Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: Teneb on July 07, 2014, 08:17:27 pm

Title: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 07, 2014, 08:17:27 pm
New version, new thread.

To quote my question from the other thread:
Was going to come and ask a question but then the new version is out. Still, I doubt what I'm going to ask changed. Is a boiling stone at, say, 16000 Urists (wiki claims magma is 12k and creatures made of fire are 14k) is enough to burn creatures near it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 07, 2014, 08:21:49 pm
I'd assume so.
Not much can really be asked since IT RELEASED NOT LONG AGO.
All we know is that stuff is similar, but different.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheCoolSideofthePIllow on July 07, 2014, 09:01:25 pm
Think I could use an existing tileset?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 07, 2014, 09:41:19 pm
You'd have to update it for the new creatures or you can deal with weird vermin. I imagine you can deal. Just don't replace any raws in the process.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 07, 2014, 09:51:35 pm
Should we have a separate thread for miscellaneous science? Or put it here?

I was hopeful after seeing the couple of new valid reaction building tags in the new version, and tested all the other buildings, but they are still sadly invalid.  Building codes that I tested, none of which worked:

CARPENTER
MASON
JEWELER
BUTCHER
MECHANIC
FISHERY FISH
WOOD WOOD_FURNACE WOOD_BURNER WOODBURNER
GLASS GLASS_FURNACE GLASSFURNACE
LOOM
ASHERY
LEATHER LEATHER_WORKER LEATHERWORKER
SMITH METAL METAL_SMITH FORGE METALSMITH
DYER
CLOTHIER CLOTHES TAILOR CLOTHIERS
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 07, 2014, 10:05:50 pm
Anybody have a complete list of all the added tokens or are we just going to have to wait for the wiki?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 07, 2014, 10:15:12 pm
Anybody have a complete list of all the added tokens or are we just going to have to wait for the wiki?
The wiki is made by people testing tokens... it doesn't spontaneously generate data. Go look in the raws and search for new ones, try out things that were bugged before to see if they still are, etc.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 07, 2014, 10:22:39 pm
Anybody have a complete list of all the added tokens or are we just going to have to wait for the wiki?
The wiki is made by people testing tokens... it doesn't spontaneously generate data. Go look in the raws and search for new ones, try out things that were bugged before to see if they still are, etc.
Putnam is some kind of raw-seer and you should check his sig. Speaking of which, how many did you miss or get wrong, Putnam?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on July 07, 2014, 10:34:17 pm
He probably did not predict the [CANNOT_JUMP] tag.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 07, 2014, 10:36:47 pm
The wiki is made by people testing tokens... it doesn't spontaneously generate data. Go look in the raws and search for new ones, try out things that were bugged before to see if they still are, etc.
There's no need to be snarky, changes like these are typically included in changelogs, or at least documented. I was wondering if perhaps someone had such documentation.

I guess I'll just get my pen & paper out like last release.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 07, 2014, 10:47:49 pm
He probably did not predict the [CANNOT_JUMP] tag.

Nor did I notice the SPEED and SWIM_SPEED tokens being removed... also, HUMANOID_X has been for the most part replaced with HUMANOID_NECK_X and QUADRUPED_X replaced with QUADRUPED_NECK_X
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jaked122 on July 07, 2014, 10:48:39 pm
Hey guys, can anyone get the SPEED tag to work? I can't cheat like I used to.
 :'(

Anyway, not terribly important, but I'd like to know if it still works.

EDIT: Welp, now that I can't use SPEED, is there an alternative?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 07, 2014, 10:52:45 pm
Hey guys, can anyone get the SPEED tag to work? I can't cheat like I used to.
 :'(

Anyway, not terribly important, but I'd like to know if it still works.

EDIT: Welp, now that I can't use SPEED, is there an alternative?
It appears that the more complex [GAIT] is now used.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jaked122 on July 07, 2014, 10:55:16 pm
Hey guys, can anyone get the SPEED tag to work? I can't cheat like I used to.
 :'(

Anyway, not terribly important, but I'd like to know if it still works.

EDIT: Welp, now that I can't use SPEED, is there an alternative?
It appears that the more complex [GAIT] is now used.

I'm looking forwards to a more extensive explaination.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 07, 2014, 10:57:13 pm
It appears that the more complex [GAIT] is now used.
That's a little odd, since speed used to do other things unrelated to walking, such as determining how quickly you completed jobs...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zeranamu on July 07, 2014, 10:58:06 pm
I'm not sure if it's used the same like other tags, but there's a 'gaits.txt' in raw/objects/notes that talks about speeds. Dunno if it's used like '[GAIT: 900:718:537:313:1900:2900]' or what those individual values mean/refer to/do, but.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 07, 2014, 11:01:03 pm
I'm not sure if it's used the same like other tags, but there's a 'gaits.txt' in raw/objects/notes that talks about speeds. Dunno if it's used like '[GAIT: 900:718:537:313:1900:2900]' or what those individual values mean/refer to/do, but.
Check the creature variations, there's an explanation in there.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zeranamu on July 07, 2014, 11:02:52 pm
I'm not sure if it's used the same like other tags, but there's a 'gaits.txt' in raw/objects/notes that talks about speeds. Dunno if it's used like '[GAIT: 900:718:537:313:1900:2900]' or what those individual values mean/refer to/do, but.
Check the creature variations, there's an explanation in there.

So there is, and that explains all of that. Awesome, thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lanp on July 07, 2014, 11:08:25 pm
Can anyone think of a way to make a creature immortal now? Since pulping was added a swift punch or kick to what was once an immortal creature's chest results in instant death. And jumping into magma or setting the arena temperature to dragonfire seems to melt the creature even though its materials have the following tags. Setting it to absolute zero will also freeze it to death.

[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[COLDDAM_POINT:NONE]
[IGNITE_POINT:NONE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 07, 2014, 11:08:58 pm
I'm not sure if it's used the same like other tags, but there's a 'gaits.txt' in raw/objects/notes that talks about speeds. Dunno if it's used like '[GAIT: 900:718:537:313:1900:2900]' or what those individual values mean/refer to/do, but.
Check the creature variations, there's an explanation in there.

So there is, and that explains all of that. Awesome, thanks.
No problem, now if only I could figure the rest of this out.

EDIT: Anyone know what the attack prepare and recover numbers are measured in? I'm trying to understand exactly HOW fast things are.

Also for the record in case anyone wants to know, ATTACK_FLAG_BAD_MULTIATTACK doesn't actually stop you from multiattacking, it just seems to slow it down.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 07, 2014, 11:13:30 pm
Can anyone think of a way to make a creature immortal now? Since pulping was added a swift punch or kick to what was once an immortal creature's chest results in instant death. And jumping into magma or setting the arena temperature to dragonfire seems to melt the creature even though its materials have the following tags. Setting it to absolute zero will also freeze it to death.

[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[COLDDAM_POINT:NONE]
[IGNITE_POINT:NONE]

You might want to try making it out of a Slade-like material with extremely high melting and boiling points.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 07, 2014, 11:46:42 pm
It appears that the more complex [GAIT] is now used.
That's a little odd, since speed used to do other things unrelated to walking, such as determining how quickly you completed jobs...

That's because speed was completely overhauled and replaced with the current system.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Enemy post on July 07, 2014, 11:57:17 pm
I made dragons playable, but now everyone runs away from me. Is there a "fix" for this?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on July 08, 2014, 01:56:24 am
2 questions:
1) Aside from gait and smell/sight data, what is required to port a creature into the new version?
2) What do the smell tokens actually do?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 08, 2014, 02:04:03 am
1. You actually don't really need those unless you want the creature to be playable; the sight and smell stuff aren't necessary at all, as they have defaults.
2. If stuff smells, you can smell it. Say, you have a really nice sense of smell and a goblin army passed by. You can follow the smell trail with the track menu.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 08, 2014, 02:05:06 am
2 questions:
1) Aside from gait and smell/sight data, what is required to port a creature into the new version?
2) What do the smell tokens actually do?
1.) Some body token stuff too, mainly because things have necks now. Also the attacks have new tokens and are applied through creature variations. AFAIK that's it.
2.) Stuff in adventurer, possibly ruins stealth if you get smelled out. Haven't tested it but I assume that's probably it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 08, 2014, 02:09:27 am
Crap, the necks. Yeah, those are real bothersome.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 08, 2014, 02:27:09 am
If the new attack token for preparation and recovery works how I think it does I might have some pretty sadistic fun with it. I'm not sure of the exact timing of this, but I've noticed that sometimes you can see where an enemy's attack is going, due to the preparation. Which means that a preparation time of 0 means the attack isn't telegraphed at all, and might even be undodgeable. Recovery time of 0 could mean the attack doesn't leave you open at all, which is great for defensive weapons.

Oh yes, I'm going to have fun with this.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 08, 2014, 02:28:09 am
How do you reduce the number of logs from felling trees?  At the moment you can get like 20 logs from a single big tree, which doesn't quite go for a more challenging mod.

Also, a few new trees from my old .34 mod are supposed to have "unorthodox" shapes (mostly from evil biomes), like this one:
Spoiler (click to show/hide)

...which I always imagine as being like those deadly thorn-things from Eversion.  Are such shapes possible with this framework?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on July 08, 2014, 02:35:47 am
I mean, does the SMELL_TRIGGER determine how good sense of smell is?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 08, 2014, 02:39:48 am
I mean, does the SMELL_TRIGGER determine how good sense of smell is?

Lower is better iirc.  Humans have 90, which is a poor sense of smell, while elves have 10, which is very keen.  Bronze colossi have 10000, which makes them unable to smell.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 08, 2014, 02:41:21 am
Have been working on figuring out tree parameters. I haven't gotten as far as I would like, but:

Trunk_period: no idea. Couldn't notice any differences at all from changing this, under various conditions.
branch densities: as you would expect, they create more often branches of that type.
max trunk height: the highest height of A trunk tile, not necessarily in a straight line.
heavy branch radius: seems to be the radius heavy branches can occur at. Does not depend on the trunk branching amount or where trunks are. You can actually have trunks branch out further than heavy branches do. So if this is = 1, you will have heavy branches in a 3x3 area around the center, period.
branch radius: similar.
trunk branching: Seems to be a combination of how "branchy" the shape is (twisting around, not straight line) PLUS how wide out the reach, in one parameter
^again, all three of these seem almost independent of one another. Branching of trunk can seemingly go out further than other branches do, for instance.
max trunk diameter: seems to only affect the base of the tree, and only go up to a max of 3x3 in size, no matter what you set.

Also, trees appear to be limited to a 7x7 area above their first tile in width, no matter what parameters you set. If you set all the branching radii and everything super high, you just get fully filled 7x7 rectangles going up. As you set them lower, it will take on different more or less filled oval shapes.

Also, biomes or perhaps temperatures or something can affect these variables. I have a world with ONLY one species of tree in existence, and on some embarks, it has 3x3 trunks all over the place and massive 7x7 canopies. And on other embarks, they are exclusively 1x1 initial trunks and tiny canopies ??? I haven't made any rhyme or reason out of it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 08, 2014, 02:54:06 am
Also if you have cavern creatures to port, there's a [LOW_LIGHT_VISION] token if you haven't [EXTRAVISION].  This appears to work the other way about from the [SMELL_TRIGGER] token, higher values means seeing better in the dark. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 08, 2014, 02:55:04 am
   [TRUNK_PERIOD:1]
   [HEAVY_BRANCH_DENSITY:0]
   [BRANCH_DENSITY:0]
   [MAX_TRUNK_HEIGHT:1]
   [HEAVY_BRANCH_RADIUS:0]
   [BRANCH_RADIUS:0]
   [TRUNK_BRANCHING:0]
   [MAX_TRUNK_DIAMETER:1]
   [TRUNK_WIDTH_PERIOD:1]
   [ROOT_DENSITY:0]
   [ROOT_RADIUS:0]

Will create 1x1x3 tall trees, that yield 3 logs each. I can't seem to make them any smaller than that. They appear to be ignoring my instructions of maximum 1 trunk height.

The game crashes at embark if you make the PERIOD variables 0. And it makes no trees at all if you make trunk width or height 0.

Which could actually be somewhat useful for a challenge mod, samanato:
1) Make a few species of trees in a biome
2) Make most of them have trunk size 0
3) make one of them be the minimal 1x1x3. But its frequency means it will be fairly sparse compared to how heavily forested the area is supposed to be.
 
ta da! less lumber overall.  However, this risks the random dice deciding that that species isn't there at all, thus zero trees, which is annoying for players.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 08, 2014, 03:13:14 am
Another promising option is that when he puts the falling fruit in, we can make no-log trees (which you can now do it looks like with TREE:NONE:NONE), and instead make "fruit" that uses log icons and is made out of wood, and then reactions to "dry" or "saw" it or whatever to make into real usable wood, in lower, more controllable quantities.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on July 08, 2014, 03:38:58 am
Can anyone think of a way to make a creature immortal now? Since pulping was added a swift punch or kick to what was once an immortal creature's chest results in instant death. And jumping into magma or setting the arena temperature to dragonfire seems to melt the creature even though its materials have the following tags. Setting it to absolute zero will also freeze it to death.

[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[COLDDAM_POINT:NONE]
[IGNITE_POINT:NONE]

Did you select all the tissues beforehand? An alternative would be FIXED_TEMP that makes the creature unable to receive any temperature changes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: vaaern on July 08, 2014, 07:34:49 am
Maybe this is not the right place to ask, but making a new monster is now even more difficult then ever. I wasn't great at it before, but the monster worked, now it doesn't. Isn't there a guide or walktrough on how to do it? Or could someone make it? Step by step, what to put where and such?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 08, 2014, 10:18:26 am
Weapon raws have changed, as well as trap components and ammo. Not shields, oddly enough, which you can bash with. Mostly placing new stuff as I find them if I think it's unreported yet.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Mictlantecuhtli on July 08, 2014, 10:30:20 am
Weapon raws have changed, as well as trap components and ammo. Not shields, oddly enough, which you can bash with. Mostly placing new stuff as I find them if I think it's unreported yet.

Changed how? Due to the pulping and added usefulness of blunt weapons, I'll assume?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 08, 2014, 10:37:36 am
Weapon raws have changed, as well as trap components and ammo. Not shields, oddly enough, which you can bash with. Mostly placing new stuff as I find them if I think it's unreported yet.

Changed how? Due to the pulping and added usefulness of blunt weapons, I'll assume?
New sword:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]
[NAME:short sword:short swords]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[CAN_STONE]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

Old sword:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]
[NAME:short sword:short swords]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[CAN_STONE]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20000:4000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]

There doesn't seem to any pulping raws. I guess that's tied to blunt attacks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Mictlantecuhtli on July 08, 2014, 10:41:39 am
3:3? Hm. It appears all weapons have the same Attack prepare/recover number currently. This is probably a huge effect on balance at the moment.

Correction: Whips have 4:4. I assume higher is longer preparation, and knives should be something like 2:1 instead of the same as a warhammer's 3:3
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 08, 2014, 10:43:13 am
3:3? Hm. It appears all weapons have the same Attack prepare/recover number currently. This is probably a huge effect on balance at the moment.
Whips have 4:4, but yeah.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Mictlantecuhtli on July 08, 2014, 10:43:51 am
Yep, attempted to edit but 500's everywhere
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 08, 2014, 10:48:07 am
I feel your pain.

I am not sure yet, but I feel like in [ATTACK_PREPARE_AND_RECOVER:3:3] mean you need 3 ticks to prepare and 3 to recover from the attack. So I guess you could make a fast attack with a long recovery time for something like swinging a pole-weapon, and the opposite for something else.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lanp on July 08, 2014, 10:53:05 am
Can anyone think of a way to make a creature immortal now? Since pulping was added a swift punch or kick to what was once an immortal creature's chest results in instant death. And jumping into magma or setting the arena temperature to dragonfire seems to melt the creature even though its materials have the following tags. Setting it to absolute zero will also freeze it to death.

[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[COLDDAM_POINT:NONE]
[IGNITE_POINT:NONE]

Did you select all the tissues beforehand? An alternative would be FIXED_TEMP that makes the creature unable to receive any temperature changes.

Those were in the material_template_*.txt file for just the bones of the creature. The rest of it is standard fat/skin/muscle/etc. I added this to the creature raws and it seems to be able to survive both dragonfire and absolute zero in the arena now.

[SELECT_TISSUE_LAYER:ALL]
[FIXED_TEMP:10067]

Does anyone have any ideas for how to work around the pulping issue? I'd rather it be as immortal as possible. Nearly anything from Putnam's DBZ mod manages to OHKO it if it lands a hit on the UPPERBODY body part.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 08, 2014, 12:34:15 pm
The only thing that I can think of that may or may not work is making its flesh metal or stone.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on July 08, 2014, 12:51:43 pm
Are the manimals capable of reproducing and also what determines whether an animal can climb?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 08, 2014, 01:02:33 pm
3:3? Hm. It appears all weapons have the same Attack prepare/recover number currently. This is probably a huge effect on balance at the moment.

Correction: Whips have 4:4. I assume higher is longer preparation, and knives should be something like 2:1 instead of the same as a warhammer's 3:3

Note also, that creature attacks have the attack timing tags too. 

There's also the tag [ATTACK_FLAG_BAD_MULTIATTACK], which is found on whips and kicking attacks.  Not sure what the purpose of this tag is (you can only prepare one attack with the weapon?), but I think it's supposed to balance the previously massively OP whips.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Greiger on July 08, 2014, 01:32:13 pm
Hydras also have a tag something like multiattack independent, which from what he said in old devlogs about the hydra it may allow a hydra to make many simultaneous attacks with little to no debuff.

...Wonder if that works on weapons.  If so that may allow for an effective offhand weapon instead of a shield.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 08, 2014, 01:33:10 pm
I believe it's meant to signify the fact that dual-wielding whips is just asking for trouble. Same for flying kicks - not for amateurs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on July 08, 2014, 01:52:50 pm
It seems a lot of the old personality aspects are no longer used/have been replaced. Also, PTW.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 08, 2014, 01:55:00 pm
ATTACK_FLAG_BAD_MULTIATTACK doesn't seem to impede me much in the arena, though it may add a numerical debuff I'm just not seeing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Greiger on July 08, 2014, 01:58:48 pm
Coming up with an unexpected difficulty.  It seems necks have been completely redone.  And the standalone neck BP seems to no longer connect to any other parts properly.

Code: (body_default neck entry) [Select]
[BODY:NECK]
[BP:NECK:upper spine:STP][CON_CAT:NECK][NERVOUS][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]
[DEFAULT_RELSIZE:100]
[PREVENTS_PARENT_COLLAPSE]
I don't recognize how it's connecting in there.  Surely it has to do with CON_CAT but I don't recall seeing that tag before.  There is a similar thing with throats.

Anybody know that tag or came across a spot where the standalone neck is used in a creature to see if it can be figured out?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 08, 2014, 02:03:43 pm
Are the time units for the [GROWTH_TIMING] token still counted in 1200 ticks per day in fort mode? For example, something like

Code: [Select]
[GROWTH:GRAIN]
[GROWTH_NAME:cave wheat grains:cave wheat grains]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:GRAIN]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:250:250:6:0:0:60000:119999:2]

would take somewhere around two to three months to grow? How does this figure into harvesting the crop with the actual grains/fruit/etc. attached?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 08, 2014, 02:04:49 pm
The standalone NECK is actually the upper spine; it connects to the new actual neck part, which was added so that you could, say, have the head hang off a ragged stump.

You want HUMANOID_NECK or QUADRUPED_NECK instead of HUMANOID or QUADRUPED instead.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 08, 2014, 02:11:56 pm
Are the time units for the [GROWTH_TIMING] token still counted in 1200 ticks per day in fort mode? For example, something like

Code: [Select]
[GROWTH:GRAIN]
[GROWTH_NAME:cave wheat grains:cave wheat grains]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:GRAIN]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:250:250:6:0:0:60000:119999:2]

would take somewhere around two to three months to grow? How does this figure into harvesting the crop with the actual grains/fruit/etc. attached?

It used to be 1080 or something ticks to a SEASON for growth. However, when he overhauled it for this version, it would make sense if he standardized it in the process to use the same format of time as everything else in the raws, which would be 1200 a day. And that seems to add up to sensible numbers, whereas the old format doesnt (60,000 would = many years).

I'm more interested in growth_density. Does that affect harvested stack size?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Greiger on July 08, 2014, 02:16:28 pm
The standalone NECK is actually the upper spine; it connects to the new actual neck part, which was added so that you could, say, have the head hang off a ragged stump.

You want HUMANOID_NECK or QUADRUPED_NECK instead of HUMANOID or QUADRUPED instead.
Ok cool, that makes sense then.  Might need to make a new bodypart for wyverns then, since there doesn't seem to be a neck version of HUMANOID_ARMLESS.  Or I might just redo them altogether anyway since a lot of creatures seem to be easier to redo than convert.

Thanks much.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 08, 2014, 02:19:00 pm
Are the time units for the [GROWTH_TIMING] token still counted in 1200 ticks per day in fort mode? For example, something like

Code: [Select]
[GROWTH:GRAIN]
[GROWTH_NAME:cave wheat grains:cave wheat grains]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:GRAIN]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:250:250:6:0:0:60000:119999:2]

would take somewhere around two to three months to grow? How does this figure into harvesting the crop with the actual grains/fruit/etc. attached?

It used to be 1080 or something ticks to a SEASON for growth. However, when he overhauled it for this version, it would make sense if he standardized it in the process to use the same format of time as everything else in the raws, which would be 1200 a day. And that seems to add up to sensible numbers, whereas the old format doesnt (60,000 would = many years).

I'm more interested in growth_density. Does that affect harvested stack size?

Plump helmets still have [GROWDUR:300] though.  Might be, that those values coexist now. 

Also as it turns out, the GROWTH_TIMING isn't the actual time to grow, it's supposed to be in what season the growth appears. For cave wheat grains it might make more sense to leave out the growth timings altogether, like the quarry bush leaves.  Though it might be interesting to restrict outdoor wheat to autumn.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 08, 2014, 02:22:52 pm
The standalone NECK is actually the upper spine; it connects to the new actual neck part, which was added so that you could, say, have the head hang off a ragged stump.

You want HUMANOID_NECK or QUADRUPED_NECK instead of HUMANOID or QUADRUPED instead.
Ok cool, that makes sense then.  Might need to make a new bodypart for wyverns then, since there doesn't seem to be a neck version of HUMANOID_ARMLESS.  Or I might just redo them altogether anyway since a lot of creatures seem to be easier to redo than convert.

Thanks much.

HUMANOID_ARMLESS_NECK

Not sure why that one is so non-standard.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 08, 2014, 02:28:18 pm

Plump helmets still have [GROWDUR:300] though.  Might be, that those values coexist now. 

Also as it turns out, the GROWTH_TIMING isn't the actual time to grow, it's supposed to be in what season the growth appears. For cave wheat grains it might make more sense to leave out the growth timings altogether, like the quarry bush leaves.  Though it might be interesting to restrict outdoor wheat to autumn.
Curious. As crops, the new crops still need something that specifies how long they take to grow, though. Where is that number?
Or maybe they still have a grow_dur, but it is just assumed by default if not written out to be 300?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Tabithda on July 08, 2014, 02:43:20 pm
Here is a list of all the entity tokens(aside from the new VALUE and PERMITTED_REACTION tokens) that I have found in the raws thus far:

MERCENARY
OUTDOOR_GARDENS
INDOOR_GARDENS
OUTDOOR_ORCHARDS
EXCLUSIVE_START_BIOME - takes the same argument as the START_BIOME token
SETTLEMENT_BIOME - takes the same argument as the START_BIOME token
REQUIRES_MARKET - this one can be found on the captain of the guard, manager, broker, and many many others
SITE_VARIABLE_POSITIONS

 
Also, goblins and kobolds now have KILL_NEUTRAL and KILL_ENEMY at REQUIRED and the dwarven militia commander has RESPONSIBILITY:MILITARY_STRATEGY now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 08, 2014, 03:20:04 pm
The SETTLEMENT_BIOMES are the dwarven hillocks, which actually don't appear far from the home mountain (EXCLUSIVE_START_BIOME).

OUTDOOR_ORCHARDS are from elven sites and seem to replace the OUTDOOR_FARMING from previous versions. Presumably you need either farms or orchards for civs to survive - goblins still have [NO_EAT] and [NO_DRINK].

The SITE_VARIABLE_POSITIONS look like they have something to do with the new demonic slade spires, which appear quite often in goblin sites in legends mode.

EDIT: I've also found these new tokens from the creature_standard.txt raws, including new usage hints for interactions.

Code: [Select]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]

You can also use items for breath attacks apparently. That's something I really want to try out.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Tabithda on July 08, 2014, 03:38:12 pm
The SITE_VARIABLE_POSITIONS look like they have something to do with the new demonic slade spires, which appear quite often in goblin sites in legends mode.
Ahh, not quite.  The SITE_VARIABLE_POSITIONS token is found on human and goblins civs and takes the argument ALL.  It would seem to me that the SITE_VARIABLE_POSITIONS token gives the goblins and humans randomized local site rulers/?guards?/etc. in the same way that the VARIABLE_POSITIONS token gives them law givers and the like.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 08, 2014, 03:42:56 pm
I'm looking through the string dump for the new executable, and I'm seeing a tag I can't find used anywhere in the raws - ORIENTATION. It's right in the middle of some other caste-specific tags, so I suppose it's a creature token, but I can't figure out what it's for.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 08, 2014, 03:47:48 pm
I'm looking through the string dump for the new executable, and I'm seeing a tag I can't find used anywhere in the raws - ORIENTATION. It's right in the middle of some other caste-specific tags, so I suppose it's a creature token, but I can't figure out what it's for.
Could I get a link to said string dump? That would be really helpful. Also it's probably something to do with how the new facing directions are handled.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lanp on July 08, 2014, 03:53:54 pm
The only thing that I can think of that may or may not work is making its flesh metal or stone.

That doesn't seem to work either.

For now I added a small amount of extra durability by making a new body part with the [UPPERBODY] tag that also has the [SMALL] and [INTERNAL] tags. Still, if it gets hit in the chest hard enough that organ will break all the same and it dies. Don't suppose anyone else has a better idea?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 08, 2014, 03:56:11 pm
The only thing that I can think of that may or may not work is making its flesh metal or stone.

That doesn't seem to work either.

For now I added a small amount of extra durability by making a new body part with the [UPPERBODY] tag that also has the [SMALL] and [INTERNAL] tags. Still, if it gets hit in the chest hard enough that organ will break all the same and it dies. Don't suppose anyone else has a better idea?

Spoiler (click to show/hide)

Don't give it organs, then? [NO_THOUGHT_CENTER] etc. etc.
Does pulping just kill you "because you were pulped" or whatever? Or is it due to organ damage? If the latter, not giving the creature organs should make it invulnerable to pulping. If the former, I don't know what to tell you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Tabithda on July 08, 2014, 04:03:33 pm
From my testing so far, it seem that pulping results in the part "collapsing".  So if say the lower body of an otherwise brainless, organless, and bloodless creature is beaten on enough it will collapse, resulting in instant death.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 08, 2014, 04:17:06 pm
Try adding this for tissues on the creature:
[TL_HEALING_RATE:____]  where you fill in the blank with the largest number you can without the game crashing or without it seeming to wrap around back to zero or whatever in testing. I'd suggest starting with 32,765 (just shy of a long integer's max positive range).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lanp on July 08, 2014, 04:26:00 pm
Try adding this for tissues on the creature:
[TL_HEALING_RATE:____]  where you fill in the blank with the largest number you can without the game crashing or without it seeming to wrap around back to zero or whatever in testing. I'd suggest starting with 32,765 (just shy of a long integer's max positive range).

According to the wiki lower numbers for that token result in faster healing times. Even if it is set to 1 any heavy damage sustained by the body part with the [UPPERBODY] token ultimately leads to pulping. Too bad Toady didn't add a [NOPULPING] token somewhere for this.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on July 08, 2014, 04:26:41 pm
I would be surprised if DF used long ints. I thought every variable was 32 bit integer?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 08, 2014, 04:32:41 pm
I would be surprised if DF used long ints. I thought every variable was 32 bit integer?
IIRC temperature has a maximum value of 65,000 whatever that an unsigned long int would have (from absolute zero to dragonfire at around 50,000 urists, plus a little head room).

But if lower numbers of healing are faster, it's a moot point for these purposes. 

Did you actually test it though? A body made out of adamantine or whatever = not gonna get pulped in one hit probably, which then gives it time to heal before the next hit. It doesn't have to LITERALLY be 100% invulnerable in order to be for all intents of practical purposes invulnerable in-game.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lanp on July 08, 2014, 04:45:52 pm
I would be surprised if DF used long ints. I thought every variable was 32 bit integer?
IIRC temperature has a maximum value of 65,000 whatever that an unsigned long int would have (from absolute zero to dragonfire at around 50,000 urists, plus a little head room).

But if lower numbers of healing are faster, it's a moot point for these purposes. 

Did you actually test it though? A body made out of adamantine or whatever = not gonna get pulped in one hit probably, which then gives it time to heal before the next hit. It doesn't have to LITERALLY be 100% invulnerable in order to be for all intents of practical purposes invulnerable in-game.

Whether I have the material for the part with the [UPPERBODY] as adamantine or the material I made that is stronger than adamantine it ultimately gets pulped. This is even with the healing rate set to 1. A strong enough attack will just pulp it. I'm beginning to think that immortality isn't possible anymore or will require some very clever token abuse. I suppose I'll wait and see what mods the community comes up with.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 08, 2014, 04:50:19 pm
It appears that the list of goals to use in secrets has been expanded quite a bit. From the string dump: STAY_ALIVE, MAINTAIN_ENTITY_STATUS, START_A_FAMILY, RULE_THE_WORLD, CREATE_A_GREAT_WORK_OF_ART, CRAFT_A_MASTERWORK, BRING_PEACE_TO_THE_WORLD, BECOME_A_LEGENDARY_WARRIOR, MASTER_A_SKILL, FALL_IN_LOVE, SEE_THE_GREAT_NATURAL_SITES, IMMORTALITY. After that follows "Unrecognised Goal Token".  The last version had only IMMORTALITY.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 08, 2014, 04:51:35 pm
natural_skill of legendary +15 dodger wouldn't hurt.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 08, 2014, 04:52:42 pm
Fuck yes, that BECOME_A_LEGENDARY_WARRIOR thing is gonna help a lot.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 08, 2014, 04:54:22 pm
Fuck yes, that BECOME_A_LEGENDARY_WARRIOR thing is gonna help a lot.
Oh yes. So very much.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on July 08, 2014, 04:57:59 pm
What determines a creatures size, is it just bodymass?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 08, 2014, 05:01:56 pm
What determines a creatures size, is it just bodymass?
The [BODY:X:Y:Z] token. It's in cmł, so that's the volume.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 08, 2014, 05:18:07 pm
FYI, if you give dwarves [OUTDOOR_ORCHARD] you can embark with fruits, and they will successfully eat (but not brew) them, leaving pits and stuff behind. If you want to do that for testing of something or other.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Mictlantecuhtli on July 08, 2014, 05:21:04 pm
I highly suggest adding the tag [NATURAL_SKILL:DISCIPLINE:2] too all civilized races [or for modders, invaders] to keep run-of-the-mill animals from causing terror fits.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 08, 2014, 05:46:27 pm
Fuck yes, that BECOME_A_LEGENDARY_WARRIOR thing is gonna help a lot.
Oh yes. So very much.

Something like this?

Code: [Select]
[INTERACTION:SECRET_WAR]
[I_SOURCE:SECRET]
[IS_NAME:divine martial secrets]
[IS_SPHERE:WAR]
[IS_SECRET_GOAL:BECOME_A_LEGENDARY_WARRIOR]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_war.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_FORBIDDEN:NOT_LIVING]
-- optional
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Legendary Warrior]
[SYN_CLASS:WAR_BLESSING]
[CE_DISPLAY_NAME:NAME:divine warrior:divine warriors:divine warrior:START:0]
[CE_ADD_TAG:NOEXERT:NOPAIN:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_EVERS:NOFEAR:LIKESFIGHTING:TRANCES:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:250:0:TOUGHNESS:250:0:AGILITY:250:0:ENDURANCE:250:0:START:0]
[CE_MENT_ATT_CHANGE:FOCUS:250:0:WILLPOWER:200:0:START:0]

Also some spells to go along with it.  I might try experimenting with the new item material emissions - I'm already imagining this guy conjuring daggers from thin air and making it fly in all directions. Of course, these are just ideas - need to test this to see if it really works, before I can use it...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on July 08, 2014, 05:47:27 pm
BRING_PEACE_TO_THE_WORLD
FALL_IN_LOVE
SEE_THE_GREAT_NATURAL_SITES
Ohhhh yeeeeah.

EDIT:

!!!item material emissions!!!

OH GOD I TOTALLY FORGOT THAT THIS VERSION HAD THESE
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 08, 2014, 05:50:23 pm
!!!item material emissions!!!

OH GOD I TOTALLY FORGOT THAT THIS VERSION HAD THESE

I didn't get them to work, I'm afraid. I modified the cave floater's juice spray interaction into a trailing item flow of carving knives. It took without a peep from the error log, but when I triggered the interacton in the arena, nothing happened.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 08, 2014, 06:02:52 pm
The interactions don't actually seem to create the real items, unfortunately.  I made an item interaction of large steel daggers, and the interaction appeared as an ordinary breath-attack, creating a "pool" of large steel daggers on the floor.  I didn't get combat logs of flying steel daggers stabbing things, so as awesome as that idea sounds, it looks like it doesn't work...

It seems to be rather intended as an ordinary breath attack that leaves stuff on the floor.  Something like spore clouds.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 08, 2014, 06:07:54 pm
!!!item material emissions!!!

OH GOD I TOTALLY FORGOT THAT THIS VERSION HAD THESE
Wait it does? How do you go about that?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on July 08, 2014, 07:16:54 pm
I'm having problem with my custom made necromancer civ, the 'necromancers' aren't raising the dead, I've tried it on cats,dogs,dragons,humans,dwarves,and 'necromancers'. On a side note the sympathy and intellectual curiosity modifiers aren't working, did toady rename em?

EDIT: (OK, it seems they have the ability, but it doesn't recognize a corpse and/or the problem is on the interaction end)

Creature, then interaction
Code: [Select]
[CREATURE:NECROMANCER]
[DESCRIPTION:A human that has devoted their life to avoiding death]
[NAME:necromancer:necromancers:necromancer]
[CASTE_NAME:necromancer:necromancers:necromancer]
[CREATURE_TILE:'N'][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:154]
[INTELLIGENT]
[CANOPENDOORS]
[BENIGN]
[NOT_LIVING]
[NO_DRINK]
[NO_EAT]
[NO_FEVERS]
[NO_SLEEP]
[NOBREATHE]
[NOEXERT]
[NOFEAR]
[NONAUSEA]
[NOPAIN]
[PERSONALITY:SYMPATHY:0:25:50]
[PERSONALITY:INTELLECTUAL_CURIOSITY:50:80:100]
[PERSONALITY:TRUST:0:10:50]
[PERSONALITY:ALTRUISM:0:10:60]
[PREFSTRING:horrifying experiments]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[MAXAGE:60:120]
[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]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[SMELL_TRIGGER:90]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100]
[SWIMS_LEARNED]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:70:0:90:0]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER: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]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:30:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_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]
[CAN_DO_INTERACTION:RAISE_ZOMBIE]
[CDI:ADV_NAME:Reanimate corpse]
[CDI:INTERACTION:RAISE_ZOMBIE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:NA:NA:NA]
[CDI:TARGET_VERB:violently convulse:violently convulses]
[CDI:WAIT_PERIOD:10]
Code: [Select]
[INTERACTION:RAISE_ZOMBIE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NOTHOUGHT:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE: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:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 08, 2014, 07:24:33 pm
Fun discovery:

[BIOME:ANY_LAKE] and similar tokens WILL allow regular surface trees to now grow exclusively (if you want) in the middle of a lake (and presumably oceans, rivers, etc. Have only tested lakes so far).

edit: actually, weirdly enough, it is only lakes. Oceans will cause a random handful of trees to grow here and there on the beach, but not in the actual ocean. Rivers look like they might allow a few trees at their deltas (hard to tell) but not normally. And pools don't seem to have any trees.


Erm... further update:
tropical oceans: yes, will grow in that water all over, and on beaches
temperate: I saw a few trees IN the water. Also a few on beaches
arctic: None

rivers and pools still nother even testing different temperatures

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on July 08, 2014, 07:30:54 pm
Fun discovery:

[BIOME:ANY_LAKE] and similar tokens WILL allow regular surface trees to now grow exclusively (if you want) in the middle of a lake (and presumably oceans, rivers, etc. Have only tested lakes so far).

edit: actually, weirdly enough, it is only lakes. Oceans will cause a random handful of trees to grow here and there on the beach, but not in the actual ocean. Rivers look like they might allow a few trees at their deltas (hard to tell) but not normally. And pools don't seem to have any trees.
Trees in water?

So basically marches are now moddable? Cool.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: AltF4 on July 08, 2014, 07:44:17 pm
Haven't tested it yet world gen now has [GENERATE_DIVINE_MATERIALS:1]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 08, 2014, 07:48:14 pm
Haven't tested it yet world gen now has [GENERATE_DIVINE_MATERIALS:1]
There is another thread dedicated to this. If you got any info besides that, go there. It's still on the front page. Link (http://www.bay12forums.com/smf/index.php?topic=140039.0)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 08, 2014, 07:53:04 pm
So here's my question, has anybody fussed around with the new CE_SENSE_CLASS thing to see exactly how it works? Also where's that string dump?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on July 08, 2014, 08:05:11 pm
legendary warriors
NO_EVERS should be NO_FEVERS.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on July 08, 2014, 08:11:02 pm
OK. So it seems that the necromancers aren't using the interactions....so my question then how do I make it so that they do.
It seems to be working now...though 'mangled corpses' don't work.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on July 08, 2014, 08:11:58 pm
It appears that the list of goals to use in secrets has been expanded quite a bit. From the string dump: STAY_ALIVE, MAINTAIN_ENTITY_STATUS, START_A_FAMILY, RULE_THE_WORLD, CREATE_A_GREAT_WORK_OF_ART, CRAFT_A_MASTERWORK, BRING_PEACE_TO_THE_WORLD, BECOME_A_LEGENDARY_WARRIOR, MASTER_A_SKILL, FALL_IN_LOVE, SEE_THE_GREAT_NATURAL_SITES, IMMORTALITY. After that follows "Unrecognised Goal Token".  The last version had only IMMORTALITY.

I wonder how this will effect actual gameplay.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 08, 2014, 08:19:58 pm
https://www.dropbox.com/s/f1qtf0nll4a1yip/DF2014%20String%20Dump.txt
Dump of all strings in the new exe, you can use this to search for tokens.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 08, 2014, 08:39:45 pm
New ones I found:

[SENSE_CREATURE_CLASS:class:tile:color(foreground:background:brightness)]

That's good. Allows you to see creatures of a certain class through walls, I'd guess.

[STANCE_CLIMBER]?

Not sure if that requires an argument, not sure what it does.

[VISION_ARC:num]

Not sure if that's even a number, not sure what exactly this does. Testing is in order.

[CV_NEW_CTAG:TAG]

[CV_ADD_CTAG:TAG]

etc.

I assume these are for creature tags as opposed to caste tags.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 08, 2014, 08:40:43 pm
New ones I found:

[SENSE_CREATURE_CLASS:class]

That's good. Allows you to see creatures of a certain class through walls, I'd guess.
You can actually see it in action with Vampires. You can sense anything with GENERAL_POISON through walls.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 08, 2014, 08:48:19 pm
That would be with the new syndrome creature effect, CE_SENSE_CREATURE_CLASS.

Here it is in the vampire raw (from the string dump):

[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:15:4:0:1]

15 is the tile, 4:0:1 is the color. I think SENSE_CREATURE_CLASS:class:tile:color is more accurate, and I have edited the above post accordingly.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jaked122 on July 08, 2014, 09:21:21 pm
I'm back with information, if you want to have your dwarves be obnoxiously fast, add the tag
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:1:1:1:1:1:0]

to dwarves. This is useful to know...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on July 08, 2014, 09:26:09 pm
Is there any way to increase their action speed as well?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 08, 2014, 09:56:36 pm
Replace all prepare and recover things with 1:1 (perhaps 0:0 works as well).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 08, 2014, 10:11:10 pm
Replace all prepare and recover things with 1:1 (perhaps 0:0 works as well).
Might still not affect jobs, which I think is what he was getting at.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 08, 2014, 10:34:13 pm
[STANCE_CLIMBER] is used for spiders, cats and other things that climb up walls just by walking.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 08, 2014, 11:34:55 pm
Yes I am also interested in job speed. Since it doesn't seem to fit into anything with attacks or stances or gaits logically, where did it go?  Or is it just weirdly part of gait?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 08, 2014, 11:40:07 pm
I think it may just be gone now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Tabithda on July 09, 2014, 12:00:48 am
It might be that job speed is now completely controlled by PHYS_ATT_RANGE and MENT_ATT_RANGE tokens alone.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ravendarksky on July 09, 2014, 05:59:35 am
From my testing so far, it seem that pulping results in the part "collapsing".  So if say the lower body of an otherwise brainless, organless, and bloodless creature is beaten on enough it will collapse, resulting in instant death.
RIP Giant invulnerable sponges :(
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on July 09, 2014, 07:44:40 am
[STANCE_CLIMBER]?
I haven't tested it, but I'm 77% sure it lets you climb if you don't have any [GRASP] body parts. BRB, adding it to non-humanoid demons.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on July 09, 2014, 07:58:46 am
What causes a civilization to be hidden, i.e. kobold, is it caves or skulking?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lanp on July 09, 2014, 08:05:11 am
I would be surprised if DF used long ints. I thought every variable was 32 bit integer?
IIRC temperature has a maximum value of 65,000 whatever that an unsigned long int would have (from absolute zero to dragonfire at around 50,000 urists, plus a little head room).

But if lower numbers of healing are faster, it's a moot point for these purposes. 

Did you actually test it though? A body made out of adamantine or whatever = not gonna get pulped in one hit probably, which then gives it time to heal before the next hit. It doesn't have to LITERALLY be 100% invulnerable in order to be for all intents of practical purposes invulnerable in-game.

Whether I have the material for the part with the [UPPERBODY] as adamantine or the material I made that is stronger than adamantine it ultimately gets pulped. This is even with the healing rate set to 1. A strong enough attack will just pulp it. I'm beginning to think that immortality isn't possible anymore or will require some very clever token abuse. I suppose I'll wait and see what mods the community comes up with.

I dug through the string dump list that Xangi was kind enough to provide us with earlier and found this tag [PREVENTS_PARENT_COLLAPSE]. I applied it to just the 'core' body part but that did nothing. Then I applied it to the core and the upper body and it still did nothing. Then I got really frustrated and applied it to every single body part. I think it worked. I have two of these (hopefully)unkillable creatures going at it in the arena for the last five minutes straight and neither has been able to kill the other yet. Usually one of them is dead within a few seconds. I'm going to test it a bit more to see how it works exactly but I think this may be a tag to prevent pulping.

Edit: Just had this creature up against Putnam's God of Destruction from his DBZ mod and it comes out on top every time. I can't seem to get a long test with two of them fighting for more than a few minutes without the game crashing. Could be the result of a flood of hacked off and regenerated body parts all over the place.

Here is a link to the creature in case anyone feels like messing with it.
https://dl.dropboxusercontent.com/u/33114737/Regenerator_DF2014.zip

Edit: Link to a slightly cleaned up but mostly the same version.
https://dl.dropboxusercontent.com/u/33114737/regenerator.0.40.01.zip
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 09, 2014, 08:12:03 am
Yeah, it is. It's used on skulls and the sections of spinal cord to make sure that the bodyparts they're in can't crumple into gore until they're smashed into bits.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zaratustra on July 09, 2014, 09:26:11 am
Is there any way to make a body structure that's only used by demons/titans/etc?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 09, 2014, 09:53:38 am
Did Toady add the giant elephants and elephant men I've seen him mentioning? I can't find either in the raws in 40.01.

Is there any way to make a body structure that's only used by demons/titans/etc?
Far as I know demons and titans and forgotten beasts are all still procedurally generated from hard code in the game itself, not in the raws. You can make fake imitation demons in the raws but they won't be spawned in hell as a part of the demon zerg rush or anything.

What causes a civilization to be hidden, i.e. kobold, is it caves or skulking?
Should be skulking. Probably skulking.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 09, 2014, 10:15:08 am
Is there any way to make a body structure that's only used by demons/titans/etc?
Far as I know demons and titans and forgotten beasts are all still procedurally generated from hard code in the game itself, not in the raws. You can make fake imitation demons in the raws but they won't be spawned in hell as a part of the demon zerg rush or anything.

Actually, user-defined demons do take part in the invasion from hell. At least, that's how it worked in 34.11, when you use reveal demon in dfhack. I've always got my resurrected .40d demons to spawn.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 09, 2014, 10:21:13 am
Is there any way to make a body structure that's only used by demons/titans/etc?
Far as I know demons and titans and forgotten beasts are all still procedurally generated from hard code in the game itself, not in the raws. You can make fake imitation demons in the raws but they won't be spawned in hell as a part of the demon zerg rush or anything.

Actually, user-defined demons do take part in the invasion from hell. At least, that's how it worked in 34.11, when you use reveal demon in dfhack. I've always got my resurrected .40d demons to spawn.
As far as I am aware they do spawn in hell, but not take part in the zerg rush, which is generated on the spot.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 09, 2014, 10:25:09 am
Wait, [DEMON] can be used in user-defined raws now/again?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on July 09, 2014, 10:27:11 am
Wait, [DEMON] can be used in user-defined raws now/again?
No, but DEPTH:5:5 creatures with flying spawn in the initial wave, and 5:5 without FLYER spawn on the map-edge in the hfs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 09, 2014, 10:30:08 am
That is going to be useful. Never knew about that.
I'm assuming this lets you have "HFS" with the HFS number set to 0 on worldgen?
Because that would let you control your own Fun.
"I don't want to deal with scorpions made of crystal glass. LET'S HAVE ANTS MADE OF MICROCLINE INSTEAD."
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 09, 2014, 10:31:00 am
Wait, [DEMON] can be used in user-defined raws now/again?
No, but DEPTH:5:5 creatures with flying spawn in the initial wave, and 5:5 without FLYER spawn on the map-edge in the hfs.
Huh. Did not know this.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: palu on July 09, 2014, 10:32:22 am
Do the numbers for the different gaits mean the same thing?

For example, will giving a creature
Code: [Select]
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:3512:2634:1756:878:4900:6900] 10 kphmake it fly at 10 kph? (I know the number after doesn't make any difference, but it was part of what I'd copied from the rocs walking gaits.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 09, 2014, 10:34:46 am
Do the numbers for the different gaits mean the same thing?

For example, will giving a creature
Code: [Select]
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:3512:2634:1756:878:4900:6900] 10 kphmake it fly at 10 kph? (I know the number after doesn't make any difference, but it was part of what I'd copied from the rocs walking gaits.

There's a table of different speeds in the "notes" folder.  For now, you might want to just copy the numbers for the going speed you want.

Since they replace SPEED, I assume, they've a similar effect for different types of motion.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: palu on July 09, 2014, 10:48:07 am
I didn't see that folder. Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lukander on July 09, 2014, 11:18:04 am
After testing in the arena, I found the new combat speed system affects the firing rate for ranged weapons(i.e bows and crossbows), based on the fired projectiles ATTACK_PREPARE_AND_RECOVER stats. Yay!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 09, 2014, 11:32:24 am
Wait, [DEMON] can be used in user-defined raws now/again?
No, but DEPTH:5:5 creatures with flying spawn in the initial wave, and 5:5 without FLYER spawn on the map-edge in the hfs.
Isn't there a token, though, that makes them friendly to demons?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Witty on July 09, 2014, 12:23:41 pm
IIRC, it is [AT_PEACE_WITH_WILDLIFE]. At least that was the case with the last version.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on July 09, 2014, 12:46:17 pm
I'm making some cold enviroment animals but I'm stuck when I put in insulation it says;
*** Error(s) found in the file "raw/objects/creature_locust's_coldanimals.txt"
MAMMOTH:Unrecognized Creature Token: INSULATION


Code: [Select]
creature_locust's_coldanimals

[OBJECT:CREATURE]

[CREATURE:MAMMOTH]
[DESCRIPTION:A huge, furry mammal, found grazing in frozen grasslands in groups.  It eats plants which it lifts up with its long trunk.  When angered, it will attack with its long tusks.]
[NAME:mammoth:mammoths:mammoth]
[CASTE_NAME:mammoth:mammoths:mammoth]
[CHILD:10]
[GENERAL_CHILD_NAME:mammoth calf:mammoth calves]
[CREATURE_TILE:'M'][COLOR:7:0:0]
[PETVALUE:500]
[PET]
[GRAZER:100]
[MOUNT_EXOTIC]
[TRAINABLE]
[LARGE_ROAMING]
[BIOME:FOREST_TAIGA]
[BIOME:TUNDRA]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:7]
[BENIGN]
[MEANDERER]
[NATURAL]
[PREFSTRING:wooly]
[BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:2TUSKS:GENERIC_TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[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]
[USE_MATERIAL_TEMPLATE:IVORY:TOOTH_TEMPLATE]
[STATE_NAME:ALL_SOLID:ivory]
[STATE_ADJ:ALL_SOLID:ivory]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:IVORY:IVORY_TEMPLATE]
[TISSUE_NAME:ivory:NP]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN: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:0:0:500000]
[BODY_SIZE:2:0:2500000]
[BODY_SIZE:5:0:5000000]
[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:50:70]
[ATTACK:KICK:BODYPART:BY_CATEGORY:FOOT_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:GORE:BODYPART:BY_CATEGORY:TUSK]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[DIURNAL]
[HOMEOTHERM:10066]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:1422:1127:831:488:2500:3700]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900]
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_BROWN:1:IRIS_EYE_GOLD:1:IRIS_EYE_YELLOW:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:5]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:hair:SINGULAR]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 09, 2014, 12:47:46 pm
INSULATION seems to have been phased out in 0.34.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on July 09, 2014, 12:49:59 pm
INSULATION seems to have been phased out in 0.34.

It's still in vanilla cold weather animals, but doesn't seem to be triggering anything.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Mictlantecuhtli on July 09, 2014, 12:52:26 pm
I still see it in many creatures.
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]

I forget, but I can assume your syntax in the raw is messing up the creature somehow and I don't know body details at all.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on July 09, 2014, 01:07:07 pm
I still see it in many creatures.
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]

I forget, but I can assume your syntax in the raw is messing up the creature somehow and I don't know body details at all.
Yeah it goes AFTER, standard_materials.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 09, 2014, 01:12:10 pm
Has there been any changes to the raws indetermining attack and movement speed changes in interactions?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 09, 2014, 01:24:41 pm
Has there been any changes to the raws indetermining attack and movement speed changes in interactions?

Nope, CE_SPEED_CHANGE is identical; I'm not sure if it affects attack speed at all, but it definitely affects movement speed.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on July 09, 2014, 01:36:12 pm
Maximum jump distance seems to be 5 tiles after full sprint.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Tabithda on July 09, 2014, 01:54:49 pm
Skulls have been made much bigger now, going from [DEFAULT_RELSIZE:20] in .34.11 to [DEFAULT_RELSIZE:200] in .40.x

It also now has the PREVENTS_PARENT_COLLAPSE token and the CONNECTOR token.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 09, 2014, 02:00:05 pm
Skulls have been made much bigger now, going from [DEFAULT_RELSIZE:20] in .34.11 to [DEFAULT_RELSIZE:200] in .40.x

It also now has the PREVENTS_PARENT_COLLAPSE token and the CONNECTOR token.

Yeah, because otherwise skulls would be pulped at the slightest punch.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Mictlantecuhtli on July 09, 2014, 02:09:45 pm
PREVENTS_PARENT_COLLAPSE is interesting to me. It stops the bodypart itself from pulpification?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 09, 2014, 02:23:10 pm
PREVENTS_PARENT_COLLAPSE is interesting to me. It stops the bodypart itself from pulpification?
Heads can be pulped if they are targeted. I tested in arena by taking control of a human hammerman with a silver maul. Bash the head hard enough and it can explode into gore. PREVENTS_PARENT_COLLAPSE probably makes it so that parts connected to the part with the tag can be pulped independently of the "parent" part.

So, for example, attacking a creature's eye with a silver maul will pulp the eye, but not the entire head. I know, I tried. Also tried pulping the tongue, nose, and ear. Science concludes that I can wield a huge hammer with surgeon's precision in order to smash someone's eye into paste without harming the rest of the skull.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 09, 2014, 02:31:39 pm
PREVENTS_PARENT_COLLAPSE is interesting to me. It stops the bodypart itself from pulpification?
Heads can be pulped if they are targeted. I tested in arena by taking control of a human hammerman with a silver maul. Bash the head hard enough and it can explode into gore. PREVENTS_PARENT_COLLAPSE probably makes it so that parts connected to the part with the tag can be pulped independently of the "parent" part.

So, for example, attacking a creature's eye with a silver maul will pulp the eye, but not the entire head. I know, I tried. Also tried pulping the tongue, nose, and ear. Science concludes that I can wield a huge hammer with surgeon's precision in order to smash someone's eye into paste without harming the rest of the skull.
In July of 2014, Spehss_ became Chief Medical Dwarf of the Bay 12 Forums.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 09, 2014, 02:33:58 pm
After repeated punches to the face, I can surely say skulls aren't tissue paper anymore.
They're more like a hardcover book.
It takes a while, but you can totally make a head explode into gore with a hard enough punch - if your foe is not conscious, use the harder, but slower, attacks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on July 09, 2014, 02:47:27 pm
Question about bodies (not limited to the new version);

Say I give an animal four legs, each with the [CATEGORY:LEG], and then give them

Code: [Select]
[BP:HOOF:hoof:hooves][CON_CAT:LEG][STANCE][CATEGORY:HOOF]
[DEFAULT_RELSIZE:120]

Will they have a hoof on each leg, or will it only be one hoof? Will the game automatically number/name them, or will they all just be listed as 'hoof'?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 09, 2014, 03:03:09 pm
Uhh... How do I go about creating a unicorn with a steel horn?

Looking at the tissue_template_default, I think that I'll just have to somewhere in the unicorn file specify that the material of the horn is to be steel, and then the tissue_template will grab that value and use it for the tissue?

How would I go about specifying that the horn should be steel?

What I tried so far is to simply change
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
to
[USE_MATERIAL:HORN:INORGANIC:HORN_UNICORN]

But when I killed and butchered the unicorn in the arena, it had no horn. Any help would be greatly appreciated. :D
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 09, 2014, 03:06:01 pm
Aha! Found this tidbit in the deer raws:

[VISION_ARC:50:310]  This is the binocular and non-binocular vision arcs.

Basically, the first number is the vision (I assume in degrees) cone size of the creature one one-eyed, second number when two-eyed.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Evaris on July 09, 2014, 03:06:46 pm
Quick question: is it possible to make a reaction which requires a bucket with water in it, which would also have dwarves fill buckets with said water?  Sorry figured I'd ask quick.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 09, 2014, 03:08:42 pm
Question about bodies (not limited to the new version);

Say I give an animal four legs, each with the [CATEGORY:LEG], and then give them

Code: [Select]
[BP:HOOF:hoof:hooves][CON_CAT:LEG][STANCE][CATEGORY:HOOF]
[DEFAULT_RELSIZE:120]

Will they have a hoof on each leg, or will it only be one hoof? Will the game automatically number/name them, or will they all just be listed as 'hoof'?
Should be a hoof on each leg, but they won't be named IIRC.

Aha! Found this tidbit in the deer raws:

[VISION_ARC:50:310]  This is the binocular and non-binocular vision arcs.

Basically, the first number is the vision (I assume in degrees) cone size of the creature one one-eyed, second number when two-eyed.
First number is the "red zone" when sneaking, second is the "yellow zone"

Uhh... How do I go about creating a unicorn with a steel horn?

Looking at the tissue_template_default, I think that I'll just have to somewhere in the unicorn file specify that the material of the horn is to be steel, and then the tissue_template will grab that value and use it for the tissue?

How would I go about specifying that the horn should be steel?

What I tried so far is to simply change
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
to
[USE_MATERIAL:HORN:INORGANIC:HORN_UNICORN]

But when I killed and butchered the unicorn in the arena, it had no horn. Any help would be greatly appreciated. :D

[TISSUE_LAYER:BY_CATEGORY:HORN:<a tissue made of steel you define>]
Here's an example tissue:
   [TISSUE:BLADE]
      [TISSUE_NAME:metal:NP]
      [TISSUE_MATERIAL:INORGANIC:STEEL]
      [RELATIVE_THICKNESS:1]
      [HEALING_RATE:200]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 09, 2014, 03:13:53 pm
Spoiler (click to show/hide)
In July of 2014, Spehss_ became Chief Medical Dwarf of the Bay 12 Forums.

Uh, feel free to test science out yourselves guys, I'm not 100% certain that that's what the tag does.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dunmeris on July 09, 2014, 03:21:38 pm
Once a month or two has passed and most of the worst glitches have been fixed, this is gonna be so awesome!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 09, 2014, 03:29:24 pm
Uhh... How do I go about creating a unicorn with a steel horn?

Looking at the tissue_template_default, I think that I'll just have to somewhere in the unicorn file specify that the material of the horn is to be steel, and then the tissue_template will grab that value and use it for the tissue?

How would I go about specifying that the horn should be steel?

What I tried so far is to simply change
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
to
[USE_MATERIAL:HORN:INORGANIC:HORN_UNICORN]

But when I killed and butchered the unicorn in the arena, it had no horn. Any help would be greatly appreciated. :D

[TISSUE_LAYER:BY_CATEGORY:HORN:<a tissue made of steel you define>]
Here's an example tissue:
   [TISSUE:BLADE]
      [TISSUE_NAME:metal:NP]
      [TISSUE_MATERIAL:INORGANIC:STEEL]
      [RELATIVE_THICKNESS:1]
      [HEALING_RATE:200]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]

Thank you, now it drops (Insert unicorn's name)'s horn steel, which is definitely progress. Is there any way for me to make it drop just "steel"?

Edit:
Spoiler: Current relevant raws (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 09, 2014, 03:38:59 pm
So I did the smart thing and deleted the PREVENTS_PARENT_COLLAPSE tag from the skull in body_rcp.txt, then tested in arena with a bronze colossus and kobold. The whole "crush a dude's eye with a punch without hurting the rest of his face" is due to a quirk of aiming attacks, not the PREVENTS_PARENT_COLLAPSE tag.

So I don't know what that tag does then. It'd be nice if Toady provided official documentation of what each tag in the raws does. Would be a lot of writing though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 09, 2014, 03:39:40 pm
You can also just use EBO tags (extra butcher objects) to drop whatever you feel like as an extra item upon butchering. An animal can drop a stone ladle if you want, without any connection to tissues.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 09, 2014, 03:41:05 pm
Uhh... How do I go about creating a unicorn with a steel horn?

Looking at the tissue_template_default, I think that I'll just have to somewhere in the unicorn file specify that the material of the horn is to be steel, and then the tissue_template will grab that value and use it for the tissue?

How would I go about specifying that the horn should be steel?

What I tried so far is to simply change
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
to
[USE_MATERIAL:HORN:INORGANIC:HORN_UNICORN]

But when I killed and butchered the unicorn in the arena, it had no horn. Any help would be greatly appreciated. :D

[TISSUE_LAYER:BY_CATEGORY:HORN:<a tissue made of steel you define>]
Here's an example tissue:
   [TISSUE:BLADE]
      [TISSUE_NAME:metal:NP]
      [TISSUE_MATERIAL:INORGANIC:STEEL]
      [RELATIVE_THICKNESS:1]
      [HEALING_RATE:200]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]

Thank you, now it drops (Insert unicorn's name)'s horn steel, which is definitely progress. Is there any way for me to make it drop just "steel"?

Edit:
Spoiler: Current relevant raws (click to show/hide)
Honestly, not entirely sure. I'm thinking it'll always still have the name attached though, since it came from that creature.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 09, 2014, 03:51:07 pm
You can also just use EBO tags (extra butcher objects) to drop whatever you feel like as an extra item upon butchering. An animal can drop a stone ladle if you want, without any connection to tissues.

Thanks, didn't know about this. :o This will be really useful, seeing as I'm working on a rather "gamey" mod :D

Honestly, not entirely sure. I'm thinking it'll always still have the name attached though, since it came from that creature.

Alright :o Would it be possible to make the unicorn not drop the horn, but still keep it? Then I could add a drop with the EBO tags.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 09, 2014, 03:52:57 pm
The way I got rid of those for wool and linen (so they'd stop appearing as sheep wool felt and rope reed linen) was to add NO_PREFIX into the appropriate USE_MATERIAL_TEMPLATE mess, like here:

Code: [Select]
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
[STATE_NAME:ALL_SOLID:cave cotton]
[STATE_ADJ:ALL_SOLID:linen]
[THREAD:LOCAL_PLANT_MAT:THREAD]
[MATERIAL_VALUE:2]
[PREFIX:NONE]

Since you're using a ready-to-go inorganic material, that might be a little more tricky.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 09, 2014, 03:56:43 pm
You can also just use EBO tags (extra butcher objects) to drop whatever you feel like as an extra item upon butchering. An animal can drop a stone ladle if you want, without any connection to tissues.

Thanks, didn't know about this. :o This will be really useful, seeing as I'm working on a rather "gamey" mod :D

Honestly, not entirely sure. I'm thinking it'll always still have the name attached though, since it came from that creature.

Alright :o Would it be possible to make the unicorn not drop the horn, but still keep it? Then I could add a drop with the EBO tags.
I'm pretty sure [SMALL] on a BP means it won't be dropped.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on July 09, 2014, 04:14:03 pm
So I did the smart thing and deleted the PREVENTS_PARENT_COLLAPSE tag from the skull in body_rcp.txt, then tested in arena with a bronze colossus and kobold. The whole "crush a dude's eye with a punch without hurting the rest of his face" is due to a quirk of aiming attacks, not the PREVENTS_PARENT_COLLAPSE tag.

So I don't know what that tag does then. It'd be nice if Toady provided official documentation of what each tag in the raws does. Would be a lot of writing though.

I would be surprised if DF used long ints. I thought every variable was 32 bit integer?
IIRC temperature has a maximum value of 65,000 whatever that an unsigned long int would have (from absolute zero to dragonfire at around 50,000 urists, plus a little head room).

But if lower numbers of healing are faster, it's a moot point for these purposes. 

Did you actually test it though? A body made out of adamantine or whatever = not gonna get pulped in one hit probably, which then gives it time to heal before the next hit. It doesn't have to LITERALLY be 100% invulnerable in order to be for all intents of practical purposes invulnerable in-game.

Whether I have the material for the part with the [UPPERBODY] as adamantine or the material I made that is stronger than adamantine it ultimately gets pulped. This is even with the healing rate set to 1. A strong enough attack will just pulp it. I'm beginning to think that immortality isn't possible anymore or will require some very clever token abuse. I suppose I'll wait and see what mods the community comes up with.

I dug through the string dump list that Xangi was kind enough to provide us with earlier and found this tag [PREVENTS_PARENT_COLLAPSE]. I applied it to just the 'core' body part but that did nothing. Then I applied it to the core and the upper body and it still did nothing. Then I got really frustrated and applied it to every single body part. I think it worked. I have two of these (hopefully)unkillable creatures going at it in the arena for the last five minutes straight and neither has been able to kill the other yet. Usually one of them is dead within a few seconds. I'm going to test it a bit more to see how it works exactly but I think this may be a tag to prevent pulping.

Edit: Just had this creature up against Putnam's God of Destruction from his DBZ mod and it comes out on top every time. I can't seem to get a long test with two of them fighting for more than a few minutes without the game crashing. Could be the result of a flood of hacked off and regenerated body parts all over the place.

Here is a link to the creature in case anyone feels like messing with it.
https://dl.dropboxusercontent.com/u/33114737/Regenerator_DF2014.zip
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on July 09, 2014, 04:24:05 pm
Is it possible to make custom sites now?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 09, 2014, 04:25:13 pm
Quote
Alright :o Would it be possible to make the unicorn not drop the horn, but still keep it? Then I could add a drop with the EBO tags.
I can't seem to find the [SMALL] tag he mentioned, but try that first.

If it doesn't work, another option might be making the horn material out of gas?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 09, 2014, 04:26:07 pm
Quote
Alright :o Would it be possible to make the unicorn not drop the horn, but still keep it? Then I could add a drop with the EBO tags.
I can't seem to find the [SMALL] tag he mentioned, but try that first.

If it doesn't work, another option might be making the horn material out of gas?
It's for body parts. You'll need a custom horn.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 09, 2014, 04:28:06 pm
You can also just use EBO tags (extra butcher objects) to drop whatever you feel like as an extra item upon butchering. An animal can drop a stone ladle if you want, without any connection to tissues.

Thanks, didn't know about this. :o This will be really useful, seeing as I'm working on a rather "gamey" mod :D

Honestly, not entirely sure. I'm thinking it'll always still have the name attached though, since it came from that creature.

Alright :o Would it be possible to make the unicorn not drop the horn, but still keep it? Then I could add a drop with the EBO tags.
I'm pretty sure [SMALL] on a BP means it won't be dropped.

Thank you :D So I could just create a new bodypart for unicorn horns, add [SMALL] to it and then add my custom drop?

I think I found a work-around though... Just started learning to do reactions, apparently I can use one material (unicorn horn, for example) and then use it to create an object of another material. Sorry about that :p

I'm not quite understanding reactions either. I get the concept, but I get confused with all the NONE's. The following works until I select the knife, so it's either the knife reagent or the product that crashes the game for me. Any hints as to which part is wrong would be greatly appreciated. :)
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 09, 2014, 04:29:51 pm
Spoiler (click to show/hide)

Ok, so what I got out of that is that PREVENTS_PARENT_COLLAPSE when applied to every body part of a creature makes it utterly immune to pulping. If there's a part that isn't immune to pulping, that part can eventually get pulped. Cool.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 09, 2014, 04:31:24 pm
ITEM_TOOL_KNIFE_CARVING and ITEM_WEAPON_DAGGER are both subtypes, you're missing the actual item tokens. Put "TOOL:" and "WEAPON:" in front of them, respectively.

Try this:
Code: [Select]
[REACTION:MAKE_DAGGER_FROM_HORN]
[NAME:craft a unicorn horn dagger]
[ADVENTURE_MODE_ENABLED]
[REAGENT:unicorn horn:1:CORPSEPIECE:CREATURE_MAT:UNICORN:HORN]
[REAGENT:knife:1:TOOL:ITEM_TOOL_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:INORGANIC:STEEL]
[SKILL:BONECARVE][/spoiler]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lanp on July 09, 2014, 04:36:14 pm
Spoiler (click to show/hide)

Ok, so what I got out of that is that PREVENTS_PARENT_COLLAPSE when applied to every body part of a creature makes it utterly immune to pulping. If there's a part that isn't immune to pulping, that part can eventually get pulped. Cool.

I tried removing the tag from every part but the chest, torso, and core and it could still die from pulping. I didn't test exactly how many parts need to have the tag before it is still immortal. I'm thinking that the chest, head, torso, upper arms and upper legs need to have it. Basically every single part that is attached to the part that has the [UPPERBODY] token. I'm still too lazy to test it further because I'm totally satisfied with how it's working right now.

Now if only I could get it to bleed but not die from blood loss it would be complete...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 09, 2014, 04:40:31 pm
ITEM_TOOL_KNIFE_CARVING and ITEM_WEAPON_DAGGER are both subtypes, you're missing the actual item tokens. Put "TOOL:" and "WEAPON:" in front of them, respectively.

Try this:
Code: [Select]
[REACTION:MAKE_DAGGER_FROM_HORN]
[NAME:craft a unicorn horn dagger]
[ADVENTURE_MODE_ENABLED]
[REAGENT:unicorn horn:1:CORPSEPIECE:CREATURE_MAT:UNICORN:HORN]
[REAGENT:knife:1:TOOL:ITEM_TOOL_KNIFE_CARVING:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:INORGANIC:STEEL]
[SKILL:BONECARVE][/spoiler]

Thank you, works like a charm. :D
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 09, 2014, 04:48:02 pm
Quote
I get confused with all the NONE's
NONE in some cases is basically a wildcard.

In a reagent, NONE means "anything that could go here, including actually 'none' itself" so TOOL:NONE:NONE:NONE = "any tool, of any subtype like ladles or cauldrons or pots, made out of any material and any material subtype." NONE:NONE:NONE:NONE = "any item at all" which peopla actually do use sometimes in conjunction with [REACTION_CLASS:SAUSAGE] or whatever, in which case it becomes "any item at all whose materials has a SAUSAGE reaction class tag in its raws"

In a product, however you would only use NONE when there actually is no tag you could put there. Such as "WOOD:NONE:LOCAL_PLANT_MAT:LARCH:WOOD"  WOOD is the item token for logs, which has no subtypes at all, so NONE is the second word.

I THINK (not 100% sure, easy to test though) that if you use NONE in a product in a place where there are actually options, it will randomly choose one of the options on the fly. Or it just won't work. Not sure which.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 09, 2014, 05:15:34 pm
Now if only I could get it to bleed but not die from blood loss it would be complete...

Make a fake blood tissue layer and remove the [BLOOD] tag from it. you will get weird combat messages but it will bleed and not die.

Code: [Select]
[TISSUE:BLOOD]
[TISSUE_NAME:blood:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLOOD]
[TISSUE_MAT_STATE:LIQUID]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[HEALING_RATE:1]
[TISSUE_SHAPE:LAYER]

[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:BLOOD] -- this should place the blood under the topmost layer if you use it after the BDP that layers your creature.

Also want to know and tossing this out there as it will take me time to try it myself. Since Gaits are creature variants, and they take ARGs 6 of them to be exact. does this mean we can toss args into other creature_variant classes? and can it be only numbers? or is these args only allowed for a CV that is all about GAIT.

EX.
[APPLY_CREATURE_VARIATION:HAS_BABY_CHILD:1:2]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Tabithda on July 09, 2014, 05:17:08 pm
Apparently, creatures that live in caves will in the post-worldgen activity stuff send out people to "reclaim" other caves, or otherwise send out people to "found" new ones(which if visited will have have nothing in them and no-one there).

I first noticed this with my modded race that lives in caves, and it also happens if you mod humans to live in caves.  I have not yet checked if kobolds do this, but I suspect that they do as well.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 09, 2014, 05:18:18 pm
Quote
Make a fake blood tissue layer and remove the [BLOOD] tag from it. you will get weird combat messages but it will bleed and not die.
Isn't the whole point of non-fatal bleeding for the sake of flavorful combat messages?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on July 09, 2014, 05:19:26 pm
Do you have to remove eating, sleeping, and drinking to get civilized egg-layers to reproduce successfully?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 09, 2014, 05:59:47 pm
Do you have to remove eating, sleeping, and drinking to get civilized egg-layers to reproduce successfully?
I don't think so, but it would probably help. I guess you could lock them in the nest-box room.


Has anyone tested if [IMMOBILE] is still valid?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 09, 2014, 06:21:17 pm
The sponge still has [IMMOBILE] in its raws, so I'd think it's still valid.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on July 09, 2014, 06:21:25 pm
Do you have to remove eating, sleeping, and drinking to get civilized egg-layers to reproduce successfully?
I don't think so, but it would probably help. I guess you could lock them in the nest-box room.


Has anyone tested if [IMMOBILE] is still valid?
Code: [Select]
[CREATURE:SPONGE]
[DESCRIPTION:A tiny sea creature which dwells on the ocean floor, devoid of senses or motion.]
[NAME:sponge:sponges:sponge]
[CASTE_NAME:sponge:sponges:sponge]
[CREATURE_TILE:'s'][COLOR:4:0:1]
[PETVALUE:10]
[FREQUENCY:100]
[AQUATIC][NOBONES]              [IMMOBILE]             [UNDERSWIM]
[BENIGN][NATURAL]
[NOT_BUTCHERABLE]
[BIOME:ANY_OCEAN]
[BIOME:ANY_LAKE]
[BIOME:ANY_RIVER]
[NO_EAT]
[NO_DRINK]
[NOTHOUGHT]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[EXTRAVISION]
[MUNDANE]
[POPULATION_NUMBER:250:500]
[PREFSTRING:squishy texture]
[BODY:BASIC_1PARTBODY_THOUGHT]
[USE_MATERIAL_TEMPLATE:SPONGE:SPONGE_TEMPLATE]
[USE_TISSUE_TEMPLATE:SPONGE:SPONGE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:ALL:SPONGE]
[HAS_NERVES]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[BODY_SIZE:0:0:50000]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:20:30] 2 to 200?
[ALL_ACTIVE]
[NO_SLEEP]
[NO_DIZZINESS]
[SET_TL_GROUP:BY_CATEGORY:ALL:SPONGE]
[TL_COLOR_MODIFIER:RED:1]
[TLCM_NOUN:body:SINGULAR]
yes

EDIT: ninja'd by EIGHT SECONDS ARGHBLARG
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 09, 2014, 06:22:41 pm
Hooray I'm helpful!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 09, 2014, 06:26:35 pm
Yeah I think I've gotta fix this bone pain nonsense before I do any further modding. Will post fix when it's done.

EDIT:
https://www.dropbox.com/s/ohpogozse5pqy74/tissue_template_default.txt

Here, this seems a lot more fair. I also upped organ pain so that you can't just fight at 100% with two busted lungs and a knife in your gut.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lanp on July 09, 2014, 06:34:22 pm
Now if only I could get it to bleed but not die from blood loss it would be complete...

Make a fake blood tissue layer and remove the [BLOOD] tag from it. you will get weird combat messages but it will bleed and not die.

Code: [Select]
[TISSUE:BLOOD]
[TISSUE_NAME:blood:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLOOD]
[TISSUE_MAT_STATE:LIQUID]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[HEALING_RATE:1]
[TISSUE_SHAPE:LAYER]

[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:BLOOD] -- this should place the blood under the topmost layer if you use it after the BDP that layers your creature.

I think you suggested this idea to me once before. I find that the combat logs really break my immersion when I do this.

Maybe Toady will be extra kind and in the next update we'll get a [NOBLOODLOSS] token.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 09, 2014, 08:50:25 pm
When a megabeast attacks a fort, does the announcement that pops up use the content from the [DESCRIPTION: ] tag in the megabeast's raws?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 09, 2014, 08:57:10 pm
Yes, it does.
In fact, it does that for any non-siege attack - werebeasts in human form will give the human description.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 09, 2014, 09:17:33 pm
I'm currently trying to create a reaction for magical potions/elixirs. I've got an inorganic material that looks like this:
Spoiler (click to show/hide)

How would I go about accessing the drink? Would the following work?
Spoiler (click to show/hide)

Does that look right? How would I go about making it require water instead of "any liquid"? Is WATER a material?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 09, 2014, 09:37:55 pm
What you did there is what you do for a plant, not for an inorganic. You probably want to use material reaction products.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 09, 2014, 09:44:44 pm
What you did there is what you do for a plant, not for an inorganic. You probably want to use material reaction products.

Yeah, I looked at a plump helmet for hints :-[ So I should just create another inorganic that is permanently in liquid form, and let this be the product of the reaction? And how do I make it only accept water? :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 09, 2014, 09:52:36 pm
Yeah, use the plump helmet raw for hints on that, like this:

Code: [Select]
   [INORGANIC:DRAUGHT_OF_REINVIGORATION]
      [USE_MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen draught of reinvigoration]
      [STATE_NAME_ADJ:LIQUID:draught of reinvigoration]
      [STATE_NAME_ADJ:GAS:boiling draught of reinvigoration]
      [MATERIAL_VALUE:10]
      [DISPLAY_COLOR:5:0:0]
      [EDIBLE_RAW]
      [PREFIX:NONE]
      [SYNDROME]
         [SYN_NAME:draught of reinvigoration]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_IMMUNE_CREATURE:RATTLESNAKE:ALL]
         [SYN_INJECTED]
         [CE_ADD_TAG:NO_EAT:NO_DRINK:NO_SLEEP:START:0:END:5]

You'll want the reaction to create that as a DRINK item. The rest is fine, except that you want SYN_INGESTED rather than SYN_INJECTED (since it's being drunk). You may not want rattlesnakes to be immune to it, either. Water is a material (http://dwarffortresswiki.org/index.php/DF2014:Material_token). 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 09, 2014, 09:58:10 pm
Yeah, use the plump helmet raw for hints on that, like this:

Code: [Select]
   [INORGANIC:DRAUGHT_OF_REINVIGORATION]
      [USE_MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen draught of reinvigoration]
      [STATE_NAME_ADJ:LIQUID:draught of reinvigoration]
      [STATE_NAME_ADJ:GAS:boiling draught of reinvigoration]
      [MATERIAL_VALUE:10]
      [DISPLAY_COLOR:5:0:0]
      [EDIBLE_RAW]
      [PREFIX:NONE]
      [SYNDROME]
         [SYN_NAME:draught of reinvigoration]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_IMMUNE_CREATURE:RATTLESNAKE:ALL]
         [SYN_INJECTED]
         [CE_ADD_TAG:NO_EAT:NO_DRINK:NO_SLEEP:START:0:END:5]

You'll want the reaction to create that as a DRINK item. The rest is fine, except that you want SYN_INGESTED rather than SYN_INJECTED (since it's being drunk). You may not want rattlesnakes to be immune to it, either. Water is a material (http://dwarffortresswiki.org/index.php/DF2014:Material_token).

Thanks Putnam, you're the boss! :D And yeah, good point about the rattlesnakes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Therion11 on July 10, 2014, 01:19:42 am
Hey folks

I'm still using 0.34, but I am looking for a way to add a creature in to my map. I tried spawn-units and it just gave me lines of error code that I didn't understand, I tried force with force megabeasts but that also spat out error codes. Can somebody help me either interpret what the errors mean or find an alternative means of adding dragons/rocs for my zoo without having to wait for them to show up and hope they don't get slaughtered by sieges or merchants before capturing them?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on July 10, 2014, 01:51:23 am
Hey folks

I'm still using 0.34, but I am looking for a way to add a creature in to my map. I tried spawn-units and it just gave me lines of error code that I didn't understand, I tried force with force megabeasts but that also spat out error codes. Can somebody help me either interpret what the errors mean or find an alternative means of adding dragons/rocs for my zoo without having to wait for them to show up and hope they don't get slaughtered by sieges or merchants before capturing them?

Use the .34 thread instead.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dibuk on July 10, 2014, 02:55:30 am
Riddle me this.

Open entity_default, make the goblins the playable race.

Remove:
Code: [Select]
[VARIABLE_POSITIONS:ALL]
[SITE_VARIABLE_POSITIONS:ALL]

And paste in the dwarfs positions (king etc) (or any other positions for that matter). If you now generate a world it will crash, this leads me to believe that the goblins must have some kind of special/new position that is required in the world gen - but hell if I knew!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Snaaty on July 10, 2014, 04:42:02 am
Hello,

I am not sure if this is the right thread to ask this, correct me, if I'm wrong.

I guess now with much new adventure stuff the old advfort plugin will be broken.
My question is: Do I have to learn lua or what if I want to mod my adventurer to be able to mine things?

Also, is it possible to access and change speech files, and/or "quest" situations?
I would really like a situation in which a local Jeweler-Dwarf asks for a rough gem, as a present for his wife, so you have to go outside or explore the caverns to mine that and get a nice reward after that.
I find it very strange, that the first thing my peasant-adventurer is asked to do is killing that ancient vampire that has already slaughtered 3015 Dwarves, with nothing but a copper spear.

So I hope you get my ideas, and can you can tell me whether they are possible to implement. :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 10, 2014, 05:25:59 am
1.) That's a moot point until DFHack gets back on its feet. Whether the plugin itself needs to be refurbished... that's up in the air, really. Probably not, but don't quote me on that.

2.) Not in a way you mean, no. Most of the text bits that banter is assembled from are embedded inside Dwarf Fortress.exe and can be screwed with to a limited extent using a certain tool, but you can't alter how the game applies them. You can't modify the quest system, either.

Some minor speech bits can be freely altered, however. Look inside \data\speech.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godlysockpuppet on July 10, 2014, 06:19:00 am
Curious :P World Gen crashes every time for me if you set a playable civilization to live in dark fortresses by default.

//edit
Just noticed this! I found it myself when I tried to mod in drow :)

Spoiler (click to show/hide)
Further confirms my theory. Set them to live in mountainhalls and it works.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sorcerer on July 10, 2014, 07:03:22 am
I'm also getting worldgen crashes when adding in a custom race that uses dark fortresses.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on July 10, 2014, 07:05:50 am
I think it is related to the new spoiler site.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godlysockpuppet on July 10, 2014, 07:08:54 am
Another funny thing I've noticed is for my drow, in a drow's thoughts it says "she appreciates good craftsdrowmanship", despite never having added any proffession names (I.e. craftsmen be called craftsdrow, spearmen be called speardrow). It does it automatically, that's kind of cool :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sorcerer on July 10, 2014, 07:11:02 am
update on the dark fortress thing, changing the civ to use detailed caves instead, the game does not crash, so it's definitely got something to do with the new spoilers.

I seem to have read something about goblins building their towers on top of spoiler sites.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godlysockpuppet on July 10, 2014, 07:14:47 am
update on the dark fortress thing, changing the civ to use detailed caves instead, the game does not crash, so it's definitely got something to do with the new spoilers.

I seem to have read something about goblins building their towers on top of spoiler sites.
It's confirmed now :P Dark forts for civ playable creatures causes crashes. Not to worry though, just bug it and move on, and we'll avoid that for now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sorcerer on July 10, 2014, 07:51:15 am
just discovered a strange bug.. I was trying to see if i could force my pegasus ponies to hover, so i put one on top of a tower and collapsed it

Code: [Select]
** Starting New Outpost **
Stidest Tislamoslan has become a militia commander.
There is nothing to catch in the southern swamps.
Something has collapsed on the surface!
The Jeweler's right lower foreleg takes the full force of the impact, bruising the muscle through the (cotton fiber dress)!
The Jeweler's left lower hindleg takes the full force of the impact, bruising the muscle through the (cotton fiber dress)!
The Jeweler is caught in a cloud of boiling magma!
The Jeweler is caught in a burst of silty clay!
The Jeweler is caught in a cloud of boiling magma!
The Jeweler slams into an obstacle!
The Jeweler's left flank takes the full force of the impact, bruising the muscle through the (cotton fiber cloak)!
The Jeweler's right upper foreleg takes the full force of the impact, bruising the muscle through the (cotton fiber cloak)!
The Jeweler is caught in a burst of sand!
The Jeweler is caught in a burst of silty clay!
The Jeweler is caught in a cloud of boiling magma!
The Jeweler slams into an obstacle!
The Jeweler's throat takes the full force of the impact, bruising the skin through the (cotton fiber cloak)!
The Jeweler's right flank takes the full force of the impact, bruising the muscle through the (cotton fiber cloak)!
The Jeweler is caught in a cloud of boiling magma!
The Jeweler is caught in a burst of silty clay!
The Jeweler is caught in a burst of sand!
The Jeweler is caught in a cloud of boiling magma!
The Jeweler regains consciousness.
The Jeweler is no longer stunned.
The Jeweler stands up.

I have no idea where the burst of boiling magma is coming from.
The testsubject herself is dead, but there is no combat log to indicate that anything happened.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hetairos on July 10, 2014, 07:55:04 am
That's an old bug. Rock/soil dust is referred to by the game as "boiling magma". There is no actual molten rock involved.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godlysockpuppet on July 10, 2014, 07:55:52 am
Well that boiling magma is caused by a material error. If something has a wrong material id or whatever, it defaults to magma. That "dust" is missing a material ID.
That's an old bug. Rock/soil dust is referred to by the game as "boiling magma". There is no actual molten rock involved.
This is... Kind of wrong, it is actually magma. It can cause burns and kill things. This was a problem with Meph's masterwork mod a long time ago where traders would try and bring a bag full of "magma" (something with a screwed up material ID or whatever) and set the whole map on fire.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Warmist on July 10, 2014, 07:59:28 am
1.) That's a moot point until DFHack gets back on its feet. Whether the plugin itself needs to be refurbished... that's up in the air, really. Probably not, but don't quote me on that.

2.) Not in a way you mean, no. Most of the text bits that banter is assembled from are embedded inside Dwarf Fortress.exe and can be screwed with to a limited extent using a certain tool, but you can't alter how the game applies them. You can't modify the quest system, either.

Some minor speech bits can be freely altered, however. Look inside \data\speech.
1) correct- wait for dfhack. Plugin (well script) will probably not need refurbishing. But i would love to rewrite, both to allow  other scripts issue similar jobs AND to allow you order around your companions.

2)we'll see... text files might be saved separately actually...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 10, 2014, 08:10:28 am
What do you mean "we'll see"? Are you holding out on some experimental DFHack magic that'd further our ability to fuck with the game?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Warmist on July 10, 2014, 08:28:00 am
What do you mean "we'll see"? Are you holding out on some experimental DFHack magic that'd further our ability to fuck with the game?
I was experimenting with advmode quest system. If new quest types were added it might be possible to extend it. Also there is almost no info about what is new in structures yet.
Generally: wait and see ;)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 10, 2014, 08:39:26 am
I think I had some insight on the dark fortress crash, which I'll try to test when I'm home. I believe that SITE_VARIABLE_POSITIONS is required on dark fort entities.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Shadowclaimer on July 10, 2014, 08:59:17 am
What exactly are the martial trances that the TRANCES creature tag enables?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godlysockpuppet on July 10, 2014, 09:02:53 am
What exactly are the martial trances that the TRANCES creature tag enables?
It boosts stats and speed. Not sure exactly what it does, I think it increases willpower (pain tolerance), endurance, toughness and agility. Maybe strength too.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Shadowclaimer on July 10, 2014, 09:04:09 am
What exactly are the martial trances that the TRANCES creature tag enables?
It boosts stats and speed. Not sure exactly what it does, I think it increases willpower (pain tolerance), endurance, toughness and agility. Maybe strength too.

Is adding this to a core race like a Dwarf offshoot potentially too powerful?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 10, 2014, 09:10:11 am
Come on, when was the last time you saw a dwarf in a martial trance? It's more of a seasoning that might help tip a hopeless situation towards better every once in a blue moon.

That tag also dictates "industrial trances" - strange moods.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Shadowclaimer on July 10, 2014, 09:12:38 am
Come on, when was the last time you saw a dwarf in a martial trance? It's more of a seasoning that might help tip a hopeless situation towards better every once in a blue moon.

That tag also dictates "industrial trances" - strange moods.

I actually don't recall seeing martial trances happening, are they something normal dwarves get?

Also, do you mean it allows them to have strange moods as well?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 10, 2014, 09:14:50 am
The legends say that when a military dwarf is cornered and outnumbered in battle, they may jerk into state of divine fighting flow that gives them a big bonus to all rolls for a short time.

The exact mechanism? Dimly understood.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Shadowclaimer on July 10, 2014, 09:16:22 am
The legends say that when a military dwarf is cornered and outnumbered in battle, they may jerk into state of divine fighting flow that gives them a big bonus to all rolls for a short time.

The exact mechanism? Dimly understood.

So what you're saying is, add it to damn near every race in my mod and watch the awesomeness happen once in awhile.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Snaaty on July 10, 2014, 09:23:05 am
Quote
Some minor speech bits can be freely altered, however. Look inside \data\speech.

Is it possible to simply add more lines of text to those speech-files, and then the game automatically selects one at random, when it has to?

Quote
2)we'll see... text files might be saved separately actually...

Now you're making me very curious.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 10, 2014, 09:33:25 am
Is it possible to simply add more lines of text to those speech-files, and then the game automatically selects one at random, when it has to?

Yeah, that's it. Go hog wild.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Shadowclaimer on July 10, 2014, 09:39:11 am
If you use the WEBBER token for a playable race, are there any issues that arise? I'd hate to add my spider people only to find out there's some unforseen issue if they web everything.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dibuk on July 10, 2014, 10:17:16 am
I think I had some uncouth on the dark fortress crash, which I'll try to test when I'm home. I believe that SITE_VARIABLE_POSITIONS is required on dark fort entities.

i tried it (among other things), still crashes. I guess the walkaround is the best option for now - which is a shame.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godlysockpuppet on July 10, 2014, 10:24:26 am
Come on, when was the last time you saw a dwarf in a martial trance? It's more of a seasoning that might help tip a hopeless situation towards better every once in a blue moon.

That tag also dictates "industrial trances" - strange moods.
Just want to chip in here... Trances have nothing to do with strange moods, that's decided by the NO EMOTION tag or not. Any intelligent creature that forms civilizations can have a strange mood unless they've no emotions. Trances is just for martial trances, which are usually triggered when outnumbered 3:1. I don't really know the maths behind it, but I've seen a competent soldier take on a legendary goblin lasher (Albeit he died from injuries shortly after) whilst in a trance, so they're pretty bad ass.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 10, 2014, 10:48:17 am
I managed to gen a world with human dark fortresses. I added EVIL to the humans. I'll try it now without EVIL.

EDIT: Without EVIL too. When is the crash supposed to happen?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godlysockpuppet on July 10, 2014, 10:53:30 am
I managed to gen a world with human dark fortresses. I added EVIL to the humans. I'll try it now without EVIL.

EDIT: Without EVIL too. When is the crash supposed to happen?
It's when you set the humans as [CIV_PLAYABLE] that it crashes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: palu on July 10, 2014, 10:59:51 am
Come on, when was the last time you saw a dwarf in a martial trance? It's more of a seasoning that might help tip a hopeless situation towards better every once in a blue moon.

That tag also dictates "industrial trances" - strange moods.
Just want to chip in here... Trances have nothing to do with strange moods, that's decided by the NO EMOTION tag or not. Any intelligent creature that forms civilizations can have a strange mood unless they've no emotions. Trances is just for martial trances, which are usually triggered when outnumbered 3:1. I don't really know the maths behind it, but I've seen a competent soldier take on a legendary goblin lasher (Albeit he died from injuries shortly after) whilst in a trance, so they're pretty bad ass.
I think this is wrong. I'm pretty sure the warlock skeletons in masterwork have [NOEMOTION], and no trances, and they still get moods
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 10, 2014, 11:03:40 am
I managed to gen a world with human dark fortresses. I added EVIL to the humans. I'll try it now without EVIL.

EDIT: Without EVIL too. When is the crash supposed to happen?
It's when you set the humans as [CIV_PLAYABLE] that it crashes.
Is this crash on tembark? Because I just embarked as dark fortress evil humans.

EDIT: did it without evil too.

EDIT 2: I've been hearing people say loading a fort causes save corruption, but I just managed to load a fort from yesterday which was before I messed around with the raws on this install. There must be something else to it.

EDIT 3: I've consistently genned worlds where humans live in dark towers and are playable, and am capable of saving and loading forts without problem. The save corruption and crashes must have another source.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 10, 2014, 11:07:49 am
Yeah, strange moods aren't defined by any specific tag - they happen for your fortress members if you meet certain requirements overall. In earlier versions, it was dwarf-exclusive (I'm assuming [CREATURE:DWARF] in [ENTITY:MOUNTAIN]), but now it happens for whatever creature your fort is.
I can attest to [NOEMOTION] not preventing moods - in pre-v1.0 of Chaos Theory, Fallens (when they were the Fallen Angels) still had moods but never emoted.
Ever.
There is one advantage/disadvantage to [NOEMOTION] moods - no fell or macabre moods, which can be useful if all your sad people are in the same room with your nobility, but bad if one goes fell near your only legendary weaponsmith.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sorcerer on July 10, 2014, 11:10:34 am
from the new creature_standard, here are the new personality tags

Code: [Select]
[PERSONALITY:ABSTRACT_INCLINED:0:50:100]
[PERSONALITY:ACTIVITY_LEVEL:0:50:100]
[PERSONALITY:ALTRUISM:0:50:100]
[PERSONALITY:ANGER_PROPENSITY:0:50:100]
[PERSONALITY:ANXIETY_PROPENSITY:0:50:100]
[PERSONALITY:ART_INCLINED:0:50:100]
[PERSONALITY:BASHFUL:0:50:100]
[PERSONALITY:BRAVERY:0:50:100]
[PERSONALITY:CHEER_PROPENSITY:0:50:100]
[PERSONALITY:CURIOUS:0:50:100]
[PERSONALITY:CRUELTY:0:50:100]
[PERSONALITY:DISCORD:0:50:100]
[PERSONALITY:DUTIFULNESS:0:50:100]
[PERSONALITY:EXCITEMENT_SEEKING:0:50:100]
[PERSONALITY:GREED:5:50:100]
[PERSONALITY:HATE_PROPENSITY:0:50:100]
[PERSONALITY:HUMOR:0:50:100]
[PERSONALITY:IMMODESTY:0:50:100]
[PERSONALITY:IMMODERATION:0:50:100]
[PERSONALITY:ORDERLINESS:0:50:50]
[PERSONALITY:PERSEVERENCE:0:50:100]
[PERSONALITY:PRIDE:0:50:100]
[PERSONALITY:SINGLEMINDED:0:50:100]
[PERSONALITY:STRESS_VULNERABILITY:0:50:100]
[PERSONALITY:SWAYED_BY_EMOTIONS:0:50:50]
[PERSONALITY:TOLERANT:100:50:100]
[PERSONALITY:TRUST:0:50:100]
[PERSONALITY:VANITY:0:50:100]
[PERSONALITY:VENGEFUL:0:50:100]
[PERSONALITY:VIOLENT:0:50:100]

Seems to be all
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 10, 2014, 11:38:50 am
Anyone know what the [ATTACK_PREPARE_AND_RECOVER:x:x] tokens in item_weapon.txt does? Pretty sure it determines the speed of a weapon's attack, but I don't know what the numbers measure exactly. I'd think it'd measure the number of ticks it takes for a weapon to start an attack and recover from an attack.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 10, 2014, 11:46:21 am
Anyone know what the [ATTACK_PREPARE_AND_RECOVER:x:x] tokens in item_weapon.txt does? Pretty sure it determines the speed of a weapon's attack, but I don't know what the numbers measure exactly. I'd think it'd measure the number of ticks it takes for a weapon to start an attack and recover from an attack.
I think that's exactly it. The first is how long it takes to perform the attack, and the second how long you have to wait to do any action again.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nero1024 on July 10, 2014, 12:02:10 pm
Hey I'm not sure if this is a bug or not but making a quadruped a flier prevents the creature from being able to (except while prone) change it's movement speed (to trot, canter, etc.) in the sneak menu. Giving the creature some flying gait tokens allows the creature to change it's flying speed even while firmly on the ground. I'm not sure if this applies to bipeds.

Also do entities still care about wearing clothes or be able to have them not care about clothes in this version?

Pic related stuff:

Standard quad sneak menu:
(https://www.dropbox.com/s/an970y28t2sslcd/Clipboarder.2014.07.10-003.png?dl=1)

Custom quad flyer (w/o the flying gaits) sneak menu:
(https://www.dropbox.com/s/qvl5m9k0eb09bhk/Clipboarder.2014.07.10-002.png?dl=1)

Custom quad flyer (w/ the flying gaits) sneak menu:
(https://www.dropbox.com/s/lu4kw3yq5z2iwpn/Clipboarder.2014.07.10.png?dl=1)


Raws:

Creature raws used to test with:
Spoiler (click to show/hide)

Neccesary BP raws to get the creature working:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Tabithda on July 10, 2014, 12:25:27 pm
Moods have nothing to do with any creature token.  Whether or not a race gets moods in fort mode is solely determined by [ARTIFACTS:YES] in the d_init file.

