the Toady reveals, a big bridge of different viewpoints without everything else lobbed in too.

Yeah, I used that ethics chart, I just would like more detailed information on the other factors that go into the relationships between two entities.  Right now all of the information I can find is infuriatingly vague.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on December 01, 2021, 10:59:50 am
So it is actually possible to make a secret that allows a creature to use specific animation or resurrection abilities during worldgen, without creating random generated experiment creatures.  Just give it EXPERIMENT_ONLY interaction that either animates or resurrects corpses, and to prevent generic necromancers from creating the custom creature, leave out the I_SOURCE:EXPERIMENT from the interaction.  However, this cannot be used to target live creatures with specific effects, since this will only occur during experiments.

Contrary to what i was just looking for (and found some limited but informative answers 1# about), this is a great resource to know about when looking into trying to make psuedo wizard towers with pseudo apprentices that aren't some flavor of intelliundead. As experiments are often used as attack fodder besides zombies if any, and have no immediate ressurective properties as consequence for in-game play they're the perfect subjects.

Experiments themselves come in multiple categories, which are then peppered into predefinitions (there are always beastial, humanoid and giant variants filling slots of any world with experiments enabled in wg) if any deeper customization of experiments that im interested in for histfig can be called upon, if not a single custom critter in this way is fine too. I have a little bit of theory for this detailed here, though i haven't got very far in my own modding with it (http://www.bay12forums.com/smf/index.php?topic=178823.msg8300524#msg8300524).


1#: Is there a way to make world-gen zombies a living race instead? (http://www.bay12forums.com/smf/index.php?topic=135439.msg4912424#msg4912424)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Dubya on December 02, 2021, 06:17:54 am
Why doesn't this interaction work? Chaospotato was trying to get the same thing to work a few pages back, but the suggestions given to him don't work for me, nor did he ever update if he got the interaction to work. I can get the syndrome to work in arena mode, but when I use the "Glimpse of the Void" granted ability, nothing actually happens.

Spoiler (click to show/hide)

The [CAN_DO_INTERACTION] and [USE_MATERIAL_TEMPLATE] sections are obviously located in the creature file, and the interaction token is in the interaction file.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Dubya on December 03, 2021, 01:36:06 am
Why doesn't this interaction work? Chaospotato was trying to get the same thing to work a few pages back, but the suggestions given to him don't work for me, nor did he ever update if he got the interaction to work. I can get the syndrome to work in arena mode, but when I use the "Glimpse of the Void" granted ability, nothing actually happens.

Spoiler (click to show/hide)

The [CAN_DO_INTERACTION] and [USE_MATERIAL_TEMPLATE] sections are obviously located in the creature file, and the interaction token is in the interaction file.

It turns out that this [CDI:MATERIAL:LOCAL_CREATURE_MAT:ACID:LIQUID_GLOB] can't be done from inside an interaction file, or at least that's what I'm assuming. Changing it to an inorganic material and adding it to my material files fixed the issue.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on December 03, 2021, 01:47:39 am
It turns out that this [CDI:MATERIAL:LOCAL_CREATURE_MAT:ACID:LIQUID_GLOB] can't be done from inside an interaction file, or at least that's what I'm assuming. Changing it to an inorganic material and adding it to my material files fixed the issue.

You can use a creature material, it just can't be "local".  [CDI:MATERIAL:CREATURE_MAT:{your creature's id}:ACID:LIQUID_GLOB] should work.
This is generally a better option than defining liquid or gaseous INORGANICS, since titans and forgotten beasts can be generated made of any INORGANIC material, and they will melt when venturing onto the map.
I usually create a "virtual" creature with the [DOES_NOT_EXIST] tag to store all materials that are meant to be used exclusively in interactions.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Dubya on December 03, 2021, 02:15:52 am

You can use a creature material, it just can't be "local".  [CDI:MATERIAL:CREATURE_MAT:{your creature's id}:ACID:LIQUID_GLOB] should work.
This is generally a better option than defining liquid or gaseous INORGANICS, since titans and forgotten beasts can be generated made of any INORGANIC material, and they will melt when venturing onto the map.
I usually create a "virtual" creature with the [DOES_NOT_EXIST] tag to store all materials that are meant to be used exclusively in interactions.

That is indeed the better way to do it. Doing it the way I was trying was ignoring the colors I defined for the material and defaulted to red when flying in the air, although it turned to the correct color once on the ground. Having it a creature mat makes it use the correct color while in the air.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on December 03, 2021, 08:57:07 am
It turns out that this [CDI:MATERIAL:LOCAL_CREATURE_MAT:ACID:LIQUID_GLOB] can't be done from inside an interaction file, or at least that's what I'm assuming. Changing it to an inorganic material and adding it to my material files fixed the issue.

You can use a creature material, it just can't be "local".  [CDI:MATERIAL:CREATURE_MAT:{your creature's id}:ACID:LIQUID_GLOB] should work.
This is generally a better option than defining liquid or gaseous INORGANICS, since titans and forgotten beasts can be generated made of any INORGANIC material, and they will melt when venturing onto the map.
I usually create a "virtual" creature with the [DOES_NOT_EXIST] tag to store all materials that are meant to be used exclusively in interactions.
Can also put [SPECIAL] on inorganics.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vattic on December 05, 2021, 08:32:04 pm
Are the adjectives given in creature names used for anything in game?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on December 06, 2021, 05:15:16 am
Are the adjectives given in creature names used for anything in game?

They are used for a few things, but not very much. Megabeast attacks in worldgen, for instance (an attack from multiple dragons is called a "draconic rampage"). I...can't think of any other examples.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on December 06, 2021, 10:25:43 am
Are the adjectives given in creature names used for anything in game?

They are used for a few things, but not very much. Megabeast attacks in worldgen, for instance (an attack from multiple dragons is called a "draconic rampage"). I...can't think of any other examples.
When the world is genning and it shows a site it'll also use the adjective form i.e "the dwarven hillocks of X" - and for adventure mode when you check your attributes with z it might say "superdwarven strength" - aside from these I don't think the adjective form shows up much.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on December 06, 2021, 12:59:41 pm
Are the adjectives given in creature names used for anything in game?

They are used for a few things, but not very much. Megabeast attacks in worldgen, for instance (an attack from multiple dragons is called a "draconic rampage"). I...can't think of any other examples.
When the world is genning and it shows a site it'll also use the adjective form i.e "the dwarven hillocks of X" - and for adventure mode when you check your attributes with z it might say "superdwarven strength" - aside from these I don't think the adjective form shows up much.

To add to the list:
deity species is displayed as an adjective in Legends mode (e.g., dwarven deity, feline deity).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: memzak on March 02, 2022, 01:20:27 am
Does adding new reactions / reaction categories require you to create a new world? I can modify a reaction and load up a save to use the new reaction with my adventurer without issue; but no matter how I try to add a new one to the list (new ID and all) it doesn't appear when loading up a save.

I currently have the adhoc solution of just restarting the game and editing an already present directly whenever I want to do a reaction that isn't available.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on March 02, 2022, 02:59:38 am
Does adding new reactions / reaction categories require you to create a new world? I can modify a reaction and load up a save to use the new reaction with my adventurer without issue; but no matter how I try to add a new one to the list (new ID and all) it doesn't appear when loading up a save.

I currently have the adhoc solution of just restarting the game and editing an already present directly whenever I want to do a reaction that isn't available.
New reactions will indeed require creating a new world.

The dfhack script devel/inject-raws (https://docs.dfhack.org/en/stable/docs/_auto/devel.html#devel-inject-raws) exists for adding some things such as reactions into existing worlds, but I can't comment on its effectiveness since I've never used it.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: memzak on March 02, 2022, 06:17:34 am
Thankeee for the advice, I thought it might be something along those lines! I'll backup my save and try out data/inject-raws to see if that does the trick  :)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: chipathingy on March 05, 2022, 04:45:44 pm
If I add necromancer powers (copy the vanilla ones minus any generated ones) to a new creature, will they get used during world gen? Or do they have to be part of a learned secret/curse for this to happen?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on March 06, 2022, 10:17:46 am
If I add necromancer powers (copy the vanilla ones minus any generated ones) to a new creature, will they get used during world gen? Or do they have to be part of a learned secret/curse for this to happen?
Simple to test: give all dwarves and elves the powers, and set secrets number in worldgen to zero, then run for 300 years. If necro stuff happened in the legends, the manually added necropowers did it.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Qev on April 18, 2022, 08:57:17 pm
I've defined a new inorganic material (currently using the stone template), and I'd like for it to wind up in BAR stockpiles, but I'm not sure how to go about getting it to show up there.  Is my only option to pretend it's a metal and then try to keep it out of all the metal applications?