Also,
Code: [Select]
[PERSONALITY:ABSTRACT_INCLINED:0:50:100]
[PERSONALITY:ACTIVITY_LEVEL:0:50:100]
[PERSONALITY:ALTRUISM:0:50:100]
[PERSONALITY:ANGER_PROPENSITY:0:50:100]
[PERSONALITY:ANXIETY_PROPENSITY:0:50:100]
[PERSONALITY:ART_INCLINED:0:50:100]
[PERSONALITY:BASHFUL:0:50:100]
[PERSONALITY:BRAVERY:0:50:100]
[PERSONALITY:CHEER_PROPENSITY:0:50:100]
[PERSONALITY:CURIOUS:0:50:100]
[PERSONALITY:CRUELTY:0:50:100]
[PERSONALITY:DISCORD:0:50:100]
[PERSONALITY:DUTIFULNESS:0:50:100]
[PERSONALITY:EXCITEMENT_SEEKING:0:50:100]
[PERSONALITY:GREED:5:50:100]
[PERSONALITY:HATE_PROPENSITY:0:50:100]
[PERSONALITY:HUMOR:0:50:100]
[PERSONALITY:IMMODESTY:0:50:100]
[PERSONALITY:IMMODERATION:0:50:100]
[PERSONALITY:ORDERLINESS:0:50:50]
[PERSONALITY:PERSEVERENCE:0:50:100]
[PERSONALITY:PRIDE:0:50:100]
[PERSONALITY:SINGLEMINDED:0:50:100]
[PERSONALITY:STRESS_VULNERABILITY:0:50:100]
[PERSONALITY:SWAYED_BY_EMOTIONS:0:50:50]
[PERSONALITY:TOLERANT:100:50:100]
[PERSONALITY:TRUST:0:50:100]
[PERSONALITY:VANITY:0:50:100]
[PERSONALITY:VENGEFUL:0:50:100]
[PERSONALITY:VIOLENT:0:50:100]
This list is missing a few of the personality tags mentioned in this post (http://www.bay12forums.com/smf/index.php?topic=100851.msg4648673#msg4648673) by Toady One in the old Future of the Fortress thread.  I wonder, is this list incomplete or did Toady remove some of the tags he mentioned before the release?

These are the personality tags missing from list:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sorcerer on July 10, 2014, 12:28:28 pm
The ones i listed are the ones in use in the files atm, let me do some tests with the full list here, since I'm currently working on my ponies personalities.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 10, 2014, 12:30:08 pm
Nah, they're right here in the executable. Those ones just aren't needed, I reckon. Here's everything:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 10, 2014, 12:34:16 pm
Also,
Spoiler: PERSONALITY tags (click to show/hide)
This list is missing a few of the personality tags mentioned in this post (http://www.bay12forums.com/smf/index.php?topic=100851.msg4648673#msg4648673) by Toady One in the old Future of the Fortress thread.  I wonder, is this list incomplete or did Toady remove some of the tags he mentioned before the release?

These are the personality tags missing from list:
Spoiler (click to show/hide)
The missing ones are probably just calculated at defaults.  Finding out whether that default is something like a 0:50:100 range or a fixed 50 is a job for !!SCIENCE!!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Tabithda on July 10, 2014, 12:41:20 pm
The missing ones are probably just calculated at defaults.  Finding out whether that default is something like a 0:50:100 range or a fixed 50 is a job for !!SCIENCE!!
The default range in all past versions from at least 40d on has always been 0:50:100, and I would assume that it still is.  After all, if they were fixed at 50, then humans in the game would have no personality at all. :P
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 10, 2014, 12:49:47 pm
What kinds of plants govern [OUTDOOR_GARDEN] and [INDOOR_GARDEN]?  Does this have to do with whether the plant has harvestable growths?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 10, 2014, 12:50:09 pm
stuff
I doubt this has anything to do with it but [DIFFICULTY:10 hasn't been "closed", so it's probably still trying to read it as it goes.

I think the spit melts stuff because of the lines at the end, which makes the creature fireproof (and, I think, raise the heat of all its materials)

Could you remove the wings and add [FLIER] to the creature and tell me what happens? I'm at work and thus can't test it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 10, 2014, 12:57:35 pm
Did some quick testing in the arena of weapon start up and recovery times. I think the numbers in  [ATTACK_PREPARE_AND_RECOVER:NUMBER:NUMBER] measure the number of ticks in adventure mode units. While viewing battles in fort mode, having changed mauls to take 6 ticks to attack and recover rather than 3, it definitely doesn't take 6 presses of . to see a hammerman attack with the maul before attacking again.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 10, 2014, 01:01:51 pm
Did some quick testing in the arena of weapon start up and recovery times. I think the numbers in  [ATTACK_PREPARE_AND_RECOVER:NUMBER:NUMBER] measure the number of ticks in adventure mode units. While viewing battles in fort mode, having changed mauls to take 6 ticks to attack and recover rather than 3, it definitely doesn't take 6 presses of . to see a hammerman attack with the maul before attacking again.
Isn't fort time kind of weird anyway?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 10, 2014, 01:04:42 pm
Isn't fort time kind of weird anyway?

I've always got the impression that dwarven circadian rhythms are like Wagner operas. Same for drinking and eating seemingly. 

Speaking of which, that ingested syndrome might need to last longer to get a decent effect.  I always make them last 5 days or so, so that it doesn't wear out as soon as you finish the drink.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nero1024 on July 10, 2014, 01:11:02 pm
stuff
I doubt this has anything to do with it but [DIFFICULTY:10 hasn't been "closed", so it's probably still trying to read it as it goes.

I think the spit melts stuff because of the lines at the end, which makes the creature fireproof (and, I think, raise the heat of all its materials)

Could you remove the wings and add [FLIER] to the creature and tell me what happens? I'm at work and thus can't test it.

DF didn't complain about the un-closed token (and the error log reflects that) but that has been fixed.

Removed the wings but kept the [FLIER] and flying gaits related tokens and I still got the flight speed related controls (even while still on the ground) in the sneak menu. The same thing also happens with the standard bird people (tested w/ raven man and eagle man) as well. I'm assuming this is a bug.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 10, 2014, 01:22:13 pm
Isn't fort time kind of weird anyway?

I think it's safe to assume that all prior bets on how time works on dwarf actions are off.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 10, 2014, 01:35:04 pm
Did some quick testing in the arena of weapon start up and recovery times. I think the numbers in  [ATTACK_PREPARE_AND_RECOVER:NUMBER:NUMBER] measure the number of ticks in adventure mode units. While viewing battles in fort mode, having changed mauls to take 6 ticks to attack and recover rather than 3, it definitely doesn't take 6 presses of . to see a hammerman attack with the maul before attacking again.
Isn't 1 Fort click worth 72 Adventure clicks?  I doubt that the conversion is that simple because then every attack would take 1 fort tick, but it'd be simple to test with attack and recovery times in multiples of 72.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 10, 2014, 01:46:03 pm
That tag also dictates "industrial trances" - strange moods.

No it doesn't.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 10, 2014, 01:47:49 pm
Did some quick testing in the arena of weapon start up and recovery times. I think the numbers in  [ATTACK_PREPARE_AND_RECOVER:NUMBER:NUMBER] measure the number of ticks in adventure mode units. While viewing battles in fort mode, having changed mauls to take 6 ticks to attack and recover rather than 3, it definitely doesn't take 6 presses of . to see a hammerman attack with the maul before attacking again.
Isn't 1 Fort click worth 72 Adventure clicks?  I doubt that the conversion is that simple because then every attack would take 1 fort tick, but it'd be simple to test with attack and recovery times in multiples of 72.
For the record, yes, it seems all attacks viewed in fort mode take 1 tick.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Mictlantecuhtli on July 10, 2014, 01:51:02 pm
So that '3' number in prepare:recover translates into 1 dwarf mode tick?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 10, 2014, 01:55:15 pm
So that '3' number in prepare:recover translates into 1 dwarf mode tick?
From what Spehss_ is saying, it's more like 1/24th of a fort tick, but gets rounded up to one.

I would listen to what Spehss_ says, otherwise he might pulp your eyeball with a huge hammer, leaving your skull undamaged :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 10, 2014, 01:55:42 pm
stuff
I doubt this has anything to do with it but [DIFFICULTY:10 hasn't been "closed", so it's probably still trying to read it as it goes.

I think the spit melts stuff because of the lines at the end, which makes the creature fireproof (and, I think, raise the heat of all its materials)

Could you remove the wings and add [FLIER] to the creature and tell me what happens? I'm at work and thus can't test it.

DF didn't complain about the un-closed token (and the error log reflects that) but that has been fixed.

Removed the wings but kept the [FLIER] and flying gaits related tokens and I still got the flight speed related controls (even while still on the ground) in the sneak menu. The same thing also happens with the standard bird people (tested w/ raven man and eagle man) as well. I'm assuming this is a bug.
That's probably it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 10, 2014, 01:55:54 pm
So that '3' number in prepare:recover translates into 1 dwarf mode tick?
No, changing two handed weapons like the maul to have twice the time, by changing 3:3 to 6:6, results in attacks still taking 1 tick to process in fort time.

I swear I remember reading somewhere about the exact measurements of fort time in comparison to adventure time (heh). Can't remember the specifics but I think it was brought up during a discussion about weaponizing werebeasts and lunar cycles in fort mode.

Quote from: from wiki
How much a tick in time is worth against the yearly dwarven calendar depends on the game mode, as time in fortress mode is much more heavily accelerated than it is in adventurer mode. Fortress mode counts 1200 ticks per day and 403200 per year, while adventurer mode counts 86400 ticks to a day and therefore 29030400 ticks per year. According to these rates, each tick is equivalent to a real-world second in adventurer mode, but 1.2 minutes in fortress mode, making adventurers 72 times faster than your dwarves tick-for-tick. This is intended behavior, as the pacing in fortress mode is much, much faster than when adventuring.

So, if the tag is based around adventurer time, a typical weapon like a warhammer would take 3 seconds irl to attack and recover, and in adventure mode it'd take 3 ticks each, while in fort mode all attacks would be completed in a tick. Either way, what matters is probably which weapon is faster. If an attacker has a sword that takes 3 units of time to attack and 3 to recover, while the defender has a huge axe that takes 6 units to attack and recover, the sword has more potential to inflict damage or interrupt the opponent's attack.

This is all hypothetical, since I haven't tested this extensively outside of "fort mode all weapons attack in one tick."
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 10, 2014, 02:06:49 pm
Removed the wings but kept the [FLIER] and flying gaits related tokens and I still got the flight speed related controls (even while still on the ground) in the sneak menu. The same thing also happens with the standard bird people (tested w/ raven man and eagle man) as well. I'm assuming this is a bug.

It is not a bug. Note that most birds have 1kph gaits for walking; they're intended to be flying all the time or crippled in speed when their wings are gone.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 10, 2014, 02:19:02 pm
So that '3' number in prepare:recover translates into 1 dwarf mode tick?
No, changing two handed weapons like the maul to have twice the time, by changing 3:3 to 6:6, results in attacks still taking 1 tick to process in fort time.

I swear I remember reading somewhere about the exact measurements of fort time in comparison to adventure time (heh). Can't remember the specifics but I think it was brought up during a discussion about weaponizing werebeasts and lunar cycles in fort mode.

Quote from: from wiki
How much a tick in time is worth against the yearly dwarven calendar depends on the game mode, as time in fortress mode is much more heavily accelerated than it is in adventurer mode. Fortress mode counts 1200 ticks per day and 403200 per year, while adventurer mode counts 86400 ticks to a day and therefore 29030400 ticks per year. According to these rates, each tick is equivalent to a real-world second in adventurer mode, but 1.2 minutes in fortress mode, making adventurers 72 times faster than your dwarves tick-for-tick. This is intended behavior, as the pacing in fortress mode is much, much faster than when adventuring.

So, if the tag is based around adventurer time, a typical weapon like a warhammer would take 3 seconds irl to attack and recover, and in adventure mode it'd take 3 ticks each, while in fort mode all attacks would be completed in a tick. Either way, what matters is probably which weapon is faster. If an attacker has a sword that takes 3 units of time to attack and 3 to recover, while the defender has a huge axe that takes 6 units to attack and recover, the sword has more potential to inflict damage or interrupt the opponent's attack.

This is all hypothetical, since I haven't tested this extensively outside of "fort mode all weapons attack in one tick."

So this means weapon mods balanced for adventure mode will make slower weapons extremely overpowered in fortress mode, assuming they are given better velocity multipliers etc. to compensate for the lack of speed? Crap  :(
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 10, 2014, 02:40:55 pm
No, slow weapons should still be slower than quicker weapons. At the moment in vanilla, all weapons are the same speed except whips, which are 33% slower.

So, like, one tick in the fortress passes. One fort tick is 72 adventure ticks, or basically 72 seconds. Your huge maul wielded by your huge hammerdwarf that's been modded takes six seconds to attack and six to recover. That's twelve seconds for a full attack. Your hammerdwarf could attack 6 times. The goblin he's fighting though, that has a short sword that takes 3 seconds to attack and 3 to recover, can get twice as many attacks in, and because the goblin's attacks take less time to perform and recover from, he's less open and could potentially parry or block the hammerdwarf's attacks more.

Hypothetically. The whole combat system still needs lots of testing to figure out how it works.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 10, 2014, 02:44:16 pm
Okay, I thought all that was bull honkey so I got empirical.

Dwarf punching and kicking and biting: recovery and preparation times all increased to 100x normal. Assuming that the flow of time in the Arena runs according whether you're observing or possessing a creature (which I believe to be true from past experience), the fistfights in the overall "fort mode" view would be impossibly slow instead of completely normal.

And so they are. At 150fps, with two healthy and willingly murderous dwarves at each others' throats, the attacks are made several seconds apart. Most attack attempts end up with a successful dodge despite the lack of skill, since the wind-up takes so much time that in possess-mode you can literally run circles around your opponent before the swing actually happens.

Unless the Arena is a horrible time anomaly where no rules apply, I'd say the weapon recovery times do make a difference even in Fortress mode.

e: I'm having the awful feeling that I misunderstood the entire argument
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 10, 2014, 02:45:14 pm
So that '3' number in prepare:recover translates into 1 dwarf mode tick?
No, changing two handed weapons like the maul to have twice the time, by changing 3:3 to 6:6, results in attacks still taking 1 tick to process in fort time.

I swear I remember reading somewhere about the exact measurements of fort time in comparison to adventure time (heh). Can't remember the specifics but I think it was brought up during a discussion about weaponizing werebeasts and lunar cycles in fort mode.

Quote from: from wiki
How much a tick in time is worth against the yearly dwarven calendar depends on the game mode, as time in fortress mode is much more heavily accelerated than it is in adventurer mode. Fortress mode counts 1200 ticks per day and 403200 per year, while adventurer mode counts 86400 ticks to a day and therefore 29030400 ticks per year. According to these rates, each tick is equivalent to a real-world second in adventurer mode, but 1.2 minutes in fortress mode, making adventurers 72 times faster than your dwarves tick-for-tick. This is intended behavior, as the pacing in fortress mode is much, much faster than when adventuring.

So, if the tag is based around adventurer time, a typical weapon like a warhammer would take 3 seconds irl to attack and recover, and in adventure mode it'd take 3 ticks each, while in fort mode all attacks would be completed in a tick. Either way, what matters is probably which weapon is faster. If an attacker has a sword that takes 3 units of time to attack and 3 to recover, while the defender has a huge axe that takes 6 units to attack and recover, the sword has more potential to inflict damage or interrupt the opponent's attack.

This is all hypothetical, since I haven't tested this extensively outside of "fort mode all weapons attack in one tick."

So this means weapon mods balanced for adventure mode will make slower weapons extremely overpowered in fortress mode, assuming they are given better velocity multipliers etc. to compensate for the lack of speed? Crap  :(
Not if the faster weapon can get its strike in first, potentially disrupting the slower heavier attack.  Then a thief with a 2:2 dirk could make mincemeat of a hammerdwarf before he could land a single blow.

I'm sure that these numbers are adjusted under the hood for creature stats, and hopefully there is some weighted randomness to which attack lands first.  But you are correct that if the attacks are considered simultaneous (both rounded up to 1 fort tick) then the slower ones will be overpowered in fort mode.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nero1024 on July 10, 2014, 02:46:28 pm
Removed the wings but kept the [FLIER] and flying gaits related tokens and I still got the flight speed related controls (even while still on the ground) in the sneak menu. The same thing also happens with the standard bird people (tested w/ raven man and eagle man) as well. I'm assuming this is a bug.

It is not a bug. Note that most birds have 1kph gaits for walking; they're intended to be flying all the time or crippled in speed when their wings are gone.

I would have expected the creature to walk while on the ground. It also seems a bit weird for the creature to technically be 'flying' even though the creature is firmly on the ground and can jump (and take damage from long drops after a jump).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 10, 2014, 03:01:51 pm
At 150fps, with two healthy and willingly murderous dwarves at each others' throats, the attacks are made several seconds apart.

So, by seconds, are you counting by ticks or actual in real life seconds or what?

When I was giving that whole example thing I was basing a "second" in dwarf fortress world around a tick in adventure mode. One adventure mode tick is 1/72 of a fort mode tick. In my example I was just describing the time span of adventure mode ticks as "seconds" because it's an easier unit to refer to than constantly saying "adventure mode ticks".

I was considering weapon recovery times too in my example. Yeah, they probably have an effect.

We could use fort mode ticks as the standard measurement by using multiples of 72 in the weapon speed tag...assuming that the numbers in the weapon speed tag are adventure mode ticks. Based off your experiments it would probably break adventure mode since all attacks are so slow you can walk away from the punch.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 10, 2014, 03:16:01 pm
Alright, I made two creatures and set them up against eachother in the arena. They are identical to eachother except for their names and the following:

Spoiler (click to show/hide)

The result:
Spoiler (click to show/hide)


Assuming that arena mode uses the same time units as dwarf mode, it seems you guys are right that attack speeds will affect fort mode aswell. :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 10, 2014, 03:25:17 pm
The result:
Spoiler (click to show/hide)
Your result image was broken. fixed it.

So the faster creature got more attack opportunities than the slower creature? Cool. This gives weapon balancing so much more potential.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 10, 2014, 03:33:25 pm
The result:
Spoiler (click to show/hide)
Your result image was broken. fixed it.

So the faster creature got more attack opportunities than the slower creature? Cool. This gives weapon balancing so much more potential.

It works for me :o

Anyways, it's just an image of creature two getting in a full page of attacks without creature one attacking even once.

And yeah, I agree. This can be used for some simple but really interesting modding.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sorcerer on July 10, 2014, 03:39:45 pm
confirmed that the full list from the dev log all set to 100:100:100 gives no error report but utterly self-conflicted ponies.

the list toady posted is thus the full list of personality traits.

Code: [Select]
LOVE_PROPENSITY
HATE_PROPENSITY
ENVY_PROPENSITY
CHEER_PROPENSITY
DEPRESSION_PROPENSITY
ANGER_PROPENSITY
ANXIETY_PROPENSITY
LUST_PROPENSITY
STRESS_VULNERABILITY
GREED
IMMODERATION
VIOLENT
PERSEVERENCE
WASTEFULNESS
DISCORD
FRIENDLINESS
POLITENESS
DISDAIN_ADVICE
BRAVERY
CONFIDENCE
VANITY
AMBITION
GRATITUDE
IMMODESTY
HUMOR
VENGEFUL
PRIDE
CRUELTY
SINGLEMINDED
HOPEFUL
CURIOUS
BASHFUL
PRIVACY
PERFECTIONIST
CLOSEMINDED
TOLERANT
EMOTIONALLY_OBSESSIVE
SWAYED_BY_EMOTIONS
ALTRUISM
DUTIFULNESS
THOUGHTLESSNESS
ORDERLINESS
TRUST
GREGARIOUSNESS
ASSERTIVENESS
ACTIVITY_LEVEL
EXCITEMENT_SEEKING
IMAGINATION
ABSTRACT_INCLINED
ART_INCLINED
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 10, 2014, 03:47:32 pm
I can't seem to find a way to screw with the reload times of ranged weapons. :(
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 10, 2014, 03:51:54 pm
I can't seem to find a way to screw with the reload times of ranged weapons. :(

Sadly, it seems Toady didn't add any tokens for ranged weapons :/ A temporary solution would have been neat, but I guess he'd prefer adding a more or less permanent solution when he feels it's time to update ranged combat.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on July 10, 2014, 03:59:51 pm
I can't seem to find a way to screw with the reload times of ranged weapons. :(

Sadly, it seems Toady didn't add any tokens for ranged weapons :/ A temporary solution would have been neat, but I guess he'd prefer adding a more or less permanent solution when he feels it's time to update ranged combat.
Try modifying ammo [ATTACK_PREPARE_AND_RECOVER] token.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 10, 2014, 04:04:59 pm
Nope, not that either.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 10, 2014, 07:51:11 pm
Eternally flaming materials, and using them as tissues for creatures - would this be possible? The wiki says that items made of materials with extremely high heat damage points will disappear after 9 months and 16.8 days, does this apply to creatures aswell?

Smelling and odors, has anyone done any research about these? What is the standard value for odor? I want my beasties to be able to smell their way to any adventurers.


Edit: My eternally flaming balrog was easily ripped to pieces by a small, wolf-life creature. What did I do wrong? :(

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on July 10, 2014, 08:09:39 pm
Can creature variations be applied at the caste-specific level?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 10, 2014, 08:44:42 pm
Edit: My eternally flaming balrog was easily ripped to pieces by a small, wolf-life creature. What did I do wrong? :(

Spoiler (click to show/hide)

For one thing, you've got [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE] when I think you want it to be ROCK_FLAMING. That might cause errors with setting the creature to be made of the right material, so instead the game makes it out of a placeholder material that's extremely fragile.

Check errorlog.txt in the dwarf fortress file and see if there's any specific errors with the balrog. It's in the same folder as the .exe for DF.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 10, 2014, 08:54:41 pm
Edit: My eternally flaming balrog was easily ripped to pieces by a small, wolf-life creature. What did I do wrong? :(

Spoiler (click to show/hide)

For one thing, you've got [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE] when I think you want it to be ROCK_FLAMING. That might cause errors with setting the creature to be made of the right material, so instead the game makes it out of a placeholder material that's extremely fragile.

Check errorlog.txt in the dwarf fortress file and see if there's any specific errors with the balrog. It's in the same folder as the .exe for DF.

Thank you :p Silly me, now it's working :) Noticed there was a thread for creature and entity modding, so I'll be over there asking for more help & advice. :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 10, 2014, 09:02:29 pm
Smelling and odors, has anyone done any research about these? What is the standard value for odor? I want my beasties to be able to smell their way to any adventurers.

Odor level is how smelly the creature is. Higher levels are more smelly.

Smell trigger is how well creatures can smell things. Lower is better. If the smell trigger is lower than the odor level, then the creature can smell the source of the odor, if it is close enough.

Both smell triggers and odor levels default to 50, I believe. It's mentioned in the future of the fortress thread, though it may have changed since then.

You can also apply an odor string to describe the smell. For example, fire snakes now have [ODOR_STRING:smoke]. So instead of it saying "you smell fire snake on the wind" it would say "you smell smoke on the wind".
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 10, 2014, 09:26:02 pm
Can creature variations be applied at the caste-specific level?
yes as long as the tags the CV is adding is caste level, because if it's creature level well then it adds it there (like materials, and tissues)
I have in my outdated mod that I need to bring up to speed, CV attack packages that certain castes will be able to use (Brawlers get elbow/knee smashes, back hands, and head butts. where rangers get thrust kicks, and quick jabs. and them + the rest get punch, kick, scratch, bite, etc.)

just make sure to say [APPLY_CURRENT_CREATURE_VARIATION] after all the calls.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sanure on July 10, 2014, 09:34:13 pm
I'm planning on re-learning how to mod:

Is anything changed in reaction raws

and other than the new weapon attack/recovery tags, is anything new in item/shield/weapon/etc raws?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 10, 2014, 09:39:44 pm
Is anything changed in reaction raws

There's a new hardcoded building you can specify, the Farmer's Workshop as [BUILDING:FARMER:key]. You can also specify the key as the non-specific key-binding. Other than that, reactions seem to work the same as before, at least in theory.  It might be little buggy in practice, however (brewing jobs are a real rat's nest atm)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sanure on July 10, 2014, 09:42:34 pm
I tended to stay away from brewing reactions, and as such will stay away from them in this version too :P

Well, That's good then, So there is less learning for me to do. Great, Thanks~
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 10, 2014, 09:48:10 pm
I'm messing around the language files to give words actual grammar (in practice, these are separate forms for plurals and genitives, which is all you can really do at the moment).  Here's a sample, to show what I'm trying to do.

Spoiler: Dwarven grammar sample (click to show/hide)

I understand, the different word tokens should control, what context you can use these words, but from where would people's "first names" come from?  By this I mean names like Urdim; would I also see Varâdem as a dwarf name? Will this do weird things with the name-generator?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: palu on July 10, 2014, 09:51:11 pm
I'm planning on re-learning how to mod:

Is anything changed in reaction raws

and other than the new weapon attack/recovery tags, is anything new in item/shield/weapon/etc raws?
There's also the item reaction products.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 10, 2014, 09:53:24 pm
I forgot about those, sry.  They work like material reaction tokens mostly, but you need to specify the actual item in the corresponding plant/creature/etc. definition before the material in an ITEM_REACTION_PRODUCT tag, like so:

Code: [Select]
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:STRUCTURAL]
for quarry bush leaves. The actual reaction is for reference:

Code: [Select]
[REACTION:PROCESS_PLANT_TO_BAG]
[NAME:process plant to bag]
[BUILDING:FARMER:CUSTOM_B]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:BAG_ITEM]
[UNROTTEN]
[REAGENT:bag:1:BOX:NONE:NONE:NONE]
[EMPTY]
[BAG]
[PRESERVE_REAGENT]
[PRODUCT:100:5:GET_ITEM_DATA_FROM_REAGENT:plant:BAG_ITEM]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:PROCESSPLANTS]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on July 10, 2014, 11:20:37 pm
How do item reaction products and material reaction products differ?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: palu on July 10, 2014, 11:27:21 pm
One is for items, one is for materials. Simple, really.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lukander on July 10, 2014, 11:35:37 pm
A snippet from the string dump earlier on(seems to come out of the generated creature bits). Huh...

Code: [Select]
[SPOUSE_CONVERTER]
[ORIENTATION:MALE:1:0:0]
[ORIENTATION:FEMALE:0:0:1]
[CONVERTED_SPOUSE]
[ORIENTATION:MALE:0:0:1]
[ORIENTATION:FEMALE:1:0:0]

On an unrelated note, modding the new speed values on Ranged Weapon ammo gave one side an edge in the Arena tests for me... Reload-time may be hard-coded and fixed, but the ATTACK_PREPARE_AND_RECOVER times may still affect actual firing. Needs more testing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on July 10, 2014, 11:53:28 pm
WELL then. Both of those need some testing...
The orientation tags produce no errors when appended into caste definitons.

Still cannot get egg-laying civ members to reproduce after 2 seasons, despite being married. I'm starting to think I may need to remove sleeping, despite confining them to the space of their nest boxes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Darkweave on July 11, 2014, 04:53:37 am
I've been wanting to learn how to mod Dwarf Fortress, beyond playing a tiny bit with creature tags, for quite a while. A few days ago I started playing with reactions and came up with the following to encrust weapons with gems:

Code: [Select]
[REACTION:ENCRUST]
   [NAME:encrust a weapon with gems]
   [BUILDING:CRAFTSMAN:CUSTOM_SHIFT_D]
   [REAGENT:gem:1:SMALLGEM:NONE:NONE:NONE]
   [REAGENT:weapon:1:WEAPON:NONE:NONE:NONE]
      [PRESERVE_REAGENT]
   [IMPROVEMENT:100:weapon:COVERED:GET_MATERIAL_FROM_REAGENT:gem:NONE]
   [SKILL:ENCRUSTGEM]

It worked great, so following that I wanted to make another reaction to encrust armour with gems. I discovered that armour pieces for different slots (legs, helms etc.) have different item tokens and I am unsure how to proceed. I'd like to avoid creating separate reactions for helms, gloves, feet etc. Is it possible create a single reaction that can take any armour piece and apply an improvement to it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 11, 2014, 05:18:34 am
How do item reaction products and material reaction products differ?

The item reaction product can declare the item token, too.

For an example, the brewing reaction uses GET_MATERIAL_FROM_REAGENT to turn the resulting booze into the right material of booze, depending on what was thrown into the vat, but it only ever makes DRINK.

However, with the appropriate ITEM_REACTION_PRODUCT tags added to different materials, we could have a reaction make a product like this:
Code: [Select]
[PRODUCT:100:2:GET_ITEM_DATA_FROM_REAGENT:raw material:TOURIST_TRASH]...which would put out whatever item of whatever material the main reagent's ITEM_REACTION_PRODUCT:TOURIST_TRASH token said in the material definition. Gold turns into rings, cloth into dolls, wood into puzzleboxes, beeswax into figurines, tin into bronze mini-forges...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 11, 2014, 06:19:43 am
I'd like to avoid creating separate reactions for helms, gloves, feet etc. Is it possible create a single reaction that can take any armour piece and apply an improvement to it?

I pored through the token lists, but it seems the reagent tokens don't have a [STUFF_YOU_PUT_ON] qualifier yet. Unfortunately, it seems you have to make a separate reaction for every armor type you want to decorate.

As an aside, it'd be plausible if you stuck to just encrusting chestpieces and helmets. That's where the real bling action always is.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: siegebot on July 11, 2014, 12:31:55 pm
Can one make adventurer start with specific gear(steel 2h sword for example)? I was thinking about making myself black swordsman/berserk mod so I could roleplay Gats while slaying monsters all around but getting specific equipment can be quite time consuming.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 11, 2014, 03:02:22 pm
When modding armor, does the same values for [LAYER_SIZE:X] always affect weight the same amount, no matter the item type? Like, do iron gauntlets with [LAYER_SIZE:20] weigh the same as an iron breatsplate with [LAYER_SIZE:20]?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WJLIII3 on July 11, 2014, 03:08:24 pm
It appears that the more complex [GAIT] is now used.
That's a little odd, since speed used to do other things unrelated to walking, such as determining how quickly you completed jobs...

That was one of Toady's stated goals, wasn't it? To separate movement and action speed?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Mictlantecuhtli on July 11, 2014, 03:15:17 pm
It appears that the more complex [GAIT] is now used.
That's a little odd, since speed used to do other things unrelated to walking, such as determining how quickly you completed jobs...

That was one of Toady's stated goals, wasn't it? To separate movement and action speed?

Yeah.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Vattic on July 11, 2014, 03:39:15 pm
In 0.34.x I used a reaction to make sure most entities had access to metals. The same reaction throws an error in 0.40.x. Is there an elegant way around this?

Code: (Reaction) [Select]
[REACTION:BASE_METAL]
[NAME:base metal]
[BUILDING:NONE:NONE]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SILVER][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:TIN][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:COPPER][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:GOLD][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]

Code: (Error) [Select]
*** Error(s) finalizing the reaction BASE_METAL
BASE_METAL: Unrecognized Building Token: NONE
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 11, 2014, 03:42:28 pm
Hmm...
I'm sure you want it to not be cheaty and have it assigned to a workshop...
I have no idea.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 11, 2014, 03:57:08 pm
Hmm...
I'm sure you want it to not be cheaty and have it assigned to a workshop...
I have no idea.
If you want to prevent it from being used in fort mode, create a custom workshop that all entities can build, but make sure that workshop is more or less impossible to build (requires a slade sock or something).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: stolide on July 11, 2014, 04:18:37 pm
Forgive me if this has been asked already, but is it possible to modify the dialogue options, or change the things people say? Like, could I change the default greeting text to "Ahoy thar matey!"?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 11, 2014, 04:25:40 pm
Forgive me if this has been asked already, but is it possible to modify the dialogue options, or change the things people say? Like, could I change the default greeting text to "Ahoy thar matey!"?

I haven't checked the differences between this version and the last one, but there are still speech files in the data/speech folder directory.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Vattic on July 11, 2014, 04:30:19 pm
Hmm...
I'm sure you want it to not be cheaty and have it assigned to a workshop...
I have no idea.
If you want to prevent it from being used in fort mode, create a custom workshop that all entities can build, but make sure that workshop is more or less impossible to build (requires a slade sock or something).
Was hoping to avoid that. The other option is to add it to a workshop, but have an impossible reagent.

Cheers.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Grey Goo on July 11, 2014, 04:32:30 pm
Or just create workshop and do not give access for entity to it? Just access to reaction..
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on July 11, 2014, 04:33:17 pm
Hmm...
I'm sure you want it to not be cheaty and have it assigned to a workshop...
I have no idea.
If you want to prevent it from being used in fort mode, create a custom workshop that all entities can build, but make sure that workshop is more or less impossible to build (requires a slade sock or something).
Was hoping to avoid that. The other option is to add it to a workshop, but have an impossible reagent.

Cheers.

In the previous version you could assign it to a building and then just not give the entity the PERMITTED_BUILDING, and they would still have the metals. You could try that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 11, 2014, 04:35:19 pm
Hmm...
I'm sure you want it to not be cheaty and have it assigned to a workshop...
I have no idea.
If you want to prevent it from being used in fort mode, create a custom workshop that all entities can build, but make sure that workshop is more or less impossible to build (requires a slade sock or something).
Was hoping to avoid that. The other option is to add it to a workshop, but have an impossible reagent.

Cheers.

In the previous version you could assign it to a building and then just not give the entity the PERMITTED_BUILDING, and they would still have the metals. You could try that.
Much better than my idea.  Hopefully that still works.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Vattic on July 11, 2014, 05:09:10 pm
Thanks again. I will have to try this.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on July 11, 2014, 05:40:46 pm
Looks like kobold cave is a bust without switching them to live births. Oh well, they're a bit boring anyway.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ectanoid on July 11, 2014, 08:45:59 pm
How would you make it so that there's only one of a specific megabeast per world?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bronze Dog on July 11, 2014, 09:27:47 pm
Looks like kobold cave is a bust without switching them to live births. Oh well, they're a bit boring anyway.
Was looking up some stuff to mod my own flavor of Kobold Camp while thinking of that exact topic. Yeah, it looks like egg laying civs aren't a walk in the park. As much as I like the idea of monotreme kobolds, they're going to have to go mainstream mammal for now.

My version are going to be swamp dwellers with mud hut towns.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sanure on July 11, 2014, 10:23:42 pm
Ok, So I'm wanting to make an creature that is structurally weak, but explodes into a chemical spray that disintegrates most materials to discourage attacks.

I have an idea for how I want it's body set up, but how do I go about creating the chemical explodiness upon being damage?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 11, 2014, 10:26:40 pm
Ok, So I'm wanting to make an creature that is structurally weak, but explodes into a chemical spray that disintegrates most materials to discourage attacks.

I have an idea for how I want it's body set up, but how do I go about creating the chemical explodiness upon being damage?
I don't think you can do the material damage part. You can do damage to creatures though. Just give them an item corpse that's an evaporating boulder with a syndrome.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 11, 2014, 11:20:45 pm
Or just create workshop and do not give access for entity to it? Just access to reaction..

Or just not have a building at all.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sanure on July 11, 2014, 11:34:07 pm
Ok, So I'm wanting to make an creature that is structurally weak, but explodes into a chemical spray that disintegrates most materials to discourage attacks.

I have an idea for how I want it's body set up, but how do I go about creating the chemical explodiness upon being damage?
I don't think you can do the material damage part. You can do damage to creatures though. Just give them an item corpse that's an evaporating boulder with a syndrome.

I know that you can have a creature that contains a layer of tissue that is a gas/liquid so I was thinking more of having the Steam insta-kill anything within a small radius.

Can I have the gas/liquid leave a glob or somthing within that radius called acid or something and have it cause pain and necrosis?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 12, 2014, 12:11:15 am
You could make the creature's blood cause syndromes to anything it touches that isn't the creature, yeah. Not sure about the gas tissue layer. If the gas tissue works you could have both the gas and the blood inflict the same syndromes.

What about making the creature's blood evaporate at room temperature and have the blood inflict syndromes upon ingestion as well as contact? Never tried it myself, but in theory it sounds like it'd work. That way when the creature is hit and it bleeds the blood evaporates immediately. AFAIK it should create a mist cloud similar to forgotten beast dust clouds. Or the creature's blood could evaporate instantly and explode the creature. As I said, I never tried this trick out myself.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 12, 2014, 01:53:46 am
Ok, So I'm wanting to make an creature that is structurally weak, but explodes into a chemical spray that disintegrates most materials to discourage attacks.

I have an idea for how I want it's body set up, but how do I go about creating the chemical explodiness upon being damage?
Take a look at the iron man's raws for how to get gas under tissue. Make the gas have some kind of awful syndrome and make it insanely super hot to melt anything it touches.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sanure on July 12, 2014, 03:19:32 am
As Soon as I get the creature made I will post it here.


Also, I've noticed that if you make a necromancer surrender through intimidation, the zombies that follow it don't attack you.

This was tested at a Necromancer's tower, so it could be something else. Any ideas?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godlysockpuppet on July 12, 2014, 05:28:47 am
Ok, So I'm wanting to make an creature that is structurally weak, but explodes into a chemical spray that disintegrates most materials to discourage attacks.

I have an idea for how I want it's body set up, but how do I go about creating the chemical explodiness upon being damage?
I don't think you can do the material damage part. You can do damage to creatures though. Just give them an item corpse that's an evaporating boulder with a syndrome.
Yes... Yes you can >.> Just make the chemicals freezing and they'll damage materials, as well as cause harm..
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 12, 2014, 09:02:54 am
How would I go about preventing shields from being made of specific materials? Like, only allowing a shield to be made out of metal?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 12, 2014, 09:33:59 am
I don't quite get how pulping works... What exactly makes humans pulpable, while my balrog isn't?

Code: [Select]
[CREATURE:BALROG]
[DESCRIPTION:An ancient beast made out of flame and shadow.]
[NAME:balrog:balrog:balrog]
[CASTE_NAME:balrog:balrog:balrog]
[CREATURE_TILE:'C'][COLOR:6:0:0]
[CREATURE_CLASS:FLAMING]
[MEGABEAST][DIFFICULTY:15] 11 or higher does not get assigned as adv mode quests
[ATTACK_TRIGGER:80:10000:100000]
[FANCIFUL]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[SPHERE:FIRE]
[SPHERE:DARKNESS]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[BIOME:ANY_LAND]
[EQUIPS]
[NOFEAR]
[PREFSTRING:height]
[NOBONES]
[LIGHT_GEN]
[IMMOLATE]
[FIREIMMUNE]
[FIREIMMUNE_SUPER]
[ODOR_LEVEL:500]
[ODOR_STRING:smoke]
[SMELL_TRIGGER:10000] cannot smell
[BODY:HUMANOID_NECK:2WINGS:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:ROCK_FLAMING]
[TISSUE_NAME:flaming rock tissue:flaming rock tissue]
[TISSUE_MATERIAL:INORGANIC:ROCK_FLAMING]
[TISSUE_MAT_STATE:SOLID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:SKIN_FLAMING]
[TISSUE_NAME:flaming rock skin:flaming rock skin]
[TISSUE_MATERIAL:INORGANIC:ROCK_FLAMING]
[TISSUE_MAT_STATE:SOLID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:FLAMES]
[TISSUE_NAME:flame:flame]
[TISSUE_MATERIAL:INORGANIC:FLAME_ETERNAL]
[TISSUE_MAT_STATE:GAS]
[RELATIVE_THICKNESS:3]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[TISSUE:FLAMES_LIQUID]
[TISSUE_NAME:flame:flame]
[TISSUE_MATERIAL:INORGANIC:FLAME_ETERNAL]
[TISSUE_MAT_STATE:LIQUID]
[RELATIVE_THICKNESS:3]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE:SKIN:SKIN_FLAMING]
[USE_TISSUE:FAT:ROCK_FLAMING]
[USE_TISSUE:MUSCLE:ROCK_FLAMING]
[USE_TISSUE:BONE:ROCK_FLAMING]
[USE_TISSUE:CARTILAGE:ROCK_FLAMING]
[USE_TISSUE_TEMPLATE:EYE:EYE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BLOOD:INORGANIC:BLOOD_FLAMING:LIQUID]
[SELECT_TISSUE:SKIN]
[PLUS_TISSUE_LAYER:FAT]
[PLUS_TISSUE_LAYER:MUSCLE]
[PLUS_TISSUE_LAYER:BONE]
[PLUS_TISSUE_LAYER:CARTILAGE]
[SET_LAYER_TISSUE:ROCK_FLAMING]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:FLAMES]
(TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:FLAMES_LIQUID)
[BODY_SIZE:0:0:20000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_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]
[DIURNAL]
[HOMEOTHERM:9905]
[LAIR:SIMPLE_BURROW:100]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]

How would I go about making it pulpable? I want it to actually be possible to eventually kill it. As it stands now, it seems like I can fight it forever.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 12, 2014, 09:36:12 am
I assume you can't pulp it because it's made out of stone.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 12, 2014, 09:43:28 am
I assume you can't pulp it because it's made out of stone.

Well, there has to be a way to create pulpable stone. Does anyone know how this is done? :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 12, 2014, 09:45:01 am
I'm sure there's a way to make a flesh material that's as tough as stone, but being flesh it's pulpable.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 12, 2014, 10:06:28 am
I'm watching iron men and amethyst men kick each others' asses in the arena, and more often than not it ends with the other's upper body collapsing. "Pulping" works fine, but you won't see anything explode into gore.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 12, 2014, 11:10:33 am
I'm watching iron men and amethyst men kick each others' asses in the arena, and more often than not it ends with the other's upper body collapsing. "Pulping" works fine, but you won't see anything explode into gore.

Well, that's weird :o My balrogs can sever parts, but they don't seem to be able to pulp eachother. :(

Apparently, adding [VASCULAR:1] to the tissue makes them explode and stuff. :D
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 12, 2014, 11:59:12 am
Toady said I believe that lots of accumulated wounds = pulping. So you need something to wound? Vascular bleeding would be something that can accumulate.

Having nerves or ligaments probably would make it pulpable too, if adding vascular does.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 12, 2014, 12:35:50 pm
Toady said I believe that lots of accumulated wounds = pulping. So you need something to wound? Vascular bleeding would be something that can accumulate.

Having nerves or ligaments probably would make it pulpable too, if adding vascular does.

That does make sense. Thanks :O

On an unrelated note, why won't my pools of blood evaporate? If the MAT_FIXED_TEMP of a material is higher than the BOILING_POINT, it should evaporate, shouldn't it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ICBM pilot on July 12, 2014, 12:39:59 pm
1. How would I change an obsidian sword to have properties similar to a Maquahuitl?
2. Can items require multiple materials to make?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 12, 2014, 12:44:59 pm
Toady said I believe that lots of accumulated wounds = pulping. So you need something to wound? Vascular bleeding would be something that can accumulate.

Having nerves or ligaments probably would make it pulpable too, if adding vascular does.

That does make sense. Thanks :O

On an unrelated note, why won't my pools of blood evaporate? If the MAT_FIXED_TEMP of a material is higher than the BOILING_POINT, it should evaporate, shouldn't it?
Don't have much experience with the new Arena, but the 0.34 arena was not exactly diligent about checking temperatures.  Boil-away stones would just sit on the ground and taunt you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 12, 2014, 12:51:15 pm
1. How would I change an obsidian sword to have properties similar to a Maquahuitl?
2. Can items require multiple materials to make?

Not quite sure what you mean. Which properties were you hoping to change? Stone weapons are the same as their normal counterparts, aside from materials and creation. You could make a custom maquahuitl weapon though.

You can also use custom reactions to make an item require multiple materials, but items themselves are only made of one material.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist Da Vinci on July 12, 2014, 01:41:49 pm
I won't be able to fully understand pulping until DFHack 0.40.xx is available, but here is some info:

Explodes into gore
- Seen on blunt attacks to many organic parts

Splits in gore
- Seen when small organic parts were gouged as a wrestling move

Collapses!
- Seen when joints were bent (bended?)
- Seen on blunt attacks to many organic and inorganic parts

Ripped into loose shreds
- Seen on bites or scratch attacks to many organic parts

Is torn apart
- Seen on bites to heads

Cloven asunder
- Seen when the head was hit with an edged attack (hacking or stabbing)

Collapses into a lump of gore
- Seen on blunt attacks to many organic parts

Is crushed
- Seen on blunt attacks to many organic parts

Is smashed into the body, an unrecognizable mass!
- Seen on blunt attacks to necks, upper arms, upper legs, etc.

Mostly cut away from the rest of the torso!
- In the .exe file, but not yet observed in game (by me at least)

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 12, 2014, 03:01:09 pm
I won't be able to fully understand pulping until DFHack 0.40.xx is available, but here is some info:
Mostly cut away from the rest of the torso!
- In the .exe file, but not yet observed in game (by me at least)

I've had that one a few times. It was with a swordman adventurer who had survived for a while, so he got his skills up to around skilled. I think I also had above-average strength.
I believe I was killing goblins or something, but I guess the important part is I was slashing the upper or lower body with a sword.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 12, 2014, 03:15:20 pm
1. How would I change an obsidian sword to have properties similar to a Maquahuitl?
2. Can items require multiple materials to make?

1. Not sure, what you're asking for the first question, but if you want to make obsidian swords stronger (i.e. not utterly useless), the material properties need to be changed.  You can just do this in the stone-entry itself, since its template provides the rest of the infos.  Igfig's modest mod does exactly this, like so:

Code: [Select]
[INORGANIC:OBSIDIAN]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MELTING_POINT:13600]
[BOILING_POINT:16000]
[STATE_NAME_ADJ:ALL_SOLID:obsidian][DISPLAY_COLOR:0:7:1][TILE:177][LAVA]
[MAX_EDGE:20000]
[IGNEOUS_EXTRUSIVE]
[MATERIAL_VALUE:3]
[SHEAR_YIELD:33000]
[SHEAR_FRACTURE:33000]
[SHEAR_STRAIN_AT_YIELD:113]
[IS_STONE]
[SOLID_DENSITY:2650]
MELTING_POINT:11818 <-- I think this is from the data collected by the contributors above and is more accurate than the numbers we're using, but we're using a high melting point until environmental lava effects are further along.

If you're trying to create a new weapon, that goes in the item_weapon.txt file.

2. In custom reactions, you can specify as many reagents as you want to make a single item. Obsidian swords are, in fact, hard-coded to require multiple materials (the stone itself and a wooden log)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 12, 2014, 03:28:49 pm
A cutting weapon with a large contact area, a teeny meeny tiny penetration depth and additional velocity for taste. The obsidian makes a bleeding cut in the skin and then carries on the force like a club.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on July 12, 2014, 04:17:12 pm
Anyone know how to globally turn off [flier] short of edditing all raws and on a side note if I do edit all raws, can I renable em without new world.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 12, 2014, 04:40:08 pm
Anyone know how to globally turn off [flier] short of edditing all raws and on a side note if I do edit all raws, can I renable em without new world.

1. There isn't one.
2. Yes, removing flier is one of those raw edits you can do in a single world.

Find in files is your friend here; just find in files [FLIER] and replace it with maybe just FLIER.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Grey Goo on July 12, 2014, 05:16:14 pm
So... That are raws for metals like titanium, uranium, mercury, etc? Want add few of them even if they are useless for dwarves, for now...

Also I need ideas for better titles for dwarves. Ideas, not pointing to entity file which is for me just useless lump of text without ideas. Duke and such aren't much dwarven titles, but can't find anything alternative, clean and simple...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 12, 2014, 05:33:29 pm
Mercury could be usable for alchemy-related reactions.  (and in this time period, it's the only accessible one of the three, assuming it is the same era of technology) 

They can all be made as inorganic definitions, however, if only to make harder Forgotten Beasts.  Since mercury is liquid at room temperature, you might not want to use the metal-template for it, but define it from scratch (so weird things don't happen).  You can even attach a syndrome to the highly-toxic substance.  Unfortunately, there's no easy way to simulate radioactivity (you need DFHack for that, and it's not out yet for this version)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nero1024 on July 12, 2014, 05:43:46 pm
I have a question: Does the [NOFEAR] and/or [LIKES_FIGHTING] tokens negate the need for discipline? I hear that having discipline or [NATURAL_SKILL:DISCIPLINE:??] keeps creatures from running in fear from fights.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ShinQuickMan on July 12, 2014, 08:00:07 pm
I've heard anecdotes of dragons, who have both the [NOFEAR] and IIRC the [LIKES_FIGHTING] tags, running in fear when encountering even a mere peasant outsider adventurer.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sorcerer on July 13, 2014, 11:52:10 am
I've been toying around with the idea of making my own language file for my MLP mod, but is there a way to limit a vocabulary to certain words or does the game always use the full language_words.txt and just leave omitted words blank?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: IndigoFenix on July 13, 2014, 04:01:25 pm
I have a question: Does the [NOFEAR] and/or [LIKES_FIGHTING] tokens negate the need for discipline? I hear that having discipline or [NATURAL_SKILL:DISCIPLINE:??] keeps creatures from running in fear from fights.

It's a personality value for BRAVERY, add [PERSONALITY:BRAVERY:100:100:100] to make creatures not run in fear.  It will not cause them to engage in combat in the first place, though.

The [POWER] tag no longer seems to work, presumably because the new spire-vault system now handles demon takeovers.  Anyone know if there's still a way of creating custom civ-dominating monsters?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheOnlySolitaire on July 13, 2014, 04:13:08 pm
I have a question: Does the [NOFEAR] and/or [LIKES_FIGHTING] tokens negate the need for discipline? I hear that having discipline or [NATURAL_SKILL:DISCIPLINE:??] keeps creatures from running in fear from fights.


I've tested myself - the [NOFEAR] tag doesn't seem to work any more - i had it on a modded creature i had imported over to the new releaae, and the errorlog didn't like it.
The morale/personality stuff has overwritten the nofear tag i would guess. 

Thats just my finding in the errorlog though.


Also, interestingly, NONAUSEA and NOEXERT seem to no longer work - again, the errorlog threw them up.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 13, 2014, 04:21:21 pm
NOFEAR, NONAUSEA, and NOEXERT are all still in the vanilla raws though. It's in creature_standard and everything. No mention of any issues in my errorlogs about it.

There's probably something up with your modded creature that's causing the errorlogs to print that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 13, 2014, 04:59:25 pm
The [POWER] tag no longer seems to work, presumably because the new spire-vault system now handles demon takeovers.  Anyone know if there's still a way of creating custom civ-dominating monsters?
That's odd. My dark masters definitely have taken over civs, though it admittedly seems to happen less often (and they're night creatures rather than megabeasts, but surely that doesn't affect things?). You may have fewer civs that can be taken over now, perhaps?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Greiger on July 13, 2014, 05:00:32 pm
It seems DF accepts entries in the VALUE field of over 50.  I accidentally added an extra 0 to an entry (from 35 to 350) and suddenly every single one of the starting 7 really really REAALLY wanted a family.  I didn't see a single fortress member that didn't have the dream of having a family in their personality before I spotted the error.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 13, 2014, 05:11:53 pm
It seems DF accepts entries in the VALUE field of over 50.  I accidentally added an extra 0 to an entry (from 35 to 350) and suddenly every single one of the starting 7 really really REAALLY wanted a family.  I didn't see a single fortress member that didn't have the dream of having a family in their personality before I spotted the error.

Nice. Saiyans are gonna get a lot more warlike.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on July 13, 2014, 05:13:17 pm
It seems DF accepts entries in the VALUE field of over 50.  I accidentally added an extra 0 to an entry (from 35 to 350) and suddenly every single one of the starting 7 really really REAALLY wanted a family.  I didn't see a single fortress member that didn't have the dream of having a family in their personality before I spotted the error.
Did that affect the speed of dwarf marriage?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Greiger on July 13, 2014, 05:58:11 pm
It did not as far as I could tell, but I only had about two seasons and one migrant wave full of lovey dovey dragonmen before I realized something had to be up.  Might not have given them time to start marrying.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: geoduck on July 13, 2014, 06:58:47 pm
So are there any new occupations in 0.40.x? The graphics tileset I created just depicts dwarves, elves, goblins, humans and kobolds. I tested it a bit, and it appears to work fine under 0.40.x for the previously-existing occupations without changes, but if there's something new, I'd add it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 13, 2014, 06:59:26 pm
No, though drunk is in use now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: squidgen on July 13, 2014, 07:32:38 pm
How well will creatures I made in the last version transfer to 40.xx? Do I need to adjust a few tags or rework them entirely?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 13, 2014, 07:33:34 pm
How well will creatures I made in the last version transfer to 40.xx? Do I need to adjust a few tags or rework them entirely?

Basically just attacks, gaits and occasionally odors and vision arcs need to be changed.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 13, 2014, 08:25:25 pm
Say I want to change dragons to have scale as tough as iron. I've defined a material for it named SCALE_TEMPLATE_IRON. Would I just change the tag [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE] to [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE_IRON]?

I assume I'll have to make similar changes to tissues as well.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 13, 2014, 08:32:03 pm
Say I want to change dragons to have scale as tough as iron. I've defined a material for it named SCALE_TEMPLATE_IRON. Would I just change the tag [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE] to [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE_IRON]?

I assume I'll have to make similar changes to tissues as well.

You could also redefine the relevant material properties in situ iirc, which is useful if only one creature is supposed to have ultra-tough natural armour.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Shadowclaimer on July 13, 2014, 09:31:27 pm
How do I change the color of an Entity's contructions on the world map? Even when I set them to 5:0:1 or 5:5:1 they show up grey.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 13, 2014, 10:23:44 pm
Say I want to change dragons to have scale as tough as iron. I've defined a material for it named SCALE_TEMPLATE_IRON. Would I just change the tag [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE] to [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE_IRON]?

I assume I'll have to make similar changes to tissues as well.

To use [USE_MATERIAL_TEMPLATE] I believe you'd have to define a material template, rather than a material.

Essentially, what you'd do is make a copy of the SCALE_TEMPLATE in material_template_default.txt, rename it to something like SCALE_TEMPLATE_IRON, change the values for yields, fractures and strains to match those of iron, and then just add [USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE_IRON] to the dragon. :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 13, 2014, 10:28:19 pm
or can make a custom scale tissue that is made from iron
[TISSUE_MATERIAL:INORGANIC:IRON]

Altho that won't yield scales of iron, instead butchering would yield "creature's name iron[n]" n being a value of the tissue volume.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: therahedwig on July 14, 2014, 09:02:44 am
Does anyone know where the old 'realistic tree raws' thread is? I wanted to ressurect it because currently all the new tree raws have their density set to 600 and their color to burnt sienna.
As well, there's at the least one tree(Bayberry) which describes two completely different plants at the same time, even if they are family of each other.
This worries me because I am not quite sure what to do with that when I'll be creating the related stonesense graphics...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 14, 2014, 09:46:03 am
I figure someone must be way ahead of me in testing this - Do the new dreams actually work as SECRET_GOALs? I don't expect them to do so given what Toady said about them, and so far, that expectation seems to be true. They don't throw up an error log, but people also don't pursue them in world gen, it looks like.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 14, 2014, 01:24:11 pm
I figure someone must be way ahead of me in testing this - Do the new dreams actually work as SECRET_GOALs? I don't expect them to do so given what Toady said about them, and so far, that expectation seems to be true. They don't throw up an error log, but people also don't pursue them in world gen, it looks like.

Yes, they do. (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 14, 2014, 05:44:38 pm
I figure someone must be way ahead of me in testing this - Do the new dreams actually work as SECRET_GOALs? I don't expect them to do so given what Toady said about them, and so far, that expectation seems to be true. They don't throw up an error log, but people also don't pursue them in world gen, it looks like.

Yes, they do. (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token)

Has anyone actually tested secrets with those secret goals, and have had them learned by historical figures, is my question. Because as far as I can tell, only immortality will actually cause that secret to be learned in world gen. The xml export seems to say that as well - historical figures may have multiple goals, but only immortality is stated as a secret_goal in the xml. The dreams being acceptable tokens doesn't mean they're working tokens.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 14, 2014, 07:53:48 pm
Oh, so by "actually work" you didn't mean "are valid in the raws". The distinction isn't necessarily obvious...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Xangi on July 14, 2014, 08:01:41 pm
There's a simple way to test, and it is this: Copy one of the interaction examples out, change the motivation, use advanced worldgen to set secrets to 0, so you only get your secret.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 14, 2014, 08:08:43 pm
Trying this right now, with the necromancer secret goal changed to RULE_THE_WORLD. So far, no towers yet.

The secret does show up in the XML under the deity list, though, so it does get generated. Nobody seems to pick it up, though...

Although, apparently secrets don't have to be sought out by immortality-seekers? Using [SUPERNATURAL] with some sphere will always give a modded creature innate knowledge of the secret, though not sure, if this still works in .40
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 14, 2014, 08:37:13 pm
I tried adding some impromptu paladins with BRING_PEACE_TO_THE_WORLD and druids with SEE_THE_GREAT_NATURAL_SITES, but I haven't had any luck after genning a couple of worlds. Lots of my necromancers though, and nothing in the errorlog.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 14, 2014, 09:28:11 pm
So... That are raws for metals like titanium, uranium, mercury, etc? Want add few of them even if they are useless for dwarves, for now...

Also I need ideas for better titles for dwarves. Ideas, not pointing to entity file which is for me just useless lump of text without ideas. Duke and such aren't much dwarven titles, but can't find anything alternative, clean and simple...

I know I'm a bit late here, but I made a program (you reminded me that I should) that should help with that kinda stuff. (http://www.bay12forums.com/smf/index.php?topic=140645.0)

Code: [Select]
[INORGANIC:TITANIUM]
    [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE
    [STATE_NAME_ADJ:ALL_SOLID:titanium]
    [STATE_NAME_ADJ:LIQUID:molten titanium]
    [STATE_NAME_ADJ:GAS:boiling titanium]
    [DISPLAY_COLOR:0:7:1]
    [BUILD_COLOR:0:7:1]
    [MATERIAL_VALUE:15]
    [SPEC_HEAT:520]
    [MELTING_POINT:13002]
    [BOILING_POINT:15917]
    [SOLID_DENSITY:4507]
    [LIQUID_DENSITY:4110]
    [MOLAR_MASS:47900]
    [IMPACT_YIELD:770000]
    [IMPACT_FRACTURE:1540000]
    [IMPACT_STRAIN_AT_YIELD:493]
    [COMPRESSIVE_YIELD:770000]
    [COMPRESSIVE_FRACTURE:1540000]
    [COMPRESSIVE_STRAIN_AT_YIELD:493] bulk modulus 110 GPa
    [TENSILE_YIELD:220000]
    [TENSILE_FRACTURE:440000]
    [TENSILE_STRAIN_AT_YIELD:132] young's modulus 116 GPa
    [TORSION_YIELD:220000]
    [TORSION_FRACTURE:440000]
    [TORSION_STRAIN_AT_YIELD:132]
    [SHEAR_YIELD:220000]
    [SHEAR_FRACTURE:440000]
    [SHEAR_STRAIN_AT_YIELD:352] shear modulus 44 GPa
    [BENDING_YIELD:220000]
    [BENDING_FRACTURE:440000]
    [BENDING_STRAIN_AT_YIELD:352]
    [MAX_EDGE:10000]
    [STATE_COLOR:ALL:GRAY]

There's titanium as a freebie.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 14, 2014, 09:34:43 pm
I assume the [DIVINE_MAT_ ] tags for entities can't be used in user-defined raws.
However, the wiki doesn't say they can't, unlike [GENERATED].
So, has anyone found out if that's valid for non-internal data?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: palu on July 14, 2014, 09:38:46 pm
I'm trying to mof hydras to have multiple amounts of heads, so far what I've got is this:
Code: [Select]
[CREATURE:HYDRA]
[DESCRIPTION:A giant dragon-like monster with many biting heads.]
[NAME:hydra:hydras:hydra]
[CASTE_NAME:hydra:hydras:hydra]
[CREATURE_TILE:'H'][COLOR:4:0:1]
[PETVALUE:10000]
[PET_EXOTIC]
[BIOME:ANY_LAND]
[FREQUENCY:5]
[FANCIFUL]
[MEGABEAST][DIFFICULTY:10]
[ATTACK_TRIGGER:80:10000:100000]
[SPHERE:MUCK]
[SPHERE:REBIRTH]
[SPHERE:STRENGTH]
[NOFEAR][NOEXERT]
[NOSTUN]
[NOPAIN]
[BUILDINGDESTROYER:2]
[LIKES_FIGHTING]
[GRASSTRAMPLE:50]
[BONECARN]
[PREFSTRING:many heads]
BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[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:1]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:1]
[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:0:0:200000]
[BODY_SIZE:20:0:8000000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK_FLAG_INDEPENDENT_MULTIATTACK]
[ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ALL_ACTIVE]
[LAIR:SIMPLE_BURROW:100]
[LAIR_HUNTER]
[MULTIPART_FULL_VISION]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] 25 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:3512:2634:1756:878:4900:6900] 10 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[CANNOT_JUMP]
[HOMEOTHERM:10040]
[CASTE:FEMALE_7]
[FEMALE]
[CASTE:MALE_7]
[MALE]
[SELECT_CASTE:MALE_7]
[SELECT_ADDITIONAL_CASTE:FEMALE_7]
[CASTE_NAME:7-headed hydra:7-headed hydras:7-headed hydra]
[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]
[DESCRIPTION:A giant dragon-like monster with seven biting heads.]

[CASTE:FEMALE_9]
[FEMALE]
[CASTE:MALE_9]
[MALE]
[SELECT_CASTE:MALE_9]
[SELECT_ADDITIONAL_CASTE:FEMALE_9]
[CASTE_NAME:9-headed hydra:9-headed hydras:9-headed hydra]
[BODY:BASIC_2PARTBODY:9HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]
[DESCRIPTION:A giant dragon-like monster with nine biting heads.]

[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GOLD:1:RED:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:10]
[SELECT_TISSUE_LAYER:ALL]
[TL_HEALING_RATE:1]
Bu I'm getting this errorlog when I start the arena, and they don't have any attacks:
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_standard.txt"
HYDRA:Tissue layer not added because no BP found: BY_CATEGORY:TOE:CLAW
HYDRA:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
HYDRA:Attack CLAW seems to have correct format but could not find proper BPs in any caste, so not added
HYDRA Color Mod Ending With (RED,1) Was Not Used
HYDRA Color Mod Ending With (BLACK,1) Was Not Used
*** Error(s) finalizing the creature HYDRA
HYDRA:FEMALE_7:upper body: No tissue thickness
HYDRA:FEMALE_7:lower body: No tissue thickness
HYDRA:FEMALE_7:first neck: No tissue thickness
HYDRA:FEMALE_7:second neck: No tissue thickness
HYDRA:FEMALE_7:third neck: No tissue thickness
HYDRA:FEMALE_7:fourth neck: No tissue thickness
HYDRA:FEMALE_7:fifth neck: No tissue thickness
HYDRA:FEMALE_7:sixth neck: No tissue thickness
HYDRA:FEMALE_7:seventh neck: No tissue thickness
HYDRA:FEMALE_7:first head: No tissue thickness
HYDRA:FEMALE_7:second head: No tissue thickness
HYDRA:FEMALE_7:third head: No tissue thickness
HYDRA:FEMALE_7:fourth head: No tissue thickness
HYDRA:FEMALE_7:fifth head: No tissue thickness
HYDRA:FEMALE_7:sixth head: No tissue thickness
HYDRA:FEMALE_7:seventh head: No tissue thickness
HYDRA:FEMALE_7:right front leg: No tissue thickness
HYDRA:FEMALE_7:left front leg: No tissue thickness
HYDRA:FEMALE_7:right front foot: No tissue thickness
HYDRA:FEMALE_7:left front foot: No tissue thickness
HYDRA:FEMALE_7:right rear leg: No tissue thickness
HYDRA:FEMALE_7:left rear leg: No tissue thickness
HYDRA:FEMALE_7:right rear foot: No tissue thickness
HYDRA:FEMALE_7:left rear foot: No tissue thickness
HYDRA:FEMALE_7:tail: No tissue thickness
HYDRA:FEMALE_7:right eye, first head: No tissue thickness
HYDRA:FEMALE_7:right eye, second head: No tissue thickness
HYDRA:FEMALE_7:right eye, third head: No tissue thickness
HYDRA:FEMALE_7:right eye, fourth head: No tissue thickness
HYDRA:FEMALE_7:right eye, fifth head: No tissue thickness
HYDRA:FEMALE_7:right eye, sixth head: No tissue thickness
HYDRA:FEMALE_7:right eye, seventh head: No tissue thickness
HYDRA:FEMALE_7:left eye, first head: No tissue thickness
HYDRA:FEMALE_7:left eye, second head: No tissue thickness
HYDRA:FEMALE_7:left eye, third head: No tissue thickness
HYDRA:FEMALE_7:left eye, fourth head: No tissue thickness
HYDRA:FEMALE_7:left eye, fifth head: No tissue thickness
HYDRA:FEMALE_7:left eye, sixth head: No tissue thickness
HYDRA:FEMALE_7:left eye, seventh head: No tissue thickness
HYDRA:FEMALE_7:nose, first head: No tissue thickness
HYDRA:FEMALE_7:nose, second head: No tissue thickness
HYDRA:FEMALE_7:nose, third head: No tissue thickness
HYDRA:FEMALE_7:nose, fourth head: No tissue thickness
HYDRA:FEMALE_7:nose, fifth head: No tissue thickness
HYDRA:FEMALE_7:nose, sixth head: No tissue thickness
HYDRA:FEMALE_7:nose, seventh head: No tissue thickness
HYDRA:FEMALE_7:right lung: No tissue thickness
HYDRA:FEMALE_7:left lung: No tissue thickness
HYDRA:FEMALE_7:heart: No tissue thickness
HYDRA:FEMALE_7:guts: No tissue thickness
HYDRA:FEMALE_7:liver: No tissue thickness
HYDRA:FEMALE_7:stomach: No tissue thickness
HYDRA:FEMALE_7:pancreas: No tissue thickness
HYDRA:FEMALE_7:spleen: No tissue thickness
HYDRA:FEMALE_7:right kidney: No tissue thickness
HYDRA:FEMALE_7:left kidney: No tissue thickness
HYDRA:FEMALE_7:throat, first neck: No tissue thickness
HYDRA:FEMALE_7:throat, second neck: No tissue thickness
HYDRA:FEMALE_7:throat, third neck: No tissue thickness
HYDRA:FEMALE_7:throat, fourth neck: No tissue thickness
HYDRA:FEMALE_7:throat, fifth neck: No tissue thickness
HYDRA:FEMALE_7:throat, sixth neck: No tissue thickness
HYDRA:FEMALE_7:throat, seventh neck: No tissue thickness
HYDRA:FEMALE_7:middle spine: No tissue thickness
HYDRA:FEMALE_7:lower spine: No tissue thickness
HYDRA:FEMALE_7:brain, first head: No tissue thickness
HYDRA:FEMALE_7:brain, second head: No tissue thickness
HYDRA:FEMALE_7:brain, third head: No tissue thickness
HYDRA:FEMALE_7:brain, fourth head: No tissue thickness
HYDRA:FEMALE_7:brain, fifth head: No tissue thickness
HYDRA:FEMALE_7:brain, sixth head: No tissue thickness
HYDRA:FEMALE_7:brain, seventh head: No tissue thickness
HYDRA:FEMALE_7:skull, first head: No tissue thickness
HYDRA:FEMALE_7:skull, second head: No tissue thickness
HYDRA:FEMALE_7:skull, third head: No tissue thickness
HYDRA:FEMALE_7:skull, fourth head: No tissue thickness
HYDRA:FEMALE_7:skull, fifth head: No tissue thickness
HYDRA:FEMALE_7:skull, sixth head: No tissue thickness
HYDRA:FEMALE_7:skull, seventh head: No tissue thickness
HYDRA:FEMALE_7:first right front toe: No tissue thickness
HYDRA:FEMALE_7:second right front toe: No tissue thickness
HYDRA:FEMALE_7:third right front toe: No tissue thickness
HYDRA:FEMALE_7:first left front toe: No tissue thickness
HYDRA:FEMALE_7:second left front toe: No tissue thickness
HYDRA:FEMALE_7:third left front toe: No tissue thickness
HYDRA:FEMALE_7:first right rear toe: No tissue thickness
HYDRA:FEMALE_7:second right rear toe: No tissue thickness
HYDRA:FEMALE_7:third right rear toe: No tissue thickness
HYDRA:FEMALE_7:first left rear toe: No tissue thickness
HYDRA:FEMALE_7:second left rear toe: No tissue thickness
HYDRA:FEMALE_7:third left rear toe: No tissue thickness
HYDRA:FEMALE_7:mouth, first head: No tissue thickness
HYDRA:FEMALE_7:mouth, second head: No tissue thickness
HYDRA:FEMALE_7:mouth, third head: No tissue thickness
HYDRA:FEMALE_7:mouth, fourth head: No tissue thickness
HYDRA:FEMALE_7:mouth, fifth head: No tissue thickness
HYDRA:FEMALE_7:mouth, sixth head: No tissue thickness
HYDRA:FEMALE_7:mouth, seventh head: No tissue thickness
HYDRA:FEMALE_7:tongue, first head: No tissue thickness
HYDRA:FEMALE_7:tongue, second head: No tissue thickness
HYDRA:FEMALE_7:tongue, third head: No tissue thickness
HYDRA:FEMALE_7:tongue, fourth head: No tissue thickness
HYDRA:FEMALE_7:tongue, fifth head: No tissue thickness
HYDRA:FEMALE_7:tongue, sixth head: No tissue thickness
HYDRA:FEMALE_7:tongue, seventh head: No tissue thickness
HYDRA:FEMALE_7:tooth, first head: No tissue thickness
HYDRA:FEMALE_7:tooth, second head: No tissue thickness
HYDRA:FEMALE_7:tooth, third head: No tissue thickness
HYDRA:FEMALE_7:tooth, fourth head: No tissue thickness
HYDRA:FEMALE_7:tooth, fifth head: No tissue thickness
HYDRA:FEMALE_7:tooth, sixth head: No tissue thickness
HYDRA:FEMALE_7:tooth, seventh head: No tissue thickness
HYDRA:FEMALE_7:right fang, first head: No tissue thickness
HYDRA:FEMALE_7:right fang, second head: No tissue thickness
HYDRA:FEMALE_7:right fang, third head: No tissue thickness
HYDRA:FEMALE_7:right fang, fourth head: No tissue thickness
HYDRA:FEMALE_7:right fang, fifth head: No tissue thickness
HYDRA:FEMALE_7:right fang, sixth head: No tissue thickness
HYDRA:FEMALE_7:right fang, seventh head: No tissue thickness
HYDRA:FEMALE_7:left fang, first head: No tissue thickness
HYDRA:FEMALE_7:left fang, second head: No tissue thickness
HYDRA:FEMALE_7:left fang, third head: No tissue thickness
HYDRA:FEMALE_7:left fang, fourth head: No tissue thickness
HYDRA:FEMALE_7:left fang, fifth head: No tissue thickness
HYDRA:FEMALE_7:left fang, sixth head: No tissue thickness
HYDRA:FEMALE_7:left fang, seventh head: No tissue thickness
HYDRA:FEMALE_7:left true rib: No tissue thickness
HYDRA:FEMALE_7:right true rib: No tissue thickness
HYDRA:FEMALE_7:left false rib: No tissue thickness
HYDRA:FEMALE_7:right false rib: No tissue thickness
HYDRA:FEMALE_7:left floating rib: No tissue thickness
HYDRA:FEMALE_7:right floating rib: No tissue thickness
HYDRA:MALE_7:upper body: No tissue thickness
HYDRA:MALE_7:lower body: No tissue thickness
HYDRA:MALE_7:first neck: No tissue thickness
HYDRA:MALE_7:second neck: No tissue thickness
HYDRA:MALE_7:third neck: No tissue thickness
HYDRA:MALE_7:fourth neck: No tissue thickness
HYDRA:MALE_7:fifth neck: No tissue thickness
HYDRA:MALE_7:sixth neck: No tissue thickness
HYDRA:MALE_7:seventh neck: No tissue thickness
HYDRA:MALE_7:first head: No tissue thickness
HYDRA:MALE_7:second head: No tissue thickness
HYDRA:MALE_7:third head: No tissue thickness
HYDRA:MALE_7:fourth head: No tissue thickness
HYDRA:MALE_7:fifth head: No tissue thickness
HYDRA:MALE_7:sixth head: No tissue thickness
HYDRA:MALE_7:seventh head: No tissue thickness
HYDRA:MALE_7:right front leg: No tissue thickness
HYDRA:MALE_7:left front leg: No tissue thickness
HYDRA:MALE_7:right front foot: No tissue thickness
HYDRA:MALE_7:left front foot: No tissue thickness
HYDRA:MALE_7:right rear leg: No tissue thickness
HYDRA:MALE_7:left rear leg: No tissue thickness
HYDRA:MALE_7:right rear foot: No tissue thickness
HYDRA:MALE_7:left rear foot: No tissue thickness
HYDRA:MALE_7:tail: No tissue thickness
HYDRA:MALE_7:right eye, first head: No tissue thickness
HYDRA:MALE_7:right eye, second head: No tissue thickness
HYDRA:MALE_7:right eye, third head: No tissue thickness
HYDRA:MALE_7:right eye, fourth head: No tissue thickness
HYDRA:MALE_7:right eye, fifth head: No tissue thickness
HYDRA:MALE_7:right eye, sixth head: No tissue thickness
HYDRA:MALE_7:right eye, seventh head: No tissue thickness
HYDRA:MALE_7:left eye, first head: No tissue thickness
HYDRA:MALE_7:left eye, second head: No tissue thickness
HYDRA:MALE_7:left eye, third head: No tissue thickness
HYDRA:MALE_7:left eye, fourth head: No tissue thickness
HYDRA:MALE_7:left eye, fifth head: No tissue thickness
HYDRA:MALE_7:left eye, sixth head: No tissue thickness
HYDRA:MALE_7:left eye, seventh head: No tissue thickness
HYDRA:MALE_7:nose, first head: No tissue thickness
HYDRA:MALE_7:nose, second head: No tissue thickness
HYDRA:MALE_7:nose, third head: No tissue thickness
HYDRA:MALE_7:nose, fourth head: No tissue thickness
HYDRA:MALE_7:nose, fifth head: No tissue thickness
HYDRA:MALE_7:nose, sixth head: No tissue thickness
HYDRA:MALE_7:nose, seventh head: No tissue thickness
HYDRA:MALE_7:right lung: No tissue thickness
HYDRA:MALE_7:left lung: No tissue thickness
HYDRA:MALE_7:heart: No tissue thickness
HYDRA:MALE_7:guts: No tissue thickness
HYDRA:MALE_7:liver: No tissue thickness
HYDRA:MALE_7:stomach: No tissue thickness
HYDRA:MALE_7:pancreas: No tissue thickness
HYDRA:MALE_7:spleen: No tissue thickness
HYDRA:MALE_7:right kidney: No tissue thickness
HYDRA:MALE_7:left kidney: No tissue thickness
HYDRA:MALE_7:throat, first neck: No tissue thickness
HYDRA:MALE_7:throat, second neck: No tissue thickness
HYDRA:MALE_7:throat, third neck: No tissue thickness
HYDRA:MALE_7:throat, fourth neck: No tissue thickness
HYDRA:MALE_7:throat, fifth neck: No tissue thickness
HYDRA:MALE_7:throat, sixth neck: No tissue thickness
HYDRA:MALE_7:throat, seventh neck: No tissue thickness
HYDRA:MALE_7:middle spine: No tissue thickness
HYDRA:MALE_7:lower spine: No tissue thickness
HYDRA:MALE_7:brain, first head: No tissue thickness
HYDRA:MALE_7:brain, second head: No tissue thickness
HYDRA:MALE_7:brain, third head: No tissue thickness
HYDRA:MALE_7:brain, fourth head: No tissue thickness
HYDRA:MALE_7:brain, fifth head: No tissue thickness
HYDRA:MALE_7:brain, sixth head: No tissue thickness
HYDRA:MALE_7:brain, seventh head: No tissue thickness
HYDRA:MALE_7:skull, first head: No tissue thickness
HYDRA:MALE_7:skull, second head: No tissue thickness
HYDRA:MALE_7:skull, third head: No tissue thickness
HYDRA:MALE_7:skull, fourth head: No tissue thickness
HYDRA:MALE_7:skull, fifth head: No tissue thickness
HYDRA:MALE_7:skull, sixth head: No tissue thickness
HYDRA:MALE_7:skull, seventh head: No tissue thickness
HYDRA:MALE_7:first right front toe: No tissue thickness
HYDRA:MALE_7:second right front toe: No tissue thickness
HYDRA:MALE_7:third right front toe: No tissue thickness
HYDRA:MALE_7:first left front toe: No tissue thickness
HYDRA:MALE_7:second left front toe: No tissue thickness
HYDRA:MALE_7:third left front toe: No tissue thickness
HYDRA:MALE_7:first right rear toe: No tissue thickness
HYDRA:MALE_7:second right rear toe: No tissue thickness
HYDRA:MALE_7:third right rear toe: No tissue thickness
HYDRA:MALE_7:first left rear toe: No tissue thickness
HYDRA:MALE_7:second left rear toe: No tissue thickness
HYDRA:MALE_7:third left rear toe: No tissue thickness
HYDRA:MALE_7:mouth, first head: No tissue thickness
HYDRA:MALE_7:mouth, second head: No tissue thickness
HYDRA:MALE_7:mouth, third head: No tissue thickness
HYDRA:MALE_7:mouth, fourth head: No tissue thickness
HYDRA:MALE_7:mouth, fifth head: No tissue thickness
HYDRA:MALE_7:mouth, sixth head: No tissue thickness
HYDRA:MALE_7:mouth, seventh head: No tissue thickness
HYDRA:MALE_7:tongue, first head: No tissue thickness
HYDRA:MALE_7:tongue, second head: No tissue thickness
HYDRA:MALE_7:tongue, third head: No tissue thickness
HYDRA:MALE_7:tongue, fourth head: No tissue thickness
HYDRA:MALE_7:tongue, fifth head: No tissue thickness
HYDRA:MALE_7:tongue, sixth head: No tissue thickness
HYDRA:MALE_7:tongue, seventh head: No tissue thickness
HYDRA:MALE_7:tooth, first head: No tissue thickness
HYDRA:MALE_7:tooth, second head: No tissue thickness
HYDRA:MALE_7:tooth, third head: No tissue thickness
HYDRA:MALE_7:tooth, fourth head: No tissue thickness
HYDRA:MALE_7:tooth, fifth head: No tissue thickness
HYDRA:MALE_7:tooth, sixth head: No tissue thickness
HYDRA:MALE_7:tooth, seventh head: No tissue thickness
HYDRA:MALE_7:right fang, first head: No tissue thickness
HYDRA:MALE_7:right fang, second head: No tissue thickness
HYDRA:MALE_7:right fang, third head: No tissue thickness
HYDRA:MALE_7:right fang, fourth head: No tissue thickness
HYDRA:MALE_7:right fang, fifth head: No tissue thickness
HYDRA:MALE_7:right fang, sixth head: No tissue thickness
HYDRA:MALE_7:right fang, seventh head: No tissue thickness
HYDRA:MALE_7:left fang, first head: No tissue thickness
HYDRA:MALE_7:left fang, second head: No tissue thickness
HYDRA:MALE_7:left fang, third head: No tissue thickness
HYDRA:MALE_7:left fang, fourth head: No tissue thickness
HYDRA:MALE_7:left fang, fifth head: No tissue thickness
HYDRA:MALE_7:left fang, sixth head: No tissue thickness
HYDRA:MALE_7:left fang, seventh head: No tissue thickness
HYDRA:MALE_7:left true rib: No tissue thickness
HYDRA:MALE_7:right true rib: No tissue thickness
HYDRA:MALE_7:left false rib: No tissue thickness
HYDRA:MALE_7:right false rib: No tissue thickness
HYDRA:MALE_7:left floating rib: No tissue thickness
HYDRA:MALE_7:right floating rib: No tissue thickness
HYDRA:FEMALE_9:upper body: No tissue thickness
HYDRA:FEMALE_9:lower body: No tissue thickness
HYDRA:FEMALE_9:first neck: No tissue thickness
HYDRA:FEMALE_9:second neck: No tissue thickness
HYDRA:FEMALE_9:third neck: No tissue thickness
HYDRA:FEMALE_9:fourth neck: No tissue thickness
HYDRA:FEMALE_9:fifth neck: No tissue thickness
HYDRA:FEMALE_9:sixth neck: No tissue thickness
HYDRA:FEMALE_9:seventh neck: No tissue thickness
HYDRA:FEMALE_9:eighth neck: No tissue thickness
HYDRA:FEMALE_9:ninth neck: No tissue thickness
HYDRA:FEMALE_9:first head: No tissue thickness
HYDRA:FEMALE_9:second head: No tissue thickness
HYDRA:FEMALE_9:third head: No tissue thickness
HYDRA:FEMALE_9:fourth head: No tissue thickness
HYDRA:FEMALE_9:fifth head: No tissue thickness
HYDRA:FEMALE_9:sixth head: No tissue thickness
HYDRA:FEMALE_9:seventh head: No tissue thickness
HYDRA:FEMALE_9:eighth head: No tissue thickness
HYDRA:FEMALE_9:ninth head: No tissue thickness
HYDRA:FEMALE_9:right front leg: No tissue thickness
HYDRA:FEMALE_9:left front leg: No tissue thickness
HYDRA:FEMALE_9:right front foot: No tissue thickness
HYDRA:FEMALE_9:left front foot: No tissue thickness
HYDRA:FEMALE_9:right rear leg: No tissue thickness
HYDRA:FEMALE_9:left rear leg: No tissue thickness
HYDRA:FEMALE_9:right rear foot: No tissue thickness
HYDRA:FEMALE_9:left rear foot: No tissue thickness
HYDRA:FEMALE_9:tail: No tissue thickness
HYDRA:FEMALE_9:right eye, first head: No tissue thickness
HYDRA:FEMALE_9:right eye, second head: No tissue thickness
HYDRA:FEMALE_9:right eye, third head: No tissue thickness
HYDRA:FEMALE_9:right eye, fourth head: No tissue thickness
HYDRA:FEMALE_9:right eye, fifth head: No tissue thickness
HYDRA:FEMALE_9:right eye, sixth head: No tissue thickness
HYDRA:FEMALE_9:right eye, seventh head: No tissue thickness
HYDRA:FEMALE_9:right eye, eighth head: No tissue thickness
HYDRA:FEMALE_9:right eye, ninth head: No tissue thickness
HYDRA:FEMALE_9:left eye, first head: No tissue thickness
HYDRA:FEMALE_9:left eye, second head: No tissue thickness
HYDRA:FEMALE_9:left eye, third head: No tissue thickness
HYDRA:FEMALE_9:left eye, fourth head: No tissue thickness
HYDRA:FEMALE_9:left eye, fifth head: No tissue thickness
HYDRA:FEMALE_9:left eye, sixth head: No tissue thickness
HYDRA:FEMALE_9:left eye, seventh head: No tissue thickness
HYDRA:FEMALE_9:left eye, eighth head: No tissue thickness
HYDRA:FEMALE_9:left eye, ninth head: No tissue thickness
HYDRA:FEMALE_9:nose, first head: No tissue thickness
HYDRA:FEMALE_9:nose, second head: No tissue thickness
HYDRA:FEMALE_9:nose, third head: No tissue thickness
HYDRA:FEMALE_9:nose, fourth head: No tissue thickness
HYDRA:FEMALE_9:nose, fifth head: No tissue thickness
HYDRA:FEMALE_9:nose, sixth head: No tissue thickness
HYDRA:FEMALE_9:nose, seventh head: No tissue thickness
HYDRA:FEMALE_9:nose, eighth head: No tissue thickness
HYDRA:FEMALE_9:nose, ninth head: No tissue thickness
HYDRA:FEMALE_9:right lung: No tissue thickness
HYDRA:FEMALE_9:left lung: No tissue thickness
HYDRA:FEMALE_9:heart: No tissue thickness
HYDRA:FEMALE_9:guts: No tissue thickness
HYDRA:FEMALE_9:liver: No tissue thickness
HYDRA:FEMALE_9:stomach: No tissue thickness
HYDRA:FEMALE_9:pancreas: No tissue thickness
HYDRA:FEMALE_9:spleen: No tissue thickness
HYDRA:FEMALE_9:right kidney: No tissue thickness
HYDRA:FEMALE_9:left kidney: No tissue thickness
HYDRA:FEMALE_9:throat, first neck: No tissue thickness
HYDRA:FEMALE_9:throat, second neck: No tissue thickness
HYDRA:FEMALE_9:throat, third neck: No tissue thickness
HYDRA:FEMALE_9:throat, fourth neck: No tissue thickness
HYDRA:FEMALE_9:throat, fifth neck: No tissue thickness
HYDRA:FEMALE_9:throat, sixth neck: No tissue thickness
HYDRA:FEMALE_9:throat, seventh neck: No tissue thickness
HYDRA:FEMALE_9:throat, eighth neck: No tissue thickness
HYDRA:FEMALE_9:throat, ninth neck: No tissue thickness
HYDRA:FEMALE_9:middle spine: No tissue thickness
HYDRA:FEMALE_9:lower spine: No tissue thickness
HYDRA:FEMALE_9:brain, first head: No tissue thickness
HYDRA:FEMALE_9:brain, second head: No tissue thickness
HYDRA:FEMALE_9:brain, third head: No tissue thickness
HYDRA:FEMALE_9:brain, fourth head: No tissue thickness
HYDRA:FEMALE_9:brain, fifth head: No tissue thickness
HYDRA:FEMALE_9:brain, sixth head: No tissue thickness
HYDRA:FEMALE_9:brain, seventh head: No tissue thickness
HYDRA:FEMALE_9:brain, eighth head: No tissue thickness
HYDRA:FEMALE_9:brain, ninth head: No tissue thickness
HYDRA:FEMALE_9:skull, first head: No tissue thickness
HYDRA:FEMALE_9:skull, second head: No tissue thickness
HYDRA:FEMALE_9:skull, third head: No tissue thickness
HYDRA:FEMALE_9:skull, fourth head: No tissue thickness
HYDRA:FEMALE_9:skull, fifth head: No tissue thickness
HYDRA:FEMALE_9:skull, sixth head: No tissue thickness
HYDRA:FEMALE_9:skull, seventh head: No tissue thickness
HYDRA:FEMALE_9:skull, eighth head: No tissue thickness
HYDRA:FEMALE_9:skull, ninth head: No tissue thickness
HYDRA:FEMALE_9:first right front toe: No tissue thickness
HYDRA:FEMALE_9:second right front toe: No tissue thickness
HYDRA:FEMALE_9:third right front toe: No tissue thickness
HYDRA:FEMALE_9:first left front toe: No tissue thickness
HYDRA:FEMALE_9:second left front toe: No tissue thickness
HYDRA:FEMALE_9:third left front toe: No tissue thickness
HYDRA:FEMALE_9:first right rear toe: No tissue thickness
HYDRA:FEMALE_9:second right rear toe: No tissue thickness
HYDRA:FEMALE_9:third right rear toe: No tissue thickness
HYDRA:FEMALE_9:first left rear toe: No tissue thickness
HYDRA:FEMALE_9:second left rear toe: No tissue thickness
HYDRA:FEMALE_9:third left rear toe: No tissue thickness
HYDRA:FEMALE_9:mouth, first head: No tissue thickness
HYDRA:FEMALE_9:mouth, second head: No tissue thickness
HYDRA:FEMALE_9:mouth, third head: No tissue thickness
HYDRA:FEMALE_9:mouth, fourth head: No tissue thickness
HYDRA:FEMALE_9:mouth, fifth head: No tissue thickness
HYDRA:FEMALE_9:mouth, sixth head: No tissue thickness
HYDRA:FEMALE_9:mouth, seventh head: No tissue thickness
HYDRA:FEMALE_9:mouth, eighth head: No tissue thickness
HYDRA:FEMALE_9:mouth, ninth head: No tissue thickness
HYDRA:FEMALE_9:tongue, first head: No tissue thickness
HYDRA:FEMALE_9:tongue, second head: No tissue thickness
HYDRA:FEMALE_9:tongue, third head: No tissue thickness
HYDRA:FEMALE_9:tongue, fourth head: No tissue thickness
HYDRA:FEMALE_9:tongue, fifth head: No tissue thickness
HYDRA:FEMALE_9:tongue, sixth head: No tissue thickness
HYDRA:FEMALE_9:tongue, seventh head: No tissue thickness
HYDRA:FEMALE_9:tongue, eighth head: No tissue thickness
HYDRA:FEMALE_9:tongue, ninth head: No tissue thickness
HYDRA:FEMALE_9:tooth, first head: No tissue thickness
HYDRA:FEMALE_9:tooth, second head: No tissue thickness
HYDRA:FEMALE_9:tooth, third head: No tissue thickness
HYDRA:FEMALE_9:tooth, fourth head: No tissue thickness
HYDRA:FEMALE_9:tooth, fifth head: No tissue thickness
HYDRA:FEMALE_9:tooth, sixth head: No tissue thickness
HYDRA:FEMALE_9:tooth, seventh head: No tissue thickness
HYDRA:FEMALE_9:tooth, eighth head: No tissue thickness
HYDRA:FEMALE_9:tooth, ninth head: No tissue thickness
HYDRA:FEMALE_9:right fang, first head: No tissue thickness
HYDRA:FEMALE_9:right fang, second head: No tissue thickness
HYDRA:FEMALE_9:right fang, third head: No tissue thickness
HYDRA:FEMALE_9:right fang, fourth head: No tissue thickness
HYDRA:FEMALE_9:right fang, fifth head: No tissue thickness
HYDRA:FEMALE_9:right fang, sixth head: No tissue thickness
HYDRA:FEMALE_9:right fang, seventh head: No tissue thickness
HYDRA:FEMALE_9:right fang, eighth head: No tissue thickness
HYDRA:FEMALE_9:right fang, ninth head: No tissue thickness
HYDRA:FEMALE_9:left fang, first head: No tissue thickness
HYDRA:FEMALE_9:left fang, second head: No tissue thickness
HYDRA:FEMALE_9:left fang, third head: No tissue thickness
HYDRA:FEMALE_9:left fang, fourth head: No tissue thickness
HYDRA:FEMALE_9:left fang, fifth head: No tissue thickness
HYDRA:FEMALE_9:left fang, sixth head: No tissue thickness
HYDRA:FEMALE_9:left fang, seventh head: No tissue thickness
HYDRA:FEMALE_9:left fang, eighth head: No tissue thickness
HYDRA:FEMALE_9:left fang, ninth head: No tissue thickness
HYDRA:FEMALE_9:left true rib: No tissue thickness
HYDRA:FEMALE_9:right true rib: No tissue thickness
HYDRA:FEMALE_9:left false rib: No tissue thickness
HYDRA:FEMALE_9:right false rib: No tissue thickness
HYDRA:FEMALE_9:left floating rib: No tissue thickness
HYDRA:FEMALE_9:right floating rib: No tissue thickness
HYDRA:MALE_9:upper body: No tissue thickness
HYDRA:MALE_9:lower body: No tissue thickness
HYDRA:MALE_9:first neck: No tissue thickness
HYDRA:MALE_9:second neck: No tissue thickness
HYDRA:MALE_9:third neck: No tissue thickness
HYDRA:MALE_9:fourth neck: No tissue thickness
HYDRA:MALE_9:fifth neck: No tissue thickness
HYDRA:MALE_9:sixth neck: No tissue thickness
HYDRA:MALE_9:seventh neck: No tissue thickness
HYDRA:MALE_9:eighth neck: No tissue thickness
HYDRA:MALE_9:ninth neck: No tissue thickness
HYDRA:MALE_9:first head: No tissue thickness
HYDRA:MALE_9:second head: No tissue thickness
HYDRA:MALE_9:third head: No tissue thickness
HYDRA:MALE_9:fourth head: No tissue thickness
HYDRA:MALE_9:fifth head: No tissue thickness
HYDRA:MALE_9:sixth head: No tissue thickness
HYDRA:MALE_9:seventh head: No tissue thickness
HYDRA:MALE_9:eighth head: No tissue thickness
HYDRA:MALE_9:ninth head: No tissue thickness
HYDRA:MALE_9:right front leg: No tissue thickness
HYDRA:MALE_9:left front leg: No tissue thickness
HYDRA:MALE_9:right front foot: No tissue thickness
HYDRA:MALE_9:left front foot: No tissue thickness
HYDRA:MALE_9:right rear leg: No tissue thickness
HYDRA:MALE_9:left rear leg: No tissue thickness
HYDRA:MALE_9:right rear foot: No tissue thickness
HYDRA:MALE_9:left rear foot: No tissue thickness
HYDRA:MALE_9:tail: No tissue thickness
HYDRA:MALE_9:right eye, first head: No tissue thickness
HYDRA:MALE_9:right eye, second head: No tissue thickness
HYDRA:MALE_9:right eye, third head: No tissue thickness
HYDRA:MALE_9:right eye, fourth head: No tissue thickness
HYDRA:MALE_9:right eye, fifth head: No tissue thickness
HYDRA:MALE_9:right eye, sixth head: No tissue thickness
HYDRA:MALE_9:right eye, seventh head: No tissue thickness
HYDRA:MALE_9:right eye, eighth head: No tissue thickness
HYDRA:MALE_9:right eye, ninth head: No tissue thickness
HYDRA:MALE_9:left eye, first head: No tissue thickness
HYDRA:MALE_9:left eye, second head: No tissue thickness
HYDRA:MALE_9:left eye, third head: No tissue thickness
HYDRA:MALE_9:left eye, fourth head: No tissue thickness
HYDRA:MALE_9:left eye, fifth head: No tissue thickness
HYDRA:MALE_9:left eye, sixth head: No tissue thickness
HYDRA:MALE_9:left eye, seventh head: No tissue thickness
HYDRA:MALE_9:left eye, eighth head: No tissue thickness
HYDRA:MALE_9:left eye, ninth head: No tissue thickness
HYDRA:MALE_9:nose, first head: No tissue thickness
HYDRA:MALE_9:nose, second head: No tissue thickness
HYDRA:MALE_9:nose, third head: No tissue thickness
HYDRA:MALE_9:nose, fourth head: No tissue thickness
HYDRA:MALE_9:nose, fifth head: No tissue thickness
HYDRA:MALE_9:nose, sixth head: No tissue thickness
HYDRA:MALE_9:nose, seventh head: No tissue thickness
HYDRA:MALE_9:nose, eighth head: No tissue thickness
HYDRA:MALE_9:nose, ninth head: No tissue thickness
HYDRA:MALE_9:right lung: No tissue thickness
HYDRA:MALE_9:left lung: No tissue thickness
HYDRA:MALE_9:heart: No tissue thickness
HYDRA:MALE_9:guts: No tissue thickness
HYDRA:MALE_9:liver: No tissue thickness
HYDRA:MALE_9:stomach: No tissue thickness
HYDRA:MALE_9:pancreas: No tissue thickness
HYDRA:MALE_9:spleen: No tissue thickness
HYDRA:MALE_9:right kidney: No tissue thickness
HYDRA:MALE_9:left kidney: No tissue thickness
HYDRA:MALE_9:throat, first neck: No tissue thickness
HYDRA:MALE_9:throat, second neck: No tissue thickness
HYDRA:MALE_9:throat, third neck: No tissue thickness
HYDRA:MALE_9:throat, fourth neck: No tissue thickness
HYDRA:MALE_9:throat, fifth neck: No tissue thickness
HYDRA:MALE_9:throat, sixth neck: No tissue thickness
HYDRA:MALE_9:throat, seventh neck: No tissue thickness
HYDRA:MALE_9:throat, eighth neck: No tissue thickness
HYDRA:MALE_9:throat, ninth neck: No tissue thickness
HYDRA:MALE_9:middle spine: No tissue thickness
HYDRA:MALE_9:lower spine: No tissue thickness
HYDRA:MALE_9:brain, first head: No tissue thickness
HYDRA:MALE_9:brain, second head: No tissue thickness
HYDRA:MALE_9:brain, third head: No tissue thickness
HYDRA:MALE_9:brain, fourth head: No tissue thickness
HYDRA:MALE_9:brain, fifth head: No tissue thickness
HYDRA:MALE_9:brain, sixth head: No tissue thickness
HYDRA:MALE_9:brain, seventh head: No tissue thickness
HYDRA:MALE_9:brain, eighth head: No tissue thickness
HYDRA:MALE_9:brain, ninth head: No tissue thickness
HYDRA:MALE_9:skull, first head: No tissue thickness
HYDRA:MALE_9:skull, second head: No tissue thickness
HYDRA:MALE_9:skull, third head: No tissue thickness
HYDRA:MALE_9:skull, fourth head: No tissue thickness
HYDRA:MALE_9:skull, fifth head: No tissue thickness
HYDRA:MALE_9:skull, sixth head: No tissue thickness
HYDRA:MALE_9:skull, seventh head: No tissue thickness
HYDRA:MALE_9:skull, eighth head: No tissue thickness
HYDRA:MALE_9:skull, ninth head: No tissue thickness
HYDRA:MALE_9:first right front toe: No tissue thickness
HYDRA:MALE_9:second right front toe: No tissue thickness
HYDRA:MALE_9:third right front toe: No tissue thickness
HYDRA:MALE_9:first left front toe: No tissue thickness
HYDRA:MALE_9:second left front toe: No tissue thickness
HYDRA:MALE_9:third left front toe: No tissue thickness
HYDRA:MALE_9:first right rear toe: No tissue thickness
HYDRA:MALE_9:second right rear toe: No tissue thickness
HYDRA:MALE_9:third right rear toe: No tissue thickness
HYDRA:MALE_9:first left rear toe: No tissue thickness
HYDRA:MALE_9:second left rear toe: No tissue thickness
HYDRA:MALE_9:third left rear toe: No tissue thickness
HYDRA:MALE_9:mouth, first head: No tissue thickness
HYDRA:MALE_9:mouth, second head: No tissue thickness
HYDRA:MALE_9:mouth, third head: No tissue thickness
HYDRA:MALE_9:mouth, fourth head: No tissue thickness
HYDRA:MALE_9:mouth, fifth head: No tissue thickness
HYDRA:MALE_9:mouth, sixth head: No tissue thickness
HYDRA:MALE_9:mouth, seventh head: No tissue thickness
HYDRA:MALE_9:mouth, eighth head: No tissue thickness
HYDRA:MALE_9:mouth, ninth head: No tissue thickness
HYDRA:MALE_9:tongue, first head: No tissue thickness
HYDRA:MALE_9:tongue, second head: No tissue thickness
HYDRA:MALE_9:tongue, third head: No tissue thickness
HYDRA:MALE_9:tongue, fourth head: No tissue thickness
HYDRA:MALE_9:tongue, fifth head: No tissue thickness
HYDRA:MALE_9:tongue, sixth head: No tissue thickness
HYDRA:MALE_9:tongue, seventh head: No tissue thickness
HYDRA:MALE_9:tongue, eighth head: No tissue thickness
HYDRA:MALE_9:tongue, ninth head: No tissue thickness
HYDRA:MALE_9:tooth, first head: No tissue thickness
HYDRA:MALE_9:tooth, second head: No tissue thickness
HYDRA:MALE_9:tooth, third head: No tissue thickness
HYDRA:MALE_9:tooth, fourth head: No tissue thickness
HYDRA:MALE_9:tooth, fifth head: No tissue thickness
HYDRA:MALE_9:tooth, sixth head: No tissue thickness
HYDRA:MALE_9:tooth, seventh head: No tissue thickness
HYDRA:MALE_9:tooth, eighth head: No tissue thickness
HYDRA:MALE_9:tooth, ninth head: No tissue thickness
HYDRA:MALE_9:right fang, first head: No tissue thickness
HYDRA:MALE_9:right fang, second head: No tissue thickness
HYDRA:MALE_9:right fang, third head: No tissue thickness
HYDRA:MALE_9:right fang, fourth head: No tissue thickness
HYDRA:MALE_9:right fang, fifth head: No tissue thickness
HYDRA:MALE_9:right fang, sixth head: No tissue thickness
HYDRA:MALE_9:right fang, seventh head: No tissue thickness
HYDRA:MALE_9:right fang, eighth head: No tissue thickness
HYDRA:MALE_9:right fang, ninth head: No tissue thickness
HYDRA:MALE_9:left fang, first head: No tissue thickness
HYDRA:MALE_9:left fang, second head: No tissue thickness
HYDRA:MALE_9:left fang, third head: No tissue thickness
HYDRA:MALE_9:left fang, fourth head: No tissue thickness
HYDRA:MALE_9:left fang, fifth head: No tissue thickness
HYDRA:MALE_9:left fang, sixth head: No tissue thickness
HYDRA:MALE_9:left fang, seventh head: No tissue thickness
HYDRA:MALE_9:left fang, eighth head: No tissue thickness
HYDRA:MALE_9:left fang, ninth head: No tissue thickness
HYDRA:MALE_9:left true rib: No tissue thickness
HYDRA:MALE_9:right true rib: No tissue thickness
HYDRA:MALE_9:left false rib: No tissue thickness
HYDRA:MALE_9:right false rib: No tissue thickness
HYDRA:MALE_9:left floating rib: No tissue thickness
HYDRA:MALE_9:right floating rib: No tissue thickness
go baby!
 usz: 0
post baby
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post clean
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go baby!
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post baby
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post clean
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go baby!
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post baby
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post clean
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go baby!
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post baby
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post clean
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Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 14, 2014, 09:55:28 pm
I tried doing the exact same thing. For one thing, "7HEADNECKS" doesn't work like if you replace 7 with 9 then it has 9 heads instead of 7. Or at least that's not how it worked in .34. It's a specific body part defined in the body_default text file that gives seven heads and seven necks. what I did was make a new body.txt file named whatever, then copied 7HEADNECKS over to it and added what I needed and renamed accordingly. Mostly copy pasting and changing the bits to correspond to the right parts.



When I asked about doing a similar mod in the last questions thread there were some alternative methods to what I was doing given by other modders, but I don't remember them specifically.

My question, getting an error for my modded dragons. Some error with tissues. I'm not familiar with tissues. What do?

Spoiler: ERROR (click to show/hide)

Spoiler: Relevant code (click to show/hide)

Do I need to define a new tissue plan? Seemed like the tissue would just use the material I selected in the tag. I've already defined the material, so that can't be it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 14, 2014, 09:58:32 pm
@palu:

There are no tissues being applied to the bodies, as the body detail plans are defined before the bodies themselves.

@Spehss_:

It may help to see the creature's entire file.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 14, 2014, 10:04:55 pm

Spoiler: scale_template_iron (click to show/hide)

I'm thinking I probably need to either define a new tissue template, or...do something else. I don't see what difference a new tissue template would make seeing how the scale template is literally just
Spoiler: this (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 14, 2014, 10:11:18 pm
You have [USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE_IRON]

Do you have a tissue template called SCALE_TEMPLATE_IRON ?

It should be fine as SCALE_TEMPLATE, since your iron scale template is given the ID of SCALE under the materials plan, which is the ID that the vanilla scale template is looking for.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 14, 2014, 10:29:24 pm
It should be fine as SCALE_TEMPLATE, since your iron scale template is given the ID of SCALE under the materials plan, which is the ID that the vanilla scale template is looking for.

...ok. Don't entirely understand that, but changing the tissue back to scale_template works.

Got a new error. Only one error.
Code: [Select]
DRAGON_BUFFED:Unrecognized Material Template: SCALE_TEMPLATE_IRON
Material was working before I changed the tissue back to scale_template. No idea what's wrong now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 15, 2014, 02:18:14 am
Oh, so by "actually work" you didn't mean "are valid in the raws". The distinction isn't necessarily obvious...

I thought I made it obvious when I said that they don't throw up error logs, but okay.

Trying this right now, with the necromancer secret goal changed to RULE_THE_WORLD. So far, no towers yet.

The secret does show up in the XML under the deity list, though, so it does get generated. Nobody seems to pick it up, though...

Although, apparently secrets don't have to be sought out by immortality-seekers? Using [SUPERNATURAL] with some sphere will always give a modded creature innate knowledge of the secret, though not sure, if this still works in .40
I tried adding some impromptu paladins with BRING_PEACE_TO_THE_WORLD and druids with SEE_THE_GREAT_NATURAL_SITES, but I haven't had any luck after genning a couple of worlds. Lots of my necromancers though, and nothing in the errorlog.
Yeah, that mirrors my experience and my expectations - Toady did say they wouldn't work for the time being, but that was a while ago, and them appearing in the string dump could have meant that he made them to work after all, but it doesn't seem so.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 15, 2014, 02:49:33 am
It should be fine as SCALE_TEMPLATE, since your iron scale template is given the ID of SCALE under the materials plan, which is the ID that the vanilla scale template is looking for.

...ok. Don't entirely understand that, but changing the tissue back to scale_template works.

Got a new error. Only one error.
Code: [Select]
DRAGON_BUFFED:Unrecognized Material Template: SCALE_TEMPLATE_IRON
Material was working before I changed the tissue back to scale_template. No idea what's wrong now.

Replace

Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE_IRON]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE_IRON]
with
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500]
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]

I'm not sure if that's how you're SUPPOSED to do it, but I'm rather sure it works. I haven't tested it, but I use a similar thing for giving my dragon's claws, scales etc. the values of adamantine.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zale on July 15, 2014, 02:50:49 am
It's a personality value for BRAVERY, add [PERSONALITY:BRAVERY:100:100:100] to make creatures not run in fear.  It will not cause them to engage in combat in the first place, though.

The [POWER] tag no longer seems to work, presumably because the new spire-vault system now handles demon takeovers.  Anyone know if there's still a way of creating custom civ-dominating monsters?

In .01, I had some modded semimegas that I gave the [Death] sphere and [Power] in order to test if anyone took them and they ended up ruling gobbos plenty of times. Not sure if it's still working, but I don't see any reason why not. I just don't see many demons crawling out of hell anymore.

Trying this right now, with the necromancer secret goal changed to RULE_THE_WORLD. So far, no towers yet.

The secret does show up in the XML under the deity list, though, so it does get generated. Nobody seems to pick it up, though...

Although, apparently secrets don't have to be sought out by immortality-seekers? Using [SUPERNATURAL] with some sphere will always give a modded creature innate knowledge of the secret, though not sure, if this still works in .40

I tried giving a creature [SUPERNATURAL] and [SPHERE:DEATH] to no avail. Unless, of course, that only works for user-defined secrets.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Mictlantecuhtli on July 15, 2014, 11:05:24 am
So the dreams and wishes stuff doesn't interact properly in worldgen creatures?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on July 15, 2014, 11:49:19 am
Question about creature variations

If I use
Code: [Select]
[APPLY_CREATURE_VARIATION:TUSK_STAB_ATTACK]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]
[APPLY_CREATURE_VARIATION:BEAK_BITE_ATTACK]
Will it correctly know that I mean for the tusk attack to have a inject venom?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 15, 2014, 01:52:20 pm
Question about creature variations

If I use
Code: [Select]
[APPLY_CREATURE_VARIATION:TUSK_STAB_ATTACK]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]
[APPLY_CREATURE_VARIATION:BEAK_BITE_ATTACK]
Will it correctly know that I mean for the tusk attack to have a inject venom?

Slap a CV_NEW_TAG before that SPECIALATTACK_INJECT_EXTRACT then an APPLY_CURRENT_CREATURE_VARIATION after that and it should.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Phenoix12 on July 15, 2014, 02:43:06 pm
I know that ice can't normally be used in normal crafting besides building some constructions but is there a way to set up a custom reaction to use ice as a regnant and the materiel the product is made out of?  Or possibly setting up a different custom reaction for ice as a regnant to be converted into a useable stone type?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 15, 2014, 03:31:30 pm
Ice as in frozen water would melt into a puddle in non-freezing biomes, pretty much instantly though. You might want to define some kind of Nevermeltice-type inorganic as a workaround.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Phenoix12 on July 15, 2014, 03:45:11 pm
Ice as in frozen water would melt into a puddle in non-freezing biomes, pretty much instantly though. You might want to define some kind of Nevermeltice-type inorganic as a workaround.

I was planning on that also, to convert ice into special black ice that wont melt in higher temperatures.
But wanting to use ice as a regret stems from a custom race/creature I made that is built to live in the tundra and build fortresses inside of glaciers thus having a lot of ice laying around needing to be used for something.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 15, 2014, 04:14:20 pm
I assume the [DIVINE_MAT_ ] tags for entities can't be used in user-defined raws.
However, the wiki doesn't say they can't, unlike [GENERATED].
So, has anyone found out if that's valid for non-internal data?
Knowing this would be helpful.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Mephansteras on July 15, 2014, 04:35:46 pm
Anyone done much playing around with the entity VALUE tokens yet? I'm curious how much of an effect they have.

I'm hoping I'll have all of them in for my various races tonight, so I may be able to provide some additional information on how they effect world gen and various civ interactions soon myself.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 15, 2014, 06:05:52 pm
Anyone done much playing around with the entity VALUE tokens yet? I'm curious how much of an effect they have.

I'm hoping I'll have all of them in for my various races tonight, so I may be able to provide some additional information on how they effect world gen and various civ interactions soon myself.

They can change dreams, for one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 15, 2014, 06:24:01 pm
That would make sense, since a large volume of dwarves want to make a masterwork ([VALUE:CRAFTSMANSHIP:50]).
I plan to fiddle with it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: spikeof2010 on July 16, 2014, 06:20:37 pm
If I wanted something to breathe web would this work?

   [CDI:WEB_SPRAY]


Also how would I give something a tentacle attack?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 16, 2014, 06:24:36 pm
Giant Cave Spiders tell you exactly how to do web spray.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 16, 2014, 06:27:05 pm
If I wanted something to breathe web would this work?

   [CDI:WEB_SPRAY]


Also how would I give something a tentacle attack?

The interaction used to make a creature spray web is called MATERIAL_EMISSION

You could just copy the giant cave spider's ability:
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spray web]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TOKEN:LB]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

Just make sure the creature actually has a material in their raws called silk.

To make an attack use a tentacle, you would likely use
[ATTACK:ID:BODYPART:BY_CATEGORY:TENTACLE]

Though it may depend on the specific body part used. The vanilla tentacles use CATEGORY:TENTACLE
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: nogoodnames on July 16, 2014, 07:32:32 pm
What tag prevents dwarves from settling in Evil/Good areas? I want to create a totally evil world but I can't find anything in the Entity raws that allows goblins to settle evil areas but not other civilizations.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 16, 2014, 09:05:26 pm
What tag prevents dwarves from settling in Evil/Good areas? I want to create a totally evil world but I can't find anything in the Entity raws that allows goblins to settle evil areas but not other civilizations.

To settle in evil biomes, you need one of these tags:

Code: [Select]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]

and likewise [USE_GOOD_ANIMALS] etc. for good biomes.

This will also let you tame any animal with EVIL or GOOD, depending on the token, including trolls.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on July 16, 2014, 09:36:18 pm
What tag prevents dwarves from settling in Evil/Good areas? I want to create a totally evil world but I can't find anything in the Entity raws that allows goblins to settle evil areas but not other civilizations.

To settle in evil biomes, you need one of these tags:

Code: [Select]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]

and likewise [USE_GOOD_ANIMALS] etc. for good biomes.

This will also let you tame any animal with EVIL or GOOD, depending on the token, including trolls.
I did not know that... I always assumed it was the EVIL or GOOD tag on the creature itself.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 16, 2014, 10:09:38 pm
I did not know that... I always assumed it was the EVIL or GOOD tag on the creature itself.

Or at least, I think, that's how it works. I always get my swamp-fairy civ to settle in good biomes, even if they don't have the [GOOD] on the creature itself.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: mattychan on July 16, 2014, 11:34:44 pm
Hey guys, this new DF update is amazing.

I started updating my custom race, so it would work again.
Sadly since I changed a lot of skill rates. ex:turned them all off.
My characters could no longer learn to climb! : (
anyways I tried to use what I thought the token would be, like:

CLIMB
CLIMBER

From what I could tell these are not the climber skill token.
Did I miss something or am I wrong?

EDIT
Facepalm sorry guys I figured it out....
It was CLIMBING all along >.>
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Di on July 17, 2014, 04:51:24 am
Does anyone know what's the token for item-clouds the toady has been talking about?
WEB_SPRAY doesn't cut it.
Edit:Right, I've found it on wiki, for some reason I was looking on the old version page before that.

Editedit: but for some reason this line does nothing:
[CDI:MATERIAL:PLANT_MAT:PEACH:LEAF:TRAILING_ITEM_FLOW:BOULDER]
Has anyone successfully used it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 17, 2014, 05:40:20 am
It does nothing when creatures do it. It seems to be strictly for the use of trees and plants.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on July 17, 2014, 08:05:52 am
I'm having some difficulty here... I have some of my own raws to work with and they seem to work pretty well with DF2014; however, I am having a problem where there are never goblin civilizations.  See their entry here:

Spoiler (click to show/hide)

The only difference is a couple added weapon tokens from my weapons file; similar tokens have been added to humans, dwarves, elves, etc... and they all spawn just fine.  But goblins seem to be extinct.  They will not spawn in my custom worldgen or in any of the standard worldgens...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 17, 2014, 08:08:37 am
The biome choice tokens had some changes to them. Take the default 0.40 entity file and paste those bits over your own, see what happens.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on July 17, 2014, 08:16:38 am
The biome choice tokens had some changes to them. Take the default 0.40 entity file and paste those bits over your own, see what happens.

That's exactly what the above is; the 0.40.x original with the KRYSS entry added... literally the only difference.  Elves and Kobolds also have access to these but continue to spawn; I double checked that the added [T_WORD]s to language_GOBLIN.txt didn't have a typo that might have caused DF to silently toss out the whole thing as one giant exception but, no, they're just as intact as all the other races that DO spawn.  *shrug* =(
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on July 17, 2014, 08:30:08 am
The biome choice tokens had some changes to them. Take the default 0.40 entity file and paste those bits over your own, see what happens.

That's exactly what the above is; the 0.40.x original with the KRYSS entry added... literally the only difference.  Elves and Kobolds also have access to these but continue to spawn; I double checked that the added [T_WORD]s to language_GOBLIN.txt didn't have a typo that might have caused DF to silently toss out the whole thing as one giant exception but, no, they're just as intact as all the other races that DO spawn.  *shrug* =(

Even going back to the original goblin definition, they do not spawn... the heck; there's nothing unique to goblins left that could explain why only they don't spawn.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 17, 2014, 08:34:33 am
When the game spawns civilizations, it starts from the top of the file and works its way down. When it reaches the bottom, it spawns an ENTITY:MOUNTAIN again and so forth.

Maybe your worlds aren't putting down enough civs to reach goblins. Stick them to the top of the file and you'll see if that was the issue.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lukander on July 17, 2014, 09:04:39 am
[CDI:MATERIAL:PLANT_MAT:PEACH:LEAF:TRAILING_ITEM_FLOW:BOULDER]... Try the below instead


[CDI:MATERIAL:PLANT_MAT:PEACH:LEAF:TRAILING_ITEM_FLOW:PLANT_GROWTH:NONE]

OR

[CDI:MATERIAL:PEACH:LEAF:TRAILING_ITEM_FLOW:PLANT_GROWTH:NONE]

OR

[CDI:MATERIAL:PEACH:LEAF:TRAILING_ITEM_FLOW:PLANT_GROWTH:LEAVES]

OR

[CDI:MATERIAL:LOCAL_CREATURE_MAT:<this creatures desired material>:TRAILING_ITEM_FLOW:BOULDER:NONE]

one of these should work... Remember with LOCAL_CREATURE_MAT to have a valid material in the creature RAW.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Shadowclaimer on July 17, 2014, 09:08:58 am
When the game spawns civilizations, it starts from the top of the file and works its way down. When it reaches the bottom, it spawns an ENTITY:MOUNTAIN again and so forth.

Maybe your worlds aren't putting down enough civs to reach goblins. Stick them to the top of the file and you'll see if that was the issue.

I'm definitely posting this in the suggestions forum for optional random or swap to random.. if that's the case that's severely problematic/annoying lol
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on July 17, 2014, 09:16:09 am
When the game spawns civilizations, it starts from the top of the file and works its way down. When it reaches the bottom, it spawns an ENTITY:MOUNTAIN again and so forth.

Maybe your worlds aren't putting down enough civs to reach goblins. Stick them to the top of the file and you'll see if that was the issue.

That might or might not have worked in the scenario you listed, but it did not help me... what I DID find, however, was that some of the creature_variation work HAD changed in the new version that mine was overwriting... poking around in errorlog.txt helped identify that finally; fixed unrelated things with typos in inorganic_minerals which should have nothing to do with it... and I am finding that some thing may also have changed in how colors are applied (with the only animals i've gotten around to adding, unlike any other already in-game)

Spoiler (click to show/hide)

the only errors left;  and I can report goblins are back; so somehow the creature variations business must have been involved though the actual impeding error is not immediately obvious to me yet, or why it didn't effect any other race.  *oh well*
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 17, 2014, 09:22:59 am
Does anyone know what's the token for item-clouds the toady has been talking about?
WEB_SPRAY doesn't cut it.
Edit:Right, I've found it on wiki, for some reason I was looking on the old version page before that.

Editedit: but for some reason this line does nothing:
[CDI:MATERIAL:PLANT_MAT:PEACH:LEAF:TRAILING_ITEM_FLOW:BOULDER]
Has anyone successfully used it?

[CDI:MATERIAL:INORGANIC:IRON:TRAILING_ITEM_FLOW:TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC] works (as well as it was going to work - we knew this wouldn't be a viable attack). Translating it to peach leaves should be:

[CDI:MATERIAL:PLANT_MAT:PEACH:LEAF:TRAILING_ITEM_FLOW:PLANT_GROWTH:PEACH:LEAVES]

Boulders would be BOULDER:NONE.

Also note that it might not be immediately obvious that the interaction works - there won't be items on the ground, but item spatter, which adventurers can pick up as items. That means the floor will use the same tile, but a different color, which could be hard to see.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on July 17, 2014, 10:18:05 am
On another topic, I've started making a more modular set of animals, starting with birds (thrush family in this case.)  I've given them more descriptive natures, but am having trouble with one small thing...

given:

Quote
[BODY:HUMANOID_ARMLESS_NECK:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:GIZZARD:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BEAK:RIBCAGE]

the following:

Quote
      [SET_TL_GROUP:BY_CATEGORY:BEAK:BEAK]
         [TL_COLOR_MODIFIER:AMBER:1:FLAX:1:GOLDEN_YELLOW:2:YELLOW:1]
         [TLCM_NOUN:beak:SINGULAR]

does not ever get included... in fact, it is probably the reason for the following in the errorlog.txt:

Quote
BIRD_THRUSH_TITANIC_ROBIN Color Mod Ending With (YELLOW,1) Was Not Used

I've tried it with BY_CATEGORY:BEAK, ":BEAK:ALL, BEAK:SKIN, BEAK:NAIL, ALL:BEAK, etc... no results yet.  Insights?  Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 17, 2014, 10:27:21 am
I think it should be BEAK:BONE. Beaks get the 4th tissue in the list of VERTEBRATE_TISSUE_LAYERS, which is bone for most creatures.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on July 17, 2014, 10:31:50 am
I think it should be BEAK:BONE. Beaks get the 4th tissue in the list of VERTEBRATE_TISSUE_LAYERS, which is bone for most creatures.

You, sir, are correct::

Quote
A large and thoroughly vicious robin-like monster.  She is gigantic.  Her head feathers are charcoal.  Her chest feathers are auburn.  Her back is beige.  Her wings are charcoal.  Her lower legs and feet are gray.  Her eyes are black.  Her beak is amber.

*bow*  Serves me right for not having thought of that
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on July 17, 2014, 11:43:29 am
I'm trying to make a [sound] but peaceful_intermittent isn't recognized and the creature isn't making the sound when I set it to alert and with 1 delay
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 17, 2014, 10:40:02 pm
In what context do NPC's use interactions with the TORMENT usage hint?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Scruiser on July 17, 2014, 11:16:29 pm
Spoiler relating to new
Spoiler (click to show/hide)
related content
Spoiler (click to show/hide)
If this hasn't been figured out yet, does anyone have any suggestions on the kind of SCIENCE! and modding I would need to do to figure it out?  I imagine an uncompressed save followed by looking through the procedurally generated raws might be necessary.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Carch on July 18, 2014, 04:52:25 am
going through the combat logs, most of my military dwarves seem to have a.. fondness for using wrestling moves over their nice steel weaponry. I'm just wondering if anyone knows if they stop doing that if you remove the wrestling skill from the race?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 18, 2014, 05:34:31 am
Nope, they'll keep punching to the exclusion of everything else. It's a bug.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Vattic on July 18, 2014, 11:57:05 am
Is it possible to produce a tool without quality?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 18, 2014, 02:09:33 pm
In what context do NPC's use interactions with the TORMENT usage hint?

I once started adv mode as a guard in a fortress. When I met the general, he spit on me repeatedly (I had done nothing beforehand), so I guess it's some sort of "fall in line, maggot" deal.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Radiant_Phoenix on July 18, 2014, 04:58:42 pm
[list=1]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on July 19, 2014, 01:31:20 am
Is it possible to produce a tool without quality?
If the reaction to make it doesn't have a skill.



I think I found something new in Legends with help from the Viewer. (In Modding because this was found through modding).
(http://i1210.photobucket.com/albums/cc412/ArKFallen/warofautonomy.png)
Each time you look at it it goes through one of the three iterations (may be 5 as the location includes territory and "rights-of-way"). Also note that these two groups are from the same civilization.

Using Legends Viewer I looked at all the 'wars' in that world and came to the conclusion that my modded entity was the only ones it happened to. Any ideas what tags could be making this possible?

Code: (Entity) [Select]
entity_HG
[OBJECT:ENTITY]
[ENTITY:LOYAL]
[INDIV_CONTROLLABLE]
[CREATURE:CANINEMAN]
[TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:UNCOMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:FORCED]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:FORCED]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:RARE]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_MASK:UNCOMMON]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHOES:ITEM_SHOES_SHOES:RARE]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_THONG:COMMON]
[PANTS:ITEM_PANTS_SKIRT:FORCED]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[TOOL:ITEM_TOOL_CAULDRON]
[TOOL:ITEM_TOOL_LADLE]
[TOOL:ITEM_TOOL_BOWL]
[TOOL:ITEM_TOOL_MORTAR]
[TOOL:ITEM_TOOL_PESTLE]
[TOOL:ITEM_TOOL_KNIFE_CARVING]
[TOOL:ITEM_TOOL_KNIFE_BONING]
[TOOL:ITEM_TOOL_KNIFE_SLICING]
[TOOL:ITEM_TOOL_KNIFE_MEAT_CLEAVER]
[TOOL:ITEM_TOOL_FORK_CARVING]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_POUCH]
[TOOL:ITEM_TOOL_WHEELBARROW]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:FREEDOM]
[SELECT_SYMBOL:BATTLE:DOMESTIC]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SUBSELECT_SYMBOL:ROAD:FAMILY]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:NEGATOR]
[CULL_SYMBOL:ALL:RESTRAIN]
[SELECT_SYMBOL:CIV:TRUTH]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[RIVER_PRODUCTS]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[OUTDOOR_GARDENS]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:LOYALTY:512]
[SPHERE_ALIGNMENT:LOVE:456]
[SPHERE_ALIGNMENT:LIES:100]
[SPHERE_ALIGNMENT:TREACHERY:25]
[ART_FACET_MODIFIER:FANCIFUL:640]
[ART_FACET_MODIFIER:OWN_RACE:512]
[ADVENTURE_TIER:7]
[FRIENDLY_COLOR:7:0:1]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[LIKES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_TEMPERATE]
[START_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_TEMPERATE:1]
[BIOME_SUPPORT:ANY_FOREST:1]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:3]
[BIOME_SUPPORT:ANY_RIVER:4]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:2]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:WINTER]
[AMBUSHER]
[MAX_STARTING_CIV_NUMBER:75]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[WANDERER]
[SCOUT]
[MERCENARY]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:PRESS_OIL_FRUIT]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:PROCESS_PLANT_TO_BAG]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[WORLD_CONSTRUCTION:WALL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_NO_REPERCUSSIONS]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:TORTURE_FOR_FUN:SHUN]
[ETHIC:TORTURE_ANIMALS:SHUN]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_REPRIMAND]
[ETHIC:LYING:MISGUIDED]
[ETHIC:VANDALISM:PUNISH_REPRIMAND]
[ETHIC:TRESPASSING:PUNISH_REPRIMAND]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:APPALLING]
[ETHIC:EAT_SAPIENT_OTHER:MISGUIDED]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VALUE:LAW:0]
[VALUE:LOYALTY:20]
[VALUE:FAMILY:25]
[VALUE:FRIENDSHIP:30]
[VALUE:POWER:-5]
[VALUE:TRUTH:10]
[VALUE:CUNNING:-10]
[VALUE:ELOQUENCE:-10]
[VALUE:FAIRNESS:15]
[VALUE:DECORUM:-12]
[VALUE:TRADITION:0]
[VALUE:ARTWORK:0]
[VALUE:COOPERATION:15]
[VALUE:INDEPENDENCE:0]
[VALUE:STOICISM:-30]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:0]
[VALUE:TRANQUILITY:0]
[VALUE:HARMONY:5]
[VALUE:MERRIMENT:20]
[VALUE:CRAFTSMANSHIP:-10]
[VALUE:MARTIAL_PROWESS:25]
[VALUE:SKILL:12]
[VALUE:HARD_WORK:0]
[VALUE:SACRIFICE:0]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERENCE:0]
[VALUE:LEISURE_TIME:0]
[VALUE:COMMERCE:-20]
[VALUE:ROMANCE:15]
[VALUE:NATURE:0]
[VALUE:PEACE:7]
[WILL_ACCEPT_TRIBUTE]
[VARIABLE_POSITIONS:ALL]
[SITE_VARIABLE_POSITIONS:ALL]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[BANDITRY:3]
[STONE_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:CUSHION_CABOCHON]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:CUSHION_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[GEM_SHAPE:TABLE_CUT_GEM]
[GEM_SHAPE:SINGLE_CUT_GEM]
[GEM_SHAPE:ROSE_CUT_GEM]
[GEM_SHAPE:BRIOLETTE_CUT_GEM]
Code: (Creature) [Select]
creature_HG
[OBJECT:CREATURE]
[CREATURE:CANINEMAN]
[DESCRIPTION:A medium sized humanoid with the features of a dog or wolf.]
[NAME:canineman:caninemen:canineman]
[CASTE_NAME:dogman:dogmen:dogman]
[CHILD:8][GENERAL_CHILD_NAME:caniman pup:caniman cubs]
[CREATURE_TILE:'D'][COLOR:6:0:0]
[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING][MUNDANE]
[INTELLIGENT][ODOR_STRING:canine]
[CANOPENDOORS][EQUIPS]
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
[PHYS_ATT_RANGE:ENDURANCE:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800:900:1000:1100:1500]    -
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1200:1400:1500:1600:1800:2500]     ++
[PERSONALITY:CHEER_PROPENSITY:0:55:100]
[PERSONALITY:LUST_PROPENSITY:0:60:100]
[PERSONALITY:POLITENESS:0:45:100]
[PERSONALITY:EMOTIONALLY_OBSESSIVE:0:65:100]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[PREFSTRING:sense of loyalty]
[BODY:HUMANOID_NECK:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4FINGERS:4TOES: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:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW: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:0:0:6000]
[BODY_SIZE:8:0:55000]
[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:40:80]
[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:115]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:1:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED]
[NATURAL_SKILL:SWIMMING:2]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:fur]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:paws]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:paws]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]
[CASTE:FEMALE]
[FEMALE][POP_RATIO:2]
[CASTE:MALE]
[MALE][POP_RATIO:3][ORIENTATION:MALE:66:33:11]
[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_UPPER:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:ARM_UPPER: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:fur: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:HAND:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:FINGER: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:upper paws:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:FOOT:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:TOE: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:lower 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]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 19, 2014, 01:46:44 am
I've seen humans fight over grazing rights. I think it has to do with the new site variable positions, but I'm not sure.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on July 19, 2014, 01:57:33 am
I've seen humans fight over grazing rights. I think it has to do with the new site variable positions, but I'm not sure.
Oh... :-[

I'm just gonna put [SITE_VARIABLE_POSITIONS:ALL] on all the above-ground civs and gen 3 worlds. Then return with the results (if any).


3 worlds turned into 10. Most of them are over 150yrs, after poring over them I've learned a few things.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Harmonica on July 19, 2014, 05:05:29 am
Currently it seems like Plump Helmets and other underground plants/fungi are using their picked tile before they're picked (when they're ready to be picked). Would it be possible to have them use a growth tile just like other plants? I tried using shrub tile but that doesn't seem to override.

I imagine it would involve using growth_print, can anyone explain the structure of that string?

I ask because Ironhand provided a nice tile for picked plants which is a basket containing different coloured things, and that looks kind of odd with an all brown version sitting in the farm plot :) (though it's not entirely terrible).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Starmantis on July 19, 2014, 06:35:10 am
Hey arkfallen, is this for a mod you are releasing publicly? I would love to have dogmen in my game.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on July 19, 2014, 08:52:02 am
Sooo.... which bug or misplaced tag it was that caused
- animal nervous tissue to appeal in the wool-yarn category
- fat / fatty to appear in the leather category
- game thinks creature or dwarf civilization is DRAGONFLY?

And where is the info about hardcoded evil soil/clay/sand ? (random adjective + filth/murk/sludge ash etc.)

I am currently halfway in updating the OldGenesis mod (Deon + me) to 0.40.
660 creatures to put gait and recover tags.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 19, 2014, 08:56:27 am
You've accidentally duplicated an entry.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on July 19, 2014, 08:59:27 am
Hey arkfallen, is this for a mod you are releasing publicly? I would love to have dogmen in my game.
I probably won't release it as a mod, but I did fix some of the typos and bugs in the post above. I haven't encountered them in fort mode so I don't know if they need any more entity tweaks but they are solid creature wise. Like Gregor I mostly mod to make my own game more interesting.

Sooo.... which bug or misplaced tag it was that caused
- animal nervous tissue to appeal in the wool-yarn category
- fat / fatty to appear in the leather category
- game thinks creature or dwarf civilization is DRAGONFLY?

And where is the info about hardcoded evil soil/clay/sand ? (random adjective + filth/murk/sludge ash etc.)

I am currently halfway in updating the OldGenesis mod (Deon + me) to 0.40.
660 creatures to put gait and recover tags.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 19, 2014, 09:10:26 am
You've accidentally duplicated an entry.
Probably more than one. Check your error log. Also, the evil sludges etc are weather effects - rains and clouds.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on July 19, 2014, 09:34:46 am
Thanks people. *searches for "[creature:a" * and b and c etc.
*deletes duplicate ALPACA*
*deletes duplicate BIRD_TURKEY, duck, goose...
damn domestics file

Nope, I found evil sludges & co. in underground digging. and in embark sand & clay choosing. Musta been my DUPE RAWS then :^)

ps. check out Youtube videos of my Project Spark (Win8.1 & Xbox One) creations: https://www.youtube.com/user/TomiTapio/videos
pps. vanilla hippo has kick as MAIN attack and bite as secondary... OldGenesis hippos have tougher materials and thicker skin and some skills.
ppps. has anyone modded hippos to do their Very Distinctive spray-shit-everywhere move?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 19, 2014, 10:15:32 am
How would I go about using sharpened stones in a reaction? I know how I would go about creating them, but not how I'd use them as reagents.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 19, 2014, 10:20:24 am
Just ROCK:NONE:material:tokens? I don't think you can exclude your reagents to specifically non-sharp rocks, but you probably don't have a lot of the unsharpened adv-mode knap-type small rocks lying around in fortress mode anyway.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 19, 2014, 10:25:16 am
Just ROCK:NONE:material:tokens? I don't think you can exclude your reagents to specifically non-sharp rocks, but you probably don't have a lot of the unsharpened adv-mode knap-type small rocks lying around in fortress mode anyway.

Maybe I should have mentioned I'm currently working on adventure mode reactions :p Well, damnit. Would have been neat to be able to craft a rock knife out of a sharpened stone and some raw hide or something like that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on July 19, 2014, 10:27:49 am
How would I go about using sharpened stones in a reaction? I know how I would go about creating them, but not how I'd use them as reagents.
Here's one stone reaction for you to gaze upon:
Spoiler (click to show/hide)
I guess there is no mirror tag of    [NO_EDGE_ALLOWED], no must_have_edge. Check what tags exist in the executable.

TheDorf, download a 2012 OldGenesis from my sig, and read the ALL the adventurer mode crafting Deon has made.

Finding the suitable rocks are the hard part, anyway. Maybe restrict the input to only really hard stones like obsidian, jasper and the actual irl tool stones?
I have researched which stones are good for tools, 2-4 years ago: search for [REACTION_CLASS:EDGEDWEAPONROCK] in OldGenesis raws.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 19, 2014, 10:36:11 am
Maybe I should have mentioned I'm currently working on adventure mode reactions :p Well, damnit. Would have been neat to be able to craft a rock knife out of a sharpened stone and some raw hide or something like that.

Oh, just imagine that the reaction includes chipping up the blade. That'd just make you do a few extra key presses to sharpen the rock first.

Finding the suitable rocks are the hard part, anyway. Maybe restrict the input to only really hard stones like obsidian, jasper and the actual irl tool stones?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on July 19, 2014, 11:07:16 am
Thank you guys :) I'll just keep it simple for now and let adventurers craft stone knives out of any stone type, using a "tool rock" and a "hammer rock", just like in the regular knapping reaction :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 19, 2014, 11:09:22 am
The knapping reaction itself is in the raws, IIRC. So you could, if you wanted, restrict it to types of chert or whatever, if you wanted to make it harder and more realistic.

Easy to do. Just add [REACTION_CLASS:CHERTS] or whatever to the end of the reagent in the reaction, and then go add the same tag to the material definitions of whatever mineral/rock types you want to qualify.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheBronzePickle on July 19, 2014, 11:39:02 am
This is my first time seriously modding something. Specifically, I'm trying to make a 'radioactive spider' that turns whatever it bites into a Spider[man] (not like in-game spider men, but like the superhero). Is there any way to add tokens to a creature through a syndrome? I'm having a bit of trouble understanding the wiki.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on July 19, 2014, 12:20:16 pm
This is my first time seriously modding something. Specifically, I'm trying to make a 'radioactive spider' that turns whatever it bites into a Spider[man] (not like in-game spider men, but like the superhero). Is there any way to add tokens to a creature through a syndrome? I'm having a bit of trouble understanding the wiki.
Wiki implies, CE_ADD_TAG  to grant stuff like flying or nopain or nonausea or nobleeding(?) or better visionrange. Cannot find any examples on Google!
http://dwarffortresswiki.org/index.php/v0.34:Syndrome
Then there's CE_PHYS_ATT_CHANGE   physical attr boost, and one may want a learning speed boost using mental attr changes.

Can grant the spitting of poison or fireballs with CE_CAN_DO_INTERACTION. Set the dodging skill to maximum with CE_SKILL_ROLL_ADJUST.
Some beneficial syndrome examples at http://dffd.wimbli.com/file.php?id=7471 but that's DFHack-only.
Here's body transformation modding talk: http://www.bay12forums.com/smf/index.php?topic=101538.15
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 19, 2014, 12:31:32 pm
There is only a small number of tokens that can be added (or removed) through CE_ADD_TAG (CE_REMOVE_TAG). Flying wasn't among them last time I checked. The list of tokens that can be added is BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES.

Web spinning can be added through CE_CAN_DO_INTERACTION, as Tomi says, which would look somewhat like this:
Code: [Select]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Spray web]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TYPE:GRASP]
[CDI:MATERIAL:CREATURE_MAT:SPIDER_CAVE_GIANT:SILK:WEB_SPRAY]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:300]

I'm pretty sure that CE_SKILL_ROLL_ADJUST cannot distinguish between skills - it's an all or nothing token as far as I know. The format is [CE_SKILL_ROLL_ADJUST:PERC:150:PERC_ON:100:START:0], which would increase the skill rolls of the creature by 50%, all of the time.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheBronzePickle on July 19, 2014, 12:47:42 pm
Thanks, that's exactly what I was hoping for.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Vanzetti on July 19, 2014, 01:09:00 pm
Just a general question: is it possible to turn the beastman races into full-fledged civilizations?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on July 19, 2014, 01:14:32 pm
Just a general question: is it possible to turn the beastman races into full-fledged civilizations?
Yes, in fact, check out Blood for Armok because I already have.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on July 19, 2014, 02:20:24 pm
I would like some opinions on the speeds of hydras, dragons, balors, thunderbirds and rocs. Flight, walk and crawl speeds.
Here are some DF-world and real-world kph speeds to compare them to: (note: Toady's GAITS.TXT has in 1 kph increments)

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Vanzetti on July 19, 2014, 02:36:31 pm
Just a general question: is it possible to turn the beastman races into full-fledged civilizations?
Yes, in fact, check out Blood for Armok because I already have.

Actually, I thought about making each kind of beastmen have its own civ, not them all being a single one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on July 19, 2014, 03:35:36 pm
Is there a way to make regions of the world have more sane names, than something like "Scintillating March"?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 19, 2014, 03:39:53 pm
Is there a way to make regions of the world have more sane names, than something like "Scintillating March"?
FYI: http://en.wikipedia.org/wiki/March_(territory)
hhttp://en.wikipedia.org/wiki/Kurmark <--a real world example of a place that translates to "Electoral March"

That name isn't that weird. Although yes, sometimes they are.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on July 19, 2014, 04:13:25 pm
So I tried to make a peaceful_intermittent animal and the error log says it isn't recognized, i've triple checked the spelling.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 19, 2014, 04:26:57 pm
So I tried to make a peaceful_intermittent animal and the error log says it isn't recognized, i've triple checked the spelling.
What's the full sound token you're trying to add?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on July 19, 2014, 04:36:08 pm
Actually, I thought about making each kind of beastmen have its own civ, not them all being a single one.
They all have the same type of government and ethics, but each beastman has its own group. There are almost always 5 beastman civs per world, so five kinds of beastmen.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bazrum on July 19, 2014, 05:39:59 pm
I am horrible at modding but I love the megabeasts you guys come up with. Can someone tell me the changes I need to make to the custom beasts to have them in the new version? I know I need to add necks and smell but can't think of anything else...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 19, 2014, 06:12:00 pm
I am horrible at modding but I love the megabeasts you guys come up with. Can someone tell me the changes I need to make to the custom beasts to have them in the new version? I know I need to add necks and smell but can't think of anything else...

New gait tokens to affect movement speeds, and a new attack prepare/recover token to affect attack speeds.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on July 19, 2014, 06:27:52 pm
So I tried to make a peaceful_intermittent animal and the error log says it isn't recognized, i've triple checked the spelling.
What's the full sound token you're trying to add?

[SOUND:PEACEFUL_INTERMITTENT:10:1:NONE:ER 404 NO FAE RING DETECTED:ER 404 NO FAE RING DETECTED:ER 404 NO FAE RING DETECTED]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on July 19, 2014, 07:32:08 pm
[SOUND:PEACEFUL_INTERMITTENT:10:1:NONE:ER 404 NO FAE RING DETECTED:ER 404 NO FAE RING DETECTED:ER 404 NO FAE RING DETECTED]
Try [SOUND:PEACEFUL_INTERMITTENT:50:15000:VOCALIZATION:bark:barks:a bark]
I think the NONE in your is messing it up.
First number is loudness (distance in squares), second is time ticks. (vanilla: 1000 for alarm, 10000 peaceful).

More from my OldGenesis orc citizens:
Spoiler (click to show/hide)

Y'all can have my ready-for-copypaste GAITS template:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on July 19, 2014, 07:39:29 pm
[SOUND:PEACEFUL_INTERMITTENT:10:1:NONE:ER 404 NO FAE RING DETECTED:ER 404 NO FAE RING DETECTED:ER 404 NO FAE RING DETECTED]
Try [SOUND:PEACEFUL_INTERMITTENT:50:15000:VOCALIZATION:bark:barks:a bark]
I think the NONE in your is messing it up.
First number is loudness (distance in squares), second is time ticks. (vanilla: 1000 for alarm, 10000 peaceful).

More from my OldGenesis orc citizens:
Spoiler (click to show/hide)

Y'all can have my ready-for-copypaste GAITS template:
Spoiler (click to show/hide)

That fixed it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rose on July 19, 2014, 11:22:53 pm
Anybody know what the GROWTH_TIMING numbers refer to, specifically? I know they're when the growth is there, but I don't know what the units are.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 20, 2014, 12:58:41 am
My guess is that it's the time of year measured in Fort Mode ticks. So for example, a growth with 0:1200 would only appear for the first day of each year. Not very sure about this though.

On a similar note, anyone know what the arguments for GROWTH_PRINT are? For an example, here is a strawberry's growth print:
Code: [Select]
[GROWTH_PRINT:'%':7:4:0:1:120000:200000:3]
My guess is that the first two are tile numbers, and the next three are the growth's colours, followed by their timing. But I don't have much of an idea as to what the last argument is.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 20, 2014, 12:01:42 pm
Well, I have my modded creatures working in v40.03.  The first thing they did after spawning was climb up a tree in fear.  In short, they are acting like every other wild animal in the game :)

Parts of the mod will rely on DFHack to minimize reliance on boil-away stones, but I have a question about best practices when the mod is ready to share.

The mod will include its own building_, creature_, inorganic_, interaction_ and reaction_ raw files; a tiny graphics pack; a DFHack script; and a blurb of permitted buildings and reactions to be inserted into entity_default.  There are two bits that tell me just a ZIP file won't cut it.

First, I'd rather not overwrite the player's entity_default file.  It's unlikely that mine is the only mod running on that machine.

Second, the inorganic_ file and graphics pack should be adjusted to match the player's settings.  I think I can expect an ASCII purist using Vanilla to delete the creature graphics, but the inorganic_ file is more complicated.  Several minerals are "hidden" and are supposed to blend in with the surrounding layer stone... but some graphics packs change the stone raws.

My current solution is to have the player use search-and-replace to pick the appropriate camouflage.  For example:


This will look like a rock salt tile until it is mined out, at least if you pick the right graphics set (the "debug" pack makes the tile stick out like a sore thumb).  Under normal conditions it would be very hard to locate the hidden minerals even with DFHack's prospect and reveal commands, though the game will helpfully announce if you've struck hidden gems (valuable) or living stone (dangerous).

I think one cut-and-paste and a couple search-and-replaces are within the technical capabilities of anyone who'd download a small mod from the forum, but it just feels unfinished.  Is anyone familiar with doing sed-like file processing in DFHack?  That would let me use one script to insert the entity tokens and adapt the inorganic_ file to any graphics set, even those not popular enough to be in the Starter Pack.

Edit: grammar
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sorcerer on July 20, 2014, 05:02:55 pm
I've been trying to remove/reduce butchery products. It seems that every single body part and organ is removed and prepared despite my best attempts.
I tried to add [BUTCHER_SPECIAL:STONE:WHITE_GAS] to all the appropriate tissues,(WHITE_GAS uses a boiling rock template) This results in meat rocks, as it does not appear that the game is giving it the proper material.
Anyone know any workarounds to this?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Snaaty on July 20, 2014, 06:35:56 pm
Hello Forum,

just one small question: How do I enable certain pets and embark items for certain entities?

Say, I create a kind of "Golem-Pet", that only my modded Metal Dwarves, but not my Stone Dwarves are supposed to get?
The same goes for special weapons and the like.

On a second topic; how do I prevent items from showing up on embark? Like the legendary weapon my dwarves can craft (with a low chance) shouldn't be selectable, of course.

Third question (while I am at it  :D): Is it possible to let a reaction in a workshop produce either product Aor Product B?

Thank you in advance.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 20, 2014, 06:37:31 pm
Pets you can't. Items shouldn't be selectable unless you specifically enable them in the entity. Exclusive products aren't possible.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 20, 2014, 07:13:10 pm
I've been trying to remove/reduce butchery products. It seems that every single body part and organ is removed and prepared despite my best attempts.
I tried to add [BUTCHER_SPECIAL:STONE:WHITE_GAS] to all the appropriate tissues,(WHITE_GAS uses a boiling rock template) This results in meat rocks, as it does not appear that the game is giving it the proper material.
Anyone know any workarounds to this?
Couple problems with this.  First of all, it's supposed to take an ITEM token, not a material token. I.e. ITEM:ITEM_SUB_TYPE, so there's no place to specify material. The material is just the material you are putting the token in. The second field is item subtype, which stone doesn't have one of, so it gets ignored.

Secondly, BUTCHER_SPECIAL is currently bugged anyway. So even if it were an item with a subtype, like TOOL:ITEM_TOOL_LADLE, it would not actually give you meat ladles. It would instead randomly choose a item subtype. Like randomly make meat ladles, meat cauldrons, meat large pots, etc.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boozebeard on July 21, 2014, 01:00:39 am
-SNIP- didn't realize there was a thread for creatures and entities
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on July 21, 2014, 05:45:38 am
-SNIP- didn't realize there was a thread for creatures and entities
It doesn't really matter, we use this thread for everything.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 21, 2014, 12:38:05 pm
I was just going through and updating my offline wiki when I saw NO_GENDER, and it's in my old wiki too. Was there a point in this tag because I thought leaving [MALE][FEMALE] out was enough to make it genderless?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on July 21, 2014, 01:13:13 pm
Does anyone have the raws for some of the new demons? If so, can you post the raws for an organic and an inorganic one, please?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 21, 2014, 01:26:47 pm
I have extracted raws for 0.40.01 creatures, but they shouldn't have changed much. I'll edit some demons in in a bit.

Spoiler: inorganic demon (click to show/hide)

Spoiler: organic (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 21, 2014, 01:29:16 pm
I was just going through and updating my offline wiki when I saw NO_GENDER, and it's in my old wiki too. Was there a point in this tag because I thought leaving [MALE][FEMALE] out was enough to make it genderless?
It will correctly identify the creature as genderless and referr to the creature as "it". I guess you also don't risk strange bugs with breeding by using it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 21, 2014, 01:41:38 pm
I was just going through and updating my offline wiki when I saw NO_GENDER, and it's in my old wiki too. Was there a point in this tag because I thought leaving [MALE][FEMALE] out was enough to make it genderless?
It will correctly identify the creature as genderless and referr to the creature as "it". I guess you also don't risk strange bugs with breeding by using it.
Actually, I believe NO_GENDER is mostly a legacy token. It's not used in the standard raws, such as for the bronze colossus, though it is used in the generated raws. I guess you can use it to remove genders from selected castes if you have a complex caste setup.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on July 21, 2014, 01:59:51 pm
I use it as a placeholder for the other gender tags.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Darkweave on July 21, 2014, 03:02:46 pm
How involved a process would it be to have the above-ground animal people behave more like kobolds/above-ground-versions-of-subterranean-animal-people?

I assume I'd have to create an entity type and add all the above-ground animal people to it, give them some weapons, have them live in caves like kobolds do etc? If I wanted to have, say, two to three out of the possible types per world and no other above-ground animal people types I could give them a max starting civ number of 2/3? Would I also have to remove population and frequency information from their creature raws to make sure the ones not selected as civilizations are not put into the world as creatures?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: dirkdragonslayer on July 21, 2014, 03:12:52 pm
I am trying to give a creature scales on certain limbs, and I keep getting this error:
Code: [Select]
*** Error(s) found in the file "data/save/region1/raw/objects/creature_metahuman.txt"
DRAGONEWT:Tissue layer not added because no BP found: BY_CATEGORY:TAIL:SCALE
DRAGONEWT:Tissue layer not added because no BP found: BY_CATEGORY:LWING:SCALE
DRAGONEWT:Tissue layer not added because no BP found: BY_CATEGORY:RWING:SCALE

From what I can tell, I typed something there wrong, but I don't know what.
Here is the section of the creature RAWs that I believe has something wrong:
Code: [Select]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE:2WINGS:]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:LEG_UPPER:SCALE]
[TISSUE_LAYER:BY_CATEGORY:LEG_LOWER:SCALE]
[TISSUE_LAYER:BY_CATEGORY:ARM_UPPER:SCALE]
[TISSUE_LAYER:BY_CATEGORY:ARM_LOWER:SCALE]
[TISSUE_LAYER:BY_CATEGORY:TAIL:SCALE]
[TISSUE_LAYER:BY_CATEGORY:LWING:SCALE]
[TISSUE_LAYER:BY_CATEGORY:RWING:SCALE]
Thanks for the help!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 21, 2014, 03:19:37 pm
The first problem is that it doesn't have a tail; the second is that I'm not sure if LWING and RWING are the correct categories (I think the category might just be WING, while those two are tokens, so you want BY_TOKEN if you want those; or you could just use BY_CATEGORY:WING)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: dirkdragonslayer on July 21, 2014, 04:04:36 pm
The first problem is that it doesn't have a tail; the second is that I'm not sure if LWING and RWING are the correct categories (I think the category might just be WING, while those two are tokens, so you want BY_TOKEN if you want those; or you could just use BY_CATEGORY:WING)
I know people must say this a lot, but you are awesome Putnam, thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: GavJ on July 21, 2014, 07:17:24 pm
For anybody who knows a bit about source code:

Does the worldgen algorithm determine every single game tile at worldgen at some point (such as, after rivers, prior to erosion)?  Or does it only go down to embark tile resolution, and then interpolate the fine details ONLY when you go to start a fort or your adventurer approaches an area (similar to, say, minecraft)?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 21, 2014, 08:28:09 pm
For anybody who knows a bit about source code:

Does the worldgen algorithm determine every single game tile at worldgen at some point (such as, after rivers, prior to erosion)?  Or does it only go down to embark tile resolution, and then interpolate the fine details ONLY when you go to start a fort or your adventurer approaches an area (similar to, say, minecraft)?

AFAIK it's the latter.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rose on July 22, 2014, 01:19:52 am
The latter, definately the latter.

There's four levels of detail in the world: region, embark tile, map block (don't know the proper name for this one) and fortress tiles.

The game keeps the region map in memory, which each region is 16x16 embark tiles. This is the level of detail exported when you save an ascii map.

Map on the embark tile level is either generated on the fly, or saved to and loaded from disk, I'm not sure. I just know that only the needed ones are kept in memory (a few surrounding ones in fort mode, and whatever you can see on the travel map in adventure mode) This is the level of detail used when exporting the detailed maps from legends mode.

Then there's the map used inside cities when fast traveling in adventure mode. I don't know much about this one.

Finally there's the dwarf mode tile level. this one is familiar.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Repseki on July 23, 2014, 07:35:15 am
Throwing together some Adventure Mode reactions I came across the [METAL_ARMOR_LEVELS] and [CHAIN_METAL_TEXT] tags for armor/clothing, which I hadn't seen being used in various mods I've browsed through.

Is there anything wrong with how they work that might make people avoid them, or anything like that?

Only asking because it seems like they would allow for different armor pieces depending on material without having to add more items. Which might lean towards helping FPS and all that. Of course now that I think about it the difference would probably be to small to really matter.

Not really a new version specific question, but didn't think it really needed it's own thread, so yeah.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on July 23, 2014, 09:08:19 am
Throwing together some Adventure Mode reactions I came across the [METAL_ARMOR_LEVELS] and [CHAIN_METAL_TEXT] tags for armor/clothing, which I hadn't seen being used in various mods I've browsed through.

You are right, METAL_ARMOR_LEVELS add +1 to a piece's armor level if it is made of metal. Armor level differentiate protection from clothing to your dwarves. There is nothing wrong with this tag, simply that people often prefer to create armor with labels that clearly make it look like armor.

In example: in vanilla a cloth cap is clothing, a metal cap is a level 1 armor that protect from hits.

CHAIN_METAL_TEXT add 'chain' in front of the name too.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Quailman on July 23, 2014, 11:38:30 am
I am working on creating an interaction that applies a new effect every time the interaction is applied.  Basically, the goal is to use it in adventure mode to balance certain utilities like magic; cast a spell once, you get a headache, cast another, you begin to get dizzy etc. 

I tried to accomplish this by applying new tags that won't have a noticeable effect on an adventurer, like [NO_FEAR] and [LIKES_FIGHTING].  The interaction is then structured as having multiple targets (though all are SELF_ONLY).  Under each of these targets is [IT_REQUIRES:WHATEVER].  Each time the interaction runs, it will add the tag that fulfills the IT_REQUIRES for the next level of the interaction.

However, I just can't seem to get the interaction to actually respect the IT_REQUIRES in the arena.  It seems to apply all three levels of the interaction, even if it does not meet the criteria for any of them.  Any ideas why this would happen?  The interaction is posted in the spoiler below.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on July 23, 2014, 11:47:23 am
I am working on creating an interaction that applies a new effect every time the interaction is applied.  Basically, the goal is to use it in adventure mode to balance certain utilities like magic; cast a spell once, you get a headache, cast another, you begin to get dizzy etc. 

I tried to accomplish this by applying new tags that won't have a noticeable effect on an adventurer, like [NO_FEAR] and [LIKES_FIGHTING].  The interaction is then structured as having multiple targets (though all are SELF_ONLY).  Under each of these targets is [IT_REQUIRES:WHATEVER].  Each time the interaction runs, it will add the tag that fulfills the IT_REQUIRES for the next level of the interaction.

However, I just can't seem to get the interaction to actually respect the IT_REQUIRES in the arena.  It seems to apply all three levels of the interaction, even if it does not meet the criteria for any of them.  Any ideas why this would happen?  The interaction is posted in the spoiler below.

I have had some trouble with multiple targets declared in a single interaction respecting the IT_REQUIRES and such. I'm not sure if it was just an error on my part, but I just scraped the idea and went with multiple interactions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Quailman on July 23, 2014, 12:06:35 pm
Hmm, thanks for the input, Roses.  I'm really hoping somebody knows a way around it, since having individual interactions seems prohibitively inconvenient and messy for the player to navigate.  I've been wrestling with incremental interactions for a while, but I hit a wall like this one every time I think I've got it figured out.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zerrer on July 23, 2014, 05:59:25 pm
You know, I find myself wanting to throw hug and handshake interactions in to go with the spit one, but I don't quite want to use USAGE_HINT:GREETING for the hugs. Is there some kind of positive social response usage hint or something?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 23, 2014, 07:08:07 pm
no
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on July 24, 2014, 10:13:44 am
You know, I find myself wanting to throw hug and handshake interactions in to go with the spit one, but I don't quite want to use USAGE_HINT:GREETING for the hugs. Is there some kind of positive social response usage hint or something?
Exists [CDI:USAGE_HINT:CLEAN_SELF] and CDI:USAGE_HINT:CLEAN_FRIEND], try clean_friend, it is pretty close.
(ATTACK, TORMENT, GREETING, NEGATIVE_SOCIAL_RESPONSE so there's six different usagehints in the game.)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on July 24, 2014, 04:25:40 pm
Everyone who is modding creatures, here's my compilation of animal speeds:
Looks like Toady uses burst speeds, human at 39 kph max. Human sustained is more 8.4(marathon median)-18.7(marathon winner).
(I need infos for my OldGenesis. Some sounds and smell levels too I have.)
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 24, 2014, 04:45:14 pm
For easier perusing, here's Toady's compilation included in 0.40.01 in the notes folder:

Code: [Select]
This chart stops progressing once it hits 87+, and the numbers are probably a little slow compared to a reasonable tile size, but there had to be some give in both directions until we handle creatures that can move more than one tile per click.  Listed speed is the approximate top speed without att/size boosts (from wherever it was located on the internet etc.).

9000:8900:8825:8775:9500:9900] 1 kph
8390:8204:8040:4388:8989:9567] 2 kph
7780:7508:7254:2925:8478:9233] 3 kph
7171:6811:6469:2193:7967:8900] 4 kph
6561:6115:5683:1755:7456:8567] 5 kph
5951:5419:4898:1463:6944:8233] 6 kph
5341:4723:4112:1254:6433:7900] 7 kph
4732:4026:3327:1097:5922:7567] 8 kph
4122:3330:2541:975:5411:7233] 9 kph
3512:2634:1756:878:4900:6900] 10 kph
3251:2446:1640:798:4600:6500] 11 kph
2990:2257:1525:731:4300:6100] 12 kph
2728:2069:1409:675:4000:5700] 13 kph
2467:1880:1294:627:3700:5300] 14 kph
2206:1692:1178:585:3400:4900] 15 kph
1945:1504:1062:548:3100:4500] 16 kph
1683:1315:947:516:2800:4100] 17 kph
1422:1127:831:488:2500:3700] 18 kph
1161:938:716:462:2200:3300] 19 kph
900:750:600:439:1900:2900] 20 kph
900:746:592:418:1900:2900] 21 kph
900:742:584:399:1900:2900] 22 kph
900:738:576:382:1900:2900] 23 kph
900:734:568:366:1900:2900] 24 kph
900:730:561:351:1900:2900] 25 kph
900:726:553:338:1900:2900] 26 kph
900:722:545:325:1900:2900] 27 kph
900:718:537:313:1900:2900] 28 kph
900:714:529:303:1900:2900] 29 kph
900:711:521:293:1900:2900] 30 kph
900:707:513:283:1900:2900] 31 kph
900:703:505:274:1900:2900] 32 kph
900:699:497:266:1900:2900] 33 kph
900:695:489:258:1900:2900] 34 kph
900:691:482:251:1900:2900] 35 kph
900:687:474:244:1900:2900] 36 kph
900:683:468:237:1900:2900] 37 kph
900:679:458:231:1900:2900] 38 kph
900:675:450:225:1900:2900] 39 kph
900:657:438:219:1900:2900] 40 kph
900:642:428:214:1900:2900] 41 kph
900:627:418:209:1900:2900] 42 kph
900:612:408:204:1900:2900] 43 kph
900:597:398:199:1900:2900] 44 kph
900:585:390:195:1900:2900] 45 kph
900:573:382:191:1900:2900] 46 kph
900:561:374:187:1900:2900] 47 kph
900:549:366:183:1900:2900] 48 kph
900:537:358:179:1900:2900] 49 kph
900:528:352:176:1900:2900] 50 kph
900:519:346:173:1900:2900] 51 kph
900:507:338:169:1900:2900] 52 kph
900:498:332:166:1900:2900] 53 kph
900:489:326:163:1900:2900] 54 kph
900:480:320:160:1900:2900] 55 kph
900:471:314:157:1900:2900] 56 kph
900:462:308:154:1900:2900] 57 kph
900:453:302:151:1900:2900] 58 kph
900:447:298:149:1900:2900] 59 kph
900:438:292:146:1900:2900] 60 kph
900:432:288:144:1900:2900] 61 kph
900:426:284:142:1900:2900] 62 kph
900:417:278:139:1900:2900] 63 kph
900:411:274:137:1900:2900] 64 kph
900:405:270:135:1900:2900] 65 kph
900:399:266:133:1900:2900] 66 kph
900:393:262:131:1900:2900] 67 kph
900:387:258:129:1900:2900] 68 kph
900:381:254:127:1900:2900] 69 kph
900:375:250:125:1900:2900] 70 kph
900:372:248:124:1900:2900] 71 kph
900:366:244:122:1900:2900] 72 kph
900:360:240:120:1900:2900] 73 kph
900:357:238:119:1900:2900] 74 kph
900:351:234:117:1900:2900] 75 kph
900:345:230:115:1900:2900] 76 kph
900:342:228:114:1900:2900] 77 kph
900:336:224:112:1900:2900] 78 kph
900:333:222:111:1900:2900] 79 kph
900:327:218:109:1900:2900] 80 kph
900:324:216:108:1900:2900] 81 kph
900:321:214:107:1900:2900] 82 kph
900:315:210:105:1900:2900] 83 kph
900:312:208:104:1900:2900] 84 kph
900:309:206:103:1900:2900] 85 kph
900:306:204:102:1900:2900] 86 kph
900:300:200:100:1900:2900] 87+ kph
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: deepfreeze78 on July 24, 2014, 08:23:49 pm
How exactly do you get to the FB Titan and Demon raws after generating a world? I know that TheFlame52 grabbed some demons from a genned world and stuck em into his mod, how would I go about doing it with FBs Titans and Demons?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 24, 2014, 08:51:14 pm
How exactly do you get to the FB Titan and Demon raws after generating a world? I know that TheFlame52 grabbed some demons from a genned world and stuck em into his mod, how would I go about doing it with FBs Titans and Demons?

They're in the world.dat in each save folder.  You can't use the tags associated with FB's, titans and demons but iirc, at least demons are generatable by using [UNDERGROUND_DEPTH:5:5] and [FLIER], which lets them swarm out of hell along with the generated demons. 

Titans are like overworld megabeasts, and presumably they would be simulated with actual megabeasts.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: deepfreeze78 on July 24, 2014, 08:59:56 pm
How exactly do you get to the FB Titan and Demon raws after generating a world? I know that TheFlame52 grabbed some demons from a genned world and stuck em into his mod, how would I go about doing it with FBs Titans and Demons?

They're in the world.dat in each save folder.  You can't use the tags associated with FB's, titans and demons but iirc, at least demons are generatable by using [UNDERGROUND_DEPTH:5:5] and [FLIER], which lets them swarm out of hell along with the generated demons. 

Titans are like overworld megabeasts, and presumably they would be simulated with actual megabeasts.

Do you mean the world.sav file? And is there something special you have to do to open it, cause when I open it through wordpad, it's ust a bunch of gibberish.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 24, 2014, 09:01:58 pm
How exactly do you get to the FB Titan and Demon raws after generating a world? I know that TheFlame52 grabbed some demons from a genned world and stuck em into his mod, how would I go about doing it with FBs Titans and Demons?

They're in the world.dat in each save folder.  You can't use the tags associated with FB's, titans and demons but iirc, at least demons are generatable by using [UNDERGROUND_DEPTH:5:5] and [FLIER], which lets them swarm out of hell along with the generated demons. 

Titans are like overworld megabeasts, and presumably they would be simulated with actual megabeasts.

Do you mean the world.sav file? And is there something special you have to do to open it, cause when I open it through wordpad, it's ust a bunch of gibberish.

The world.dat needs to be uncompressed to see the raws. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: deepfreeze78 on July 24, 2014, 09:06:23 pm
How exactly do you get to the FB Titan and Demon raws after generating a world? I know that TheFlame52 grabbed some demons from a genned world and stuck em into his mod, how would I go about doing it with FBs Titans and Demons?

They're in the world.dat in each save folder.  You can't use the tags associated with FB's, titans and demons but iirc, at least demons are generatable by using [UNDERGROUND_DEPTH:5:5] and [FLIER], which lets them swarm out of hell along with the generated demons. 

Titans are like overworld megabeasts, and presumably they would be simulated with actual megabeasts.

Do you mean the world.sav file? And is there something special you have to do to open it, cause when I open it through wordpad, it's ust a bunch of gibberish.

The world.dat needs to be uncompressed to see the raws.

How would you go about doing that?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 24, 2014, 09:09:59 pm
How exactly do you get to the FB Titan and Demon raws after generating a world? I know that TheFlame52 grabbed some demons from a genned world and stuck em into his mod, how would I go about doing it with FBs Titans and Demons?

They're in the world.dat in each save folder.  You can't use the tags associated with FB's, titans and demons but iirc, at least demons are generatable by using [UNDERGROUND_DEPTH:5:5] and [FLIER], which lets them swarm out of hell along with the generated demons. 

Titans are like overworld megabeasts, and presumably they would be simulated with actual megabeasts.

Do you mean the world.sav file? And is there something special you have to do to open it, cause when I open it through wordpad, it's ust a bunch of gibberish.

The world.dat needs to be uncompressed to see the raws.

How would you go about doing that?

It's the setting [COMPRESSED_SAVES:YES] in the /data/init/init.txt. To generate worlds with uncompressed saves, it should be switched to NO.

You can also view the raws (both compressed and uncompressed) with DFHack, though it's not out yet for the current version.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: deepfreeze78 on July 24, 2014, 09:10:48 pm
How exactly do you get to the FB Titan and Demon raws after generating a world? I know that TheFlame52 grabbed some demons from a genned world and stuck em into his mod, how would I go about doing it with FBs Titans and Demons?

They're in the world.dat in each save folder.  You can't use the tags associated with FB's, titans and demons but iirc, at least demons are generatable by using [UNDERGROUND_DEPTH:5:5] and [FLIER], which lets them swarm out of hell along with the generated demons. 

Titans are like overworld megabeasts, and presumably they would be simulated with actual megabeasts.

Do you mean the world.sav file? And is there something special you have to do to open it, cause when I open it through wordpad, it's ust a bunch of gibberish.

The world.dat needs to be uncompressed to see the raws.

How would you go about doing that?

It's the setting [COMPRESSED_SAVES:YES] in the /data/init/init.txt. To generate worlds with uncompressed saves, it should be switched to NO.

You can also view the raws (both compressed and uncompressed) with DFHack, though it's not out yet for the current version.

Ok thanks
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 25, 2014, 05:29:51 am
Also, if you can run php scripts, Quietust has one for extracting the generated raws (http://dwarffortresswiki.org/index.php/User:Quietust/rawextract.php) both from compressed saves and uncompressed saves.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lord Allagon on July 25, 2014, 10:05:43 am
How does succession by position work? I want to have a noble that is replaced by a lesser noble (e.g. duke is replaced by count) if he dies. Is that possible?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on July 25, 2014, 03:30:37 pm
Um.
Is there a guide for 0.34 -> 0.40 adaptation?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 25, 2014, 03:37:50 pm
Um.
Is there a guide for 0.34 -> 0.40 adaptation?

1. SPEED and SWIM_SPEED are replaced with GAIT
2. Stuff has necks now; if your things have necks, replace HUMANOID with HUMANOID_NECK and QUADRUPED with QUADRUPED_NECK. Some other things have necks too, like QUADRUPED_NECK_HOOF
3. Attacks have prepare and recover times and some ATTACK_FLAG things can be applied to weapons (mostly just multattack stuff AFAIK). These can be ignored for the most part, as PREPARE_AND_RECOVER stuff have defaults. However, it's a good idea to update anyway, especially for things like kicks which should have ATTACK_FLAG_BAD_MULTIATTACK
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on July 25, 2014, 05:45:52 pm
Um.
Is there a guide for 0.34 -> 0.40 adaptation?
Here's my notes for you. I am 90% done updating OLDGENESIS. Takes like... 18-28 hours to update a very extensive mod into 0.40.
Spoiler (click to show/hide)

I need help with commanding something
[GROWTH_PRINT:0:6:2:0:0:ALL:1]
[GROWTH_PRINT:0:'*':6:0:0:NONE]
on trees so they won't look like crap in Ironhand/Phoebus. Help! How do they work!
0-5 is not the tile number in the tileset, tree leaves seem to use 59 tile and 172 tile.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on July 25, 2014, 05:54:39 pm
I used DFWorldTinker, but it doesn't work for v0.40 at all. You can still get v0.34 demons and such, and I think someone posted some v0.40 demons several pages ago.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: dennislp3 on July 25, 2014, 07:30:37 pm
How does one find tokens? Like is there lists of tokens? I am aware of the wiki and how it lists all known tokens but I was wondering where they were found? Was it people just digging through raws and picking them out one at a time? Or is there some sort of official list I am missing?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 25, 2014, 07:59:44 pm
How does one find tokens? Like is there lists of tokens? I am aware of the wiki and how it lists all known tokens but I was wondering where they were found? Was it people just digging through raws and picking them out one at a time? Or is there some sort of official list I am missing?

.exe string dump + file changes + diffing raws + notes in the raws & examples included + asking Toady
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ant on July 26, 2014, 03:50:34 am

I need help with commanding something
[GROWTH_PRINT:0:6:2:0:0:ALL:1]
[GROWTH_PRINT:0:'*':6:0:0:NONE]
on trees so they won't look like crap in Ironhand/Phoebus. Help! How do they work!
0-5 is not the tile number in the tileset, tree leaves seem to use 59 tile and 172 tile.


Um. Can be wrong, or understood the problem wrong, but have you tried the d_init file editing? there's

Quote
Tiles for the parts of trees.

[TREE_ROOT_SLOPING:127]
[TREE_TRUNK_SLOPING:127]
[TREE_ROOT_SLOPING_DEAD:127]
[TREE_TRUNK_SLOPING_DEAD:127]
[TREE_ROOTS:172] etc
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Quitschi on July 26, 2014, 05:36:28 am
So I remember there being a problem with reactions not creating left/right gauntlets. It would just result in generic gauntlets that could not be worn. Is this, uhm, fixed now?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 26, 2014, 05:37:30 am
I need help with commanding something
[GROWTH_PRINT:0:6:2:0:0:ALL:1]
[GROWTH_PRINT:0:'*':6:0:0:NONE]
on trees so they won't look like crap in Ironhand/Phoebus. Help! How do they work!
0-5 is not the tile number in the tileset, tree leaves seem to use 59 tile and 172 tile.
0:6:2:0:0:ALL:1

:0:6 - The tiles used for the growth - the first is for the growth on the tree, plant, etc, and the second is for the picked growth. If the first number is 0, the growth simply colors its host tile (usually normal branches and twigs, the 1/4 and ; tiles).

:2:0:0 - The color of the growth.

:ALL - The timing of when the particular growth print should be used, in DF time units. Usually two numbers, but ALL and NONE can be substituted.

:1 - The "layer" of the growth, I believe. I'm pretty sure that the growth with the higher number gets shown if multiple growths are on the same tile.

Ant mentioned the d_init tiles. You'll want to edit at least the TREE_TWIGS, TREE_BRANCHES, TREE_TWIGS_DEAD, and TREE_BRANCHES_DEAD tiles. As a side note, you can also use these tokens in individual tree raws to individualize your trees if you want (at least, TREE_TWIGS works).

So I remember there being a problem with reactions not creating left/right gauntlets. It would just result in generic gauntlets that could not be worn. Is this, uhm, fixed now?
I'm pretty sure it isn't.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Quitschi on July 26, 2014, 08:54:09 am
Jup, just tested it and it still persists as far as I can tell. Found the .34 bug report. [1][/url
Currently trying to figure out how to submit it for the .40 version. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6273)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on July 26, 2014, 09:19:07 am
Um. Can be wrong, or understood the problem wrong, but have you tried the d_init file editing? there's
Oh! Tiles hidden away from the raws! Thanks Ant.
*changes init*
Hmm, they still use tile 59, which is not in init. Oh, it is in init as [TREE_TWIGS:';']. Main tree tile problem solved.
*tunes plant and tree colours and tiles while test-adventuring*

:0:6 - The tiles used for the growth - the first is for the growth on the tree, plant, etc, and the second is for the picked growth.
If the first number is 0, the growth simply colors its host tile (usually normal branches and twigs, the 1/4 and ; tiles).

:ALL - The timing of when the particular growth print should be used, in DF time units. Usually two numbers, but ALL and NONE can be substituted.
Many thanks Knight Otu!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: RadHazard on July 26, 2014, 02:06:45 pm
I've got a question about thread in adventure mode reactions.  I have an old, very-heavily-modified version of the Wanderer's Friend mod that I've since updated for 40.XX.  I'm trying to re-do a lot of the reactions to make them a big more involved, but I'm running into an issue with thread.  The old Wanderer's Friend didn't use thread very much, and when they did, it was a single piece of thread specified with [REAGENT:A:1:THREAD:NONE:NONE:NONE].  I know thread has a thing where it actually has a size of 15000 units, so I changed all the references to [REAGENT:A:15000:THREAD:NONE:NONE:NONE], and specified reactions that take multiple units of thread as, for example [REAGENT:A:75000:THREAD:NONE:NONE:NONE] for five units.  That seems to work correctly, but the problem is that reactions ask for an extra piece of thread (the screen says 0 units remaining but still prompts for another thread), although don't seem to consume that extra piece.  I tried bumping it down to 14999 and 74999, but it still asked for two and six pieces, only the screen said -1 units remaining.  Is there a workaround or a fix for this?  I guess I could always have multiple [REAGENT:A:1:THREAD:NONE:NONE:NONE] tags if I have to.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Stirk on July 26, 2014, 10:17:26 pm
I have a question about graphics sets, and I guess this is a fine place to put it.

When you use my mod with Phobeus graphics sets (And presumably others?), it seems to switch some graphics around. For example, if you dig up ore, it shows up as a human tile. I don't use graphics myself, and have no clue how to deal with them. Anyone know what the problem is and how to fix it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 26, 2014, 10:34:57 pm
Different tilesets have different layouts for the tiles. Gets a bit weird when objects in game don't match up with what you expect them to.

Objects such as creatures, plants, and inorganics use tokens that determine which tile in the tileset is used for their graphics.

For example, ores can use [ITEM_SYMBOL:'*'] to make them appear as an * in-game. But a number can be used within that argument instead of '*', and that number will correspond to which tile is used.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 26, 2014, 11:31:57 pm
Code: [Select]
    [CREATURE:TROLL_ALTERNIA]
[DESCRIPTION:A medium-sized gray-skinned creature with two horns from the planet Alternia.]
[NAME:troll:trolls:trollish]
[CREATURE_TILE:'T']
[COLOR:7:0:0]
[INTELLIGENT]
[CREATURE_CLASS:SBURBABLE]
[CANOPENDOORS]
[MUNDANE]
[BENIGN]
[CREATURE_CLASS:INCESTUOUS_SLURRY]
[PREFSTRING:horns]
[PREFSTRING:blood-pigmented eyes]
[PREFSTRING:complex romance entertainment]
[PHYS_ATT_RANGE:AGILITY:500:600:800:1000:1550:2000:5000] some will be freakishly fast. This is intentional.
[PHYS_ATT_RANGE:TOUGHNESS:1050:1150:1250:1350:1450:1650:5000] And freakishly everything else. IIRC, these are bell curve distributions, so emphasis on some.
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:5000]
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:5000]
[MENT_ATT_RANGE:CREATIVITY:450:550:750:850:1000:1250:5000]
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:5000]
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:5000]
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:5000]
[MENT_ATT_RANGE:WILLPOWER:1000:1200:1400:1500:1600:2000:5000]
[PERSONALITY:VIOLENT:0:75:100]
[SKILL_RATE:DESIGNBUILDING:500:NONE:NONE:NONE]
[PROFESSION_NAME:BLOWGUNMAN:gamblignant:gamblignants]
[PROFESSION_NAME:MASTER_BLOWGUNMAN:high gamblignant:high gamblignants]
[SPEECH:fortbent/threats/troll.txt]
[BODY_DETAIL_PLAN:TROLL_MATERIALS]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:TROLL_TISSUES]
[CASTE_NAME:troll:trolls:trollish]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[CASTE:MALE_MUTANT][CASTE:FEMALE_MUTANT]
[CASTE:MALE_RED][CASTE:FEMALE_RED]
[CASTE:MALE_BROWN][CASTE:FEMALE_BROWN]
[CASTE:MALE_YELLOW][CASTE:FEMALE_YELLOW]
[CASTE:MALE_LIME_GREEN][CASTE:FEMALE_LIME_GREEN]
[CASTE:MALE_JADE_GREEN][CASTE:FEMALE_JADE_GREEN]
[CASTE:MALE_DARK_GREEN][CASTE:FEMALE_DARK_GREEN]
[CASTE:MALE_TEAL][CASTE:FEMALE_TEAL]
[CASTE:MALE_LIGHTBLUE][CASTE:FEMALE_LIGHTBLUE]
[CASTE:MALE_DARKBLUE][CASTE:FEMALE_DARKBLUE]
[CASTE:MALE_DARKPURPLE][CASTE:FEMALE_DARKPURPLE]
[CASTE:MALE_SEADWELLER_PURPLE][CASTE:FEMALE_SEADWELLER_PURPLE]
[CASTE:MALE_TYRIAN_PURPLE][CASTE:FEMALE_TYRIAN_PURPLE]
[CASTE:MALE_BROWN_WINGED][CASTE:FEMALE_BROWN_WINGED]
[SELECT_CASTE:ALL]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE:2HEAD_HORN]
[SELECT_CASTE:MALE_BROWN_WINGED]
[SELECT_ADDITIONAL_CASTE:FEMALE_BROWN_WINGED]
[CASTE_NAME:winged troll (brown):winged trolls (brown):troll]
[BODY:2WINGS]
[APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS:900:675:450:225:1900:2900] 39 kph
[DESCRIPTION:A medium-sized gray-skinned creature that has been blessed with a pair of wings and once lived on Alternia.]
[SELECT_CASTE:MALE_SEADWELLER_PURPLE]
[SELECT_ADDITIONAL_CASTE:FEMALE_SEADWELLER_PURPLE]
[SELECT_ADDITIONAL_CASTE:MALE_TYRIAN_PURPLE]
[SELECT_ADDITIONAL_CASTE:FEMALE_TYRIAN_PURPLE]
[BODY:2FRONDS]
[DESCRIPTION:A medium-sized gray-skinned creature with two horns and a pair of frond-like gills from the planet Alternia.]
[SWIMS_INNATE][NATURAL_SKILL:SWIMMING:5]
[SELECT_CASTE:ALL]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA
[SWIMS_LEARNED]
[BODY_SIZE:0:0:1000]
[BODY_SIZE:2:61:17500]
[BODY_SIZE:13:0:55000]
[BODY_SIZE:15:61:70000]
[CREATURE_CLASS:GENERAL_POISON]
[BODY_DETAIL_PLAN:TROLL_MATERIALS]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:TROLL_TISSUES]
[CASTE_NAME:troll:trolls:trollish]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS_FRONDS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[APPLY_CREATURE_VARIATION:NAIL_MATERIALS]
[APPLY_CURRENT_CREATURE_VARIATION]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[HAS_NERVES]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_APPEARANCE_MODIFIER:HEIGHT:85:95:98:100:102:105:130]
[APP_MOD_IMPORTANCE:300]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:300]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:cartilage nub bone bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hear tubes:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hear tubes:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:hear tubes:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:hear tubes:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[SET_BP_GROUP:BY_CATEGORY:HORN]
[BP_APPEARANCE_MODIFIER:HEIGHT:10:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[BP_APPEARANCE_MODIFIER:THICKNESS:10:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:10:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:10:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:10:50:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HORN]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:horns:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BABY:2:61]
[GENERAL_BABY_NAME:wiggler:wigglers]
[CHILD:13]
[GENERAL_CHILD_NAME:young troll:young trolls]
[BABYNAME:wiggler:wigglers]
[EQUIPS]
[DIURNAL]
[SMELL_TRIGGER:90]
[HOMEOTHERM:10067]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:hear duct]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]
[SELECT_CASTE:MALE_MUTANT]
[SELECT_ADDITIONAL_CASTE:FEMALE_MUTANT]
[CASTE_NAME:troll (mutant):trolls (mutant):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:0:5:1000:2000:3000:4000:5000]
[POP_RATIO:5]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:5:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:60:120]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:RED:1]
[TLCM_NOUN:eyes:PLURAL]


[USE_MATERIAL_TEMPLATE:BLOODMUTANT:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:RED]
[BLOOD:LOCAL_CREATURE_MAT:BLOODMUTANT:LIQUID]
[CASTE_SPEECH:fortbent/threats/mutant.txt]
[CREATURE_CLASS:TROLL_MUTANT]
[SELECT_CASTE:MALE_RED]
[SELECT_ADDITIONAL_CASTE:FEMALE_RED]
[CASTE_NAME:troll (red):trolls (red):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:500:700:900:1000:1100:1500:2000]
[POP_RATIO:90000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_MAROON:20:STRIPES_HAIR_ANONYMOUS:2]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:26:50]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:LOW_RUST:1]
[TLCM_NOUN:eyes:PLURAL]

[USE_MATERIAL_TEMPLATE:BLOOD1:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:LOW_RUST]

[BLOOD:LOCAL_CREATURE_MAT:BLOOD1:LIQUID]
[CASTE_SPEECH:fortbent/threats/red.txt]
[CREATURE_CLASS:TROLL_LOWBLOOD]
[SELECT_CASTE:MALE_BROWN]
[SELECT_ADDITIONAL_CASTE:FEMALE_BROWN]
[CASTE_NAME:troll (brown):trolls (brown):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:400:600:800:900:1000:1400:2000]
[POP_RATIO:90000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_BROWN:8:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]

[MAXAGE:40:80]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:LOW_OCHRE:1]
[TLCM_NOUN:eyes:PLURAL]

[USE_MATERIAL_TEMPLATE:BLOOD2:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:LOW_OCHRE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD2:LIQUID]
   
[CASTE_SPEECH:fortbent/threats/brown.txt]
[CREATURE_CLASS:TROLL_CHOCOLATE]
[SELECT_CASTE:MALE_YELLOW]
[SELECT_ADDITIONAL_CASTE:FEMALE_YELLOW]
[CASTE_NAME:troll (yellow):trolls (yellow):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:300:500:700:800:900:1300:2000]
[POP_RATIO:81000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_YELLOW:10:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:50:100]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:YUCKY_MUSTARD_YELLOW:1]
[TLCM_NOUN:eyes:PLURAL]

[USE_MATERIAL_TEMPLATE:BLOOD3:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:YUCKY_MUSTARD_YELLOW]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD3:LIQUID]
   
[CASTE_SPEECH:fortbent/threats/yellow.txt]
[CREATURE_CLASS:TROLL_YUCKYMUSTARD]
[SELECT_CASTE:MALE_LIME_GREEN]
[SELECT_ADDITIONAL_CASTE:FEMALE_LIME_GREEN]
[CASTE_NAME:troll (lime):trolls (lime):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:300:500:700:750:850:1250]
[POP_RATIO:90000]
[MAXAGE:55:110]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_LIME:12:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:TROLL_LIME:1]
[TLCM_NOUN:eyes:PLURAL]

[USE_MATERIAL_TEMPLATE:BLOODLIME:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:TROLL_LIME]
[BLOOD:LOCAL_CREATURE_MAT:BLOODLIME:LIQUID]
   
[CASTE_SPEECH:fortbent/threats/green.txt]
[CREATURE_CLASS:TROLL_LIME]
[SELECT_CASTE:MALE_DARK_GREEN]
[SELECT_ADDITIONAL_CASTE:FEMALE_DARK_GREEN]
[CASTE_NAME:troll (olive):trolls (olive):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:250:450:650:750:850:1250:2000]
[POP_RATIO:90000]
[MAXAGE:60:120]
[NATURAL_SKILL:SNEAK:1]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_DARK_GREEN:15:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:MIDDLE_GREEN:1]
[TLCM_NOUN:eyes:PLURAL]

[USE_MATERIAL_TEMPLATE:BLOOD4:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:MIDDLE_GREEN]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD4:LIQUID]
   
[CASTE_SPEECH:fortbent/threats/green.txt]
[CREATURE_CLASS:TROLL_NOT_BAD]
[SELECT_CASTE:FEMALE_JADE_GREEN]
[SELECT_ADDITIONAL_CASTE:MALE_JADE_GREEN]
[CASTE_NAME:troll (jade):trolls (jade):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:800:900:1000:1100:1300:2000:3000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]

[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_JADE:10:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:350:500]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:MOTHERLY_JADE:1]
[TLCM_NOUN:eyes:PLURAL]

[USE_MATERIAL_TEMPLATE:BLOOD5:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:MOTHERLY_JADE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD5:LIQUID]
   
[CASTE_SPEECH:fortbent/threats/jade.txt]
[CREATURE_CLASS:TROLL_MOTHERGRUBCHILD]
[SELECT_CASTE:MALE_TEAL]
[SELECT_ADDITIONAL_CASTE:FEMALE_TEAL]
[CASTE_NAME:troll (teal):trolls (teal):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:200:300:500:600:700:1000:2000]
[POP_RATIO:85000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_TEAL:20:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:500:1000]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:CIVIL_TEAL:1]
[TLCM_NOUN:eyes:PLURAL]

[USE_MATERIAL_TEMPLATE:BLOOD6:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:CIVIL_TEAL]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD6:LIQUID]
   
[CASTE_SPEECH:fortbent/threats/teal.txt]
[CREATURE_CLASS:TROLL_NOT_QUITE_NOBLE]
[SELECT_CASTE:MALE_LIGHTBLUE]
[SELECT_ADDITIONAL_CASTE:FEMALE_LIGHTBLUE]
[CASTE_NAME:troll (cerulean):trolls (cerulean):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:150:200:300:400:500:900:2000]
[POP_RATIO:75000]
[MAXAGE:5000:7500]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_LIGHT_BLUE:35:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:ALMOST_NOBLE_BLUE:1]
[TLCM_NOUN:eyes:PLURAL]

[USE_MATERIAL_TEMPLATE:BLOOD7:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:ALMOST_NOBLE_BLUE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD7:LIQUID]
   
[CASTE_SPEECH:fortbent/threats/lblue.txt]
[CREATURE_CLASS:TROLL_LIGHT_BLUE]
[SELECT_CASTE:MALE_DARKBLUE]
[SELECT_ADDITIONAL_CASTE:FEMALE_DARKBLUE]
[CASTE_NAME:troll (blue):trolls (blue):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:5000] STRONG.
[MENT_ATT_RANGE:EMPATHY:100:200:250:300:400:800:2000]
[POP_RATIO:65000]
[MAXAGE:7500:10000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_DARK_BLUE:40]
[TLCM_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:NOBLE_BLUE:1]
[TLCM_NOUN:eyes:PLURAL]

[USE_MATERIAL_TEMPLATE:BLOOD8:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:NOBLE_BLUE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD8:LIQUID]
   
[CASTE_SPEECH:fortbent/threats/dblue.txt]
[CREATURE_CLASS:TROLL_NOBLE]
[SELECT_CASTE:MALE_DARKPURPLE]
[SELECT_ADDITIONAL_CASTE:FEMALE_DARKPURPLE]
[CASTE_NAME:troll (purple):trolls (purple):troll]
[PHYS_ATT_RANGE:STRENGTH:2000:2500:2750:3000:3250:3500:5000]
[MENT_ATT_RANGE:EMPATHY:0:1:2:3:4:5:10:2000]
[POP_RATIO:1000]
[MAXAGE:1000:1500]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_INDIGO:25:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:SUBJUGGLATOR_PURPLE:1]
[TLCM_NOUN:eyes:PLURAL]

[USE_MATERIAL_TEMPLATE:BLOOD9:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:SUBJUGGLATOR_PURPLE]

[BLOOD:LOCAL_CREATURE_MAT:BLOOD9:LIQUID]
[PRONE_TO_RAGE:85]
   
[NATURAL_SKILL:MELEE_COMBAT:5]
[NATURAL_SKILL:DODGING:8]
[NATURAL_SKILL:RANGED_COMBAT:5]
[NATURAL_SKILL:SNEAK:6]
[SKILL_RATE:AXE:500:NONE:NONE:NONE]
[SKILL_RATE:BOW:500:NONE:NONE:NONE]
[SKILL_RATE:CROSSBOW:500:NONE:NONE:NONE]
[SKILL_RATE:DAGGER:500:NONE:NONE:NONE]
[SKILL_RATE:GRASP_STRIKE:500:NONE:NONE:NONE]
[SKILL_RATE:HAMMER:500:NONE:NONE:NONE]
[SKILL_RATE:MACE:500:NONE:NONE:NONE]
[SKILL_RATE:MISC_WEAPON:500:NONE:NONE:NONE]
[SKILL_RATE:PIKE:500:NONE:NONE:NONE]
[SKILL_RATE:SITUATIONAL_AWARENESS:500:NONE:NONE:NONE]
[SKILL_RATE:STANCE_STRIKE:500:NONE:NONE:NONE]
[SKILL_RATE:SWORD:500:NONE:NONE:NONE]
[SKILL_RATE:THROW:500:NONE:NONE:NONE]
[SKILL_RATE:WHIP:500:NONE:NONE:NONE]
[SKILL_RATE:WRESTLING:500:NONE:NONE:NONE]
[CREATURE_CLASS:SUBJUGGLATOR]
[BUILDINGDESTROYER:1]
[CASTE_SPEECH:fortbent/threats/indigo.txt]
[SELECT_CASTE:MALE_SEADWELLER_PURPLE]
[SELECT_ADDITIONAL_CASTE:FEMALE_SEADWELLER_PURPLE]
[CASTE_NAME:troll (seadweller):trolls (seadweller):troll]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:0:100:200:300:400:800:2000]
[POP_RATIO:20000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_PURPLE:50:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:20000:50000]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:SEADWELLER_VIOLET:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOOD10:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:SEADWELLER_VIOLET]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD10:LIQUID]
[AMPHIBIOUS]
[CREATURE_CLASS:TROLL_SEADWELLER]
[CASTE_SPEECH:fortbent/threats/seadwweller.txt]
   
[SELECT_CASTE:MALE_TYRIAN_PURPLE]
[SELECT_ADDITIONAL_CASTE:FEMALE_TYRIAN_PURPLE]
[CASTE_NAME:troll (royal):trolls (royal):troll]
[PHYS_ATT_RANGE:STRENGTH:1500:2000:2250:2400:2700:3000:5000]
[MENT_ATT_RANGE:EMPATHY:0:0:0:0:5000:5000:5000]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:50:STRIPES_HAIR_ROYAL:30:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]
[MAXAGE:612000:1025000]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:TYRIAN_PURPLE:1]
[TLCM_NOUN:eyes:PLURAL]
[USE_MATERIAL_TEMPLATE:BLOOD11:BLOOD_TEMPLATE]
[STATE_COLOR:ALL:TYRIAN_PURPLE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD11:LIQUID]
[AMPHIBIOUS]
[CASTE_SPEECH:fortbent/threats/tyrian.txt]
[CREATURE_CLASS:TROLL_ROYAL]
[SELECT_CASTE:MALE_BROWN_WINGED]
[SELECT_ADDITIONAL_CASTE:FEMALE_BROWN_WINGED]
[PHYS_ATT_RANGE:STRENGTH:800:950:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:EMPATHY:400:600:800:900:1000:1400]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BROWN:1]
[TLCM_NOUN:eyes:PLURAL]

[BLOOD:LOCAL_CREATURE_MAT:BLOOD2:LIQUID]
[FLIER]
[POP_RATIO:500]
[NATURAL_SKILL:ANIMALTRAIN:20]
[NATURAL_SKILL:ANIMALCARE:20]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:25:STRIPES_HAIR_BROWN:30:STRIPES_HAIR_ANONYMOUS:1]
[TLCM_NOUN:hair:SINGULAR]

[MAXAGE:40:80]
[AT_PEACE_WITH_WILDLIFE]
[CASTE_SPEECH:fortbent/threats/brown.txt]
[CREATURE_CLASS:TROLL_CHOCOLATE]
[SELECT_CASTE:ALL]
[CASTE_PROFESSION_NAME:BLOWGUNMAN:dicekind user:dicekind users]
[CASTE_PROFESSION_NAME:MASTER_BLOWGUNMAN:dicekind master:dicekind masters]
[SET_TL_GROUP:BY_CATEGORY:HORN:HORN]
[TL_COLOR_MODIFIER:ORANGE:1]
[TLCM_NOUN:horns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:skin:SINGULAR]
[APPLY_CREATURE_VARIATION:TROLL_GLOSSES]
[APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
[APPLY_CREATURE_VARIATION:KICK_ATTACK]
[APPLY_CREATURE_VARIATION:NAIL_SCRATCH_ATTACK]
[APPLY_CREATURE_VARIATION:TOOTH_BITE_ATTACK]
[APPLY_CREATURE_VARIATION:STRIFE_SPECIBI]
[ATTACK:HORNSMACK:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:smack:smacks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:5]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:MELEE_COMBAT]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:5:6]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[CAN_DO_INTERACTION:TROLL_USE_ON_ALL_TROLLS]
[CDI:ADV_NAME:make sure that all the trolls are sterile, psychic, and all those other things they can randomly be.]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:20]
[CDI:CAN_BE_MUTUAL]
[CDI:FREE_ACTION]
[CDI:WAIT_PERIOD:4]

This isn't being placed. The creature works correctly in the arena. It simply doesn't work in worldgen when given to an entity (any entity). I've already determined the entity isn't the issue, switching this creature for humans makes the entity work. I still haven't checked if the creature works with another entity, but I don't know what the heck the cause would be if that were the case.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 27, 2014, 04:41:46 am
You seem to be missing [MALE] and [FEMALE] tokens.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on July 27, 2014, 07:42:00 am
Is the "growth bug" fixed in 0.40?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 27, 2014, 08:28:02 am
Version 40.02.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 27, 2014, 11:14:16 am
I have a question about graphics sets, and I guess this is a fine place to put it.