Edit: defining it as a metal worked, though it does rather clutter up the metal bars list... XD
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on April 27, 2022, 02:25:18 am
What exactly makes a plant gatherable? Trying to get exposed pipe "plants" get gathered so they can be used at a workshop later for cleaning into a usable weapon, but it seems they can't be gathered.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on April 27, 2022, 03:16:03 am
What exactly makes a plant gatherable? Trying to get exposed pipe "plants" get gathered so they can be used at a workshop later for cleaning into a usable weapon, but it seems they can't be gathered.
If I'm remembering what I learned from the florans, it's something like they need some economic use of some form, otherwise they're ignored.
I know for certain if it has either EDIBLE_RAW or EDIBLE_COOKED then it will be gathered (if one is on the plant's structural mat, it will be gathered; if it's on a growth material then that growth will be gathered), but I haven't looked into other things, such as use tokens (DRINK, MILL, THREAD, EXTRACT_*), or including reaction classes on the materials (from what I've heard, that's how some stones get flagged as economic stone).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on April 27, 2022, 04:11:34 am
What exactly makes a plant gatherable? Trying to get exposed pipe "plants" get gathered so they can be used at a workshop later for cleaning into a usable weapon, but it seems they can't be gathered.
If I'm remembering what I learned from the florans, it's something like they need some economic use of some form, otherwise they're ignored.
I know for certain if it has either EDIBLE_RAW or EDIBLE_COOKED then it will be gathered (if one is on the plant's structural mat, it will be gathered; if it's on a growth material then that growth will be gathered), but I haven't looked into other things, such as use tokens (DRINK, MILL, THREAD, EXTRACT_*), or including reaction classes on the materials (from what I've heard, that's how some stones get flagged as economic stone).
Ahh, thought so. Thanks!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Splint on April 27, 2022, 02:16:38 pm
What exactly makes a plant gatherable? Trying to get exposed pipe "plants" get gathered so they can be used at a workshop later for cleaning into a usable weapon, but it seems they can't be gathered.
If I'm remembering what I learned from the florans, it's something like they need some economic use of some form, otherwise they're ignored.
I know for certain if it has either EDIBLE_RAW or EDIBLE_COOKED then it will be gathered (if one is on the plant's structural mat, it will be gathered; if it's on a growth material then that growth will be gathered), but I haven't looked into other things, such as use tokens (DRINK, MILL, THREAD, EXTRACT_*), or including reaction classes on the materials (from what I've heard, that's how some stones get flagged as economic stone).
Ahh, thought so. Thanks!

Can confirm, adding a reaction class to the plant's material did the job. Probably needs a reaction paired with it, didn't test if it wouldn't or not, but slapped it on and the herbalists happily ripped pipes out of the ground, ready for turning into beating sticks.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: IndigoFenix on April 29, 2022, 07:02:10 am
According to the wiki syndrome page, high levels of syndrome-inflicted bruising will result in the targeted body part being destroyed.  This would be quite nice for my purposes but I have been unable to make it happen.  Are there circumstances that allow a syndrome to destroy or mangle a body part or is the wiki just wrong?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on April 29, 2022, 05:07:35 pm
To my knowledge that's just plain wrong. Swelling will turn into necrosis which can be fatal, but bruising and blistering are only a temporary effects that don't ramp up into anything lethal, and will heal once the syndrome ends
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Gnomedevourer on April 29, 2022, 06:57:25 pm
It is, I did some testing and it just causes heavy bruising to stuff at best, nothing more can really come from it from it as far as I know-
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Magmacube_tr on May 10, 2022, 12:14:45 pm
Okay, here we go!

I am about to mod the game myself for the first time. Pls hold my hand am scared I am adding religious belief to goblins and kobolds. I don't see any tags associated with religion in their raws. Should I just copy and paste the dwarves onto them, modify the spheres and call it a day. Will that work?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Magmacube_tr on May 10, 2022, 01:06:50 pm
Okay, here we go!

I am about to mod the game myself for the first time. Pls hold my hand am scared I am adding religious belief to goblins and kobolds. I don't see any tags associated with religion in their raws. Should I just copy and paste the dwarves onto them, modify the spheres and call it a day. Will that work?

It turns out that was how it exactly worked. Now even elves have gods, instead of those boring, forceless forces.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on May 21, 2022, 01:20:26 am
When a growth is available all year round (i.e. it has no defined GROWTH_TIMING), when does it regrow after being harvested?
Is it the start of a new year? Start of a season? One year after its gathered? Never?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: dikbutdagrate on May 23, 2022, 08:08:46 pm
This might not be the right thread for this question, technically speaking. But it's somewhat tangentially relevant.

I was browsing the RAWs and came across a comment I don't think I fully understand.

For certain ores of metal, like specifically native gold and native platinum, theres a comment next [MAX_EDGE] that reads, "no swords until you can pick mats."

What was Toad going for when he wrote this comment?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Magmacube_tr on May 25, 2022, 01:12:51 am
This might not be the right thread for this question, technically speaking. But it's somewhat tangentially relevant.

I was browsing the RAWs and came across a comment I don't think I fully understand.

For certain ores of metal, like specifically native gold and native platinum, theres a comment next [MAX_EDGE] that reads, "no swords until you can pick mats."

What was Toad going for when he wrote this comment?

It is a mystery forever lost to the vast, unfathomable mind of Toady.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on May 25, 2022, 01:27:10 am
For certain ores of metal, like specifically native gold and native platinum, theres a comment next [MAX_EDGE] that reads, "no swords until you can pick mats."

What was Toad going for when he wrote this comment?
So normally the base game reactions for making edged weapons require the material they're being made out of to be able to hold a certain amount of edge. I imagine the original intention of adding in MAX_EDGE was to prevent the game from automatically using materials that would be terrible for an edged weapon, because there wasn't any way for the player to specify the material they want to use to make it. Nowadays you can almost always manually specify the materials you want to use in a reaction, though there are still some areas where you can't, so maybe sometime soon we'll be free to make crappy golden swords to our heart's content without having to wait for a strange mood.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on May 25, 2022, 04:20:08 am
For certain ores of metal, like specifically native gold and native platinum, theres a comment next [MAX_EDGE] that reads, "no swords until you can pick mats."

What was Toad going for when he wrote this comment?
So maybe sometime soon we'll be free to make crappy golden swords to our heart's content without having to wait for a strange mood.

This theoretically is just a forge related problem that is too important to AI resource generation to remove (since the same rules that attribute it working apply in w.g item accessibility), pseudo craft-workshops don't experience this at all and can make metal out of any reaction class of selected materials.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on May 29, 2022, 09:10:31 am
For certain ores of metal, like specifically native gold and native platinum, theres a comment next [MAX_EDGE] that reads, "no swords until you can pick mats."

What was Toad going for when he wrote this comment?
So maybe sometime soon we'll be free to make crappy golden swords to our heart's content without having to wait for a strange mood.

This theoretically is just a forge related problem that is too important to AI resource generation to remove (since the same rules that attribute it working apply in w.g item accessibility), pseudo craft-workshops don't experience this at all and can make metal out of any reaction class of selected materials.

It's actually none of this, and it has nothing to do with metals. The reason is because these are stone materials and, by default, the only stone material that you should be allowed to make swords out of is obsidian. Native gold and native platinum technically meet most of the requirements that the game has for allowing stone swords, but they explicitly have MAX_EDGE lowered to prevent this. The point is moot now that you can select specific materials for jobs, of course, but back in 2010 when those raws were made, it would've been a problem, with any fort having native platinum/gold around being essentially randomly making those instead of obsidian swords.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on June 18, 2022, 05:06:31 pm
The answer is probably no, but...:

Is it possible to mod wood/logs a chopped tree drops so that they can't be burned into charcoal/ash at a wood furnace OR to change the item type the tree drops from WOOD to something else?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on June 23, 2022, 07:09:26 am
The answer is probably no, but...:

Is it possible to mod wood/logs a chopped tree drops so that they can't be burned into charcoal/ash at a wood furnace OR to change the item type the tree drops from WOOD to something else?
*looks at it*
the [WOOD] tag in the woodmaterial probably causes the furnacing.

You could try this:  and then see if the tree still drops logs. Logs made of generic metal.
Code: [Select]
[USE_MATERIAL_TEMPLATE:WOODMyMat:METAL_TEMPLATE] --lets try metal instead of wood
[STATE_NAME:ALL_SOLID:metalholly]
[STATE_ADJ:ALL_SOLID:metalholly]
[PREFIX:NONE]
[SOLID_DENSITY:650]
[STATE_COLOR:ALL_SOLID:BURNT_SIENNA]
....
....
[TREE:LOCAL_PLANT_MAT:WOODMyMat]


Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on June 23, 2022, 11:58:31 am
Thanks, I'll give it a try and see if it works.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on June 23, 2022, 12:56:25 pm
The answer is probably no, but...:

Is it possible to mod wood/logs a chopped tree drops so that they can't be burned into charcoal/ash at a wood furnace OR to change the item type the tree drops from WOOD to something else?
*looks at it*
the [WOOD] tag in the woodmaterial probably causes the furnacing.

Did a quick test, and nope, removing all wood related tags from the material didn't help. I think the issue is with the item type of logs, and I guess that can't be changed with raw editing.

Edit:
So, the only workaround for this that I can currently think of is to not use the hardcoded wood furnace, and instead make a custom furnace which has similar (custom) reactions, but requiring a reaction class (e.g., IS_WOOD) from the logs. The reaction class wouldn't be given to the stuff I don't want to be burned. Can't think of anything simpler. :/

(If someone's wondering what I'm up to, I'm modding some kind of "living" crystal spires that grow like trees and can be harvested for rough gems. So, burning the felled spires into charcoal/ash is something I'd like *not* to be possible.)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: theRealBassist on June 23, 2022, 05:09:18 pm
I'm trying to add a reaction for using sand as a flux for making steel, something that is and has been done in blacksmithing for centuries, though not in smelting necessarily, and I'm having an issue with getting it to appear in my save. I am editing the raws that are in the save folder directly and also forwarding the changes over to the main raws. Currently, I just have this as the top reaction in reaction_smelter.txt. If anyone can offer some advice I would greatly appreciate it!

Code: [Select]
[REACTION:STEEL_SAND]
NO_REVISED!NAME:make steel bars from sand]
YES_REVISED[NAME:smelt steel from sand]{:make steel from sand}
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:PIG_IRON]
[REAGENT:C:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:SAND]
[REAGENT:D:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:STEEL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
YES_REVISED[DESCRIPTION:Smelt 2 steel bars from 1 iron bar, 1 pig iron bar, 1 clean sand, and 1 coal bar.]{+}
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on June 23, 2022, 07:32:56 pm
Additions made to an existing save will not take effect, you can only change existing objects. You need to do the work in the main raws and generate a new world.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: theRealBassist on June 25, 2022, 05:06:40 am
Additions made to an existing save will not take effect, you can only change existing objects. You need to do the work in the main raws and generate a new world.

I've gone back and done this as well, and it still isn't taking effect. Is there some restriction on using sand in this way? Else I just have some typo that I can't see.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on June 25, 2022, 06:05:09 am
You probably didn't add it to the MOUNTAIN entity in entity_default.txt.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Kat on June 26, 2022, 05:16:09 am
you might also need to change the reaction to specify a bag full of sand.
Something like:
   [REAGENT:sand:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:SAND]
   [REAGENT:sand_bag:1:NONE:NONE:NONE:NONE]
      [CONTAINS:sand]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

but also check the error.log in the dwarf fortress folder to see if it says anything.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on June 26, 2022, 07:52:59 am
So, the only workaround for this that I can currently think of is to not use the hardcoded wood furnace, and instead make a custom furnace which has similar (custom) reactions, but requiring a reaction class (e.g., IS_WOOD) from the logs. The reaction class wouldn't be given to the stuff I don't want to be burned. Can't think of anything simpler. :/

Deon and me's OldGenesis has 5 or 6 wood classes: cheap, broomhandle, elite(mahogany, teak,oak). And some can be distilled into tar and turpentine, and Ironwood is just iron-tough.
Separate reactions for charcoaling the cheap/medium/finest, so we don't accidentally burn the good crafting wood.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on July 01, 2022, 04:27:13 pm
Deon and me's OldGenesis has 5 or 6 wood classes: cheap, broomhandle, elite(mahogany, teak,oak). And some can be distilled into tar and turpentine, and Ironwood is just iron-tough.
Separate reactions for charcoaling the cheap/medium/finest, so we don't accidentally burn the good crafting wood.

I've had some similar ideas (after reading OldGenesis raws), but hadn't thought about custom charcoal reactions. I'll have to remember that once I return to mod the ton of trees I have. (Or, I might just as well write a note into my too long to-do list.)

Anyway, thanks again!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Quixotic on July 04, 2022, 02:09:02 pm
Is it possible to make 'cursed items', as in items that apply a syndrome when worn or used?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on July 04, 2022, 03:56:42 pm
Unfortunately no, as to make those items it would have to be solid at room temperature and thus can't transmit syndromes.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Dirtcopter77 on July 05, 2022, 10:28:33 am
Is it possible to make 'cursed items', as in items that apply a syndrome when worn or used?
Unfortunately no, as to make those items it would have to be solid at room temperature and thus can't transmit syndromes.

DFHack has (or had?) a script that did exactly that-- I assume it's outdated and no longer works?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on July 05, 2022, 12:41:19 pm
modtools/item-trigger should still work, nothing much has changed in that regard
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Zavvnao on July 10, 2022, 12:01:47 am
I am working on a mod to make every civilization be populated by beak dogs, but don't know what I'd need to change to make armor fit their size.

Is there a way to mod armor size, or do smiths automatically size everything?

(I am going to add in grasping, intelligent, can open doors, and so on.)

Edit, I also need to learn how to set up grasping parts on a body.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on July 10, 2022, 06:01:42 am
I am working on a mod to make every civilization be populated by beak dogs, but don't know what I'd need to change to make armor fit their size.

Is there a way to mod armor size, or do smiths automatically size everything?

(I am going to add in grasping, intelligent, can open doors, and so on.)

Edit, I also need to learn how to set up grasping parts on a body.

Armor auto-sizes to the smith by default (same with clothes), but there is a loose directory of size to fits in the 'details' (its not the best list and its hardcoded)

[GRASP] handles it in body tokens which could be done a couple of ways if you dont just add the arm-parts to the body-structure but then it might be gradually moving them towards beak-dog-men (there's a Creature Variation file setting that does the other animalpeople you could use to speed-do this) or a gorlak like body-structure with out of proportion arms and legs which is a bit more complicated.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on July 10, 2022, 03:47:51 pm
Can VERMIN, REMAINS or FISH items be used as reagents in reactions at all? They work as products alright. However, when using the same item and material tokens the workshop shows it as a required reagent (as should), but displays the reaction and reagent as red even though the required reagents/items are available.

Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Zavvnao on July 10, 2022, 06:33:43 pm
I am working on a mod to make every civilization be populated by beak dogs, but don't know what I'd need to change to make armor fit their size.

Is there a way to mod armor size, or do smiths automatically size everything?

(I am going to add in grasping, intelligent, can open doors, and so on.)

Edit, I also need to learn how to set up grasping parts on a body.

Armor auto-sizes to the smith by default (same with clothes), but there is a loose directory of size to fits in the 'details' (its not the best list and its hardcoded)

[GRASP] handles it in body tokens which could be done a couple of ways if you dont just add the arm-parts to the body-structure but then it might be gradually moving them towards beak-dog-men (there's a Creature Variation file setting that does the other animalpeople you could use to speed-do this) or a gorlak like body-structure with out of proportion arms and legs which is a bit more complicated.

Thank you. I am sometimes slow with learning these things, but I thin k Ican do that. I just got confused as when I looked in standard files for dwarves, elves, etc, there was no [Grasp] token. how is it they are making dwarves grab things without grasp tokens?

But yes, I could put grasp on a beak or maybe the paws being more dexterous.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: FantasticDorf on July 10, 2022, 08:08:51 pm

Thank you. I am sometimes slow with learning these things, but I thin k Ican do that. I just got confused as when I looked in standard files for dwarves, elves, etc, there was no [Grasp] token. how is it they are making dwarves grab things without grasp tokens?

But yes, I could put grasp on a beak or maybe the paws being more dexterous.

[EQUIPS] is the creature token, while [GRASP] is on the body-tokens. Its been a while since i've had to look for the explanation behind those particular ones to refresh my memory.  [EQUIPS] puts them into clothes, earrings, crowns etc and weapons, and will 'enable' them to [GRASP] once you sort out that beak-mouth/paws to hold weapons too.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Tyxaar on July 11, 2022, 05:21:40 am
Heyo, how would I go about making a new type of fuel? I'm having it so the venom of a creature of mine can be made into a type of fuel, and I'm not sure how to make it distinct from charcoal and coke.

The reaction to make it
Spoiler (click to show/hide)

My material for the fuel
Spoiler (click to show/hide)

The creature that makes it
Spoiler (click to show/hide)

Note: With the setup just posted, I get this error message:
Code: [Select]
*** Error(s) finalizing the reaction MAKE_FIRESTONE
Unrecognized Coal Token: FIRESTONE
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on July 11, 2022, 06:44:37 am
Heyo, how would I go about making a new type of fuel? I'm having it so the venom of a creature of mine can be made into a type of fuel, and I'm not sure how to make it distinct from charcoal and coke.

Coal is a hardcoded material. The Wiki (https://dwarffortresswiki.org/index.php/DF2014:Material_token#COAL) lists CHARCOAL, COKE, or NO_MATGLOSS as valid arguments. It's not possible to add your own fuel type to that list, afaik (or unless there's some DFHack way, but that's beyond me).
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Tyxaar on July 11, 2022, 07:27:43 am
Heyo, how would I go about making a new type of fuel? I'm having it so the venom of a creature of mine can be made into a type of fuel, and I'm not sure how to make it distinct from charcoal and coke.