When you use my mod with Phobeus graphics sets (And presumably others?), it seems to switch some graphics around. For example, if you dig up ore, it shows up as a human tile. I don't use graphics myself, and have no clue how to deal with them. Anyone know what the problem is and how to fix it?
I posed a question about this a couple pages back, asking if it was reasonable to expect a player to do a search-and-replace to make a mod work properly with graphics.  The CLA pack uses all of the same tile assignments as vanilla, so there's no real issue there.  At least for layer stones, Phoebus and Spacefox use all of the same tile assignments, and Ironhand does its own thing.

I'm not sure of the exact problem you're having, but be aware that the graphics packs have a habit of stripping accented characters out of the languages and re-using those tiles for other things.  The @ and smiley face characters also look a little different than they do in vanilla.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Grey Goo on July 27, 2014, 02:15:04 pm
So, what is closest thing DF can have as insanity syndrome? Something which makes anything affected really lose it. If not immediately then little later. Vulnerability? Adding right tags?...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 27, 2014, 02:21:45 pm
So, what is closest thing DF can have as insanity syndrome? Something which makes anything affected really lose it. If not immediately then little later. Vulnerability? Adding right tags?...

The tags CRAZED and OPPOSED_TO_LIFE can be added through a syndrome and will make the victim attack everyone around them, with a few exceptions.

Though crazed individuals could spark a loyalty cascade in the last version if they were attacked.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 27, 2014, 02:39:26 pm
OPPOSED_TO_LIFE would only make them attack living creatures, so they won't charge into undead or mechanic fort creatures. For non-immediate effects, just push the START time later, where 1200 is one fort-mode day.

Speaking of which, what is the easiest way for a creature to instigate a loyalty cascade in this version?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: i2amroy on July 27, 2014, 02:54:52 pm
AFAIK it's the same as last version, order them into the military and order them to attack a trader.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 27, 2014, 02:58:29 pm
I meant to say, an outside unit.  My idea was to make an enemy discord spell for a fae-type creature.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: i2amroy on July 27, 2014, 04:10:36 pm
Can't think of anything off the top of my head other than giving them either CRAZED or OPPOSED_TO_LIFE, which I don't think would work. Nothing else that I know of could make them loyalty cascade.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Stirk on July 27, 2014, 04:42:11 pm
Spoiler (click to show/hide)


I. Am. An. Abasalute. Moron. I used @, I guess that is all the problem I really had. *Facepalm* Thank you very very much, I am sorry for being such a fool.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Untrustedlife on July 27, 2014, 06:23:07 pm
Spoiler relating to new
Spoiler (click to show/hide)
related content
Spoiler (click to show/hide)
If this hasn't been figured out yet, does anyone have any suggestions on the kind of SCIENCE! and modding I would need to do to figure it out?  I imagine an uncompressed save followed by looking through the procedurally generated raws might be necessary.

We must figure this out, sadly I have no way to extract raws... can someone extract raws and find a binded demon/slab to see if it isnt just hard coded?

I was kinda hoping that i could make a sort of "Overlord" mod, and since there are more reasons to learn secrets and things i can get creative.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 27, 2014, 06:44:12 pm
You seem to be missing [MALE] and [FEMALE] tokens.

The main disadvantage to knowing as much obscure stuff about modding is that you begin to forget the very basics. Thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Scruiser on July 27, 2014, 09:09:14 pm
Spoiler relating to new
Spoiler (click to show/hide)
related content
Spoiler (click to show/hide)
If this hasn't been figured out yet, does anyone have any suggestions on the kind of SCIENCE! and modding I would need to do to figure it out?  I imagine an uncompressed save followed by looking through the procedurally generated raws might be necessary.

We must figure this out, sadly I have no way to extract raws... can someone extract raws and find a binded demon/slab to see if it isnt just hard coded?

I was kinda hoping that i could make a sort of "Overlord" mod, and since there are more reasons to learn secrets and things i can get creative.
df hack can do it, but it is not updated yet? (last I heard, haven't kept up with it)
Setting it to uncompressed saves, I was able to open the world.dat as a text file with notepad.  Its a mess to read.  I genned up some worlds with low numbers of night creatures, secrets and demons to make it easier to search through.  I used ctrl find to search the text file.  I couldn't find anything related.  I have written a future of the fortress question asking about tags relating to it.

Spoilers for content new to 40.xx read at your own risk.
 Question in spoiler
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on July 28, 2014, 01:06:29 am
Code: [Select]
*** Error(s) found in Random Creature Generation
NIGHT_CREATURE_1:Unrecognized Creature Token: STATE_COLOR
I tried to simplify creature materials this version and this is my errorlog after fixing an issue that removed most materials from all creatures (note: it seems tissue templates referencing non-existant creature materials don't generate errors?).

Code: (Tissues) [Select]
tissue_template_default_HG
----simplifying materials
[OBJECT:TISSUE_TEMPLATE]

[TISSUE_TEMPLATE:SKIN_TEMPLATE]
[TISSUE_NAME:skin:NP]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
[RELATIVE_THICKNESS:1]

Lower is faster.
[HEALING_RATE:100]

[VASCULAR:1]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:FAT_TEMPLATE]
[TISSUE_NAME:fat:NP]
[THICKENS_ON_ENERGY_STORAGE]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:FAT]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[INSULATION:100]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:MUSCLE_TEMPLATE]
[TISSUE_NAME:muscle:muscles]
[THICKENS_ON_STRENGTH]
[ARTERIES]
[SCARS]
[MUSCULAR]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:MUSCLE]
[RELATIVE_THICKNESS:3]
[HEALING_RATE:100]
[VASCULAR:5]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:BONE_TEMPLATE]
[TISSUE_NAME:bone:NP] Whether it has a plural depends on exact part
[STRUCTURAL]
[CONNECTIVE_TISSUE_ANCHOR]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:BONE]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:1000]
[VASCULAR:3]
[PAIN_RECEPTORS:50]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]

[TISSUE_TEMPLATE:SHELL_TEMPLATE]
[TISSUE_NAME:shell:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SHELL]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:1000]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]

[TISSUE_TEMPLATE:HORN_TEMPLATE]
[TISSUE_NAME:horn:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HORN]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:HOOF_TEMPLATE]
[TISSUE_NAME:hoof:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HOOF]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:CARTILAGE_TEMPLATE]
[TISSUE_NAME:cartilage:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:CARTILAGE]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:HAIR_TEMPLATE]
[TISSUE_NAME:hair:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:1]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]

[TISSUE_TEMPLATE:CHEEK_WHISKERS_TEMPLATE]
[TISSUE_NAME:cheek whisker:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS]

[TISSUE_TEMPLATE:CHIN_WHISKERS_TEMPLATE]
[TISSUE_NAME:chin whisker:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS]

[TISSUE_TEMPLATE:MOUSTACHE_TEMPLATE]
[TISSUE_NAME:moustache:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS]

[TISSUE_TEMPLATE:SIDEBURNS_TEMPLATE]
[TISSUE_NAME:sideburns:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS]

[TISSUE_TEMPLATE:EYEBROW_TEMPLATE]
[TISSUE_NAME:eyebrow:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS]

[TISSUE_TEMPLATE:EYELASH_TEMPLATE]
[TISSUE_NAME:eyelash:eyelashes]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:HAIR]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[COSMETIC]
[STYLEABLE]
[TISSUE_SHAPE:STRANDS]

[TISSUE_TEMPLATE:FEATHER_TEMPLATE]
[TISSUE_NAME:feather:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FEATHER]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[INSULATION:100]
[TISSUE_SHAPE:FEATHERS]

[TISSUE_TEMPLATE:SCALE_TEMPLATE]
[TISSUE_NAME:scale:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SCALE]
[SCARS]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:1]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:SCALES]

[TISSUE_TEMPLATE:NAIL_TEMPLATE]
[TISSUE_NAME:nail:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:NAIL]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:CLAW_TEMPLATE]
[TISSUE_NAME:claw:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:CLAW]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:TALON_TEMPLATE]
[TISSUE_NAME:talon:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:TALON]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:TOOTH_TEMPLATE]
[TISSUE_NAME:tooth:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:TOOTH]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:IVORY_TEMPLATE]
[TISSUE_NAME:ivory:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:IVORY]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:EYE_TEMPLATE]
[TISSUE_NAME:eye tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:EYE]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:NERVE_TEMPLATE]
[TISSUE_NAME:nervous tissue:NP]
[FUNCTIONAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:NERVE]
[RELATIVE_THICKNESS:1]
[VASCULAR:3]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:BRAIN_TEMPLATE]
[TISSUE_NAME:brain tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:BRAIN]
[RELATIVE_THICKNESS:1]
[VASCULAR:3]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:LUNG_TEMPLATE]
[TISSUE_NAME:lung tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:LUNG]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:8]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:HEART_TEMPLATE]
[TISSUE_NAME:heart tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:HEART]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:10]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:LIVER_TEMPLATE]
[TISSUE_NAME:liver tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:LIVER]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:8]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:GUT_TEMPLATE]
[TISSUE_NAME:gut:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:GUT]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:STOMACH_TEMPLATE]
[TISSUE_NAME:stomach tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:STOMACH]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:GIZZARD_TEMPLATE]
[TISSUE_NAME:gizzard tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:GIZZARD]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:PANCREAS_TEMPLATE]
[TISSUE_NAME:pancreatic tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:PANCREAS]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:SPLEEN_TEMPLATE]
[TISSUE_NAME:spleen tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:SPLEEN]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:5]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:KIDNEY_TEMPLATE]
[TISSUE_NAME:kidney tissue:NP]
[FUNCTIONAL]
[STRUCTURAL]
[SCARS]
[TISSUE_MATERIAL:CREATURE_MAT:SIMPLIFY_HG:KIDNEY]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:8]
[PAIN_RECEPTORS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:FLAME_TEMPLATE]
[TISSUE_NAME:flames:NP]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FLAME]
[TISSUE_MAT_STATE:GAS]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:CHITIN_TEMPLATE]
[TISSUE_NAME:chitin:NP]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:CHITIN]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:1]
[PAIN_RECEPTORS:5]
[CONNECTS]
[CONNECTIVE_TISSUE_ANCHOR]
[STRUCTURAL]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]

[TISSUE_TEMPLATE:SPINE_TEMPLATE]
[TISSUE_NAME:spine:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SPINE]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_TEMPLATE:SPONGE_TEMPLATE]
[TISSUE_NAME:sponge:NP]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SPONGE]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:5]
[CONNECTS]
[INSULATION:100]
[TISSUE_SHAPE:LAYER]
Code: (Body Detail) [Select]

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
This command is just a shortcut for the similar lines (USE_MATERIAL_TEMPLATE|<token>|<template>) in a creature definition.
[ADD_MATERIAL:SKIN:SKIN_TEMPLATE]
ADD_MATERIAL:FAT:FAT_TEMPLATE
ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE
ADD_MATERIAL:BONE:BONE_TEMPLATE
ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE
[ADD_MATERIAL:HAIR:HAIR_TEMPLATE]
[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]
ADD_MATERIAL:EYE:EYE_TEMPLATE
ADD_MATERIAL:NERVE:NERVE_TEMPLATE
ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE
ADD_MATERIAL:LUNG:LUNG_TEMPLATE
ADD_MATERIAL:HEART:HEART_TEMPLATE
ADD_MATERIAL:LIVER:LIVER_TEMPLATE
ADD_MATERIAL:GUT:GUT_TEMPLATE
ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE
ADD_MATERIAL:GIZZARD:GIZZARD_TEMPLATE
ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE
ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE
ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE
[ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE]
ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE
ADD_MATERIAL:SOAP:SOAP_TEMPLATE

[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[ADD_MATERIAL:CHITIN:CHITIN_TEMPLATE]
ADD_MATERIAL:FAT:FAT_TEMPLATE
ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE
ADD_MATERIAL:EYE:EYE_TEMPLATE
ADD_MATERIAL:NERVE:NERVE_TEMPLATE
ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE
ADD_MATERIAL:LUNG:LUNG_TEMPLATE
ADD_MATERIAL:HEART:HEART_TEMPLATE
ADD_MATERIAL:LIVER:LIVER_TEMPLATE
ADD_MATERIAL:GUT:GUT_TEMPLATE
ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE
ADD_MATERIAL:GIZZARD:GIZZARD_TEMPLATE
ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE
ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE
ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE
ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE
ADD_MATERIAL:SOAP:SOAP_TEMPLATE

And yes the referenced creature has all of the materials for those tissues (now). Also everything seems to work in arena.

Code: (From Play Now and then World Gen) [Select]
*** Error(s) found in Random Creature Generation
FORGOTTEN_BEAST_24:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_5:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_21:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_22:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_23:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_24:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_25:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_26:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_27:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_28:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_29:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_30:Unrecognized Creature Token: STATE_COLOR
*** Error(s) found in Random Creature Generation
DEMON_7:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_9:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_21:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_22:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_23:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_24:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_25:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_26:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_27:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_28:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_29:Unrecognized Creature Token: STATE_COLOR
NIGHT_CREATURE_30:Unrecognized Creature Token: STATE_COLOR
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on July 28, 2014, 08:52:43 am
Question about the POPULATION_NUMBER token

On the wiki i read :
POPULATION_NUMBER    Creature    min:max    The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. 

Now if i look at the troll entry in creature_standard.txt , i see
[POPULATION_NUMBER:5:10]
So if i understand the wiki, it means on 1 world map tile the minimum amount of troll may be 5 and the maximum is 10

But as i encounter lots of heavy lag near goblin sites in the new version similarly as in previous 40.x versions , i looked using World Viewer, at the dark fortress of my current pocket world and noticed it had more than 5000 trolls on that dark fortress (and more than 4000 goblins), that is 1 tile of the world map.
No wonder it's unplayable, but then i don't understand what the token is really doing ?
Because if the max in a world map tile is supposed to be 10 , more than 5000 utterly break that limit.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on July 28, 2014, 09:11:09 am
I'm pretty sure that POPULATION_NUMBER means wild trolls. Tame trolls don't count.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on July 28, 2014, 09:21:12 am
Ah that must be it, thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on July 28, 2014, 11:37:32 am
If you have a 4x4 size embark in a biome that has, say, beetles, you'll have
16 x [POPULATION_NUMBER:250:500]
= 4000 to 8000 beetles in your embark area.

In OldGenesis, I have tuned lots of fish and other small creatures to have more realistic per-map-square numbers.
By the way, I have put out a preview release of OldGenesis 0.40.05.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 28, 2014, 02:14:09 pm
If you have a 4x4 size embark in a biome that has, say, beetles, you'll have
16 x [POPULATION_NUMBER:250:500]
= 4000 to 8000 beetles in your embark area.

In OldGenesis, I have tuned lots of fish and other small creatures to have more realistic per-map-square numbers.
By the way, I have put out a preview release of OldGenesis 0.40.05.
But that is only if the FREQUENCY roll gives that creature a slot, correct?  Otherwise we wouldn't hear griping about boring creatures crowding out the interesting ones (which ones are 'boring' or 'interesting' varying by player).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: tuuli on July 28, 2014, 03:52:03 pm
As my knowledge about modding capabilities is a little outdated... Is there any way (no matter how convoluted) that allows creature spawns via interactions or reactions, without relying on external tools like DFHack? Ideally available in both adventure and fortress mode?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 28, 2014, 03:58:46 pm
Yes, and it's very convoluted. It involves separating a limb from a creature, animating (ANIMATE interaction) the limb and transforming it into an intermediate creature, killing that intermediate creature then resurrecting (RESURRECT interaction) it and transforming it again.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on July 28, 2014, 04:22:09 pm
I'm experimenting a lot with the
MAX_STARTING_CIV_NUMBER
MAX_POP_NUMBER
MAX_SITE_POP_NUMBER
in the entity_default.txt
and
TOTAL_CIV_NUMBER
TOTAL_CIV_POPULATION
SITE_CAP
from worlgen.txt

And when giving the same settings i want to every civs from the entity file, i finally managed to get roughly the level of populations i wanted in those civs sites, excepted for the goblins population that skyrocket sometime highly in their dark fortress for reason i can't find.

Is there anything where it says that the goblins must have in a dark fortress (not the dark pits that get reasonnable values according to what i expect from the settings in the entity file) more than 4 times the number of population of the most populated site of other civilisations ?

It's something i observed with the default DF raws and worldgen values, and can still see with my custom ones.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Untrustedlife on July 28, 2014, 05:20:55 pm
Yes, and it's very convoluted. It involves separating a limb from a creature, animating (ANIMATE interaction) the limb and transforming it into an intermediate creature, killing that intermediate creature then resurrecting (RESURRECT interaction) it and transforming it again.

Oh lord.. I remember experimenting with that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: tuuli on July 28, 2014, 06:19:53 pm
Yes, and it's very convoluted. It involves separating a limb from a creature, animating (ANIMATE interaction) the limb and transforming it into an intermediate creature, killing that intermediate creature then resurrecting (RESURRECT interaction) it and transforming it again.

Ha! That's the level of madness I expected. Who needs all those vexing fingers anyway. Although... how would I sever the limb in question?

I guess animating the limb before severing it is of no use since it's not a thing of its own then yet. Oh well, off to the test chamber...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on July 28, 2014, 07:59:42 pm
Yes, and it's very convoluted. It involves separating a limb from a creature, animating (ANIMATE interaction) the limb and transforming it into an intermediate creature, killing that intermediate creature then resurrecting (RESURRECT interaction) it and transforming it again.

Ha! That's the level of madness I expected. Who needs all those vexing fingers anyway. Although... how would I sever the limb in question?

I guess animating the limb before severing it is of no use since it's not a thing of its own then yet. Oh well, off to the test chamber...

You can skip the animation part. Just make a resurrect interaction that doesn't have IS_FIT_FOR_RESURRECTION it will find any servered part and resurrect it, so slap the transform on it too and blam-o. no need for extra animation.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Tabithda on July 28, 2014, 08:40:41 pm
MAX_SITE_POP_NUMBER
In my experience the game largely ignores this one(consider that all default civs have it set at 120, but in all site types the actual number often goes way above this).  As far as I can tell the total amount of critters that can exist in a given site is currently hard coded as of right now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Agent_Irons on July 28, 2014, 09:25:43 pm
Yes, and it's very convoluted. It involves separating a limb from a creature, animating (ANIMATE interaction) the limb and transforming it into an intermediate creature, killing that intermediate creature then resurrecting (RESURRECT interaction) it and transforming it again.

Ha! That's the level of madness I expected. Who needs all those vexing fingers anyway. Although... how would I sever the limb in question?

I guess animating the limb before severing it is of no use since it's not a thing of its own then yet. Oh well, off to the test chamber...

You can skip the animation part. Just make a resurrect interaction that doesn't have IS_FIT_FOR_RESURRECTION it will find any severed part and resurrect it, so slap the transform on it too and blam-o. no need for extra animation.

Wait, how do you separate the body part? Do you stick it to your dwarves in some way so that they fall off when needed? Do you just have the reaction make it? Does that work?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 28, 2014, 09:33:32 pm
Wait, how do you separate the body part? Do you stick it to your dwarves in some way so that they fall off when needed? Do you just have the reaction make it? Does that work?

One way I know of is to make the dwarf temporarily transform into a creature that immediately loses a body part, and then the dwarf changes back to normal without any damage.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: deepfreeze78 on July 28, 2014, 10:09:33 pm
Wait, how do you separate the body part? Do you stick it to your dwarves in some way so that they fall off when needed? Do you just have the reaction make it? Does that work?

One way I know of is to make the dwarf temporarily transform into a creature that immediately loses a body part, and then the dwarf changes back to normal without any damage.

Wouldn't that also heal any wounds that the dwarf had at the time?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 28, 2014, 10:16:34 pm
Wouldn't that also heal any wounds that the dwarf had at the time?

Yea, and that includes missing limbs being restored.

Transformations are basically instaheals.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Agent_Irons on July 28, 2014, 10:26:56 pm
Wait, how do you separate the body part? Do you stick it to your dwarves in some way so that they fall off when needed? Do you just have the reaction make it? Does that work?

One way I know of is to make the dwarf temporarily transform into a creature that immediately loses a body part, and then the dwarf changes back to normal without any damage.
So in order to make a new creature, what you do is turn your dwarf into a creature that immediately melts off a bit on the end of a stalk or something, resurrects that bit, then reverts back to dwarf. Then the bit transforms into what you want to make?

How did the modding community even figure this out? newfound respect
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on July 29, 2014, 01:59:19 am
MAX_SITE_POP_NUMBER
In my experience the game largely ignores this one(consider that all default civs have it set at 120, but in all site types the actual number often goes way above this).  As far as I can tell the total amount of critters that can exist in a given site is currently hard coded as of right now.

I found this bug report on the tracker :
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7547

With comments from cephalo that is implying that all those worldgen and raws control are only actually controlling the historical figures, not the non historical ones (all those bunches of non named "goblins" by example) and that's the source of the problem when you try to keep population number under control.

Hmm, that could explain why whatever i enter as number to obtain low population, i'm still seeing goblin population in dark fortress still skyrocketing, because we have no way to control the real population of a civ, only the historical figure one.
But even so, with my experiment to keep civs population under a playable state, dwarves, elves and humans population number seems to work to my expectations according to my settings changes, it's the goblins that are the real problem (making the areas around dark fortress unplayable in adventure mode) with thousand of populations in dark fortresses.
So there's probably some hardcoded multiplier for dark fortress pop we can't do anything about.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on July 29, 2014, 11:00:04 am
In case y'all modders didn't know:
add [STRICT_POPULATION_CAP:220] to the d_init.txt to make migrants appear. Change happened between .03 and .05.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: i2amroy on July 29, 2014, 11:40:40 am
So in order to make a new creature, what you do is turn your dwarf into a creature that immediately melts off a bit on the end of a stalk or something, resurrects that bit, then reverts back to dwarf. Then the bit transforms into what you want to make?

How did the modding community even figure this out? newfound respect
You basically make a 3 part creature, with a body, limb, and hand and the limb is made out of a material that instantly sublimates at room temperature.

As for how it was discovered, one day D_E just came forward with the idea in this thread (http://www.bay12forums.com/smf/index.php?topic=106301.0).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ploder on July 29, 2014, 05:19:14 pm
Is there any plan to make a .40-compatible version of Dwarf Therapist for OSX?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: i2amroy on July 29, 2014, 05:36:17 pm
Is there any plan to make a .40-compatible version of Dwarf Therapist for OSX?
One already exists, give me a moment and I'll pull up the link.

Edit: And here (http://dffd.wimbli.com/file.php?id=9127) it is, should work for both 40.04 and .05. Generally you just need to check the last few pages of the Therapist thread to find the OSX download link each time a new version comes out.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on July 29, 2014, 08:44:47 pm
Alright, so apparently I am failing at basic modding. I have a custom building that is supposed to have custom reactions in it. I can build the building, but the reactions are not registering.

I have this in my entity file (I can build TEST_1).
Code: [Select]
[PERMITTED_BUILDING:TEST_1]
[PERMITTED_REACTION:CHANGE_CLASS_SQUIRE]
[PERMITTED_REACTION:CHANGE_CLASS_WARRIOR]
[PERMITTED_REACTION:CHANGE_CLASS_KNIGHT]
[PERMITTED_REACTION:CHANGE_CLASS_JUGGERNAUT]
[PERMITTED_REACTION:CHANGE_CLASS_ACOLYTE]
[PERMITTED_REACTION:CHANGE_CLASS_CLERIC]
[PERMITTED_REACTION:CHANGE_CLASS_PRIEST]
[PERMITTED_REACTION:CHANGE_CLASS_BISHOP]
[PERMITTED_REACTION:CHANGE_CLASS_PALADIN]

And this is my reaction file
Code: [Select]
reaction_classes

[OBJEECT:REACTION]

[REACTION:CHANGE_CLASS_SQUIRE]
[NAME:change class - squire]
[BUILDING:TEST_1:NONE]
[REAGENT:A:1:BOULDER:NONE:NONE:NONE][PRESERVE_REAGENT]

[REACTION:CHANGE_CLASS_WARRIOR]
[NAME:change class - warrior]
[BUILDING:TEST_1:NONE]

[REACTION:CHANGE_CLASS_KNIGHT]
[NAME:change class - knight]
[BUILDING:TEST_1:NONE]

[REACTION:CHANGE_CLASS_JUGGERNAUT]
[NAME:change class - juggernaut]
[BUILDING:TEST_1:NONE]

[REACTION:CHANGE_CLASS_ACOLYTE]
[NAME:change class - acolyte]
[BUILDING:TEST_1:NONE]

[REACTION:CHANGE_CLASS_CLERIC]
[NAME:change class - cleric]
[BUILDING:TEST_1:NONE]

[REACTION:CHANGE_CLASS_PRIEST]
[NAME:change class - priest]
[BUILDING:TEST_1:NONE]

[REACTION:CHANGE_CLASS_BISHOP]
[NAME:change class - bishop]
[BUILDING:TEST_1:NONE]

[REACTION:CHANGE_CLASS_PALADIN]
[NAME:change class - paladin]
[BUILDING:TEST_1:NONE]

What am I doing wrong?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 29, 2014, 08:47:43 pm
[OBJEECT:REACTION]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on July 29, 2014, 08:50:55 pm
Gol' darnit, you spend so much time looking for whats wrong and its just a blasted repeated E!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 29, 2014, 09:54:59 pm
What values do I need in the ORIENTATION tags to make the elvish population approximately 75% gay? Don't like how much elves dominate world gen, want to reduce their proficiency at reproduction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 29, 2014, 09:58:18 pm
What values do I need in the ORIENTATION tags to make the elvish population approximately 75% gay? Don't like how much elves dominate world gen, want to reduce their proficiency at reproduction.

75% exclusively gay? In that case, all you need is to have [ORIENTATION:(opposite sex):75:whatever:whatever], as long as the last two add up to 25 total on each caste.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 29, 2014, 10:06:56 pm
So...what, like this?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 29, 2014, 10:13:54 pm
Yep.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: i2amroy on July 29, 2014, 10:17:12 pm
Wouldn't you also need [ORIENTATION:(same sex):0:1:1]? Elsewise you don't really have gay elves, you just have asexual ones.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 29, 2014, 10:31:07 pm
0:0:1 works better.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 29, 2014, 10:45:32 pm
Wouldn't you also need [ORIENTATION:(same sex):0:1:1]? Elsewise you don't really have gay elves, you just have asexual ones.
Either result works for me, as long as there's less immortal elven babies being born and causing elf civs to explode and expand in worldgen.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on July 30, 2014, 05:21:15 am
*sees a donkey foal with three hooves GONE*
Should one change the horses and such so that they require HOOF(a type of toenail) for STANCE?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 30, 2014, 05:27:54 am
They already do.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 30, 2014, 10:00:01 am
Wouldn't you also need [ORIENTATION:(same sex):0:1:1]? Elsewise you don't really have gay elves, you just have asexual ones.
Either result works for me, as long as there's less immortal elven babies being born and causing elf civs to explode and expand in worldgen.
I should do that with goblins, since I usually see those everywhere.
They dominated a world besides a tiny band of kobolds in one world I generated. Killed off every remaining human, elf, and dwarf.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on July 30, 2014, 10:33:37 am
Either result works for me, as long as there's less immortal elven babies being born and causing elf civs to explode and expand in worldgen.
I should do that with goblins, since I usually see those everywhere.
They dominated a world besides a tiny band of kobolds in one world I generated. Killed off every remaining human, elf, and dwarf.
Usually, in my vanilla worlds, there are not many goblins. They are at war with every civilization, and they murder each other to boot.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ploder on July 30, 2014, 10:40:09 am
Is there any plan to make a .40-compatible version of Dwarf Therapist for OSX?
One already exists, give me a moment and I'll pull up the link.

Edit: And here (http://dffd.wimbli.com/file.php?id=9127) it is, should work for both 40.04 and .05. Generally you just need to check the last few pages of the Therapist thread to find the OSX download link each time a new version comes out.

Thanks!!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 30, 2014, 12:12:38 pm
Either result works for me, as long as there's less immortal elven babies being born and causing elf civs to explode and expand in worldgen.
I should do that with goblins, since I usually see those everywhere.
They dominated a world besides a tiny band of kobolds in one world I generated. Killed off every remaining human, elf, and dwarf.
Usually, in my vanilla worlds, there are not many goblins. They are at war with every civilization, and they murder each other to boot.
I'm playing vanilla currently (v1.01 got delayed by the hype train) and my worlds either have tons of everything but goblins or tons of goblins.
Either they get destroyed early in worldgen or they destroy everything early in worldgen.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: MoonMan on July 30, 2014, 07:05:51 pm
Is there any way to make a reaction use the raw hair you get from butchering rather than hair that has been spun into thread? I'm trying

[REAGENT:A:1:NONE:NONE:CREATURE_MAT:NONE:HAIR]
[USE_BODY_COMPONENT]
[UNROTTEN]

I think it's just ignoring the first line because I can use any of the products from butchering an animal.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 30, 2014, 07:07:50 pm
Get rid of the material info and try using the [ANY_STRAND_TISSUE] tag.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: MoonMan on July 30, 2014, 07:24:28 pm
Get rid of the material info and try using the [ANY_STRAND_TISSUE] tag.

Thanks, I actually used that tag while keeping my reagent info and it worked perfectly.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on July 31, 2014, 08:55:10 am
Is this for real?
Quote
decorations with bone/etc. no longer use up the entire stack

I mean, does this work for custom reactions as well?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 31, 2014, 09:06:37 am
Is this for real?
Quote
decorations with bone/etc. no longer use up the entire stack

I mean, does this work for custom reactions as well?
The reactions-related bug report (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3898) is still open, though it is likely Toady'll get to it today. Perhaps the changes Toady made already resolved it, but either way, chances should be good.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 31, 2014, 02:41:36 pm
Tried modding dimple cups to be brewable to make them more useful. Not sure if I did it right. Coincidentally, the still doesn't have the brew drink (b) reaction available. Only options are extract plants and make mead. Not sure if this is a bug with the game version or a bug with my modding. Help?

Spoiler: code (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 31, 2014, 02:49:59 pm
The material reaction product goes inside the STRUCTURAL material definition.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 31, 2014, 02:57:39 pm
So, this?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 31, 2014, 03:08:24 pm
Yeah. Check errorlog.txt.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 31, 2014, 03:23:09 pm
The only error I got in the errorlog is a repeat of the line "camp order missing parent -- army will camp forever" which has nothing to do with brewing or plants.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 31, 2014, 04:05:56 pm
So, this?

Spoiler (click to show/hide)

I would add [STATE_COLOR:LIQUID:MIDNIGHT_BLUE] to the drink and make its color 1:0:0, but that's just because I would want to imagine a barkeep looking at it and shrugging "It is... it is blue."
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 31, 2014, 04:49:06 pm
I'm trying to make an icebreath attack.
I created a new material template because reasons for this that is similar to water except for the fact it's a gas at room temperature, and it has to be absurdly cold for it to not be a gas.
However, when made into a dust-breath (which would make it at the correct temperature for it to exist at such a point), it is still a harmless room-temperature gas instead of a freeze-off-your-smaller-body-parts dust.
Troubleshooting?
And before you ask, yes I'm making wizards.
Oh, and they and their female version are still addressed as "humans" and don't blink between their alttile.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on July 31, 2014, 04:53:42 pm
I'm trying to make an icebreath attack.
I created a new material template because reasons for this that is similar to water except for the fact it's a gas at room temperature, and it has to be absurdly cold for it to not be a gas.
However, when made into a dust-breath (which would make it at the correct temperature for it to exist at such a point), it is still a harmless room-temperature gas instead of a freeze-off-your-smaller-body-parts dust.
Troubleshooting?
And before you ask, yes I'm making wizards.
Oh, and they and their female version are still addressed as "humans" and don't blink between their alttile.

Has your material a MAT_FIXED_TEMP?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on July 31, 2014, 04:54:58 pm
I would add [STATE_COLOR:LIQUID:MIDNIGHT_BLUE] to the drink and make its color 1:0:0, but that's just because I would want to imagine a barkeep looking at it and shrugging "It is... it is blue."
Oh, yeah. Missed the color change, originally I was making dimple cups brew to dwarven brandy. In retrospect cheap dwarven moonshine that was akin to drinking paint seemed more fitting becuase dimple cups also make dye, so I changed the names, but missed the colors.

Thanks for that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 31, 2014, 04:56:12 pm
I'm trying to make an icebreath attack.
I created a new material template because reasons for this that is similar to water except for the fact it's a gas at room temperature, and it has to be absurdly cold for it to not be a gas.
However, when made into a dust-breath (which would make it at the correct temperature for it to exist at such a point), it is still a harmless room-temperature gas instead of a freeze-off-your-smaller-body-parts dust.
Troubleshooting?
And before you ask, yes I'm making wizards.
Oh, and they and their female version are still addressed as "humans" and don't blink between their alttile.

Has your material a MAT_FIXED_TEMP?
I didn't think that was necessary. The wiki doesn't say it is, and that's all I had to go by.
Going to try that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: MoonMan on July 31, 2014, 04:59:44 pm
Is there any way for me to make cloth chairs called cushions? Or is the coffin/casket/sarcophagus type stuff hardcoded?

Making a cloth chair is simple enough:

[REACTION:CHAIR_CLOTH]
   [NAME:craft cushion]
   [BUILDING:TANNER:CUSTOM_ALT_C]
   [REAGENT:A:20000:CLOTH:NONE:NONE:NONE]
   [PRODUCT:100:1:CHAIR:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:CLOTHESMAKING]

Unrelated question, is there a way to specify eggs from a specific creature as a reagent?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 31, 2014, 05:03:05 pm
I found the problem - I had the melting and boiling points swapped.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 31, 2014, 05:15:18 pm
Is there any way for me to make cloth chairs called cushions? Or is the coffin/casket/sarcophagus type stuff hardcoded?

Making a cloth chair is simple enough.

Unrelated question, is there a way to specify eggs from a specific creature as a reagent?

Fairly certain that names are hardcoded, with the only exception I know of being for blocks, which can be done on a materials basis and in vanilla is used to rename clay blocks to bricks.

As for specific eggs as reagents, the item and material line would look something like this:
Code: (Chicken eggs) [Select]
EGG:NONE:CREATURE_MAT:BIRD_CHICKEN:EGGSHELLThough the material may also be EGG_WHITE or EGG_YOLK, I'm not entirely sure which of the three it would be.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: MoonMan on July 31, 2014, 05:56:56 pm
Your egg reagent worked, thanks. Bummer about the item names.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Scruiser on July 31, 2014, 06:07:50 pm
Spoiler relating to new
Spoiler (click to show/hide)
related content
Spoiler (click to show/hide)
If this hasn't been figured out yet, does anyone have any suggestions on the kind of SCIENCE! and modding I would need to do to figure it out?  I imagine an uncompressed save followed by looking through the procedurally generated raws might be necessary.

We must figure this out, sadly I have no way to extract raws... can someone extract raws and find a binded demon/slab to see if it isnt just hard coded?

I was kinda hoping that i could make a sort of "Overlord" mod, and since there are more reasons to learn secrets and things i can get creative.
If anyone was interested, Toady answered my question about this in the future of the fortress.  Its tied to the generated UNIQUE_DEMON token (which can't be modded). 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 31, 2014, 06:46:55 pm
Before I continue on my quest to make wizards, is it possible for cold objects covering a body part to cause frostbite, or is that restricted to the environment?
This is technically modding-related since such things happen extremely rarely outside of modding.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 31, 2014, 06:51:54 pm
Before I continue on my quest to make wizards, is it possible for cold objects covering a body part to cause frostbite, or is that restricted to the environment?
This is technically modding-related since such things happen extremely rarely outside of modding.

All I have is anecdotal evidence of my adventurer picking up a dagger that was well below freezing and having their hand get frostbitten. I have not done any real testing with this before, and am not 100% sure how it works.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 31, 2014, 06:53:56 pm
Before I continue on my quest to make wizards, is it possible for cold objects covering a body part to cause frostbite, or is that restricted to the environment?
This is technically modding-related since such things happen extremely rarely outside of modding.

All I have is anecdotal evidence of my adventurer picking up a dagger that was well below freezing and having their hand get frostbitten. I have not done any real testing with this before, and am not 100% sure how it works.

Spoiler (click to show/hide)
What was the delay between picking up the dagger and being told about damage from the cold?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 31, 2014, 06:57:04 pm
I can't quite remember, since that adventure was back in May. It was fairly quick though, I only got a couple of steps before it started warning me.

I'm not even certain how cold the dagger was either. It was stuck in some ice and I took it out once the pool thawed. It apparently had an ice coating.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on July 31, 2014, 07:01:15 pm
I can't quite remember, since that adventure was back in May. It was fairly quick though, I only got a couple of steps before it started warning me.

I'm not even certain how cold the dagger was either. It was stuck in some ice and I took it out once the pool thawed. It apparently had an ice coating.
I'm testing in the arena right now. Someone is covered in "human ice" which technically is 200 Urists (Water freezes below 10,000 Urists, but we all know that). No signs as of 20th Slate, 1.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Scruiser on July 31, 2014, 11:37:22 pm
Before I continue on my quest to make wizards, is it possible for cold objects covering a body part to cause frostbite, or is that restricted to the environment?
This is technically modding-related since such things happen extremely rarely outside of modding.
I think I recall a post on where someone had several ice spell interactions.  To get frostbite, they used a liquid that was generated at below freezing temperature (I think you set the boiling point really low, so when the game is told to make the material a liquid, it generates it at a temperature below the boiling point and then you also give the liquid a fixed temperature).  You use a liquid so it can cover them, allowing frostbite faster. 
No wait found the thread... they used a syndrome that simulates the effects of frostbite.
Awesome!  I have a few spells I've come up with (with quite a lot of help): 

Spoiler: Ice Spike (click to show/hide)

Spoiler: Arctic Wind (click to show/hide)

Both of these spells require this material:
Spoiler (click to show/hide)

Also, for any creature you want to give these spells to (especially the second one), you'll have to add [SELECT_MATERIAL:ALL][COLDDAM_POINT:NONE].
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: kibaseviltwin on August 01, 2014, 01:52:17 pm
hey can someone tell me whats wrong with my this this reaction

Spoiler (click to show/hide)
i was trying to make 20 remains make 10 coke
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 01, 2014, 01:54:04 pm
PRODUCT:20:10 means you have a 20% chance of getting those 10 bars and 80% fuck-all.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: kibaseviltwin on August 01, 2014, 01:58:18 pm
so i should change 20 to either 90 or 100
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 01, 2014, 02:00:11 pm
Yeah, just like every single one of those other smelter reactions you are looking at. It's alright to ape things that work.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: kibaseviltwin on August 01, 2014, 02:02:08 pm
thanks
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on August 02, 2014, 03:23:25 pm
What's the reaction code for charcoal?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 02, 2014, 03:58:38 pm
What's the reaction code for charcoal?

COAL:CHARCOAL (http://dwarffortresswiki.org/index.php/DF2014:Material_token)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jax3639 on August 02, 2014, 05:16:59 pm
I'm making a creature who spits boiling saliva

Spoiler (click to show/hide)

Spoiler (click to show/hide)

The only problem is that I'm unsure how to make the saliva come out hot and then cool down

([MAT_FIXED_TEMP:10200] is just a placeholder)

edit: I figured out what I needed to do. huzzah
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Blastbeard on August 02, 2014, 06:48:07 pm
I'm trying to make more locally important positions an adventurer can start as, but I don't quite understand the requirements to make a position eligible for that. So far as I can tell, you can only be a squad member under a position holder, and I think the position has to have law enforcement as a responsibility. My end goal with this is to make a convincing knight-type position an adventurer can start as, but I don't even know where to begin with that. Has anyone had experience with this yet?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on August 02, 2014, 07:06:40 pm
hello. ill get straight to the point. i am making a race that spawns as an outsider and is basically a god. due to the limits of the level of an attribute i used a syndrome i found on the forum spellbook (credit to  Kobold Troubadour) however the syndrome doesnt have any effects. i will post all the files for the race.

the creature file
Code: [Select]
creature_modrace


[OBJECT:CREATURE]

[CREATURE:DEMIGOD]
[DESCRIPTION:A medium-sized creature prone to great ambition.]
[NAME:demigod:demigods:demigod]
[CASTE_NAME:demigod:demigods:demigod]
[CREATURE_TILE:'X'][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:154]
[INTELLIGENT]
[CANOPENDOORS]
[BENIGN]
[POWER]
[PREFSTRING:stature]
[TRANCES]
[FIREIMMUNE]
[FIREIMMUNE_SUPER]
[NOFEAR][NOEXERT]
[EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA]
[NO_DIZZINESS]
[NO_FEVERS]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOPAIN]
[MAGMA_VISION]
[NO_PHYS_ATT_RUST]
[SELECT_MATERIAL:ALL]




[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:ADAMANTINE_MATERIALS]
[BODY_DETAIL_PLAN:ADAMANTINE_TISSUES] [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] [BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:DOSION:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]


[USE_MATERIAL_TEMPLATE:DOSION:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen demigod dosion]
[STATE_ADJ:ALL_SOLID:frozen demigod dosion]
[STATE_NAME:LIQUID:demigod dosion]
[STATE_ADJ:LIQUID:demigod dosion]
[STATE_NAME:GAS:boiling demigod dosion]
[STATE_ADJ:GAS:boiling demigod dosion]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:demigod slash]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:DEMIGOD:ALL]
[SYN_CONTACT]

[CE_DIZZINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:30:PEAK:500:END:1500]
[CE_DROWSINESS:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:30:PEAK:500:END:1500]
[CE_FEVER:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
[CE_PAIN:SEV:75:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:500:END:1500]



[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:touch of death]
[STATE_ADJ:ALL_SOLID:touch of death]
[STATE_NAME:LIQUID:touch of death]
[STATE_ADJ:LIQUID:touch of death]
[STATE_NAME:GAS:touch of death]
[STATE_ADJ:GAS:touch of death]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:curse of the blood god]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:ARMOK:ALL]
[SYN_INJECTED]
[CE_NECROSIS:SEV:1000:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:30:PEAK:60:END:1200]



[CAN_DO_INTERACTION:STRENGTH]
[CDI:ADV_NAME:Become stronger]
[CDI:USAGE_HINT:FLEEING]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:VERB:become stronger:fills you with a sense of impending death:NA]
[CDI:TARGET_RANGE:A:1]
[CDI:WAIT_PERIOD:0]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:minigun]
[CDI:USAGE_HINT:ATTACK]
[CDI:MATERIAL:INORGANIC:LEAD:SOLID_GLOB]
[CDI:VERB:extend a minigun from your hand and start firing:extends a minigun from their hand and starts firing:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:5000000]
[CDI:WAIT_PERIOD:0]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:10]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Breathe magma]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:MATERIAL:INORGANIC:OBSIDIAN:TRAILING_VAPOR_FLOW]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:10]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:100]
[CDI:ADV_NAME:Cast Empower]
[CDI:INTERACTION:EMPOWER]
[CDI:USAGE_HINT:FLEEING]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:remove fear and other emotions from the mind of the target:concentrates:NA]
[CDI:TARGET_VERB:feel emotions vanish from your mind:feels like his emotions vanish]
[CDI:WAIT_PERIOD:60]
[CAN_DO_INTERACTION:ENLIGHTEN]
[CDI:ADV_NAME:Enlighten]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:2]
[CDI:VERB:gesture:gestures:NA]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:are enlightened:is enlightened]
[CDI:WAIT_PERIOD:20]
[CAN_DO_INTERACTION:UBERMODE]
[CDI:ADV_NAME:Break seal]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET_RANGE:A:2]
[CDI:VERB:gesture:gestures:NA]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:feel the godly energy flow through you:feels the godly energy flow through them]
[CDI:WAIT_PERIOD:20]

[CAN_DO_INTERACTION:WEREWOLF_CURSE]
[CDI:ADV_NAME:Accept Curse]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:warps reality:warps realtiy:NA]
[CDI:TARGET_VERB:Feel envigoured:Feel envigoured:NA]
[CDI:TARGET_RANGE:A]
[CDI:WAIT_PERIOD:100]

[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[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]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[SPECIALATTACK_INJECT_EXTRACT:INORGANIC:OBSIDIAN:LIQUID:100:100]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]
[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:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[ALL_ACTIVE]
[LOW_LIGHT_VISION:100000]

[NATURAL_SKILL:MELEE_COMBAT:16]
[NATURAL_SKILL:RANGED_COMBAT:16]
[NATURAL_SKILL:WRESTLING:16]
[NATURAL_SKILL:BITE:16]
[NATURAL_SKILL:GRASP_STRIKE:16]
[NATURAL_SKILL:STANCE_STRIKE:16]
[NATURAL_SKILL:DODGING:16]
[NATURAL_SKILL:MISC_WEAPON:16]
[NATURAL_SKILL:AXE:16]
[NATURAL_SKILL:SWORD:16]
[NATURAL_SKILL:DAGGER:16]
[NATURAL_SKILL:MACE:16]
[NATURAL_SKILL:HAMMER:16]
[NATURAL_SKILL:SPEAR:16]
[NATURAL_SKILL:CROSSBOW:16]
[NATURAL_SKILL:SHIELD:16]
[NATURAL_SKILL:ARMOR:16]
[NATURAL_SKILL:SIEGECRAFT:16]
[NATURAL_SKILL:SIEGEOPERATE:16]
[NATURAL_SKILL:BOWYER:16]
[NATURAL_SKILL:PIKE:16]
[NATURAL_SKILL:WHIP:16]
[NATURAL_SKILL:BOW:16]
[NATURAL_SKILL:BLOWGUN:16]
[NATURAL_SKILL:THROW:16]
[SMELL_TRIGGER:1]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:0:0:0:0:0:0] 87+ kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:0:0:0:0:0:0] 87+ kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:900:300:200:100:1900:2900] 87+ kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:900:300:200:100:1900:2900] 70 kph
[SWIMS_LEARNED]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[SPOUSE_CONVERSION_TARGET]
[MUNDANE]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]

[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:70:0:90:0]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER: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]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:30:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_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]

[SELECT_TISSUE_LAYER:ALL] [TL_HEALING_RATE:1]
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:1000000]

[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:2]
  [HEATDAM_POINT:13000]
[COLDDAM_POINT:NONE]
[IGNITE_POINT:13000]
[MELTING_POINT:13000]
[BOILING_POINT:15000]

the interaction file
Code: [Select]
interaction_modrace

[OBJECT:INTERACTION]

[INTERACTION:STRENGTH]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:Strong]
[CE_PHYS_ATT_CHANGE:STRENGTH:1000000:0:START:0]
[CE_PHYS_ATT_CHANGE:TOUGHNESS:1000000:0:START:0]

[INTERACTION:UBERMODE]
      [I_SOURCE:CREATURE_ACTION]
      [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]
      [IT_CANNOT_HAVE_SYNDROME_CLASS:BUFF]
      [IT_MANUAL_INPUT:target]
      [I_EFFECT:ADD_SYNDROME]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [SYNDROME]
      [SYN_CLASS:BUFF]
      [SYN_NAME:STR Buff]
[CE_PHYS_ATT_CHANGE:STRENGTH:10000000:0:START:0:END:1000]
[CE_PHYS_ATT_CHANGE:AGILITY:10000000:0:START:0:END:1000]
[CE_PHYS_ATT_CHANGE:TOUGHNESS:10000000:0:START:0:END:1000]




[INTERACTION:ENLIGHTEN]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:CAN_SPEAK]
[IT_FORBIDDEN:INTELLIGENT]
[IT_FORBIDDEN:UTTERANCES]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_MANUAL_INPUT:creature]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:enlightened]
[SYNDROME]
[CE_ADD_TAG:CAN_SPEAK:CAN_LEARN:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:START:0]
[CE_MENT_ATT_CHANGE:ANALYTICAL_ABILITY:0:2000:LINGUISTIC_ABILITY:0:2000:SOCIAL_AWARENESS:0:2000:START:0]
[CE_REMOVE_TAG:BUILDINGDESTROYER:MISCHIEVIOUS:START:0]

[INTERACTION:EMPOWER]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[IT_FORBIDDEN:NOT_LIVING]
[IT_REQUIRES:HAS_BLOOD]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:mental help]
[SYNDROME]
[SYN_NAME:empower]
[CE_ADD_TAG:NOEXERT:NOPAIN:NOSTUN:NO_DIZZINESS:NOEMOTION:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NONAUSEA:START:0:END:20]



[INTERACTION:WEREWOLF_CURSE]

[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to assume the form of a wolf-like monster every full moon]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:werewolf origin curse]
[IE_ARENA_NAME:Werewolf]
[SYN_CLASS:WERECURSE]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:DEMIGOD:MALE]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE_ADD_TAG:NO_AGING:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Shift Quickly]
[CDI:INTERACTION:WEREWOLF_QUICKTRANSF]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERB:give a wolfish howl:gives a wolfish howl:NA]
[CDI:TARGET_VERB:twist into a new shape:is twisted into a new shape]
[CDI:WAIT_PERIOD:1]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Temporarily Shift]
[CDI:INTERACTION:WEREWOLF_MEDTRANSF]
[CDI:TARGET:A:SELF_ONLY]
[CDI:USAGE_HINT:ATTACK]
[CDI:VERB:give a wolfish howl:gives a wolfish howl:NA]
[CDI:TARGET_VERB:twist into a new shape:twists into a new shape]
[CDI:WAIT_PERIOD:75]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Initiate Transformation]
[CDI:INTERACTION:WEREWOLF_LONGTRANSF]
[CDI:TARGET:A:SELF_ONLY]
[CDI:VERB:give a wolfish howl:gives a wolfish howl:NA]
[CDI:TARGET_VERB:twist into a new shape:twists into a new shape]
[CDI:WAIT_PERIOD:505]

[INTERACTION:WEREWOLF_QUICKTRANSF]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:WERECURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:DEMIGOD:MALE]
[INTERACTION:WEREWOLF_MEDTRANSF]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:WERECURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:50]
[CE:CREATURE:DEMIGOD:MALE]
[INTERACTION:WEREWOLF_LONGTRANSF]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:WERECURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0:END:500]
[CE:CREATURE:DEMIGOD:MALE]

[INTERACTION:WEREWOLF_BITE]
[I_SOURCE:ATTACK]
[IS_HIST_STRING_1: attacked ]
[IS_HIST_STRING_2:, passing on the werewolf 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_NAME:werewolf curse]
[SYN_CLASS:WERECURSE]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:DEMIGOD:MALE]



the bits that dont work are the UBERMODE and STRENGTH interaction.
thx in advance for any help
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 02, 2014, 07:20:28 pm
Those numbers might be too big.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on August 02, 2014, 07:24:49 pm
Those numbers might be too big.
ill test with smaller numbers and post the results.
then i can have some !fun!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on August 02, 2014, 08:33:59 pm
Before I continue on my quest to make wizards, is it possible for cold objects covering a body part to cause frostbite, or is that restricted to the environment?
This is technically modding-related since such things happen extremely rarely outside of modding.
I think I recall a post on where someone had several ice spell interactions.  To get frostbite, they used a liquid that was generated at below freezing temperature (I think you set the boiling point really low, so when the game is told to make the material a liquid, it generates it at a temperature below the boiling point and then you also give the liquid a fixed temperature).  You use a liquid so it can cover them, allowing frostbite faster. 
No wait found the thread... they used a syndrome that simulates the effects of frostbite.
Awesome!  I have a few spells I've come up with (with quite a lot of help): 

Spoiler: Ice Spike (click to show/hide)

Spoiler: Arctic Wind (click to show/hide)

Both of these spells require this material:
Spoiler (click to show/hide)

Also, for any creature you want to give these spells to (especially the second one), you'll have to add [SELECT_MATERIAL:ALL][COLDDAM_POINT:NONE].

It can work without syndrome too, although to get reliable fatalities I had to experiment with some tricks to apply the freezing fluid both in vapor form and in solid globs that get stuck in wounds.  It also helps to combine the freezer fluid with water vapor attacks to coat the enemy in water ice.  Your frostmage might like to have a homeotherm, and have his own caste set to avoid colddam.  And wear durable clothes.  And not fire off a ton of these spells too near his friends.  :)
http://www.bay12forums.com/smf/index.php?topic=123457.msg4069937#msg4069937
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Izu on August 02, 2014, 08:54:48 pm
Is there a way to get more embarking points without 3rd party apps?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 02, 2014, 08:55:44 pm
Is there a way to get more embarking points?

You can control the amount of embark points in worldgen (the "Design World with Advanced Parameters")
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Izu on August 02, 2014, 09:31:30 pm
You can control the amount of embark points in worldgen (the "Design World with Advanced Parameters")

Thanks for the quick reply! Is there a way to add more points for an already existing region, though?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 02, 2014, 10:00:28 pm
You can control the amount of embark points in worldgen (the "Design World with Advanced Parameters")

Thanks for the quick reply! Is there a way to add more points for an already existing region, though?

As far as I know you can only do this with DFHack, since embark points are a world variable. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rose on August 03, 2014, 02:45:43 am
Anybody know what the numbers in [GROWTH_TRUNK_HEIGHT_PERC:100:-1] actually mean?

I've only seen it used on palms, and it always has that value, but I don't know what the range is, since both palm types seem to just get the top two tiles getting leaves.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on August 03, 2014, 03:19:48 am
I think only Toady really knows what many of these new tree and growth tokens actually do. Probably, the token takes two percentages and only allows the growth to appear between the first percentage and the second percentage. The -1 then would be a marker that, yes, the very top is what you mean. So a [GROWTH_TRUNK_HEIGHT_PERC:50:100] should have the growth on half the tree. But that needs to be tested.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on August 03, 2014, 03:43:24 am
Those numbers might be too big.
ill test with smaller numbers and post the results.
then i can have some !fun!
seems like it still doesn't work. it did once before i started to fully edit my custom race and i threw a ogre 7 tile and a goblin like 16 tiles. but it just stopped working. it think it has something to do with the creature file(pg 39)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 03, 2014, 10:45:10 am
I think only Toady really knows what many of these new tree and growth tokens actually do. Probably, the token takes two percentages and only allows the growth to appear between the first percentage and the second percentage. The -1 then would be a marker that, yes, the very top is what you mean. So a [GROWTH_TRUNK_HEIGHT_PERC:50:100] should have the growth on half the tree. But that needs to be tested.

It appears to actually work like this, from what I've tested of it in the arena.  If there are any branches below, the growths will simply ignore them and go directly to the specified range.  50,-1 doesn't seem to do anything.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on August 03, 2014, 10:55:04 am
I think only Toady really knows what many of these new tree and growth tokens actually do. Probably, the token takes two percentages and only allows the growth to appear between the first percentage and the second percentage. The -1 then would be a marker that, yes, the very top is what you mean. So a [GROWTH_TRUNK_HEIGHT_PERC:50:100] should have the growth on half the tree. But that needs to be tested.

It appears to actually work like this, from what I've tested of it in the arena.  If there are any branches below, the growths will simply ignore them and go directly to the specified range.  50,-1 doesn't seem to do anything.
Thanks. I had done some tests with the tree tokens, which I put on the talk page, but not so much on the growth tokens beyond the host tile one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on August 03, 2014, 11:28:12 am
Back in the lazy newb pack, 34.x there was a program that would increase the amount of ram DF would use....is there something like that for 40?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 03, 2014, 11:35:57 am
Just google up Large-Address Aware stuff.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on August 03, 2014, 01:23:36 pm
Just google up Large-Address Aware stuff.
TY found it...though it only improved fps by 10.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on August 03, 2014, 01:28:55 pm
So I thought I had correctly modded dimple cups to be brewable. For some reason, the still workshop doesn't have the option to brew plants. Like, at all. No option. Just extract plants and brew mead.

I'm thinking either I really screwed something up with plant brewing by modding dimple cups or this is some bug with 40.05 I haven't heard about or something.


Do I need to do anything else to make brewing dimple cups possible for dwarves, like some entity stuff or anything?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 03, 2014, 01:34:33 pm
No, nothing. Double-check reaction_other.txt to make sure nothing changed with the reaction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on August 03, 2014, 01:41:21 pm
No, nothing. Double-check reaction_other.txt to make sure nothing changed with the reaction.
I thought brewing booze with plants was hardcoded though?

Huh. My guess is that I mixed up the raws with an older version with 40.05 while I was adding my mods. The raws doesn't have all the reactions that the other .40 versions have. Found the problem, will fix. Thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: i2amroy on August 03, 2014, 06:06:28 pm
Just google up Large-Address Aware stuff.
TY found it...though it only improved fps by 10.
The big advantage of having more RAM isn't that it improves FPS, it's mainly that it allows you to have more junk in your fortress before the game crashes due to not having enough RAM to hold everything.

That said it looks like we might get a 64-bit version soon, after Toady mentioned a 64-bit test in the latest monthly report.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 03, 2014, 11:10:42 pm
When did Toady fix the left-right foot(ed)ness for adventure mode made boots? I can now put them on without hazard. Though, gauntlets are still problematic.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: wooks on August 03, 2014, 11:41:32 pm
I'm having trouble getting this interaction to correctly limit the target number. Any idea?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 03, 2014, 11:49:41 pm
The main interaction identifies the target as 'A' in this line:
Code: [Select]
[I_TARGET:A:CREATURE]
But the can-do-interaction identifies the target as 'C', which doesn't exist. So these constraints are not used:
Code: [Select]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:40]
[CDI:MAX_TARGET_NUMBER:C:1]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: wooks on August 03, 2014, 11:58:40 pm
Ahhh! thank you! this is what copy-pasta-ing my other interactions gets me.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dunamisdeos on August 04, 2014, 01:29:00 am
Hey guys, I just got back into modding for the first time in 0.40. I am trying to create a civ that lives in dark fortresses, like goblins. However, every time I designate [DEFAULT_SITE_TYPE:DARK_FORTRESS], it crashes when placing the civ. Is this something we can no longer do in 0.40? Or am I forgetting how to do this?

It makes me very sad.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: wooks on August 04, 2014, 04:30:23 am
Hmm, I've got a working wizard secret syndrome, but I can't manage to get them to build towers. I'm not sure if the zombies are required, or how to get my wizards to stop becoming mayors and other nobles of civilizations so they can spend their time training apprentices. Any ideas anyone?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on August 04, 2014, 05:14:51 am
Hey guys, I just got back into modding for the first time in 0.40. I am trying to create a civ that lives in dark fortresses, like goblins. However, every time I designate [DEFAULT_SITE_TYPE:DARK_FORTRESS], it crashes when placing the civ. Is this something we can no longer do in 0.40? Or am I forgetting how to do this?

It makes me very sad.
In all likelihood, the crash is caused by having multiple positions with [CHAT_WORTHY] in that entity. Somehow that seems to confuse the demon "creating" the entity, it would seem.

Hmm, I've got a working wizard secret syndrome, but I can't manage to get them to build towers. I'm not sure if the zombies are required, or how to get my wizards to stop becoming mayors and other nobles of civilizations so they can spend their time training apprentices. Any ideas anyone?
People with secrets only build towers when they have 50 zombies (or otherwise animated creatures). I'm not certain about apprentices - I think they can always take apprentices no matter where they are as long as the secret has the mundane teaching tag, but I'm not 100% sure.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: wooks on August 04, 2014, 06:26:51 am
Hmm, any idea which tag in here
Code: [Select]
[INTERACTION:EXAMPLE RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
makes the zombie loyal to the necromancer?

Edit: actually it's probably [I_EFFECT:ANIMATE] isn't it. hmm.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on August 04, 2014, 09:03:43 am
Hmm, any idea which tag in here
Code: [Select]
[INTERACTION:EXAMPLE RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
makes the zombie loyal to the necromancer?

Edit: actually it's probably [I_EFFECT:ANIMATE] isn't it. hmm.

[NOt_LIVING] In the necromancer's file. Anything without is an enemy.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: wooks on August 04, 2014, 09:13:49 am
Necromancers don't actually have that tag. Only their zombies do. Luckily for the necromancers the zombies are their allies. I did a few more hours than I care to admit figuring out what actually caused the zombies to be allies with the necromancers, and it turns out it was being raised by them. Now my wizards work, albeit they have to do some dual-interaction-paralysis-negating-zombie-transforming to avoid having zombies.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on August 04, 2014, 10:01:29 am
Necromancers don't actually have that tag. Only their zombies do. Luckily for the necromancers the zombies are their allies. I did a few more hours than I care to admit figuring out what actually caused the zombies to be allies with the necromancers, and it turns out it was being raised by them. Now my wizards work, albeit they have to do some dual-interaction-paralysis-negating-zombie-transforming to avoid having zombies.

That might of changed, in 34 I tried without Not_living they would become stuck in an infanant combat loop, kill x, raise x, kill x raise x, ad nauseum.

Are you testing in arena or adventure?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dunamisdeos on August 04, 2014, 11:25:09 am
Hey guys, I just got back into modding for the first time in 0.40. I am trying to create a civ that lives in dark fortresses, like goblins. However, every time I designate [DEFAULT_SITE_TYPE:DARK_FORTRESS], it crashes when placing the civ. Is this something we can no longer do in 0.40? Or am I forgetting how to do this?

It makes me very sad.
In all likelihood, the crash is caused by having multiple positions with [CHAT_WORTHY] in that entity. Somehow that seems to confuse the demon "creating" the entity, it would seem.

That's not it. The entity runs fine once I change their [DEFAULT_SITE_TYPE] to city or the like. I did try it though. No Dice.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on August 04, 2014, 11:30:10 am
Hey guys, I just got back into modding for the first time in 0.40. I am trying to create a civ that lives in dark fortresses, like goblins. However, every time I designate [DEFAULT_SITE_TYPE:DARK_FORTRESS], it crashes when placing the civ. Is this something we can no longer do in 0.40? Or am I forgetting how to do this?

It makes me very sad.
In all likelihood, the crash is caused by having multiple positions with [CHAT_WORTHY] in that entity. Somehow that seems to confuse the demon "creating" the entity, it would seem.

That's not it. The entity runs fine once I change their [DEFAULT_SITE_TYPE] to city or the like. I did try it though. No Dice.
It's weird that I don't seem to have other problems with my positions, I only needed to "comment out" that one token.... Either way, it is something about having positions in the entity. That much is established.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lost viking on August 04, 2014, 01:00:13 pm
hey, I've been modding, or trying to mod several civilizations that I've been working on since 0.40 came out and have been running into some problems.

1. I've been trying to create a custom material reaction for one of the creatures and no matter what I try it refuses to accept the material I've been trying as valid, I am out of ideas.

2. how do you add feathers to wings only? I've attempted several combinations of raw commands and... i don't even know if its possible for them to show up in arena mode when I'm testing them so i don't even know if what I have done works or not.

3.when ever I try and make one of my civilizations start in the tundra they just aren't placed at all. does the limitations of the tundra mean that they all starve to death before they can carve a civilization for themselves?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 04, 2014, 01:07:49 pm
The thing you're doing wrong is probably "everything". Post all you have, including the filenames.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: perigrin on August 04, 2014, 01:34:05 pm
how would one go about making a custom race that would make civilizations and be playable in adventure mode?
i tried, and got one that was basicly just a copied human with a different name, but even then i couldnt get them to appear outside of the testing arena.
raws here
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on August 04, 2014, 01:36:53 pm
The [DESCRIPTION:] tag is not the tag to start defining a creature, for one. It's [CREATURE:].
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: perigrin on August 04, 2014, 01:37:58 pm
The [DESCRIPTION:] tag is not the tag to start defining a creature, for one. It's [CREATURE:].
ahh, ok, first mod attempt period, i will fix that now

so, like this
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on August 04, 2014, 01:45:49 pm
Not [CREATURE_TILE:], just [CREATURE:].
Use the raws already in the game for reference.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zerrer on August 04, 2014, 01:46:15 pm
I'm having problems of my own, too, but I'm not sure if this is a bug or I'm doing something wrong. I have a reaction that's supposed to let you create weapons and armor in adventurer mode, taking different amounts of materials for each item. Right now I have the maul taking three bars of metal, but in testing, it asks for 'select material (3 left, consumed)'. Then when I select a single out of three bars, it goes immediately to 'select material (-147 left, consumed)'. After that, I select a second bar, and then the reaction ends and it says that I made nothing.

If it helps, here's the reaction in question, and I have another [REACTION_CLASS:METAL] token put into the metal material template.

[REACTION:MAKE_MAUL_ADV]
   [NAME:make maul]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:material:3:ANY_RAW_MATERIAL:NONE:NONE:NONE]
      [REACTION_CLASS:METAL]
   [REAGENT:leather strips:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_MAUL:GET_MATERIAL_FROM_REAGENT:material:NONE]
   [SKILL:WEAPONSMITH]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: perigrin on August 04, 2014, 01:51:08 pm
Not [CREATURE_TILE:], just [CREATURE:].
Use the raws already in the game for reference.
i copied the raws from the humans and worked of of that, but my problem is that they would show up in game, and work fine, but only in the testing area.
i cant get them to appear and make civilizations in the worldgen stage, and i cant even play as an outsider?
can someone help?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 04, 2014, 02:03:50 pm
I'm having problems of my own, too, but I'm not sure if this is a bug or I'm doing something wrong. I have a reaction that's supposed to let you create weapons and armor in adventurer mode, taking different amounts of materials for each item. Right now I have the maul taking three bars of metal, but in testing, it asks for 'select material (3 left, consumed)'. Then when I select a single out of three bars, it goes immediately to 'select material (-147 left, consumed)'. After that, I select a second bar, and then the reaction ends and it says that I made nothing.

If it helps, here's the reaction in question, and I have another [REACTION_CLASS:METAL] token put into the metal material template.

Bars have a size of 150. So to use a single bar in a reaction the reagent line must have an amount of 150, and not 1.

Not [CREATURE_TILE:], just [CREATURE:].
Use the raws already in the game for reference.
i copied the raws from the humans and worked of of that, but my problem is that they would show up in game, and work fine, but only in the testing area.
i cant get them to appear and make civilizations in the worldgen stage, and i cant even play as an outsider?
can someone help?

Did you make an entity for them?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: perigrin on August 04, 2014, 02:11:32 pm
I'm having problems of my own, too, but I'm not sure if this is a bug or I'm doing something wrong. I have a reaction that's supposed to let you create weapons and armor in adventurer mode, taking different amounts of materials for each item. Right now I have the maul taking three bars of metal, but in testing, it asks for 'select material (3 left, consumed)'. Then when I select a single out of three bars, it goes immediately to 'select material (-147 left, consumed)'. After that, I select a second bar, and then the reaction ends and it says that I made nothing.

If it helps, here's the reaction in question, and I have another [REACTION_CLASS:METAL] token put into the metal material template.

Bars have a size of 150. So to use a single bar in a reaction the reagent line must have an amount of 150, and not 1.

Not [CREATURE_TILE:], just [CREATURE:].
Use the raws already in the game for reference.
i copied the raws from the humans and worked of of that, but my problem is that they would show up in game, and work fine, but only in the testing area.
i cant get them to appear and make civilizations in the worldgen stage, and i cant even play as an outsider?
can someone help?

Did you make an entity for them?
how do I do that.
this is the first thing i have tried modding, so this could be very borked.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 04, 2014, 02:14:05 pm
how do I do that.
this is the first thing i have tried modding, so this could be very borked.

There is a file called entity_default.

Just go in there, copy the human civilization (called [ENTITY:PLAINS]), rename it, and replace the human creature with your custom one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lost viking on August 04, 2014, 02:21:46 pm
The thing you're doing wrong is probably "everything". Post all you have, including the filenames.

very well.

   CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:frost]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:BODY]
      [CDI:MATERIAL:LOCAL_CREATURE_MAT:JOTUN_FROST:UNDIRECTED_VAPOR]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:1]
   CAN_DO_INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:glacial frost]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:BODY]
      [CDI:MATERIAL:LOCAL_CREATURE_MAT:JOTUN_FROST_COLD:TRAILING_VAPOR_FLOW]
      [CDI:TARGET:C:TOUCHABLE]
      [CDI:TARGET_RANGE:C:1]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:50]


[INORGANIC:JOTUN_FROST]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:frost][DISPLAY_COLOR:3:0:1][TILE:156]
[ITEM_SYMBOL:'*']
[MELTING_POINT:4000]
[BOILING_POINT:4500]

[INORGANIC:JOTUN_FROST_COLD]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:frost][DISPLAY_COLOR:3:0:1][TILE:156]
[ITEM_SYMBOL:'*']
[MELTING_POINT:2000]
[BOILING_POINT:2500]

heres the relevant part of the raws in the current combination im trying

      [BODY_DETAIL_PLAN:WING_FEATHER_TISSUE_LAYER]
      [USE_MATERIAL_TEMPLATE:FEATHER:VALKYRIE_FEATHER_TEMPLATE]

[BODY_DETAIL_PLAN:WING_FEATHER_TISSUE_LAYERS]
   [BP_LAYERS:BY_CATEGORY:WING:ARG1:1]


I dont supposed you would have a solution for the civilization refusing to spawn in a tundra problem would you? because when ever i use this raw

   [EXCLUSIVE_START_BIOME:TUNDRA]

it just refuses to be placed.

and file names are not the issue, i place each modded item in the default file it belongs in.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 04, 2014, 02:42:17 pm
You have LOCAL_CREATURE_MAT in the interactions but the actual materials are inorganics, and should be specified as such with INORGANIC instead.

This is in the creature?
Code: [Select]
[BODY_DETAIL_PLAN:WING_FEATHER_TISSUE_LAYER]
      [USE_MATERIAL_TEMPLATE:FEATHER:VALKYRIE_FEATHER_TEMPLATE]

If so then it should be this:
Code: [Select]
[BODY_DETAIL_PLAN:WING_FEATHER_TISSUE_LAYERS:FEATHER]
      [USE_MATERIAL_TEMPLATE:FEATHER:VALKYRIE_FEATHER_TEMPLATE]

You misnamed the detail plan and didn't give it arguments. As for the entity, could you post the entire entity file? It may be missing other things such as a starting population.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: wooks on August 04, 2014, 02:53:51 pm
Necromancers don't actually have that tag. Only their zombies do. Luckily for the necromancers the zombies are their allies. I did a few more hours than I care to admit figuring out what actually caused the zombies to be allies with the necromancers, and it turns out it was being raised by them. Now my wizards work, albeit they have to do some dual-interaction-paralysis-negating-zombie-transforming to avoid having zombies.

That might of changed, in 34 I tried without Not_living they would become stuck in an infanant combat loop, kill x, raise x, kill x raise x, ad nauseum.

Are you testing in arena or adventure?

I was testing in arena and legends so far because I don't happen to have a way to embark/accurately get an adventurer to a wizard tower in .40 yet without walking for days.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lost viking on August 04, 2014, 03:01:31 pm
You have LOCAL_CREATURE_MAT in the interactions but the actual materials are inorganics, and should be specified as such with INORGANIC instead.

This is in the creature?
Code: [Select]
[BODY_DETAIL_PLAN:WING_FEATHER_TISSUE_LAYER]
      [USE_MATERIAL_TEMPLATE:FEATHER:VALKYRIE_FEATHER_TEMPLATE]

If so then it should be this:
Code: [Select]
[BODY_DETAIL_PLAN:WING_FEATHER_TISSUE_LAYERS:FEATHER]
      [USE_MATERIAL_TEMPLATE:FEATHER:VALKYRIE_FEATHER_TEMPLATE]

You misnamed the detail plan and didn't give it arguments. As for the entity, could you post the entire entity file? It may be missing other things such as a starting population.

ah, thankyou for the help with the wings, the problem with the material emission I should have clarified isnt that because i caught that error before testing it but didnt save that raw because it was also a failure. as for the entity file here you go.

[ENTITY:NORSE]
   [CIV_CONTROLLABLE]
   [CREATURE:VIKING]
   [TRANSLATION:HUMAN]
   [DIGGER:ITEM_WEAPON_PICK]
   [WEAPON:ITEM_WEAPON_NORSE_SWORD]
   [WEAPON:ITEM_WEAPON_NORSE_AXE]
   [WEAPON:ITEM_WEAPON_NORSE_HAMMER]
   [WEAPON:ITEM_WEAPON_NORSE_SPEAR]
   [WEAPON:ITEM_WEAPON_BOW]
      [AMMO:ITEM_AMMO_ARROWS]
   [SHIELD:ITEM_NORSE_SHIELD]
   [WEAPON:ITEM_WEAPON_AXE_TRAINING]
   [WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
   [WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
   [ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
   [ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
   [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
   [ARMOR:ITEM_ARMOR_COAT:COMMON]
   [ARMOR:ITEM_ARMOR_SHIRT:COMMON]
   [ARMOR:ITEM_ARMOR_CLOAK:COMMON]
   [ARMOR:ITEM_ARMOR_TUNIC:COMMON]
   [HELM:ITEM_HELM_HELM:COMMON]
   [HELM:ITEM_HELM_HOOD:COMMON]
   [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
   [GLOVES:ITEM_GLOVES_GLOVES:COMMON]
   [GLOVES:ITEM_GLOVES_MITTENS:COMMON]
   [SHOES:ITEM_SHOES_SHOES:COMMON]
   [SHOES:ITEM_SHOES_BOOTS:COMMON]
   [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
   [SHOES:ITEM_SHOES_SOCKS:COMMON]
   [PANTS:ITEM_PANTS_PANTS:COMMON]
   [PANTS:ITEM_PANTS_GREAVES:COMMON]
   [PANTS:ITEM_PANTS_LEGGINGS:COMMON]
   [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
   [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
   [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
   [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
   [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
   [TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
   [TOY:ITEM_TOY_PUZZLEBOX]
   [TOY:ITEM_TOY_BOAT]
   [TOY:ITEM_TOY_HAMMER]
   [TOY:ITEM_TOY_AXE]
   [INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
   [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
   [INSTRUMENT:ITEM_INSTRUMENT_HARP]
   [INSTRUMENT:ITEM_INSTRUMENT_DRUM]
   [INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
   [TOOL:ITEM_TOOL_NEST_BOX]
   [TOOL:ITEM_TOOL_JUG]
   [TOOL:ITEM_TOOL_LARGE_POT]
   [TOOL:ITEM_TOOL_HIVE]
   [TOOL:ITEM_TOOL_MINECART]
   [TOOL:ITEM_TOOL_WHEELBARROW]
   [CLOTHING]
   [CURRENCY_BY_YEAR]
   [CURRENCY:COPPER:1]
   [CURRENCY:SILVER:5]
   [CURRENCY:GOLD:15]
   [SELECT_SYMBOL:WAR:NAME_WAR]
   [SUBSELECT_SYMBOL:WAR:VIOLENT]
   [SELECT_SYMBOL:BATTLE:NAME_BATTLE]
   [SUBSELECT_SYMBOL:BATTLE:VIOLENT]
   [SELECT_SYMBOL:SIEGE:NAME_SIEGE]
   [SUBSELECT_SYMBOL:SIEGE:VIOLENT]
   [SELECT_SYMBOL:ROAD:NAME_ROAD]
   [SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
   [SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
   [SELECT_SYMBOL:WALL:NAME_WALL]
   [CULL_SYMBOL:ALL:FLOWERY]
   [CULL_SYMBOL:ALL:NEGATOR]
   [SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
   [SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
   [RIVER_PRODUCTS]
   [OCEAN_PRODUCTS]
   [METAL_PREF]
   [GEM_PREF]
   [STONE_PREF]
   [OUTDOOR_WOOD]
   [INDOOR_WOOD]
   [INDOOR_FARMING]
   [OUTDOOR_FARMING]
   [OUTDOOR_GARDENS]
   [INDOOR_GARDENS]
   [USE_ANIMAL_PRODUCTS]
   [COMMON_DOMESTIC_PACK]
   [COMMON_DOMESTIC_PULL]
   [COMMON_DOMESTIC_MOUNT]
   [COMMON_DOMESTIC_PET]
   [USE_MISC_PROCESSED_WOOD_PRODUCTS]
   [EQUIPMENT_IMPROVEMENTS]
   [SPHERE_ALIGNMENT:WAR:512]
   [ART_FACET_MODIFIER:FANCIFUL:640]
   [ART_FACET_MODIFIER:OWN_RACE:512]
   [ART_IMAGE_ELEMENT_MODIFIER:PLANT:256]
   [ART_IMAGE_ELEMENT_MODIFIER:TREE:256]
   [ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:256]
   [ITEM_IMPROVEMENT_MODIFIER:BANDS:256]
   [ITEM_IMPROVEMENT_MODIFIER:SPIKES:256]
   [ADVENTURE_TIER:4]
   [FRIENDLY_COLOR:1:0:1]
   [UNDEAD_CANDIDATE]
   [DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:CITY]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:CAVE_DETAILED]
   [TOLERATES_SITE:CAVE]
   [EXCLUSIVE_START_BIOME:TAIGA]
   [SETTLEMENT_BIOME:TAIGA]
   [SETTLEMENT_BIOME:ANY_FOREST]
   [SETTLEMENT_BIOME:TUNDRA]
   [SETTLEMENT_BIOME:GLACIER]
   [SETTLEMENT_BIOME:MOUNTAIN]
   [BIOME_SUPPORT:TAIGA:3]
   [BIOME_SUPPORT:MOUNTAIN:3]
   [BIOME_SUPPORT:TUNDRA:3]
   [BIOME_SUPPORT:GLACIER:3]
   [BIOME_SUPPORT:ANY_OCEAN:3]
   [BIOME_SUPPORT:ANY_FOREST:3]
   [BIOME_SUPPORT:ANY_GRASSLAND:3]
   [BIOME_SUPPORT:ANY_SAVANNA:3]
   [BIOME_SUPPORT:ANY_SHRUBLAND:3]
   [BIOME_SUPPORT:ANY_RIVER:3]
   [DIPLOMAT_BODYGUARDS]
   [MERCHANT_BODYGUARDS]
   [PROGRESS_TRIGGER_TRADE:1]
   [PROGRESS_TRIGGER_POP_SIEGE:3]
   [PROGRESS_TRIGGER_PROD_SIEGE:0]
   [PROGRESS_TRIGGER_TRADE_SIEGE:0]
   [ACTIVE_SEASON:WINTER]
   [SIEGER]
   [MAX_STARTING_CIV_NUMBER:600]
   [MAX_POP_NUMBER:20000]
   [MAX_SITE_POP_NUMBER:120]
   [MAX_STARTING_CIV_NUMBER:1]
   [RELIGION:PANTHEON]
   [RELIGION_SPHERE:METALS]
   [RELIGION_SPHERE:AGRICULTURE]
   [RELIGION_SPHERE:BIRTH]
   [RELIGION_SPHERE:CHAOS]
   [RELIGION_SPHERE:COURAGE]
   [RELIGION_SPHERE:DEATH]
   [RELIGION_SPHERE:DUTY]
   [RELIGION_SPHERE:FATE]
   [RELIGION_SPHERE:FREEDOM]
   [RELIGION_SPHERE:LOYALTY]
   [RELIGION_SPHERE:FAMILY]
   [RELIGION_SPHERE:PREGNANCY]
   [RELIGION_SPHERE:SACRIFICE]
   [RELIGION_SPHERE:THUNDER]
   [RELIGION_SPHERE:FIRE]
   [RELIGION_SPHERE:LIGHTNING]
   [RELIGION_SPHERE:STRENGTH]
   [RELIGION_SPHERE:WAR]
   [RELIGION_SPHERE:WISDOM]
   [WANDERER]
   [BEAST_HUNTER]
   [SCOUT]
   [MERCENARY]
   [PERMITTED_JOB:MINER]
   [PERMITTED_JOB:CARPENTER]
   [PERMITTED_JOB:BOWYER]
   [PERMITTED_JOB:WOODCUTTER]
   [PERMITTED_JOB:ENGRAVER]
   [PERMITTED_JOB:MASON]
   [PERMITTED_JOB:ANIMAL_CARETAKER]
   [PERMITTED_JOB:ANIMAL_TRAINER]
   [PERMITTED_JOB:HUNTER]
   [PERMITTED_JOB:TRAPPER]
   [PERMITTED_JOB:ANIMAL_DISSECTOR]
   [PERMITTED_JOB:FURNACE_OPERATOR]
   [PERMITTED_JOB:WEAPONSMITH]
   [PERMITTED_JOB:ARMORER]
   [PERMITTED_JOB:BLACKSMITH]
   [PERMITTED_JOB:METALCRAFTER]
   [PERMITTED_JOB:GEM_CUTTER]
   [PERMITTED_JOB:GEM_SETTER]
   [PERMITTED_JOB:WOODCRAFTER]
   [PERMITTED_JOB:STONECRAFTER]
   [PERMITTED_JOB:LEATHERWORKER]
   [PERMITTED_JOB:BONE_CARVER]
   [PERMITTED_JOB:WEAVER]
   [PERMITTED_JOB:CLOTHIER]
   [PERMITTED_JOB:GLASSMAKER]
   [PERMITTED_JOB:STRAND_EXTRACTOR]
   [PERMITTED_JOB:FISHERMAN]
   [PERMITTED_JOB:FISH_DISSECTOR]
   [PERMITTED_JOB:FISH_CLEANER]
   [PERMITTED_JOB:CHEESE_MAKER]
   [PERMITTED_JOB:MILKER]
   [PERMITTED_JOB:SHEARER]
   [PERMITTED_JOB:SPINNER]
   [PERMITTED_JOB:COOK]
   [PERMITTED_JOB:THRESHER]
   [PERMITTED_JOB:MILLER]
   [PERMITTED_JOB:BUTCHER]
   [PERMITTED_JOB:TANNER]
   [PERMITTED_JOB:DYER]
   [PERMITTED_JOB:PLANTER]
   [PERMITTED_JOB:HERBALIST]
   [PERMITTED_JOB:BREWER]
   [PERMITTED_JOB:SOAP_MAKER]
   [PERMITTED_JOB:POTASH_MAKER]
   [PERMITTED_JOB:LYE_MAKER]
   [PERMITTED_JOB:WOOD_BURNER]
   [PERMITTED_JOB:MECHANIC]
   [PERMITTED_JOB:SIEGE_ENGINEER]
   [PERMITTED_JOB:SIEGE_OPERATOR]
   [PERMITTED_JOB:PUMP_OPERATOR]
   [PERMITTED_JOB:CLERK]
   [PERMITTED_JOB:ADMINISTRATOR]
   [PERMITTED_JOB:TRADER]
   [PERMITTED_JOB:ARCHITECT]
   [PERMITTED_JOB:DIAGNOSER]
   [PERMITTED_JOB:BONE_SETTER]
   [PERMITTED_JOB:SUTURER]
   [PERMITTED_JOB:SURGEON]
   [PERMITTED_JOB:GLAZER]
   [PERMITTED_JOB:POTTER]
   [PERMITTED_JOB:PRESSER]
   [PERMITTED_JOB:BEEKEEPER]
   [PERMITTED_JOB:WAX_WORKER]
   [PERMITTED_BUILDING:SOAP_MAKER]
   [PERMITTED_BUILDING:SCREW_PRESS]
   [PERMITTED_REACTION:TAN_A_HIDE]
   [PERMITTED_REACTION:RENDER_FAT]
   [PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
   [PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
   [PERMITTED_REACTION:MAKE_PEARLASH]
   [PERMITTED_REACTION:MAKE_PLASTER_POWDER]
   [PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
   [PERMITTED_REACTION:MAKE_CLAY_JUG]
   [PERMITTED_REACTION:MAKE_CLAY_BRICKS]
   [PERMITTED_REACTION:MAKE_CLAY_STATUE]
   [PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
   [PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
   [PERMITTED_REACTION:GLAZE_JUG]
   [PERMITTED_REACTION:GLAZE_STATUE]
   [PERMITTED_REACTION:GLAZE_LARGE_POT]
   [PERMITTED_REACTION:GLAZE_CRAFT]
   [PERMITTED_REACTION:PRESS_OIL]
   [PERMITTED_REACTION:PRESS_OIL_FRUIT]
   [PERMITTED_REACTION:MAKE_CLAY_HIVE]
   [PERMITTED_REACTION:PRESS_HONEYCOMB]
   [PERMITTED_REACTION:MAKE_WAX_CRAFTS]
   [PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
   [PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
   [PERMITTED_REACTION:MAKE_MEAD]
   [PERMITTED_REACTION:PROCESS_PLANT_TO_BAG]
   [PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
   [PERMITTED_REACTION:LIGNITE_TO_COKE]
   [PERMITTED_REACTION:BRASS_MAKING]
   [PERMITTED_REACTION:BRASS_MAKING2]
   [PERMITTED_REACTION:BRONZE_MAKING]
   [PERMITTED_REACTION:BRONZE_MAKING2]
   [PERMITTED_REACTION:ELECTRUM_MAKING]
   [PERMITTED_REACTION:ELECTRUM_MAKING2]
   [PERMITTED_REACTION:BILLON_MAKING]
   [PERMITTED_REACTION:BILLON_MAKING2]
   [PERMITTED_REACTION:PEWTER_FINE_MAKING]
   [PERMITTED_REACTION:PEWTER_FINE_MAKING2]
   [PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
   [PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
   [PERMITTED_REACTION:PEWTER_LAY_MAKING]
   [PERMITTED_REACTION:PIG_IRON_MAKING]
   [PERMITTED_REACTION:STEEL_MAKING]
   [PERMITTED_REACTION:NICKEL_SILVER_MAKING]
   [PERMITTED_REACTION:BLACK_BRONZE_MAKING]
   [PERMITTED_REACTION:STERLING_SILVER_MAKING]
   [PERMITTED_REACTION:ROSE_GOLD_MAKING]
   [PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
   [WORLD_CONSTRUCTION:TUNNEL]
   [WORLD_CONSTRUCTION:WALL]
   [WORLD_CONSTRUCTION:BRIDGE]
   [WORLD_CONSTRUCTION:ROAD]
   [ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
   [ETHIC:KILL_NEUTRAL:ACCEPTABLE]
   [ETHIC:KILL_ENEMY:ACCEPTABLE]
   [ETHIC:KILL_ANIMAL:ACCEPTABLE]
   [ETHIC:KILL_PLANT:ACCEPTABLE]
   [ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
   [ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
   [ETHIC:TORTURE_FOR_FUN:APPALLING]
   [ETHIC:TORTURE_ANIMALS:SHUN]
   [ETHIC:TREASON:PUNISH_CAPITAL]
   [ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
   [ETHIC:LYING:PERSONAL_MATTER]
   [ETHIC:VANDALISM:PERSONAL_MATTER]
   [ETHIC:TRESPASSING:PERSONAL_MATTER]
   [ETHIC:THEFT:PERSONAL_MATTER]
   [ETHIC:ASSAULT:PERSONAL_MATTER]
   [ETHIC:SLAVERY:PERSONAL_MATTER]
   [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
   [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
   [VALUE:LAW:5]
   [VALUE:LOYALTY:50]
   [VALUE:FAMILY:40]
   [VALUE:FRIENDSHIP:40]
   [VALUE:POWER:10]
   [VALUE:TRUTH:20]
   [VALUE:CUNNING:10]
   [VALUE:ELOQUENCE:-10]
   [VALUE:FAIRNESS:5]
   [VALUE:DECORUM:0]
   [VALUE:TRADITION:20]
   [VALUE:ARTWORK:0]
   [VALUE:COOPERATION:15]
   [VALUE:INDEPENDENCE:15]
   [VALUE:STOICISM:15]
   [VALUE:INTROSPECTION:0]
   [VALUE:SELF_CONTROL:-10]
   [VALUE:TRANQUILITY:-20]
   [VALUE:HARMONY:-20]
   [VALUE:MERRIMENT:25]
   [VALUE:CRAFTSMANSHIP:30]
   [VALUE:MARTIAL_PROWESS:25]
   [VALUE:SKILL:40]
   [VALUE:HARD_WORK:40]
   [VALUE:SACRIFICE:20]
   [VALUE:COMPETITION:20]
   [VALUE:PERSEVERANCE:25]
   [VALUE:LEISURE_TIME:-10]
   [VALUE:COMMERCE:0]
   [VALUE:ROMANCE:0]
   [VALUE:NATURE:-35]
   [VALUE:PEACE:-30]
   [WILL_ACCEPT_TRIBUTE]
   [LAND_HOLDER_TRIGGER:1:50:50000:500000]
   [POSITION:MONARCH]
      [NAME_MALE:king:kings]
      [NAME_FEMALE:queen:queens]
      [NUMBER:1]
      [SPOUSE_MALE:king:kings]
      [SPOUSE_FEMALE:queen:queens]
      [SUCCESSION:BY_HEIR]
      [RESPONSIBILITY:LAW_MAKING]
      [RESPONSIBILITY:RECEIVE_DIPLOMATS]
      [RESPONSIBILITY:MILITARY_GOALS]
      [PRECEDENCE:1]
      [SPECIAL_BURIAL]
      [RULES_FROM_LOCATION]
      [MENIAL_WORK_EXEMPTION]
      [MENIAL_WORK_EXEMPTION_SPOUSE]
      [SLEEP_PRETENSION]
      [PUNISHMENT_EXEMPTION]
      [FLASHES]
      [BRAG_ON_KILL]
      [CHAT_WORTHY]
      [DO_NOT_CULL]
      [KILL_QUEST]
      [EXPORTED_IN_LEGENDS]
      [DETERMINES_COIN_DESIGN]
      [COLOR:5:0:1]
      [ACCOUNT_EXEMPT]
      [DUTY_BOUND]
      [DEMAND_MAX:10]
      [MANDATE_MAX:5]
      [REQUIRED_BOXES:10]
      [REQUIRED_CABINETS:5]
      [REQUIRED_RACKS:5]
      [REQUIRED_STANDS:5]
      [REQUIRED_OFFICE:10000]
      [REQUIRED_BEDROOM:10000]
      [REQUIRED_DINING:10000]
      [REQUIRED_TOMB:10000]
   [POSITION:WAR_CHIEF]
      [NAME:war chief:war chief]
      [NUMBER:1]
      [SQUAD:10:viking elite:viking elites]
      [APPOINTED_BY:MONARCH]
      [SUCCESSION:BY_HEIR]
      [SPOUSE_MALE:war chief's husband:war chief's husbands]
      [SPOUSE_FEMALE:war chief's wife:war chief's wives]
      [RESPONSIBILITY:MILITARY_STRATEGY]
      [COMMANDER:VIKING_ELITE:ALL]
      [PRECEDENCE:50]
      [SPECIAL_BURIAL]
      [MENIAL_WORK_EXEMPTION]
      [SLEEP_PRETENSION]
      [PUNISHMENT_EXEMPTION]
      [FLASHES]
      [BRAG_ON_KILL]
      [CHAT_WORTHY]
      [DO_NOT_CULL]
      [KILL_QUEST]
      [ACCOUNT_EXEMPT]
      [DUTY_BOUND]
      [DEMAND_MAX:2]
      [REQUIRED_BOXES:2]
      [REQUIRED_CABINETS:1]
      [REQUIRED_RACKS:3]
      [REQUIRED_STANDS:3]
      [REQUIRED_OFFICE:500]
      [REQUIRED_BEDROOM:250]
      [REQUIRED_DINING:250]
      [REQUIRED_TOMB:1]
   [POSITION:LOKI_TONGUE]
      [NAME:Loki's tongue:Loki's tongues]
      [NUMBER:1]
      [RESPONSIBILITY:MAKE_INTRODUCTIONS]
      [RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
      [RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
      [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
      [APPOINTED_BY:MONARCH]
      [PRECEDENCE:70]
      [DO_NOT_CULL]
      [COLOR:7:0:1]
      [MENIAL_WORK_EXEMPTION]
      [SLEEP_PRETENSION]
      [PUNISHMENT_EXEMPTION]
      [ACCOUNT_EXEMPT]
      [DUTY_BOUND]
      [DEMAND_MAX:3]
      [REQUIRED_BOXES:3]
      [REQUIRED_CABINETS:2]
      [REQUIRED_RACKS:2]
      [REQUIRED_STANDS:2]
      [REQUIRED_OFFICE:1500]
      [REQUIRED_BEDROOM:1500]
      [REQUIRED_DINING:1500]
   [POSITION:VIKING_ELITE]
      [NAME:viking elite commander:viking elite commanders]
      [NUMBER:AS_NEEDED]
      [SQUAD:10:viking elite:viking elites]
      [APPOINTED_BY:WAR_CHIEF]
      [PRECEDENCE:100]
      [MENIAL_WORK_EXEMPTION]
      [FLASHES]
      [BRAG_ON_KILL]
      [CHAT_WORTHY]
      [DO_NOT_CULL]
      [KILL_QUEST]
      [ACCOUNT_EXEMPT]
      [DUTY_BOUND]
      [DEMAND_MAX:1]
      [REQUIRED_BOXES:1]
      [REQUIRED_CABINETS:1]
      [REQUIRED_RACKS:2]
      [REQUIRED_STANDS:2]
      [REQUIRED_OFFICE:100]
      [REQUIRED_BEDROOM:100]
      [REQUIRED_DINING:100]
      [MILITARY_SCREEN_ONLY]
   [POSITION:JARL]
      [NAME:jarl:jarls]
      [SPOUSE_MALE:jarl's husband:jarl's husbands]
      [SPOUSE_FEMALE:jarl's wife:jarl's wives]
      [NUMBER:AS_NEEDED]
      [LAND_HOLDER:1]
      [LAND_NAME:a jarldom]
      [RESPONSIBILITY:LAW_MAKING]
      [RESPONSIBILITY:RECEIVE_DIPLOMATS]
      [SUCCESSION:BY_HEIR]
      [APPOINTED_BY:MONARCH]
      [PRECEDENCE:20]
      [SPECIAL_BURIAL]
      [MENIAL_WORK_EXEMPTION]
      [MENIAL_WORK_EXEMPTION_SPOUSE]
      [SLEEP_PRETENSION]
      [PUNISHMENT_EXEMPTION]
      [FLASHES]
      [BRAG_ON_KILL]
      [CHAT_WORTHY]
      [DO_NOT_CULL]
      [KILL_QUEST]
      [COLOR:5:0:0]
      [ACCOUNT_EXEMPT]
      [DUTY_BOUND]
      [DEMAND_MAX:5]
      [MANDATE_MAX:3]
      [REQUIRED_BOXES:5]
      [REQUIRED_CABINETS:3]
      [REQUIRED_RACKS:3]
      [REQUIRED_STANDS:3]
      [REQUIRED_OFFICE:2500]
      [REQUIRED_BEDROOM:2500]
      [REQUIRED_DINING:2500]
      [REQUIRED_TOMB:2500]
   [POSITION:JARL_AXE]
      [NAME:jarl's axe:jarls' axe]
      [SITE]
      [REQUIRES_MARKET]
      [NUMBER:1]
      [RESPONSIBILITY:EXECUTIONS]
         [EXECUTION_SKILL:AXE]
      [APPOINTED_BY:JARL]
      [PRECEDENCE:150]
      [DO_NOT_CULL]
      [COLOR:0:0:1]
      [DUTY_BOUND]
   [POSITION:EXPEDITION_LEADER]
      [NAME:expedition leader:expedition leaders]
      [SITE]
      [NUMBER:1]
      [REPLACED_BY:ELDER]
      [RULES_FROM_LOCATION]
      [RESPONSIBILITY:MEET_WORKERS]
      [RESPONSIBILITY:RECEIVE_DIPLOMATS]
      [RESPONSIBILITY:MILITARY_GOALS]
      [RESPONSIBILITY:LAW_ENFORCEMENT]
      [RESPONSIBILITY:MILITARY_STRATEGY]
      [PRECEDENCE:110]
      [DO_NOT_CULL]
      [ACCOUNT_EXEMPT]
      [DUTY_BOUND]
   [POSITION:ELDER]
      [NAME:village elder:village elder]
      [SITE]
      [NUMBER:1]
      [ELECTED]
      [PRECEDENCE:1]
      [REQUIRES_POPULATION:20]
      [RULES_FROM_LOCATION]
      [RESPONSIBILITY:MEET_WORKERS]
      [DO_NOT_CULL]
      [FLASHES]
      [BRAG_ON_KILL]
      [CHAT_WORTHY]
      [KILL_QUEST]
      [COLOR:1:0:1]
      [ACCOUNT_EXEMPT]
      [DUTY_BOUND]
      [REQUIRED_BOXES:1]
      [REQUIRED_CABINETS:1]
      [REQUIRED_RACKS:1]
      [REQUIRED_STANDS:1]
      [REQUIRED_OFFICE:100]
      [REQUIRED_BEDROOM:100]
      [REQUIRED_DINING:100]
   [POSITION:CHIEF]
      [NAME:chief:chiefs]
      [SITE]
      [NUMBER:1]
      [SUCCESSION:BY_HEIR]
      [SPOUSE_MALE:chief's husband:chief's husbands]
      [SPOUSE_FEMALE:chief's wife:chief's wives]
      [RESPONSIBILITY:RECEIVE_DIPLOMATS]
      [RESPONSIBILITY:MILITARY_GOALS]
      [RESPONSIBILITY:LAW_ENFORCEMENT]
      [RESPONSIBILITY:MILITARY_STRATEGY]
      [SQUAD:5:viking elite:viking elites]
      [REQUIRES_POPULATION:20]
      [RULES_FROM_LOCATION]
      [APPOINTED_BY:ELDER]
      [PRECEDENCE:60]
      [FLASHES]
      [BRAG_ON_KILL]
      [CHAT_WORTHY]
      [DO_NOT_CULL]
      [KILL_QUEST]
      [COLOR:5:0:0]
      [ACCOUNT_EXEMPT]
      [DUTY_BOUND]
      [DEMAND_MAX:2]
      [MANDATE_MAX:2]
      [REQUIRED_BOXES:2]
      [REQUIRED_CABINETS:2]
      [REQUIRED_RACKS:2]
      [REQUIRED_STANDS:2]
      [REQUIRED_OFFICE:500]
      [REQUIRED_BEDROOM:500]
      [REQUIRED_DINING:500]
   [POSITION:RECORDKEEPER]
      [NAME:keeper of records:keepers of records]
      [SITE]
      [REQUIRES_MARKET]
      [NUMBER:1]
      [RESPONSIBILITY:ACCOUNTING]
      [RESPONSIBILITY:MANAGE_PRODUCTION]
      [APPOINTED_BY:EXPEDITION_LEADER]
      [APPOINTED_BY:CHIEF]
      [PRECEDENCE:160]
      [DO_NOT_CULL]
      [COLOR:5:0:0]
      [DUTY_BOUND]
      [REQUIRED_OFFICE:1]
      [REQUIRED_BEDROOM:1]
      [REQUIRED_DINING:1]
   [POSITION:HEALER]
      [NAME:healer:healers]
      [GENDER:FEMALE]
      [SITE]
      [NUMBER:AS_NEEDED]
      [RESPONSIBILITY:HEALTH_MANAGEMENT]
      [APPOINTED_BY:EXPEDITION_LEADER]
      [APPOINTED_BY:CHIEF]
      [PRECEDENCE:165]
      [DO_NOT_CULL]
      [COLOR:5:0:0]
      [DUTY_BOUND]
   [POSITION:TRADER]
      [NAME:Loki's disciple:Loki's disciples]
      [SITE]
      [REQUIRES_MARKET]
      [NUMBER:AS_NEEDED]
      [RESPONSIBILITY:TRADE]
      [APPOINTED_BY:EXPEDITION_LEADER]
      [APPOINTED_BY:CHIEF]
      [PRECEDENCE:170]
      [DO_NOT_CULL]
      [COLOR:5:0:0]
      [DUTY_BOUND]
   [POSITION:MERCENARY]
      [NAME:mercenary:mercenary]
      [SITE]
      [NUMBER:1]
      [SQUAD:5:mercenary guard:mercenary guards]
      [APPOINTED_BY:EXPEDITION_LEADER]
      [RESPONSIBILITY:MILITARY_STRATEGY]
      [REPLACED_BY:CHIEF_AXE]
      [PRECEDENCE:120]
      [DO_NOT_CULL]
      [DUTY_BOUND]
   [POSITION:CHIEF_AXE]
      [NAME:chief's axe: chief's axes]
      [SITE]
      [NUMBER:1]
      [SQUAD:5:viking warrior:viking warriors]
      [REQUIRES_POPULATION:20]
      [APPOINTED_BY:CHIEF]
      [RESPONSIBILITY:MILITARY_STRATEGY]
      [RESPONSIBILITY:BUILD_MORALE]
      [COMMANDER:VIKING_CAPTAIN:ALL]
      [PRECEDENCE:120]
      [DO_NOT_CULL]
      [DUTY_BOUND]
   [POSITION:VIKING_CAPTAIN]
      [NAME:viking captain:viking captains]
      [SITE]
      [NUMBER:AS_NEEDED]
      [SQUAD:5:viking warrior:viking warrior]
      [APPOINTED_BY:CHIEF_AXE]
      [RESPONSIBILITY:MILITARY_STRATEGY]
      [PRECEDENCE:200]
      [DO_NOT_CULL]
      [DUTY_BOUND]
      [MILITARY_SCREEN_ONLY]
   [POSITION:CHIEF_SHIELD]
      [NAME:chief's shield:chief's shields]
      [SITE]
      [NUMBER:1]
      [SQUAD:5:viking guard:viking guards]
      [APPOINTED_BY:CHIEF]
      [RESPONSIBILITY:LAW_ENFORCEMENT]
      [COMMANDER:MILITIA_CAPTAIN:ALL]
      [PRECEDENCE:120]
      [DO_NOT_CULL]
      [DUTY_BOUND]
   [POSITION:VIKING_COMMANDER]
      [NAME:viking commander:viking commander]
      [SITE]
      [NUMBER:AS_NEEDED]
      [SQUAD:5:viking guard:viking guards]
      [APPOINTED_BY:CHIEF_SHIELD]
      [RESPONSIBILITY:LAW_ENFORCEMENT]
      [PRECEDENCE:200]
      [DO_NOT_CULL]
      [DUTY_BOUND]
      [MILITARY_SCREEN_ONLY]
   [TISSUE_STYLE:HAIR]
      [TS_PREFERRED_SHAPING:STANDARD_HAIR_SHAPINGS]
   [TISSUE_STYLE:SIDEBURNS]
      [TS_PREFERRED_SHAPING:STANDARD_SIDEBURNS_SHAPINGS]
   [TISSUE_STYLE:MOUSTACHE]
      [TS_MAINTAIN_LENGTH:100:NONE]
      [TS_PREFERRED_SHAPING:STANDARD_MOUSTACHE_SHAPINGS]
   [TISSUE_STYLE:BEARD]
      [TS_MAINTAIN_LENGTH:100:NONE]
      [TS_PREFERRED_SHAPING:STANDARD_BEARD_SHAPINGS]
   [VARIABLE_POSITIONS:ALL]
   [SITE_VARIABLE_POSITIONS:ALL]
   [BUILDS_OUTDOOR_FORTIFICATIONS]
   [BUILDS_OUTDOOR_TOMBS]
   [BANDITRY:10]
   [STONE_SHAPE:OVAL_CABOCHON]
   [STONE_SHAPE:ROUND_CABOCHON]
   [STONE_SHAPE:CUSHION_CABOCHON]
   [STONE_SHAPE:RECTANGULAR_CABOCHON]
   [GEM_SHAPE:OVAL_CABOCHON]
   [GEM_SHAPE:ROUND_CABOCHON]
   [GEM_SHAPE:CUSHION_CABOCHON]
   [GEM_SHAPE:RECTANGULAR_CABOCHON]
   [GEM_SHAPE:POINT_CUT_GEM]
   [GEM_SHAPE:TABLE_CUT_GEM]
   [GEM_SHAPE:SINGLE_CUT_GEM]
   [GEM_SHAPE:ROSE_CUT_GEM]
   [GEM_SHAPE:BRIOLETTE_CUT_GEM]
   [GEM_SHAPE:EMERALD_CUT_GEM]
   [GEM_SHAPE:MARQUISE_CUT_GEM]
   [GEM_SHAPE:OVAL_CUT_GEM]
   [GEM_SHAPE:PEAR_CUT_GEM]
   [GEM_SHAPE:SQUARE_BRILLIANT_CUT_GEM]
   [GEM_SHAPE:RADIANT_CUT_GEM]
   [GEM_SHAPE:TRILLION_CUT_GEM]
   [GEM_SHAPE:ROUND_BRILLIANT_CUT_GEM]
   [GEM_SHAPE:BAGUETTE_CUT_GEM]
   [GEM_SHAPE:TAPERED_BAGUETTE_CUT_GEM]
   [GEM_SHAPE:CUSHION_CUT_GEM]
   [GEM_SHAPE:OCTAGON_CUT_GEM]
   [GEM_SHAPE:SQUARE_CUT_GEM]

as you can see some of it is blatantly stolen from the human and dwarf entity files as i dont know what all of it does. its using human language because i havent felt like creating a language for it yet.

currently its start biome is an exclusive start in TAIGA and it does spawn but when i switch it to tundra it fails.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: perigrin on August 04, 2014, 03:02:16 pm
how do I do that.
this is the first thing i have tried modding, so this could be very borked.