Coal is a hardcoded material. The Wiki (https://dwarffortresswiki.org/index.php/DF2014:Material_token#COAL) lists CHARCOAL, COKE, or NO_MATGLOSS as valid arguments. It's not possible to add your own fuel type to that list, afaik (or unless there's some DFHack way, but that's beyond me).

Ah welp. Seems like we're having coal now. ¯\_(ツ)_/¯
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Geldrin on July 12, 2022, 06:39:04 am
Here's a theoretical question about interactions (pardon me if it was asked 1000x already): is it possible to add interactions to items?
I want to add material emission interactions to weapons which the AI can use in fortress mode.

I'm currently researching the possibility to create weapons (magical staves and bows, for example) that can fire special projectiles, like multi-projectile shots, flame cones or webs. As far as I know, all these interactions can be added to creature entities, but I can't find any examples where weapons provide the same functionality.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on July 12, 2022, 06:51:17 am
Here's a theoretical question about interactions (pardon me if it was asked 1000x already): is it possible to add interactions to items?

No, currently it's not possible.

(I believe you can add syndromes to weapons with DFHack, but I don't know how that works.)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Geldrin on July 12, 2022, 06:58:29 am
Here's a theoretical question about interactions (pardon me if it was asked 1000x already): is it possible to add interactions to items?

No, currently it's not possible.

(I believe you can add syndromes to weapons with DFHack, but I don't know how that works.)

You mean adding contact poison syndromes to weapons which can grant abilities to creatures?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on July 13, 2022, 01:32:04 am
Here's a theoretical question about interactions (pardon me if it was asked 1000x already): is it possible to add interactions to items?

No, currently it's not possible.

(I believe you can add syndromes to weapons with DFHack, but I don't know how that works.)

You mean adding contact poison syndromes to weapons which can grant abilities to creatures?
With DFhack you can dynamically add / remove access to interactions based on what items they're using (so you could give them access to particular spells while they're wielding a certain type of wand). I could've sworn there was something out of the box for this, but the closest thing I can find at the moment is modtools/item-trigger (https://docs.dfhack.org/en/stable/docs/_auto/modtools.html#modtools-item-trigger). It's a shame that I got bored / too indecisive when I was making a Guild Wars adaptation (I couldn't decide what way I wanted to implement magic), because I was going to make a whole resource for handling spell-granting items and special magical effects that would be very useful right now... >_>

Edit: In fact, I might throw something basic together. Sure, today was going to be the day I was supposed to actually knuckle down and fully focus on a project I've been slowly dragging out because I can't focus on things, but I'm sure that can wait :P
Edit Edit: And by "might throw something basic together" I mean I currently am working on a script for it.
Edit Edit Edit: I finished it and got everything ready for release, only to decide that it'd be better off using item-trigger and trying to make adjustments for reliability...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Zavvnao on July 23, 2022, 07:22:21 pm

Thank you. I am sometimes slow with learning these things, but I thin k Ican do that. I just got confused as when I looked in standard files for dwarves, elves, etc, there was no [Grasp] token. how is it they are making dwarves grab things without grasp tokens?

But yes, I could put grasp on a beak or maybe the paws being more dexterous.

[EQUIPS] is the creature token, while [GRASP] is on the body-tokens. Its been a while since i've had to look for the explanation behind those particular ones to refresh my memory.  [EQUIPS] puts them into clothes, earrings, crowns etc and weapons, and will 'enable' them to [GRASP] once you sort out that beak-mouth/paws to hold weapons too.
I forgot to say thank you. I will get to work on this when I can. and hopefully I will have something to share in modding.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: hopefullynotobvious on July 28, 2022, 10:28:16 am
Does the [ATTACK] token for ammunition affect using the ammunition as a melee weapon, ranged attacks made with the ammunition or both?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on July 30, 2022, 08:09:04 am
Does the [ATTACK] token for ammunition affect using the ammunition as a melee weapon, ranged attacks made with the ammunition or both?
bolts being ITEM_AMMO makes them ammo, I believe. Can't melee with an arrow.
https://dwarffortresswiki.org/index.php/DF2014:Ammo_token

[ITEM_AMMO:ITEM_AMMO_BOLTS]
[NAME:bolt:bolts]
[CLASS:BOLT]
[SIZE:80]
[ATTACK:EDGE:19:1890:stab:stabs:NO_SUB:1000] "tore muscle, bruised stomach" of a duck.
   [ATTACK_PREPARE_AND_RECOVER:3:3]

But you can add a "bayonet" to your crossbows:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: hopefullynotobvious on July 30, 2022, 09:29:57 am
Okay, thank you.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Dirtcopter77 on August 01, 2022, 03:02:22 pm
Does the [ATTACK] token for ammunition affect using the ammunition as a melee weapon, ranged attacks made with the ammunition or both?
bolts being ITEM_AMMO makes them ammo, I believe. Can't melee with an arrow.
https://dwarffortresswiki.org/index.php/DF2014:Ammo_token

[ITEM_AMMO:ITEM_AMMO_BOLTS]
[NAME:bolt:bolts]
[CLASS:BOLT]
[SIZE:80]
[ATTACK:EDGE:19:1890:stab:stabs:NO_SUB:1000] "tore muscle, bruised stomach" of a duck.
   [ATTACK_PREPARE_AND_RECOVER:3:3]

But you can add a "bayonet" to your crossbows:
Spoiler (click to show/hide)
Okay, thank you.

This isn't true, sorry, the [ATTACK] token always defines a melee attack and you definitely can wield ammo as a melee weapon (I believe it uses the misc. item user skill). I took a screenshot for proof-- I renamed stab/stabs in the attack definition to something "humorous" and spawned an aardvark woman with a single iron bolt as a weapon. This is the attack description when selecting an attack (collapsed because it's a large screenshot):

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: hopefullynotobvious on August 02, 2022, 11:42:17 am
How does the [ATTACK] token of a ammunition type affect ranged attacks made with that ammunition type? I know it determines if the attack is edged or blunt but is the attacks contact area, piercing or velocity taken into account?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Dirtcopter77 on August 02, 2022, 11:28:00 pm
How does the [ATTACK] token of a ammunition type affect ranged attacks made with that ammunition type? I know it determines if the attack is edged or blunt but is the attacks contact area, piercing or velocity taken into account?

I think ranged attacks borrow the properties of the ammunition's melee attack, which obviously includes attack type and probably the other properties too. In other words, stabbing someone with a bolt should be the same as shooting them with it aside from velocity (which makes sense). I'm not sure how that would work with multiple attack declaration (e.g., being able to stab and slash with the ammo for some sort of dagger thrower). Maybe the first or last defined would take precedence?

I'm not at my computer right now so I can't test any of this, unfortunately. Take it with a grain of salt and test it yourself to be sure.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ZM5 on August 03, 2022, 06:22:40 am
How does the [ATTACK] token of a ammunition type affect ranged attacks made with that ammunition type? I know it determines if the attack is edged or blunt but is the attacks contact area, piercing or velocity taken into account?

I think ranged attacks borrow the properties of the ammunition's melee attack, which obviously includes attack type and probably the other properties too. In other words, stabbing someone with a bolt should be the same as shooting them with it aside from velocity (which makes sense). I'm not sure how that would work with multiple attack declaration (e.g., being able to stab and slash with the ammo for some sort of dagger thrower). Maybe the first or last defined would take precedence?

I'm not at my computer right now so I can't test any of this, unfortunately. Take it with a grain of salt and test it yourself to be sure.
The properties like contact area, etc. are definitely taken into account. As for which attack is chosen out of multiple ones, I'd think it works a similar way as throwing non-ammo weapons, so on impact the game picks which attack it does (i.e if you throw a sword it might internally do a slash, stab, flat slap or pommel bash)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Stelladog on August 11, 2022, 05:41:52 pm
I'm pretty much certain this has been asked and answered before, so sorry about that. I'm trying to make flails craftable for my dwarven civ. Which raw file do I need to edit, and how? I saw an old discussion that mentioned needing to edit the "civilization raws", but I can't find anything like that. Any help is greatly appreciated!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Stelladog on August 11, 2022, 06:41:47 pm
Disregard, found it. It's in entity_default.txt if anyone finds this later
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: thegamezbeplayed on August 12, 2022, 08:11:30 am
I am trying to map new graphic tilesets to custom furnaces/workshops but its not working. I have tried a number of things, I have changed vanilla furnaces successfully using the same configuration in the overrides, and have changed a custom workshop as well but this furnace (i changed to workshop recently just as a test) is not overriding.

FYI its the blast furnace from masterwork and I am trying to route it to unused vettlingr tiles..
Code: [Select]
[BUILDING_WORKSHOP:BLAST_FURNACE]
[NAME:Blast Furnace]
!NODIMENSION!NAME:Blast Furnace 5x5]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:ARCHITECT]
[BUILD_KEY:CUSTOM_B]
[DIM:5:5]
[WORK_LOCATION:4:3]
[BLOCK:1:0:0:0:0:0]
[BLOCK:2:0:0:0:0:0]
[BLOCK:3:0:1:1:1:0]
[BLOCK:4:0:1:0:0:0]
[BLOCK:5:0:0:0:0:0]
[TILE:0:1:32:92:45:45:47]
[TILE:0:2:32:32:32:32:32]
[TILE:0:3:32:32:61:61:32]
[TILE:0:4:32:32:32:32:32]
[TILE:0:5:32:47:32:32:92]
[COLOR:0:1:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:2:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:3:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:4:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:0:5:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[TILE:1:1:32:92:45:45:47]
[TILE:1:2:32:35:32:32:35]
[TILE:1:3:32:32:35:35:32]
[TILE:1:4:225:35:32:32:35]
[TILE:1:5:225:47:32:32:92]
[COLOR:1:1:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:1:2:0:0:1:7:0:1:0:0:1:0:0:1:7:0:1]
[COLOR:1:3:0:0:1:0:0:1:7:0:1:7:0:1:0:0:1]
[COLOR:1:4:6:0:0:7:0:1:0:0:1:0:0:1:7:0:1]
[COLOR:1:5:6:0:0:0:0:1:0:0:1:0:0:1:0:0:1]
[TILE:2:1:92:32:45:45:32]
[TILE:2:2:32:177:177:177:177]
[TILE:2:3:32:177:177:177:177]
[TILE:2:4:225:177:177:177:177]
[TILE:2:5:225:32:32:32:32]
[COLOR:2:1:0:0:1:0:0:1:0:0:1:0:0:1:0:0:1]
[COLOR:2:2:0:0:1:7:0:0:7:0:0:7:0:0:7:0:0]
[COLOR:2:3:0:0:1:7:0:0:7:0:0:7:0:0:7:0:0]
[COLOR:2:4:6:0:0:7:0:0:7:0:0:7:0:0:7:0:0]
[COLOR:2:5:6:0:0:0:0:1:0:0:1:0:0:1:0:0:1]
[TILE:3:1:43:43:19:178:178]
[TILE:3:2:43:43:19:178:178]
[TILE:3:3:43:93:79:93:43]
[TILE:3:4:43:221:178:178:178]
[TILE:3:5:43:43:19:178:178]
[COLOR:3:1:7:0:0:7:0:0:7:0:0:0:0:1:0:0:1]
[COLOR:3:2:6:0:0:7:0:0:7:0:0:7:0:0:0:0:1]
[COLOR:3:3:7:0:0:4:0:0:4:0:1:7:4:1:7:0:1]
[COLOR:3:4:6:0:0:7:0:0:7:0:0:7:0:0:0:0:1]
[COLOR:3:5:7:0:0:7:0:0:7:0:0:0:0:1:0:0:1]
[BUILD_ITEM:2:BLOCKS:NONE:NONE:NONE][BUILDMAT][FIRE_BUILD_SAFE][WORTHLESS_STONE_ONLY]
[BUILD_ITEM:5:BAR:NONE:NONE:NONE]
[BUILD_ITEM:2:SKIN_TANNED:NONE:NONE:NONE]

and here is my overrides

Code: [Select]
[TILESET:_Vettlingr_Workshops.png:_Vettlingr_Workshops.png:VettWorkshop1]
[TILESET:_Animation.png:_Animation.png:VettWorkshop2]
[OVERRIDE:219:B:WORKSHOP_CUSTOM:Workshop:OBJECT_FOUNTAIN:VettWorkshop1:134]#works

[OVERRIDE:73:B:WORKSHOP_CUSTOM:Workshop:WATER_SMALL_OFF:VettWorkshop1:236]#works

[OVERRIDE:79:B:WORKSHOP_CUSTOM:Workshop:BLAST_FURNACE:VettWorkshop2:S:6:37:38:39:38:37:38::8]#none of these work
[OVERRIDE:93:B:WORKSHOP_CUSTOM:Workshop:BLAST_FURNACE:VettWorkshop2:121:8]
[OVERRIDE:19:B:WORKSHOP_CUSTOM:Furnace:BLAST_FURNACE:VettWorkshop2:123:8]
[OVERRIDE:221:B:WORKSHOP_CUSTOM:Furnace:BLAST_FURNACE:VettWorkshop1:131:8]

[OVERRIDE:79:B:WORKSHOP_CUSTOM:Workshop:LIGHTS_FIREPLACE_OFF:VettWorkshop2:A:6:37:38:39:38:37:38::8]


I am curious about this
Code: [Select]
# Add an override
# [OVERRIDE:Tile:Kind:Id:Type:Subtype:Tileset:NewTile]
# Tile is the original tile number
# Kind is I for item or B for building
# Id see buildings_other_id.h or items_other_id.h
# Type see building_type.h or item_type.h, may be empty
# Subtype is some numberical value, don't know what values correspond to what
# Tileset is an index of tileset to use
#   0 is the main tileset
#   1 is a text tileset loaded by this plugin
#   2 and so on are tilesets specified above
# NewTile is the new tile number

What is kind? I see B, T, I. Which i assume is building terrain and item?

Take these 2 working examples
Code: [Select]
[OVERRIDE:7:B:FURNACE_SMELTER_MAGMA:Furnace::VettWorkshop2:S:6:0:1:2:3:2:1::8]
[OVERRIDE:8:B:WORKSHOP_MAGMA_FORGE:Workshop::VettWorkshop2:A:3:37:38:39]

Both are referring to a range of tilesets, but ? One uses A and the other S. S:6:n:...::8 i assume is Sequence 6 tiles and 8 ticks?
A:3:37:38:39 is Animation 3 tiles?

I have no errors when I launch the map. Initially it would tell me workshop not found until I changed it to either WORKSHOP_CUSTOM:Workshop:BLAST_FURNACE or WORKSHOP_CUSTOM:Furnace:BLAST_FURNACE.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: newtyrol on August 12, 2022, 02:18:19 pm
I am working on a mod to make every civilization be populated by beak dogs, but don't know what I'd need to change to make armor fit their size.

Is there a way to mod armor size, or do smiths automatically size everything?

(I am going to add in grasping, intelligent, can open doors, and so on.)

Edit, I also need to learn how to set up grasping parts on a body.
If beak dogs have a wide range of sizes or you have any sort of caste then the smith can use orders to specify that you are making it a particular size. I am not sure if you want all civs to only be beak dogs. Or if you want to add beak dogs to all civs. The second will require working with creature castes. The first won't.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: newtyrol on August 15, 2022, 12:06:24 pm
So, I was wondering if I could place new tissue and material templates in their own file rather than adding them to an existing one? I got permission from another mod author to scavenge some components from one of their really old mods. But, they have most of their stuff added to files. While I would prefer to have any elements I take placed in their own files if possible to reduce the chances of it being incompatible with another mod.
(Since my last post was a reply. and this one was a new question made several days later I think the double post might be fine here? if it isn't I can delete this one and change it to an edit ad I will know that this isn't fine in the future. Although, I hope/think it should be?)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Strik3r on August 15, 2022, 12:28:44 pm
Absolutely you can. Nothing in the raws is tied to specific files. Just make sure to follow the example set by the vanilla raws in how the files are named. Also make sure to copy the filename of your new file after naming it and paste it on the first line in the file itself. This is important, and trips up people more frequently than you'd think. Followed right after by [OBJECT:X] on the next line, where X is the type of objects in the file. In the case of material templates it's [OBJECT:MATERIAL_TEMPLATE], for example.

Hopefully that makes sense.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: newtyrol on August 15, 2022, 10:15:08 pm
So, I was wondering if anyone knew of a good way to make a varient version of an existing unit and have the old one still appear in the raws? I have some changes I want to do to some creatures but I want to test how much of an effect they make. By doing some matches between them and a couple other things in arena mode. I could just rename the creature and then make raws that are semi-duplicated other than that. with it going to a new file? I am somewhat concerned about other things connected to it breaking. Such as graphics/character assignments for it.

I also thought it might be nice to actually move my ant_man varient properly into it's own file. But, that might also cause issues with linking? Although, maybe I am overly concerned and I can just put it in a new file with a new name and be fine.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on August 17, 2022, 06:41:48 am
So, I was wondering if anyone knew of a good way to make a variant version of an existing unit and have the old one still appear in the raws? I have some changes I want to do to some creatures but I want to test how much of an effect they make.
I would move the creature and its new variants to a separate file, unless want Swan, Swan1, Swan2, Swan3 in sequence in the original file. Put comments after name so you'll know what variant does what.
See creature_goblin.txt in OldGenesis; I added literate Goblines and cavemanny Groblins, because the world didn't have enough goblins.