There is a file called entity_default.

Just go in there, copy the human civilization (called [ENTITY:PLAINS]), rename it, and replace the human creature with your custom one.
thanks, that did the trick.
now, i jsut need to make them stop being bright red furred ferret men
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 04, 2014, 03:15:19 pm
thanks, that did the trick.
now, i jsut need to make them stop being bright red furred ferret men

Sounds like a raw was duplicated somewhere. Anything in your errorlog? Did you make sure to change the copy of [ENTITY:PLAINS] to something else, like [ENTITY:CUSTOM]?

currently its start biome is an exclusive start in TAIGA and it does spawn but when i switch it to tundra it fails.

Strange. Might not be enough tundras in the world for them? I don't quite know what it could be.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lost viking on August 04, 2014, 03:32:29 pm


currently its start biome is an exclusive start in TAIGA and it does spawn but when i switch it to tundra it fails.

Strange. Might not be enough tundras in the world for them? I don't quite know what it could be.
[/quote]

no the tundras are definitely there infact they are there more often than TAIGA which was why i wanted them to start in tundra instead. its probably because they need food, goblins are the only race that usually goes into tundra and they dont need food.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Quitschi on August 04, 2014, 03:51:02 pm
So I created a reaction for creating shields, yet I apparently messed up and it randomly creates bucklers and shields, but also curved shields and tall shields. 
I haven't found these in the raws and I am wondering if those things are known.
Do we have information on their stats?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 04, 2014, 03:53:21 pm
They're the same as standard. It's the procedurally generated equipment wielded by angels.

Also, I'm betting your PRODUCT line looks like this:

Code: [Select]
[PRODUCT:100:1:SHIELD:NONE:whatever]
Put the proper shield's name in place of the NONE.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 04, 2014, 03:53:52 pm
So I created a reaction for creating shields, yet I apparently messed up and it randomly creates bucklers and shields, but also curved shields and tall shields. 
I haven't found these in the raws and I am wondering if those things are known.
Do we have information on their stats?

1. You probably set up the product line wrong. Shields are SHIELD:ITEM_SHIELD_SHIELD. Could you post the reaction?

2. It is known. They are randomly generated, and from what I understand not much different than their normal counterparts. Already answered.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Quitschi on August 04, 2014, 04:04:55 pm
I already found the mistake in the reaction I put in "ITEM_SHIELD" instead of "ITEM_SHIELD_SHIELD", I was just curious about the tall and curved shields, that's it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 04, 2014, 05:17:21 pm
(OldGenesis mod) Damn scaly animals producing <snake name> FATTY as leathers, once again. Pangolin, anaconda, kingsnake, monitor, bushmaster...
Spoiler (click to show/hide)
How do I fix it? Our SCALE_TEMPLATE has [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER].

ps. What is the best command to ensure that a puny 2-4 kg bird/snake never makes leather?
Make a new SCALE_TEMPLATE_NOLEATHER that has no TAN_MAT declaration?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 04, 2014, 05:29:01 pm
It has no leather material, as it was removed with [REMOVE_MATERIAL:LEATHER]

I've had similar problems to this before.

Since it can't find the material it wants, it just defaults to the first material in the creature, which in this case is fat.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on August 04, 2014, 06:30:01 pm
Using the new ability to pass arguments into creature variations, is there a way to set a default? Like if you pass an argument than replace this number with the argument, otherwise use the default?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on August 04, 2014, 07:10:45 pm
Is there any way to increase the range of a necromancer tower?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 04, 2014, 08:03:48 pm
no
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on August 04, 2014, 08:14:23 pm
Is it possible to select what caste can fill what entity role?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 04, 2014, 08:14:54 pm
yes, [ALLOWED_CREATURE:CREATURE:CLASS] (http://dwarffortresswiki.org/index.php/DF2014:Position_token)

Do you know how nice it is to actually answer "yes" and give a single token response to a question that seemed like a shot in the dark? It's frigging refreshing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on August 04, 2014, 08:56:52 pm
yes, [ALLOWED_CREATURE:CREATURE:CLASS] (http://dwarffortresswiki.org/index.php/DF2014:Position_token)

Do you know how nice it is to actually answer "yes" and give a single token response to a question that seemed like a shot in the dark? It's frigging refreshing.

It's refreshing to get a yes.

Tried again to make a world with necromancers after 20 worlds with 200 years each and no towers anywhere near where I want, in a small world, I gave up again and am trying to make a closer "necromancer" civ.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 05, 2014, 01:28:53 am
I've been trying to reference World Gen interactions in my modding but it constantly spits an errorlog despite the fact that I've copy-paste-searched them in the uncompressed save and found them there.
I know referencing world generated creatures used to work in .31 because of my demon adventures, does it still work? And if it so any idea why the difference?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on August 05, 2014, 09:10:52 am
I'm starting a new mod with 40.06

Quick question.

If I want to keep the original source files as clean as possible and I want to add some reactions to entity_default.txt -> [Entity:Mountain]

It is possible to create a new file called

entity_mountain.txt

and duplicate these entries

[OBJECT:ENTITY]

[ENTITY:MOUNTAIN]

and insert a

   [PERMITTED_REACTION:CRAFT_WOOD_...]

and have it apply to the same entity?

That way I can simply comment out old lines in original files, but use a new file to make all my major additions


Update:

No it's not, the object has to be defined within the same file apparently...

Second question:

How does one go about creating a minimal skeleton for placeholder reactions & buildings?

Do I just need the name of the reaction like this?

[REACTION:PLACEHOLDER1]

   [REACTION:PLACEHOLDER2]

   [REACTION:PLACEHOLDER3]

   [REACTION:PLACEHOLDER4]
   
   [REACTION:PLACEHOLDER5]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on August 05, 2014, 10:42:18 am
seems my added changes are not taking.

Any idea why I can build the workshops I've added, but all the reaction aren't listed when I try to build something inside the workshop?

https://github.com/thistleknot/Accelerated-Mod-v40.06/commit/bf666f785d7702850ce0c70049153662673b3d47
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 05, 2014, 10:44:15 am
You're missing "reaction_mw" from the top of the file you basic bonghit.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on August 05, 2014, 10:45:17 am
it's been a while since I've modded.  Proceed with the bong hits.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on August 05, 2014, 10:49:03 am
[NAME:] and [BUILDING:]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on August 05, 2014, 11:03:03 am
Two-fold question.

Can I mod the carpenter's shop

with a new reaction that builds 4 blocks of wood from 1 wood log?

Or is the carpenter's shop one of those hard coded workshops (I googled around and looked at workshops and reactions in the modding guide before I asked this question)


nope, needs new building
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 05, 2014, 11:16:21 am
No, it is. You need a new one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: perigrin on August 05, 2014, 11:35:28 am
thanks, that did the trick.
now, i jsut need to make them stop being bright red furred ferret men

Sounds like a raw was duplicated somewhere. Anything in your errorlog? Did you make sure to change the copy of [ENTITY:PLAINS] to something else, like [ENTITY:CUSTOM]?

currently its start biome is an exclusive start in TAIGA and it does spawn but when i switch it to tundra it fails.
Strange. Might not be enough tundras in the world for them? I don't quite know what it could be.
i meant that i need to limit the hair and other choices for them, cause right now its pretty freaking weird to read the description of one of them
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on August 05, 2014, 11:42:59 am
anyone know why I can't build anything with my wood planks in the woodcrafter's shop?

I suspect it has something to do with my wood planks item...

*correction
I can build stuff in the stonercrafter's shop, just not the woodcrafters,

I have 6 wood planks, 2 built from vanilla carpenter's shop, and 4 via the wood splitting block.

https://github.com/thistleknot/Accelerated-Mod-v40.06/
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 05, 2014, 12:02:28 pm
Where the hell does that "NAKEDWOOD" plant in the splitting reaction come from? Not from anywhere in that repository, at least.

If that's supposed to be the "BLANK_TREE" in plant_accelerated.txt and by some black magic you got blocks of that type of wood out of that reaction, that material is missing the REACTION_CLASS:IS_WOOD that all your crafting processes demand.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on August 05, 2014, 12:09:11 pm
What are the tokens that gurantee hostility i.e. goblins, cavepeople, kobols.
I know of
[item_thief]
[babysnatcher]
[utterance]

Is there anymore?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 05, 2014, 12:10:22 pm
Being unable to speak will also guarantee hostility.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on August 05, 2014, 01:01:39 pm
Where the hell does that "NAKEDWOOD" plant in the splitting reaction come from? Not from anywhere in that repository, at least.

If that's supposed to be the "BLANK_TREE" in plant_accelerated.txt and by some black magic you got blocks of that type of wood out of that reaction, that material is missing the REACTION_CLASS:IS_WOOD that all your crafting processes demand.

thanks.  I forked this from someone's else build.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on August 05, 2014, 01:29:58 pm
damn, now I can't build with my stonecrafter's workshop items... any ideas?

I thought I was able to before.  I have plenty of granite blocks...

my granite blocks are in stockpiles...

Here's a reaction
Code: [Select]
[REACTION:STONE_CHEST]
[NAME:Make rock chest from 2 blocks]
[BUILDING:GRINDER:CUSTOM_L]
[BUILDING:STONECUTTER_WARLOCK:CUSTOM_L]
[REAGENT:A:2:BLOCKS:NONE:NONE:NONE][REACTION_CLASS:IS_STONE][WORTHLESS_STONE_ONLY]
[PRODUCT:100:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:STONECRAFT]

all red, can't build any reaction

source files:
https://github.com/thistleknot/Accelerated-Mod-v40.06/
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 05, 2014, 02:07:33 pm
Your stone materials don't have REACTION_CLASS:IS_STONE either.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nikita on August 05, 2014, 02:29:03 pm
Here's a question (didn't know where else to put it but modding seems more or less appropriate):

I know that the save compatibility is broken between certain versions, due to different save format used, and it's not possible to convert from one to the other in any way.

But is it possible to salvage any data at all, from e.g. 34.11 world, and put it into a 40.xx world? How hard would it be to take a fortress, strip it of everything that can't be resolved (e.g. leaving only the mined rooms if conversion of dwarves and items fails), and make it playable?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 05, 2014, 02:36:10 pm
A  lot of the code was written from scratch, so most likely not possible. (And it probably would lead to severely glitchy behaviour even if one succeeded)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on August 05, 2014, 07:29:23 pm
Well I made a 'necromancer' entity a while back and I've been fine tuning it but now when I create a new world, with the entity, the world gets to civilizations (0) then df freezes.

Code: [Select]
entity_locusts

entity_locusts

[OBJECT:ENTITY]

[ENTITY:DARK_HUMANS]
[CIV_CONTROLLABLE]
[CREATURE:NECROMANCER]
[TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[WEAPON:ITEM_WEAPON_SCOURGE]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_MASK:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TOY:ITEM_TOY_AXE]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:EVIL]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:PEACE]
[CULL_SYMBOL:ALL:NEGATOR]
[CULL_SYMBOL:ALL:GOOD]
[STONE_PREF]
[METAL_PREF]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
[USE_ANIMAL_PRODUCTS]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ABUSE_BODIES]
[SPHERE_ALIGNMENT:WAR:512]
[ART_FACET_MODIFIER:GOOD:0]
[ART_FACET_MODIFIER:EVIL:512]
[FRIENDLY_COLOR:5:0:1]
[DEFAULT_SITE_TYPE:DARK_FORTRESS]
[TOLERATES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CITY]
[START_BIOME:ANY_LAND]
[BIOME_SUPPORT:ALL_MAIN:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[PROGRESS_TRIGGER_POPULATION:2]
[PROGRESS_TRIGGER_PRODUCTION:2]
[PROGRESS_TRIGGER_TRADE:2]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[SIEGER]
[AMBUSHER]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:1000]
[MAX_SITE_POP_NUMBER:50]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:FURNACE_OPERATOR]
[ETHIC:KILL_ENTITY_MEMBER:PERSONAL_MATTER]
[ETHIC:KILL_NEUTRAL:REQUIRED]
[ETHIC:KILL_ENEMY:REQUIRED]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:UNTHINKABLE]
[ETHIC:OATH_BREAKING:NOT_APPLICABLE]
[ETHIC:LYING:NOT_APPLICABLE]
[ETHIC:VANDALISM:NOT_APPLICABLE]
[ETHIC:TRESPASSING:NOT_APPLICABLE]
[ETHIC:THEFT:NOT_APPLICABLE]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:REQUIRED]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VALUE:LAW:-50]
[VALUE:LOYALTY:-30]
[VALUE:FAMILY:0]
[VALUE:FRIENDSHIP:-15]
[VALUE:POWER:50]
[VALUE:TRUTH:-50]
[VALUE:CUNNING:15]
[VALUE:ELOQUENCE:-30]
[VALUE:FAIRNESS:-50]
[VALUE:DECORUM:-15]
[VALUE:TRADITION:-15]
[VALUE:ARTWORK:0]
[VALUE:COOPERATION:-15]
[VALUE:INDEPENDENCE:15]
[VALUE:STOICISM:0]
[VALUE:INTROSPECTION:-30]
[VALUE:SELF_CONTROL:-50]
[VALUE:TRANQUILITY:-15]
[VALUE:HARMONY:-30]
[VALUE:MERRIMENT:0]
[VALUE:CRAFTSMANSHIP:0]
[VALUE:MARTIAL_PROWESS:15]
[VALUE:SKILL:0]
[VALUE:HARD_WORK:-15]
[VALUE:SACRIFICE:-50]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERENCE:-15]
[VALUE:LEISURE_TIME:0]
[VALUE:COMMERCE:0]
[VALUE:ROMANCE:0]
[VALUE:NATURE:-30]
[VALUE:PEACE:-15]
[BANDITRY:50]
[LOCAL_BANDITRY]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[ITEM_THIEF]
[BABYSNATCHER]
[POSITION:RULER]
[NAME:arch-necromancer:arch-necromancers]
[NUMBER:1]
[SUCCESSION:BY_POSITION:APPRENTACE]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[ALLOWED_CREATURE:NECROMANCER:MALE_N]
[ALLOWED_CREATURE:NECROMANCER:FEMALE_N]
[PRECEDENCE:1]
[SPECIAL_BURIAL]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:APPRENTACE]
[NAME:arch-necromancer apprentice:arch-necromancers apprentices]
[NUMBER:1]
[RESPONSIBILITY:BUILD_MORALE]
[RESPONSIBILITY:MILITARY_STRATEGY]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:RULER]
[ALLOWED_CREATURE:NECROMANCER:MALE_N]
[ALLOWED_CREATURE:NECROMANCER:FEMALE_N]
[PRECEDENCE:3]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:3:0:1]
[DUTY_BOUND]
[POSITION:CAPTAIN]
[NAME:necromancer adept:necromancer adepts]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:APPRENTACE]
[ALLOWED_CREATURE:NECROMANCER:MALE_N]
[ALLOWED_CREATURE:NECROMANCER:FEMALE_N]
[PRECEDENCE:190]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1]
[REQUIRED_BEDROOM:1]
[REQUIRED_DINING:1]
[MILITARY_SCREEN_ONLY]


The problem seems to be in
Code: [Select]
[POSITION:RULER]
[NAME:arch-necromancer:arch-necromancers]
[NUMBER:1]
[SUCCESSION:BY_POSITION:APPRENTACE]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[ALLOWED_CREATURE:NECROMANCER:MALE_N]
[ALLOWED_CREATURE:NECROMANCER:FEMALE_N]
[PRECEDENCE:1]
[SPECIAL_BURIAL]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:APPRENTACE]
[NAME:arch-necromancer apprentice:arch-necromancers apprentices]
[NUMBER:1]
[RESPONSIBILITY:BUILD_MORALE]
[RESPONSIBILITY:MILITARY_STRATEGY]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:RULER]
[ALLOWED_CREATURE:NECROMANCER:MALE_N]
[ALLOWED_CREATURE:NECROMANCER:FEMALE_N]
[PRECEDENCE:3]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:3:0:1]
[DUTY_BOUND]
[POSITION:CAPTAIN]
[NAME:necromancer adept:necromancer adepts]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:APPRENTACE]
[ALLOWED_CREATURE:NECROMANCER:MALE_N]
[ALLOWED_CREATURE:NECROMANCER:FEMALE_N]
[PRECEDENCE:190]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1]
[REQUIRED_BEDROOM:1]
[REQUIRED_DINING:1]
[MILITARY_SCREEN_ONLY]


I'm not getting ANY error logs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 05, 2014, 08:59:51 pm
Try removing [CHAT_WORTHY] from the nobles.

Seems a bit strange, but it has been reported. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6941)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 06, 2014, 05:08:34 am
Does the arena still not follow the phases of the moon or is this interaction wrong/improper?
Code: [Select]

[INTERACTION:SLAUGH_MOONPHASE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:SLAUGH_MOONPHASE]
[CE_PHYS_ATT_CHANGE:ENDURANCE:100:20:START:0:END:90000000000]
[CE_ADD_TAG:NOEXERT:NOPAIN:CRAZED:START:0][CE:PERIODIC:MOON_PHASE:27:0]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:3:4][CE:PERIODIC:MOON_PHASE:27:0]
[CE_FLASH_TILE:TILE:"!":4:0:1:FREQUENCY:3000:1000:START:0][CE:PERIODIC:MOON_PHASE:27:0]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on August 06, 2014, 12:03:04 pm
what is the maximum size for a creature?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on August 06, 2014, 01:23:22 pm
what is the maximum size for a creature?
I'd guess ~2 billion, but ask Putnam to be sure.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on August 06, 2014, 01:33:00 pm
2,147,483,647
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 06, 2014, 02:01:01 pm
Yeah, that'd be the assumption, but I think it may actually be capped at perhaps half that or thereabouts...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on August 06, 2014, 03:08:16 pm
thx. i find it funny how this game handles creature size. all creatures no matter how small or big occupy the same space. when you think of it a bronze colossus should be invincible to humans. swords are more like thumb pins and spears are like regular pins. but i guess size is more a representation of mass or density (70000 per tile) rather than (700000 meters^3)

[edit] how did you find out that value to begin with. it is incredible specific
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on August 06, 2014, 03:27:48 pm
If this link (http://www.bay12forums.com/smf/index.php?topic=139411.msg5377167#msg5377167) is accurate, the max size for raw creatures is 100,000,000. 2,147,483,647 is a limit that comes from variable types. (((2^32)/2)-1)
Also, body size is a volume - it is in cm^3. For standard material creatures, you can sort of substitute weight (grams).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: darknessofthenight on August 06, 2014, 03:42:20 pm
Is there any way to change the number of starting dwarves?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on August 06, 2014, 04:29:28 pm
If this link (http://www.bay12forums.com/smf/index.php?topic=139411.msg5377167#msg5377167) is accurate, the max size for raw creatures is 100,000,000. 2,147,483,647 is a limit that comes from variable types. (((2^32)/2)-1)
Also, body size is a volume - it is in cm^3. For standard material creatures, you can sort of substitute weight (grams).

I did not know that... I wonder what can be done, if anything, to alter the cap of 100,000,000.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Agent_Irons on August 07, 2014, 08:55:24 am
thx. i find it funny how this game handles creature size. all creatures no matter how small or big occupy the same space.
Except for wagons.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 07, 2014, 12:23:59 pm
I picture the tiles as being around 2.3m cubes.     Based the OldGenesis custom trees on that, about 30m tree / (2.3m/tile) = 13 tiles tall. (vanilla's trees range from 1-8 tiles tall)
Then the Wagon would be like... at least 5.6m wide, 5.6m long.

What's the best way to limit a powerful civilization's population growth? Long childhood, or filler male castes, or other? (Demon civ a bit strong in OldGenesis, should be fewer than goblins)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Mephansteras on August 07, 2014, 12:27:26 pm
Yeah, that'd be the assumption, but I think it may actually be capped at perhaps half that or thereabouts...

Biggest value in the raws (calculated) is 200,000,000 for the Giant Sperm Whale. Haven't tried making anything bigger then that, but you may be correct.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on August 07, 2014, 12:39:11 pm
I would like a civ member not to chicken out and stop moving when he has a broken bone. Is there any way to do that? Even with NOFEAR they just stay in place until the bodypart got a splint/cast. And I think even very high healing rates on bones wont help.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on August 07, 2014, 02:09:53 pm
What ORIENTATION tags will prevent a creature (demons) from breeding in worldgen? Does the tag affect worldgen at all? This is what I have:

   [ORIENTATION:MALE:0:0:1]
   [ORIENTATION:FEMALE:0:0:1]

They are in the demons' general raws, not under any caste.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 07, 2014, 02:22:14 pm
You want the exact opposite, 1:0:0
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on August 07, 2014, 02:34:03 pm
just got done merging accelerated and modest mod from the ground up, and getting some ammo errors, I get the same errors when I replaced the contents of the file with the original 40_06 item_ammo.txt

Code: [Select]
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity ammo token: ITEM_AMMO_BOLTS
*** Error(s) finalizing the entity FOREST
Unrecognized entity ammo token: ITEM_AMMO_ARROWS
*** Error(s) finalizing the entity PLAINS
Unrecognized entity ammo token: ITEM_AMMO_BOLTS
Unrecognized entity ammo token: ITEM_AMMO_ARROWS
*** Error(s) finalizing the entity EVIL
Unrecognized entity ammo token: ITEM_AMMO_BOLTS
Unrecognized entity ammo token: ITEM_AMMO_ARROWS
*** Error(s) finalizing the entity SKULKING
Unrecognized entity ammo token: ITEM_AMMO_ARROWS
*** Error(s) finalizing the entity SUBTERRANEAN_ANIMAL_PEOPLES
Unrecognized entity ammo token: ITEM_AMMO_BLOWDARTS

source files (download zip, bottom right)

https://github.com/thistleknot/BasedOnVanillaRaws/tree/5826295a3ff272dc55657767e67aea7218b9171b

any ideas?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 07, 2014, 03:00:34 pm
You're missing "item_ammo" from the top of the ammunition file. Come on, get your head in the game.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on August 07, 2014, 03:02:39 pm
man, I just merged two mods in 2 days from the ground up, and your telling me I don't have my head in the game.  I thought that was pretty good with just the ammo error.

and I thought I had that corrected TBH.  Seriously, I said I replaced the contents with the original item_ammo.txt and same issue

Update:

DERP

that was it, I guess I miscopied or something when I was testing, thanks.  Commit submitted.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on August 08, 2014, 10:54:04 am
Just for clarification, setting a creature to [BIOME:SUBTERRANEAN_CHASM][UNDERGROUND_DEPTH:5:5] will make that creature spawn in and populate hell, right?

So making a custom world with the number of demons set to 0 will make only the custom creatures populate hell and act like procedurally generated demons during world gen, right? Will these creatures also be used in the demon invasion when hell is first breached?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 08, 2014, 10:58:26 am
It also needs [FLIER] to actually spawn out of breached adamantine spires iirc.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on August 08, 2014, 11:01:30 am
That's planned to be added, yeah. Although now with climbing it may not be as essential.

anyone know what it is that sets world-gen demons to make vaults? Is it some tag or is it just that the demons are a denizen of hell?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on August 08, 2014, 11:12:10 am
I would like a civ member not to chicken out and stop moving when he has a broken bone. Is there any way to do that? Even with NOFEAR they just stay in place until the bodypart got a splint/cast. And I think even very high healing rates on bones wont help.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on August 08, 2014, 11:22:24 am
I would like a civ member not to chicken out and stop moving when he has a broken bone. Is there any way to do that? Even with NOFEAR they just stay in place until the bodypart got a splint/cast. And I think even very high healing rates on bones wont help.
Give them a few levels in natural skill in discipline. That should work.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 08, 2014, 11:22:41 am
That's planned to be added, yeah. Although now with climbing it may not be as essential.

anyone know what it is that sets world-gen demons to make vaults? Is it some tag or is it just that the demons are a denizen of hell?

Only UNIQUE_DEMON types can do that, I think.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on August 08, 2014, 01:12:31 pm
I would like a civ member not to chicken out and stop moving when he has a broken bone. Is there any way to do that? Even with NOFEAR they just stay in place until the bodypart got a splint/cast. And I think even very high healing rates on bones wont help.
Give them a few levels in natural skill in discipline. That should work.
Discipline is used for them not to flee. It wont work on what I asked about. I want someone with a broken leg or arm to keep doing their jobs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Agent_Irons on August 08, 2014, 01:32:00 pm
I would like a civ member not to chicken out and stop moving when he has a broken bone. Is there any way to do that? Even with NOFEAR they just stay in place until the bodypart got a splint/cast. And I think even very high healing rates on bones wont help.
Give them a few levels in natural skill in discipline. That should work.
Discipline is used for them not to flee. It wont work on what I asked about. I want someone with a broken leg or arm to keep doing their jobs.
Maybe remove some combination of  [structural] [functional] [connective_tissue_anchor] [SETTABLE] [SPLINTABLE]?

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: kwd1968 on August 08, 2014, 02:37:08 pm
I would like a civ member not to chicken out and stop moving when he has a broken bone. Is there any way to do that? Even with NOFEAR they just stay in place until the bodypart got a splint/cast. And I think even very high healing rates on bones wont help.
Give them a few levels in natural skill in discipline. That should work.
Discipline is used for them not to flee. It wont work on what I asked about. I want someone with a broken leg or arm to keep doing their jobs.

maybe NOPAIN or NONAUSEA?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on August 08, 2014, 02:54:30 pm
The wiki says SETTABLE and SPLINTABLE in the tissue templates are responsible. I have to make a custom bone tissue template without these tags, and make the creature use those. Hope it works. Thanks Agent_Irons for the pointer in the right direction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HaterSkater on August 08, 2014, 04:02:42 pm
Tileset/graphics question: its there a way to get rid somehow of these coloured fills (showing that item is covered by leaves or other things)?
Or at least to make them less visible.

(http://i59.tinypic.com/30mqvpc.png)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 08, 2014, 06:03:32 pm
What are the units for the last three numbers in the SKILL_RATE token? (that is, how fast do the three counters count down?)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 08, 2014, 06:51:28 pm
Tileset/graphics question: its there a way to get rid somehow of these coloured fills (showing that item is covered by leaves or other things)?
Or at least to make them less visible.
Go to every leaf-dropping tree's
Code: [Select]
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:252:252:2:0:0:0:209999:1]
[GROWTH_PRINT:252:252:6:0:1:210000:239999:1] autumn color
[GROWTH_PRINT:252:252:4:0:1:240000:269999:1]
[GROWTH_PRINT:252:252:4:0:0:270000:300000:1]
[GROWTH_DROPS_OFF]
and either delete GROWTH_DROPS_OFF, or make the colors before the drop-off more pleasing to the eye (2:0:0 dark green, 4:0:0 dark red).
More explaining:
      [GROWTH_PRINT:'%' char(if zero,just color host) :7 char picked : color  4:0:1:   timing 120000: timing 200000: priority 3]
      Format here is character on branch, item character, 3 for color, season timing, print priority (higher better).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HaterSkater on August 08, 2014, 07:02:07 pm
Thanks, TomiTapio!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DwarfVsObsidianWall on August 08, 2014, 07:52:46 pm
Newbie Modder Question here:
I tried to create a material that had a fixed temp of 15k Urist, in an attempt to create flaming swords, and added an ignition point well below that, but the sword A) doesn't burn, and B) doesn't do fire damage/set anything on fire.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on August 08, 2014, 08:56:39 pm
Even if you would create a flaming sword, no one would pick it up because its on fire, and it would only harm the wearer... the contact to the target would be too short to set him/her on fire.

If you want something fancy as that, you will have to rely on dfhack. SPATTER_ADD or itemsyndrome. You can coat your sword in flames for example, which do blisters and pain effects on the target. I am not sure if you really want fire, because if you set a goblin on fire, the grass will burn next, and your soldier with the sword who stands nearby will be next in line.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 08, 2014, 09:18:37 pm
Hey everyone. I am trying to wrap my head around Position creation in the raws. I understand most of it but there is one token I'm finding confusing: SUCCESSION. The wiki describes SUCCESSION as having two possible arguments [BY_HEIR / BY_POSITION:position] and says that it is "How a new position holder is chosen. A single position can have multiple BY_POSITION tokens." Later on, the wiki goes into some detail about how positions are created and explains how the LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY tokens play into that, but never once mentions SUCCESSION or how it plays in. As far as I can tell SUCCESSION seems to suggest positions that are either inherited via bloodline [BY_HEIR], or drawn from some other position [BY_POSITION:position], but how does that work if the position has an APPOINTED_BY or ELECTED token, wouldn't these things interfere with one another? And if it doesn't have an APPOINTED_BY or ELECTED token, how would it come to exist? I'm just not quite seeing how it fits in, or possibly misunderstanding how it works. If anyone could explain how SUCCESSION works exactly I'd appreciate it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 08, 2014, 09:21:16 pm
They would interfere. It would come to exist by being a local leader of sorts, AFAIK, like a monarch.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lost viking on August 08, 2014, 10:13:16 pm
is there a way to make pets civilization specific? say i want a pet to be only available to humans or only available to elves how would i go about doing that? or is it not possible to do that?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on August 08, 2014, 10:19:42 pm
There are some tricks with cave animals, good and evil, and permitting them in the entity file. See elves and goblins for examples. But for very specific things you need dfhack.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lost viking on August 08, 2014, 10:43:56 pm
well thats a thorn in my side. Its for a mod im cooking up so dependency on dfhack is not something i can do. ill think of something.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 08, 2014, 11:16:33 pm
You could try having the animal require a specific biome's grass, like the panda requires bamboo grass grazing. Probably won't help.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lost viking on August 08, 2014, 11:37:07 pm
i have them biome specific with the civ i want to adopt them, i have that civ currently have the use any animal tag. it kind of works but not really. though you did give me an idea. I could make them common domestic but require that specfic grass, it will make using them outside of their biomes impossible. that will at least keep them with the civ. then again that might just end up killing them like it does the panda.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 10, 2014, 09:24:24 am
Which popular or semipopular tileset uses the exact same tile number commands as vanilla ascii? So one can just drop the tileset on top of ascii and everything is decent.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Enemy post on August 10, 2014, 02:47:52 pm
What do values do?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on August 10, 2014, 02:58:27 pm
What do values do?
You mean material values? Its how much the item made of it will be worth. Its material value * item value.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Enemy post on August 10, 2014, 03:00:29 pm
I mean the new moral values in the entities.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 10, 2014, 03:04:13 pm
Want my bet? Mostly about who gets along with whom at this point. Wildly opposing values turn into grudges and vice versa.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 10, 2014, 03:08:01 pm
Values can also change peoples' dreams. Perhaps other things.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on August 10, 2014, 06:32:50 pm
So I'm trying to make a giant cave scorpion, basically a giant desert scorpion that lives in the caverns. Using the [COPY_TAGS_FROM: ] tag, but for some reason the game doesn't apply any of the changes I made and instead I have two creatures listed in arena as "giant desert scorpion". No changes to the names, descriptions, or colors have been applied.

What do?
Spoiler: code (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: satan on August 10, 2014, 07:00:24 pm
What does [OUTDOOR_ORCHARDS] token do? Is it what lets the elves bring fruit in their caravans?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 10, 2014, 07:04:06 pm
That's the whole shebang of weird elven tree behavior and plantbending, I think. [OUTDOOR_GARDENS] is what you want for vegetables and other produce.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 10, 2014, 07:10:22 pm
If I understand correctly, the _FARMING tags are for regular plants, the _GARDENS tags are for regular plant growths, and the _ORCHARDS tags are for tree growths.

@Spehhs: I'm not too familiar with the tag copying tags, but you could just copy-paste the entirety of the giant desert scorpion and make the changes to the copy. Maybe look at other creatures that use the COPY_TAGS_FROM tag?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on August 10, 2014, 07:36:20 pm
@Spehhs: I'm not too familiar with the tag copying tags, but you could just copy-paste the entirety of the giant desert scorpion and make the changes to the copy. Maybe look at other creatures that use the COPY_TAGS_FROM tag?
Yeah, I figured if I couldn't get it working I'd just copy the whole thing. COPY_TAGS_FROM works great for making giant creatures from smaller creatures, which is primarily what I used it for. The only difference I can see between my giant cave scorpions and the other cave creatures I made with the copy tag-or any of the giant creatures from vanilla game - is that the scorpion doesn't get any size changes.

I'll probably just copy the whole desert scorpion and change it as necessary. COPY_TAGS_FROM is useful for keeping stuff like that compact though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 10, 2014, 07:57:50 pm
I'll probably just copy the whole desert scorpion and change it as necessary. COPY_TAGS_FROM is useful for keeping stuff like that compact though.
be sure to add some
Spoiler (click to show/hide)
to make a creature have more flavour.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on August 10, 2014, 08:37:46 pm
If I gave a entity creature the ability to turn into another creature, i.e. dragon. will that dragon then proceed to burn the entire fortress down or will it still keep it's loyalties?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 10, 2014, 08:40:35 pm
So long as it isn't [CRAZED] or [OPPOSED_TO_LIFE], it should be fine.

Though fire will still likely spread through accidents, such as your dragon getting spooked by a rabbit and responding by incinerating it or something.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ICBM pilot on August 11, 2014, 09:17:24 am
Would it be possible to add venom with an increased chance for the wound to become infected?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 11, 2014, 09:27:20 am
@Spehhs: I'm not too familiar with the tag copying tags, but you could just copy-paste the entirety of the giant desert scorpion and make the changes to the copy. Maybe look at other creatures that use the COPY_TAGS_FROM tag?
Yeah, I figured if I couldn't get it working I'd just copy the whole thing. COPY_TAGS_FROM works great for making giant creatures from smaller creatures, which is primarily what I used it for. The only difference I can see between my giant cave scorpions and the other cave creatures I made with the copy tag-or any of the giant creatures from vanilla game - is that the scorpion doesn't get any size changes.

I'll probably just copy the whole desert scorpion and change it as necessary. COPY_TAGS_FROM is useful for keeping stuff like that compact though.
I think just copying and editing the original creature is the way to go, but a word just in case you're curious why the first attempt didn't work.  Each vanilla creature that copies tags also applies a CREATURE_VARIATION which deletes a bunch of the copied tags.  That leaves space for the tags defined in the copying creature.

So, to do what you originally wanted, you'd need to create a CREATURE_VARIATION template to weed out all of the tags you wanted to be different.  For a single creature, it's easier to just copy and edit the whole creature.

Edit: grammar
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 11, 2014, 09:46:48 am
Would it be possible to add venom with an increased chance for the wound to become infected?
I don't think so. Try putting BLISTERS and OOZING and SWELLING instead.

Or go with [CE_NECROSIS:LOCALIZED:SEV:40:PROB:100:START:0:PEAK:50:END:400]
which causes tissue rot, and most creatures have  [GETS_WOUND_INFECTIONS]  [GETS_INFECTIONS_FROM_ROT]

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on August 11, 2014, 12:56:21 pm
I think just copying and editing the original creature is the way to go, but a word just in case you're curious why the first attempt didn't work.  Each vanilla creature that copies tags also applies a CREATURE_VARIATION which deletes a bunch of the copied tags.  That leaves space for the tags defined in the copying creature.

So, to do what you originally wanted, you'd need to create a CREATURE_VARIATION template to weed out all of the tags you wanted to be different.  For a single creature, it's easier to just copy and edit the whole creature.

Edit: grammar
Ah. Ok. Didn't realize that [CREATURE_VARIATION] was responsible for that. Thought the new tags just overwrote the old copied tags automatically. Good to know.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on August 11, 2014, 01:25:09 pm
Is there a way to limit to 1 the amount of aquifer layers on a map ?

I know how to remove aquifer from the raws from the wiki but i would still like to keep them but instead of the numerous 2 , 3 or more aquifer layers i encounter in current version, i would like to only have to deal with 1.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: m-logik on August 11, 2014, 01:31:55 pm
How can I add rough gems to the list of items that dwarves can bring on the caravan and request in trade agreements?

Also, is it possible to make the dwarven outpost liaison continue to visit after receiving the monarch, for the purpose of trade agreements?

I poked around in the raws and couldn't figure it out myself.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 11, 2014, 02:22:17 pm
How can I add rough gems to the list of items that dwarves can bring on the caravan and request in trade agreements?
Also, is it possible to make the dwarven outpost liaison continue to visit after receiving the monarch, for the purpose of trade agreements?
AFAIK those are hardcoded.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 11, 2014, 02:28:14 pm
Is there a way to limit to 1 the amount of aquifer layers on a map ?

I know how to remove aquifer from the raws from the wiki but i would still like to keep them but instead of the numerous 2 , 3 or more aquifer layers i encounter in current version, i would like to only have to deal with 1.
Not really but an alternative  would to only put the [AQUIFER] tag on materials that don't form actual layers (see microline for how to make it still take up 1 whole embark z-level) to lessen the chance of aquifers stacked on aquifers.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on August 11, 2014, 02:36:31 pm
Thank you, i'll read into that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 11, 2014, 02:40:30 pm
The layer-stones with aquifers like sandstone are what most frequently cause multi-level aquifers.  You could also keep aquifers only for soil, so that you get at most two layers for very deep soil, and one layer otherwise.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on August 11, 2014, 03:12:14 pm
Thanks, that should makes things more interesting for me if it's only soil.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: SeelenJägerTee on August 11, 2014, 04:54:15 pm
Can I use a syndrome to change a goblin to my civ. so that I can control him like a dwarf?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on August 11, 2014, 05:20:48 pm
Can I use a syndrome to change a goblin to my civ. so that I can control him like a dwarf?
No. Make-Own, a dfhack plugin can do it, but not raw modding alone.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HaterSkater on August 12, 2014, 07:46:05 am
another tileset question:
lesser size of tileset file (i mean Kilobytes, not pixels) = higher FPS. Does this rule work in general, or is there something i missing?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on August 12, 2014, 08:24:02 am
another tileset question:
lesser size of tileset file (i mean Kilobytes, not pixels) = higher FPS. Does this rule work in general, or is there something i missing?
Tilesets and graphics have no affect what so ever on FPS. Not at all. (Rendermax Light and Text-will-be-Text Multilevel, the dfhack plugins that add extra renderers do, they are an exception, because they add extra scripts that run.)

The size of the png does have an affect on one thing only, and that is the amount of time it needs to save/load a region. I noticed that when going from a 16x16 tileset to a 64x64 tileset, but even then its not much.

PS Techincal stuff: Its determined by the speed your harddrive can write the files into the new folders. I use a SDD now, so its almost instantly. FPS ingame is determined by CPU.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HaterSkater on August 12, 2014, 08:43:30 am
FPS ingame is determined by CPU.
Ok, thanks
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Mephansteras on August 12, 2014, 04:16:18 pm
I've started looking at creature variations and the way VBASE does things, but I can't quite figure out if something I want to do is possible.

Namely, I want to swap out the [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] tag from the SKIN_TEMPLATE to something else ( like LEATHER_THICK )

Anyone know if that's possible? Would something like this work?

[CV_CONVERT_TAG][CVCT_MASTER:MATERIAL_REACTION_PRODUCT][CVCT_TARGET:LEATHER][CVCT_REPLACEMENT:LEATHER_THICK]


Sadly, I'm not going to be able to do any tests until probably Thursday, but I do have lunch breaks where I can work on raws.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Untrustedlife on August 12, 2014, 09:51:16 pm
So, will adding the    [ITEM_THIEF] token to all the entities make them go to war with you if you kill the thieves or does thief killing have nothing to do with wars? I am curious.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 12, 2014, 09:52:42 pm
I've started looking at creature variations and the way VBASE does things, but I can't quite figure out if something I want to do is possible.

Namely, I want to swap out the [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] tag from the SKIN_TEMPLATE to something else ( like LEATHER_THICK )

Anyone know if that's possible? Would something like this work?

[CV_CONVERT_TAG][CVCT_MASTER:MATERIAL_REACTION_PRODUCT][CVCT_TARGET:LEATHER][CVCT_REPLACEMENT:LEATHER_THICK]


Sadly, I'm not going to be able to do any tests until probably Thursday, but I do have lunch breaks where I can work on raws.

Should work.

You could also make it much more... extensible by making it go like this:

[CV_CONVERT_TAG][CVCT_MASTER:MATERIAL_REACTION_PRODUCT][CVCT_TARGET:!ARG1][CVCT_REPLACEMENT:!ARG2]

And then you can use the creature variation (let's call it REPLACE_MATERIAL_REACTION_PRODUCT) like this:

[APPLY_CREATURE_VARIATION:REPLACE_MATERIAL_REACTION_PRODUCT:LEATHER:LEATHER_THICK]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: PLANKS on August 12, 2014, 10:05:57 pm
If I wanted to transfer a modded creature from 2012 to 2014 what would I need to change? If someone could point me in the right direction that be great.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 12, 2014, 10:21:38 pm
If I wanted to transfer a modded creature from 2012 to 2014 what would I need to change? If someone could point me in the right direction that be great.

Some things from this version are
- Gaits, which replace the earlier [SPEED:x] and [SWIM_SPEED:x] tags.  Movement is generally more complex, and there are gaits with different settings for walking, flying, climbing, swimming, etc.  There's a table in the /raw/object/notes/ of different numbers corresponding to a speed.
- Attacks now have timings in [ATTACK_PREPARE_AND_RECOVER:x:x].  You don't really need them since it naturally defaults to 3:3, but can still be important in attacks like kicks, which have slower timings (4:4).  There are also allowance and penalty flags for multiattacking (generally kicks and tailslaps are bad multiattack, hydrae and ettins have no-penalty multiattacking bites)
- Necks are now an actual thing.  Without them the THROAT and NECK (actually upper spine) parts don't connect.  If you have a [BODY:HUMANOID] creature, generally it's changed to [BODY:HUMANOID_NECK], and likewise for quadrupeds and so on.
- Low light vision for underground creatures like dwarves.
- Odours.  Not really necessary since the tags have default values, but humans and dwarves have poor sense of smell.  Inorganic creatures generally have no detectable smell.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on August 12, 2014, 11:42:39 pm
So, will adding the    [ITEM_THIEF] token to all the entities make them go to war with you if you kill the thieves or does thief killing have nothing to do with wars? I am curious.
[ITEM_THIEF] should automatically make any entities with the tag hostile to others, like goblins or kobolds.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on August 13, 2014, 04:04:45 am
If I wanted to transfer a modded creature from 2012 to 2014 what would I need to change? If someone could point me in the right direction that be great.

Some things from this version are
- Gaits, which replace the earlier [SPEED:x] and [SWIM_SPEED:x] tags.  Movement is generally more complex, and there are gaits with different settings for walking, flying, climbing, swimming, etc.  There's a table in the /raw/object/notes/ of different numbers corresponding to a speed.
- Attacks now have timings in [ATTACK_PREPARE_AND_RECOVER:x:x].  You don't really need them since it naturally defaults to 3:3, but can still be important in attacks like kicks, which have slower timings (4:4).  There are also allowance and penalty flags for multiattacking (generally kicks and tailslaps are bad multiattack, hydrae and ettins have no-penalty multiattacking bites)
- Necks are now an actual thing.  Without them the THROAT and NECK (actually upper spine) parts don't connect.  If you have a [BODY:HUMANOID] creature, generally it's changed to [BODY:HUMANOID_NECK], and likewise for quadrupeds and so on.
- Low light vision for underground creatures like dwarves.
- Odours.  Not really necessary since the tags have default values, but humans and dwarves have poor sense of smell.  Inorganic creatures generally have no detectable smell.
Also, there are CANNOT_JUMP and CANNOT_CLIMB (this one is only needed if the creature has grasps - no creature in the stock raws uses this) to prevent a creature from jumping/climbing or STANCE_CLIMBER to allow a creature to climb with its feet/stance parts, VISION_ARC (in the format [VISION_ARC:150:310], binocular vision, non-binocular vision), MULTIPART_FULL_VISION which (probably) causes the creature to have a full vision arc while it has multiple heads,  NO_VEGETATION_PERTURB, which probably causes the creature to leave no tracks on vegetation, and several other new tags. You should look through the Creature token (http://dwarffortresswiki.org/index.php/DF2014:Creature_token) wiki page for details.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Untrustedlife on August 13, 2014, 08:50:49 am
So, will adding the    [ITEM_THIEF] token to all the entities make them go to war with you if you kill the thieves or does thief killing have nothing to do with wars? I am curious.
[ITEM_THIEF] should automatically make any entities with the tag hostile to others, like goblins or kobolds.


Aww, ok.

I hope that changes eventually, its unrealistic for there to not exist any human/elven/dwarven thieves


edit:

That doesnt seem to be the case, i gave every entity this tag and im still only at war innately with my halflings and the goblins, the rest are peaceful.

The babysntacher tag makes them innately aggressive however (my halflings).

Observe:

(http://i.imgur.com/8BqQ9IL.png)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Mephansteras on August 13, 2014, 09:37:52 am
I've started looking at creature variations and the way VBASE does things, but I can't quite figure out if something I want to do is possible.

Namely, I want to swap out the [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] tag from the SKIN_TEMPLATE to something else ( like LEATHER_THICK )

Anyone know if that's possible? Would something like this work?

[CV_CONVERT_TAG][CVCT_MASTER:MATERIAL_REACTION_PRODUCT][CVCT_TARGET:LEATHER][CVCT_REPLACEMENT:LEATHER_THICK]


Sadly, I'm not going to be able to do any tests until probably Thursday, but I do have lunch breaks where I can work on raws.

Should work.

You could also make it much more... extensible by making it go like this:

[CV_CONVERT_TAG][CVCT_MASTER:MATERIAL_REACTION_PRODUCT][CVCT_TARGET:!ARG1][CVCT_REPLACEMENT:!ARG2]

And then you can use the creature variation (let's call it REPLACE_MATERIAL_REACTION_PRODUCT) like this:

[APPLY_CREATURE_VARIATION:REPLACE_MATERIAL_REACTION_PRODUCT:LEATHER:LEATHER_THICK]

Ah. Nifty! Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 13, 2014, 10:40:05 am
If I wanted to transfer a modded creature from 2012 to 2014 what would I need to change? If someone could point me in the right direction that be great.
Here's an annotated selection of GAITs, based on real-world animal speeds, to help you tune your creatures:
"DF_" prefix indicates vanilla DF as data source.
Spoiler (click to show/hide)


Yes I have have tuned animals speeds and sizes a lot in the OldGenesis mod.
And given some wildlife Vocalizations, for good adventurer fun:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 13, 2014, 11:39:53 am
So, will adding the    [ITEM_THIEF] token to all the entities make them go to war with you if you kill the thieves or does thief killing have nothing to do with wars? I am curious.
[ITEM_THIEF] should automatically make any entities with the tag hostile to others, like goblins or kobolds.


Aww, ok.

I hope that changes eventually, its unrealistic for there to not exist any human/elven/dwarven thieves


edit:

That doesnt seem to be the case, i gave every entity this tag and im still only at war innately with my halflings and the goblins, the rest are peaceful.

The babysntacher tag makes them innately aggressive however (my halflings).

Observe:

(http://i.imgur.com/8BqQ9IL.png)

I believe that races who have the [ITEM_THIEF] tag are cool with other races that have the [ITEM_THIEF] tag. Try giving every race but yours [ITEM_THIEF] maybe?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: SeelenJägerTee on August 13, 2014, 12:06:14 pm
I want a reaction to produce a philosophers stone, that is used up in other alchemy reaction.
How do I define a stone type for it that does not appear ingame unless crafted.
I am aware that traders will bring it, probably nothing that can be done about this, am I right? However I don't want that it spawns as a layer or vein stone in the map.

Also what personality trait makes a creature more likely to not throw a tantrum.
(If you have a species of non-alcoholics one very important source of happy thoughts is not available, so I'd like to increase their resistance to tantruming somewhat.)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 13, 2014, 12:46:03 pm
I want a reaction to produce a philosophers stone, that is used up in other alchemy reaction.
How do I define a stone type for it that does not appear ingame unless crafted.
I am aware that traders will bring it, probably nothing that can be done about this, am I right? However I don't want that it spawns as a layer or vein stone in the map.
Just don't include any environment tags for the stone and it won't spawn anywhere in the ground.  If you add a [SPECIAL] tag, it also won't show up in anyone's preferences.

Now, if the civ has access to a reaction that produces Philosopher Stones, then they'll probably show up in caravans.  Annoyingly, you might even see crafts made from Philosopher Stone material.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on August 13, 2014, 12:55:01 pm
Are plant species distributed like animals during worldgen? Or does every kind of plant with a certain biome tag occur in every instance of that biome? I'd like to grow plants from imported seeds in greenhouses by adding the relevant biome tags after worldgen, but not if that makes wild versions start to grow everywhere.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 13, 2014, 03:33:50 pm
Are plant species distributed like animals during worldgen? Or does every kind of plant with a certain biome tag occur in every instance of that biome? I'd like to grow plants from imported seeds in greenhouses by adding the relevant biome tags after worldgen, but not if that makes wild versions start to grow everywhere.
I think your embark's plants & trees are decided and locked in the moment you enter that embark. I think.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on August 13, 2014, 04:31:59 pm
But what about future embarks?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DwarfVsObsidianWall on August 13, 2014, 04:54:33 pm
How do I add new labors?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 13, 2014, 05:27:07 pm
How do I add new labors?
You don't. Those are hardcoded (means: in the executable).
See http://dwarffortresswiki.org/index.php/DF2014:Labor
and re-use the following skills: alchemy, pressing, shearing, pump operating, fish dissection, animal care, animal dissection, potash making, lye making.
Exact spelling of the labor tokens are at http://dwarffortresswiki.org/index.php/DF2014:Labor_token
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Vherid on August 13, 2014, 05:27:53 pm
Now when it comes to making nobles for a new race, looking at the other races, you have active nobles such as brokers, hammerers, etc. ones that actually appear on your area and are set-able. Then you have I guess what I would refer to as lore nobles, things such as generals and etc that would appear in the world history but not in the actual game necessarily. Basically would it be fine to pretty much just ignore all of the lore nobles and only worry about adding active nobles?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: SeelenJägerTee on August 13, 2014, 06:31:25 pm
I want a reaction to produce a philosophers stone, that is used up in other alchemy reaction.
How do I define a stone type for it that does not appear ingame unless crafted.
I am aware that traders will bring it, probably nothing that can be done about this, am I right? However I don't want that it spawns as a layer or vein stone in the map.
Just don't include any environment tags for the stone and it won't spawn anywhere in the ground.  If you add a [SPECIAL] tag, it also won't show up in anyone's preferences.

Now, if the civ has access to a reaction that produces Philosopher Stones, then they'll probably show up in caravans. [...]
Ah that's nice to know. Actually I wouldn't mind if someone liked the stone "for it's perfection", however I WOULD mind if a noble demanded his furniture made of this stuff. So it's definitely good to know I can shut this down with the special tag.

Quote
[...]  Annoyingly, you might even see crafts made from Philosopher Stone material.
Well that's annoying. Is there any workaround to that?
Create an intermediate stone that instantly melts and leaves back the philosophers stone? Anything (non DF-Hack related)?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 13, 2014, 07:56:02 pm
Well that's annoying. Is there any workaround to that?
Create an intermediate stone that instantly melts and leaves back the philosophers stone? Anything (non DF-Hack related)?

I suppose, you could use a [MATERIAL_REACTION_PRODUCT:ALCHEMY:PHILOSOPHERS_STONE] or suchlike for the reagents in that one reaction, with the product derived from a [GET_MATERIAL_FROM_REAGENT:(and-so-forth...)] without directly specifying the real philosopher's stone for that reaction.  It's clunky and pretty silly, but that seems to work.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: palu on August 13, 2014, 10:04:00 pm
Noble questions:
What are the numbers for required rooms for nobles for specific levels of room (e.g. fine, royal, adequate)? What does the [REQUIRES_MARKET] tag in certain nobles do? And does the [REPLACED_BY] tag work on elected nobles?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 13, 2014, 10:17:22 pm
Well that's annoying. Is there any workaround to that?

Yes, the [SPECIAL] tag precludes this from happening, as can be seen with adamantine.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 13, 2014, 10:58:20 pm
Well that's annoying. Is there any workaround to that?

Yes, the [SPECIAL] tag precludes this from happening, as can be seen with adamantine.
I've seen [SPECIAL] materials show up with caravans, but not [DEEP_SPECIAL] ones.  That was in .34.11, it might be fixed now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 13, 2014, 11:04:11 pm
It was fixed in 0.40.06 or thereabouts.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 14, 2014, 12:05:07 am
It was fixed in 0.40.06 or thereabouts.
Welcome news indeed!

No more figures made out of stone that boils away at sub-zero temperatures.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on August 14, 2014, 03:31:57 pm
are tag's broken if on different lines?

Say a

[Object:
Creature]

and

[Creature:Elephant] vs
[Creature:    Elephant]

or

[Creature:
 Elephant]

Just want to verify if whitepsace are counted, or if it's just inbetween the [brackets] that count.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on August 14, 2014, 04:47:48 pm
Does anyone know what the defaults are for
Code: [Select]
[LOW_LIGHT_VISION:#]
[VISION_ARC:#:#]
[SMELL_TRIGGER:#]
?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on August 14, 2014, 05:04:23 pm
Low light vision should be 0 for the human norm (lowest otherwise is goblins with 100). Smell trigger is 50, I'm quite certain, same with odor level. No idea about vision arc.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Untrustedlife on August 14, 2014, 05:31:17 pm
are tag's broken if on different lines?

Say a

[Object:
Creature]

and

[Creature:Elephant] vs
[Creature:    Elephant]

or

[Creature:
 Elephant]

Just want to verify if whitepsace are counted, or if it's just inbetween the [brackets] that count.

try doing that with one creature and see how the raw file performs, if it errors it doesnt work that way, i personally haven't tried as I assume the tokens to be  limited to one line.
(I assume he wrote a text parser for parsing them, so its a pretty good bet that they only work on a per-line basis), of course knowing toady he could have put in the time to code it that way. Every time ive written text parser I only had it working on a perline basis, im lazy that way.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on August 14, 2014, 05:35:50 pm
apparently it doesn't error, but it also doesn't work.

I copied the human to human2 and did a

[creature:
human2]

and tried to create him in the arena, and doesn't list.

I made sure I appended caste name and game name to human2 as well, just the regular old human shows up.

I only asked because I want to parse some files and that may have an affect on things.

I think the game is just skipping the broken object in this case.  I would imagine it would do the same with other broken [tag]'s.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Mir on August 14, 2014, 08:32:53 pm
Aside from corpses, when is a creature's CREATURE_TILE used in favor of its graphic?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 14, 2014, 08:53:28 pm
Aside from corpses, when is a creature's CREATURE_TILE used in favor of its graphic?

All I know other than corpses are engravings and when the creature is in a cage. The cage will periodically change from the normal cage tile and the creature tile.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Mir on August 14, 2014, 10:14:43 pm
Aside from corpses, when is a creature's CREATURE_TILE used in favor of its graphic?

All I know other than corpses are engravings and when the creature is in a cage. The cage will periodically change from the normal cage tile and the creature tile.
Thank you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Doren on August 14, 2014, 11:23:12 pm
Need help.
I want to sort mineral lists by groups like in MDF, ie. economic stones are split into ores/flux/misc, and worthless are split in magmasafe/common.
But im totally clueless on how to do that in 0.40 DF
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 14, 2014, 11:50:12 pm
It's just adding a fake inorganic material sorted into those things with a name like ====MAGMA-SAFE====
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 15, 2014, 12:30:01 am
They should also have the [SPECIAL] tag, which Masterwork does.  Since .40.06 they never show up in dwarf preference lists.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Doren on August 15, 2014, 01:48:50 am
It's just adding a fake inorganic material sorted into those things with a name like ====MAGMA-SAFE====
Well, ok this is kind of easy.
But how do i sort the real minerals under these stubs? They are all placed in different inorganic_stone_ files, and their order in raw files doesn't seem to correlate with their order on stone and trading tabs.

Do i have to move all stones into single file, say, inorganic_stone_all.txt or something?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: kwd1968 on August 15, 2014, 02:10:14 am
I want a reaction to produce a philosophers stone, that is used up in other alchemy reaction.
How do I define a stone type for it that does not appear ingame unless crafted.
I am aware that traders will bring it, probably nothing that can be done about this, am I right? However I don't want that it spawns as a layer or vein stone in the map.
Just don't include any environment tags for the stone and it won't spawn anywhere in the ground.  If you add a [SPECIAL] tag, it also won't show up in anyone's preferences.

Now, if the civ has access to a reaction that produces Philosopher Stones, then they'll probably show up in caravans. [...]
Ah that's nice to know. Actually I wouldn't mind if someone liked the stone "for it's perfection", however I WOULD mind if a noble demanded his furniture made of this stuff. So it's definitely good to know I can shut this down with the special tag.

Quote
[...]  Annoyingly, you might even see crafts made from Philosopher Stone material.
Well that's annoying. Is there any workaround to that?
Create an intermediate stone that instantly melts and leaves back the philosophers stone? Anything (non DF-Hack related)?

I think they made it so that the {SPECIAL} tag now makes things non-liked, caravanned... try adding it to your philosopher stone material.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: kwd1968 on August 15, 2014, 02:14:16 am
It's just adding a fake inorganic material sorted into those things with a name like ====MAGMA-SAFE====
Well, ok this is kind of easy.
But how do i sort the real minerals under these stubs? They are all placed in different inorganic_stone_ files, and their order in raw files doesn't seem to correlate with their order on stone and trading tabs.

Do i have to move all stones into single file, say, inorganic_stone_all.txt or something?

the order they go in is  .... alphabetic file name... position in file
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 15, 2014, 11:07:21 am
But how do i sort the real minerals under these stubs? They are all placed in different inorganic_stone_ files, and their order in raw files doesn't seem to correlate with their order on stone and trading tabs.

Do i have to move all stones into single file, say, inorganic_stone_all.txt or something?

That's what I actually do.  That might help to sort all magma-safe stones and the like together, since order doesn't appear to impact how layers and clusters are put together.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 15, 2014, 11:21:29 am
It's just adding a fake inorganic material sorted into those things with a name like ====MAGMA-SAFE====
Well, ok this is kind of easy.
But how do i sort the real minerals under these stubs? They are all placed in different inorganic_stone_ files, and their order in raw files doesn't seem to correlate with their order on stone and trading tabs.

Do i have to move all stones into single file, say, inorganic_stone_all.txt or something?

Their order in raw files correlates perfectly, AFAIK.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 15, 2014, 12:50:50 pm
Anyone know if it's possible to make trees that work like the old ones, being only a single tile in a single z-level? Trying to make a small plant that can be used a source of wood.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 15, 2014, 01:03:49 pm
Trees do start out like that before they gain girth. Have you tried capping their height and width to 1?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 15, 2014, 01:04:52 pm
Anyone know if it's possible to make trees that work like the old ones, being only a single tile in a single z-level? Trying to make a small plant that can be used a source of wood.

Tree trunks never seem to be lower than 3 z-levels when fully grown.  The best I can think of is:

Code: [Select]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:0]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:1]
[HEAVY_BRANCH_RADIUS:0]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:0]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]

This would give a straight trunk of the shortest dimensions (3 z-levels) with no heavy branches, which gives about 3-or-so logs of wood.  I can't make them any smaller than that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 15, 2014, 01:34:25 pm
Anyone know if it's possible to make trees that work like the old ones, being only a single tile in a single z-level? Trying to make a small plant that can be used a source of wood.

Tree trunks never seem to be lower than 3 z-levels when fully grown.  The best I can think of is:

Code: [Select]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:0]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:1]
[HEAVY_BRANCH_RADIUS:0]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:0]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]

This would give a straight trunk of the shortest dimensions (3 z-levels) with no heavy branches, which gives about 3-or-so logs of wood.  I can't make them any smaller than that.
Guess I'd have to make a workaround using the materials harvested from a bush being used in a reaction that outputs wood. Inefficient as hell.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Minnakht on August 15, 2014, 02:47:11 pm
I'm trying to make a reaction that'd take leaves (the kind processed to a bag from a plant) and make bone items out of them.
Actually, I'm not trying, I'm currently at the phase where I evaluate what I want to do and ask questions about it. So...

Spoiler: Tentative reaction (click to show/hide)

What I am missing is how to assign a proper material to it, and how to restrict it to the one single plant whose leaves I've decided look like bones. If I give the leaves the material properties of bone, the bolts will still be leaf-based bolts and so won't be stockpiled properly - how do I make them be stockpiled properly?
I'm pretty sure I can't use any of the hardcoded reactions, because the bone carving ones take corpse parts and I can't make the leaves be corpse parts... or can I?
Also, should I just use a reaction class token to restrict the reaction by putting it on the leaves of the plant in the plant definition?

Is there a way of wrapping up reactions in a menu, or is that hardcoded? I'm considering only making a bolts reaction to avoid clutter, but there are other uses for bone...
...actually, how would I even write a decorating reaction?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 15, 2014, 02:56:33 pm
I'm trying to make a reaction that'd take leaves (the kind processed to a bag from a plant) and make bone items out of them.
Actually, I'm not trying, I'm currently at the phase where I evaluate what I want to do and ask questions about it. So...

Spoiler: Tentative reaction (click to show/hide)

What I am missing is how to assign a proper material to it, and how to restrict it to the one single plant whose leaves I've decided look like bones. If I give the leaves the material properties of bone, the bolts will still be leaf-based bolts and so won't be stockpiled properly - how do I make them be stockpiled properly?
I'm pretty sure I can't use any of the hardcoded reactions, because the bone carving ones take corpse parts and I can't make the leaves be corpse parts... or can I?
Also, should I just use a reaction class token to restrict the reaction by putting it on the leaves of the plant in the plant definition?

Is there a way of wrapping up reactions in a menu, or is that hardcoded? I'm considering only making a bolts reaction to avoid clutter, but there are other uses for bone...
...actually, how would I even write a decorating reaction?

There is a [BONE] tag you could put into the material which might make it stockpile correctly.  But as for limiting which leaves can be used, a reaction class is probably the way to go.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Minnakht on August 15, 2014, 03:55:08 pm
Okay, so...

Spoiler: Tentative reaction (click to show/hide)

Spoiler: tentative plant (click to show/hide)

Does this seem okay? Are there any mistakes? Can someone either test this for me or teach me how to make cheaty things for testing things quickly?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 15, 2014, 04:03:45 pm
Okay, so...

Spoiler: Tentative reaction (click to show/hide)

Spoiler: tentative plant (click to show/hide)

Does this seem okay? Are there any mistakes? Can someone either test this for me or teach me how to make cheaty things for testing things quickly?
You can change the reactions in a save, so long as the reaction names remain the same.  Still requires hopping in and out of a DF session, but at least it's not re-genning a world.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Minnakht on August 15, 2014, 04:09:09 pm
I kind of meant more... thorough testing. Checking if the plant occurs, making all the stuff it can make - that kind of thing. I guess I count write a 'cheat a deep ivory tangle into existence' reaction to at least do the latter, I'm just not sure how to define the product of such a reaction to make exactly that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 15, 2014, 04:44:08 pm
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:BUSH_DIVORY:STRUCTURAL], I'd suppose.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 15, 2014, 07:06:13 pm
My old notes says structural not so good, try PLANT.
Example:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on August 15, 2014, 07:42:46 pm
If I say... wanted to parse a raw file for it's <tokens>.  Is there a defacto dependency list of token's somewhere, like a XML tree structure to better define a class of <token>'s?

So far I was just going to keep track of the file_name

Then the objects will identify the object id
and then the id's will be listed

so I figured I'd keep track of each id on a 1 to many relationship with an id's tokens.

But that was about the extent of it; however.  There's are token's like castes that have some dependency important relationships.  I was wondering if there was a tree structure view of the raws I could browse.

Update:
Thanks to World Viewer author, I realized I need to be looking at Raw Explorer.  I've even used that tool...

Update:

http://dftokens.gumpstudio.com:8080/DownloadTokens.aspx

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rumrusher on August 16, 2014, 12:13:24 pm
Bogeymen won't attack you if you slap
Code: [Select]
[nofear] on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nero1024 on August 16, 2014, 01:03:54 pm
Bogeymen won't attack you if you slap
Code: [Select]
[nofear] on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.

Will your sleeping/traveling still be interrupted by incessant cackling?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rumrusher on August 17, 2014, 05:25:56 am
Bogeymen won't attack you if you slap
Code: [Select]
[nofear] on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.

Will your sleeping/traveling still be interrupted by incessant cackling?
yeah but they mostly just stand around or walk away. Which by then you're better off continuing on your journey.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on August 17, 2014, 05:30:22 am
Bogeymen won't attack you if you slap
Code: [Select]
[nofear] on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.

Will your sleeping/traveling still be interrupted by incessant cackling?
yeah but they mostly just stand around or walk away. Which by then you're better off continuing on your journey.
You do know what this means, right? We now have the data necessary to understand bogeymen biology!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Minnakht on August 17, 2014, 07:31:40 am
Does anyone know how to rename cloth? When thread is defined in a plant's raw, it's possible to rename it, possibly to the point of making it not be called fiber - but I have no idea about the resulting cloth.

I'd like to make linen be linen.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 17, 2014, 07:37:30 am
Does anyone know how to rename cloth? When thread is defined in a plant's raw, it's possible to rename it, possibly to the point of making it not be called fiber - but I have no idea about the resulting cloth.

I'd like to make linen be linen.

Sure. Take a look at this:

Code: [Select]
[PLANT:GRASS_TAIL_PIG]
...
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
[STATE_NAME:ALL_SOLID:cave cotton]
[STATE_ADJ:ALL_SOLID:linen]
[THREAD:LOCAL_PLANT_MAT:THREAD]
[MATERIAL_VALUE:2]
[PREFIX:NONE]

This makes pig tail fiber shirts made from pig tail fiber cloth into linen shirts made from cave cotton cloth. PREFIX:NONE removes the name of the plant from the front.

Using the string patcher it's also possible to get rid of the "cloth" from the end so the shirt is only made from "cave cotton", but that's a bit more advanced.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smjjames on August 17, 2014, 11:19:16 am
Are Kobolds considered to be child snatcher targets? I'm asking since I've noticed in a few worldgens (well, one or two) that since I gave Kobolds normal speech, I've spotted a few dark towers with kobold prisioners.

I know it's probably more of an adventure mode question, but since you guys would know more specifically how the child snatcher thing works, I'm asking here.

It could just be that since their populations are smaller, they are less likely to get child snatched.

Edit: Also, just to note, I didn't change anything with the entity raws or anything else with Kobolds besides remove [UTTERANCES] and giving them [CAN_SPEAK].
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist Da Vinci on August 17, 2014, 12:41:36 pm
Are Kobolds considered to be child snatcher targets? I'm asking since I've noticed in a few worldgens (well, one or two) that since I gave Kobolds normal speech, I've spotted a few dark towers with kobold prisioners.

I know it's probably more of an adventure mode question, but since you guys would know more specifically how the child snatcher thing works, I'm asking here.

It could just be that since their populations are smaller, they are less likely to get child snatched.

Edit: Also, just to note, I didn't change anything with the entity raws or anything else with Kobolds besides remove [UTTERANCES] and giving them [CAN_SPEAK].

OR goblins only kidnap from civilizations that are based on speaking races.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Vorox on August 17, 2014, 02:07:21 pm
Is there a mod that allows to dig out the edges of the map?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 17, 2014, 03:38:36 pm
Is there a mod that allows to dig out the edges of the map?
No. Maybe with DFHack, but if it's even possible it would cause problems. If you want to make fluids leave the map, fortifications do the job.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 17, 2014, 04:40:13 pm
Just thought I'd share a tidbit of creature science.

Using [BLOOD:MUD:SOLID] in a creature now works the way you'd expect it to, leaving behind dustings/piles of mud and muddying the tiles.  Trying to use it as a liquid runs into the same unassigned state names as before, but what appears to be new is that you don't need to use a liquid.

Having a solid for blood did odd things in 0.34, but I doubt Toady went out his way to specifically address this issue.  Maybe he saw the stuff on the wiki that procedurally-generated creatures of mud would leave behind a "pile of" with no material name.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 17, 2014, 04:40:53 pm
Okay, so, I am trying to create a dwarven civ with a sort of republic government, I have started with the default positions of the Dwarves and modified them. At the top of the civ is the PREMIER position, which has the tag [SUCCESSION:BY_POSITION:FIRSTMINISTER]. The FIRSTMINISTER position is a civ level position with the [ELECTED] token.

Upon exporting legends, I see the list of both Premiers and First Ministers, but they seem to rarely have names in common. So, dwarves are being elected to the First Minister position, but when the Premier dies some random dwarf is succeeding them, rather than the FIRSTMINISTER position, or at least that's how it seems.

Any ideas?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dwimenor on August 17, 2014, 04:45:41 pm
I'm trying to make a medical academy to rise medical skills. I know about practice workshop from wiki and many mods, but I'm not looking for cheap coal->coal solution. Workshop itself is no-problem, as well as entity edits. I'm stuck on some specific reagents and products for reactions. Here is what I got so far:

Code: [Select]
[REACTION:PRACTICE_DIAGNOSIS]
[NAME:Practice diagnosis]
[BUILDING:MEDICAL_ACADEMY:NONE]
[REAGENT:A:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN][PRESERVE_REAGENT]
[SKILL:DIAGNOSE]

[REACTION:PRACTICE_BONESETTING]
[NAME:Practice bonesetting]
[BUILDING:MEDICAL_ACADEMY:NONE]
[REAGENT:A:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL][UNROTTEN][PRESERVE_REAGENT]
[SKILL:SET_BONE]

[REACTION:PRACTICE_SUTURING]
[NAME:Practice suturing]
[BUILDING:MEDICAL_ACADEMY:NONE]
[REAGENT:A:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT][HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT][UNROTTEN][PRESERVE_REAGENT]
[REAGENT:B:1000:THREAD:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[SKILL:SUTURE]

[REACTION:PRACTICE_WOUND_DRESSING]
[NAME:Practice wound dressing]
[BUILDING:MEDICAL_ACADEMY:NONE]
[REAGENT:A:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT][HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT][UNROTTEN][PRESERVE_REAGENT]
[REAGENT:B:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[SKILL:DRESS_WOUNDS]

[REACTION:PRACTICE_SURGERY]
[NAME:Practice surgery]
[BUILDING:MEDICAL_ACADEMY:NONE]
[REAGENT:A:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL][UNROTTEN][PRESERVE_REAGENT]
[REAGENT:B:1000:THREAD:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[REAGENT:C:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[SKILL:SURGERY]
Problems:

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 17, 2014, 05:19:44 pm
@HelloLion:
I can't really think of what may be going on there. Is the premier elected as well?

@Dwimenor:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 17, 2014, 05:21:21 pm
BlackFlyme,

No, the Premier is not elected, only succeeded by the First Minister, who is elected. I'm going to keep playing with it to see what else I discover.

EDIT: I tried making the Premier elected and removing the First Mnister and it still succeeding by heir. Is DF hard coded to be a monarchy?

EDIT #2: Further testing has landed me with something that seems to be working. It appears that civ level positions don't necessarily work right with the [ELECTED] tag so here's what I'm doing at this point: every site has a CHANCELLOR position now that is elected as long as you have at least 5 dwarves. The First Minister is succeeded by the Chancellor (presumably of whatever site they're at) and then the Premier is succeeded by the First Minister. This seems to work, if I view legends, the Premier is always a dwarf who was First Minister until then, except in the cases of times when the leaders were dying exceptionally fast.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on August 17, 2014, 07:30:03 pm
Hey guys just asking but where in the raws can i find the inorganics file for chitin? I'm trying to make an insectoid animal that has chitin as strong as copper grade armour.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 17, 2014, 07:33:34 pm
material_template_default.txt

It's called [MATERIAL_TEMPLATE:CHITIN_TEMPLATE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dwimenor on August 18, 2014, 01:00:17 am
@BlackFlyme
Thank you for pointing me to reaction classes, works great.

Does anyone have any idea how to produce blood, vomit, etc? My rationale is that dwarf gets kinda sick during medical training.
Or do you have another proposal for products in this kind of reactions?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 18, 2014, 01:26:55 am
One thing I thought of was to use a material reaction product within one of the common body materials the produce one of the materials you want. Though I don't know how a material reaction would work in corpse pieces, as they are made of multiple materials.

You could get generic vomit by making the product's material VOMIT:NONE. You could also make a generic creature that won't appear in game, but is used to pull the materials from.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dwimenor on August 18, 2014, 07:07:02 am
Ok, I gave up on liquids (blood, vomit) as reaction products. I checked different mods source files to see how people are doing training workshop things. It's basically boulder with low boiling point which evaporates on creation.
So i created (pink-miasmalike)material with:
[SPEC_HEAT:5000]
[BOILING_POINT:100]
[MAT_FIXED_TEMP:101]
(other tokens)

It works if I turn temperature on (d_init.text). When temperature is off it doesn't wok.
So, is there a way to have evaporate(dissolve, destroy?) item without turning temperature on?

Edit:
Nevermind
I've created automatic reaction, which takes FILTH (custom material, product of medical practice reactions) boulders and creates no products.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Agent_Irons on August 18, 2014, 09:34:31 am
IIRC if they produce no products they will gain no experience. Something to watch out for.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dwimenor on August 18, 2014, 09:59:09 am
IIRC if they produce no products they will gain no experience. Something to watch out for.
That is why you can't train glazers in vanilla (no product, only improvement) and item crafting is trained so fast (3 crafts - 3x exp).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Agent_Irons on August 18, 2014, 10:02:41 am
IIRC if they produce no products they will gain no experience. Something to watch out for.
That is why you can't train glazers in vanilla (no product, only improvement) and item crafting is trained so fast (3 crafts - 3x exp).
Huh. Seems like there should be a tweak so that glazing makes a blob of sweat or something. I know there's a tweaks mod somewhere that ups leather amounts and fixes RAW bugs like the leaves->bag thing that got patched in .09.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rumrusher on August 19, 2014, 11:47:15 am
Bogeymen won't attack you if you slap
Code: [Select]
[nofear] on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.

Will your sleeping/traveling still be interrupted by incessant cackling?
yeah but they mostly just stand around or walk away. Which by then you're better off continuing on your journey.
You do know what this means, right? We now have the data necessary to understand bogeymen biology!
you might also miss this from the ethics thread but the
Code: [Select]
[night_creature_bogeyman] raw tag isn't a buggy mess any more so you can make a race of Civil bogeymen now,
but the kicker is the cackling affects everyone of the race so if you some how exit from the cackling on a bogeyman site everyone of that race will poof including you if you're one of them.(note this is for if you enter the cackling the creature race doesn't need the cackling to survive just that the cackling ending kills all bogeymen period)
so being alone at night as one of the potential bogeyman races is doubly deadly than it is before, but as a dwarf see humans pop up out of nowhere and run around scared and confuse for 12 hours and maybe cause mass genocide.
oh yeah bogeymen custom race creatures corpses naturally will poof over time if you don't butcher them fast enough but there's a small window of time when the cackling ends that the player could reanimate the corpses and fashion a small group of 1foot (gremlins size) adept skilled monsters now with undead boost.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 19, 2014, 12:02:00 pm
Bogeymen won't attack you if you slap
Code: [Select]
[nofear] on your race.
This pretty much makes walking out at night peaceful also spawn a bunch of gremling sized creatures that will hunt down everyone else in the world... but you.
though you don't want to attack them because this will provoke them.
also bogeymen pop up in legends mode now if you talk to them.
enjoy this tidbit of info.

Will your sleeping/traveling still be interrupted by incessant cackling?
yeah but they mostly just stand around or walk away. Which by then you're better off continuing on your journey.
You do know what this means, right? We now have the data necessary to understand bogeymen biology!
you might also miss this from the ethics thread but the
Code: [Select]
[night_creature_bogeyman] raw tag isn't a buggy mess any more so you can make a race of Civil bogeymen now,
but the kicker is the cackling affects everyone of the race so if you some how exit from the cackling on a bogeyman site everyone of that race will poof including you if you're one of them.(note this is for if you enter the cackling the creature race doesn't need the cackling to survive just that the cackling ending kills all bogeymen period)
so being alone at night as one of the potential bogeyman races is doubly deadly than it is before, but as a dwarf see humans pop up out of nowhere and run around scared and confuse for 12 hours and maybe cause mass genocide.
oh yeah bogeymen custom race creatures corpses naturally will poof over time if you don't butcher them fast enough but there's a small window of time when the cackling ends that the player could reanimate the corpses and fashion a small group of 1foot (gremlins size) adept skilled monsters now with undead boost.
Custom bogeymen. Nice. I take non-civ custom bogeymen work fine as well and spawn alongside random-genned bogeymen when you go out alone?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lost viking on August 19, 2014, 04:07:57 pm
hello, i am having quite the headache with one of my modded creatures. i made it a playable race, like its predecessor, the creature it self and its entity file seem to be in order to me, however unlike its predecessor, when i try to go the the creatures thoughts and preferences my game crashes. i can not find the reason for is so may i ask what commonly causes the game to crash when trying to look at said screen so i know where to look in my creature/ my creature's entity file.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rumrusher on August 19, 2014, 05:01:00 pm
-snip-
Custom bogeymen. Nice. I take non-civ custom bogeymen work fine as well and spawn alongside random-genned bogeymen when you go out alone?
you can slap that raw tag on cats and it will work. though I haven't tested it further than that one result.
the one weird thing about bogeymen is that they have can speak and can learn in their tags but never get the chance to use it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 19, 2014, 05:12:04 pm
hello, i am having quite the headache with one of my modded creatures. i made it a playable race, like its predecessor, the creature it self and its entity file seem to be in order to me, however unlike its predecessor, when i try to go the the creatures thoughts and preferences my game crashes. i can not find the reason for is so may i ask what commonly causes the game to crash when trying to look at said screen so i know where to look in my creature/ my creature's entity file.

It may help to post the creature. Do they have a description tag? Do they have working tissue layer modifiers? Anything in your errorlog?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lost viking on August 19, 2014, 05:22:44 pm
edit: nevermind, i found the problem through the errorlog, thanks for alerting me that the errorlog exists... wish i knew about it before.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 19, 2014, 05:26:30 pm
The errorlog is located in the main Dwarf Fortress folder, which is the same folder that Dwarf Fortress.exe is located.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist Da Vinci on August 19, 2014, 10:05:40 pm
My reaction doesn't do what I am attempting to do:

Code: [Select]
[REACTION:MAKE_ANYTHING]
[NAME:make anything]
[ADVENTURE_MODE_ENABLED]
[REAGENT:material_template:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[REAGENT:item_template:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item_template:GET_MATERIAL_FROM_REAGENT:material_template:NONE]

It appears that the game may be less flexible than I thought in token interpretation. The goal was to be able to take 2 items, and make a new item A with the material from item B.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 19, 2014, 10:13:58 pm
GET_ITEM_DATA_FROM_REAGENT:item_template:NONE
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 19, 2014, 11:45:25 pm
Is there a way to make a material directly trigger an interaction? I'm trying to do this:

Code: [Select]
[INTERACTION:FAIRY_VAMP_PURGE]

[I_SOURCE:INGESTION]
[IS_HIST_STRING_1:, maddened by bloodthirst, foolishly consumed the faerie essence of ]
[IS_HIST_STRING_2: and was obliterated from this realm]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:BLOODSUCKER]
[IT_REQUIRES:NO_AGING]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYN_NAME:Purge]
[CE_REMOVE_TAG:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:START:0]
[CE_PAIN:SEV:30:PROB:100:VASCULAR_ONLY:START:100:PEAK:200:END:250]
[CE_VOMIT_BLOOD:SEV:50:PROB:100:START:100:PEAK:200:END:250]
[CE_BODY_TRANSFORMATION:START:250]
[CE:CREATURE:INSTADEATH:GENERIC] -- instantly vaporises the vampire

...which is supposed to be an instant death for vampires for "drinking" the "blood" of fairy-creatures.  Elves count also as fairy-creatures, which complicates this quite a bit.  I could put the syndrome directly on the material itself, but it needs to target only vampires, and without that it would cause rains of blood to randomly vaporise people.

EDIT: ...and it apparently crashes my game, before I even put the interaction in! No idea why that happens.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist Da Vinci on August 19, 2014, 11:50:22 pm
GET_ITEM_DATA_FROM_REAGENT:item_template:NONE

That simply duplicates the "item template" item without giving it the material of the "material template" item.

Quote
** Starting New Arena **
You make a gold battle axe.
You make a troll fur cloak.

I am trying to see if it will let me make completely freeform items like a "gold cloak" or "troll fur battle axe" by using chosen properties of the reagents.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WordsandChaos on August 20, 2014, 12:19:08 pm
Does anyone know if you can create faction specific text? Say if you want a Dwarf to have different dialogue from an Elf. Dwarfes typical greeting might be, "Hello!" whereas an elf might say, "Greetings!"

Is that possible yet?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Grim Portent on August 20, 2014, 12:23:19 pm
I'm coming back to modding for the first time in a while and I need some help with an interaction.

Code: [Select]
[CAN_DO_INTERACTION:CORPSEMEND]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[I_EFFECT:ADD_SYNDROME]
[SYNDROME:STITCH]
[CE_BODY_TRANSFORMATION:SEV:100:PROB:100:START:1:END:2]
[CE:CREATURE:RAVEN:MALE]
[CDI:VERB:stitch:stitches:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:100]

I'm trying to make a simple mod based around a human civ which uses alchemy to make undead (via temporary syndromes for things like animating the dead and permanent syndromes to make humans into powerful things with most of the attributes of things like husks and vampires) and I want the interaction above to be able to repair civ members that were turned into undead and then killed.

I know that this needs it to resurrect them to keep them controllable and then make them shapeshift temporarily to heal them, but I've never been good with the interactions and decided to get some feedback on whether this will work or not. It's mostly copied and pasted from various sources of code so I'm certain that at least part of it isn't functional, if not all of it.

EDIT: Another question, I'm trying to make a reaction produce a drink made from a plant without the plant being involved but I can't figure out quite where in the product line to specify the plant it should be based on.

Code: [Select]
[PRODUCT:100:1:DRINK:NONE:NONE:plant:DRINK_MAT]
Normally GET_MATERIAL_FROM_REAGENT would be in the place of the second NONE, but when I tried putting the plants ID there the game crashed on world gen. Tried it in a few other places but still couldn't make it work.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 20, 2014, 02:49:48 pm
Is there a way to make a material directly trigger an interaction? I'm trying to do this:

Code: [Select]
[INTERACTION:FAIRY_VAMP_PURGE]

[I_SOURCE:INGESTION]
[IS_HIST_STRING_1:, maddened by bloodthirst, foolishly consumed the faerie essence of ]
[IS_HIST_STRING_2: and was obliterated from this realm]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:BLOODSUCKER]
[IT_REQUIRES:NO_AGING]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYN_NAME:Purge]
[CE_REMOVE_TAG:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:START:0]
[CE_PAIN:SEV:30:PROB:100:VASCULAR_ONLY:START:100:PEAK:200:END:250]
[CE_VOMIT_BLOOD:SEV:50:PROB:100:START:100:PEAK:200:END:250]
[CE_BODY_TRANSFORMATION:START:250]
[CE:CREATURE:INSTADEATH:GENERIC] -- instantly vaporises the vampire

...which is supposed to be an instant death for vampires for "drinking" the "blood" of fairy-creatures.  Elves count also as fairy-creatures, which complicates this quite a bit.  I could put the syndrome directly on the material itself, but it needs to target only vampires, and without that it would cause rains of blood to randomly vaporise people.

EDIT: ...and it apparently crashes my game, before I even put the interaction in! No idea why that happens.
Blood has temporary SYN_INGESTED syndrome that allows the interaction to be used on self(SELF_ONLY), because of creature target parameters only NO_AGING BLOODSUCKERS will be able to actually use it on themselves. Make sure interaction is FREE_ACTION with no usage hint so will always use it when able.

For more practical usage see interaction example interaction_secret and any venomous creature's venom.
[Crashing due to lack of  SYNDROME tag above effects]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HaterSkater on August 20, 2014, 03:43:22 pm
Is there some well-developed vanilla fort (although i post it here, fort made in 0.34 is fine too) that i can download to test my tileset? dffd doesn't have something like "exemplary forts" category, so it's difficult to find it there, since i don't know exact names
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 20, 2014, 05:12:32 pm
I have a style question.  The mod I'm working on (which will eventually see the light of day, really it will) adds a bunch of similar workshops.  Twenty-four of them to be exact, such as Tribute to Granite and Tribute to Marble and Tribute to Shale and so on.  I'd like to give them shortcut keys, but out-of-the-way options like CTRL-SHIFT don't work.

Would it be easier for a player if I commandeered ALT-a through ALT-x of the Workshop menu, or just left them without shortcuts?  This mod is going to require DFHack, and that seems to want some of the ALT bindings.

Of course, if someone knows a magical way of making a submenu within Buildings or Workshops, that would solve the problem beautifully.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 20, 2014, 07:21:52 pm
Does anyone know if you can create faction specific text? Say if you want a Dwarf to have different dialogue from an Elf. Dwarfes typical greeting might be, "Hello!" whereas an elf might say, "Greetings!"

Is that possible yet?

No, conditions aren't really a thing at all even in the speech files.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WordsandChaos on August 21, 2014, 01:32:40 am
Does anyone know if you can create faction specific text? Say if you want a Dwarf to have different dialogue from an Elf. Dwarfes typical greeting might be, "Hello!" whereas an elf might say, "Greetings!"

Is that possible yet?

No, conditions aren't really a thing at all even in the speech files.

Ah, that's unfortunate. Hopefully in the future. Cheers.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dwimenor on August 21, 2014, 04:31:23 am
What will happen if I give dragon [NATURAL_SKILL:DISCIPLINE:15] instead of 1, like many mods do?

I know how NATURAL_SKILL token works in general (sets skill to specified level. 15 = legendary).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Vattic on August 21, 2014, 11:13:46 am
Can't figure out how alluvial layers work; The wiki is quite vague about them. It seems to work like a layer type in that you can get minerals to spawn in them, but you can't specify that a layer mineral is alluvial like you can sedimentary, metamorphic, etc.

In past versions civs with access to river goods would have access to jade and jade crafts, but your fort could not find jade underground. Now you can find a few different coloured varieties as gemstones which only appear in an alluvial environment.

If it wasn't for reports of people finding jade in game I'd think alluvial stones were non-existent / unimplemented.

Does anyone know the mechanics that determine if a mineral is alluvial? I suspect sedimentary stones around rivers / lakes maybe.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 21, 2014, 11:57:25 am
Alluvial stuff is weird. It looks like that instead of being a legit mineral environment, it's a modifier that's tacked on top of an existing one. If the ALLUVIAL flag goes up, CLUSTER_SMALL deposits are allocated to the soil layers and the whole pre-cavern strata is eligible to carry alluvial minerals as well.

I don't have hard data, but it's reasonable to assume that river banks are likely alluvial sites.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 21, 2014, 01:10:09 pm
One mineral in Nchardahrk (orichalcum) is alluvial. I often find it near glaciers. So I guess anywhere near rivers, lakes and glaciers should count. Needs testing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WordsandChaos on August 21, 2014, 03:56:25 pm
Another question:

Can you add multiple adjectives to an item?
IE: If I added 'rusty' to the 'copper dagger' entry, alongside 'large' would the game

A: Break
B: Add both to the dagger
C: Randomly select one to add to the dagger

And also: which files have the 'Death.... the horror...' style dialogue in them?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 21, 2014, 04:37:27 pm
1.) The latter overwrites the former. Only one is allowed.
2.) Inside the executable.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Vherid on August 21, 2014, 04:45:24 pm
Do NPRs need nobles?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 21, 2014, 04:54:15 pm
which files have the 'Death.... the horror...' style dialogue in them?

"Death.. the horror..." and suchlike are in the string dump, which means they're hardcoded.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 21, 2014, 05:01:07 pm
which files have the 'Death.... the horror...' style dialogue in them?

"Death.. the horror..." and suchlike are in the string dump, which means they're hardcoded.
There are a couple tools that can change most of the hardcoded text.  One requires changing the executable itself (I think Masterwork uses that one) and the other hooks through SDL.dll but can only affect TTF text.  The second one could, in theory, inject a bit more diversity into conversations, but it'd be a monumental effort.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on August 22, 2014, 12:21:45 am
How do I make it so a only members of a special queen caste can rule a civilization?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 22, 2014, 12:25:59 am
Give the position [ALLOWED_CREATURE:CREATURE:CASTE]

Where CREATURE is your creature's ID and CASTE is the caste's ID.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WordsandChaos on August 22, 2014, 01:28:26 am
which files have the 'Death.... the horror...' style dialogue in them?

"Death.. the horror..." and suchlike are in the string dump, which means they're hardcoded.
There are a couple tools that can change most of the hardcoded text.  One requires changing the executable itself (I think Masterwork uses that one) and the other hooks through SDL.dll but can only affect TTF text.  The second one could, in theory, inject a bit more diversity into conversations, but it'd be a monumental effort.

Ah, when I didn't see them in the speech folder I had the suspicion that's what the situation was. It's a shame, but I'll be damned if I'm going to go messing around with the executable.

1.) The latter overwrites the former. Only one is allowed.

Aaah, ok. That's useful information.


Cheers for the help, guys.

Edit:

Yet more confusion: reactions this time.

Are we not allowed to specify wood as a reagent material? EG: [REAGENT:A:1:ITEM_WEAPON:WOOD:NONE:NONE] won't work because the game doesn't understand wood as a reagent?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 22, 2014, 07:41:18 pm
Edit:

Yet more confusion: reactions this time.

Are we not allowed to specify wood as a reagent material? EG: [REAGENT:A:1:ITEM_WEAPON:WOOD:NONE:NONE] won't work because the game doesn't understand wood as a reagent?
PLANT_MAT (though it will accept any plant mat, so don't make strawberry whips :P) also one of those NONEs needs to swap with WOOD/PLANT_MAT as it is currently looking for any weapon called WOOD

WOOD is a material token
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WordsandChaos on August 23, 2014, 05:30:32 am
Edit:

Yet more confusion: reactions this time.

Are we not allowed to specify wood as a reagent material? EG: [REAGENT:A:1:ITEM_WEAPON:WOOD:NONE:NONE] won't work because the game doesn't understand wood as a reagent?
PLANT_MAT (though it will accept any plant mat, so don't make strawberry whips :P) also one of those NONEs needs to swap with WOOD/PLANT_MAT as it is currently looking for any weapon called WOOD

WOOD is a material token

I can use my wood as a weapon! Err... wait...

So a couple of observations:

Adjectives:

I modded four kinds of club into the game and then built them in a workshop. However, the orders list had four 'Make club' options, - each standing for the variations, but none specified. So to differentiate between them you could add the adjective into the title, but then you'd get [adjective][namewithadjective] - eg: small small club.
So it seems like you may as well ignore the adjective and just name the item including the adjective in the title.

However:

Item distinctions: Colour me baffled.

The game doesn't distinguish between these objects when it comes to crafting. They exist seperately, but you can only craft the fourth object a great club - which I haven't even made the reaction for yet. 

Items:

Spoiler (click to show/hide)

Reaction:
Spoiler (click to show/hide)

I'm aiming for: Make wooden club/Make small wooden club
What I get in fortress mode is : Make wooden great club

Looking at object testing, it's stopped distinguishing between them now. It just has great clubs available. So previously it was distinguishing between them by adjective before... but that creates the above (albeit minor) naming problem.

I assume it's just picking the biggest club available to the race and going with that one. Which is technically fine... but not quite what I was after.

I cannot make head not tails of the logic here.

Sorry for the spam, but I didn't want to make an entire thread revolving around some system quirks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Minnakht on August 23, 2014, 06:11:11 am
Why are you making clubs out of clubs?

Reagent is the thing that's consumed in the reaction to make the product. Maybe it'd work better if you made the reagent something like [REAGENT:A:1:WOOD:NONE:NONE:NONE] or something - you want to double-check if that's the right item and material token.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WordsandChaos on August 23, 2014, 06:20:37 am
Why are you making clubs out of clubs?

Reagent is the thing that's consumed in the reaction to make the product. Maybe it'd work better if you made the reagent something like [REAGENT:A:1:WOOD:NONE:NONE:NONE] or something - you want to double-check if that's the right item and material token.

Right, that's what I thought made sense at first... But according to http://dwarffortresswiki.org/index.php/DF2014:Material_token (http://dwarffortresswiki.org/index.php/DF2014:Material_token) wood isn't usable?

My understanding from reading the wiki was:

Reagent
Number of reagent
The item class of the thing (item)
The specific thing you're trying to make (item subtype)
The material you want to make it out of (seemed to be classes of materials, not individual materials)

Or have I somehow managed to miss the point entirely?

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Minnakht on August 23, 2014, 06:29:22 am
Yeah, I'm pretty sure you did manage that. Let me see again...

[REAGENT:A:1:WEAPON:ITEM_WEAPON_CLUB:PLANT_MAT:NONE]
In order:

REAGENT
some identifier, doesn't have to be A, can be anything, even lowercase
Amount of reagent. Not necessarily equal to the number of items. A single item of metal bars, for example, consist of 150 units of material.
The item token - http://dwarffortresswiki.org/index.php/DF2014:Item_token - of the reagent. It's type:subtype. Choose the type from what the wiki lists and choose a subtype if applicable. A wood log would be WOOD:NONE.
The material token - http://dwarffortresswiki.org/index.php/DF2014:Material_token - of the reagent. It's... a bit more complicated - if you want to take materials from a creature or a plant, then you need to do PLANT_MAT:(creature ID, found at the top of its RAW):identifier of that specific material. Metal and stone are easier on account of just being INORGANIC:ID, and so on.

The final NONE:NONE either means that I don't care what the material is as long as the item token fits, or that I'm making a mistake myself.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 23, 2014, 06:37:33 am
Well, I had a hankering to play Kobold Camp, and I spent the better part of last evening trying to make a version of the mod that works with DF2014. I got the thing working, but it includes many complex features that I don't want, and in my attempts to make the Kobolds primitive again I've broken them.

Mainly, I have broken the Kobold digging tool: the Shovel.

I have two entries for shovels in item_weapon_kobold.txt:

Standard:
Spoiler (click to show/hide)

Training:
Spoiler (click to show/hide)

Neither of these items seems to be created in any form. If I go to a carpenters workshop I'll see the other training weapons I've created, and if I go to the craftsbold's workshop I can see the other weapons I've given the [CAN_STONE] tag. The Entity_Default section for Kobolds includes both [DIGGER:ITEM_WEAPON_SHOVEL] and [DIGGER:ITEM_WEAPON_SHOVEL_TRAINING]. I'm stumped. Can't take these items on embark, can't create them, what's the deal?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Minnakht on August 23, 2014, 06:55:53 am
Also, while we're discussing reagents: Can someone tell me how would a quarry bush leaf be defined as a reagent? Preferably in the entire 'five of them in a bag' architecture.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 23, 2014, 08:52:25 am
Assuming that the quantities work exactly as you would expect and not according to some crazy moon logic:

Code: [Select]
[REAGENT:salad:5:PLANT_GROWTH:LEAVES:PLANT_MAT:BUSH_QUARRY:LEAF]
[REAGENT:salad sack:1:NONE:NONE:NONE:NONE]
[BAG]
[CONTAINS:salad]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

That one specifically looks for quarry bush leaves. If you wanted it to take just about any sort of sack of salad, make it PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF instead.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 23, 2014, 09:11:13 am
Well, I had a hankering to play Kobold Camp, and I spent the better part of last evening trying to make a version of the mod that works with DF2014. I got the thing working, but it includes many complex features that I don't want, and in my attempts to make the Kobolds primitive again I've broken them.

Mainly, I have broken the Kobold digging tool: the Shovel.

I have two entries for shovels in item_weapon_kobold.txt:

Standard:
Spoiler (click to show/hide)

Training:
Spoiler (click to show/hide)

Neither of these items seems to be created in any form. If I go to a carpenters workshop I'll see the other training weapons I've created, and if I go to the craftsbold's workshop I can see the other weapons I've given the [CAN_STONE] tag. The Entity_Default section for Kobolds includes both [DIGGER:ITEM_WEAPON_SHOVEL] and [DIGGER:ITEM_WEAPON_SHOVEL_TRAINING]. I'm stumped. Can't take these items on embark, can't create them, what's the deal?
Do the shovels appear in the arena? If neither one does you might have forgotten [OBJECT:ITEM] and a text string at the top of the file. If that is the case it might(?) appear in the error log but it is uncertain as the 40.X code has removed many error messages and some things never had them.
If neither is the case I'm sorry.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on August 23, 2014, 09:25:26 am
So I created a carp that can fly and breathe air.
Spoiler (click to show/hide)
I just want to make sure I didn't mess anything up.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 23, 2014, 09:34:13 am
So I created a carp that can fly and breathe air.
Spoiler (click to show/hide)
I just want to make sure I didn't mess anything up.
Warning: your flying carps can drown because they don't have the [AMPHIBIOUS] tag.
Warning: your carps do not have a FLY gait so (I think) they'll only fly at base speed (unable to slow down or speed up).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on August 23, 2014, 09:41:25 am
So, do I just copy the swim gait tag, only replace the "SWIMMING" with "FLYING", in order to get it to fly at the speed that a normal carp would swim?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 23, 2014, 09:52:01 am
So, do I just copy the swim gait tag, only replace the "SWIMMING" with "FLYING", in order to get it to fly at the speed that a normal carp would swim?
Yes that would work. As the standard flying and swim gaits appear exactly the same (just with different movement types) in c_variation_default.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 23, 2014, 11:11:34 am
Well, I had a hankering to play Kobold Camp, and I spent the better part of last evening trying to make a version of the mod that works with DF2014. I got the thing working, but it includes many complex features that I don't want, and in my attempts to make the Kobolds primitive again I've broken them.

Mainly, I have broken the Kobold digging tool: the Shovel.

I have two entries for shovels in item_weapon_kobold.txt:

Standard:
Spoiler (click to show/hide)

Training:
Spoiler (click to show/hide)

Neither of these items seems to be created in any form. If I go to a carpenters workshop I'll see the other training weapons I've created, and if I go to the craftsbold's workshop I can see the other weapons I've given the [CAN_STONE] tag. The Entity_Default section for Kobolds includes both [DIGGER:ITEM_WEAPON_SHOVEL] and [DIGGER:ITEM_WEAPON_SHOVEL_TRAINING]. I'm stumped. Can't take these items on embark, can't create them, what's the deal?
Do the shovels appear in the arena? If neither one does you might have forgotten [OBJECT:ITEM] and a text string at the top of the file. If that is the case it might(?) appear in the error log but it is uncertain as the 40.X code has removed many error messages and some things never had them.
If neither is the case I'm sorry.

I definitely have [OBJECT:ITEM] at the top, I also have other items from that file that appear to be available. Additionally, the training shovels appear in the arena. I will, in fact, even get a warning on embarking sometimes that COPPER SHOVELS aren't available, but no mention of wooden or stone shovels.

EDIT: Fort he record, I'm getting nothing in my errorlog.txt except a bunch of stuff about armies that can't march or whatever.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WordsandChaos on August 23, 2014, 12:18:22 pm
I'm back! Sorry for the spam and thanks for all the help so far. I'll shut up soon.

Does anybody have any idea why this won't work:

Spoiler (click to show/hide)

And is this even possible? (Yes. I'm trying to make a club out of corpse meat.)

Spoiler (click to show/hide)

I tried adding CORPSE and CORPSEPIECE to regents, but after looking at the raws for some of the reactions in Genesis it seems like this should work. Unfortunately neither show up in the crafting options.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 12:40:47 pm
Why won't my Draconian modded race prefer weapons? They're always wrestlers.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 23, 2014, 12:48:33 pm
I'm back! Sorry for the spam and thanks for all the help so far. I'll shut up soon.

Does anybody have any idea why this won't work:

Spoiler (click to show/hide)

And is this even possible? (Yes. I'm trying to make a club out of corpse meat.)

Spoiler (click to show/hide)

I tried adding CORPSE and CORPSEPIECE to regents, but after looking at the raws for some of the reactions in Genesis it seems like this should work. Unfortunately neither show up in the crafting options.
If they aren't even appearing then you haven't permitted it in the entity or you aren't looking in the craftsdwarf shop (building where it should appear based on BUILDING) or your reaction file is missing the appropriate headers.

Whether it will run as intended I don't know (is corpse club supposed to make meat clubs? you've only specified that it use a corpse's material and it will use the most present IE usually muscle).


Why won't my Draconian modded race prefer weapons? They're always wrestlers.
Assuming you mean fort mode migrants I can think of 3 reasons.
If you meant in combat/training it is likely just the way that combat/training code works assuming you've assigned and they've actually equipped their weapons (they don't always do so)

[Note: I have not actually looked through your creature or entity, so guesstimations]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on August 23, 2014, 12:51:02 pm
Why won't my Draconian modded race prefer weapons? They're always wrestlers.

what have i got in my pockets?

(... we're just guessing without the relevant raws)

besides ArKFallens answers, do they have the [EQUIPS] creature token?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 23, 2014, 12:51:39 pm
Can they grasp things with their hand-analogues? Considering it's a scratch-made race, it's plausible that there's a few glitches in the body plans.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 12:52:43 pm
Oh. Well they have natural weapon skills, and are able to smelt and make/use the same weapons as humans. Plus steel. But in adventure mode, their towns are stocked full of wrestlers. Would it fix it if I took away the natural combat? They're all set to be professional biters naturally, then novice sword, spear, and shield users.

I'll check into the hand idea. Can I give them scratching and wielding?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 23, 2014, 12:56:25 pm
Naturally Professional biters?! Shit, no wonder. Yeah dial that down first thing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 12:58:26 pm
I didn't know biting counted towards wrestler, thought it was a backup skill, like fighter, in a way. Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 23, 2014, 12:59:58 pm
Oh. Well they have natural weapon skills, and are able to smelt and make/use the same weapons as humans. Plus steel. But in adventure mode, their towns are stocked full of wrestlers. Would it fix it if I took away the natural combat? They're all set to be professional biters naturally, then novice sword, spear, and shield users.

I'll check into the hand idea. Can I give them scratching and wielding?
They're considered wrestlers (all unarmed skills) because it is likely their highest skill (Professional is pretty high), they almost certainly have other professions and actual soldiers might dip above professional and be called something else. Note that any soldiers/woodcutters/miners will still have weapons and still use them, so it is sort of a non-issue.

:Ninja'd
Your second paragraph is confusing on so many levels. Hand-analogues are appendages with [GRASP] in body_default (or whatever). Scratching is a natural attack that can be found on most creatures, so they can do that and wield a weapon.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 23, 2014, 01:15:48 pm
Update on the Kobold Shovel situation, I tried using "Play now!" instead of preparing for the journey carefully and embarked with two bronze training shovels somehow. Yes, bronze training shovels. I'm starting to think that giving a weapon the [SKILL:MINING] tag might have some hard coded weirdness.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 23, 2014, 01:20:04 pm
Update on the Kobold Shovel situation, I tried using "Play now!" instead of preparing for the journey carefully and embarked with two bronze training shovels somehow. Yes, bronze training shovels. I'm starting to think that giving a weapon the [SKILL:MINING] tag might have some hard coded weirdness.

That's interesting. I've once encountered metal training weapons when I changed the training spear's stab attack to do edged damage. Though they only appeared when I started a spear-using adventurer.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WordsandChaos on August 23, 2014, 01:51:57 pm
I'm back! Sorry for the spam and thanks for all the help so far. I'll shut up soon.

Does anybody have any idea why this won't work:

Spoiler (click to show/hide)

And is this even possible? (Yes. I'm trying to make a club out of corpse meat.)

Spoiler (click to show/hide)

I tried adding CORPSE and CORPSEPIECE to regents, but after looking at the raws for some of the reactions in Genesis it seems like this should work. Unfortunately neither show up in the crafting options.
If they aren't even appearing then you haven't permitted it in the entity or you aren't looking in the craftsdwarf shop (building where it should appear based on BUILDING) or your reaction file is missing the appropriate headers.

Whether it will run as intended I don't know (is corpse club supposed to make meat clubs? you've only specified that it use a corpse's material and it will use the most present IE usually muscle).



Ah, it was the missing entity permission! Derp. Thank you!
And yes, essentially I imagined a club made out of meat and bone. Like someone had stuck a discarded lower leg on a length of metal, or was just grabbing half an arm with the bone stick out and going to town...
(In DF's literal case just meat.... completely useless, but pretty fun.)

But riddle me this: My wooden clubs didn't need to be added to my civs entity permissions. They still showed up. So what's going on in this case?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nero1024 on August 23, 2014, 01:59:55 pm
Oh. Well they have natural weapon skills, and are able to smelt and make/use the same weapons as humans. Plus steel. But in adventure mode, their towns are stocked full of wrestlers. Would it fix it if I took away the natural combat? They're all set to be professional biters naturally, then novice sword, spear, and shield users.

I'll check into the hand idea. Can I give them scratching and wielding?

Is your race naked (like no clothes in their inventory, nor any weapons) in Fort/Adventure mode by any chance? Even if it has grasping parts if the creature doesn't have the [EQUIPS] token they won't equip anything.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 23, 2014, 02:14:37 pm
Ah, it was the missing entity permission! Derp. Thank you!
And yes, essentially I imagined a club made out of meat and bone. Like someone had stuck a discarded lower leg on a length of metal, or was just grabbing half an arm with the bone stick out and going to town...
(In DF's literal case just meat.... completely useless, but pretty fun.)

But riddle me this: My wooden clubs didn't need to be added to my civs entity permissions. They still showed up. So what's going on in this case?
In these cases there are generally three types of permissions:
If you had a Type 1 permission you could embark, buy, and possibly make the clubs even without Type 3 but you can't use the specified reaction to make it.

If none of this explains your riddle then I don't have le clue.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 02:18:25 pm
Oh yeah, it equips. Some of the villager woodcutters are using great axes and halberds.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 02:25:28 pm
If I was to make an alloy of iron and say, dragon bones, would I have to make a new template specifically for dragon bones? I tried making a reaction from looking at the one for bismuth bronze and using that, I somehow ended up making steel out of iron, coal, and a boar skull...  :o How do you make alloys, and can you do it with a specific product, like iron and giant grasshopper heart, for example? Or does it have to be defined as a metal?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WordsandChaos on August 23, 2014, 02:28:06 pm
Ah, it was the missing entity permission! Derp. Thank you!
And yes, essentially I imagined a club made out of meat and bone. Like someone had stuck a discarded lower leg on a length of metal, or was just grabbing half an arm with the bone stick out and going to town...
(In DF's literal case just meat.... completely useless, but pretty fun.)

But riddle me this: My wooden clubs didn't need to be added to my civs entity permissions. They still showed up. So what's going on in this case?
In these cases there are generally three types of permissions:
  • Item Permissions which allow civs to create the weapon the regular way (IE forging and carpentry {if training}). These are all the weapon, armour, tool, etc lines that appear in civs. They will have access to these weapons in every material appropriate (defined in weapons themselves and access to metals)
  • Building Permissions which allow civs to build certain buildings. Note however that buildings aren't needed for civ level access to the third type which will be explained there.
  • Reactions Permissions which allow a civ to access a reactions products civ-wide and fort-wide (though only if it has a valid building). You can have reactions for buildings you can't create normally and your civ/caravans will have these items. Indigo Fenix has also showed that you can use reactions for non-buildable buildings if you reclaim a place with that building (IE forts you made with other races)
If you had a Type 1 permission you could embark, buy, and possibly make the clubs even without Type 3 but you can't use the specified reaction to make it.

If none of this explains your riddle then I don't have le clue.

Nope, that explains it perfectly: My wood clubs depend on the carpentry skill.
Thanks for the help and explanation. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 23, 2014, 02:28:26 pm
If I was to make an alloy of iron and say, dragon bones, would I have to make a new template specifically for dragon bones? I tried making a reaction from looking at the one for bismuth bronze and using that, I somehow ended up making steel out of iron, coal, and a boar skull...  :o How do you make alloys, and can you do it with a specific product, like iron and giant grasshopper heart, for example? Or does it have to be defined as a metal?

Could you post the reaction?

You can define specific materials, such as grasshopper hearts. The reagents and the products can be anything you want them to be, so long as they exists in-game.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 02:31:53 pm
I'll post it once I get back on my laptop. I was trying to make a metal called Burning Steel, from one iron ingot, one coal, and ten dragon bones.
.
.
.
On another note, can I give a metal a syndrome? Like a type of metal that, when it pierces skin, it injects a syndrome? I'm willing to jump through two or three hoops to do it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 23, 2014, 03:12:09 pm
In case anyone else ever needs to know this, I figured out why the shovels wouldn't work! Their material templates were lacking the [ITEM_DIGGER] template, which apparently is needed to make diggers out of stuff and is normally not in the stone or wood template in material_template_default.txt!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 03:38:58 pm
Could I attach that to gloves? Or even claws?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 23, 2014, 03:54:43 pm
Could I attach that to gloves? Or even claws?
No, I suggest using the wiki (http://dwarffortresswiki.org/) as a resource for what tokens are generally allowed where. Unless your internet connection is really shoddy or on a non-PC, in which case the forums can be faster.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 23, 2014, 04:14:31 pm
ANOTHER UPDATE:

It's not working! I am at my wit's end. I guess I got too excited the first time it seemed to be working, but it's still not correct. Cannot embark with shovels or training shovels, cannot craft them. I don't know where to go from here.

EDIT:

SOLVED FOR REAL (I HOPE). Cannot use the [DIGGER: ] tag in entity_default, but the [WEAPON: ] tag used on the shovels works fine! Shovels still behave as expected with this tag instead of digger.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on August 23, 2014, 04:40:21 pm
I made another creature, this time it's a flying shark.
Spoiler (click to show/hide)
It's supposed to appear in evil biomes. I tried to make it trainable and an exotic mount so that I can be sieged by elves riding flying sharks. Did I make any mistakes in the code?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 04:57:55 pm
Currently, my internet's acting up really bad. Forums are one of the only places that work for me right now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 04:59:04 pm
Even with the [AMPHIBIOUS] token, wouldn't it still need lungs or something?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 23, 2014, 05:02:24 pm
Goes with the ORGANS in the body plan, I think. [AMPHIBIOUS] covers the rest, meaning it's at home above and below the water's surface.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 23, 2014, 05:03:23 pm
Even with the [AMPHIBIOUS] token, wouldn't it still need lungs or something?

Nope. Vanilla sharks and some other fish do not have lungs.

ORGANS only cover the liver, stomach, pancreas, spleen, and kidneys.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on August 23, 2014, 05:05:53 pm
Do I need to add lungs in order for it to breathe air?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: m-logik on August 23, 2014, 05:06:15 pm
The wiki shows masks as only covering the head. Is it possible to make them only cover facial features and throat? Or at least to cover those parts as well? I've poked around in the raws and couldn't see anything that would do that, and the wiki was unhelpful as well.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 23, 2014, 05:17:53 pm
On another note, can I give a metal a syndrome? Like a type of metal that, when it pierces skin, it injects a syndrome? I'm willing to jump through two or three hoops to do it.

Err, maybe? I'm not 100% certain on this. I know that a contact syndrome or a material with an incredibly hot/cold temperature can affect the wielder though.

Do I need to add lungs in order for it to breathe air?

No, you don't. I've arena tested it, and it flew about just fine.

The wiki shows masks as only covering the head. Is it possible to make them only cover facial features and throat? Or at least to cover those parts as well? I've poked around in the raws and couldn't see anything that would do that, and the wiki was unhelpful as well.

No, unfortunately. Helmets cannot be given any of the tags that allow other armours to extend past what they would normally protect.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 23, 2014, 05:19:39 pm
And that "covering sub-bits on bodyparts too far away" is also a big fat bug anyway. Might not want to lean on that one for functionality.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: m-logik on August 23, 2014, 05:27:24 pm
No, unfortunately. Helmets cannot be given any of the tags that allow other armours to extend past what they would normally protect.

Too bad. Thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 06:31:20 pm
Can someone help me? I'm trying to get my venomous dragon to excrete it's venom constantly, so wrestlers and anyone who touches it gets the syndrome. I've got it so it sweats constantly, and when I have it set so be sweating, well, sweat it works. But when I try to get it to sweat it's venom, it won't work. What did I do wrong?
Spoiler (click to show/hide)
What did I do wrong?
Also, if you read the description, you'd know it's (in  legend) a result from a dragon egg fertilized by a scorpion. For the blob body, the one where it's just a jump of flesh/whatever material, can I make the blob out of scales? And can it accept body parts? Like if I made a default_body myself, which involved seven stinger tails, would it connect to the blob?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 23, 2014, 06:36:29 pm
You have LOCAL_CREATURE_MAT:VENOM but the material is called POISON

Strange that it worked before, since it is defined before either the body, the material, or the tissues are defined.

The blob can be whatever you want it to be. It should be able to accept body parts, so long as the body parts are made to connect to the main blob part.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 06:38:04 pm
Thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 07:31:39 pm
With the caste system, can I put a description in? No matter what I try, I can't get the caste creatures to have their names, they just say Draconian. I'd really like for them to say "Rogue Draconian" or "draconian warrior" and such, but this just doesn't appear to work. So can I put in a custom description?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 23, 2014, 07:34:48 pm
Yes, you can put a description token within a caste to apply a description to that caste.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HaterSkater on August 23, 2014, 07:38:06 pm
Is there a script to export fort to .3ds?

And my previous question left unanswered ??? : where to find exemplary forts (i.e. well-developed forts with good planes and many items)? Does some special repository for these forts exist?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 23, 2014, 07:43:01 pm
Is there a script to export fort to .3ds?

And my previous question left unanswered ??? : where to find exemplary forts (i.e. well-developed forts with good planes and many items)? Does some special repository for these forts exist?

No idea about the first one, but you could take a look around the Dwarf Fortress File Depot (http://dffd.wimbli.com/), which has quite a few saves and pre-generated worlds. You would probably get the best results from looking through saves from the Community Games category.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 09:18:43 pm
It's okay to change the titles of the noble's screen roles, right? I'd like to change them, but I'm not sure if it's okay. That's safe, right?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 23, 2014, 09:25:04 pm
...You could always try it, heh. Not going to break anything irreversibly.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 23, 2014, 09:29:32 pm
Still working on the overhaul/update of Kobold Camp. I've given the Kobolds the [ITEM_THIEF] tag and swapped the Goblins' [BABYSNATCHER] with [ITEM_THIEF back thus restoring things to their natural order of Humans, Elves, and Dwarves siege and Goblins trade... Except that the Goblins say NO TRADE when you go to view your neighbors when embarking!

The Goblins have been given    [PROGRESS_TRIGGER_POPULATION:0], [PROGRESS_TRIGGER_PRODUCTION:1], and [PROGRESS_TRIGGER_TRADE:0].

I've tried:
Giving Humans the [ITEM_THIEF] tag. They were able to trade with the Kobolds afterwards.
Giving Kobolds and Goblins the [BABYSNATCHER] tag instead. No luck.
Giving the Goblins identical [ETHICS: ] and [VALUES: ] to the Kobolds. Nada.
Making the Goblins build Cities instead of Dark Fortresses. No dice.

Here's the full RAW for the goblin entity. The goblin creature is unaltered from vanilla.
Spoiler (click to show/hide)

Any insight would be appreciated.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 23, 2014, 09:35:23 pm
Do they have access to wagon-pullers or pack animals?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 23, 2014, 09:38:43 pm
Hint: The Answer is No
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 23, 2014, 09:42:47 pm
Do they have access to wagon-pullers or pack animals?

D'oh! Worked like a charm. Now I feel silly for not thinking of that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 10:05:11 pm
I could give the [RESPONSIBILITY:EXECUTIONS] to my expedition leader, mayor, duke, baron, count, or monarch, right?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 23, 2014, 10:07:09 pm
If you wanted to. You can make any combo you want. Even make a single noble that did everything.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 10:12:46 pm
Oh cool! Executioner will be whichever monarch/leader is around, they'll use swords to execute, and they'll also lead a squad. No work exemption. How could I change the swordsman thing to anything I wanted? Like how the dwarves have sworddwarf?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 23, 2014, 10:16:09 pm
Oh cool! Executioner will be whichever monarch/leader is around, they'll use swords to execute, and they'll also lead a squad. No work exemption. How could I change the swordsman thing to anything I wanted? Like how the dwarves have sworddwarf?

The creature tag [PROFESSION_NAME:profession token:name singular:name plural]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 23, 2014, 10:17:56 pm
Thanks! I think that'll be my last question for a while. I just have to put everything together, make a change or two here and there, and then I'll have everything ready to release my first mod.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WordsandChaos on August 24, 2014, 11:22:19 am
You can mine ice. Conceivably, could you store the ice blocks in a barrel, let them melt, and have a barrel full of water to drink?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pastafriend on August 24, 2014, 12:04:45 pm
I've been trying to create an exploding arrow, using a material giving off a syndrome, but I can't get it to work.

Code: [Select]
[INORGANIC:BOOM]
   [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
   [STATE_NAME_ADJ:ALL_SOLID:exploding]
   [STATE_NAME_ADJ:LIQUID:oil]
   [STATE_NAME_ADJ:GAS:explosion]
   [DISPLAY_COLOR:0:7:1]
   [BUILD_COLOR:0:7:1]
   [MATERIAL_VALUE:10]
   [SPEC_HEAT:450]
 
   [BOILING_POINT:10067]
[ITEMS_AMMO]
   [ITEMS_HARD]
   [ITEMS_METAL]
   [ITEMS_BARRED]
   [ITEMS_SCALED]
   [SOLID_DENSITY:7850]
   [LIQUID_DENSITY:8880]
   [MOLAR_MASS:55845]
   [IMPACT_YIELD:0] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
   [IMPACT_FRACTURE:1085000]
   [IMPACT_STRAIN_AT_YIELD:3100009]
   [COMPRESSIVE_YIELD:0]
   [COMPRESSIVE_FRACTURE:5770]
   [COMPRESSIVE_STRAIN_AT_YIELD:31900000] bulk modulus 170 GPa
   [TENSILE_YIELD:0]
   [TENSILE_FRACTURE:310000]
   [TENSILE_STRAIN_AT_YIELD:700003] young's modulus 211 GPa
   [TORSION_YIELD:0]
   [TORSION_FRACTURE:310000]
   [TORSION_STRAIN_AT_YIELD:1800009]
   [SHEAR_YIELD:0]
   [SHEAR_FRACTURE:310000]
   [SHEAR_STRAIN_AT_YIELD:1000089] shear modulus 82 GPa
   [BENDING_YIELD:0]
   [BENDING_FRACTURE:310000]
   [BENDING_STRAIN_AT_YIELD:700003]
   [MAX_EDGE:10000]
   [STATE_COLOR:ALL_SOLID:GRAY]

   [SYNDROME]
      [SYN_NAME:explosion]
      [SYN_AFFECTED_CREATURE:GENERAL_POISON]
      [SYN_CONTACT]
      [CE_CAN_DO_INTERACTION:PROB:100:START:0]
         [CDI:INTERACTION:EXPLODE]
         [CDI:ADV_NAME:explode]

         [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
         [CDI:MATERIAL:INORGANIC:MICROCLINE:UNDIRECTED_DUST]
         [CDI:TARGET:C:SELF_ONLY]
         [CDI:TARGET_RANGE:C:15]
         [CDI:MAX_TARGET_NUMBER:C:1]
         [CDI:WAIT_PERIOD:1]

Any ideas?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 24, 2014, 02:56:37 pm
Could I add a sword blade to a shield? A spike to a hammer?
Last night I thought of my next civilization: they'd be famed as even better smiths and crafters than the dwarves, but physically weaker. I thought, if they were master smiths, couldn't they have their own, better weapons? I'm thinking I could try to make some weapons more dangerous, like take a hammer and give it a pointy spike, or put a large dagger blade for stabbing on a new shield. Can I do this? Or would it not work out the way I'm thinking?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 24, 2014, 03:08:16 pm
Could I add a sword blade to a shield? A spike to a hammer?
Last night I thought of my next civilization: they'd be famed as even better smiths and crafters than the dwarves, but physically weaker. I thought, if they were master smiths, couldn't they have their own, better weapons? I'm thinking I could try to make some weapons more dangerous, like take a hammer and give it a pointy spike, or put a large dagger blade for stabbing on a new shield. Can I do this? Or would it not work out the way I'm thinking?

Shields cannot be made to attack.

Weapons can be whatever you want them to be, for the most part. You can make a hammer with a spike attack, but be aware that edged attacks are much more likely to be used than blunt attacks when the AI uses a weapon.

Though if you are talking about actually altering a hammer to have a new attack with a reaction, then the answer is no. You would need to make a new weapon to simulate a hammer with a spike.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 24, 2014, 03:46:14 pm
Yeah, I was thinking of making them, just using the hammer as the main form. Also, does the AI not like pierce attacks? I've never seen my soldiers use the stab attacks, not even with spears.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 24, 2014, 03:50:21 pm
Attacks only come in edged and blunt forms. Piercing attacks are just edged attacks with a low contact area.

It should be weighted so that edged attacks are 100x more likely to occur than blunt attacks, according to the wiki.

Did you change any of the weapons in any way?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 24, 2014, 03:52:13 pm
Not yet. I haven't even looked in that text file yet. But when I run arena mode, making goblins fight each other with spears, with combat set to lethal, they just whack each other to death with the shaft. Same thing happens in fortress mode.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 24, 2014, 03:55:21 pm
That's strange. Seems fine in the Arena for me.

Which version of the game are you using, by the way?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 24, 2014, 03:59:14 pm
0.40.08.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 24, 2014, 04:34:36 pm
I've noticed that sometimes the arena AI gets really excited about a single attack over all others. It'll pass.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: SalmonGod on August 24, 2014, 04:51:48 pm
So does anybody understand the breakdown of the number sequence in the [GAIT] token?  It looks like they define things like max speed, turning speed, etc, but I have no idea where those variables are defined in the sequence.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 24, 2014, 04:54:53 pm
When I put [GRASP] in the hydra specific head section of the body file, and gave each head a dagger, they'd use two dagger attacks per turn a few times. I'm assuming it went for square and easy hits. Can anyone else test this out?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 24, 2014, 07:49:13 pm
So does anybody understand the breakdown of the number sequence in the [GAIT] token?  It looks like they define things like max speed, turning speed, etc, but I have no idea where those variables are defined in the sequence.
There are notes in c_variation_default that explain gait tokens. The numbers are ARGs (variables) that are defined/sequenced in said file. If you can understand how [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] works in the underlined bit you understand how to use ARGs.

Today has also given this beautiful source in the RAW notes folder
Code: [Select]
This chart stops progressing once it hits 87+, and the numbers are probably a little slow compared to a reasonable tile size,
but there had to be some give in both directions until we handle creatures that can move more than one tile per click.
Listed speed is the approximate top speed without att/size boosts (from wherever it was located on the internet etc.).

9000:8900:8825:8775:9500:9900] 1 kph
8390:8204:8040:4388:8989:9567] 2 kph
7780:7508:7254:2925:8478:9233] 3 kph
7171:6811:6469:2193:7967:8900] 4 kph
6561:6115:5683:1755:7456:8567] 5 kph
5951:5419:4898:1463:6944:8233] 6 kph
5341:4723:4112:1254:6433:7900] 7 kph
4732:4026:3327:1097:5922:7567] 8 kph
4122:3330:2541:975:5411:7233] 9 kph
3512:2634:1756:878:4900:6900] 10 kph
3251:2446:1640:798:4600:6500] 11 kph
2990:2257:1525:731:4300:6100] 12 kph
2728:2069:1409:675:4000:5700] 13 kph
2467:1880:1294:627:3700:5300] 14 kph
2206:1692:1178:585:3400:4900] 15 kph
1945:1504:1062:548:3100:4500] 16 kph
1683:1315:947:516:2800:4100] 17 kph
1422:1127:831:488:2500:3700] 18 kph
1161:938:716:462:2200:3300] 19 kph
900:750:600:439:1900:2900] 20 kph
900:746:592:418:1900:2900] 21 kph
900:742:584:399:1900:2900] 22 kph
900:738:576:382:1900:2900] 23 kph
900:734:568:366:1900:2900] 24 kph
900:730:561:351:1900:2900] 25 kph
900:726:553:338:1900:2900] 26 kph
900:722:545:325:1900:2900] 27 kph
900:718:537:313:1900:2900] 28 kph
900:714:529:303:1900:2900] 29 kph
900:711:521:293:1900:2900] 30 kph
900:707:513:283:1900:2900] 31 kph
900:703:505:274:1900:2900] 32 kph
900:699:497:266:1900:2900] 33 kph
900:695:489:258:1900:2900] 34 kph
900:691:482:251:1900:2900] 35 kph
900:687:474:244:1900:2900] 36 kph
900:683:468:237:1900:2900] 37 kph
900:679:458:231:1900:2900] 38 kph
900:675:450:225:1900:2900] 39 kph
900:657:438:219:1900:2900] 40 kph
900:642:428:214:1900:2900] 41 kph
900:627:418:209:1900:2900] 42 kph
900:612:408:204:1900:2900] 43 kph
900:597:398:199:1900:2900] 44 kph
900:585:390:195:1900:2900] 45 kph
900:573:382:191:1900:2900] 46 kph
900:561:374:187:1900:2900] 47 kph
900:549:366:183:1900:2900] 48 kph
900:537:358:179:1900:2900] 49 kph
900:528:352:176:1900:2900] 50 kph
900:519:346:173:1900:2900] 51 kph
900:507:338:169:1900:2900] 52 kph
900:498:332:166:1900:2900] 53 kph
900:489:326:163:1900:2900] 54 kph
900:480:320:160:1900:2900] 55 kph
900:471:314:157:1900:2900] 56 kph
900:462:308:154:1900:2900] 57 kph
900:453:302:151:1900:2900] 58 kph
900:447:298:149:1900:2900] 59 kph
900:438:292:146:1900:2900] 60 kph
900:432:288:144:1900:2900] 61 kph
900:426:284:142:1900:2900] 62 kph
900:417:278:139:1900:2900] 63 kph
900:411:274:137:1900:2900] 64 kph
900:405:270:135:1900:2900] 65 kph
900:399:266:133:1900:2900] 66 kph
900:393:262:131:1900:2900] 67 kph
900:387:258:129:1900:2900] 68 kph
900:381:254:127:1900:2900] 69 kph
900:375:250:125:1900:2900] 70 kph
900:372:248:124:1900:2900] 71 kph
900:366:244:122:1900:2900] 72 kph
900:360:240:120:1900:2900] 73 kph
900:357:238:119:1900:2900] 74 kph
900:351:234:117:1900:2900] 75 kph
900:345:230:115:1900:2900] 76 kph
900:342:228:114:1900:2900] 77 kph
900:336:224:112:1900:2900] 78 kph
900:333:222:111:1900:2900] 79 kph
900:327:218:109:1900:2900] 80 kph
900:324:216:108:1900:2900] 81 kph
900:321:214:107:1900:2900] 82 kph
900:315:210:105:1900:2900] 83 kph
900:312:208:104:1900:2900] 84 kph
900:309:206:103:1900:2900] 85 kph
900:306:204:102:1900:2900] 86 kph
900:300:200:100:1900:2900] 87+ kph
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 24, 2014, 10:44:12 pm
Is there a way to stop certain materials from showing up in arena mode selections?  I have some fake "label" materials that shouldn't show up anywhere but in stockpile menus, but which show as available materials in the arena, like all inorganics. For an example:

Spoiler (click to show/hide)

This also happens with wood labels (for different grades of wood) and tree selections, though I suppose, I could shove the placeholder label into an existing plant and embargo the wood with DFHack. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 24, 2014, 10:47:09 pm
Off the top of my head, it may help to make sure that you didn't give them [IS_METAL] or [WOOD], or that they don't pull from templates that use those tags.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 24, 2014, 11:09:51 pm
Aren't those required for the materials to show in the correct stockpiles though?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 24, 2014, 11:12:17 pm
I didn't think that through. Sorry about that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: SalmonGod on August 24, 2014, 11:35:03 pm
Yeah, I'm aware of all that.  I just don't know what the individual numbers in the sequence represent.  Is it something like

[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:full speed:build-up time:max turn speed:start speed:energy use:????]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 24, 2014, 11:42:30 pm
Oh, the actual arguments of the creature variation.

The order of arguments is the maximum speed of the walk, jog, run, sprint, stroll, and creep, or whatever their synonyms are for non-bipedal variations.

The stuff like build-up or turning speed are already defined within the creature variation file.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 25, 2014, 03:58:15 am
Where would I find the characteristics of divine metals? I'd like to make an alloy of similar strength, above steel, below adamantine. I've been told you could find them, along with demon/angel/titan/forgotten beast types, in uncompressed save folders. I've found the demons before, but I can't find the divine metals stats.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on August 25, 2014, 05:26:36 am
The divine metals should have the header INORGANIC:DIVINE_1, _3, _5 etc (_2, _4 etc are the divine cloths). If you have the ability to run php scripts, you could also try to run Quietust's rawextract (http://dwarffortresswiki.org/index.php/User:Quietust/rawextract.php) script and use those to find the metals.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 25, 2014, 05:40:02 am
Thanks. I'll look into Quietust's rawextract.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 25, 2014, 09:44:30 am
You can mine ice. Conceivably, could you store the ice blocks in a barrel, let them melt, and have a barrel full of water to drink?
Ice boulders melted into empty buckets reaction by Malecus:
Code: [Select]
[REACTION:ICE_TO_WATER] --by Malecus
   [NAME:melt ice boulders]
   [BUILDING:SCREW_PRESS:CUSTOM_I]
   [REAGENT:A:1:BOULDER:NO_SUBTYPE:WATER:NONE]
   [REAGENT:B:1:BUCKET:NONE:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:2:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
   [SKILL:PRESSING]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 25, 2014, 09:48:04 am
So does anybody understand the breakdown of the number sequence in the [GAIT] token?  It looks like they define things like max speed, turning speed, etc, but I have no idea where those variables are defined in the sequence.
Hey SalmonGod, have my compiled-from-realworld animal speeds, as GAITs. These I use in the OldGenesis mod (which is a fork of Deon's Genesis 3.xx)
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hanslanda on August 25, 2014, 12:35:36 pm
How would I go about making goblins, kobolds, giants, and other assorted evil humanoids playable as adventurers? I'd be fine with just outsider adventurers, if that's any help.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 25, 2014, 12:48:36 pm
How would I go about making goblins, kobolds, giants, and other assorted evil humanoids playable as adventurers? I'd be fine with just outsider adventurers, if that's any help.
It's the ADVENTURE_TIER tag in entity files, eg.
[ENTITY:SKULKING]
   [ADVENTURE_TIER:10]
   [INDIV_CONTROLLABLE]
   [CREATURE:KOBOLD]

or you could just play a major mod, many mods have that feature incorporated.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 25, 2014, 01:47:00 pm
How would I go about making goblins, kobolds, giants, and other assorted evil humanoids playable as adventurers? I'd be fine with just outsider adventurers, if that's any help.
It's the ADVENTURE_TIER tag in entity files, eg.
[ENTITY:SKULKING]
   [ADVENTURE_TIER:10]
   [INDIV_CONTROLLABLE]
   [CREATURE:KOBOLD]

or you could just play a major mod, many mods have that feature incorporated.
Don't think the ADVENTURER_TIER:X is necessary. Helpful yes, but not necessary.

Just make an entity as above, INDIV_CONTROLLABLE allows for outsider adventurers and the creature itself is self_explanatory. Keep in mind that an entity can have multiple creatures (for civs, it means it chooses one at random when spawning a civilization in worldgen; for adventurers it should mean that all of them are available, but someone correct me on this if I'm wrong).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 25, 2014, 02:05:04 pm
How would I go about making goblins, kobolds, giants, and other assorted evil humanoids playable as adventurers? I'd be fine with just outsider adventurers, if that's any help.
It's the ADVENTURE_TIER tag in entity files, eg.
[ENTITY:SKULKING]
   [ADVENTURE_TIER:10]
   [INDIV_CONTROLLABLE]
   [CREATURE:KOBOLD]

or you could just play a major mod, many mods have that feature incorporated.
Don't think the ADVENTURER_TIER:X is necessary. Helpful yes, but not necessary.

Just make an entity as above, INDIV_CONTROLLABLE allows for outsider adventurers and the creature itself is self_explanatory. Keep in mind that an entity can have multiple creatures (for civs, it means it chooses one at random when spawning a civilization in worldgen; for adventurers it should mean that all of them are available, but someone correct me on this if I'm wrong).
You aren't.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sinnach on August 25, 2014, 06:31:46 pm
So I'm trying to add a reaction to convert imported, cut rock crystals into raw, glass ready ones.  I can't seem to figure out the reagent line.  Anyone know what the tags are for cut rock crystals?

I can get it to spit out rough rock crystals when I remove the reagent line so I know the product line is fine.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 26, 2014, 01:33:47 am
What would I need to put in to get a reaction to use dragon bone and cave dragon bone in a reaction at the forge? I can't find which save file I was using to work on the previous reaction, 50+ worlds can do that to you. Also, reactions respect player-made metals, right? Just checking.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 26, 2014, 01:39:20 am
Do regular dragons and cave dragons both use the same bone material, or alternatively to that, do they both have a reaction class?

In an unmodded game, calling dragon or cave-d bones in a reaction would mean the material line would be this:
Code: [Select]
CREATURE_MAT:DRAGON:BONE
CREATURE_MAT:CAVE_DRAGON:BONE

What exactly do you mean by 'respecting materials'? Reactions can use player-made things, if that's what you mean.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 26, 2014, 01:43:01 am
Yeah, that's what I met. Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 26, 2014, 01:52:11 am
I did this right, right?
[REACTION:BURNING_STEEL_MAKING]
[NAME:make burning steel bars]
[BUILDING:SMELTER:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:STEEL]
[REAGENT:B:98:CREATURE_MAT:DRAGON:BONE]
[REAGENT:C:1:BOULDER:NO_SUBTYPE:NONE:NONE][REACTION_CLASS:FLUX]
[REAGENT:D:300:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:3:BAR:NO_SUBTYPE:METAL:BURNING_STEEL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 26, 2014, 01:54:55 am
98 dragon bones? Other than that (which may be intentional anyway), perfect.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 26, 2014, 01:56:57 am
Oh, thought that'd add up to two of them. They say 49 in the description. I was thinking 2-8 area.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 26, 2014, 01:59:16 am
That would be a single stack of 49 bones you are looking at :P
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 26, 2014, 02:01:54 am
Yeah, looking at only one set of bones may cause you issues, heh.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 26, 2014, 02:13:00 am
Oh... Okay. So a fully grown cave dragon produces 60, a fully grown dragon makes 98, my modded venomous dragon makes 125, and the mountain dragon makes 19, times three-seven, since it's a pack dragon, 57-133 per pack, and they can be bread rather well, so there's a supply of dragon bones... I'm thinking ten dragon bones should make the steel-dragon bone alloy, of each type of dragon. I'll experiment with adding a syndrome that causes bleeding and pain to the venomous dragon's alloy, but if that doesn't work, ohwell, I'll still have a steel alloy equal to divine metals. WHICH I still can't find the raw file for, which I've seen before in screenshots. Need to find out it's properties and copy them to the Burning Steel properties. Two steel bars+ten dragon bones+one flux stone+two fuels= three burning steel. If you've got a cave dragon/mountain dragon hatchery going, a mineral rich map/lots of trade for flux stone and iron, you can have a successful burning steel industry going. Hurray!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 26, 2014, 02:15:35 am
I'll be releasing the Draconic Soul Creature Set in a few days. Naturally, Draconians will detest the idea of hunting, capturing, and butchering the bones of their ancestors for a nice metal, so they'll be unable to make it. I may make a just-under steel version of it, made with iron, for the humans. This would give the humans and dwarves a bonus the combat-superior Draconians don' have.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 26, 2014, 04:58:19 pm
What marks materials as being unacceptable to elves?  I've changed up the steel reactions so it requires charcoal and/or wood to make, and thought it would be funny to make elves refuse it.  Is this behaviour hardcoded for say, soap?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 26, 2014, 05:33:25 pm
[IMPLIES_PLANT_KILL]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 26, 2014, 06:17:17 pm
Well Divine Metals can't seem to be found in the un-compressed save folders or raw, I checked in inorganic_metal, which is where it should be. What's the raw extract? I've never really used many third party utilities, beside reveal and prospect, until recently. Or, if anyone could, could they just put the divine metal stats here? Like all those sheer yield, max edge, all those.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 26, 2014, 06:18:47 pm
They're identical to adamantine with all instances of 5000000 replaced with 2000000.

They're named something along the lines of HF(id)W(something), IIRC. It's confusing. They contain the HFID:X tag, which connects it to a hist fig of a certain ID (the ID being a piece of info hidden to the player).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 26, 2014, 06:40:06 pm
Ah, okay. It's odd how he'd make the best metal in the game easily accessible, but the second best hidden.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 26, 2014, 07:06:39 pm
That's mostly an issue of these raws being generated as part of the save and Adamantine not.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 26, 2014, 07:15:39 pm
Copy adamantine's stats in, replace 5000000's with 2000000's, and switch the values for blunt damage, minus density and weight, in for steel's. It'll be a bit different than divine metal, but not by much. Maybe make it some heavier, but not as heavy as steel. It's not supposed to be a game breaker metal.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Katarumi on August 26, 2014, 08:56:43 pm
Is there a way to get a race to only use a small subset of plants? For example, I have a race of Naga. I want them to be able to grow coral, and only coral. Currently, coral are listed as outdoor plants, so adding the tag [OUTDOOR_FARMING] to the entity file allows them to farm coral. Unfortunately it also allows them to farm a very large number of other things that I don't really want them having.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on August 26, 2014, 10:05:27 pm
Did some tests in arena: burning steel is nearly unaffected by iron and bronze armor, unskilled dwarves slicing arms and heads off with ease against fully armoured iron dwarves. Steel held somewhat, but still got out with no deaths on the burning steel side. Divine metal versus burning steel came down to who got lucky, as the long swords, aces, and spears couldn't pierce the other armors. They're exactly even. I can't quite figure out how to make the hammers as effective without getting rid of lightness or defense effectiveness. Versus adamantine, it was a defensive fight, with cuts and missing extremities on both sides. Missing eyes were common. Adamantine won, but they lost three dwarves. Then, with everyone grand mastered, it turned into steel losing outright versus burning steel, divine metals losing all dwarves, with burning steel losing three, and adamantine having no losses.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on August 27, 2014, 09:13:20 pm
Are there any changes to the biome tags in 0.40.x?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 27, 2014, 09:35:41 pm
Is there a way to get a race to only use a small subset of plants? For example, I have a race of Naga. I want them to be able to grow coral, and only coral. Currently, coral are listed as outdoor plants, so adding the tag [OUTDOOR_FARMING] to the entity file allows them to farm coral. Unfortunately it also allows them to farm a very large number of other things that I don't really want them having.

I don't believe you can limit entities down to specific plants.

Are there any changes to the biome tags in 0.40.x?

I don't think so. All I know for certain is that entities can now have the tags [EXCLUSIVE_START_BIOME:biome] and [SETTLEMENT_BIOME:biome]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 27, 2014, 10:01:59 pm
I've created some new INORGANICS, but they aren't being recognized by the game. In the error log I get repeated errors that various reactions cannot be finalized because of an unrecognized inorganic token.

errorlog.txt:
Spoiler (click to show/hide)


These tokens are described in the inorganic_kobold file which contains the following:
Spoiler (click to show/hide)

Here's the reactions in question:
Spoiler (click to show/hide)

I've successfully designed inorganics and had them work before, and I can't, looking at this, see why this wouldn't work. Perhaps someone else can see what I've done wrong?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HaterSkater on August 28, 2014, 06:20:18 am
Yet another tileset question:
Is it true, that tile 216 (╪) used in .40 (and probably .34 too) only as "designation-to-place-metal-door" mark, but not as a metal door itself?
All of the metal doors i tried (gold, iron, copper, silver) were depicted by tile 240 (≡ aka Bars) and i want to be sure that there is no special cases i missed. ::)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on August 28, 2014, 06:30:53 am
@HelloLion, is that inorganic file called inorganic_kobold.txt?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 28, 2014, 07:18:51 am
@HelloLion, is that inorganic file called inorganic_kobold.txt?

Yes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 28, 2014, 09:35:24 am
Yet another tileset question:
Is it true, that tile 216 (╪) used in .40 (and probably .34 too) only as "designation-to-place-metal-door" mark, but not as a metal door itself?
All of the metal doors i tried (gold, iron, copper, silver) were depicted by tile 240 (≡ aka Bars) and i want to be sure that there is no special cases i missed. ::)

This appears to be the case in my experience (I also studied this phenomena when creating my tileset)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smjjames on August 28, 2014, 11:07:58 am
Hey guys, do you know what could be causing this error? 'Unsupported CE add tag: NOBRE!' I got it in relation to this bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=277 but no idea if it's related or something completely separate.

I'm just asking if you guys recognize what the error is. I didn't make any changes to the entities and like I said in the bug report, the only changes I made were to remove aquifers (via the starter pack) and gave kobolds normal speech.

Edit: Made a new world and a new adventurer and don't see the error, so......
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HaterSkater on August 28, 2014, 11:19:56 am
Yet another tileset question:
Is it true, that tile 216 (╪) used in .40 (and probably .34 too) only as "designation-to-place-metal-door" mark, but not as a metal door itself?
All of the metal doors i tried (gold, iron, copper, silver) were depicted by tile 240 (≡ aka Bars) and i want to be sure that there is no special cases i missed. ::)

This appears to be the case in my experience (I also studied this phenomena when creating my tileset)
Thanks, this seems to be true. I just tried few other metal and alloys and they still are ≡
also found out, that ╪ is designation for any door, not just metal ones
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 28, 2014, 11:55:01 am
Hey guys, do you know what could be causing this error? 'Unsupported CE add tag: NOBRE!' I got it in relation to this bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=277 but no idea if it's related or something completely separate.

I'm just asking if you guys recognize what the error is. I didn't make any changes to the entities and like I said in the bug report, the only changes I made were to remove aquifers (via the starter pack) and gave kobolds normal speech.

Edit: Made a new world and a new adventurer and don't see the error, so......
From the error, I guess there was a CE_ADD_TAG:NOBRE! somewhere in the raws. Seems like someone was enthusiastic when it came to attempting to make someone a noble (in portuguese) via interactions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 28, 2014, 01:34:15 pm
I solved the Wicker and Blood issues, turns out I didn't specify a tile and that was the issue. Whoops!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smjjames on August 28, 2014, 01:45:29 pm
Hey guys, do you know what could be causing this error? 'Unsupported CE add tag: NOBRE!' I got it in relation to this bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=277 but no idea if it's related or something completely separate.

I'm just asking if you guys recognize what the error is. I didn't make any changes to the entities and like I said in the bug report, the only changes I made were to remove aquifers (via the starter pack) and gave kobolds normal speech.

Edit: Made a new world and a new adventurer and don't see the error, so......
From the error, I guess there was a CE_ADD_TAG:NOBRE! somewhere in the raws. Seems like someone was enthusiastic when it came to attempting to make someone a noble (in portuguese) via interactions.

I also mentioned this in Peridexis's thread for the starter pack, so.....
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: The Bastard of France on August 29, 2014, 09:36:05 am
Trying to make a custom building (this is my first time modding) and for some reason the building won't even show up in the workshop menu.

Here are the raws for it

Spoiler (click to show/hide)

Please help
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on August 29, 2014, 09:39:55 am
Did you add [PERMITTED_BUILDING:GUNSMITH] to your entity and generated a new world?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 29, 2014, 04:29:48 pm
Is anyone else having more worlds rejected than in .34, when lots of entity objects are added?  I have about ten right now, and it can reject twenty worlds until it runs the history unless I lower the number of civs.

Also, for some reason making cavern layers with no plants or trees locks up the game...??
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 29, 2014, 05:08:26 pm
Is anyone else having more worlds rejected than in .34, when lots of entity objects are added?  I have about ten right now, and it can reject twenty worlds until it runs the history unless I lower the number of civs.

Also, for some reason making cavern layers with no plants or trees locks up the game...??
Maybe it's because you still have an entity with underground plants enabled? Just speculation, but it's what came to mind.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on August 29, 2014, 05:17:18 pm
Shouldn't be why, since the plantless cavern layer was the third one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on August 29, 2014, 06:44:28 pm
So I want to make a creature that appears in hell, and wont get into fights with demons, but still be hostile to your fort or adventurer if you breach hell. Are there tags to make this possible?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 29, 2014, 06:53:40 pm
So I want to make a creature that appears in hell, and wont get into fights with demons, but still be hostile to your fort or adventurer if you breach hell. Are there tags to make this possible?

To make it appear in hell, give it [UNDERGROUND_DEPTH:5:5] in addition to a subterranean biome.

To ensure hostility, you may want to give it [OPPOSED_TO_LIFE] or [CRAZED]

Not certain about getting them to ally with demons though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 29, 2014, 07:16:18 pm
So I want to make a creature that appears in hell, and wont get into fights with demons, but still be hostile to your fort or adventurer if you breach hell. Are there tags to make this possible?

To make it appear in hell, give it [UNDERGROUND_DEPTH:5:5] in addition to a subterranean biome.

To ensure hostility, you may want to give it [OPPOSED_TO_LIFE] or [CRAZED]

Not certain about getting them to ally with demons though.
AT_PEACE_WITH_WILDLIFE seems to do the trick. If you add either OPPOSED_TO_LIFE or CRAZED, though, they'll be hostile to demons. Just add LIKES_FIGHTING and LARGE_PREDATOR and maybe NOFEAR and/or NOEMOTION I guess.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on August 29, 2014, 08:47:37 pm
Did I do this right?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on August 30, 2014, 04:53:56 am
Looks good. You may want to increase the frequency though, otherwise you might never see your hellhounds.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: panstach on August 30, 2014, 05:54:46 am
Could someone explain, if it's possible, how to create creatures from workshop reactions? Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: The Bastard of France on August 30, 2014, 07:05:46 am
Did you add [PERMITTED_BUILDING:GUNSMITH] to your entity and generated a new world?

...no...
Forgot about that
Sorry for taking your time over a simple mistake
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 30, 2014, 08:43:41 am
Could someone explain, if it's possible, how to create creatures from workshop reactions? Thanks!
possible with DFhack trickery. See threads http://www.bay12forums.com/smf/index.php?topic=137094.0
and creatures-from-interaction via ANIMATE bodypart http://www.bay12forums.com/smf/index.php?topic=106301.0
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: SalmonGod on August 30, 2014, 02:29:00 pm
How do [NOEMOTION] and personality tokens interact?  Does noemotion render the personalities obsolete?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on August 30, 2014, 08:57:15 pm
What does [NATURAL] do?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 30, 2014, 09:00:58 pm
What does [NATURAL] do?

[NATURAL] means that they are considered a natural creature, and they won't fight with creatures that have [AT_PEACE_WITH_WILDLIFE], such as elves.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HelloLion on August 31, 2014, 03:21:01 pm
Is there any way at all to make child animals cost less than adult animals during embark?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 31, 2014, 08:37:24 pm
Is there any way at all to make child animals cost less than adult animals during embark?
Not exactly but you can make castes have different costs and if you consider one caste a "child" caste that eventually transforms into an "adult" caste then... kinda. The suspension of disbelief is a tad high (especially while coding) because of how gamey it is.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on August 31, 2014, 09:11:26 pm
Is there any way at all to make child animals cost less than adult animals during embark?
Not exactly but you can make castes have different costs and if you consider one caste a "child" caste that eventually transforms into an "adult" caste then... kinda. The suspension of disbelief is a tad high (especially while coding) because of how gamey it is.
That could be a good suggestion for Toady. Similar to how BODY_SIZE grows with a certain amount of time, the value could also change.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 31, 2014, 10:21:22 pm
Is there any way at all to make child animals cost less than adult animals during embark?
Not exactly but you can make castes have different costs and if you consider one caste a "child" caste that eventually transforms into an "adult" caste then... kinda. The suspension of disbelief is a tad high (especially while coding) because of how gamey it is.
That could be a good suggestion for Toady. Similar to how BODY_SIZE grows with a certain amount of time, the value could also change.
That would be quite a rework! You'd probably have to be able to specify ages at embark instead of the current child/adult system and it wouldn't be properly moddable unless you could change whether it would increase or decrease with age, by how much, and when the increases actually take place.
Quite a rework!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Agent_Irons on August 31, 2014, 10:56:07 pm
Is there any way at all to make child animals cost less than adult animals during embark?
Not exactly but you can make castes have different costs and if you consider one caste a "child" caste that eventually transforms into an "adult" caste then... kinda. The suspension of disbelief is a tad high (especially while coding) because of how gamey it is.
That could be a good suggestion for Toady. Similar to how BODY_SIZE grows with a certain amount of time, the value could also change.
That would be quite a rework! You'd probably have to be able to specify ages at embark instead of the current child/adult system and it wouldn't be properly moddable unless you could change whether it would increase or decrease with age, by how much, and when the increases actually take place.
Quite a rework!
Let's be honest, we'd ask for Toady to give us cheaper puppies and he'd take a year and come back with an extensible, flexible system for specifying life cycles of arbitrary complexity, including that alternating sporophyte/gametophyte thing some mosses do.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zanzetkuken The Great on August 31, 2014, 11:44:17 pm
Code: [Select]
*** Error(s) finalizing the reaction TIER_2_IRON
TIER_2_IRON:Unrecognized Item Token: 1

Code: [Select]
[REACTION:TIER_2_IRON]
[NAME:purify iron bars]
[BUILDING:TIER_2_SMELTER:NONE]
[REAGENT:A:300:BAR:NONE:METAL:IRON_1]
[PRODUCT:A:100:1:BAR:NONE:METAL:IRON_2][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

What is it I'm missing?  I do not understand where the error is coming from.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 31, 2014, 11:47:02 pm
[PRODUCT:A:100:1:BAR:NONE:METAL:IRON_2][PRODUCT_DIMENSION:150]

Should be

[PRODUCT:100:1:BAR:NONE:METAL:IRON_2][PRODUCT_DIMENSION:150]

You have an 'A' in the probability argument of the product line.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on September 01, 2014, 12:01:00 am
Is there a way to make evil regions less likely?
I've been generating a lot of new worlds, because, on average, my worlds are half covered in evil. How can I fix this? Is there some raw section I can change?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 01, 2014, 12:06:00 am
Are you using the advanced world generator, or are you just using the regular world generator?

I don't know about the regular generator. Maybe lower the savagery a bit?

But in the Advanced World Generator there are six options for how many good or evil areas there are in the world.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on September 01, 2014, 12:08:20 am
Wait, there's options for that? I didn't know you could control that. I'll check them out.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rekov on September 01, 2014, 01:02:42 am
Could anyone give me some pixel art advice on making sprites with bare arms? I have slowly been working up to making a full drow tileset, and I'm having trouble getting uncovered arms, midriffs, legs, etc, to look good. Here's what I have so far with just some playing around:

x4
(http://i.imgur.com/wqwy2sN.png)

x1

(http://i.imgur.com/9t7Dbz5.png)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Agent_Irons on September 01, 2014, 01:49:15 am
Wait, there's options for that? I didn't know you could control that. I'll check them out.
There's options for *everything*. How much volcanoes/water/height/mountains/beasts there are, how they're distributed, everything. Even whether or not there are demons.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HaterSkater on September 01, 2014, 06:17:00 am
Is there a way to somehow edit/limit the list of tiles that game uses to draw unhidden engravings?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Loam on September 01, 2014, 10:32:45 am
Could I make a "Mining Machine" creature that would be some kind of COMMON_DOMESTIC, have NATURAL_SKILL:MINING:12 or so, not be able to gain skill, and be able to work? I believe you need CAN_LEARN to have a non-citizen creature do work? Or is it possible at all?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on September 01, 2014, 11:36:51 am
There is the "construct-creature" thing in dfhack, which you can hook to a reaction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Loam on September 01, 2014, 12:12:19 pm
There is the "construct-creature" thing in dfhack, which you can hook to a reaction.
Sorry, I meant would the creature be able to do mining work?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 01, 2014, 02:21:15 pm
Non-citizens don't do mining work. They cannot take most jobs. I think they can still fish though.

To do work, the creature must be from the civ's main race. For example, humans can't do work in a dwarven fort.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on September 02, 2014, 11:09:37 pm
My plant growths always show as the wilted plant icon rather than their proper growth print.  This happens with growths produced from reactions as well as embark-bought fruits (when dumped from the bag with DFHack), but not caravan-brought ones.  Is this a known bug, and if so, is there a way to make the items display properly? 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on September 03, 2014, 09:19:01 am
Do NIGHT_CREATURE_HUNTER creatures appear in the legents? I am having difficulty finding if my world has any xenomorphs which work in arena normally.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on September 03, 2014, 11:09:41 am
I believe night_creature_hunters that also have large_roaming can end up being placed in their biomes, which would in turn result in some of them becoming historical figures as beasts (that was I believe the basis of a wrong bug report on my end). Otherwise, they either need the spouse converter tags or need to be the result of divine curses.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on September 03, 2014, 11:35:55 am
I was wondering if it is possible to get tissue layers re-named for a creature, kind of the same way you'd use a bodygloss.

So, the skin would be named 'derma' or the sinews could be renamed 'insidey bits', or w.e.  But the layer would still function in a standard body plan.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 03, 2014, 11:39:02 am
I was wondering if it is possible to get tissue layers re-named for a creature, kind of the same way you'd use a bodygloss.

So, the skin would be named 'derma' or the sinews could be renamed 'insidey bits', or w.e.  But the layer would still function in a standard body plan.

You can hack this using tissue layer color modifiers, specifically the TLCM_NOUN tag.  So, for example, a rocky creature could have its skin renamed as "rocky surface" in its description and combat logs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on September 03, 2014, 11:49:22 am
I believe night_creature_hunters that also have large_roaming can end up being placed in their biomes, which would in turn result in some of them becoming historical figures as beasts (that was I believe the basis of a wrong bug report on my end). Otherwise, they either need the spouse converter tags or need to be the result of divine curses.
My xenomorph is not a LARGE_ROAMING creature, it has spouse converted tag and converted case, however none of the legends exports have them in population infos... I am a bit confused why. I am pretty sure that setup used to work in 0.34.x.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on September 03, 2014, 12:02:45 pm
I believe night_creature_hunters that also have large_roaming can end up being placed in their biomes, which would in turn result in some of them becoming historical figures as beasts (that was I believe the basis of a wrong bug report on my end). Otherwise, they either need the spouse converter tags or need to be the result of divine curses.
My xenomorph is not a LARGE_ROAMING creature, it has spouse converted tag and converted case, however none of the legends exports have them in population infos... I am a bit confused why. I am pretty sure that setup used to work in 0.34.x.
Night creatures should appear. Does it have a lair?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on September 03, 2014, 12:40:54 pm
I believe night_creature_hunters that also have large_roaming can end up being placed in their biomes, which would in turn result in some of them becoming historical figures as beasts (that was I believe the basis of a wrong bug report on my end). Otherwise, they either need the spouse converter tags or need to be the result of divine curses.
My xenomorph is not a LARGE_ROAMING creature, it has spouse converted tag and converted case, however none of the legends exports have them in population infos... I am a bit confused why. I am pretty sure that setup used to work in 0.34.x.
My night creatures definitely work, so the only thing I can think of, as Deathsword has already asked, is that the xenomorphs might lack lair tags.

I was wondering if it is possible to get tissue layers re-named for a creature, kind of the same way you'd use a bodygloss.

So, the skin would be named 'derma' or the sinews could be renamed 'insidey bits', or w.e.  But the layer would still function in a standard body plan.

Sure. Just follow the example of sheep wool.
Code: [Select]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]


[SELECT_TISSUE:HAIR]
[TISSUE_NAME:wool:NP]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on September 03, 2014, 12:46:36 pm
awesome, thanks

I was beating my head against the proverbial wall
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 03, 2014, 01:38:48 pm
awesome, thanks

I was beating my head against the proverbial wall

This should make it seem less painful :)
Code: [Select]
[SELECT_MATERIAL:WALL]
[STATE_NAME:ALL_SOLID:feathery pillow]
[STATE_ADJ:ALL_SOLID:feathery pillow]


[SELECT_TISSUE:WALL]
[TISSUE_NAME:feathery pillow:STP]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on September 03, 2014, 02:01:48 pm
Thanks, then.

Im trying to designate two separate fluids, but I dont think its working.  I have blood and I have stomach fluid in the gizzard.  But somehow they keep bleeding the stomach fluid and smearing about 'n/a'
Spoiler (click to show/hide)

I dont understand what the n/a is supposed to be, its a dark grey, like ichor.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on September 03, 2014, 03:53:03 pm
I believe night_creature_hunters that also have large_roaming can end up being placed in their biomes, which would in turn result in some of them becoming historical figures as beasts (that was I believe the basis of a wrong bug report on my end). Otherwise, they either need the spouse converter tags or need to be the result of divine curses.
My xenomorph is not a LARGE_ROAMING creature, it has spouse converted tag and converted case, however none of the legends exports have them in population infos... I am a bit confused why. I am pretty sure that setup used to work in 0.34.x.
My night creatures definitely work, so the only thing I can think of, as Deathsword has already asked, is that the xenomorphs might lack lair tags.

Hmm, do you have a curse which makes them in the first place? I think it is the issue I have: I have night troll-like creatures in the raws but no deity curse.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on September 03, 2014, 04:11:32 pm
I'm using curses for my wendigos, but not for my other night creatures. Those have the spouse converter tags. Here's one of them for reference:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on September 03, 2014, 04:14:39 pm
I believe night_creature_hunters that also have large_roaming can end up being placed in their biomes, which would in turn result in some of them becoming historical figures as beasts (that was I believe the basis of a wrong bug report on my end). Otherwise, they either need the spouse converter tags or need to be the result of divine curses.
My xenomorph is not a LARGE_ROAMING creature, it has spouse converted tag and converted case, however none of the legends exports have them in population infos... I am a bit confused why. I am pretty sure that setup used to work in 0.34.x.
My night creatures definitely work, so the only thing I can think of, as Deathsword has already asked, is that the xenomorphs might lack lair tags.

Hmm, do you have a curse which makes them in the first place? I think it is the issue I have: I have night troll-like creatures in the raws but no deity curse.
Night trolls aren't made by curses. They are randomly spawned at worldgen and start converting others. Only vampires and werebeasts seem to be born of curses so far.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on September 03, 2014, 04:35:57 pm
Hmm, maybe you could quickly browse this and see where I went wrong? A fresh look may help :). They just dont appear among historical figures at all:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on September 03, 2014, 04:44:04 pm
From a quick look, your xenomorph doesn't have LARGE_PREDATOR, which my coral maidens have. That tag may be required for night troll types.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jake on September 03, 2014, 05:28:12 pm
Does anyone have the faintest idea what, if any, effect ATTACK_PREP_AND_RECOVER has on ranged attacks?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on September 03, 2014, 06:46:18 pm
Does anyone have the faintest idea what, if any, effect ATTACK_PREP_AND_RECOVER has on ranged attacks?
I don't think it does. It's on ammo and ranged weapons for when you use either for melee attacks.

Deon, here's my Udyrfrykte. It appears for sure on worldgen, unless you get very very unlucky. I almost always see at least one.
Spoiler (click to show/hide)

First thing that comes to mind comparing to the xenomorph is that your lair... frequency, I think, is set to 50 instead of 100. Set it to 100. LARGE_PREDATOR and LARGE_ROAMING aren't used for Xenos, and while I don't know if those are needed, they don't hurt. Also no BONECARN, although once more I don't know if night creatures need that. There are also no spheres, maybe it needs one?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on September 04, 2014, 12:37:15 am
Quote
There are also no spheres, maybe it needs one?
Good catch, thanks. I'll try that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on September 04, 2014, 11:01:09 am
Hi, I'm looking to get into DF Modding again. What's changed raws wise  from .34 to .40? Are the old raws still compatible?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on September 04, 2014, 02:12:10 pm
The raws have changed quite a bit. You're going to get worldgen crashes and large error logs if you try to use old raws. A quick rundown of the major changes:

Bodies have changed - Creatures now mostly have bodies with necks. Dwarves, for example, went from HUMANOID to HUMANOID_NECK. When updating a creature, check a similar stock creature whether they received necks. Fish, snakes, and insects are among the creatures without necks.

SPEED tags are no more - Creatures now have gaits. Most gaits are added to creatures via creature variations. The default creature variation file has an explanation how the gait tag works, and the notes subfolder has a file that equates various gait levels (as applied through creature variations) with real world speeds.

Personality tokens have changed - There are now more personality traits, and several have been renamed.

Plants (can) have growths now - flowers, leaves, fruit, nuts and so on have their own sets of tags. This also leads

Trees have changed - Trees now have various parameters for how they grow, what their tiles are named, and what their tiles look like. They also (can) have growths like other plants.

Entities have values now - They can value power, craftsmanship, cunning, nature, and other aspects, and entity members can have life dreams from them, or feeling conflicted about their values versus their personality.

Ideally, you should get a diff utility that can compare folders, and check the changes between versions. There's a lot of small things I didn't mention above - vision arcs, smells, odors... Also, look through the wiki pages on tokens.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on September 04, 2014, 07:37:12 pm
Can I make a noble that bites people? I'd like to make a vampire-ish syndrome, given through bites. Can I make a noble that goes around and bites people?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 04, 2014, 07:44:44 pm
You basically can't make a noble do anything that nobles don't already do in-game.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on September 04, 2014, 07:51:09 pm
Hmm... Maybe make the hammerer use biting instead of hammering? I bet he'd just chew the dwarf to death though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 04, 2014, 08:55:09 pm
Hi, I'm looking to get into DF Modding again. What's changed raws wise  from .34 to .40? Are the old raws still compatible?
Here's relevant for-modding text files from me to you.


compiled list of changes to take into account
Spoiler (click to show/hide)

How to add sweat a spit to an animal
Spoiler (click to show/hide)

real-world animal speeds expressed as GAIT numbers
Spoiler (click to show/hide)


Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Weirdoinacup on September 04, 2014, 09:26:29 pm
This is my first official post. I've just gotten started on DF, and I'm actually mostly interested in the adventurer mode, largely because, as a kid, I wished for an open world version of Moria (anyone remember that old game?) and it seems like DF pretty much is that wish come true. Anyway, one thing that I wanted to do was add more races for me to play with. I'm not a furry, but I am interested in making and adding furry races to the world.

One thing which I did was copy the stuff describing humans in the entity_default.txt to the bottom, and I just changed the CREATURE:HUMAN to CREATURE:LYNX_MAN to see what would happen. Surely enough, Lynx man villages and stuff did appear and I was able to play them. I also changed other values and stuff, which passed just fine when I generated world after world to test it.

But here's my question: What exactly would just changing the the CREATURE part do? Would it take human stats and raws and just change the name? The in-game stats say 'paw' and even describe the tail, but would there be other differences or what exactly?

I'm a giant noob to modding, but I would like to know more, even if just for modding's sake since I like tinkering around with stuff like this when I can. Thanks in advance.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 04, 2014, 09:38:21 pm
But here's my question: What exactly would just changing the the CREATURE part do? Would it take human stats and raws and just change the name? The in-game stats say 'paw' and even describe the tail, but would there be other differences or what exactly?

The [CREATURE:X] line in an entity defines which creature within the game is used to populate the civilization. Changing it from HUMAN to LYNX_MAN changed it from humans to lynx-people.

Did you be sure to change the entity ID as well? Having duplicate IDs for a single type of object can cause errors and odd glitches.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Weirdoinacup on September 04, 2014, 10:02:40 pm
Quote
The [CREATURE:X] line in an entity defines which creature within the game is used to populate the civilization. Changing it from HUMAN to LYNX_MAN changed it from humans to lynx-people.

Did you be sure to change the entity ID as well? Having duplicate IDs for a single type of object can cause errors and odd glitches.

That I am not sure. I will check it. Like I said, I'm a total n00b in modding. I will be sure to read the guides more thoroughly when I make my own race.

That being said, I did encounter some glitches and crashes when I did previously modify it, so the entity ID thing could have been the cause. I'll look into it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 05, 2014, 12:34:05 am
This is my first official post. I've just gotten started on DF, and I'm actually mostly interested in the adventurer mode, largely because, as a kid, I wished for an open world version of
Come adventure in the OldGenesis mod! We have fun stuff like animal and people sounds. Also, centaur civ and beastman civ and Noble Orient Orcs and Nord Humans.
Sounds Spoilers:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on September 05, 2014, 09:11:13 am
This is my first official post. I've just gotten started on DF, and I'm actually mostly interested in the adventurer mode, largely because, as a kid, I wished for an open world version of
Come adventure in the OldGenesis mod! We have fun stuff like animal and people sounds. Also, centaur civ and beastman civ and Noble Orient Orcs and Nord Humans.
Sounds Spoilers:
Spoiler (click to show/hide)
Tomi, this is the question thread, not the propaganda thread. Please don't do that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 05, 2014, 12:44:33 pm
Tomi, this is the question thread, not the propaganda thread. Please don't do that.
Oops, for a moment last night there I thought this was discussion about modding and example code for modders.

One question comes to me: what animals are the loudest in a Dwarven hillocks settlement (longest tiles-distance in VOCALIZATION), and what animals are the loudest in an underground-only dwarven settlement?
Also, what happens when you have mineral A that occurs only as veins, and then you add a mineral B that occurs in vein form only inside mineral A?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on September 05, 2014, 01:18:06 pm
Oh, can the attitude. It really is pretty jarring how often your answer or solution happens to involve ~this mod that I made~ that you should probably try one of these days??

I don't know jack about animal noises, but the mineral occurrence wouldn't make it appear. It seems that the map first constructs a basic plan of where the veins and the deposits and the clusters go and then colors it in according to the dice rolls.

Have you ever, ever run across diamonds in the wild? They can only be found in places where a VEIN that happens to be kimberlite intersects with a CLUSTER_SMALL and the RNG raffle decides that it's a faint yellow diamond instead of all the other gem/stone options in the strata.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Weirdoinacup on September 05, 2014, 06:05:23 pm
This is my first official post. I've just gotten started on DF, and I'm actually mostly interested in the adventurer mode, largely because, as a kid, I wished for an open world version of
Come adventure in the OldGenesis mod! We have fun stuff like animal and people sounds. Also, centaur civ and beastman civ and Noble Orient Orcs and Nord Humans.
Sounds Spoilers:
Spoiler (click to show/hide)

Sounds interesting. I'm not that big into the sounds, but... meh, why not? :) I'll give it a go when I got the time.

EDIT: OK, so I got my second question now. I'm sure some people might have asked how to produce nudist modes, and although this is not exactly what I'm trying to do (it might be good for a while for laughs and giggles, but when I start to think about how little sense this makes, especially when it comes to armor and battle gear...), but I do possibly want to make a change in what people do and do not wear... so any clues on how to do it? Also while removing any possible bad thoughts a race might have about such stuff?

I'll tell you what I did so far. In the whole part of the clothing like pants, skirts, etc, I changed the 'common' part, to 'rare', and when I loaded up the game, I found that few people of that race did have them. Obviously this wouldn't stop me from making them wear them when I have them, but would it mean that none of them would be wearing those objects by default?

Once again, thank you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 05, 2014, 06:13:12 pm
COMMON vs RARE means how often the civilization itself has access to it, not how often the citizens will rare it. Even so, I believe that it's more of a relative thing--the values only matter if there's alternatives available, such as two different kinds of pants, with one being COMMON and the other rare; you'll get the COMMON more often than not, the RARE sometimes along with, and sometimes you'll only get the RARE.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Weirdoinacup on September 05, 2014, 07:21:04 pm
COMMON vs RARE means how often the civilization itself has access to it, not how often the citizens will rare it. Even so, I believe that it's more of a relative thing--the values only matter if there's alternatives available, such as two different kinds of pants, with one being COMMON and the other rare; you'll get the COMMON more often than not, the RARE sometimes along with, and sometimes you'll only get the RARE.

I see, and if I remove the thing all together from the raw, the civ won't be able to get it? Also, let's suppose I want to make the world purely a bronze age thing, as in, forbidding anything beyond bronze (no iron or steel) tools or weapons, would simply removing those professions/items from the entity raws be enough?

I think I should do more dabbling and reading on the official documents and guides before asking anymore questions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 05, 2014, 07:35:36 pm
Removing permissions will prevent civilizations from using certain items or performing certain jobs, yes.

Though removing steel is as easy as removing the reaction permission, non-alloy metals that can be smelted directly from ores are not as easy, as they do not rely on reactions defined in the raws. You will either have to remove the furnace operator profession (I think it's this profession, but no guarantee) or tweak the ores themselves in order to prevent them from giving the metal.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on September 05, 2014, 08:48:59 pm
Removing permissions will prevent civilizations from using certain items or performing certain jobs, yes.

Though removing steel is as easy as removing the reaction permission, non-alloy metals that can be smelted directly from ores are not as easy, as they do not rely on reactions defined in the raws. You will either have to remove the furnace operator profession (I think it's this profession, but no guarantee) or tweak the ores themselves in order to prevent them from giving the metal.
The easiest way on the player is to add a reaction that produces X metal to a certain building (say, craftsman) to the non-player civ you want to have that metal and remove furnace operator from them. Rection metals are always available, even if the ingredients are not.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: drone1230 on September 07, 2014, 08:53:41 am
I have recently started modding, and have a question. I've been messing around in the raws for bees(I have plans for them) and would like to make them spawnable in the object testing arena. How will I do this? Is it because bees are vermin? What tags do I have to add/remove/change?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 07, 2014, 05:55:01 pm
Vermin cannot be spawned in arena mode. (probably not even with reanimate-bodypart-as-creature-X.)
If you change them to be non-vermin, they'll behave like a crow/seagull/rabbit, be a one gram to two kilograms animal.
The bees' specialty,
   [ARTIFICIAL_HIVEABLE]
   [HIVE_PRODUCT:1:201600:TOOL:ITEM_TOOL_HONEYCOMB:LOCAL_CREATURE_MAT:WAX]
   [HIVE_PRODUCT:1:201600:LIQUID_MISC:NONE:LOCAL_CREATURE_MAT:ROYAL_JELLY]
and [COLONY_EXTERNAL]
probably won't work once they're a LARGE_ROAMING type creature.

To change bees from vermin to proper animal, you'd
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: MDFification on September 07, 2014, 07:18:06 pm
Is there any way to write raws to the effect of having a creature throw globs of the randomly evil weather materials (e.g. foul slush) as an interaction? I'm trying to create a race that poses a different threat level each game - it could just give your dwarves blisters, or it could cause a skin-necrosis plague as dust spreads, or it could create thralls (uh-oh).
Aforementioned race would also have [MISCHEIVOUS], and otherwise behave very much like kobolds (smaller, frailer kobolds, but just as sneaky and TRAPAVOID-y), only attacking you if you let too many babies get stolen or items get pinched.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 07, 2014, 08:39:38 pm
Is there any way to write raws to the effect of having a creature throw globs of the randomly evil weather materials (e.g. foul slush) as an interaction? I'm trying to create a race that poses a different threat level each game
Not that I know of. Could try the following: [ARMOR:ITEM_ARMOR_TURBOSUPERCLOAK:UNCOMMON], that would be be random per world gen. And somehow that armor would give super abilities to the civ.

Don't think there is similar rarity random for a civ's weapons (then could have vanilla DF whip aka blunt-through-any-armor).

Maybe... they ride turbosuperdangerous mounts (poison cloud) and not every world they have access to the same mounts. (I once had a rideable Gray Dragon, was a bit too strong when 20 dragons with enemy army...)

Try this: they throw a super very dangerous liquid/gas material, BUT they can do it extremely infrequently. But that is not per-worldgen randomness. Perhaps a rare caste, one in ten, that has the megapoison.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on September 08, 2014, 12:04:25 am
Is there any way to write raws to the effect of having a creature throw globs of the randomly evil weather materials (e.g. foul slush) as an interaction? I'm trying to create a race that poses a different threat level each game - it could just give your dwarves blisters, or it could cause a skin-necrosis plague as dust spreads, or it could create thralls (uh-oh).
Aforementioned race would also have [MISCHEIVOUS], and otherwise behave very much like kobolds (smaller, frailer kobolds, but just as sneaky and TRAPAVOID-y), only attacking you if you let too many babies get stolen or items get pinched.
Just use INORGANIC:EVIL_CLOUD_1 etc, however it may bring weird results if you generate a world without evil clouds.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on September 08, 2014, 08:29:53 am
Is there any way to write raws to the effect of having a creature throw globs of the randomly evil weather materials (e.g. foul slush) as an interaction? I'm trying to create a race that poses a different threat level each game - it could just give your dwarves blisters, or it could cause a skin-necrosis plague as dust spreads, or it could create thralls (uh-oh).
Aforementioned race would also have [MISCHEIVOUS], and otherwise behave very much like kobolds (smaller, frailer kobolds, but just as sneaky and TRAPAVOID-y), only attacking you if you let too many babies get stolen or items get pinched.
Just use INORGANIC:EVIL_CLOUD_1 etc, however it may bring weird results if you generate a world without evil clouds.
Unfortunately, I don't think that works any longer. We've at least determined that the procedural creatures are no longer available in 0.40.x, probably due to the changes in loading the game.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Erde on September 10, 2014, 07:56:07 am
Does anyone know a method to modify the site maps for Hamlets, Tree Cities, etc? I can't seem to find any relevant files from the RAW folder at least.

Now that the world activation is going on, I'd like to add shops to Elf settlements.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on September 10, 2014, 07:59:07 am
Nobody does. The world generation is a teeny bit complicated to unravel.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 10, 2014, 09:19:54 am
Does anyone know a method to modify the site maps for Hamlets, Tree Cities, etc? I can't seem to find any relevant files from the RAW folder at least.
Now that the world activation is going on, I'd like to add shops to Elf settlements.
The settlements are generated by code (procedural generation like Nethack), and we cannot change the code. (DFHack can change game data while the game is running, but I don't think there will be a save-hacking tool that adds buildings to existing towns.)
Expect Tree Cities to remain crap for a long while, like 1-2 years. Just make the elves have a type CITY settlement.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 10, 2014, 09:35:43 am
Now that the world activation is going on, I'd like to add shops to Elf settlements.
From what I've read in the adventure threads I think there are some times shop trees in forest retreats, though the merchants may not necessarily be present :-\
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on September 10, 2014, 03:46:38 pm
There a way to make a playable civ that doesn't appear in History? As in, to ensure your settlement is their first?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on September 10, 2014, 04:31:50 pm
I think you can do that by making them carnivores. Not too sure though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 11, 2014, 01:10:32 am
There a way to make a playable civ that doesn't appear in History? As in, to ensure your settlement is their first?
No , but you could make the civs creature suicidally weak in world gen and alter them as appropriate after (ie world gen [MAXAGE:1:2], [CARNIVORE] if vegetarian civ, or remove the [MALE] [FEMALE] tags during gen so they don't breed and gen until old age death)

If you don't want to have to do constant raw editing you could [MAX_STARTING_CIV_NUMBER:1] (I don't know how well a low MAX_POP_NUMBER would work) and put them somewhere dangerous like underground with CAVE_DETAILED. And if you don't want other races to keep the civ alive (by immigrating and such) put it somewhere that usually blocks civ access, like glaciers.

I sorta accidentally ended up with 1 dwarf civ in a world which was then destroyed by forgotten beasts before a single dwarf could emigrate, make hill dwarf places, or be kidnapped without intentional modding changes. So doing modding changes for it should make it the norm (peopleless civilizations).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Erde on September 11, 2014, 03:59:40 am
Nobody does. The world generation is a teeny bit complicated to unravel.
I feared as much. Oh well. Maybe it will be possible in the future.

DFHack can change game data while the game is running, but I don't think there will be a save-hacking tool that adds buildings to existing towns.
In theory you could make alterations to worldgen this way, but it would most likely be way too much effort for so little gain.

Just make the elves have a type CITY settlement.
Yes, this is what I ended up doing.

From what I've read in the adventure threads I think there are some times shop trees in forest retreats, though the merchants may not necessarily be present :-\
I've seen merchants (who refuse to trade), but not shops. Odd.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zarathustra30 on September 11, 2014, 02:49:00 pm
There was a very philosophical discussion in another thread (http://www.bay12forums.com/smf/index.php?topic=142739) on the nature, or lack thereof, of the dwarven buttocks. How would I mod one in?

Requirements:
* Dwarves must have two distinct buttcheeks
* Required for standing, but not much else
* Covered by applicable armor
* Bolts must be able to be embedded in them
* If you chop off a leg, the gib would not be called "left buttcheek" (http://www.bay12games.com/dwarves/mantisbt/print_bug_page.php?bug_id=6860)
* Purely a RAW mod
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WordsandChaos on September 11, 2014, 02:50:34 pm
Confused by reagent separation:

If I want an item to be able to be made from different reagents, say iron or copper, do I simply put the standard regent reaction down like:

[REACTION:CRAFT_MEATHOOK]
[NAME:Craft Meathook]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NONE:METAL:IRON]
[REAGENT:B:150:BAR:NONE:METAL:COPPER]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_MEATHOOK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]

Or is that telling the game that I need both Iron AND copper?

And then to distinguish between materials, do I just copy the production line for reagent A, B, etc?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on September 11, 2014, 02:54:14 pm
I have a fairly simple question; you see, along with making dwarves admire cars for their speed, I gave them the ability to use Great Axes and Pikes. Unfortunately, I embarked with a Great Axe, which can't cut down trees. I've checked the Battleaxe's RAWs, but I can't find what makes it able to chop wood.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on September 11, 2014, 03:00:17 pm
Confused by reagent separation:

If I want an item to be able to be made from different reagents, say iron or copper, do I simply put the standard regent reaction down like:

[REACTION:CRAFT_MEATHOOK]
[NAME:Craft Meathook]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NONE:METAL:IRON]
[REAGENT:B:150:BAR:NONE:METAL:COPPER]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_MEATHOOK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]

Or is that telling the game that I need both Iron AND copper?

The latter. You want to use a reaction class instead.

Give both your iron and copper in inorganic_metal.txt the tag [REACTION_CLASS:hot damn meathooks]. Then, you use this as your reagent:

[REAGENT:A:150:BAR:NONE:NONE:NONE][REACTION_CLASS:hot damn meathooks]

Then it will look for a bar made from anything at all that has that specific reaction class attached to its material. In this case, nothing except iron or copper.

As an aside, you don't need to make a new reaction to get your weapon in. Just make sure the weapon itself works (it will appear in the Arena spawning list) and give your civilization the permission to have them in entity_default.txt. It will appear among all the rest in the weapon forging menu.

I have a fairly simple question; you see, along with making dwarves admire cars for their speed, I gave them the ability to use Great Axes and Pikes. Unfortunately, I embarked with a Great Axe, which can't cut down trees. I've checked the Battleaxe's RAWs, but I can't find what makes it able to chop wood.

It's just [SKILL:AXE] that does it. Your midgets are probably too tiny to lift the damn thing. Reduce the great axe's MINIMUM_SIZE stat to something below 60 thousand.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 11, 2014, 03:00:37 pm
There was a very philosophical discussion in another thread (http://www.bay12forums.com/smf/index.php?topic=142739) on the nature, or lack thereof, of the dwarven buttocks. How would I mod one in?
So... the buttcheek would be a bodypart like EAR, but on upper leg. No you can't force it to be BEHIND the creature.