Graphics tiles refer to creature name: [CREATURE_GRAPHICS:CAT].
Visibleletter-assignment inside the creature:
   [CREATURE_TILE:'g'][COLOR:7:0:1]   [GLOWTILE:'"'][GLOWCOLOR:4:0:1]

Good things to adjust in creature variant:
size, speed,
skin/chitin thickness    [SELECT_TISSUE:CHITIN] [INSULATION:1000] [RELATIVE_THICKNESS:4] --boost toughness.
Attack speed [ATTACK_PREPARE_AND_RECOVER:2:1]
undead/golem stuff: [PARALYZEIMMUNE][NOEXERT][NOPAIN][NOSTUN][NONAUSEA][NOFEAR]
and tissue healing rate.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: newtyrol on August 17, 2022, 08:57:00 am
So, I was wondering if anyone knew of a good way to make a variant version of an existing unit and have the old one still appear in the raws? I have some changes I want to do to some creatures but I want to test how much of an effect they make.
I would move the creature and its new variants to a separate file, unless want Swan, Swan1, Swan2, Swan3 in sequence in the original file. Put comments after name so you'll know what variant does what.
See creature_goblin.txt in OldGenesis; I added literate Goblines and cavemanny Groblins, because the world didn't have enough goblins.

Graphics tiles refer to creature name: [CREATURE_GRAPHICS:CAT].
Visibleletter-assignment inside the creature:
   [CREATURE_TILE:'g'][COLOR:7:0:1]   [GLOWTILE:'"'][GLOWCOLOR:4:0:1]

Good things to adjust in creature variant:
size, speed,
skin/chitin thickness    [SELECT_TISSUE:CHITIN] [INSULATION:1000] [RELATIVE_THICKNESS:4] --boost toughness.
Attack speed [ATTACK_PREPARE_AND_RECOVER:2:1]
undead/golem stuff: [PARALYZEIMMUNE][NOEXERT][NOPAIN][NOSTUN][NONAUSEA][NOFEAR]
and tissue healing rate.
Thanks for the info.

So, the main thing I need to worry about is making a new entry in the graphics file indicating the same graphic should be used for both of them. By having two entries with the same info but a different name there?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on August 18, 2022, 08:52:34 am
So, the main thing I need to worry about is making a new entry in the graphics file indicating the same graphic should be used for both of them. By having two entries with the same info but a different name there?

Yeah, for each creature, tell the game what tile of what graphics file to use. Pretty straightforward.
And for civilized, can have ghost and soldier versions:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: thegamezbeplayed on August 18, 2022, 12:35:41 pm
Can anyone assist with my post above? I guess it boils down to are furnaces handled differently than custom workshops? I cant get my overrides to actually override

EDIT i resolved the issue i was under the impression that the datatypes were from df itself but theres a full write up and explaination on twbt https://github.com/mifki/df-twbt#tables

I needed to use FURNACE_CUSTOM when using a furnace not workshop_custom. might seem obvious but i didnt know that existed and no one else uses that for overrides.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: JPapas on October 05, 2022, 11:52:30 am
Trying to see if there's a way to change the materials weapons are made of by civs, especially for adventurer mode. For example, bows being made out of wood.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Qev on October 14, 2022, 11:35:19 pm
I'm guessing the answer is "no" but I'll inquire anyway. :D

Is there any way to get (usable!) clay to generate as clusters or veins in stone layers?  I can get it to appear, but it can't be zone collected.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on October 15, 2022, 02:03:46 pm
That's because if it's mined out the floor left behind is the bedrock material. Sometimes dwarves can collect from a wall, try leaving a few tiles of it unmined and include them in the collection zone
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Qev on October 15, 2022, 05:04:47 pm
That's because if it's mined out the floor left behind is the bedrock material. Sometimes dwarves can collect from a wall, try leaving a few tiles of it unmined and include them in the collection zone
Sadly that doesn't seem to work either; clay can't be collected from walls like sand can, only floors.  If I do finagle things using DFHack to get the floors to be made of the clay, it still shows "0 clay" in collection zones.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Gnomedevourer on October 17, 2022, 08:29:46 pm
How does wool and yarn work? I can make creatures able to be sheared but I can't seem to make it where their hair can be spun and made into yarn actually, it just doesn't recognize them for some reason.


Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on October 17, 2022, 09:13:02 pm
How does wool and yarn work? I can make creatures able to be sheared but I can't seem to make it where their hair can be spun and made into yarn actually, it just doesn't recognize them for some reason.

Have you added YARN to the creatures' hair material?

Like this:
Code: [Select]
[SELECT_MATERIAL:HAIR]
[YARN]

You also have to define the shearable tissue (though you probably already have done this):

Code: [Select]
[SELECT_CASTE:ALL] (example from sheep)
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:wool:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:wool: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:300]
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Gnomedevourer on October 17, 2022, 11:03:06 pm
Have you added YARN to the creatures' hair material?
I have, but it still isn't working for some reason, the creature's relevant code is
Code: [Select]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[YARN]
[SELECT_TISSUE:HAIR]
[TISSUE_NAME:wool:NP]

[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:BLACK:1]
[TLCM_NOUN:wool:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:wool:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:250:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
    yet whenever I select the the spin thread job (after shearing so i know they have it's wool) they simply ignore it and it throws a "needs unrotten hair/wool body part" at me it only has the hair on it's back if that's somehow relevant
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on October 17, 2022, 11:42:47 pm
Do you have the "shearable tissue length" token as well, with its value set below the max length of the tissue? I don't see that in your code there.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Gnomedevourer on October 18, 2022, 04:11:02 pm
Do you have the "shearable tissue length" token as well, with its value set below the max length of the tissue? I don't see that in your code there.

oops, that got cut out of the segment I sent, but yes, it is there, I'm gonna redo the creature from the top down and see if it works after that



edit: got it to work finally, after redoing the creature from scratch, still not sure what was making them not able to spin the yarn!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brolol.404 on October 21, 2022, 08:52:24 pm
Has there been any documentation/discussion released on how modding will work for the steam version including sprites?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: voliol on October 22, 2022, 06:58:39 am
There has been some in the devlogs and the FotF replies, including the idea that they might release the formatting early for modders to prepare. But in large they've avoided going into details because it's been unclear how much of the formatting would change. Dunno if showing it is still in the plans before the initial release.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Flying Teasets on October 28, 2022, 07:31:39 pm
Is there an actively maintained RAW validator?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vindcara on November 01, 2022, 05:33:00 pm
Is there any method of editing the growing seasons for one plant, pig tails for example, without conflicting with other mods that edit a different plant in the same file?
as in, right now I make pig tails grow year round by editing plant_standard.txt, but presumably anyone who edits plump helmets would have there own version of that same file, and only one of our mods could be used at a time, is there a solution to this?

(I have some personal QoL edits I thought I might make available once steam release hits, but I want them to be maximally compatible)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brushapocalypse on November 02, 2022, 11:51:12 am
Is there any method of editing the growing seasons for one plant, pig tails for example, without conflicting with other mods that edit a different plant in the same file?
as in, right now I make pig tails grow year round by editing plant_standard.txt, but presumably anyone who edits plump helmets would have there own version of that same file, and only one of our mods could be used at a time, is there a solution to this?

(I have some personal QoL edits I thought I might make available once steam release hits, but I want them to be maximally compatible)

To my knowledge, as the raws currently work, the only way I can think of would be to manually enter the file and find the individual plants to replace them. IIRC, Toady's mentioned making some changes to make managing mods a little easier, but I don't remember if that includes picking and choosing individual sections inside of files. Such a situation seems very likely to result in raws-duplication-based !!Fun!!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on November 05, 2022, 12:15:01 am
Is there any method of editing the growing seasons for one plant, pig tails for example, without conflicting with other mods that edit a different plant in the same file?
as in, right now I make pig tails grow year round by editing plant_standard.txt, but presumably anyone who edits plump helmets would have there own version of that same file, and only one of our mods could be used at a time, is there a solution to this?

(I have some personal QoL edits I thought I might make available once steam release hits, but I want them to be maximally compatible)

To my knowledge, as the raws currently work, the only way I can think of would be to manually enter the file and find the individual plants to replace them. IIRC, Toady's mentioned making some changes to make managing mods a little easier, but I don't remember if that includes picking and choosing individual sections inside of files. Such a situation seems very likely to result in raws-duplication-based !!Fun!!

He actually pointed out specifically being able to do that:

Quote from: http://www.bay12games.com/dwarves/#2022-09-26
The primary benefit of this change is allowing mods to snip out and replace individual entries without having to drop entire files, or to append a few lines to an existing entry.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brushapocalypse on November 05, 2022, 09:46:23 am
Oh, excellent! I thought as much, but couldn't remember where that was and didn't have the time to track it down. Thanks for grabbing the quote!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Vindcara on November 08, 2022, 08:29:27 pm
Sweet! Thank you both!
I guess I'll just wait for the release and see what the new modding paradigm is like 😄
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on November 13, 2022, 03:25:01 pm
Not sure if this is the right thread to ask, but is it customary to ask permission to use mods (or parts of them) in community games?