Here are some related bodyparts from a great mod:
(_protected variants so they're under armor. empirical testing reasons.)
Spoiler (click to show/hide)

I have a fairly simple question; you see, along with making dwarves admire cars for their speed, I gave them the ability to use Great Axes and Pikes. Unfortunately, I embarked with a Great Axe, which can't cut down trees. I've checked the Battleaxe's RAWs, but I can't find what makes it able to chop wood.
It is probably the SKILL:AXE that grants tree-cutting. Or maybe there's a 'must be able to use axe one-handed' hidden requirement in the executable's code.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on September 11, 2014, 03:05:04 pm
I have a fairly simple question; you see, along with making dwarves admire cars for their speed, I gave them the ability to use Great Axes and Pikes. Unfortunately, I embarked with a Great Axe, which can't cut down trees. I've checked the Battleaxe's RAWs, but I can't find what makes it able to chop wood.

OK, just realized that dwarves cannot equip Great Axes due to a bug. Any way to turn it into a Battleaxe without melting? I doubt it, but still...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on September 11, 2014, 03:06:17 pm
OK, just realized that dwarves cannot equip Great Axes due to a bug. Any way to turn it into a Battleaxe without melting? I doubt it, but still...

Your midgets are probably too tiny to lift the damn thing. Reduce the great axe's MINIMUM_SIZE stat to something below 60 thousand.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 11, 2014, 03:06:37 pm
OK, just realized that dwarves cannot equip Great Axes due to a bug. Any way to turn it into a Battleaxe without melting? I doubt it, but still...
Perhaps have stone axe and stone pick available in mason's shop. Coz stone axes were a real thing in humanity's history.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WordsandChaos on September 11, 2014, 03:18:03 pm
Confused by reagent separation:

If I want an item to be able to be made from different reagents, say iron or copper, do I simply put the standard regent reaction down like:

[REACTION:CRAFT_MEATHOOK]
[NAME:Craft Meathook]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NONE:METAL:IRON]
[REAGENT:B:150:BAR:NONE:METAL:COPPER]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_MEATHOOK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:FORGE_WEAPON]

Or is that telling the game that I need both Iron AND copper?

The latter. You want to use a reaction class instead.

Give both your iron and copper in inorganic_metal.txt the tag [REACTION_CLASS:hot damn meathooks]. Then, you use this as your reagent:

[REAGENT:A:150:BAR:NONE:NONE:NONE][REACTION_CLASS:hot damn meathooks]

Then it will look for a bar made from anything at all that has that specific reaction class attached to its material. In this case, nothing except iron or copper.

As an aside, you don't need to make a new reaction to get your weapon in. Just make sure the weapon itself works (it will appear in the Arena spawning list) and give your civilization the permission to have them in entity_default.txt. It will appear among all the rest in the weapon forging menu.


Ah, interesting. Thanks for this useful info, that makes things easier.

Cheers!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zarathustra30 on September 11, 2014, 04:19:03 pm
There was a very philosophical discussion in another thread (http://www.bay12forums.com/smf/index.php?topic=142739) on the nature, or lack thereof, of the dwarven buttocks. How would I mod one in?
So... the buttcheek would be a bodypart like EAR, but on upper leg. No you can't force it to be BEHIND the creature.

Here are some related bodyparts from a great mod:
(_protected variants so they're under armor. empirical testing reasons.)
Spoiler (click to show/hide)

Hrm.. Not quite what I was going for, though it was a good jumping off point.

In the body plan, I made an additional limb that connects the lower body to the upper leg, which has no bones and excess fat.

Spoiler (click to show/hide)

This hit all requirements but the "required to stand". It was even covered by armor! The last requirement seems like a doozy, though. Any suggestions?

Edit:I would also like a "body part appearance modifier" (flat as a pancake -> ginormous). Are there quality RAWs?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 11, 2014, 04:57:25 pm
There was a very philosophical discussion in another thread (http://www.bay12forums.com/smf/index.php?topic=142739) on the nature, or lack thereof, of the dwarven buttocks. How would I mod one in?
So... the buttcheek would be a bodypart like EAR, but on upper leg. No you can't force it to be BEHIND the creature.
This is untrue. Look at HUMANOID_RIBCAGE_POSITIONS. Changing AROUND to BEHIND does as expected. The last number is amount (the percentage?) of the parent part covered by the other part.

This hit all requirements but the "required to stand". It was even covered by armor! The last requirement seems like a doozy, though. Any suggestions?
The motor nerves are cut off at the butt. Maybe add a little muscle underneath so they propagate properly?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on September 11, 2014, 05:35:51 pm
OK, just realized that dwarves cannot equip Great Axes due to a bug. Any way to turn it into a Battleaxe without melting? I doubt it, but still...

Your midgets are probably too tiny to lift the damn thing. Reduce the great axe's MINIMUM_SIZE stat to something below 60 thousand.
Doh, sorry, didn't see that. Thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 11, 2014, 05:43:22 pm
Hidden arcane knowledge,
BP_RELATION: " Valid relation tokens are AROUND, SURROUNDED_BY, ABOVE, BELOW, IN_FRONT, BEHIND, CLEANS, and CLEANED_BY. "
BP_POSITION: " Valid position tokens are FRONT, BACK, SIDES, TOP and BOTTOM. "
in http://dwarffortresswiki.org/index.php/DF2014:Body_detail_plan_token
(vanilla DF only uses AROUND and CLEANS!)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zarathustra30 on September 11, 2014, 06:55:26 pm
This hit all requirements but the "required to stand". It was even covered by armor! The last requirement seems like a doozy, though. Any suggestions?
The motor nerves are cut off at the butt. Maybe add a little muscle underneath so they propagate properly?

I thought that was what the "ARG3:25" in the b_detail_plan was doing. Is there something more I must add?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 11, 2014, 07:24:16 pm
I thought that was what the "ARG3:25" in the b_detail_plan was doing. Is there something more I must add?
Welp, wasn't paying enough attention :-[

After a third read through I wonder if having 2 connections in the BP is the problem? Every other part in HUMANOID_NECK, and seemingly the file, only have one. So maybe the second connection overrides the first?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 11, 2014, 07:36:07 pm
yeah, stuff has only one connection.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zarathustra30 on September 11, 2014, 08:24:21 pm
I thought that was what the "ARG3:25" in the b_detail_plan was doing. Is there something more I must add?
Welp, wasn't paying enough attention :-[

After a third read through I wonder if having 2 connections in the BP is the problem? Every other part in HUMANOID_NECK, and seemingly the file, only have one. So maybe the second connection overrides the first?

I think you guys were right. The CON overrides the CONTYPE, so the cheeks were only attached to the upper leg. Because it is not between a LOWERBODY and a STANCE armor doesn't cover it. I think the reason I thought it did is because of bug 1821 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1821). (I only tested with cloaks  :-[)

So, I'm back to square one. At least I won't be able to wrestle with my butt.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on September 11, 2014, 10:11:57 pm
What makes underground tribals poison their weapons, from a raw standpoint, and can I give it to the elves?  Is it just their own natural poison?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on September 11, 2014, 10:19:57 pm
Poisoned weapons seem to be restricted to blowguns and not to any other ranged weapons (they don't poison javelins for example, until you give their parent weapon the BLOWGUN skill)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WordsandChaos on September 12, 2014, 03:46:12 pm
I added [CRAZED] to a caste of a species. They should attack members of their own species who do not belong to that caste and are not crazed, correct? However, they do not. Any idea why? 

(Just realised I should've posted this in the creature/entities thread. Bah.)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 12, 2014, 06:39:14 pm
(Just realised I should've posted this in the creature/entities thread. Bah.)
It's fine. This thread is for all questions. The other one is more specialized.

I added [CRAZED] to a caste of a species. They should attack members of their own species who do not belong to that caste and are not crazed, correct? However, they do not. Any idea why?
It likely has something to do with the new combat stages. It used to be always on No Quarter combat, so fights always went to the death. Try adding LIKES_FIGHTING and maybe NOFEAR. If that doesn't work CRAZED might be bugged or changed.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WordsandChaos on September 13, 2014, 03:19:43 am
(Just realised I should've posted this in the creature/entities thread. Bah.)
It's fine. This thread is for all questions. The other one is more specialized.

I added [CRAZED] to a caste of a species. They should attack members of their own species who do not belong to that caste and are not crazed, correct? However, they do not. Any idea why?
It likely has something to do with the new combat stages. It used to be always on No Quarter combat, so fights always went to the death. Try adding LIKES_FIGHTING and maybe NOFEAR. If that doesn't work CRAZED might be bugged or changed.

It turns out that it was actually working as intended, but it doesn't act properly in adventure mode, or the arena. Only seems to be obviously observable in Fort mode.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on September 13, 2014, 03:27:54 pm
(Just realised I should've posted this in the creature/entities thread. Bah.)
It's fine. This thread is for all questions. The other one is more specialized.

I added [CRAZED] to a caste of a species. They should attack members of their own species who do not belong to that caste and are not crazed, correct? However, they do not. Any idea why?
It likely has something to do with the new combat stages. It used to be always on No Quarter combat, so fights always went to the death. Try adding LIKES_FIGHTING and maybe NOFEAR. If that doesn't work CRAZED might be bugged or changed.

It turns out that it was actually working as intended, but it doesn't act properly in adventure mode, or the arena. Only seems to be obviously observable in Fort mode.
So give all the males of a species crazed and dont add it to the females.  OR vice versa.  Either a wild animal you will be seeing often or an animal you can request in cages.  Or your dwarves
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on September 13, 2014, 09:07:22 pm
I want to make kobold bulbs yield alcohol.  is that all it needs?  I've never played with custom reactions without a template.  Do I also need a custom workshop?
      [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
      [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on September 14, 2014, 03:38:01 am
You'll also need a DRINK material, something like this (name, value, and color it to your preferences):
Code: [Select]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen kobold burb]
[STATE_NAME_ADJ:LIQUID:kobold burb]
[STATE_NAME_ADJ:GAS:boiling kobold burb]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
With that and the reaction product tags you already have, the stock brewing reaction will allow you to brew kobold bulbs at the still. The end result should look something like this:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Prudent Viper on September 14, 2014, 09:40:23 am
While we're on the subject, do civs comprised of [CRAZED] creatures declare war on everyone in the same manner as babysnatchers?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on September 14, 2014, 12:05:20 pm
How do I double the length of time that skills take to rust? Also, is it possible to turn off rust on single dwarves (i have a really awesome vampire, and I don't want his skills to go to waste.)

I'm not a cheaty, exploity type, but I dislike how quickly my dorfs' skills seem to rust.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 14, 2014, 01:47:25 pm
[SKILL_RUST_RATES:16:32:32] (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#SKILL_RUST_RATES)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Discord on September 14, 2014, 02:48:12 pm
Tried my hand at modding for the first time.

And I'm slooowly learning how to do it.

What I'm trying to do is a reaction that takes logs and makes multiple wooden blocks.
After some reading I learned that my original approach, to mod in a reaction to the carpenters workshop, was impossible due to it being hard coded.

So now I have a "sawmill" and it appears as it should ingame.
Troble is that my reaction "sawplanks" does nothing.
A carpenter takes the job but does nothing, just stands there.

What am i doing wrong?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 14, 2014, 03:00:54 pm
You want REAGENT instead of REAGANT
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on September 14, 2014, 03:25:37 pm
I know most entity changes require a regen, but what about entity population caps? Could I raise/lower one after worldgen to allow/prevent a civ's continued expansion in game?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on September 14, 2014, 03:36:05 pm
How does one adapt the entities for 0.40.X?

So far, I've gathered the following:
-Values
-Garden and orchard tags
-Some de-hardcoded reactions now need to be permitted (like process_plant_to_bag)
-Primitives now get site_variable_positions with variable_positions
-Noble rulers now get [NUMBER:AS_NEEDED] instead of [SITE]
-Can use an exclusive start biome with settlement biomes to get specific worldgen settlements (?)

Did I miss anything?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on September 14, 2014, 03:39:40 pm
How does one adapt the entities for 0.40.X?

So far, I've gathered the following:
-Values
-Garden and orchard tags
-Some de-hardcoded reactions now need to be permitted (like process_plant_to_bag)
-Primitives now get site_variable_positions with variable_positions
-Noble rulers now get [NUMBER:AS_NEEDED] instead of [SITE]
-Can use an exclusive start biome with settlement biomes to get specific worldgen settlements (?)

Did I miss anything?
I think that's about it. Entities got quite few changes, raw-wise.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on September 14, 2014, 03:40:51 pm
Also, in case I did miss anything while I was doing the creatures...
which would be a pity since I've done all the creatures, in this manner:

-Gaits instead of the speed and swim_speed tags
-Attacks need prepare_and_recover tags, and multiattack flags
-There's new default bodies with necks
-Stance_climber and cannot_jump tags as appropriate
-Orientation for entity creatures
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Discord on September 14, 2014, 03:42:23 pm
You want REAGENT instead of REAGANT

*face palm*
Thank you!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on September 14, 2014, 03:42:57 pm
Also, in case I did miss anything while I was doing the creatures...
which would be a pity since I've done all the creatures, in this manner:

-Gaits instead of the speed and swim_speed tags
-Attacks need prepare_and_recover tags, and multiattack flags
-There's new default bodies with necks
-Stance_climber and cannot_jump tags as appropriate
-Orientation for entity creatures
Also smells, but that is quite optional.

By optional I mean that it'll auto-default to pre-set values if you don't define anything.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on September 14, 2014, 03:43:21 pm
[SKILL_RUST_RATES:16:32:32] (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#SKILL_RUST_RATES)
Where do I find these tokens?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on September 14, 2014, 03:47:03 pm

Thanks.
Well, now to delve into the plants...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on September 14, 2014, 03:57:09 pm
Where do I find these tokens?

They're not there by default. Just make sure you're putting them somewhere sensible e.g. after the creature itself has been physically defined and before the caste split-offs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on September 14, 2014, 04:16:40 pm
So, will putting them in entity_default be alright?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 14, 2014, 04:31:44 pm
creature_standard
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on September 14, 2014, 05:06:03 pm
How would I make a creature drop a material (like, say, already tanned leather)? I know how to get them to drop a statue, but I haven't gotten it to work with anything else. I want to make a dragon drop their normal scales, then an item called large scales, being a much stronger version of them. With a custom workshop I'm making now, you could turn it into scale armour, being as defensive as iron, but as light as leather. How would I go about making the dragon drop said scales, without them being the actual scales they use for defence?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 14, 2014, 05:10:56 pm
EXTRA_BUTCHER_OBJECT (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#EXTRA_BUTCHER_OBJECT)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on September 14, 2014, 05:14:23 pm
Thanks! Never even ran into gizzard stones... I'll get to modding again once some more updates are out/ Toady slows down a little. A few of my modding ideas get somewhat cancelled by new things.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 14, 2014, 05:25:45 pm
Not really; the only raw addition since ~0.40.03 will be [STANDARD_GRAZER] in 0.40.13.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on September 14, 2014, 05:27:10 pm
Oh, I don't mean raw changes, I mean new things getting me back to vanilla.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on September 14, 2014, 08:58:12 pm
What does the [POWER] tag do?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on September 14, 2014, 09:01:42 pm
It allows any deity worshipping civilization to, well, worship it. You could have cats be worshipped at times.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on September 15, 2014, 12:44:22 am
About other areas before I get into plants:
-Gems and layer stones now have more real-world density values
-Material templates have some new added (tears, sweat, saliva)
-Non-smelter reactions ('other') have the de-hardcoded brewing and process-plant-into-bag reactions (and fruit)
-Weapons (and weapon-related items) now have prepare and multiattack tags

I don't need to do anything with:
-Other inorganics
-Tissue templates
-Body detail plans
-Smelter reactions

Is there anything else?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on September 15, 2014, 12:21:17 pm
I'm not at all sure if this would be the right place to ask, but let's try here. :)

I'm thinking of attempting to write a script for DFHack, but I don't understand at all how the whole process goes. I've heard stuff about some onLoad.init, and I know the scripts themselves are written in LUA. Is there any guide on how to get started writing DFHack scripts or something out there? If not; how would I go about making a specific script run whenever an artifact is created? If I can just get help getting the script to run when it's intended to, I think I could figure most of the rest out by simply looking at older scripts, along with some googling about LUA.

If this should have been posted in the DFHack thread instead, please let me know and I will post there in the future. :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on September 15, 2014, 02:08:20 pm
What does the [POWER] tag do?
A historical creature with the tag (at least one without entity memberships) is able to fool deity-worshiping civs that it is one of the gods (sharing at least one sphere with the creature) being worshiped, much like unique demons used to be. These creatures then take up leadership positions of that civ.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 15, 2014, 02:49:40 pm
I'm thinking of attempting to write a script for DFHack, but I don't understand at all how the whole process goes. I've heard stuff about some onLoad.init, and I know the scripts
Yeah should be in the DFHack threads.
I guess a good starting point would be to read much of the DFhack thread, stuff like
http://www.bay12forums.com/smf/index.php?topic=123817.470   in there.

DFHack's readme says
"Lua or ruby scripts placed in the hack/scripts/ directory are considered for execution as if they were native DFHack commands. They are listed at the end of the 'ls' command output."
(at http://mwmanual.mapforge.net/4d/MasterworkDwarfFortress/repository/Readme.html#using-dfhack )
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 15, 2014, 03:11:20 pm
I'm thinking of attempting to write a script for DFHack, but I don't understand at all how the whole process goes. I've heard stuff about some onLoad.init, and I know the scripts
Yeah should be in the DFHack threads.
I guess a good starting point would be to read much of the DFhack thread, stuff like
http://www.bay12forums.com/smf/index.php?topic=123817.470   in there.

DFHack's readme says
"Lua or ruby scripts placed in the hack/scripts/ directory are considered for execution as if they were native DFHack commands. They are listed at the end of the 'ls' command output."
(at http://mwmanual.mapforge.net/4d/MasterworkDwarfFortress/repository/Readme.html#using-dfhack )

One new bit for the 0.40 versions is that scripts in raw/scripts/ are also in the path (and I believe earlier than hack/scripts), so mods can include scripts easily and those scripts move around with the saved game.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 16, 2014, 02:09:24 am
Damn, completely immortal creatures are impossible now due to the possibility of the upper body being pulped.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on September 16, 2014, 02:35:56 am
Make them out of stone. Voila! Immortal.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on September 16, 2014, 05:20:40 pm
On interaction tokens . . .

IVe gotten it to work when I use it, but Im unsure if the ai will. . .
I'm unsure how the new ai handles actions, like targeting friendlies for CDIs.  Will an invading creature in dwarf mode target a friendly creature to 'clean' if given clean other?

And is there a better way to get them to use 'support magic'?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on September 16, 2014, 05:56:54 pm
I can't get any of the custom secrets from Genesis to show up in worldgen. They work just fine in the arena, but not in worldgen.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on September 17, 2014, 07:02:36 am
Does an armor piece's ubstep/lbstep/upstep affect weight?

Also,
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: panstach on September 17, 2014, 07:43:44 am
Code: [Select]
[REACTION:RGOTHIC_TALLOW_CANDLE]
[NAME:make tallow candle]
[BUILDING:BGOTHIC_RURAL:CUSTOM_T]
[REAGENT:tallow:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[REAGENT:wick:1:THREAD:NONE:NONE:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CANDLE:GET_MATERIAL_FROM_REAGENT:tallow:NONE]
[PRODUCT:50:1:THREAD:NONE:GET_MATERIAL_FROM_REAGENT:wick:NONE]
[SKILL:SOAP_MAKING]
Can anyone help me answering why does this reaction produce 100s of candles?

Edit: [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] after both reagents seem to do the trick.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on September 17, 2014, 07:56:50 am
Globs are measured like bars now. Try REAGENT:tallow:150:GLOB instead.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zarathustra30 on September 17, 2014, 06:31:44 pm
Is there a way to call wood blocks "planks"?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 17, 2014, 06:39:48 pm
Is there a way to call wood blocks "planks"?

Go into the material template file, find the wood template, and give it [BLOCK_NAME:plank:planks]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on September 17, 2014, 07:13:00 pm
Is it still possible to make a civ die off early by giving it only 1 breeding couple at the start? Or is that tag removed?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 17, 2014, 07:32:47 pm
Is it still possible to make a civ die off early by giving it only 1 breeding couple at the start? Or is that tag removed?
It doesn't spit out an error but also doesn't respect it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on September 17, 2014, 07:34:17 pm
Is it still possible to make a civ die off early by giving it only 1 breeding couple at the start? Or is that tag removed?
It doesn't spit out an error but also doesn't respect it.
could you just reduce the max site population to 1?  or something suitable low?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on September 17, 2014, 07:35:25 pm
I want it to continue growing after founding a fortress, though. If I increase max pop numbers after world gen, will it respect it or will it stick with the originals?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 17, 2014, 08:22:13 pm
Is it still possible to make a civ die off early by giving it only 1 breeding couple at the start? Or is that tag removed?
Try pop_ratio of male:200, female:1 and they might die off quicker. Also a short lifespan, optional verylong childhood.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zarathustra30 on September 17, 2014, 09:22:48 pm
Is there a way to call wood blocks "planks"?

Go into the material template file, find the wood template, and give it [BLOCK_NAME:plank:planks]

Thank you! I was looking in plant definitions instead of material definitions. However wooden constructions are still called "Acacia Block Floor". Can I change that, too?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on September 18, 2014, 12:36:16 am
No, that's hardcoded.

However, you can alter that specific text string with dfint.exe into a blank so it doesn't get mentioned. Stuff made from boulders or raw wood would still be called "rough granite wall" or "acacia log floor", but neater block/brick/plank/panel construction would be just "granite wall" and "acacia floor".

The string you're looking for is "| block|".
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on September 18, 2014, 01:18:08 am
Can I set childhood to be longer than max lifespan? Would that prevent worldgen reproduction?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Repseki on September 19, 2014, 08:11:59 am
Can interactions be edited after World Gen, assuming you don't mess with to much, similar to reactions?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Featheredragon on September 19, 2014, 04:51:36 pm
I am trying to implement damaged/older weapons for some of my invading races. If I understand edges and damage correctly if I increase the edge size it would cause less armor penetration but more flesh damage; like for a Notched or Jagged blade? What exactly do all the numbers mean? I know one is edge width and I think one is base damage. How would I implement bent or broken weaponry?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on September 19, 2014, 04:59:44 pm
In no way with the tools you have. Tracking weapon wear via DFHack was a flash in the pan once, but nothing has come of it yet.

The closest option would be to add specific metals called "corroded xyz" or something with lowered stats compared to the real deal, but then you'd have to settle for your dwarves sometimes having a fetish for "damaged brass" and the traders of that race having senseless selections.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Featheredragon on September 19, 2014, 05:21:35 pm
Actually I was creating completely different weapons and allowing goblins to have them. Works fairly well I just want to know if making the edge larger will case less armor penetration and more flesh damage.

Code: [Select]
item_weapon_scavanger_TEST

[ITEM:WEAPON]

-Swords&Daggers---------------------------------------------------------------------------------------

-An old sword whose edge is so damaged it rips and tears more often than it cuts-

[ITEM_WEAPON:ITEM_WEAPON_SHORT_SWORD_J]
[NAME:short sword:short swords]
        [ADJECTIVE:jagged]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[CAN_STONE]
[MATERIAL_SIZE:3]
        [ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
        [ATTACK:EDGE:20000:5000:rip:rips:jagged edge:1500](Regular slash 20000:4000;2500)
        (larger edge signifiying worse armour penetration but more damage to flesh?)

-An old sword that has seen many battles-

[ITEM_WEAPON:ITEM_WEAPON_SHORT_SWORD_N]
[NAME:short sword:short swords]
        [ADJECTIVE:notched]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[CAN_STONE]
[MATERIAL_SIZE:3]
        [ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
        [ATTACK:EDGE:20000:4200:cut:cuts:notched edge:1500]

-A piece of scrap metal shaped into a crude blade and sharpened-

[ITEM_WEAPON:ITEM_WEAPON_MSBLADE]
        [NAME:makeshift blade:makeshift blades]
        [SIZE:300]
        [SKILL:SWORD]
        [TWO_HANDED:37500]
        [MINIMUM_SIZE:25000]
        [MATERIAL_SIZE:3]
        [ATTACK:EDGE:30000:3000:slash:slashes:NO_SUB:2500] normal scimitar is 30000:4000:2500
        [ATTACK:EDGE:100:5000:stab:stabs:NO_SUB:2500] MWDF's run-throughs are 50:10000:4100
        [ATTACK:BLUNT:30000:4000:slap:slaps:flat:1250]
        [ATTACK:BLUNT:250:4000:strike:strikes:pommel:1000]

-An old sword that has seen many battles-

[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG_N]
[NAME:long sword:long swords]
        [ADJECTIVE:notched]
[SIZE:700]
[SKILL:SWORD]
[TWO_HANDED:57500]
[MINIMUM_SIZE:12500]
[MATERIAL_SIZE:9]
[ATTACK:EDGE:50:3000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:60000:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK:EDGE:60000:6400:quickly slash:quickly slashes:partial edge:2500]
[ATTACK:EDGE:60000:6400:cut:cuts:notched blade:2500]
[ATTACK:EDGE:50:10000:run through:runs through:tip:4100]

-An old sword whose edge is so damaged it rips and tears more often than it cuts-

[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG_J]
[NAME:long sword:long swords]
        [ADJECTIVE:jagged]
[SIZE:700]
[SKILL:SWORD]
[TWO_HANDED:57500]
[MINIMUM_SIZE:12500]
[MATERIAL_SIZE:9]
        [ATTACK:EDGE:50:3000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:60000:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK:EDGE:60000:7000:quickly slash:quickly slashes:partial edge:2500]
[ATTACK:EDGE:60000:7000:rip:rips:jagged edge:2500]
[ATTACK:EDGE:50:10000:run through:runs through:tip:4100]

-An old sword that has seen many battles-

[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR_N]
[NAME:scimitar:scimitars]
        [ADJECTIVE:notched]
[SIZE:600]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:9]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:50:1000:strike:strikes:pommel:1000]
[ATTACK:EDGE:30000:4200:quickly slash:quickly slashes:partial edge:2500]
[ATTACK:EDGE:30000:4200:slash:slashes:curved blade:2500]
[ATTACK:EDGE:50:10000:run through:runs through:tip:4100]

-An old sword whose edge is so damaged it rips and tears more often than it cuts-

[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR_J]
[NAME:scimitar:scimitars]
        [ADJECTIVE:jagged]
[SIZE:600]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:9]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:50:1000:strike:strikes:pommel:1000]
[ATTACK:EDGE:30000:5000:quickly slash:quickly slashes:partial edge:2500]
[ATTACK:EDGE:30000:5000:slash:slashes:curved blade:2500]
[ATTACK:EDGE:50:10000:run through:runs through:tip:4100]

-An old dagger that has seen many battles-

[ITEM_WEAPON:ITEM_WEAPON_DAGGER_N]
[NAME:dagger:daggers]
[ADJECTIVE:notched]
[SIZE:50]
[SKILL:DAGGER]
[CAN_STONE]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
        [ATTACK:EDGE:1000:800:slash:slashes:NO_SUB:1000]
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
[ATTACK:EDGE:1000:900:quickly slash:quickly slashes:partial edge:1000]
[ATTACK:EDGE:1000:900:cut:cuts:notched blade:1000]
[ATTACK:EDGE:50:10000:run through:runs through:tip:1000]

-An old dagger whose edge is so damaged it rips and tears more often than it cuts-

[ITEM_WEAPON:ITEM_WEAPON_DAGGER_J]
[NAME:dagger:daggers]
[ADJECTIVE:jagged]
[SIZE:50]
[SKILL:DAGGER]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
        [ATTACK:EDGE:1000:800:slash:slashes:NO_SUB:1000]
[ATTACK:EDGE:5:1000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
[ATTACK:EDGE:1000:1200:quickly slash:quickly slashes:partial edge:1000]
[ATTACK:EDGE:1000:1200:cut:cuts:jagged edge:1000]
[ATTACK:EDGE:50:10000:run through:runs through:tip:1000]

-Spears&Polearms---------------------------------------------------------------------------------------

-An old spear whose edge is so damaged it rips and tears more often than it cuts-

[ITEM_WEAPON:ITEM_WEAPON_SPEAR_J]
[NAME:spear:spears]
        [ADJECTIVE:jagged]
[SIZE:600]
[SKILL:SPEAR]
[CAN_STONE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:20000]
[MATERIAL_SIZE:4]
        [ATTACK:EDGE:20:10000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]
[ATTACK:EDGE:20:12000:sidestep quickly and slash:sidesteps quickly and slashes:NO_SUB:1250]
[ATTACK:EDGE:20:12000:make a reverse cut and stab:makes a reverse cut and stabs:NO_SUB:1000]
[ATTACK:EDGE:20:12000:furiously stab:furiously stabs:sharp tip:1000]
[ATTACK:EDGE:10:12000:impale:impales:full force:2000]
[ATTACK:EDGE:10:12000:run through:runs through:tip:4100]

-Axes&Hatchets-----------------------------------------------------------------------------------------

-An old hatchet that has seen many battles-

[ITEM_WEAPON:ITEM_WEAPON_AXE_HATCHET_N]
        [ADJECTIVE:notched]
[NAME:hatchet:hatchets]
[SIZE:100]
[SKILL:AXE]
[CAN_STONE]
[TWO_HANDED:10000]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
        [ATTACK:EDGE:40000:680:hack:hacks:notched edge:1250]
[ATTACK:BLUNT:40000:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]

-An old axe that has seen many battles-

[ITEM_WEAPON:ITEM_WEAPON_AXE_WOOD_N]
[NAME:chopping axe:chopping axes]
        [ADJECTIVE:notched]
[SIZE:400]
[SKILL:AXE]
[CAN_STONE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:3]
        [ATTACK:EDGE:40000:680:hack:hacks:notched edge:1250]
[ATTACK:EDGE:40000:680:chop:chops:notched edge:1250]
[ATTACK:EDGE:40000:680:cleave:cleaves:notched edge:1250]
[ATTACK:BLUNT:40000:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]

-An old axe that has seen many battles-

[ITEM_WEAPON:ITEM_WEAPON_AXE_BROAD_N]
[NAME:broad axe:broad axes]
        [[ADJECTIVE:notched]
[SIZE:700]
[SKILL:AXE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
        [ATTACK:EDGE:10000:3200:hack:hacks:notched edge:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:12000:200:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:200:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

-Clubs&Maces-------------------------------------------------------------------------------------------

[ITEM_WEAPON:ITEM_WEAPON_MSFLAIL]
        [NAME:makeshift flail:makeshift flails]
        [SIZE:500]
        [SKILL:WHIP]
        [TWO_HANDED:47500]
        [MINIMUM_SIZE:42500]
        [MATERIAL_SIZE:4]
        [ATTACK:BLUNT:200:3000:bash:bashes:NO_SUB:2500] Normal flail is 4000 penetration depth
        [ATTACK:BLUNT:200:3000:smash:smashes:NO_SUB:2500]
        [ATTACK:BLUNT:200:4000:wind up in a powerful motion and crush:winds up in a powerful motion and          crushes:NO_SUB:3500]

[ITEM_WEAPON:ITEM_WEAPON_MSMACE]
        [NAME:makeshift mace:makeshift mace]
        [SIZE:500]
        [SKILL:MACE]
        [TWO_HANDED:47500]
        [MINIMUM_SIZE:25000]
        [MATERIAL_SIZE:4]
        [ATTACK:BLUNT:25:200:bash:bashes:NO_SUB:2000] Normal mace is 20 contact area
        [ATTACK:BLUNT:25:200:smash:smashes:NO_SUB:2000]
        [ATTACK:BLUNT:25:1000:wind up in a powerful motion and crush:winds up in a powerful motion and          crushes:NO_SUB:3500] much less intense than some MWDF blunt wind-ups (10000 penetration)

-MISC--------------------------------------------------------------------------------------------------

-An old pitchfork with bent prongs-

[ITEM_WEAPON:ITEM_WEAPON_PITCHFORK_B]
[NAME:pitchfork:pitchforks]
        [ADJECTIVE:bent]
[SIZE:400]
[SKILL:SPEAR]
[TWO_HANDED:47500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20:10000:jab:jabs:NO_SUB:1000]
[ATTACK:EDGE:20:10000:stab:stabs:NO_SUB:1200]
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]

-An old scythe with a notched blade-

[ITEM_WEAPON:ITEM_WEAPON_SCYTHE_N]
[NAME:scythe:scythes]
        [ADJECTIVE:notched]
[SIZE:1000]
[SKILL:SPEAR]
[TWO_HANDED:77500]
[MINIMUM_SIZE:65000]
[MATERIAL_SIZE:6]
[ATTACK:EDGE:80000:1100:tear:tears:notched edge:1500]
[ATTACK:EDGE:80000:1100:slash:slashes:notched edge:1500]
[ATTACK:EDGE:50:5000:jab:jabs:point:1250]
[ATTACK:BLUNT:20000:4000:smack:smacks:shaft:1000]





Also I am thinking on adding rusty/corroded metals and making "scavenger/pillager" races use them.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on September 19, 2014, 05:27:15 pm
Yeah, having specific shitty weapon types restricted to certain civilizations would work. Occurred to me right after I posted. Your moody dwarves could still come up with broken adamantine maces, though.

A larger edge just means the striking plane is longer. It can, gods of momentum willing, slash off bigger bodyparts and leaves bigger wounds with more pain and heavier bleeding, but the force of the blow is spread thinner. Chop a dude in the arm with a sword, and the pauldron could well break and leave the arm mangled. Make the same hit across the upper body, though, and you'll be hard pressed to even scratch the breastplate of same thickness.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Featheredragon on September 19, 2014, 05:32:47 pm
Why is it that trying to understand dwarf physics always leaves me with a headache...   :-\

 Featheredragon cancels thinking; interrupted by broken logic
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on September 20, 2014, 02:01:55 pm
sorry if this is a newb question.

I don't believe my war dogs gain any exp in fighter.

Is there a way I can alleviate that by modding?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 20, 2014, 02:47:36 pm
I don't believe my war dogs gain any exp in fighter.

Make them [INTELLIGENT] or make it so that they [CAN_LEARN]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Featheredragon on September 20, 2014, 03:59:04 pm
Is it possible to make wood and stone block walls engravable or is it Hardcoded? In reality wood and stone carving was fairly common.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 20, 2014, 05:16:40 pm
I don't believe my war dogs gain any exp in fighter.
Make them [INTELLIGENT] or make it so that they [CAN_LEARN]
Possible side effects may include encountering <profession name> dogs in the world's towns.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on September 20, 2014, 06:01:52 pm
I have my own mod,

having problems using the workflow plugin with some custom made reactions I borrowed from masterwork. Anyone know why I can't make wooden crafts as a repeating job in workflow?

"any craft of any material"

vs

"craft of any wood"

[REACTION:CRAFT_WOOD_CRAFTS]
[NAME:Make wooden crafts from 2 planks]
[BUILDING:WOODCUTTER:CUSTOM_SHIFT_M]
[REAGENT:A:2:BLOCKS:NONE:NONE:NONE]
[REACTION_CLASS:IS_WOOD]
[PRODUCT:100:1:CRAFTS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: gopp on September 21, 2014, 01:51:16 pm
Is it possible to mod in the crematory workshop from the masterworks mod into 40.13, using the raws from 34.11 masterworks mod?

I tried to use the old crematorium workshop from 2010 back in 34.11 but it was a little wonky, dwarves only burned vermin while completely ignoring carcasses and assorted bodyparts.

I managed to implement the building itself, but it doesn't have any reactions, i made all of it's old MWDF reactions permitted within the entity_default.txt under mountain and added the tags:

Quote
[REACTION_CLASS:CREMATION]
[MATERIAL_REACTION_PRODUCT:CREMATION_MAT:CREATURE_MAT:ANIMAL:FAT]

Into the sinew, nerve, cartilage, hair and feather template in the material_template.txt, i also removed all of the smoke reactions and the scrapwood reaction.

I really don't know what else to do.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on September 21, 2014, 01:55:13 pm
I was trying to make a drop from dragons, called large scales, which would be taken to a custom workshop, much like a leather workers, and made into armor as good as iron, but only four times as heavy as leather. Probably best put on markdwarves, but I've ran into a problem: the game won't recognize it. There's nothing in the errorlog about it just camp order missing or something like that. Arena mode has no large scale armor, or scale large which I checked for, in case it showed up backwards. Here are the inorganic and material template sections.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

So what did I do wrong?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on September 21, 2014, 02:34:47 pm
Since you didn't prove me wrong yet, faulty file formatting is my first guess.

Make sure the filenames follow the example set by the default files, along the lines of "material_template_*.txt" and check that they have the two header lines (filename and OBJECT:x token) at the top.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on September 21, 2014, 08:33:09 pm
Fixed it myself. Disregard post.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 21, 2014, 10:09:21 pm
Is it possible to mod in the crematory workshop from the masterworks mod into 40.13, using the raws from 34.11 masterworks mod?

I tried to use the old crematorium workshop from 2010 back in 34.11 but it was a little wonky, dwarves only burned vermin while completely ignoring carcasses and assorted bodyparts.

I managed to implement the building itself, but it doesn't have any reactions, i made all of it's old MWDF reactions permitted within the entity_default.txt under mountain and added the tags:

Quote
[REACTION_CLASS:CREMATION]
[MATERIAL_REACTION_PRODUCT:CREMATION_MAT:CREATURE_MAT:ANIMAL:FAT]

Into the sinew, nerve, cartilage, hair and feather template in the material_template.txt, i also removed all of the smoke reactions and the scrapwood reaction.

I really don't know what else to do.

Are the reactions attached to the building?
About MWDF: there are 3 types of corpses: CORPSE, CORPSEPIECE, and REMAINS. REMAINS are vermin remains, CORPSE is w/upperbody, CORPSEPIECE is w/o upperbody. Does MWDF support all these types?


I was trying to make a drop from dragons, called large scales, which would be taken to a custom workshop, much like a leather workers, and made into armor as good as iron, but only four times as heavy as leather. Probably best put on markdwarves, but I've ran into a problem: the game won't recognize it. There's nothing in the errorlog about it just camp order missing or something like that. Arena mode has no large scale armor, or scale large which I checked for, in case it showed up backwards. Here are the inorganic and material template sections.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

So what did I do wrong?
The fact that it isn't a metal could be preventing it in arena (wouldn't stop dwarf mode as long as they are usable in a reaction[and the items_x tags for metalsmith workshop); for metalsmith workshop is bars, etc). I am not certain it is the problem however.
Also the point of a template is to not have to restate things, so your template/inorganics entry together are redundant.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on September 21, 2014, 10:21:52 pm
Can castes be made to have different colored tiles? Like, make a caste of dragons red and another caste green? I have [COLOR:x:x:x] tokens with the proper values in the respective castes but the game only uses the last token in the file for all tile colors.

If not then I suppose I'll have to make each caste its own creature.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 21, 2014, 10:22:52 pm
[CASTE_COLOR:x:x:x]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on September 21, 2014, 10:24:46 pm
[CASTE_COLOR:x:x:x]
Well I'm smart.

Been a while since I did modding tho.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 21, 2014, 10:58:46 pm
Can anyone tell me why this syndrome could be causing units afflicted to become incredibly weak, in the sense that carrying anything at all will make them extremely slow (when they're naked and not carrying anything, they go as fast as they should)?

Code: [Select]
                [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2:START:0:END:5000]
                [CE_SKILL_ROLL_ADJUST:PERC:5000:PERC_ON:100:START:0:END:5000]
                [CE_PHYS_ATT_CHANGE:STRENGTH:5000:1000:AGILITY:5000:0:TOUGHNESS:5000:0:ENDURANCE:5000:0:RECUPERATION:5000:0:DISEASE_RESISTANCE:5000:0:START:0:END:5000]
                [CE_MENT_ATT_CHANGE:FOCUS:5000:0:WILLPOWER:5000:0:INTUITION:5000:0:SPATIAL_SENSE:5000:0:KINESTHETIC_SENSE:5000:0:START:0:END:5000]

EDIT: Well, it's definitely the strength change, but why? It's just a 5000% change, which means that units afflicted are liable to only have about 177,000 strength...

EDIT 2: Any strength above 2,512,195 will cause the problem I'm having, but there is absolutely no reason for that strength to cause that.

There is reason for me to panic over this, though. Aaaaahhhhh.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on September 21, 2014, 11:29:05 pm
Can the interactions in interaction examples folder be referenced by tokens in the raws, or will that require copying the example interactions to interaction_standard? Want to make a dragon caste I made capable of raising the dead.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 21, 2014, 11:51:16 pm
You have to copy them, since the interactions in the examples folder are, in fact, examples.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on September 22, 2014, 12:46:00 am
Hopefully last question tonight. Am I doing this interaction right?
Wiki mentioned being able to grant the interaction to those effected by it via a syndrome with the same CDI tags. I like the thought of a dragon's undead slaves being powerful enough to raise dead themselves. More fun. So, that's what I'm trying to do with that last CE_CAN_DO_INTERACTION part. Not sure if that's right. Not sure if it'd work with undead either, since the current reanimation interaction forbids NOT_LIVING from using it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 22, 2014, 12:49:27 am
CAN_DO_INTERACTION:RASIE_CORPSE_DRAGONTHRALL



You forgot about [CDI:INTERACTION:RAISE_CORPSE_DRAGONTHRALL] under the CE_CAN_DO_INTERACTION.

You should probably also add a duration to that CE_CAN_DO_INTERACTION (CE_CAN_DO_INTERACTION:START:0).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on September 22, 2014, 01:09:52 am
Thanks Putnam. You are a gentleman and a scholar.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 22, 2014, 02:33:56 am
Spoiler: Irrelevant Now (click to show/hide)
Edit: Seems Putnam cut to the root of his problem (http://www.bay12forums.com/smf/index.php?topic=100799.msg5679899#msg5679899).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on September 22, 2014, 09:34:25 am
Hypothetical question, would it be possible to make a breath attack that causes an interaction that turns creatures engulfed in the attack into metal? Like, turn goblins into gold? Or gold ore? Looking at the tokens in the wiki for interactions and syndromes doesn't seem to imply this is possible.

EDIT: Looking at creature tokens, I think I could make a interaction in the breath that adds the [ITEM_CORPSE] tag so that when the creature dies, it leaves behind a non-standard item in place of a corpse, then kill the creature with either the interaction or an additional syndrome.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 22, 2014, 08:03:13 pm
Hypothetical question, would it be possible to make a breath attack that causes an interaction that turns creatures engulfed in the attack into metal? Like, turn goblins into gold? Or gold ore? Looking at the tokens in the wiki for interactions and syndromes doesn't seem to imply this is possible.

EDIT: Looking at creature tokens, I think I could make a interaction in the breath that adds the [ITEM_CORPSE] tag so that when the creature dies, it leaves behind a non-standard item in place of a corpse, then kill the creature with either the interaction or an additional syndrome.
The right result, but the wrong method. Breath attack turns engulfed into creature that insta-dies with ITEM_CORPSE tag. Can't add that tag through interactions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on September 22, 2014, 08:59:06 pm
The right result, but the wrong method. Breath attack turns engulfed into creature that insta-dies with ITEM_CORPSE tag. Can't add that tag through interactions.
I realized that tag can't be added after researching it more, yeah. Guess there's no way to make a breath attack that kills creatures and turns them into metal?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 22, 2014, 10:23:06 pm
The right result, but the wrong method. Breath attack turns engulfed into creature that insta-dies with ITEM_CORPSE tag. Can't add that tag through interactions.
I realized that tag can't be added after researching it more, yeah. Guess there's no way to make a breath attack that kills creatures and turns them into metal?
Reread the second sentence, it is the way to do it. I'll even explain further.
You can make creatures transform. Transformed creatures obey their tags. So you make them into a creature (can be made of metal if you wish) that dies (say if creature has no way to breathe but still needs to) and then they drop metal (using ITEM_CORPSE or EBO or something).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thistleknot on September 23, 2014, 08:27:39 pm
I don't believe my war dogs gain any exp in fighter.

Make them [INTELLIGENT] or make it so that they [CAN_LEARN]

thanks by the way.  Am going to try on my next fort, see how it goes (I'm gonna enable both).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on September 23, 2014, 09:37:01 pm
My interaction seems broken. Could anyone please help me fix it?

Code: (In the creature's raws) [Select]
[CAN_DO_INTERACTION:SEARING_SPEAR]
[CDI:ADV_NAME:Searing Spear]
[CDI:INTERACTION:PROJECTILES]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:15]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:VERB:throw a searing spear:throws a searing spear:NA]
[CDI:WAIT_PERIOD:21600]

Code: (In interaction_spells.txt) [Select]
[INTERACTION:PROJECTILES]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[I_EFFECT:ADD_SYNDROME]
[SYNDROME]

I'm aware that it doesn't do anything - I just need to be able to select a target so that I can trigger a DFHack script.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 23, 2014, 09:57:12 pm
My interaction seems broken. Could anyone please help me fix it?
      [CDI:INTERACTION:PROJECTILES]
Perhaps add a [CDI:USAGE_HINT:ATTACK] to it?
Also a flow type [CDI:FLOW:FIREBALL].

Spoiler (click to show/hide)
Should I add CDI:VERB to my old 2012 stuffs?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on September 24, 2014, 07:03:34 am
My interaction seems broken. Could anyone please help me fix it?
      [CDI:INTERACTION:PROJECTILES]
Perhaps add a [CDI:USAGE_HINT:ATTACK] to it?
Also a flow type [CDI:FLOW:FIREBALL].

Spoiler (click to show/hide)
Should I add CDI:VERB to my old 2012 stuffs?

Thank you - seems like the interaction has to have an effect of some kind. The CDI:VERB isn't really necessary unless you want the game to make an announcement when you use the interaction.

Mostly unrelated question: How would I make sure that adventurers don't start with items made out of specific materials? Currently, I have a few materials that are supposed to be used in interactions only, but my wizard adventurer keeps starting out with them - and seeing as some of them are constantly on fire, that's no good. :c
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 24, 2014, 07:36:13 am
My interaction seems broken. Could anyone please help me fix it?
      [CDI:INTERACTION:PROJECTILES]
Perhaps add a [CDI:USAGE_HINT:ATTACK] to it?
Also a flow type [CDI:FLOW:FIREBALL].

Spoiler (click to show/hide)
Should I add CDI:VERB to my old 2012 stuffs?

Thank you - seems like the interaction has to have an effect of some kind. The CDI:VERB isn't really necessary unless you want the game to make an announcement when you use the interaction.

Mostly unrelated question: How would I make sure that adventurers don't start with items made out of specific materials? Currently, I have a few materials that are supposed to be used in interactions only, but my wizard adventurer keeps starting out with them - and seeing as some of them are constantly on fire, that's no good. :c
[SPECIAL]? Weird weather uses the tag. Prevents appearance in stockpile menus. Also don't make the material wapon-able or metal?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on September 24, 2014, 07:45:12 am
My interaction seems broken. Could anyone please help me fix it?
      [CDI:INTERACTION:PROJECTILES]
Perhaps add a [CDI:USAGE_HINT:ATTACK] to it?
Also a flow type [CDI:FLOW:FIREBALL].

Spoiler (click to show/hide)
Should I add CDI:VERB to my old 2012 stuffs?

Thank you - seems like the interaction has to have an effect of some kind. The CDI:VERB isn't really necessary unless you want the game to make an announcement when you use the interaction.

Mostly unrelated question: How would I make sure that adventurers don't start with items made out of specific materials? Currently, I have a few materials that are supposed to be used in interactions only, but my wizard adventurer keeps starting out with them - and seeing as some of them are constantly on fire, that's no good. :c
[SPECIAL]? Weird weather uses the tag. Prevents appearance in stockpile menus. Also don't make the material wapon-able or metal?

Thank you, [SPECIAL] seems to do the trick. No more molten hands upon moving a few squares, huzzah! :D


Edit: How do I go about creating spells that don't require selecting a target, but automatically target the caster?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 24, 2014, 11:13:37 am
Edit: How do I go about creating spells that don't require selecting a target, but automatically target the caster?
Make the target SELF_ONLY and remove [IT_MANUAL_INPUT:]. SELF_ONLY makes it only usable on self and removing MANUAL_INPUT makes adventurers unable to finagle it on to someone else.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Darkgamma on September 25, 2014, 08:06:10 am
Hey, a more general question: what do you guys recommend I start with as an intro to modding?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Prudent Viper on September 25, 2014, 11:25:30 am
There's a modding guide over at the wiki
http://dwarffortresswiki.org/index.php/v0.34:Modding_guide

I suggest you start by creating your own creature, preferably using another creature as a base. That's the easiest/most fun form of DF modding.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 25, 2014, 03:23:39 pm
There's a modding guide over at the wiki
http://dwarffortresswiki.org/index.php/v0.34:Modding_guide

I suggest you start by creating your own creature, preferably using another creature as a base. That's the easiest/most fun form of DF modding.

http://dwarffortresswiki.org/index.php/DF2014:Modding_guide
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Prudent Viper on September 25, 2014, 05:27:58 pm
I figured the 34.11 was more accurate. The 2014 isn't finished yet.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on September 25, 2014, 06:16:16 pm
Hey guys i'm drawing sprites for a mod and i have one question. For the woodcrafting,stoncrafting,metalcrafting and bonecarving labours, do you have to draw a seperate sprite for each or do you draw a generic craftsman sprite, because based on playing the game it seems that i need to draw a generic one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 25, 2014, 06:46:19 pm
Hey guys i'm drawing sprites for a mod and i have one question. For the woodcrafting,stoncrafting,metalcrafting and bonecarving labours, do you have to draw a seperate sprite for each or do you draw a generic craftsman sprite, because based on playing the game it seems that i need to draw a generic one.

Here's a list of unit type tokens (http://dwarffortresswiki.org/index.php/DF2014:Unit_type_token), which are used for graphic sets.

Multiple unit types can use the same sprite, if you want them to.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on September 25, 2014, 07:37:10 pm
I created a creature that is a giant humanoid that lives in hell. It is supposed to be as big as the cyclops. I want to know if I made any mistakes in the code.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on September 25, 2014, 08:51:08 pm
Seems fine, Redzephyr. Size is the same as cyclops. Have you tried loading it in the arena and checking the errorlog for any obvious errors? That's the most surefire way of checking if you made any obvious gamebrekaing mistakes.

Question, does my inorganic metals look ok? Trying to make a "divine" metal that's better than candy, but can only be harvested from smelting custom demons/megabeasts made from the metal or harvesting and refining raw ore mined from hell itself. For the sake of refining I went with making multiple types of boulders with different densities and custom reactions in the smelter to "refine" it from one stage to the next.

Spoiler: reactions (click to show/hide)

Spoiler: titanite metal raws (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on September 25, 2014, 08:58:38 pm
You're missing a [ in front of the DEEP_SPECIAL tag.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on September 25, 2014, 09:04:46 pm
You're missing a [ in front of the DEEP_SPECIAL tag.
Yeah. That's intentional for most, since they aren't meant to show up in hell except for the raw ore. Figured I'd keep the tags in case I wanted to change it but remove the starting bracket so it isn't run by the game.

Should probably test the metals in game, but that's a pain in the butt to make a world and do an embark for just to find "oops, it's not working, gotta bugfix and start over." Wish arena let you spawn items or build workshops.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 25, 2014, 09:07:53 pm
Arena lets you spawn items...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on September 25, 2014, 09:20:20 pm
Arena lets you spawn items...
Does it let you spawn a chunk of ore, build a workshop, and try using the reactions?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Baffler on September 25, 2014, 09:24:38 pm
Is it possible to make [POP_RATIO:0]? I intend to use the boiling stone trick to apply a transformation to make it usable in Fort Mode, but I don't want even a slight chance of these fellas coming with the other migrants.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 25, 2014, 09:28:51 pm
No, but it is possible to make it ridiculously high for everyone you want to actually be born.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on September 25, 2014, 10:44:53 pm
Am I not using the verb tag right? Testing in arena and no message is printed despite undead being raised.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 25, 2014, 10:58:59 pm
[FREE_ACTION] is probably messing it up; you want [CDI:FREE_ACTION]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on September 26, 2014, 07:58:54 am
Can you mod more than on syndrome into a material?  Say a buff for one species but a curse for another that will respect their different conditional activations?

[FREE_ACTION] is probably messing it up; you want [CDI:FREE_ACTION]
Do CDIs take time in this version?  It seems all of the ones I mod in are free despite not expliocitly having the Free_Action Token

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 26, 2014, 10:50:11 am
Can you mod more than on syndrome into a material?  Say a buff for one species but a curse for another that will respect their different conditional activations?

[FREE_ACTION] is probably messing it up; you want [CDI:FREE_ACTION]
Do CDIs take time in this version?  It seems all of the ones I mod in are free despite not expliocitly having the Free_Action Token
You can definitely have more than one syndrome on a material, and they will affect the creature (or not) independently.  I did one that had one effect on DWARF:MALE (turned it into a male thingie) and a separate one on DWARF:FEMALE (turning it into a female version of the same thingie).

I'm of the opinion that werecreature bites should work the same way... for now the werebeast appears to be genderless.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Prudent Viper on September 26, 2014, 11:20:46 am
Is there a way for a creature to drop an item upon death in addition to producing a corpse? The [ITEMCORPSE] tag replaces the corpse of a dead enemy. I'd like to supplement it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on September 26, 2014, 11:30:15 am
Is there a way for a creature to drop an item upon death in addition to producing a corpse? The [ITEMCORPSE] tag replaces the corpse of a dead enemy. I'd like to supplement it.
There is the extra butcher object tag, I forget the syntax right now. What it'll do is cause an object to spawn when a specified body part is butchered. No way to spawn both a corpse and object without butchering though, if that is what you are asking.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 26, 2014, 11:55:06 am
I'm of the opinion that werecreature bites should work the same way... for now the werebeast appears to be genderless.
Going werebeast temporarily stops the birth countdown timer (or it did in 34.11) because of genderlessness. Imagine what would happen if it didn't and it hit 0 on the full moon...

Is there a way for a creature to drop an item upon death in addition to producing a corpse? The [ITEMCORPSE] tag replaces the corpse of a dead enemy. I'd like to supplement it.
There is the extra butcher object tag, I forget the syntax right now. What it'll do is cause an object to spawn when a specified body part is butchered. No way to spawn both a corpse and object without butchering though, if that is what you are asking.
If you do go the way Deathsword mentions you can look up gizzard in the raws for an example.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Prudent Viper on September 26, 2014, 12:31:26 pm
Is there a way for a creature to drop an item upon death in addition to producing a corpse? The [ITEMCORPSE] tag replaces the corpse of a dead enemy. I'd like to supplement it.
There is the extra butcher object tag, I forget the syntax right now. What it'll do is cause an object to spawn when a specified body part is butchered. No way to spawn both a corpse and object without butchering though, if that is what you are asking.

That's perfect, thanks. You got the tag exactly right too, it is [EXTRA_BUTCHER_OBJECT].
I'll go look at gizzard stones now, cheers for that Ark.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on September 26, 2014, 06:21:06 pm
Quick question - how exactly do I make a creature have bone and only bone? I'm pretty sure I know, but I can't remember right now.
I've gotten a creature down to skin and bones that bleed nothing but still bleed somehow.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on September 26, 2014, 06:47:00 pm
[SELECT_TISSUE_LAYER:ALL]
[SET_TL_GROUP:BY_TYPE:ALL:BONE]

[SELECT_MATERIAL:BONE]
[TL_VASCULAR:0]

Remove the blood material as well.  My 'bonedaddies' just shredded each other, yet are completely alive, though much more resilient to attack.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on September 26, 2014, 10:45:02 pm
Is it possible to create custom vomit, like one with a syndrome?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on September 27, 2014, 09:54:08 am
If a two-headed creature gets its head cut off, will it instantly die or survive?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on September 27, 2014, 09:56:34 am
If both heads have brains? It'll live.

However, if your creature is an abomination that has multiple upper or lower bodies, cleaving any one of them in half nets instant death. That's the exception.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Suds Zimmerman on September 28, 2014, 08:43:54 am
So I've noticed something upsetting about the [IMMOBILE] tag. Namely, creatures who have it won't move, just as intended, but they also won't take any sort of offensive action whatsoever. They're completely passive no matter the circumstances, happily taking all manner of abuse despite a plethora of available attacks which are fully usable when under direct player control.

My question is, does anybody have any workarounds? To either make a creature with [IMMOBILE] attack or to render a creature immobile by some other means? I use these sorts of turret-like creatures in my mod, and this new kink in DF2014 is the only thing keeping me from porting it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Baffler on September 28, 2014, 02:37:56 pm
I've heard they can still use interactions, but I'd confirm it with someone more knowledgeable.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: gman8181 on September 28, 2014, 03:10:53 pm
So I've just recently become interested in modding and was making an attempt at creating a new playable hive like civ race.

I'd like to make the race have different castes similar to antmen with one caste of females being regular intelligent civ members capable of giving birth to numerous other castes, one of which would include another female caste with a pet tag and no breeding that could be both milked and butchered for hides, meat, etc.

Spoiler (click to show/hide)



Sorry for the wall of text. I'd appreciate it if anyone could answer even segments of my post so I can piece things together for myself.

Also should this stuff go into it's own separate thread? I don't want to keep clogging up this thread with giant posts but neither do I want to create a new thread if it's not particularly necessary.

Edit: Yeah spoilers, my bad.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 28, 2014, 03:47:16 pm
Sorry for the wall of text. I'd appreciate it if anyone could answer even segments of my post so I can piece things together for myself.

Also should this stuff go into it's own separate thread? I don't want to keep clogging up this thread with giant posts but neither do I want to create a new thread if it's not particularly necessary.
To prevent text-walls use 'spoiler=topicname' to condense and categorize.

Spoiler: Pregnancy Question (click to show/hide)


I'm assuming here the above would even be possible using some type of transformation interaction based on age but I don't know how it works. Can I have "larvae" differentiate into different castes similar to the population ratios with breeding to avoid having to create multiple different "larva" castes for each of the different adult castes? I'm willing to figure that out on my own assuming it's possible but having someone tell me it's possible first would be nice before I attempt to look into it.
Big problem is that you can't specify by age. There are possible weird roundabout workarounds, but even thinking about them twists my brain into knots.
Here's my attempt at answering your second sentence.
Spoiler (click to show/hide)
I recommend just renaming the general_child_name tag to use larva (or some variation thereof). Or use egg laying.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 28, 2014, 05:00:13 pm
Hi everyone, I'm having an issue with getting a syndrome-induced-interaction to work.

For background, there are a bunch of special minerals in this mod which boil away upon mining and inflict specific syndromes.  Upon contracting the syndrome, the Dwarf is supposed to fire off one of two interactions (actually he's supposed to try both, but only one can work).  The interactions then get eaten by modtools/interaction-trigger to run scripts.

The inhaled syndrome works, and I even see it listed under Dwarf Therapist as a "buff" but the interactions don't go off.  This is true whether the interaction-trigger is in place or not.  The script also works if it's run directly from the DFHack console, so I'm sure it's the interactions.

Spoiler: inorganic snippet (click to show/hide)

Spoiler: interaction snippet (click to show/hide)


The wiki says that a can-do-interaction with no usage hint will be used on any valid target, but that doesn't seem to be the case.  Anyone know how to force a creature to use an interaction?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: gman8181 on September 28, 2014, 08:48:29 pm
@ArKFallen

Thanks, very helpful!



So if I create this civilization, and the pop ratio for breeding females and males is very low, is there anyway for me ensure that at least two of the starting embark members belong to those castes?

If not, I suppose I'd have to find a workaround of some sort like one involving pets or transformations.

Somewhat related; can I make sure the starting population at worldgen has at least one breeding pair.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 28, 2014, 11:03:52 pm
The wiki says that a can-do-interaction with no usage hint will be used on any valid target, but that doesn't seem to be the case.  Anyone know how to force a creature to use an interaction?
Have you tried a longer time frame for having the interactions? 20 is maybe 2 steps. And dwarfs don't always do reactions immediately when they can. If they can they will always do it (eventually). Jack it to 100-200 and adjust the wait_period accordingly.

Also, 'Awakening Dolomite' won't apply (because of no effect).


So if I create this civilization, and the pop ratio for breeding females and males is very low, is there anyway for me ensure that at least two of the starting embark members belong to those castes?

If not, I suppose I'd have to find a workaround of some sort like one involving pets or transformations.
If this is for distribution: nothing short of DFHack wizardry, which I lack. (The breeding civ pets idea is workable, might want to fiddle with orientation so you don't occasionally get dud pairings)
If this is for personally faffing about: you can adjust the world's raws before embarking, save and exit on embark, and then change it back. I have done this for more than a few forts.

Somewhat related; can I make sure the starting population at worldgen has at least one breeding pair.
World Gen has changed too much for me to give a definite answer or even a guess.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 29, 2014, 09:39:35 am
The wiki says that a can-do-interaction with no usage hint will be used on any valid target, but that doesn't seem to be the case.  Anyone know how to force a creature to use an interaction?
Have you tried a longer time frame for having the interactions? 20 is maybe 2 steps. And dwarfs don't always do reactions immediately when they can. If they can they will always do it (eventually). Jack it to 100-200 and adjust the wait_period accordingly.

Also, 'Awakening Dolomite' won't apply (because of no effect).
Thanks, I'll put in some innocuous effect for the syndrome, but I'm really only interested in the interaction-trigger.

I went with 20 ticks because I didn't want a miner to dig from one boobytrapped tile into another while all of the timers were still running.  But given that an inhalant is far from a foolproof delivery method, and single-tile clusters don't seem to ever be near each other, so a longer duration probably won't be a problem.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on September 29, 2014, 10:26:27 pm
What's an easy way to make a creature that will die instantly (or almost instantly), and preferably by suffocation?

Got a simple dummy creature made with a simple 1 part body for being used in transformations to turn living creatures into gold statues. The dummy creature is supposed to die and leave behind the gold statue. Problem is, it's not dying.

Spoiler: raws (click to show/hide)

Also, anyone know the tile value for the Omega symbol used for statues?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 29, 2014, 11:00:29 pm
To update, adding an effect to the syndrome didn't seem to matter because the interaction still isn't called even if I extend the can-do-interaction to 300 ticks or so.

I also found out that modtools/add-syndrome doesn't work for me :(

Maybe I can re-work the logic into a syndrome-trigger script, then I won't need the interactions at all.  I'll just need to rifle through the syndrome-utils stuff to figure out if the unit is affected by the "favor" syndrome.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 29, 2014, 11:57:28 pm
I also found out that modtools/add-syndrome doesn't work for me :(

what're you doing?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 30, 2014, 05:27:09 am
Also, anyone know the tile value for the Omega symbol used for statues?
<looks at his Ironhand-to-ASCII two-layer helper picture> Omega tile is 234.
Regular 1partbody / 2partbody creature with no [BREATHE]-tagged bodypart (usually a lung) should suffocate.

I hope you have a text editor that does "find string in these subfolders' files", it is super handy when modding.
(code editors such as Crimson Editor, Emerald Editor, Notepadplusplus, see maybe http://en.wikipedia.org/wiki/Comparison_of_text_editors  )
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on September 30, 2014, 06:04:20 am
What's an easy way to make a creature that will die instantly (or almost instantly), and preferably by suffocation?

Got a simple dummy creature made with a simple 1 part body for being used in transformations to turn living creatures into gold statues. The dummy creature is supposed to die and leave behind the gold statue. Problem is, it's not dying.

Spoiler: raws (click to show/hide)


Maybe if you make it have gold skin but pure brain on the inside then it will suffocate?  If not, try giving it boiling blood and maybe it's brain will immediately melt, killing it. If that doesn't work maybe try removing the brain then and making it BASIC_1PARTBODY_THOUGHT, while keeping the boiling blood. These are all of my ideas, I never tried them so this is all theoretical.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 30, 2014, 06:41:51 am
I also found out that modtools/add-syndrome doesn't work for me :(

what're you doing?
I'm not at my machine now, but I was using

modtools/add-syndrome -syndrome "granite favor" -target 14145

And got an error from inside IsValidTarget about checking the caste (that's in syndrome-util).  It throws the same error even if I add the -skipImmunities flag.

Edit: Fixed a typo because my smartphone likes to change things when I'm not paying attention.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on September 30, 2014, 10:24:43 am
Tested my dummy creature in arena with [MAX_AGE:0:0] and it died instantly. So that's one way to do it. Dislike the death report about old age but it will work until I find another way to handle it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on September 30, 2014, 08:27:47 pm
[SELECT_TISSUE_LAYER:ALL]
[SET_TL_GROUP:BY_TYPE:ALL:BONE]

[SELECT_MATERIAL:BONE]
[TL_VASCULAR:0]

Remove the blood material as well.  My 'bonedaddies' just shredded each other, yet are completely alive, though much more resilient to attack.
I might have made a mistake... they're painfully resilient but apparently the "muscle" tissue still exists, as does fat.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 30, 2014, 08:38:28 pm
I might have made a mistake... they're painfully resilient but apparently the "muscle" tissue still exists, as does fat.
Do not use [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] or any of the tissue body detail plans when creating 1 material monsters. If you used pisskop's code and the default vertebrate_tissue_layers you will only have given them one extra bone layer everywhere.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on September 30, 2014, 08:43:08 pm
...that must be it.
Still, they're nigh invulnerable at this point, but still can't beat a human in a practical period of time.
100% solid bone should solve that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 30, 2014, 08:48:19 pm
Tested my dummy creature in arena with [MAX_AGE:0:0] and it died instantly. So that's one way to do it. Dislike the death report about old age but it will work until I find another way to handle it.

dummy creature that dies instantly:
Have a material that melts or takes damage (HEAT_DAM) around 9000.
create FUNCTIONAL tissue that uses this death material
give dummy brain
make brain out of Death tissue.

also remove all tags that are relevant to no-thought or living without a brain
creatures own body heat and the surrounding heat will damage the brain insta-killing it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on September 30, 2014, 08:59:53 pm
Somewhere I made DF throw a fit - viewing the description of skeletons makes the game freeze up, but only when you're playing as one.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 30, 2014, 09:09:38 pm
Somewhere I made DF throw a fit - viewing the description of skeletons makes the game freeze up, but only when you're playing as one.

Spoiler (click to show/hide)

what does your error log say? I'm surprised that trying to select a material/tissue "BONE" before you set it in the creature [BODY_DETAIL_PLAN:STANDARD_MATERIALS/TISSUES] I also don't see where you apply any of the tissues, other than the nails.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 30, 2014, 09:19:08 pm
what does your error log say? I'm surprised that trying to select a material/tissue "BONE" before you set it in the creature [BODY_DETAIL_PLAN:STANDARD_MATERIALS/TISSUES] I also don't see where you apply any of the tissues, other than the nails.
He's making a (nearly) all bone creature so other probably tissues won't be applied.


Somewhere I made DF throw a fit - viewing the description of skeletons makes the game freeze up, but only when you're playing as one.

Spoiler (click to show/hide)
The order things are referenced in the raws do matter. So move the bone selection and placement below the body and tissue lines (you are currently selecting a tissue that doesn't yet exist to fill in a body that is not yet specified to the game).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 30, 2014, 09:24:44 pm
I would have assumed it is all bone due to being a skeleton, however I see nowhere where the body parts are getting tissue applied

Quote
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
   [USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
   [TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RELSIZES]

other than the nail tissue on fingers and toes.

So yes order of events are wrong.

and if he wants just bone it is best to only add in the bone material and tissues to reference it, and in most cases better to make the tissues reference other creatures that this "skeleton" would be resembling, less materials for DF to map and worry about.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 30, 2014, 09:40:47 pm
Me thinks he and pisskop meant to use [TISSUE_LAYER:BY_CATEGORY:ALL:BONE] as it is meant to be fully made of bone.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on October 01, 2014, 07:25:14 am
After some reorganization, it no longer crashes. Checking the error log, it says something about there being no material thickness still.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 01, 2014, 10:14:28 am
After some reorganization, it no longer crashes. Checking the error log, it says something about there being no material thickness still.
Replace Pisskop's code with this:
Code: [Select]
[TISSUE_LAYER:BY_CATEGORY:ALL:BONE]
[SELECT_TISSUE_LAYER:ALL]
[TL_VASCULAR:0]
I've actually tested in the arena. It works. Is all bone all the time.  :P
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on October 01, 2014, 11:42:50 am
Me thinks he and pisskop meant to use [TISSUE_LAYER:BY_CATEGORY:ALL:BONE] as it is meant to be fully made of bone.
That is what I have been saying the whole time, but trying to explain the error of his ways so he knows what to do next time.

Code: [Select]
[PREFSTRING:visible bones]
[BODY:HUMANOID_NECK:HUMANOID_JOINTS:NECK:SPINE:SKULL:MOUTH:5FINGERS:5TOES:TEETH:RIBCAGE]
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE] -- Add only bone
[USE_TISSUE_TEMPLATE:BONE:BONE_TEMPLATE] -- Bone tissue only uses BONE material by default
[SELECT_TISSUE_LAYER:ALL] -- Your vascular change
[SET_TL_GROUP:BY_TYPE:ALL:BONE]
[TL_VASCULAR:0]
[TISSUE_LAYER:BY_CATEGORY:ALL:BONE] -- apply bone to all parts
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE] -- add nails over the bone and front of fingers and toes
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]

if they are only made of bone and nothing else, only add and use it. Adding more materials and having them sit there doing nothing will just clog up lists.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Prudent Viper on October 01, 2014, 01:19:51 pm
Can I copy/paste custom 34.11 creatures into 40.XX? Are there any crucial changes I need to make?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 01, 2014, 01:22:48 pm
Can I copy/paste custom 34.11 creatures into 40.XX? Are there any crucial changes I need to make?

Attack prepare and recover times, the SPEED and SWIM_SPEED tokens are gone and replaced with the GAIT token (see humans for examples on how they're usually applied, I.E with creature variations), odors were added, low light vision was added, sixth-sense was added (sensing creatures of certain types through walls, that is)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Prudent Viper on October 01, 2014, 01:28:39 pm
If I leave these out, will DF just use the default values?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 01, 2014, 02:50:36 pm
Gaits, no, but for the rest, yes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on October 01, 2014, 02:56:38 pm
Gaits, no, but for the rest, yes.
What happens if no GAIT is defined at all?  That might answer this question from earlier...
So I've noticed something upsetting about the [IMMOBILE] tag. Namely, creatures who have it won't move, just as intended, but they also won't take any sort of offensive action whatsoever. They're completely passive no matter the circumstances, happily taking all manner of abuse despite a plethora of available attacks which are fully usable when under direct player control.

My question is, does anybody have any workarounds? To either make a creature with [IMMOBILE] attack or to render a creature immobile by some other means? I use these sorts of turret-like creatures in my mod, and this new kink in DF2014 is the only thing keeping me from porting it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Suds Zimmerman on October 01, 2014, 03:35:59 pm
What happens is that the creature can only walk at the breezy pace of 1000, or crawl at 333.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on October 01, 2014, 08:09:42 pm
For some reason, despite putting what you (very helpful) people showed me, losing fingers/toes and possibly other body parts results in the creature bleeding a material that isn't there at all; bleeding vacuum, I suppose. It's not related only to nails, since slicing off the foot of a skeleton causes said vacuum to leak out. It seems to be inconsequential, but it adds unnecessary detail. I may or may not have done something wrong.
I also assume skeletons being horribly weak to dragonfire being intended, given that they're solid bone with no homeotherm?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on October 01, 2014, 08:16:00 pm
I am apologetic for giving you the wrong tokens before.  You should starting with a standard creature and those tags given to see if you can solve the bleeding issue.  As I was saying before there were only bodyparts flying around when I gave humans the tokens and iron swords.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zanzetkuken The Great on October 01, 2014, 08:30:33 pm
What is the upper limit for the [BODY_SIZE] token?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on October 01, 2014, 08:40:50 pm
What is the upper limit for the [BODY_SIZE] token?
Don't think there is a limit, as far as I know.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 01, 2014, 08:50:10 pm
For some reason, despite putting what you (very helpful) people showed me, losing fingers/toes and possibly other body parts results in the creature bleeding a material that isn't there at all; bleeding vacuum, I suppose. It's not related only to nails, since slicing off the foot of a skeleton causes said vacuum to leak out. It seems to be inconsequential, but it adds unnecessary detail. I may or may not have done something wrong.
I also assume skeletons being horribly weak to dragonfire being intended, given that they're solid bone with no homeotherm?
Have you noticed any puddles of said vacuum or is it that it says the creature is bleeding? If a tissue has any vascular value and is damaged beyond bruising it 'bleeds' an amount based on vascular value. If vascular value is 0, it doesn't bleed but still displays the status. (Based on extensive shenanigans in 34.x).

The way to disable this is to fully redefine the tissue without the vascular token.
Code: [Select]
[TISSUE:BONE]
[TISSUE_NAME:bone:NP] Whether it has a plural depends on exact part
[STRUCTURAL]
[CONNECTIVE_TISSUE_ANCHOR]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BONE]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:1000]
VASCULAR:3 -----removing brackets is a method of commenting out a token
[PAIN_RECEPTORS:50]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]
Also note that nails do not have a vascular token normally which is why having your nails smashed in vanilla doesn't cause bleeding. Also, dragonfire is the bane of existence to everything that isn't [FIREIMMUNE_SUPER]. Even creatures that are fixed at a certain temperature aren't immune.


What is the upper limit for the [BODY_SIZE] token?
Don't think there is a limit, as far as I know.
If this link (http://www.bay12forums.com/smf/index.php?topic=139411.msg5377167#msg5377167) is accurate, the max size for raw creatures is 100,000,000. 2,147,483,647 is a limit that comes from variable types. (((2^32)/2)-1)
Also, body size is a volume - it is in cm^3. For standard material creatures, you can sort of substitute weight (grams).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on October 01, 2014, 08:56:13 pm
What is the upper limit for the [BODY_SIZE] token?
Don't think there is a limit, as far as I know.
If this link (http://www.bay12forums.com/smf/index.php?topic=139411.msg5377167#msg5377167) is accurate, the max size for raw creatures is 100,000,000. 2,147,483,647 is a limit that comes from variable types. (((2^32)/2)-1)
Also, body size is a volume - it is in cm^3. For standard material creatures, you can sort of substitute weight (grams).
I now know more than I did before. I stand corrected.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: dwarf_reform on October 02, 2014, 01:58:09 am
Not quite a modding question, more about a mod.. Rendermax.. How is it that I've looked through tons of DF screenshots and LPs and haven't seen any featuring crazy DF lighting til today?!

Was wondering if someone who knew could fill me in on it.. Is it TWBT reliant? Is there an up-to-date mod that only adds lamps/light sources to vanilla DF? Could something similar be added (by Toady) to vanilla or is it impossible?? I saw it in action on a MDF fort story thread and I've never seen anything so terrifyingly beautiful in my life :D Regular DF needs colored light sources badly now that I've seen.. the light..
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 02, 2014, 02:05:08 am
http://www.bay12forums.com/smf/index.php?board=29.0

Anyway, Rendermax, last I checked, is mutually incompatible with TWBT, so the opposite of reliant. That may have changed. Rendermax itself has some light sources. Toady could do it, but I don't exactly know why.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Warmist on October 02, 2014, 06:09:22 am
http://www.bay12forums.com/smf/index.php?board=29.0

Anyway, Rendermax, last I checked, is mutually incompatible with TWBT, so the opposite of reliant. That may have changed. Rendermax itself has some light sources. Toady could do it, but I don't exactly know why.
Actually it's not that incompatible. I've seen people using and reporting some bugs that mifki later fixed (very impresive i might add). Though i'm a bit out of the loop lately.

My guess is that people already have too low fps and rendermax lowers fps (though we tried to make it use more threads to help with that). Good news that it's a graphical thing so it does not directly depend on game logic and you can tweak things with gfps.
Also there are tons of features to continue rendermax development (both in performance and visual appearance). hopefully someday i'll return to it and make it more impresive. :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on October 02, 2014, 09:26:45 am
For some reason, despite putting what you (very helpful) people showed me, losing fingers/toes and possibly other body parts results in the creature bleeding a material that isn't there at all; bleeding vacuum, I suppose. It's not related only to nails, since slicing off the foot of a skeleton causes said vacuum to leak out. It seems to be inconsequential, but it adds unnecessary detail. I may or may not have done something wrong.
I also assume skeletons being horribly weak to dragonfire being intended, given that they're solid bone with no homeotherm?
Have you noticed any puddles of said vacuum or is it that it says the creature is bleeding? If a tissue has any vascular value and is damaged beyond bruising it 'bleeds' an amount based on vascular value. If vascular value is 0, it doesn't bleed but still displays the status. (Based on extensive shenanigans in 34.x).

The way to disable this is to fully redefine the tissue without the vascular token.
Code: [Select]
[TISSUE:BONE]
[TISSUE_NAME:bone:NP] Whether it has a plural depends on exact part
[STRUCTURAL]
[CONNECTIVE_TISSUE_ANCHOR]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BONE]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:1000]
VASCULAR:3 -----removing brackets is a method of commenting out a token
[PAIN_RECEPTORS:50]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]
Also note that nails do not have a vascular token normally which is why having your nails smashed in vanilla doesn't cause bleeding. Also, dragonfire is the bane of existence to everything that isn't [FIREIMMUNE_SUPER]. Even creatures that are fixed at a certain temperature aren't immune.

I suspected that about dragonfire - Fallens and Risens only survive because they're 1. solid metal and 2. [FIREIMMUNE_SUPER].
As for the tissue redefinition, I'll do so once I get to my DF computer, which is currently not available. Thanks.
The vacuum seems to cause no puddles, since the only blood around was that of the human that was being pulverized. It just said things like "His right upper arm is dripping Skeleton 1's . or something to that effect.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Prudent Viper on October 02, 2014, 11:54:55 am
Could adding [NATURAL_SKILL:SNEAK:x] to grey langurs cause them to sneak into your fortress? Like Gremlins do?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on October 02, 2014, 02:45:06 pm
I believe that is caused by [MISCHIEVOUS], though [NATURAL_SKILL:SNEAK:x] would help them sneak around undetected.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Prudent Viper on October 02, 2014, 05:45:23 pm
I believe that is caused by [MISCHIEVOUS], though [NATURAL_SKILL:SNEAK:x] would help them sneak around undetected.
Pity. I was hoping for ninja keas. I wonder what happens if a creature has both the [CURIOUSBEAST_ITEM] and [MISCHIEVOUS] tags...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on October 03, 2014, 09:15:40 am
I believe that is caused by [MISCHIEVOUS], though [NATURAL_SKILL:SNEAK:x] would help them sneak around undetected.
Pity. I was hoping for ninja keas. I wonder what happens if a creature has both the [CURIOUSBEAST_ITEM] and [MISCHIEVOUS] tags...
Most likely?

They would show up both as wild animals and as mischievous lever pullers.  Separately.  You would get your annual Autumn raiding party and also get your flying ninja cage-openers and lever pullers.  Keep an eye out for when they get most active.

I do know that giving kobolds mischievous has given them new nuisance, and a few even get inside to pull levers in the same room as the dangerous ones.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: cyberTripping on October 03, 2014, 10:57:36 pm
I'm making my first ever creature, but I can't even spawn it in arena so I'm unsure of what to do. Any file-nullifying rookie mistakes that could be the problem?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 03, 2014, 10:58:50 pm
You forgot [OBJECT:CREATURE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: cyberTripping on October 03, 2014, 11:01:52 pm
that was incredibly fast. Thanks, and sorry for making such a dumb mistake. OFF TO THE ARENA

edit: for some odd reason the blood disappears after the creature dies?
except in the pictures, some spatterings stayed....? this is confusing.

Spoiler (click to show/hide)

here are the raws

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 05, 2014, 10:13:04 pm
that was incredibly fast. Thanks, and sorry for making such a dumb mistake. OFF TO THE ARENA

edit: for some odd reason the blood disappears after the creature dies?
except in the pictures, some spatterings stayed....? this is confusing.

Spoiler (click to show/hide)

here are the raws

Spoiler (click to show/hide)
[IS_GUESS]
The game probably just doesn't know how to handle the puddles of wax drying/cooling into a solid and instead evaporates/unmakes it. The spatterings might have stayed because you can have spatterings of powders, while there probably isn't an equivalent for puddles.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: cyberTripping on October 05, 2014, 10:19:40 pm
I thought similar, but it's happened the tick the doll dies more times that just coincidence would have it. Hrm. I'll try a few more times.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 05, 2014, 10:36:42 pm
that was incredibly fast. Thanks, and sorry for making such a dumb mistake. OFF TO THE ARENA

edit: for some odd reason the blood disappears after the creature dies?
except in the pictures, some spatterings stayed....? this is confusing.

Spoiler (click to show/hide)

here are the raws

Spoiler (click to show/hide)
[IS_GUESS]
The game probably just doesn't know how to handle the puddles of wax drying/cooling into a solid and instead evaporates/unmakes it. The spatterings might have stayed because you can have spatterings of powders, while there probably isn't an equivalent for puddles.

Spatters of liquid are perfectly fine things to have. Puddles of wax would cool just as anything else.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: satan on October 05, 2014, 11:44:32 pm
Would a painting mod be possible? I would like to paint my dwarve's walls and furniture different colors.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 06, 2014, 12:30:14 am
You can't add anything that will apply anything to tiles, so not really.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on October 06, 2014, 01:31:21 am
Would a painting mod be possible? I would like to paint my dwarve's walls and furniture different colors.
Make a stockpile of certain colour rock, and mason workshop next to it. Get desired-colour stone furniture.
Also build stone walls and floors out of favorite colour rock.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: satan on October 06, 2014, 03:33:52 am
Would a painting mod be possible? I would like to paint my dwarve's walls and furniture different colors.
Make a stockpile of certain colour rock, and mason workshop next to it. Get desired-colour stone furniture.
Also build stone walls and floors out of favorite colour rock.

I've done that. Certain coloured rocks are rather rare though, like petrified wood (orange). I might just mod in farmable plants that become coloured rocks when processed.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rose on October 06, 2014, 06:20:23 am
You can also mod in a painting workshop, maybe.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on October 06, 2014, 12:33:21 pm
I've done that. Certain coloured rocks are rather rare though, like petrified wood (orange). I might just mod in farmable plants that become coloured rocks when processed.

my preferred method is to use the plants to dye bricks

Spoiler: partial example (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on October 07, 2014, 11:18:42 pm
So I created a creature that is basically a glowing armadillo.
Spoiler (click to show/hide)
Did I mess anything up?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on October 08, 2014, 01:22:59 am
Is [POWER] a caste level token?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Prudent Viper on October 08, 2014, 07:57:48 am
As far as I know, no. It can be put pretty much anywhere in the creature raws.

FYI, creatures won't utilise the [POWER] token unless they also have [CAN_SPEAK] or [INTELLIGENT]. So, keep that in mind.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on October 08, 2014, 03:21:27 pm
POWER was caste-level in earlier versions, and I see no reason why that would have changed. I had it on a caste in a civ creature in an old mod, and during world-gen, that caused an age change when a historical figure of that caste appeared. I also had it on a dragon caste.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: SirRayos on October 09, 2014, 09:54:16 am
 Hi, I already made a Reddit post about this if you want to read it but it is not required. Linking it just so you can reply there if you so desire. http://www.reddit.com/r/dwarffortress/comments/2ip8k0/moddingid_like_my_horses_to_have_scales_and_veins/ (http://www.reddit.com/r/dwarffortress/comments/2ip8k0/moddingid_like_my_horses_to_have_scales_and_veins/)

The thing is I want to use horses as my war animals. I've already got to the point that I can do that, but I'd like to do some other modifications. I believe my experience would be much enhanced if the horses had scales and bled Sunshine. The reddit folks already helped me with the alcohol so I was hoping someone here could give me advice regarding the scales.

I found the current layers to be SKIN:FAT:MUSCLE:BONE:CARTILAGE, and I'd like the layers to look more like SCALE:SKIN:FAT:MUSCLE:BONE:CARTILAGE. I don't think it can be done by just using the same template dragons and such use since it would make it so my horses wouldn't have hooves?

And as always, any and all help is appreciated.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on October 09, 2014, 11:05:45 am
Just use SCALE:FAT:MUSCLE:BONE:CARTILAGE. With scale, your horses won't need skin. This won't remove hooves, either, their tissue and material are added separately. For completeness's sake, add:
      [REMOVE_MATERIAL:SKIN]
      [REMOVE_MATERIAL:LEATHER]

after [BODY_DETAIL_PLAN:STANDARD_MATERIALS] and:
      [REMOVE_TISSUE:SKIN]
after [BODY_DETAIL_PLAN:STANDARD_TISSUES] .
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: SirRayos on October 09, 2014, 11:57:07 am
Just use SCALE:FAT:MUSCLE:BONE:CARTILAGE. With scale, your horses won't need skin. This won't remove hooves, either, their tissue and material are added separately. For completeness's sake, add:
      [REMOVE_MATERIAL:SKIN]
      [REMOVE_MATERIAL:LEATHER]

after [BODY_DETAIL_PLAN:STANDARD_MATERIALS] and:
      [REMOVE_TISSUE:SKIN]
after [BODY_DETAIL_PLAN:STANDARD_TISSUES] .

Thanks a lot. I'll do that. :D
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on October 12, 2014, 08:04:55 pm
Excuse me just asking, is it possible for hunters to hunt with weapons that use the bowman skill rather than the crossbowman skill?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on October 12, 2014, 09:12:44 pm
Excuse me just asking, is it possible for hunters to hunt with weapons that use the bowman skill rather than the crossbowman skill?

Yes, no problem.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on October 12, 2014, 09:28:27 pm
So what determines what enables a hunter to hunt with one weapon and not another weapon?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on October 12, 2014, 10:02:30 pm
The individual makes a decision based on preference and availability (of weapon ... they're not smart enough to know if ammo for their chosen weapon is on hand), as far as I know. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on October 12, 2014, 10:10:13 pm
Wait, so if I make tons of spears, hunters will use spears? I never use hunting though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on October 12, 2014, 10:15:34 pm
No, they'll just choose from among ranged weapons, including modded ones.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on October 12, 2014, 10:18:34 pm
Oh, okay.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: IamanElfCollaborator on October 13, 2014, 12:09:16 am
You could mod in ranged spears and spear throwers, which is the closest you'll get to using spears for hunting, but it'll still be ranged.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on October 13, 2014, 12:43:57 am
Does [IMMOLATE] burn stone or wooden objects the creature moves over? I want to make a phoenix, six winged, fireball and firejet breathing, land burning, flying terrors. I'm just wondering if [IMMOLATE] would make flames appear underground on stone. Say I'd caught a phoenix in a metal cage trap, and brought it inside, would it be setting fire to stuff?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: InsanityPrelude on October 13, 2014, 11:46:04 am
What went wrong with this reaction? My bone carver took a full stack of bones and produced 41 hives. (going from unskilled to adequate bone carver in the process, incidentally.)

Code: [Select]
[REACTION:CRAFT_BONE_HIVE]
[NAME:craft bone hive]
[BUILDING:FURNITURE_WORKSHOP:CUSTOM_ALT_H]
[REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_HIVE:GET_MATERIAL_FROM_REAGENT:bones:NONE]
[SKILL:BONECARVE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on October 13, 2014, 11:48:16 am
I there any way to get merpeople to gen in the ocean at their 'sites' if you mod them to be able to?  Ive gotten several thousand merpeople in a civ, but they wont gen on the non-existent site locations.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on October 14, 2014, 01:45:49 pm
Does [IMMOLATE] burn stone or wooden objects the creature moves over? I want to make a phoenix, six winged, fireball and firejet breathing, land burning, flying terrors. I'm just wondering if [IMMOLATE] would make flames appear underground on stone. Say I'd caught a phoenix in a metal cage trap, and brought it inside, would it be setting fire to stuff?
Yeah IMMOLATE will burn "items" but maybe not workshop corners / pumps / doors / furniture(cages). One needs to experiment.
Beware of cave grass catching fire.
http://dwarffortresswiki.org/index.php/DF2014:Creature_token#IMMOLATE
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on October 14, 2014, 04:15:05 pm
I'm trying to create a civ but demons keep overthrowing the monarchs, how do I prevent that from happening?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on October 14, 2014, 05:17:26 pm
Try restricting the king's position to accept only the creatures your civ consists of. I'm pretty sure that got my human kingdoms to stay in terrestrial hands.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Featheredragon on October 14, 2014, 10:19:35 pm
I tried to make a reaction to allow ceramic weaponry but all I get is a weapon with what appears to be no material (Item shows up a just +Spear+ and so on) Also out of many projectile reactions I have all I got was the javelin reaction; which gave a random ammo item (also with no material). Not on my personal computer at the moment; so I recreated the javelin reaction for you.

Code: [Select]
[REACTION:MAKE_CERAMIC_JAVELIN]
[NAME:make ceramic tipped javelins (10)]
[BUILDING:KILN:CUSTOM_J]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:10:AMMO:ITEM_AMMO_JAVELINS:NONE:GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT]
[FUEL]
[SKILL:POTTERY]

Another question; I borrowed the forcesiege script from MW but all I get are caravans. And rendermax does not work> What do.

Any advice is highly appreciated. I like to get !!FUN!! started as soon as possible considering my computer crashes on morrowind, and most other games with graphics.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 14, 2014, 11:53:48 pm
You have a superfluous NONE.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on October 16, 2014, 03:22:54 am
I have several modded creatures I want to test out, but they simply will not show up in arena mode! I put the .txt files on the raws/objects folder, and I know the client is reading them in some capacity as i still get errorlogs from these creatures - they simply won't show up on the list of creatures to spawn when i use the 'k-c' command. What am I doing wrong? I've managed to iron out all the individual bugs from the creatures themselves, the game just refuses to acknowledge them it seems!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 16, 2014, 03:28:08 am
Are you searching for the caste name instead of the creature name?

Do they have [ARENA_RESTRICTED] (okay, probably not, but always a good check)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on October 16, 2014, 03:32:58 am
No caste names, just the creature name itself - is that something that could cause problems?

EDIT: That was it, I forgot the [CASTE_NAME] token at the very beginning. Doi!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zarathustra30 on October 16, 2014, 02:28:44 pm
What's the difference between a fruit having the [GROWTH_HAS_SEEDS] token and the fruit material having the [MATERIAL_REACTION_PRODUCT:SEED:LOCAL_PLANT_MAT:SEED_MAT] token? Different plants in the raws have one ir both tokens.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 16, 2014, 02:47:17 pm
There is no relation in the game's logic between those two things. The first means that the fruit contains seeds, the second means that using the fruit in a reaction that generates seeds will make seeds. The first one doesn't cause that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on October 16, 2014, 03:12:04 pm
There is no relation in the game's logic between those two things. The first means that the fruit contains seeds, the second means that using the fruit in a reaction that generates seeds will make seeds. The first one doesn't cause that.
So the first one produces seeds from eating the raw fruit?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zarathustra30 on October 16, 2014, 03:19:50 pm
There is no relation in the game's logic between those two things. The first means that the fruit contains seeds, the second means that using the fruit in a reaction that generates seeds will make seeds. The first one doesn't cause that.

Plump helmets only have the [MATERIAL_REACTION_PRODUCT] tag. Why do they give seeds when eaten?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on October 16, 2014, 04:34:29 pm
Those are not fruit. Plump helmets are the whole damn thing.

If you could somehow stuff an entire oak tree down a dwarf's throat, he'd spit out acorns just the same.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 16, 2014, 06:48:36 pm
There is no relation in the game's logic between those two things. The first means that the fruit contains seeds, the second means that using the fruit in a reaction that generates seeds will make seeds. The first one doesn't cause that.

Plump helmets only have the [MATERIAL_REACTION_PRODUCT] tag. Why do they give seeds when eaten?

Plump helmets are not growths, they're mushrooms eaten/brewed whole.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Yewl on October 16, 2014, 10:07:47 pm
Hello, just a quick question. Is it at all possible to use sites such as sewers or tombs as lairs, or is the [LAIR] token strictly limited to SIMPLE_BURROW, SIMPLE_MOUND etc?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on October 17, 2014, 06:54:03 am
LAIR is strictly limited to SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Yewl on October 17, 2014, 06:22:38 pm
Alright, thank you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smjjames on October 19, 2014, 10:26:03 am
Just checking here before I ask in FotF or perhaps make a suggestion, is it possible to make an interation (like spitting or crying, but could potentially be anything) trigger on a specific emotion like anger or sadness?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on October 19, 2014, 01:30:37 pm
This isn't currently possible. Emotion-based usage hints for interactions are on Toady's radar (http://www.bay12forums.com/smf/index.php?topic=100851.msg5044807;topicseen#msg5044807), however. You could have a creature secrete a material when undergoing extreme emotion (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#SECRETION) with a contact syndrome applying the interaction, but that is any extreme emotion.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smjjames on October 19, 2014, 04:31:58 pm
This isn't currently possible. Emotion-based usage hints for interactions are on Toady's radar (http://www.bay12forums.com/smf/index.php?topic=100851.msg5044807;topicseen#msg5044807), however. You could have a creature secrete a material when undergoing extreme emotion (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#SECRETION) with a contact syndrome applying the interaction, but that is any extreme emotion.

My thought has been pretty much asked already in a FotF question then, thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on October 19, 2014, 07:39:32 pm
Question: If I were defining a creature to use wood as a body material in the same way a bronze colossus uses bronze, would the tag be [USE_MATERIAL_TEMPLATE:WOOD:INORGANIC:WOOD] or am I using the INORGANIC wrong?

Additionally, how would I set it up so that elves could use these creatures in sieges?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on October 19, 2014, 07:41:55 pm
Wood is an organic material. You'd need to either define a "creature wood" material based on the wood template, or [USE_PLANT_MAT:] tags.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on October 19, 2014, 07:52:54 pm
So you're saying it should be [USE_MATERIAL_TEMPLATE:WOOD:USE_PLANT_MAT:WOOD] or just [USE_PLANT_MAT:WOOD] (or something along these lines)?

Hmm. Looking at the plump helmet man raws. It uses [USE_MATERIAL_TEMPLATE:PH_TISSUE:STRUCTURAL_PLANT_TEMPLATE]. STRUCTURAL_PLANT_TEMPLATE is in the same .txt file as the wood template. Guess I could just use the same syntax.

If [USE_MATERIAL_TEMPLATE:(insert whatever name here, probably WOOD):WOOD] doesn't work I'll probably come back.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 19, 2014, 10:40:07 pm
So you're saying it should be [USE_MATERIAL_TEMPLATE:WOOD:USE_PLANT_MAT:WOOD] or just [USE_PLANT_MAT:WOOD] (or something along these lines)?

Hmm. Looking at the plump helmet man raws. It uses [USE_MATERIAL_TEMPLATE:PH_TISSUE:STRUCTURAL_PLANT_TEMPLATE]. STRUCTURAL_PLANT_TEMPLATE is in the same .txt file as the wood template. Guess I could just use the same syntax.

If [USE_MATERIAL_TEMPLATE:(insert whatever name here, probably WOOD):WOOD] doesn't work I'll probably come back.

Code: [Select]
[TISSUE:BRONZE]
[TISSUE_NAME:bronze:bronze]
[TISSUE_MATERIAL:INORGANIC:BRONZE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
would become
Code: [Select]
[TISSUE:BRONZE]
[TISSUE_NAME:bronze:bronze]
[TISSUE_MATERIAL:PLANT_MAT:OAK:WOOD]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

If you wanted to make them out of oak wood. If you wanted them to have their own wood type you'd likely use [USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE] and have to make the above tissue_material say
Code: [Select]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:WOOD]

Additionally, how would I set it up so that elves could use these creatures in sieges?
If you mean like goblins and trolls it'll probably require them to allow slavery. If elf skirmishers/attacks actually do bring animals this version just make them PET or PET_EXOTIC.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Vorox on October 20, 2014, 07:46:21 am
delete this post
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on October 22, 2014, 05:40:46 am
How well do interactions work during world gen? I'm thinking of reworking vampires for a mod, and what I'm thinking of would require interactions to work properly during world gen.