I'm planning to use my "personal" mod in one, but I realized it's using pieces from other mods (which I've this time remembered to list, so I'd be mentioning them), so I'm just wondering if permission is needed before it (since technically someone could export the raws from the save)?

(Though, I guess it'd be polite to ask regardless.)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: PHLP_Neo on November 19, 2022, 03:12:18 pm
Not sure if this is the right place to post my problem so let me know if this is not appropriate.

I am totally new to modding, and the modest mod (http://www.bay12forums.com/smf/index.php?topic=174231.0) is the first mod I've downloaded. I have made a few custom reactions, like encrust my metal armour with gems. But other than that my game is mostly vanilla.
After I created a new world and start playing, I've found out several reactions are missing. Not the ones from Modest mod, nor the one I made, but the one from the default game like make cloth cloaks and capes.
I checked the object and entity files and they seems intact, there isn't a reaction to make cloth cloak but I don't think it has one to begin with.
Here are some related lines:
Code: [Select]
From entity_default.txt:
[ENTITY:MOUNTAIN]
    [SITE_CONTROLLABLE]
    ...
    [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]
    ...

From item_armor.txt:item_armor

[OBJECT:ITEM]
   ...
   [ITEM_ARMOR:ITEM_ARMOR_CLOAK]
   [NAME:cloak:cloaks]
   [UBSTEP:MAX]
   [LBSTEP:1]
   [LAYER:COVER]
   [COVERAGE:100]
   [LAYER_SIZE:15]
   [LAYER_PERMIT:150]
   [MATERIAL_SIZE:5]
   [SOFT]
   [LEATHER]
   [STRUCTURAL_ELASTICITY_WOVEN_THREAD]
   ...
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Atkana on November 20, 2022, 02:51:31 am
Not sure if this is the right place to post my problem so let me know if this is not appropriate.

I am totally new to modding, and the modest mod (http://www.bay12forums.com/smf/index.php?topic=174231.0) is the first mod I've downloaded. I have made a few custom reactions, like encrust my metal armour with gems. But other than that my game is mostly vanilla.
After I created a new world and start playing, I've found out several reactions are missing. Not the ones from Modest mod, nor the one I made, but the one from the default game like make cloth cloaks and capes.
I checked the object and entity files and they seems intact, there isn't a reaction to make cloth cloak but I don't think it has one to begin with.
Here are some related lines:
Code: [Select]
From entity_default.txt:
[ENTITY:MOUNTAIN]
    [SITE_CONTROLLABLE]
    ...
    [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]
    ...

From item_armor.txt:item_armor

[OBJECT:ITEM]
   ...
   [ITEM_ARMOR:ITEM_ARMOR_CLOAK]
   [NAME:cloak:cloaks]
   [UBSTEP:MAX]
   [LBSTEP:1]
   [LAYER:COVER]
   [COVERAGE:100]
   [LAYER_SIZE:15]
   [LAYER_PERMIT:150]
   [MATERIAL_SIZE:5]
   [SOFT]
   [LEATHER]
   [STRUCTURAL_ELASTICITY_WOVEN_THREAD]
   ...
For a lot of the items that turn up as entity resources (like armour, tools, and weapons), the game will automatically generate the reactions in-game at the appropriate workshops, rather than having reaction raws for them. It sounds like it might be that cloaks aren't a resource for your particular civilization - it's only COMMON in the entity raws, meaning there's a 50-50 chance that a civilization will generate with/without access to them. Their automatic reactions don't show up because your civilization doesn't know how to make them!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brolol.404 on December 08, 2022, 08:19:09 am
Is there a way to put buildings in there own custom category on the build menu?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Immortal-D on December 11, 2022, 05:27:41 pm
Hey folks.  Is there an item token that forces a weapon to only use a given material, or excludes a material?  I made a new weapon that does not use metal reagents, but still spawns with the embark supplies as metal variants.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Amanlu on December 15, 2022, 02:35:34 pm
Hi guys. I am looking for one solution. Is there any way to mod Tool tokens? Let's say change wheelbarrow behavior to go around pick as much items as possible and go back and put stuff down ? I allready moded the minecarts and raised their capacity by 3 times, so instead of 5 chunks i can load 15 into it and send it on it's way. Changing wheelbarrows capacity doesn't change anything, so i presume that modifications need to be made to the tokens directly. Anyone ever tried this ? My goal is to make wheelbarrows being "Loadable" Dwarfs takes barrow to place A with stones, load 3 on the wheelbarrow ( Either by riding the wheelbarrow into them, picking them up and going back, or placing the wheelbarrow next to the stuff, and then dwarf picks up the ore and loads the wheelbarrow ) and then goes to the stockpile, placing the material in freespace. Thanks for answers. Also, is there a way to speed up minecarts being guided by dwarfs ?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on December 15, 2022, 11:06:08 pm
No, the functions of the tokens themselves are hard-coded. You can use them to make/change objects, but the effects of the tokens themselves cannot be changed in any way.

Not sure what affects the speed dwarves guide minecarts at. They might depend on the speed of the creature, which you could control by adjusting the dwarves raws. But it might not
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Cthulhu on December 19, 2022, 09:48:12 pm
I've heard there's a way to get mods to work in an existing save instead of having to regen the world, does anybody know what it is?  I am immeasurably salty that they changed the way modding works.  I'm not generating a whole new damn world and starting my fort over just cause the stupid RNG made it impossible to get shells on my map, and now that I'm mad I'm not letting the dwarf die either.  This was fixable in 30 seconds in the old version.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: voliol on December 20, 2022, 01:10:12 pm
I've heard there's a way to get mods to work in an existing save instead of having to regen the world, does anybody know what it is?  I am immeasurably salty that they changed the way modding works.  I'm not generating a whole new damn world and starting my fort over just cause the stupid RNG made it impossible to get shells on my map, and now that I'm mad I'm not letting the dwarf die either.  This was fixable in 30 seconds in the old version.

You can change the raws in the installed_mods folder, as long as those mods are already loaded by the save. Not sure about the details, but I've been using this to test out (placeholder) graphics for my mods.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on December 22, 2022, 10:10:50 pm
pretend I deleted this message
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: NPK on December 23, 2022, 02:27:22 am
Is it possible to mod seasons into no-pole worlds? Took a look at the raws, didn't see anything peomising, but maybe I'm missing something
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: jipehog on December 23, 2022, 03:17:16 am
I am immeasurably salty that they changed the way modding works.
The new mod system they introduced makes it easier to share and implement mods, but you can still directly modify the game files as before even use old-school way of overwriting raws. Main thing to be aware of is the changes to file locations (like voliol noted).

Otherwise, as with any major release, there are a lot of nuances to figure out. I seen people adding and updating info on the wiki:
https://dwarffortresswiki.org/index.php/Token
https://dwarffortresswiki.org/index.php/Modding
https://dwarffortresswiki.org/index.php/Mod
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: ChaosPotato on December 23, 2022, 04:48:15 pm
I gave vampires an experiment interaction to make more vampires in worldgen, but they never actually use it and there ends up being like two vampires per world (I have regular base-game vampires disabled).
They aren't making generated experiments either, despite me giving them NIGHT_CREATURE_EXPERIMENTER.

How do I get experimenters to actually experiment?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Ghills on December 25, 2022, 03:12:16 pm
I'm trying to make a custom workshop with a custom reaction in 47.05 to carve a stone bed. The workshop isn't showing up in the build menu. I've gone through the wiki pages and can't figure out what is wrong. I've made similar mods in previous versions. Anyone have any ideas?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on December 25, 2022, 07:06:56 pm
Do you have [PERMITTED_BUILDING:MOTLAMKIZ] added to the civ [ENTITY:MOUNTAIN] in entity_default.txt?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Ghills on December 25, 2022, 09:22:37 pm
Do you have [PERMITTED_BUILDING:MOTLAMKIZ] added to the civ [ENTITY:MOUNTAIN] in entity_default.txt?

Thank you! I knew it had to be something simple I was missing.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: BlackFlyme on December 30, 2022, 02:49:59 pm
Is there a limit on how many materials a given creature can have?

I was trying to simplify animal products into broader categories using a single generic animal creature to hold all of the materials, but after a point, materials are called 'unknown frozen creature substance' or 'unknown frozen plant substance' instead of something like 'reptile' or 'feline' leather. As far as I can tell, the raw formatting is correct, and I haven't duplicated any names.

Spoiler: an embark example (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: tnuhnivad on December 30, 2022, 02:56:59 pm
Hello,

I have this world gen param in DF 47.05 that I've been working on for a while. One gameplay aspect I wish to add to my genereated worlds is more Cave Dragons and 'regular' dragons. I have noticed Cave Dragons are relatively rare and running world gen at enough length to allow for some 'regular' dragons to reach maximum size or close to it often causes what few cave dragons which gen'd with the world to die during world gen.

I want my tweaked large scale continent gen to be dominated by types of dragons. Maybe 75% Dragons and 50% cave dragons or somewhere around those %'s in terms of relative beasts/location.

I'd also like to add a few intelligence aspects to dragons if anyone has experience with this or can recommend mods or pages maybe I missed please do.

Thanks  :)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: voliol on December 30, 2022, 05:59:25 pm
Is there a limit on how many materials a given creature can have?

I was trying to simplify animal products into broader categories using a single generic animal creature to hold all of the materials, but after a point, materials are called 'unknown frozen creature substance' or 'unknown frozen plant substance' instead of something like 'reptile' or 'feline' leather. As far as I can tell, the raw formatting is correct, and I haven't duplicated any names.

Spoiler: an embark example (click to show/hide)

Interested to know if anything comes out of this. A multiple of two would be my best guess, like 32 or 256. Below are a few lines you should be able to use for testing:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: BlackFlyme on December 30, 2022, 08:14:54 pm
I added the milk materials into the sheep, plus new milkable tags for each milk material, on an otherwise unmodded world. It looks like only the last milkable tag will be used, so I'll cut out materials and generate new worlds as I go along.

At embark and when in-fort, the sheep produced unknown creature substance.

Spoiler (click to show/hide)

I jumped down to 128 instances and it seemed to work. Though I don't know the exact point the materials started working again, or even how many materials a sheep has by default. Either way, I'll just break up my generic animal into several generic animals.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: voliol on December 31, 2022, 07:31:28 pm
I added the milk materials into the sheep, plus new milkable tags for each milk material, on an otherwise unmodded world. It looks like only the last milkable tag will be used, so I'll cut out materials and generate new worlds as I go along.

At embark and when in-fort, the sheep produced unknown creature substance.

Spoiler (click to show/hide)

I jumped down to 128 instances and it seemed to work. Though I don't know the exact point the materials started working again, or even how many materials a sheep has by default. Either way, I'll just break up my generic animal into several generic animals.

I did some testing with a modded copy of the flesh ball, giving it 257 "flesh"/meat materials. The flesh ball doesn't use body detail plans to mass-define materials, and the embark screen (in v50/Premium) showed meats up to "flesh ball flesh 200". I then added three materials for skin, leather, and parchment, and this caused the number to drop to "flesh ball flesh 197". So 200 seems to be a number of importance. In theory, this could be a number separate from the actual limit of materials, a limit to how many show up in the embark screen.

That said, as I actually embarked and got to the stockpile screen, it too also shows only up to 197 (plus the skin, leather, and parchment). Consequently, if the material limit is something other (how do you test that - by butchering a really large animal?), then 200 is still the limit you're usually interested in. Anything above that seemingly won't appear in the menus. This might differ between v50 and v0.47 though, as I did not see any unknown substances.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: TomiTapio on January 02, 2023, 12:37:08 pm
I want my tweaked large scale continent gen to be dominated by types of dragons. Maybe 75% Dragons and 50% cave dragons or somewhere around those %'s in terms of relative beasts/location.
One would set the dragons to [FREQUENCY:100] and to appear in every type of biome. And set other animal frequencies to lower. (dragon:100, lynx:1, wolf:1, parrot:1, emu:1, frog:1 etc... total sum of freq = 200 ish)

Get a good code editor (Notepad++, Crimson Editor, Emerald Editor) and start editing your game's raws...
(find string in all files: FREQUENCY)
Cannot change the dragon stuff in worldgen-init-file.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Emilovich on January 02, 2023, 04:01:54 pm
Hi everyone, I'm trying to update my language overhaul for the Steam version. I can get it to show up in the menus in-game, but it doesn't seem to have any effect when creating a new world. Is it because I need to use the new "cut token" feature now or is it something else? Thanks!

EDIT: Got it to load the mod using CUT_TRANSLATION.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on January 03, 2023, 07:23:17 pm
Any idea what would happen to a pregnant creature if their gender is changed during pregnancy with a transformation interaction? Will they remain pregnant when changed to a male or nogender caste and give birth normally or would the pregnancy be terminated (or will the game crash)?

Couldn't find any other info than this topic (http://www.bay12forums.com/smf/index.php?topic=164398.0), but that didn't help much.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Putnam on January 04, 2023, 10:46:23 am
Any idea what would happen to a pregnant creature if their gender is changed during pregnancy with a transformation interaction? Will they remain pregnant when changed to a male or nogender caste and give birth normally or would the pregnancy be terminated (or will the game crash)?

Couldn't find any other info than this topic (http://www.bay12forums.com/smf/index.php?topic=164398.0), but that didn't help much.

They will miscarry immediately
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on January 04, 2023, 12:06:13 pm
Thanks!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: comicraider on January 10, 2023, 02:17:51 pm
I'm trying to create a custom secret that adds pyromancy, but... I have absolutely no idea which file I should add these new raws to so I can test it. Google's given me nothing, and world.dat comes up as gibberish in my editor. Have I got to decrypt that file or is there a specific raw I should check?

New to modding so chances are I've been looking in the wrong places, but any advice would be a godsend.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: GadgetPatch on January 13, 2023, 06:44:32 pm
I'm trying to make some custom reactions that use skulls specifically, rather than just any bone. For example, the below targets any bone, and I'd like to get it more specific if possible (mostly for vibes-based reasons).

Code: [Select]
[REACTION:MAKE_SKULL_GOBLET]
[NAME:make bone goblet out of skull]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:bone:1:NONE:NONE:NONE:NONE]
[USE_BODY_COMPONENT][ANY_BONE_MATERIAL][UNROTTEN]
[PRODUCT:100:1:GOBLET:NONE:GET_MATERIAL_FROM_REAGENT:bone:NONE]
[PRODUCT_TOKEN:goblet]
[MAX_MULTIPLIER:1]
[SKILL:BONECARVE]

Skulls seem to be a weird case? They're defined as [TOTEMABLE] at the body-part level, but don't have an associated material or item type I can find, or any reaction token I've found that corresponds to TOTEMABLE.

Anyone got ideas for how to target skulls as reagents, or is it just another inaccessible hardcoded thing? Thanks!
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: brewer bob on January 13, 2023, 09:50:17 pm
It's doable.

Make material & tissue templates for skulls, then add them to creatures using body detail plans (you'll have to set materials, tissues and tissue layers) or do the same for individual creatures (but then it won't affect generated creatures).

I might be forgetting something, but several mods use this method so maybe check how they've done it? (At least Adventurecraft used something like this, iirc.)

...It's also possible there's a simpler way.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Tuna-Fish on January 18, 2023, 10:24:37 pm
Here's a dumb question: Are all the vanilla workshops found somewhere? Is there any way to modify them?

In 50.x, all workshop tiles are passable. This is a problem for magma-powered ones, because a stray sock dropping into magma from the open tile will produce magma mist and ignite your legendary weaponsmiths. I thought I'd just mod the impassable tiles back in, but to my surprise only 2 of the buildings seem to be found in raws.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Eric Blank on January 18, 2023, 10:29:31 pm
Nope. Not yet at least.
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: Shonai_Dweller on January 18, 2023, 11:36:06 pm
My error log after generating a world using my mod (in 50.05) says this:

Code: [Select]
ospreys: Null Pop Num
alligators: Null Pop Num
longnose gars: Null Pop Num
sea lampreys: Null Pop Num
carp: Null Pop Num
alligator snapping turtles: Null Pop Num
pike: Null Pop Num
steelhead trout: Null Pop Num
salmon: Null Pop Num
perch: Null Pop Num
char: Null Pop Num

And other such variations. Not every time, but quite often, though the world seems to generate OK.
Any idea what may cause it and if I should worry about it?
Title: Re: [MODDING] 0.47.x General modding questions thread - lots of new stuff!
Post by: tnuhnivad on January 19, 2023, 05:02:27 pm
I want my tweaked large scale continent gen to be dominated by types of dragons. Maybe 75% Dragons and 50% cave dragons or somewhere around those %'s in terms of relative beasts/location.
One would set the dragons to [FREQUENCY:100] and to appear in every type of biome. And set other animal frequencies to lower. (dragon:100, lynx:1, wolf:1, parrot:1, emu:1, frog:1 etc... total sum of freq = 200 ish)

Get a good code editor (Notepad++, Crimson Editor, Emerald Editor) and start editing your game's raws...
(find string in all files: FREQUENCY)
Cannot change the dragon stuff in worldgen-init-file.

AWESOME; thank you, I'm going to try this. I found 'Enemy Posts Assorted Creatures Pack' and borrowed/modified dragons, cave, dragons, and added various dragon types. I use Notepad++ for everything but MS Vstudio has a nice DF raw/mod checker add-on