Essentially, the first vampires would be cursed by the gods, just like it works now. After this, I would like their bites to transmit the syndrome much like werebeast bites do. However, there should only be a chance for them to transmit it, so I would be using PROB:X, but I have no idea whether this works during world gen or not.

Another question that comes to mind is: will armed people ever bite? If so, approximately how often does this happen?

On werebeasts:
Would it be possible to give (non-vanilla) werebeasts skill boosts? I guess attribute boosts could work, but I'm not sure how well a werebeast with superhuman agility would dodge if they're a dabbling dodger... Also, is it possible to make werebeasts turn a while after they engage in combat? How would I go about giving them an interaction that can only target themselves that would turn them into werebeasts after a certain delay? This could be exploited by adventuring players though, as long as they are don't get caught off-guard.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 22, 2014, 06:15:28 am
Don't know if this is the right place to ask, but can anyone give me an example of a custom reaction?
Preferably one that tans skins and gives you leather? I'm a dabbling modder, but I only understand how to change civs and stuff.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hasse on October 22, 2014, 06:30:43 am
Why can't i make this creature show up in my arena mode?

Spoiler (click to show/hide)

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on October 22, 2014, 07:19:00 am
Don't know if this is the right place to ask, but can anyone give me an example of a custom reaction?
Preferably one that tans skins and gives you leather? I'm a dabbling modder, but I only understand how to change civs and stuff.

Vanilla DF actually comes with a non-hardcoded reaction for tanning leather.

Code: [Select]
[REACTION:TAN_A_HIDE]
[NAME:tan a hide]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]

In the product, if you want to use the reagent's material itself, use NONE instead of a reaction product class (TAN_MAT in this example).

[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]

Code: (explanation) [Select]
[REACTION:TAN_A_HIDE] <- Reaction RAW name. Doesn't show up in-game
[NAME:tan a hide] <- In-game name
[BUILDING:TANNER:CUSTOM_T] <- Which building to use
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN] <- Specifies what can be used as a reagent.
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT] | In this case, it uses 1 unit of anything that has is a body component,
| isn't rotten and has the MATERIAL_REACTION_PRODUCT tag with the value TAN_MAT.
| The vanilla material template SKIN_TEMPLATE has this tag with the specified value, so essentially any vanilla skins
| (and any modded skins that use the SKIN_TEMPLATE) will be tannable.
| It's still restricted by hard-coded stuff such as sentient creatures being unbutcherable afaik.

[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT] <- The product. In this case, it has a 100% chance of creating 1 tanned skin, with some data from the reagent.
[SKILL:TANNER] <- Skill used
[AUTOMATIC] <- I believe this means you don't have to assign the jobs manually, jobs will be assigned automatically.

Edit: Hasse, I took a look at the creature and I just can't seem to get it to work. It doesn't even generate any errors, which makes it even more frustrating...
At first, I found that you wrote [MAXAGE:1000:2000: instead of [MAXAGE:1000:2000], but changing that didn't do anything. I tried comparing it to the flesh ball creature, and I looked up whether all the body parts referenced existed or not, and it all seemed find. Sorry mate, hopefully someone else can help. :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 22, 2014, 07:32:35 am
Thanks, but the reactions I want are for Adventure Mode. (Crafting, making bolts, or even making my own guns if I get good enough)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on October 22, 2014, 08:28:30 am
Thanks, but the reactions I want are for Adventure Mode. (Crafting, making bolts, or even making my own guns if I get good enough)

Put the following into a .txt file called reaction_adv in the RAWs folder. If you don't want it to require a dagger, simply remove [REAGENT:B:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE:NONE][PRESERVE_REAGENT]. :)
Code: [Select]
reaction_adv

[OBJECT:REACTION]

[REACTION:ADV_TAN_A_HIDE]
[ADVENTURE_MODE_ENABLED]
[NAME:tan a hide]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
[REAGENT:B:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE:NONE:NONE][PRESERVE_REAGENT]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 22, 2014, 09:24:40 am
Thanks! I should be able to learn enough from this. Quick question, though, what's tan_mat do?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 22, 2014, 09:36:18 am
Tested the reaction by attempting to kill a bowman to use his skin for leather. I got six arrows in the chest, one in the arm, and died. And right above my death line was "Greetings En. Long live the cause!"
!!!SCIENCE!!! Fail
And the tan skin "create" option didn't show up at all, not like the make sharp rock thing which is always there. I did ^ just to see if the option only appeared if the reagents were present in my inventory. I'll assume it doesn't.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on October 22, 2014, 12:28:12 pm
TheDorf:

Is the GET_MATERIAL_FROM_REAGENT tag in the tanner what makes leather become "cow leather" or "dog leather" etc?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on October 22, 2014, 01:44:28 pm
That's right. It links with the MATERIAL_REACTION_PRODUCT tag, which looks for the counterpart tag with TAN_MAT. The counterpart is in the material template of skin and it's that one which dictates the material must become x leather, where x is the creature on the chopping board.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on October 22, 2014, 02:10:13 pm
Would changing MATERIAL_REACTION_PRODUCT to NONE be all I needed to do to simply the leather system?  Does that also remove dwarfs preferences for certain types of leather?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on October 22, 2014, 02:15:30 pm
Thanks! I should be able to learn enough from this. Quick question, though, what's tan_mat do?

Having [HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT] in a reaction makes sure only materials that have the [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:X] (In vanilla, X is always LEATHER) can be used in the reaction. Without this, you would be able to use any unrotten body parts.

Tested the reaction by attempting to kill a bowman to use his skin for leather. I got six arrows in the chest, one in the arm, and died. And right above my death line was "Greetings En. Long live the cause!"
!!!SCIENCE!!! Fail
And the tan skin "create" option didn't show up at all, not like the make sharp rock thing which is always there. I did ^ just to see if the option only appeared if the reagents were present in my inventory. I'll assume it doesn't.

Weird, seeing as I tested the raws in arena mode. Seeing as it worked in the arena, it SHOULD work in adventure mode as well. The reaction showed up for me in adventure mode too, but I didn't actually kill anything there. Did you generate a new world, and did you put ALL of the text in a text file called reaction_adv.txt?

The
Code: [Select]
reaction_adv

[OBJECT:REACTION]
at the top is required unless you put it into an already existing file. The line at the top can be modified, but it has to match the name of the file, minus the .txt extension.

Would changing MATERIAL_REACTION_PRODUCT to NONE be all I needed to do to simply the leather system?  Does that also remove dwarfs preferences for certain types of leather?

I'm pretty sure that changing [PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT] to [PRODUCT:100:1:SKIN_TANNED:NONE:NONE] would just give you an item called "Leather", no matter what animal skin is used, yes. I believe I did exactly this at some point, but I didn't try it out just now. The fastest way to test it would be by using the reaction RAWs I posted on the last page and then entering the arena, spawning a human with a dagger and some dagger/fighter skill along with a dingo, then killing the dingo as the human, butchering it, and then tanning the hide.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on October 22, 2014, 02:23:39 pm
Leather is actually a part of a creature's anatomy. It's part of the STANDARD_MATERIALS package which has the skin, the bone, the meat, the eyes, the whole lot. Even if there's no reasonable way to get it, it doesn't stop them from adoring the leather of gibbons and turkeys. You could make the reaction put out weird no-material TANNED_HIDE items, but I'm fairly confident that the stock leatherworking reactions would throw a fit at the sight of those.

Leather doesn't really exist as a generic concept. All leather is xyz leather. The way Masterwork did it was to make a non-existent dummy animal "whose" leather (free of all prefixes, of course) all tanned hides turned into. I don't know if there are better ways, Meph has probably bashed his head into plenty of walls before coming to that solution.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on October 22, 2014, 02:36:21 pm
Leather is actually a part of a creature's anatomy. It's part of the STANDARD_MATERIALS package which has the skin, the bone, the meat, the eyes, the whole lot. Even if there's no reasonable way to get it, it doesn't stop them from adoring the leather of gibbons and turkeys. You could make the reaction put out weird no-material TANNED_HIDE items, but I'm fairly confident that the stock leatherworking reactions would throw a fit at the sight of those.

Leather doesn't really exist as a generic concept. All leather is xyz leather. The way Masterwork did it was to make a non-existent dummy animal "whose" leather (free of all prefixes, of course) all tanned hides turned into. I don't know if there are better ways, Meph has probably bashed his head into plenty of walls before coming to that solution.
I haven't looked at how Masterwork did this, though I thought you could just replace this line in the SKIN_TEMPLATE

[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]

with something like

[MATERIAL_REACTION_PRODUCT:TAN_MAT:INORGANIC:PSEUDO_LEATHER]

that happens to have the same characteristics as the LEATHER_TEMPLATE including the [ITEMS_LEATHER] tag, then remove the LEATHER materials from STANDARD_MATERIALS.  That way cat leather doesn't exist, but "leather" does.

Maybe it needs to be organic for [ITEMS_LEATHER] to work, in which case we circle back to something more or less identical to what Meph did.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on October 22, 2014, 02:37:33 pm
Leather is actually a part of a creature's anatomy. It's part of the STANDARD_MATERIALS package which has the skin, the bone, the meat, the eyes, the whole lot. Even if there's no reasonable way to get it, it doesn't stop them from adoring the leather of gibbons and turkeys. You could make the reaction put out weird no-material TANNED_HIDE items, but I'm fairly confident that the stock leatherworking reactions would throw a fit at the sight of those.

Leather doesn't really exist as a generic concept. All leather is xyz leather. The way Masterwork did it was to make a non-existent dummy animal "whose" leather (free of all prefixes, of course) all tanned hides turned into. I don't know if there are better ways, Meph has probably bashed his head into plenty of walls before coming to that solution.

Actually, now that you mention it, I'm pretty sure this was actually the way I went about it too, seeing as the game threw a bunch of errors when I tried using :NONE:NONE:NONE. Thank you for pointing this out. Essentially, create a creature without a name, then change [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] in material_template_default.txt to [MATERIAL_REACTION_PRODUCT:TAN_MAT:MATERIAL:CREATURE_X:LEATHER]. Not sure about the exact syntax, but something similar to that :)

I'm pretty sure that the "generic tiered leathers mod" or whatever it's called uses the same method, but has three different leather templates that have [MATERIAL_REACTION_PRODUCT:TAN_MAT:MATERIAL:CREATURE_X:LEATHER], [MATERIAL_REACTION_PRODUCT:TAN_MAT:MATERIAL:CREATURE_Y:LEATHER] and [MATERIAL_REACTION_PRODUCT:TAN_MAT:MATERIAL:CREATURE_Z:LEATHER], where creatures X, Y and Z are actually creatures with names such as "regular", "rare" and "exquisite". The material templates used in creatures were then changed to match these depending on the material modifier of the creatures using a script.

It's really amazing what this community comes up with to solve seemingly simple problems. :)


Edit:
... Stuff about inorganic materials and stuff ...

This is actually a really interesting idea. I should really be studying for tomorrow's test, but if anyone else has time on their hands and could try this and then report their results here, that'd be neat. As I said, I was recommended to go with the nameless creature variant when I tried this, but I don't know if this method has ever been tried. And even if it has, I guess things can change between releases.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on October 22, 2014, 03:00:04 pm
I should really be studying for tomorrow's test, but
And yet that online-now indicator is still on... :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on October 22, 2014, 03:19:15 pm
I should really be studying for tomorrow's test, but
And yet that online-now indicator is still on... :)
*SHOULD* be studying ;)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 22, 2014, 09:27:47 pm
Oops! I put it in the reaction_other.txt file instead of the reaction_adv.txt file. But I can't find it in the raws. Dang it sleep deprivation!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 22, 2014, 09:37:11 pm
There is no reaction_adv and which file you put it in does not matter.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 22, 2014, 10:08:51 pm
There is no reaction_adv and which file you put it in does not matter.
Oh. Well it works now. I just copy-pasted theDorf's exact words and it worked just fine. I don't know what I did wrong, though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on October 22, 2014, 10:20:01 pm
There is no reaction_adv and which file you put it in does not matter.
Oh. Well it works now. I just copy-pasted theDorf's exact words and it worked just fine. I don't know what I did wrong, though.

Yeah, I just try keeping my custom raws in custom files, makes it easier to recognise what it and what isn't modded. :)

Essentially, you can put it into any file with [OBJECT:REACTION], as long as the file begins with the filename minus the .txt extension, and has [OBJECT:REACTION] after that. Anyways, glad that it works now, and hopefully you understood most of what you copy-pasted. :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 23, 2014, 05:52:44 am
What do I have to change to improve the quality of the products that come out? Like finely-crafted helms and stuff.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on October 23, 2014, 06:46:35 am
What do I have to change to improve the quality of the products that come out? Like finely-crafted helms and stuff.

I'm pretty sure this isn't moddable through RAWs. Essentially, just craft tons of stuff until you become legendary, and you should start getting masterwork items rather often. :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 23, 2014, 09:02:55 am
Thanks! I just became a novice modder!  :D
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on October 23, 2014, 09:18:47 am
Thanks guys, now I just need to do the same with things like milk and tallow...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 23, 2014, 09:26:16 am
Wait!
Last (noobish) question (about reactions), I swear! Are backpacks and containers off-limits to modders? If not, in what txt file are they?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on October 23, 2014, 09:41:43 am
They are mostly hardcoded. A very rare few types of containers are tools, found in item_tools.

Edit - if you want their item types to create them in reactions, you can find those here (http://dwarffortresswiki.org/index.php/Item_token).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 23, 2014, 10:09:41 am
Thanks for the third time in this forum. Now I can try to copy the sacrifice/prayer system in A.D.O.M. to D.F.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on October 23, 2014, 06:22:06 pm
So, is it possible to make a sling that uses 'sharp rocks [created from adventure mode]'?

I assume that if it is and I enable npcs to make them (kobolds) than they will spawn with that heaviest of ammo and use it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 23, 2014, 07:35:08 pm
So, is it possible to make a sling that uses 'sharp rocks [created from adventure mode]'?

I assume that if it is and I enable npcs to make them (kobolds) than they will spawn with that heaviest of ammo and use it?
Nope and Nope.
Ammunition has to be a weapon. If it did work they'd spawn with a random applicable material (that they can get/use).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on October 23, 2014, 08:20:38 pm
Okay so I am trying to create a creature that leaves no corpse when it dies but it doesn't seem to work(it just leaves a regular corpse), the error log doesn't say anything
Spoiler: the creature token (click to show/hide)
Ruins is the material that evaporates at room temperature (it works fine by the way)

What am i doing wrong
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 23, 2014, 08:32:25 pm
BOULDER:NONE:INORGANIC:RUINS
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 23, 2014, 09:41:28 pm
How do I change the time it takes to fire a ranged weapon? I'm sick of getting impaled with my own bayonet every time I fire a round.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on October 23, 2014, 09:50:18 pm
That's an oversight. For all we know, there's no way to alter reload times yet.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 23, 2014, 10:51:57 pm
Oh.
And I've run into another problem:
Spoiler (click to show/hide)
This reaction doesn't show up in the create menu in adventure mode but it shows up and works just fine in the object testing arena.
And yes, this reaction's in the default and region1 raw files.

But the reaction theDorf gave me
Spoiler (click to show/hide)
works in the arena and in adventure mode.
I don't understand what I got wrong.

P.S.
I'm using Jake's Black Powder Firearms mod, if that helps.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 24, 2014, 02:45:34 am
Reactions can't be added after worldgen I'm pretty sure.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hasse on October 24, 2014, 04:20:51 am
how do i add new body parts to other castes?

i'd like to add 2TUSK to the carrion worm caste pls halp, i've looked into other creatures that have tusks but i cant really make it work myself :/


Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 24, 2014, 04:31:54 am
Literally just add 2TUSK to the caste, nothing else. [BODY:2TUSK]. Post the errorlog if you get one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hasse on October 24, 2014, 05:37:43 am
Okay, thanks Putnam, now i only need to set tissue thickness.
How do i do that?

errorlog
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on October 24, 2014, 09:50:29 am
Okay, thanks Putnam, now i only need to set tissue thickness.
How do i do that?

errorlog
Spoiler (click to show/hide)


Pretty sure the tissue thickness is defined in the body_default.txt file, so it should already be set for 2TUSKS. I believe the error "No tissue thickness" also shows up if no tissue has been assigned, so try this:

Code: [Select]
[USE_MATERIAL_TEMPLATE:IVORY:TOOTH_TEMPLATE]
[USE_TISSUE_TEMPLATE:IVORY:IVORY_TEMPLATE]

Not entirely sure about this, though.

Edit: Sorry, I totally should have checked your raws before I posted. Didn't notice you already had it in. Tissue thickness is defined in b_detail_plan_default.txt at any rate, and since you're using the exoskeleton template, it should already be defined. No clue, sorry. :(


Another edit: I think the problem could be that you're redefining bodies, materials and the like. What you want to do is simply not define any standard bodies, materials and such, but rather define it all twice - once in each caste.

Something a bit like this:

The following raws don't create any errorlog, and both castes show up in the arena:
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on October 24, 2014, 10:39:53 am
I would recommend making all of the BODY assignments first, then doing all of the tissue stuff.  Adding a new bodypart after the tissues were assigned will leave that new bodypart "naked."  Something like

header stuff like tile, biome, description, etc.
generic BODY stuff
declare all castes, including only additional BODY tokens (and empty otherwise)
select all castes
do your materials and tissues
do anything that applies to all castes
break out into specific castes again as needed (assigning genders, etc.)

This isn't strictly necessary in your case because the tusk materials are straightforward... it's more of a best practice.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hasse on October 24, 2014, 11:10:20 am
Real solid advice thanks for the help!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on October 24, 2014, 12:58:29 pm
I would recommend making all of the BODY assignments first, then doing all of the tissue stuff.  Adding a new bodypart after the tissues were assigned will leave that new bodypart "naked."  Something like

header stuff like tile, biome, description, etc.
generic BODY stuff
declare all castes, including only additional BODY tokens (and empty otherwise)
select all castes
do your materials and tissues
do anything that applies to all castes
break out into specific castes again as needed (assigning genders, etc.)

This isn't strictly necessary in your case because the tusk materials are straightforward... it's more of a best practice.

Thank you, I've always been a bit confused about where to put what, and I'm sure this was visible in the raws that I posted earlier... :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Qev on October 25, 2014, 04:37:46 am
So, totally new to modding DF here, and I'm left a bit bewildered by the info on the wiki regarding reactions and material tokens.  Specifically, how would I specify the material "any metal bar" as a reagent?  INORGANIC:METAL:NONE?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on October 25, 2014, 04:56:05 am
don't use "METAL", it's simply an allowed alias for inorganic, not a valid subtype or argument.

[REAGENT:A:150:BAR:NONE:INORGANIC:NONE]

A = arbitrary name for this reagent
150 = quantity (150 happens to be the size of a single normal bar in DF units)
BAR:NONE = item token for a bar
INORGANIC:NONE = material token for "any inorganic material"
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on October 25, 2014, 11:59:32 am
Hello I'm trying to use the display name syndrome token but for some reason it isn't working. What am I doing wrong? The syndrome itself is fine though.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Qev on October 25, 2014, 01:31:59 pm
don't use "METAL", it's simply an allowed alias for inorganic, not a valid subtype or argument.

[REAGENT:A:150:BAR:NONE:INORGANIC:NONE]

A = arbitrary name for this reagent
150 = quantity (150 happens to be the size of a single normal bar in DF units)
BAR:NONE = item token for a bar
INORGANIC:NONE = material token for "any inorganic material"
Hmm, okay, but aren't there non-metal bars?  How would I specify "only metal bars"?  Or are the non-metal bars not considered 'bars"?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on October 25, 2014, 01:52:50 pm
You specify "metal," in the sense that DF understands it, by using INORGANIC.  INORGANIC and METAL mean the same thing.

Coal, ash, pearlash, potash, and a number of other things that come in bars are *not* inorganic.

Copper, iron, gabbro, and marble, etc. etc. are all INORGANIC (or you could also say they are all METAL, if you prefer to use that term) but in the unmodded game there is no way to create gabbro or marble bars, so the reagent line i gave you will work in practice.

You can *create* a distinction between metallic and non-metallic, or any other subcategories you want to create, by adding REACTION_CLASS tokens to all the materials.  Which if you really want to learn right away, I'm sure someone will walk you through it.  But it is a sort of advanced-intermediate modding project because it involves potentially changing every inorganic material, not just adding your reaction, and is totally not necessary to do if you're using bars.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on October 25, 2014, 03:08:17 pm
Hello I'm trying to use the display name syndrome token but for some reason it isn't working. What am I doing wrong? The syndrome itself is fine though.

Spoiler (click to show/hide)

I don't know what happened but it works now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Qev on October 25, 2014, 04:57:06 pm
You specify "metal," in the sense that DF understands it, by using INORGANIC.  INORGANIC and METAL mean the same thing.

Coal, ash, pearlash, potash, and a number of other things that come in bars are *not* inorganic
Ahhhhhhhhh, I see!  My Dwarfliness increases!  Thank you very much. :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on October 25, 2014, 08:29:54 pm
No problem!  8)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Vherid on October 25, 2014, 09:49:30 pm
Does anyone have any sort of completely empty default sort of templates for Raws?

Copying say the Dwarf creature and then editing from there has always kind of bugged me in an OCD type of manner, I'd like some sort of standardized, everything here, remove what's not there. I'd like things to always be in the same places too, it seems like every creature I look at has slightly different placements for some tags. I'd like an HTML sort of <head> than <body> always, you know? I tried to make a few myself while working on other projects, sorting every tag alphabetically, but apparently certain things do need to be ran before other things.

I'm not looking for anyone to go out of their way to build any now, but just wondering if it's ever been a thing before?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on October 25, 2014, 09:52:38 pm
I don't think anything like that exists, as having every single possible tag and removing what you don't want would probably double the time on modding creatures.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Vherid on October 25, 2014, 09:53:22 pm
I don't think anything like that exists, as having every single possible tag and removing what you don't want would probably double the time on modding creatures.

I suppose that does make sense.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 26, 2014, 02:09:42 am
Is there a way to change ranged weapon damage? So far, the only thing I've found is the SHOOT_FORCE thing which (I think) only affects how likely the target is to be "propelled away by the force of the blow". There's also SHOOT_MAXVEL. I don't think it does anything except reduce the time it takes for the projectile to hit its target.
Since there's no way to reduce fire time I'll just give all ranged weapons absurdly high damage to make up for it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on October 26, 2014, 02:13:36 am
Is there a way to meddle with the new emotions system?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on October 26, 2014, 07:40:00 am
Is there a way to change ranged weapon damage? So far, the only thing I've found is the SHOOT_FORCE thing which (I think) only affects how likely the target is to be "propelled away by the force of the blow". There's also SHOOT_MAXVEL. I don't think it does anything except reduce the time it takes for the projectile to hit its target.
Since there's no way to reduce fire time I'll just give all ranged weapons absurdly high damage to make up for it.

Define "damage". The crossbow's stats define how hard it slings the bolts (heavier ones going slower, lighter ones going faster up to the MAXVEL cap). The bolt's stats define the wounds it makes.

Hike the SHOOTFORCE and MAXVEL into immense numbers, that'll do the trick.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 26, 2014, 08:02:07 am
Is there a way to change ranged weapon damage? So far, the only thing I've found is the SHOOT_FORCE thing which (I think) only affects how likely the target is to be "propelled away by the force of the blow". There's also SHOOT_MAXVEL. I don't think it does anything except reduce the time it takes for the projectile to hit its target.
Since there's no way to reduce fire time I'll just give all ranged weapons absurdly high damage to make up for it.

Define "damage". The crossbow's stats define how hard it slings the bolts (heavier ones going slower, lighter ones going faster up to the MAXVEL cap). The bolt's stats define the wounds it makes.

Hike the SHOOTFORCE and MAXVEL into immense numbers, that'll do the trick.

Thanks, and I did, but what I kinda wanted to happen was the projectile go straight through whatever body part it hit. Insta-headshots, stuff like that. Hiking up the numbers only made enemies get "propelled away by the force of the blow" more often.

All this until I figure out how to get my adventurer to fire faster.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 26, 2014, 08:10:53 am
Oh, and how to make them more accurate.

EDIT: And how to make them burn the tile they hit! Or explode in a pool of acid! Or magma! Or just explode! I really need to sleep.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on October 26, 2014, 12:26:09 pm
>> go straight through whatever body part it hit

try high force weapon, very small (~5) contact area edged attack ammo.  i *think* that the ammo penetration stat on the ammo's attack matters too.

max_vel is less important than force, max_vel only puts a cap on the speed of lightweight (wood/bone) projectiles.  the force stat governs projectiles with any substantial mass.  read wiki for details.

>> Insta-headshots, stuff like that.

high force, large SIZE, small (~5 to 20) contact area ammo

>>  only made enemies get "propelled away by the force of the blow"

The shot has a chance to penetrate armor.  Or both, or neither.  "Only" propelling away by the force of the blow means you have plenty of force and probably need a better (material, size, attack stats) projectile.

>> Oh, and how to make them more accurate.

skilled dwarf

>> EDIT: And how to make them burn the tile they hit! Or explode in a pool of acid! Or magma! Or just explode! I really need to sleep.

It is possible using raw-only modding to put some basic syndromes on the arrow, but to have the kind of effects you're imagining you'll have to use DFHack.  There are  scripts to do the things you want (see ItemSyndrome and ProjectileExpansion), but I don't know the status for DF2014. 



Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: PillarsOfSalt on October 26, 2014, 01:34:23 pm
Hey, new to the modding thing. How do I make my smiths produce foreign weapons? (Whips, mauls, longswords, etc)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on October 26, 2014, 02:33:12 pm
Since siege engines can't really be modded, would making a ranged weapon that weighs a lot be a good way to simulate emplacements (machine guns, etc)?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 26, 2014, 03:21:12 pm
Is there a way to meddle with the new emotions system?

Quote
   new/changed keys
      CIVZONE_DUMP g -> d
      CIVZONE_GATHER g
      CIVZONE_GATHER_OPTIONS G
      CIVZONE_GATHER_OPTIONS_PICK_TREES t
      CIVZONE_GATHER_OPTIONS_PICK_SHRUBS s
      CIVZONE_GATHER_OPTIONS_GATHER_FALLEN f

   creatures
      retired LIKES_FIGHTING, though it shouldn't give an error for the time being

   item_tool
      added stepladder

   entity_default
      added stepladder tool to MOUNTAIN

Doesn't look like it. Perhaps through personality manipulation, but research would have to be done to determine what changes what.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: gentgeen on October 26, 2014, 04:32:48 pm
Hey, new to the modding thing. How do I make my smiths produce foreign weapons? (Whips, mauls, longswords, etc)

Open the entity_default.txt file in the raws, and add the appropriate weapon to the entity you want to have access to the weapon.

So, if you wanted to give dwarves access to large daggers, you'd scroll down to [ENTITY:MOUNTAIN], and put [WEAPON:ITEM_WEAPON_DAGGER_LARGE] into their entry, probably somewhere near the other weapons.

Note: I'm pretty sure you'd have to spawn a new world to make it work.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on October 26, 2014, 04:58:17 pm
Since siege engines can't really be modded, would making a ranged weapon that weighs a lot be a good way to simulate emplacements (machine guns, etc)?

Well the way masterwork did it was by making a workshop that gave the dwarf who used it a syndrome that transformed it into an immobile projectile breathing dwarf. Read the syndromes wiki page for more information
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 26, 2014, 09:35:08 pm
>> go straight through whatever body part it hit

try high force weapon, very small (~5) contact area edged attack ammo.  i *think* that the ammo penetration stat on the ammo's attack matters too.

max_vel is less important than force, max_vel only puts a cap on the speed of lightweight (wood/bone) projectiles.  the force stat governs projectiles with any substantial mass.  read wiki for details.

>> Insta-headshots, stuff like that.

high force, large SIZE, small (~5 to 20) contact area ammo

>>  only made enemies get "propelled away by the force of the blow"

The shot has a chance to penetrate armor.  Or both, or neither.  "Only" propelling away by the force of the blow means you have plenty of force and probably need a better (material, size, attack stats) projectile.

>> Oh, and how to make them more accurate.

skilled dwarf

>> EDIT: And how to make them burn the tile they hit! Or explode in a pool of acid! Or magma! Or just explode! I really need to sleep.

It is possible using raw-only modding to put some basic syndromes on the arrow, but to have the kind of effects you're imagining you'll have to use DFHack.  There are  scripts to do the things you want (see ItemSyndrome and ProjectileExpansion), but I don't know the status for DF2014.

So basically lighter materials (adamantine?), smaller projectiles with high penetration rate, high max_vel and shoot_force, and syndromes that cause burning?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on October 26, 2014, 09:46:18 pm
I'm trying to give my purgatory wolf steel claws and teeth, with iron bones. Problem is.... I don't really know how. How would I do that? I know how to make the entire creature iron or steel, but not individual body parts. Do I have to change every bone, or can I just say skeleton? Thanks. Here's the raws, if that helps.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on October 26, 2014, 09:52:20 pm
Well, the fact that bones, teeth and claws (nails) are their own separate materials helps a lot.

Use the [SELECT_MATERIAL] tag to declare new material properties for them. Any stats you don't change are left as they were.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on October 26, 2014, 10:01:51 pm
[SELECT_MATERIAL:TOOTH]
Then how would I work it from there? Really sorry, I'm only moderate at modding.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on October 26, 2014, 10:32:31 pm
Then you just start slapping material properties after it. Like so:

Code: [Select]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:wool]
[STATE_ADJ:ALL_SOLID:wool]
[YARN]

You can add new tags or overwrite old ones. Look at the material templates to see what I'm talking about.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on October 26, 2014, 11:31:44 pm
   [SELECT_MATERIAL:TEETH]
      [STATE_NAME:ALL_SOLID:steel]
      [STATE_ADJ:ALL_SOLID:steel]
      [FANGS]
   [SELECT_MATERIAL:NAIL]
      [STATE_NAME:ALL_SOLID:steel]
      [STATE_ADJ:ALL_SOLID:steel]
      [CLAWS]
   [SELECT_MATERIAL:BONES]
      [STATE_NAME:ALL_SOLID:iron]
      [STATE_ADJ:ALL_SOLID:iron]
      [BONES]

Like that? Even with steel fangs and claws, and iron bones, one iron clad proficient sword/hammer/spear/axe dwarf squad put it down fast. Not saying that there wasn't missing limbs and a few deaths, but it lasted a lot shorter than I thought it would.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 26, 2014, 11:35:47 pm
What does the [FANGS] token do? And where would I put it in my custom human?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on October 26, 2014, 11:39:25 pm
I don't know. I just tossed it in at the bottom because he had yarn at the bottom. Errorlog rejects everything I did.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 26, 2014, 11:42:30 pm
Why don't you make all its body parts adamantine and set it upon your nobles?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on October 26, 2014, 11:43:34 pm
*Slap* No.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 26, 2014, 11:45:15 pm
Or at least give it [UPPER_BODY_PINCERS]?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on October 26, 2014, 11:46:53 pm
*Slap, kick, stab* No.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: cyberTripping on October 26, 2014, 11:47:46 pm
I'm pretty sure you need to define ALL the properties. By the looks of it, you just renamed the materials. The bone is now called iron, but it's still bone material.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on October 26, 2014, 11:49:08 pm
...Ugh... I don't know how to do that....  :'( I'll give away a free *steel spear* to whoever can do that for me.

EDIT: WAAAAIT... So my purgatory wolf is already biting through iron armour with normal teeth any claws? Hell yeah! Can't wait to see it with steel claws and teeth, plus iron bones. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 27, 2014, 01:36:37 am
How do I write dragon leather as a material for a trailing_vapor_flow breath attack?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 27, 2014, 02:06:44 am
And is there a custom creature guide anywhere? I'm having trouble with mine. It won't show up in Adventure Mode or the arena.
Spoiler (click to show/hide)

If anyone can help, here's the code.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 27, 2014, 02:07:23 am
You forgot [OBJECT:CREATURE] near the top of the file.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 27, 2014, 02:11:44 am
Oh, right. And what do I type into the entity_default file?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bogus on October 27, 2014, 05:53:45 am
Oh, right. And what do I type into the entity_default file?

is it even supposed to be a civilization? in that case you would basically just copy another civ, rename it, rename the CREATURE token in the entity, and then change the stuff you want to change.

otherwise, if your creature has one or more BIOME tokens, it should already be able to spawn randomly in those biomes. there are a number of other tokens that control how often it will spawn such as FREQUENCY, you might want to check existing creatures for that.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 27, 2014, 07:33:37 am
Oh. Okay then. My avatar's ready to take on the fire lord - oh I gotta make him!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 27, 2014, 03:55:52 pm
...Ugh... I don't know how to do that....  :'( I'll give away a free *steel spear* to whoever can do that for me.

EDIT: WAAAAIT... So my purgatory wolf is already biting through iron armour with normal teeth any claws? Hell yeah! Can't wait to see it with steel claws and teeth, plus iron bones.
Look at the materials you want (iron and steel are in inorganic_metal), copy the whole entry except for the template bit, and paste under the select_material doohicky.

Or, and this is my favorite way to put metals into creatures, select the tissue instead. Then change the [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:X] to [TISSUE_MATERIAL:INORGANIC:X]. The tissue is still called what it was but is now a new material. And when butchered they drop Creature Name's (insert metal name here).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on October 27, 2014, 06:19:53 pm
   [SELECT_MATERIAL:TEETH]
      [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:iron]
      [STATE_NAME_ADJ:LIQUID:molten iron]
      [STATE_NAME_ADJ:GAS:boiling iron]
      [DISPLAY_COLOR:0:7:1]
      [BUILD_COLOR:0:7:1]
      [MATERIAL_VALUE:10]
      [SPEC_HEAT:450]
      [MELTING_POINT:12768]
      [BOILING_POINT:15150]
      [ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
      [ITEMS_HARD]
      [ITEMS_METAL]
      [ITEMS_BARRED]
      [ITEMS_SCALED]
      [SOLID_DENSITY:7850]
      [LIQUID_DENSITY:6980]
      [MOLAR_MASS:55845]
      [IMPACT_YIELD:542500]
      [IMPACT_FRACTURE:1085000]
      [IMPACT_STRAIN_AT_YIELD:319]
      [COMPRESSIVE_YIELD:542500]
      [COMPRESSIVE_FRACTURE:1085000]
      [COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
      [TENSILE_YIELD:155000]
      [TENSILE_FRACTURE:310000]
      [TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
      [TORSION_YIELD:155000]
      [TORSION_FRACTURE:310000]
      [TORSION_STRAIN_AT_YIELD:189]
      [SHEAR_YIELD:155000]
      [SHEAR_FRACTURE:310000]
      [SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
      [BENDING_YIELD:155000]
      [BENDING_FRACTURE:310000]
      [BENDING_STRAIN_AT_YIELD:73]
      [MAX_EDGE:10000]
      [STATE_COLOR:ALL_SOLID:GRAY]

Like that?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on October 28, 2014, 12:19:09 am
Could I get the generated raws for a werewolf(not just any werebeast, a werewolf, silver weakness not necessary)?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 28, 2014, 01:02:14 am
Could I get the generated raws for a werewolf(not just any werebeast, a werewolf, silver weakness not necessary)?
Unless someone has one just laying around you're going to need to gen a world with you init.txt having [COMPRESSED_SAVES:NO] and no bogeymen/night creatures and high werebeast curse types (advanced gen, pick a world size, 'e'dit, scoll just past megabeasts and titans). Then there will be a big-arse file with the raws of every generated thing. Open it with a text editor and search NIGHT_CREATURE or wolf.

If there are no night trolls or bogeymen the NIGHT_CREATURE entries will strictly be werebeasts. If you have the other two they will appear in the order of Night Trolls > Bogeys > Werebeasts.

If you can't be arsed you could go here (http://www.bay12forums.com/smf/index.php?topic=101264.msg3000472#msg3000472) and get that werewolf which is almost a carbon copy of the werewolves before interactions rolled in. Don't know if generated werewolves are anything like that though.
Happy Hunting  :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on October 28, 2014, 01:29:21 am
Could I get the generated raws for a werewolf(not just any werebeast, a werewolf, silver weakness not necessary)?
Unless someone has one just laying around you're going to need to gen a world with you init.txt having [COMPRESSED_SAVES:NO] and no bogeymen/night creatures and high werebeast curse types (advanced gen, pick a world size, 'e'dit, scoll just past megabeasts and titans). Then there will be a big-arse file with the raws of every generated thing. Open it with a text editor and search NIGHT_CREATURE or wolf.

If there are no night trolls or bogeymen the NIGHT_CREATURE entries will strictly be werebeasts. If you have the other two they will appear in the order of Night Trolls > Bogeys > Werebeasts.

If you can't be arsed you could go here (http://www.bay12forums.com/smf/index.php?topic=101264.msg3000472#msg3000472) and get that werewolf which is almost a carbon copy of the werewolves before interactions rolled in. Don't know if generated werewolves are anything like that though.
Happy Hunting  :)
I can't get a legible RAW for a werewolf from the DAT file.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 28, 2014, 05:34:19 pm
I can't get a legible RAW for a werewolf from the DAT file.
The .dat file is extremely messy, with bits text editors can't properly parse. Not every world also generates the same werebeasts. But guess whose lucky day it is, after seeing this post I now have one just laying around.
And it can be yours for the low cost of
Code: (Generated Werewolf) [Select]
[CREATURE:NIGHT_CREATURE_34]
[NAME:werewolf:werewolfs:werewolf]
[CASTE_NAME:werewolf:werewolfs:werewolf]
[GENERATED]---You should get rid of this
[ATTACK_TRIGGER:20:0:0]
[NIGHT_CREATURE_HUNTER]
[CAN_LEARN][CAN_SPEAK]
[NO_GENDER][BONECARN][CRAZED]
[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]
[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]
[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]
[PERSONALITY:BASHFUL:0:0:0]
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]
[PERSONALITY:FRIENDLINESS:0:0:0]
[PERSONALITY:DISDAIN_ADVICE:100:100:100]
[PERSONALITY:CHEER_PROPENSITY:0:0:0]
[PERSONALITY:GRATITUDE:0:0:0]
[PERSONALITY:TRUST:0:0:0]
[PERSONALITY:ALTRUISM:0:0:0]
[PERSONALITY:CRUELTY:100:100:100]
[NATURAL_SKILL:WRESTLING:6][NATURAL_SKILL:BITE:6][NATURAL_SKILL:GRASP_STRIKE:6][NATURAL_SKILL:STANCE_STRIKE:6][NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6][NATURAL_SKILL:SITUATIONAL_AWARENESS:6][NATURAL_SKILL:SNEAK:20]
[DIFFICULTY:1][LAIR:SIMPLE_BURROW:50]
[NO_DRINK][NO_EAT][NO_SLEEP]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[LARGE_PREDATOR][EVIL][SUPERNATURAL][FANCIFUL][AMPHIBIOUS][PETVALUE:2000]
[GRASSTRAMPLE:20][BUILDINGDESTROYER:2][ALL_ACTIVE][SWIMS_INNATE]
[TRAPAVOID][NOPAIN][NOSTUN][NONAUSEA][NOFEAR][NOEXERT][NO_DIZZINESS][NO_FEVERS]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1][GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2][LARGE_PREDATOR]
[SPHERE:ANIMALS][SPHERE:CHAOS][SPHERE:MOON][SPHERE:NIGHT]
[BODY_SIZE:0:0:100000][CREATURE_TILE:165]
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_NOSE:RCP_CHEEKS:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]
[BODYGLOSS:RCP_GLOSS_PAW]
[CANOPENDOORS][EQUIPS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES][NOBREATHE][HOMEOTHERM:10040]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_MATERIAL:HAIR]
[STATE_COLOR:ALL_SOLID:RAW_UMBER]
[NO_UNIT_TYPE_COLOR][COLOR:6:0:0]
[SELECT_MATERIAL:EYE]
[STATE_COLOR:ALL_SOLID:LIME]
[GLOWTILE:'"'][GLOWCOLOR:6:0:1]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART][PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]---Dafuq, there are no scales; Toady your generator is a little borked!
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[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_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_34_BITE]
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]
[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:WALK:Jog:637:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:WALK:Walk:850:NO_BUILD_UP:0]% [GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]
[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]S [GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]
[DESCRIPTION:A large wolf twisted into humanoid form.  It is crazed for blood and flesh.  Its eyes glow lime.  Its raw umber hair is long and straight.  Now you will know why you fear the night.]
It's all in generated order but with more format, spacing, and general readability. I'll likely never do something like this for you again and it's even less likely if you ask. So enjoy your freebie.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on October 28, 2014, 05:48:51 pm
I can't get a legible RAW for a werewolf from the DAT file.
The .dat file is extremely messy, with bits text editors can't properly parse. Not every world also generates the same werebeasts. But guess whose lucky day it is, after seeing this post I now have one just laying around.
And it can be yours for the low cost of
Code: (Generated Werewolf) [Select]
[CREATURE:NIGHT_CREATURE_34]
[NAME:werewolf:werewolfs:werewolf]
[CASTE_NAME:werewolf:werewolfs:werewolf]
[GENERATED]---You should get rid of this
[ATTACK_TRIGGER:20:0:0]
[NIGHT_CREATURE_HUNTER]
[CAN_LEARN][CAN_SPEAK]
[NO_GENDER][BONECARN][CRAZED]
[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]
[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]
[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]
[PERSONALITY:BASHFUL:0:0:0]
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]
[PERSONALITY:FRIENDLINESS:0:0:0]
[PERSONALITY:DISDAIN_ADVICE:100:100:100]
[PERSONALITY:CHEER_PROPENSITY:0:0:0]
[PERSONALITY:GRATITUDE:0:0:0]
[PERSONALITY:TRUST:0:0:0]
[PERSONALITY:ALTRUISM:0:0:0]
[PERSONALITY:CRUELTY:100:100:100]
[NATURAL_SKILL:WRESTLING:6][NATURAL_SKILL:BITE:6][NATURAL_SKILL:GRASP_STRIKE:6][NATURAL_SKILL:STANCE_STRIKE:6][NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6][NATURAL_SKILL:SITUATIONAL_AWARENESS:6][NATURAL_SKILL:SNEAK:20]
[DIFFICULTY:1][LAIR:SIMPLE_BURROW:50]
[NO_DRINK][NO_EAT][NO_SLEEP]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[LARGE_PREDATOR][EVIL][SUPERNATURAL][FANCIFUL][AMPHIBIOUS][PETVALUE:2000]
[GRASSTRAMPLE:20][BUILDINGDESTROYER:2][ALL_ACTIVE][SWIMS_INNATE]
[TRAPAVOID][NOPAIN][NOSTUN][NONAUSEA][NOFEAR][NOEXERT][NO_DIZZINESS][NO_FEVERS]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1][GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2][LARGE_PREDATOR]
[SPHERE:ANIMALS][SPHERE:CHAOS][SPHERE:MOON][SPHERE:NIGHT]
[BODY_SIZE:0:0:100000][CREATURE_TILE:165]
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_NOSE:RCP_CHEEKS:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]
[BODYGLOSS:RCP_GLOSS_PAW]
[CANOPENDOORS][EQUIPS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES][NOBREATHE][HOMEOTHERM:10040]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_MATERIAL:HAIR]
[STATE_COLOR:ALL_SOLID:RAW_UMBER]
[NO_UNIT_TYPE_COLOR][COLOR:6:0:0]
[SELECT_MATERIAL:EYE]
[STATE_COLOR:ALL_SOLID:LIME]
[GLOWTILE:'"'][GLOWCOLOR:6:0:1]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART][PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]---Dafuq, there are no scales; Toady your generator is a little borked!
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[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_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_34_BITE]
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]
[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:WALK:Jog:637:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:WALK:Walk:850:NO_BUILD_UP:0]% [GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]
[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]S [GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]
[DESCRIPTION:A large wolf twisted into humanoid form.  It is crazed for blood and flesh.  Its eyes glow lime.  Its raw umber hair is long and straight.  Now you will know why you fear the night.]
It's all in generated order but with more format, spacing, and general readability. I'll likely never do something like this for you again and it's even less likely if you ask. So enjoy your freebie.
The worst part is, you posted this after I got a functional RAW. But thanks for getting me something that can be edited without total confusion and I like not having fucsia eyes. Now let the furry apocalypse begin!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on October 28, 2014, 06:57:46 pm
still doesn't give the raws of the interaction.

anyway, any advice to create a syndrome/interaction that activates on the full moon like werewolf transformations?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 28, 2014, 07:16:35 pm
still doesn't give the raws of the interaction.

anyway, any advice to create a syndrome/interaction that activates on the full moon like werewolf transformations?
That wasn't what was asked about.
Spoiler: Unkind Word (click to show/hide)

My advice is to check your "raw/interaction examples" folder. And then it might be a good idea to check interaction_werebeast. And then, if you need more knowledge on DF moon cycles go here (http://www.bay12forums.com/smf/index.php?topic=145035.msg5756569#msg5756569).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on October 28, 2014, 07:27:42 pm
Thanks for the help.

Sorry for the previous comment.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on October 28, 2014, 08:06:08 pm
still doesn't give the raws of the interaction.

anyway, any advice to create a syndrome/interaction that activates on the full moon like werewolf transformations?
A little note here. If you give werebeasts genders, then the default interaction turns the victim into a toad. I got around this by giving werewolves two interactions. One per gender.

Of course, the real purpose of this post is to make sure ArK knows I'm a different person.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on October 28, 2014, 08:16:39 pm
I agree that is important. I really messed up back there.

One problem with the Internet is that it's hard to write an apology that sounds genuine (since you can't read a persons tone of voice or body language) I just hope Ark sees the sincerity in this and that he understands how much respect I have for him for analyzing the .dat files for you just because you needed some help.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on October 28, 2014, 08:33:29 pm
I agree that is important. I really messed up back there.

One problem with the Internet is that it's hard to write an apology that sounds genuine (since you can't read a persons tone of voice or body language) I just hope Ark sees the sincerity in this and that he understands how much respect I have for him for analyzing the .dat files for you just because you needed some help.
A problem that is this much of a pain in a butt deserves a specialized program. Or DFhack script.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on October 28, 2014, 08:35:40 pm
On the subject of werebeast transformations, would this code make it so it's possible to contract werewolfism from drinking werewolf blood?

Code: [Select]
[BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]
[CE:INTERACTION:WERECURSE]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 28, 2014, 08:36:30 pm
Of course, the real purpose of this post is to make sure ArK knows I'm a different person.
No issue there.  :D

I agree that is important. I really messed up back there.

One problem with the Internet is that it's hard to write an apology that sounds genuine (since you can't read a persons tone of voice or body language) I just hope Ark sees the sincerity in this and that he understands how much respect I have for him for analyzing the .dat files for you just because you needed some help.
Thanks. Am happy to help.

A little note here. If you give werebeasts genders, then the default interaction turns the victim into a toad. I got around this by giving werewolves two interactions. One per gender.
It is also possible to do this with 1 interaction. You can do 2 I_TARGET set ups (say A and B) with IT_AFFECTED_CREATURE:CREATURE:CASTE for all female castes you want to be valid to transform into a female werebeast.
Less work to use IT_AFFECTED_CLASS and a CREATURE_CLASS for all potentially affected genders (like CREATURE_CLASS:FEMALE for intelligent female castes and IT_AFFECTED_CLASS:FEMALE for the female half of the interaction). I would cap it off with a third I_TARGET that specifically can't target those classes and transforms into a genderless werebeast caste so other creature mods can enjoy werebeasting as well.

You might be able to get away with 1 ADD_SYNDROME but I am unwilling to try it.

fakeedit: Too much ninja. Will just post.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 28, 2014, 09:08:25 pm
*Double Posting for Length and Content*
On the subject of werebeast transformations, would this code make it so it's possible to contract werewolfism from drinking werewolf blood?

Code: [Select]
[BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]
[CE:INTERACTION:WERECURSE]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
Be warned that it is a little buggy (which is one reason it can be so difficult to become a vampire in adv) and I'm not sure whether it would apply to only the non-werewolf form or not. Unfortunately it won't show up properly in Legends mode unless you have an [I_SOURCE:INGESTION] in the interaction with relative IS_HIST_STRING_s (see vampire example).
If you want drinking blood from the werebeast itself to spread the curse you are likely better off dropping
Code: [Select]
[SYNDROME]
[SYN_INGESTED]
[CE_CAN_DO_INTERACTION:START:0:END:9000]---Possibility to use this reaction ends after around a week(?), don't want them to spam it pointlessly
[CDI:ADV_NAME:Name here please]
[CDI:INTERACTION:WEREBEASTCURSEID]---interaction id
[CDI:TARGET:A:SELF_ONLY]---duplicate as necessary if you have more IE_TARGETs
[CDI:FREE_ACTION]
something like this directly under [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] to apply a syndrome to eaters/drinkers of the blood to apply the interaction. This certainly won't appear in Legends though [I_SOURCE:CREATURE_ACTION] with the HIST_STRINGS might work (don't know).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on October 28, 2014, 10:54:26 pm
Would it be possible for the blood to grant multiple separate syndromes?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on October 28, 2014, 10:57:52 pm
Oui. Just takes some extra typing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on October 29, 2014, 12:57:09 am
Why does this interaction have a habit of targeting the caster?
Code: [Select]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Assimilate]
[CDI:INTERACTION:WERECURSE_MALE]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:25]
[CDI:USAGE_HINT:ATTACK:TOUCHABLE]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:are growing hair. Suddenly your mind fills with thoughts of enlarging the pack:is growing hair]
[CDI:WAIT_PERIOD:20]

I thank you guys for being patient with me.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: SHIFTKEYGIRL on October 29, 2014, 02:55:17 am
Quick question: Does the reproduction of egg-laying creatures when they're the creatures of Fortress Mode, or do they need to give live birth as Dwarves do in order to work? Just trying to get Kobolds working.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: golemgunk on October 29, 2014, 04:05:04 am
Why does this interaction have a habit of targeting the caster?
Code: [Select]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Assimilate]
[CDI:INTERACTION:WERECURSE_MALE]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:25]
[CDI:USAGE_HINT:ATTACK:TOUCHABLE]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:are growing hair. Suddenly your mind fills with thoughts of enlarging the pack:is growing hair]
[CDI:WAIT_PERIOD:20]


It may be because you have TOUCHABLE in the usage hint. Touchable only works for TARGET_RANGE.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 29, 2014, 04:56:14 am
Why does this interaction have a habit of targeting the caster?
I thank you guys for being patient with me.
KK, I'm guessing that is supposed to be used by the werebeast and is in the creature as a usable interaction. Don't use START:X in that context (it works in my examples as it is a syndrome effect), put the interaction ID there instead and remove the CDI:INTERACTION line. Assuming you are cross verifying with the interaction examples and wiki(link to relevant page) (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token) follow tentacles' corrections.


Quick question: Does the reproduction of egg-laying creatures when they're the creatures of Fortress Mode, or do they need to give live birth as Dwarves do in order to work? Just trying to get Kobolds working.
It will work but it has some caveats. (http://www.bay12forums.com/smf/index.php?topic=53740.msg2864929;topicseen#msg2864929)
I swear with how often this sort of question comes up Greiger has become the forumite I have searched most. It boggles the mind  ???
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on October 29, 2014, 09:59:01 am
still doesn't give the raws of the interaction.

anyway, any advice to create a syndrome/interaction that activates on the full moon like werewolf transformations?
A little note here. If you give werebeasts genders, then the default interaction turns the victim into a toad. I got around this by giving werewolves two interactions. One per gender.

Of course, the real purpose of this post is to make sure ArK knows I'm a different person.
Actually, I've never seen the two of you at the same time.  Always at least ten minutes between when one of you posts and the other.  How long does it take to transition into a WereExpert? :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on October 29, 2014, 02:56:22 pm
still doesn't give the raws of the interaction.

anyway, any advice to create a syndrome/interaction that activates on the full moon like werewolf transformations?
A little note here. If you give werebeasts genders, then the default interaction turns the victim into a toad. I got around this by giving werewolves two interactions. One per gender.

Of course, the real purpose of this post is to make sure ArK knows I'm a different person.
Actually, I've never seen the two of you at the same time.  Always at least ten minutes between when one of you posts and the other.  How long does it take to transition into a WereExpert? :)
Since "were" means man, are you implying that experts are not human(or just female)?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Number7 on October 30, 2014, 01:25:49 am
Hey guys,

i wanted to ask in this thread how i get into DF modding. Especially on adding in new races and that sort of thing, similiar to fortress defense mod from the old 0.34 days. I'd love to add that kind of stuff into my games if i can get it all working, especially since 0.40 is the latest and greatest but fortress defense isnt compatible.

I'd also love to try making new weapons, items etc for fort mode, just want to really have a good experiment with it all. where's the best resource to learn how to do these? inspired after i fiddled around in the raws for a while before and changed a few things to do with dragons and figured it would be fun to try messing around with other things.

thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 30, 2014, 02:02:33 am
http://dwarffortresswiki.org/index.php/DF2014:Modding_guide
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Tilogour on October 30, 2014, 01:06:07 pm
I have a weak (2.2 GHz Intel Pentium T4400) processor and I'm looking for population limiter. Is there any tool to limit population of trolls in Dark fortress etc. ?
(no population cap  limiter but population in ONE fortress/pic/city etc. )

BTW: Is there any mod that can let the world be active and pass through time after playing ?
(I mean - > I want to create the world -> stop the creation - > be an adventurer for about one year and let the world pass through time again for for example 40 years...)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 30, 2014, 04:31:07 pm
I have a weak (2.2 GHz Intel Pentium T4400) processor and I'm looking for population limiter. Is there any tool to limit population of trolls in Dark fortress etc. ?
(no population cap  limiter but population in ONE fortress/pic/city etc. )
I don't think so.
Quote
BTW: Is there any mod that can let the world be active and pass through time after playing ?
(I mean - > I want to create the world -> stop the creation - > be an adventurer for about one year and let the world pass through time again for for example 40 years...)
There isn't anything like that yet, but fort mode passes time similar to world gen (some problems, like site battles are always wins for the invader because actual resistance isn't coded yet).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 30, 2014, 05:01:23 pm
There isn't really anything like that at all, nor can there be, unless setting the clock forwards with DFHack actually runs the world generation.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on October 30, 2014, 07:04:00 pm
Now that the [LIKES_FIGHTING] tag has been removed, how do I make a creature that attacks anything that doesn't have the [AT_PEACE_WITH_NATURE] tag?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 30, 2014, 07:14:24 pm
Now that the [LIKES_FIGHTING] tag has been removed, how do I make a creature that attacks anything that doesn't have the [AT_PEACE_WITH_NATURE] tag?
My first guess would be [LARGE_PREDATOR] which like to attack creatures smaller than itself.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on October 31, 2014, 01:15:51 am
Why does this interaction have a habit of targeting the caster?
Code: [Select]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Assimilate]
[CDI:INTERACTION:WERECURSE_MALE]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:25]
[CDI:USAGE_HINT:ATTACK:TOUCHABLE]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:are growing hair. Suddenly your mind fills with thoughts of enlarging the pack:is growing hair]
[CDI:WAIT_PERIOD:20]


It may be because you have TOUCHABLE in the usage hint. Touchable only works for TARGET_RANGE.
Still won't work. In fact, now it doesn't work at all, period. Let me show you the new RAWs.
Code: [Select]
[CAN_DO_INTERACTION]
[CDI:ADV_NAME:Assimilate]
[CDI:INTERACTION:WERECURSE_MALE]
[CDI:BP_REQUIRED:BY_CATEGORY:GRASP]
[IT_REQUIRES:CAN_THINK]
[IT_REQUIRES:CAN_SPEAK]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:TOUCHABLE]
[CDI:USAGE_HINT:ATTACK]
[CDI:MAX_TARGET_NUMBER:A:2]
[CDI:TARGET_VERB:are growing hair. Suddenly your mind fills with thoughts of enlarging the pack:is growing hair]
[CDI:WAIT_PERIOD:20]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NoobKid on October 31, 2014, 06:10:11 am
I just found a completely empty dark fortress full of doors connected to levers. And now I can't find my way back up. Is this supposed to happen or am I missing something?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on October 31, 2014, 07:22:09 am
That's a vault. Pull some levers and find treasure.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 31, 2014, 08:11:28 am
Still won't work. In fact, now it doesn't work at all, period. Let me show you the new RAWs.
Have I mentioned how good the wiki (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token) is? I'm going to name off a couple problems (one I furthered, sorry :-[) and then I'm going to post a revised code I saw work in the arena.
Code: [Select]
[CAN_DO_INTERACTION:WERECURSE_MALE]---was a generic curse for testing
[CDI:ADV_NAME:Assimilate]
[CDI:BP_REQUIRED:BY_CATEGORY:GRASP]
[CDI:TARGET:A:TOUCHABLE]
[CDI:USAGE_HINT:ATTACK]
[CDI:MAX_TARGET_NUMBER:A:2]
[CDI:TARGET_VERB:are growing hair. Suddenly your mind fills with thoughts of enlarging the pack:is growing hair]
[CDI:WAIT_PERIOD:20]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on October 31, 2014, 12:54:55 pm
Still won't work. In fact, now it doesn't work at all, period. Let me show you the new RAWs.
Have I mentioned how good the wiki (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token) is? I'm going to name off a couple problems (one I furthered, sorry :-[) and then I'm going to post a revised code I saw work in the arena.
  • CAN_DO_INTERACTION:WERECURSE_MALE is what the first line should read if following my previous advice (then the CDI:INTERACTION line should be gone too)
  • IT_REQUIRES is for I_TARGET in the actual interaction definition. If it has those under the I_TARGET it won't be able to target not I_TARGETable creatures anyway (adventurer exception if interaction has IT_MANUAL_INPUT, still won't work if doesn't match I_TARGET)
  • Turns out TOUCHABLE is for TARGET and as such replaces LINE_OF_SIGHT, to my shame
Code: [Select]
[CAN_DO_INTERACTION:WERECURSE_MALE]---was a generic curse for testing
[CDI:ADV_NAME:Assimilate]
[CDI:BP_REQUIRED:BY_CATEGORY:GRASP]
[CDI:TARGET:A:TOUCHABLE]
[CDI:USAGE_HINT:ATTACK]
[CDI:MAX_TARGET_NUMBER:A:2]
[CDI:TARGET_VERB:are growing hair. Suddenly your mind fills with thoughts of enlarging the pack:is growing hair]
[CDI:WAIT_PERIOD:20]
Yeah...still defective.

EDIT:Realized the problem, apparently I made it so the USER gets the message intended for the target, my mistake.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: 20firebird on October 31, 2014, 05:03:32 pm
I want to make a bird lay gems. How would I go about this?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on October 31, 2014, 05:08:38 pm
There isn't really anything like that at all, nor can there be, unless setting the clock forwards with DFHack actually runs the world generation.
If you run a small fort, possibly hacking for a single immortal dwarf to reduce lag, you can use dfHack to set the framerate really high and leave the game idle. Previously, one could pass years relatively quickly by repeatedly abandoning and reclaiming, but nowadays that only advances the game by 2 weeks a pop, so you're better off with the idle thing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rumrusher on October 31, 2014, 05:50:24 pm
There isn't really anything like that at all, nor can there be, unless setting the clock forwards with DFHack actually runs the world generation.
well if you start what ever mode and use gm-editor dfhack.gui.getCurViewscreen() on the calender you could set the time forward by tick and year to your hearts consent for world gen.
though it's a hellishly long wait depending on what world you have and chances are toady didn't add the old worldgen mechanics outside of the people running around stealing towns and bases so don't expect any people becoming necromancers or baby snatchings after the world has stop generating for the first time.
it's the same thing with the fort idle idea but alot more boring since your waiting for the game to simulate days.  I usually use dfhack to cut out the calender wait since I figured second world gen isn't fully in or isn't in as I wanted and could be skipped all together.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Immortal-D on November 02, 2014, 07:58:43 am
Here's my situation; I found the perfect evil beach, but the ocean is 1 level below.  Is there a way to edit the landscape immediately after embarking?  I want to add ramps all along the coastline, thus connecting ocean with land.  I know I could do this with careful mining, but it would take forever, and my miners have more important jobs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 02, 2014, 10:02:37 am
Here's my situation; I found the perfect evil beach, but the ocean is 1 level below.  Is there a way to edit the landscape immediately after embarking?  I want to add ramps all along the coastline, thus connecting ocean with land.  I know I could do this with careful mining, but it would take forever, and my miners have more important jobs.
Unless you have DFHack, there's no way.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Immortal-D on November 02, 2014, 10:21:46 am
Edit: Figured it out, for those also looking to add ramps, the commands are as follows;

DFH; 'tile type'
Ingame; View (k) over empty space where the top (downward) ramp will be.
DFH; 'paint shape ramp_top'
Ingame; View (k) 1 z level down where the bottom (upward) ramp will be.
DFH; 'paint shape ramp'

Here's my situation; I found the perfect evil beach, but the ocean is 1 level below.  Is there a way to edit the landscape immediately after embarking?  I want to add ramps all along the coastline, thus connecting ocean with land.  I know I could do this with careful mining, but it would take forever, and my miners have more important jobs.
Unless you have DFHack, there's no way.
I do indeed.  So DFH has terrain editing?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 03, 2014, 12:58:12 pm
Is there a way to make a creature really aggressive without using the LARGE_PREDATOR tag?  I don't want these things to crowd out (or be crowded out by) more mundane predatory animals.  The LIKES_FIGHTING tag is deprecated, and apparently it didn't actually make things aggressive anyway (just giving a happy thought for engaging in battle).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on November 03, 2014, 01:09:21 pm
Prone_to_rage? At least I think it could help.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 03, 2014, 03:15:51 pm
Prone_to_rage? At least I think it could help.
Thanks.  CRAZED might work too, but I think PRONE_TO_RAGE is closer to something that is just perpetually angry.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on November 03, 2014, 03:52:04 pm
How would I make a creature that has a syndrome apply to it once it reaches a certain cave adaptation level, regardless of other conditions?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 03, 2014, 03:55:16 pm
[COUNTER_TRIGGER:CAVE_ADAPT:x]

Basically give a;ll the creatures an interaction that will give every creature it meets of the same species a syndrome with that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on November 03, 2014, 06:57:25 pm
Also, how would I be able to give a creature the ability to sense all creatures that have(or lack) a certain tag without sight or hearing?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on November 03, 2014, 07:00:13 pm
Is there a way to make a creature really aggressive without using the LARGE_PREDATOR tag?  I don't want these things to crowd out (or be crowded out by) more mundane predatory animals.  The LIKES_FIGHTING tag is deprecated, and apparently it didn't actually make things aggressive anyway (just giving a happy thought for engaging in battle).
NO_FEAR also works but it has the unintended side-effect of the animal never running away.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 03, 2014, 07:04:36 pm
Also, how would I be able to give a creature the ability to sense all creatures that have(or lack) a certain tag without sight or hearing?

http://dwarffortresswiki.org/index.php/DF2014:Syndrome
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zarathustra30 on November 03, 2014, 11:39:48 pm
I want to make an armor display. Here's what I have so far.

Code: [Select]
[BUILDING_WORKSHOP:ARMOR_STAND_ITEMS]
[NAME:Armor Stand with Armor]
[NAME_COLOR:7:0:1]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BUILD_LABOR:HAUL_FURNITURE]
[BLOCK:1:0]
[TILE:0:1:014]
[COLOR:0:1:0:7:0]
[TILE:1:1:014]
[COLOR:1:1:0:7:0]
[TILE:2:1:014]
[COLOR:2:1:0:7:0]
[TILE:3:1:014]
[COLOR:3:1:MAT]
[BUILD_ITEM:1:ARMORSTAND:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:SHIELD:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:2:SHOES:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:2:GLOVES:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:2:HELM:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:PANTS:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:2:ARMOR:NONE:NONE:NONE][CAN_USE_ARTIFACT]

Is there a way to make some of the build items optional (like in a weapon trap)? I don't want to use dfhack.

Also, how would you guys implement a self-destruct reaction?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 03, 2014, 11:41:16 pm
Nope.

Hot boiling gas might work for the self destruct.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on November 04, 2014, 12:19:38 am
Also, how would I be able to give a creature the ability to sense all creatures that have(or lack) a certain tag without sight or hearing?

http://dwarffortresswiki.org/index.php/DF2014:Syndrome
I don't see anything connected to ESP...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 04, 2014, 12:23:25 am
CE_SENSE_CREATURE_CLASS
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on November 04, 2014, 02:53:54 am
CE_SENSE_CREATURE_CLASS
Hmm...So I can't detect creatures with certain tags or creatures which lack a certain tag, like a psychic sense shows everything that doesn't have [NO_THOUGHT] for example?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 04, 2014, 03:11:55 am
Nope.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on November 04, 2014, 04:02:03 am
Nope.
Well frakk, it still won't make the ability completely useless(I'm intending to use Creature Classes for unrelated syndrome plans) but dang it's annoying finding a limitation in the game!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 04, 2014, 04:05:06 am
Best get used to it, heh.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jax3639 on November 04, 2014, 12:38:04 pm
I want to make a bird lay gems. How would I go about this?
I'm not 100% sure, but try this,

replace the normal egg laying things:
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]   
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]

with something like this:
[EGG_MATERIAL:INORGANIC:DIAMOND_CLEAR:SOLID]   

I used clear diamonds as an example, of course, but you can replace that with any gem.
Then again I neither tested this nor have ever tried something like this before so I'm pretty much guessing.

CE_SENSE_CREATURE_CLASS
Hmm...So I can't detect creatures with certain tags or creatures which lack a certain tag, like a psychic sense shows everything that doesn't have [NO_THOUGHT] for example?

A way to work around this would be to add multiple class to the creature in question
find every creature with a tag like [NO_THOUGHT] and add something along the lines of [CREATURE_CLASS:NO_THOUGHT] (you can add infinite classes to creatures)

then use [SENSE_CREATURE_CLASS:START:0:CLASS:NO_THOUGHT:15:4:0:1]
and BOOM! now you have the ability to see creatures with [NO_THOUGHT] through walls
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on November 04, 2014, 12:42:29 pm
[LAYS_UNUSUAL_EGGS:ROUGH:NONE:INORGANIC:DIAMOND_CLEAR] gives usable uncut gems. Replacing ROUGH with SMALLGEM gives you normal cut gems, and GEM gives you large cut gems.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 04, 2014, 12:44:18 pm
I want to make a bird lay gems. How would I go about this?
I'm not 100% sure, but try this,

replace the normal egg laying things:
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]   
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]

with something like this:
[EGG_MATERIAL:INORGANIC:DIAMOND_CLEAR:SOLID]   

I used clear diamonds as an example, of course, but you can replace that with any gem.
Then again I neither tested this nor have ever tried something like this before so I'm pretty much guessing.

That might work if you want the eggs to be made of diamonds, while being unusable for gem-related jobs. It may even be edible too, but I'm not certain on that.

If you want them to lay actual gems, try using this:
Code: [Select]
[LAYS_UNUSUAL_EGGS:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_CLEAR]This will create uncut clear diamonds.

Edit: Ninja'd
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 04, 2014, 12:44:59 pm
[LAYS_UNUSUAL_EGGS:ROUGH:NONE:INORGANIC:DIAMOND_CLEAR] gives usable uncut gems. Replacing ROUGH with SMALLGEM gives you normal cut gems, and GEM gives you large cut gems.
Ah, ninja'd.  In the case of an extra butcher object, the gem comes out with no cut/shape/quality.  Does that happen here, or does it somehow pick up those attributes at random?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on November 04, 2014, 12:50:03 pm
I suspect it'll come out shapeless as well, unfortunately. (I've been meaning to compose a suggestion to consolidate how the raws refer to items, but I keep putting it off, since even then, there need to be special cases.)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Redzephyr01 on November 04, 2014, 03:37:55 pm
Did I do this diamond-laying bird right?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on November 04, 2014, 03:48:14 pm
How would I go about making a special food type, such as canned food and sausages, that can only be made using special reactions(instead of just adding, say, ITEM_FOOD_CANNED)?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on November 04, 2014, 06:05:05 pm
Also, how would I be able to give a creature the ability to sense all creatures that have(or lack) a certain tag without sight or hearing?

I have no idea whether or not it is possible in adventure mode, but it is defiantly possible in fort mode, but only with the following tags BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES

What you do is that you make an interaction that has [IT_REQUIRES:one of the above mentioned tags]. Let's take NOTHOUGHT. you can then use the CDI tag [CDI:VERB:N/A:has detected a creature with no sight:N/A].

So what happened here is that in fort mode when the creature comes within range (range is defined by CDI:TARGET_RANGE ) of a creature with the NOTHOUGHT tag it will display the message "creaturename has detected a creature with NOTHOUGHT"

unfortunately you won't know what it is, or where it is, you will only know that it is somewhere in range and the AI won't know anything. It is possible to figure out what it is by using CDI:TARGET_VERB but, I don't know how the verbs tokens actually work so I don't want to talk about them too much.

here is a link where you can do more reading http://dwarffortresswiki.org/index.php/DF2014:Interaction_token (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token)

I hope this helped.

The reason why I had my doubts about adventurer mode is because in adventure mode you have to activate your interactions and select your target and I don't know whether the game will allow you to do that if they can't see the target.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 04, 2014, 07:30:11 pm
That's not really sensing.

Also, holy shit, LIKESFIGHTING can still be used in interactions? If so, great, you can use that for mutually exclusive crap... though not much.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on November 04, 2014, 07:52:07 pm
Also, how would I be able to give a creature the ability to sense all creatures that have(or lack) a certain tag without sight or hearing?

I have no idea whether or not it is possible in adventure mode, but it is defiantly possible in fort mode, but only with the following tags BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES

What you do is that you make an interaction that has [IT_REQUIRES:one of the above mentioned tags]. Let's take NOTHOUGHT. you can then use the CDI tag [CDI:VERB:N/A:has detected a creature with no sight:N/A].

So what happened here is that in fort mode when the creature comes within range (range is defined by CDI:TARGET_RANGE ) of a creature with the NOTHOUGHT tag it will display the message "creaturename has detected a creature with NOTHOUGHT"

unfortunately you won't know what it is, or where it is, you will only know that it is somewhere in range and the AI won't know anything. It is possible to figure out what it is by using CDI:TARGET_VERB but, I don't know how the verbs tokens actually work so I don't want to talk about them too much.

here is a link where you can do more reading http://dwarffortresswiki.org/index.php/DF2014:Interaction_token (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token)

I hope this helped.

The reason why I had my doubts about adventurer mode is because in adventure mode you have to activate your interactions and select your target and I don't know whether the game will allow you to do that if they can't see the target.
Thanks! Although this is not what I needed for what I asked for, it is an elegant alternative to my idea for a "monster detector"(a reaction that creates a gas that infects people under the influence of certain curses with a syndrome that makes them flash a certain icon) which will conserve resources.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 04, 2014, 07:56:26 pm
Also, about TARGET_VERB: TARGET_VERB is VERB without the "mutual" section that is never actually used for syndromes. It's just second:third, aka "[you] use it:[it] uses it".
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on November 04, 2014, 10:53:45 pm
Is it possible to make a civ that doesn't use any clothes, without adding the NO_EMOTION tag?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on November 04, 2014, 11:01:11 pm
How would I go about making a special food type, such as canned food and sausages, that can only be made using special reactions(instead of just adding, say, ITEM_FOOD_CANNED)?

You can make sausages by defining a new material template (you can just copy meat) and plugging into STANDARD_MATERIALS, with no part of the creature actually made of it.  The same process is there in vanilla for tallow.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eldin00 on November 06, 2014, 12:33:42 am
In 0.40.xx, is it possible to make the elven caravans bring booze? I swear they used to in the older versions (or perhaps my memory is addled from too much booze?), but nothing I do seems to make them bring it now. I've tried adding various combinations of the following tags to the elves in entity_default.txt

   [PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
   [PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
   [PERMITTED_JOB:BREWER]
   [PERMITTED_BUILDING:STILL]

I've generated several worlds with some/all of these tags added. However, they still never bring booze to trade. They do bring both brewable fruits and barrels, so I know they have access to the materials needed for brewing. Anyone know what I'm doing wrong?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on November 06, 2014, 12:36:06 am
I believe it only comes in wagons. Give them wagons, I always do.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 06, 2014, 02:00:55 pm
COMBATHARDNESS appears to have been removed as a counter trigger as of 0.40.14.

Thought you ought to know.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on November 06, 2014, 06:25:39 pm
Where is dwarf.txt ([SPEECH:dwarf.txt.])? Failing that, how do I change what creatures say in battle?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 06, 2014, 06:35:02 pm
Where is dwarf.txt ([SPEECH:dwarf.txt.])? Failing that, how do I change what creatures say in battle?

The folder path should be something like 'Dwarf_Fortress/data/speech'

Though to my knowledge, that speech token is only for bragging about kills.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 06, 2014, 11:59:57 pm
Are new emotions avaliable for the COUNTER_TRIGGER purrposes?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 07, 2014, 12:16:06 am
These are all of the triggers allowed:

Code: [Select]
ALCOHOLIC
COMBATHARDNESS
TIME_SINCE_BREAK
ON_BREAK
PARTIED_OUT
MILK_COUNTER
EGG_SPENT
GROUNDED_ANIMAL_ANGER
TIME_SINCE_SUCKED_BLOOD
DRINKING_BLOOD

COMBATHARDNESS is still around? Hm. Wasn't working last I checked.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on November 07, 2014, 05:50:57 am
Where is dwarf.txt ([SPEECH:dwarf.txt.])? Failing that, how do I change what creatures say in battle?

The folder path should be something like 'Dwarf_Fortress/data/speech'

Though to my knowledge, that speech token is only for bragging about kills.
Yeah, it's for bragging about killing the creature in question. Other in-battle speech is hard-coded.

Edit: Though there are ways to add to in-battle speech with VOCALIZATION and through interactions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on November 07, 2014, 01:53:22 pm
Where is dwarf.txt ([SPEECH:dwarf.txt.])? Failing that, how do I change what creatures say in battle?

The folder path should be something like 'Dwarf_Fortress/data/speech'

Though to my knowledge, that speech token is only for bragging about kills.
Yeah, it's for bragging about killing the creature in question. Other in-battle speech is hard-coded.

Edit: Though there are ways to add to in-battle speech with VOCALIZATION and through interactions.
Hmm, VOCALIZATION? I'll have to check that out!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eldin00 on November 08, 2014, 08:12:26 pm
So, how to make the elf caravans bring wagons? I tried adding the [COMMON_DOMESTIC_PULL] token to [ENTITY:FOREST], which seemed from looking at the other civilizations in the raws and reading the wiki like it would work, but 3 elf caravans in on a new world, and they haven't brought a single wagon yet.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on November 08, 2014, 09:11:10 pm
So, how to make the elf caravans bring wagons? I tried adding the [COMMON_DOMESTIC_PULL] token to [ENTITY:FOREST], which seemed from looking at the other civilizations in the raws and reading the wiki like it would work, but 3 elf caravans in on a new world, and they haven't brought a single wagon yet.
[Insert joke about wood taboo here.]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on November 08, 2014, 09:24:09 pm
Hmm, VOCALIZATION? I'll have to check that out!
Very fun adventure mode stuff with vocalization, for example:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Maklak on November 09, 2014, 05:18:04 am
How do I mod in gems that can only be made by reactions and don't ever show up in the earth?

Would this work?
[ENVIRONMENT:ALL_STONE:CLUSTER_SMALL:0]

Or this?
[ENVIRONMENT:NONE:CLUSTER_SMALL:0]

Or maybe omitting the Environment line?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on November 09, 2014, 05:39:13 am
Or maybe omitting the Environment line?
That one. No environment line, no placement in the earth.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Haxitodl on November 09, 2014, 05:43:22 am
Hello! Just two questions.

1) Can i create a fortress in non-civ world somehow? I know that is possible with died civilizations.
2) In one of my world that i make with PerfectWorld, civilizations never ever did appear. What kind of problem can it be? I have bioms of all type, except tundra and glacier. Maybe the reason is in high level of savagery all over the map?  ::)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on November 09, 2014, 09:15:55 am
Hello! Just two questions.

1) Can i create a fortress in non-civ world somehow? I know that is possible with died civilizations.
2) In one of my world that i make with PerfectWorld, civilizations never ever did appear. What kind of problem can it be? I have bioms of all type, except tundra and glacier. Maybe the reason is in high level of savagery all over the map?  ::)
Civs need neutral biomes - this would actually be better suited to the df gameplay questions thread.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Maklak on November 09, 2014, 10:19:14 am
How do I use bones as REAGENT now that bone stack issue has been fixed? I want to use 2 bones to make bonemeal as a type of flux stone. Would this work? (Assume GRINDER:CUSTOM_B and BONEMEAL are already defined.)
[REACTION:BONE_GRINDING]
   [NAME:grind bones to bonemeal (flux)]
   [BUILDING:GRINDER:CUSTOM_B]
    [REAGENT:A:2:BONE:NONE:NONE:NONE][ANY_BONE_MATERIAL]
        [PRODUCT:100:1:BOULDER:NONE:INORGANIC:BONEMEAL]
   [SKILL:MASONRY]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on November 09, 2014, 11:25:19 am
BONE is not a valid item type. (http://dwarffortresswiki.org/index.php/DF2014:Item_token) What you're thinking of falls under the CORPSEPIECE category, but that's a strange and malfunctioning area when custom reactions are concerned. Avoid using it.

Make the reagent a NONE:NONE:NONE:NONE wildcard and tack on [USE_BODY_COMPONENT] at the end to make sure it only picks up butchered bits.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Haxitodl on November 10, 2014, 12:05:33 pm
Civs need neutral biomes - this would actually be better suited to the df gameplay questions thread.

Oh, i find it out already, but thanks for help.
Yet another question, and this time truly about modding matters. :)
Can i make a creature (human vampire, for example) capable to injure itself? Like stab knife in the stomach or cut out finger?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on November 11, 2014, 06:08:59 am
I doubt you can truly make it hurt itself, but a reasonable substitute is to give it in an interaction when appropriate that allows it to change caste with the appropriate bit missing. I think.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on November 12, 2014, 07:16:38 am
How would I make a creature that changes to a separate caste once a month? They need to remain in that caste for a full month as well.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on November 12, 2014, 08:07:19 am
How would I make a creature that changes to a separate caste once a month? They need to remain in that caste for a full month as well.

You can write a syndrome with transformations at START:0 and no END, then put [CE:PERIODIC:MOON_PHASE:x:y] after each one, where the moon phase pick over the previous one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on November 12, 2014, 01:58:40 pm
Probably going to sound... Stupid.

But I'm looking into working on a little personal mod and I was wondering if there was a way to allow/force a civ to make use of stone weaponry. Not wood, stone. Specifically chert, flint, and obsidian.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on November 13, 2014, 01:24:50 am
How would I add a description to a caste? I tried [CASTE_NAME:seraph:seraphs:seraph] and it didn't change a thing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 13, 2014, 01:35:56 am
[DESCRIPTION:x] is all you need. Make sure there isn't another instance of that that would reach said caste afterward.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on November 13, 2014, 01:38:19 am
*Palm+Face* Thanks Putty! I think my angels are finally ready for the public eye. Just need to toss in descriptions, and I'm happy with them.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on November 13, 2014, 04:25:37 am
Erm, not sure if this is the correct place to ask this question, but can the item-trigger in DFHack 0.40.13 be used with armour? Because the comment at the top of the script file mentioned only weapons.
EDIT: Oops misread stuff.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 13, 2014, 10:59:08 am
[DESCRIPTION:x] is all you need. Make sure there isn't another instance of that that would reach said caste afterward.
Wait, DESCRIPTION is a caste-level tag?  * face palm *

This will allow quite a bit of streamlining.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on November 13, 2014, 12:22:22 pm
How do I get something to transmit syndromes WITHOUT touching the victim or throwing something?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on November 13, 2014, 12:42:59 pm
How do I get something to transmit syndromes WITHOUT touching the victim or throwing something?
Perhaps leaving a puddle on the ground, or a gaseous cloud.
CONTACT type. (valid are: SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED)
See http://dwarffortresswiki.org/index.php/DF2014:Syndrome

ps. give a workshop a chance of having an accident; 1-3% chance of creating a flaming or nasty-syndrome-evaporating boulder/logstack.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 13, 2014, 12:44:47 pm
How do I get something to transmit syndromes WITHOUT touching the victim or throwing something?
You could make an interaction with an I_EFFECT to ADD_SYNDROME.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on November 13, 2014, 02:03:34 pm
How do I get something to transmit syndromes WITHOUT touching the victim or throwing something?
Perhaps leaving a puddle on the ground, or a gaseous cloud.
CONTACT type. (valid are: SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED)
See http://dwarffortresswiki.org/index.php/DF2014:Syndrome

ps. give a workshop a chance of having an accident; 1-3% chance of creating a flaming or nasty-syndrome-evaporating boulder/logstack.
Nah, it needs to be a targeted, focused syndrome. And yeah, workshops accidents will be added to my mod, like in MW.
How do I get something to transmit syndromes WITHOUT touching the victim or throwing something?
You could make an interaction with an I_EFFECT to ADD_SYNDROME.
Hmm, that sounds good...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 15, 2014, 04:15:55 am
Is there a way to make a vault populated with custom creatures?

And does that [GAIT:WALK:Go real fast:0:NO_BUILD_UP:0] makes creature teleport around?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 15, 2014, 04:41:39 am
1. No, I don't think so, especially since angels use HFID:x tokens that can't really be hardcoded.

2. No, it just makes them ludicrously fast.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thatkid on November 15, 2014, 03:22:30 pm
So if there is an item that can be made through reactions, but is not normally part of the entity's item list, that item will not show up in the entity's caravans/embark/etc.

Now that world gen somewhat continues after the game starts, however, what happens if you make those items and then sell them off to a caravan?

For example-- let's say dwarves have a custom reaction [PERMITTED_REACTION:MAKE_SNIPERRIFLE] but not [WEAPON:ITEM_WEAPON_SNIPERRIFLE]. During fort mode, you make 2000 Sniper Rifles using the reaction and sell or offer ALL of them to your civilization's caravan. What happens to the sniper rifles after they leave the map? What happens if you then immediately retire your fort?
Will you find those sniper rifles in shops in adventure mode? Will the sniper rifles potentially show up in a caravan visiting a later fort? Or will the sniper rifles basically cease to exist?

What if you peacefully retire the fort that sold those sniper rifles, but only after making and stockpiling 2000 more sniper rifles? Those rifles will still be at the fort, obviously, but the fort continues its existence as a settlement right? So what if you play another fort for a few years. Will immigrants from the old fort (assuming you can have immigrants from an old fort) potentially show up with sniper rifles? Will the sniper rifles of that fort eventually find their way into other people's hands as time passes? Or will they just collect dust in the old fort's stockpiles/hands of the old fort's militia that was equipped with them?

The reason I ask is because I'm working on a mod that adds several other playable civilizations to the base game, each with varying tech trees. I'm hoping it might be possible for you to gradually increase the world's technology level by, say, inventing gunpowder with Race A and then eventually acquiring the gunpowder as Race B and inventing guns with it or something.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 16, 2014, 04:51:02 am
Is there a way to use DFHack to make a lot of small explosions randomly scattered along the targeted area of interaction?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 16, 2014, 06:12:29 am
explosions

?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 16, 2014, 07:43:07 am
explosions

?
Omnidirectional dust blasts.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on November 16, 2014, 04:50:44 pm
1.  When you add tags, do they need to be in particular order, or can you just slap [trainable] here and [pet_exotic] there?
2.  How do I mod things to be shearable?  I want to shear yaks, musk oxen, and two-humped camels.  Chinchillas too.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 16, 2014, 04:52:53 pm
1. the latter
2. see sheep
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on November 16, 2014, 04:58:59 pm
[SELECT_TISSUE:HAIR]
      [TISSUE_NAME:wool:NP]

Will this do it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 16, 2014, 05:07:29 pm
No, that just renames it. I'm pretty sure there's an explicit SHEARABLE token or something of the sort.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on November 16, 2014, 05:12:35 pm
[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]
      [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]

Is this it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on November 16, 2014, 05:14:35 pm
That's just changing the colour.

EDIT: wait, nevermind, that's it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thatkid on November 17, 2014, 02:08:04 am
So non-historically important members of my new race don't have any names. What's going on?

Derped and forgot to add a Translation tag to the entity file. Sorry.

Now I just need to figure out why human gear is showing up as "small" for them, despite them having the same body_size tags.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on November 17, 2014, 07:08:12 am
So I'm creating some centaurs but everytime I start I get

Code: [Select]
*** Error(s) found in the file "raw/objects/creature_locust's_taurs.txt"
CENTAUR_Ls:Body Token Recognized But Could Not Connect: THROAT
CENTAUR_Ls:Body Token Recognized But Could Not Connect: NECK
CENTAUR_Ls BP Mod DEEP_VOICE Was Not Used
CENTAUR_Ls BP Mod RASPY_VOICE Was Not Used
*** Error(s) finalizing the creature CENTAUR_Ls
CENTAUR_Ls:FEMALE:right front leg: No tissue thickness
CENTAUR_Ls:FEMALE:left front leg: No tissue thickness
CENTAUR_Ls:FEMALE:right back leg: No tissue thickness
CENTAUR_Ls:FEMALE:left back leg: No tissue thickness
CENTAUR_Ls:FEMALE:right front hoof , layer 1: Tissue HOOF was not found, using first tissue instead
CENTAUR_Ls:FEMALE:left front hoof, layer 1: Tissue HOOF was not found, using first tissue instead
CENTAUR_Ls:FEMALE:right back hoof , layer 1: Tissue HOOF was not found, using first tissue instead
CENTAUR_Ls:FEMALE:left back hoof, layer 1: Tissue HOOF was not found, using first tissue instead
CENTAUR_Ls:MALE:right front leg: No tissue thickness
CENTAUR_Ls:MALE:left front leg: No tissue thickness
CENTAUR_Ls:MALE:right back leg: No tissue thickness
CENTAUR_Ls:MALE:left back leg: No tissue thickness
CENTAUR_Ls:MALE:right front hoof , layer 1: Tissue HOOF was not found, using first tissue instead
CENTAUR_Ls:MALE:left front hoof, layer 1: Tissue HOOF was not found, using first tissue instead
CENTAUR_Ls:MALE:right back hoof , layer 1: Tissue HOOF was not found, using first tissue instead
CENTAUR_Ls:MALE:left back hoof, layer 1: Tissue HOOF was not found, using first tissue instead


Code: [Select]
body_locust

[OBJECT:BODY]

[BODY:HUMANOID_HOOFEDQUAD]
[BP:UB:upper body:upper bodies]
[UPPERBODY]
[CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies]
[CON:UB]
[LOWERBODY]
[CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP]
[CON:UB]
[HEAD]
[CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA:right upper arm:STP]
[CON:UB]
[LIMB]
[RIGHT]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP]
[CON:UB]
[LIMB]
[LEFT]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP]
[CON:RUA]
[LIMB]
[RIGHT]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP]
[CON:LUA]
[LIMB]
[LEFT]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP]
[CON:RLA]
[GRASP]
[RIGHT]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP]
[CON:LLA]
[GRASP]
[LEFT]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RFL:right front leg:STP]
[CON:LB]
[LIMB]
[RIGHT]
[CATEGORY:LEG_FRONT_R]
[DEFAULT_RELSIZE:900]
[BP:LFL:left front leg:STP]
[CON:LB]
[LIMB]
[LEFT]
[CATEGORY:LEG_FRONT_L]
[DEFAULT_RELSIZE:900]
[BP:RBL:right back leg:STP]
[CON:LB]
[LIMB]
[RIGHT]
[CATEGORY:LEG_BACK_R]
[DEFAULT_RELSIZE:900]
[BP:LBL:left back leg:STP]
[CON:LB]
[LIMB]
[LEFT]
[CATEGORY:LEG_BACK_L]
[DEFAULT_RELSIZE:900]
[BP:RFH:right front hoof :right front hooves]
[CON:RFL]
[STANCE]
[RIGHT]
[CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LFH:left front hoof:left front hooves]
[CON:LFL]
[STANCE]
[LEFT]
[CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RBH:right back hoof :right back hooves]
[CON:RBL]
[STANCE]
[RIGHT]
[CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:120]
[BP:LBH:left back hoof:left back hooves]
[CON:LBL]
[STANCE]
[LEFT]
[CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:120]]
Code: [Select]
creature_locust's_taurs

[OBJECT:CREATURE]

[CREATURE:CENTAUR_Ls]
[DESCRIPTION:A creature with the upper body of a human and the lower body of a horse.]
[NAME:centaur:centaurs:centaur]
[CREATURE_TILE:'C'][COLOR:6:0:0]
[CREATURE_SOLDIER_TILE:154]
[BENIGN]
[PREFSTRING:stature]
[BODY:HUMANOID_HOOFEDQUAD:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE:TAIL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BODY_SIZE:0:0:102000]
[BODY_SIZE:1:168:208750]
[BODY_SIZE:2:0:535000]
[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]
[MAXAGE:60:120]
[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:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[CHILD:12]
[EQUIPS]
[DIURNAL]
[SMELL_TRIGGER:90]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:375:250:125:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567]
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[CASTE_NAME:centauress:centauresses:centauress]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[CASTE_NAME:centaur:centaur:centaur]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY: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]

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 17, 2014, 08:11:33 am
The body parts are likely not connecting because the throat and neck have changed between versions, due to the addition of necks to many body plans. Similarly, the reason that there is no tissue is because some of your body categories do not match up with what the body tissue plan is looking for.

Additionally, you have [USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE] listed twice. The second should be [USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE], so that the hooves are properly applied.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on November 17, 2014, 08:51:02 am
The body parts are likely not connecting because the throat and neck have changed between versions, due to the addition of necks to many body plans. Similarly, the reason that there is no tissue is because some of your body categories do not match up with what the body tissue plan is looking for.

Additionally, you have [USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE] listed twice. The second should be [USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE], so that the hooves are properly applied.

I made the bodyplan in 40.16....or was it .15....will try reworking the bodyplan when I get off. The base creature was a human from .16

EDIT: I fixed everything but the throat and neck.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 17, 2014, 03:34:47 pm
You forgot the neck. Look at HUMANOID_NECK for an example.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on November 17, 2014, 03:50:03 pm
You forgot the neck. Look at HUMANOID_NECK for an example.
Derp. That did it.

On a semi related note how much of the human body size is below the waist?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 17, 2014, 05:06:48 pm
Can I make an interaction that will produce an item at the beginning of every month and have the AI use the interaction automatically?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 17, 2014, 05:14:53 pm
Interaction that will produce an item: requires DFHack.

Using it automatically: give it no usage hint and they will use it as soon as possible.

Only once a month: give it a wait period of ~two weeks (16800) and make it so that it only applies on 0:1 moon period.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 17, 2014, 05:20:24 pm
requires DFHack
shit

I guess I need to find a better way, then. Hmmmm.

Is there a way to make a reaction consume a single individual as a reagent?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 17, 2014, 05:27:46 pm
The wiki tells you everything that you can use in reactions and tells you everything interactions can do.

That said, the only thing you can use in reactions is items. Individuals are not such a thing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on November 17, 2014, 05:47:15 pm
What causes the "no parent order for army camp" error?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on November 17, 2014, 05:54:50 pm
although you can still create a reaction that killed the person who used it. You can also create a reaction that creates no products (except boiling syndrome stone if you don't use Dfhack) and only effects the individual of a certain caste. So if you don't have the indivdual of a certain caste, it will just end up doing nothing. You can also make a reaction that affects animals by making it so that it temporarily gives the worker the ability to perform an interaction on the wanted animal and if the worker doesn't see the wanted animal in x amount of time, it just ends up doing nothing. The main problems begin to come into play when you create a reaction that consumes items and is meant to affect an individual since it leaves the possibility of it being wasted if you activate it when there is no individual around. It also becomes a problem when you want to use the individual to create items, although you can do that with Dfhack.

Actually nvm, if you want to create an item using individuals. Make the reaction produce a syndrome stone that transforms the victim into a creature that has [ITEMCORPSE:whatever item you wanted]. then give the creature the tag [MAXAGE:0:0] and it will die instantly.

So in summary make reaction drop a syndrome stone that transforms the indivdual into a creature with the ITEMCORPSE tag then give the new creature [MAXAGE:0:0] and you will get your wanted item. This has the plus side of not being restricted to civ members only, you can make it so that worker just gets the ability to transform wanted livestock into item by using interactions.

but the simplest solution would be to create a reaction that creates a syndrome stone as well as the wanted item (this will kill the worker 99 times out of 100)

so I hope my answer was helpful. And yes the soloution with itemcorpse has been tested.

So Putnam, did I blow your mind  8)

EDIT: If you ever plan on using dwarfhack, replace the syndrome stones with autosyndrome.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 18, 2014, 01:29:41 am
nah, I already worked around it a while ago with reactions and liquid spatters, but that's mostly adventure only. Also, the "interaction to spawn unit thing"... yeah, should have thought of that.

Autosyndrome has been deprecated since 0.40, so don't use that.

Nobody asked, but here's the strongest possible material in DF.

Code: [Select]
            [IMPACT_YIELD:100000000] maximum possible value; anything higher just gets reduced to this. It is, by all means, unbreakable.
            [IMPACT_FRACTURE:100000000]
            [IMPACT_STRAIN_AT_YIELD:0]
            [COMPRESSIVE_YIELD:100000000]
            [COMPRESSIVE_FRACTURE:100000000]
            [COMPRESSIVE_STRAIN_AT_YIELD:0]
            [TENSILE_YIELD:100000000]
            [TENSILE_FRACTURE:100000000]
            [TENSILE_STRAIN_AT_YIELD:0]
            [TORSION_YIELD:100000000]
            [TORSION_FRACTURE:100000000]
            [TORSION_STRAIN_AT_YIELD:0]
            [SHEAR_YIELD:100000000]
            [SHEAR_FRACTURE:100000000]
            [SHEAR_STRAIN_AT_YIELD:0]
            [BENDING_YIELD:100000000]
            [BENDING_FRACTURE:100000000]
            [BENDING_STRAIN_AT_YIELD:0]
            [MAX_EDGE:2147483647]
            [STATE_COLOR:ALL_SOLID:GRAY]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 18, 2014, 10:57:35 am
So, how many whacks from an adamantine sword do you need to break through a breast-plate made from that material?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on November 18, 2014, 11:04:40 am
∞, since armor doesn't actually keep note of cumulative damage yet.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 18, 2014, 11:09:45 am
∞, since armor doesn't actually keep note of cumulative damage yet.
Well I think we've just found a way to make somebody invulnerable.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on November 18, 2014, 11:30:57 am
∞, since armor doesn't actually keep note of cumulative damage yet.
Well I think we've just found a way to make somebody invulnerable.

Where is the FUN? Unless you are sticking it on an enemy then that answers the question.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 18, 2014, 01:14:28 pm
∞, since armor doesn't actually keep note of cumulative damage yet.
Well I think we've just found a way to make somebody invulnerable.

Where is the FUN? Unless you are sticking it on an enemy then that answers the question.
I should note that blunt attack will probably still go through this armor, thus achieving victory by pulping.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on November 18, 2014, 02:11:02 pm
What causes the "no parent order for army camp" error?
*Cough*
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 18, 2014, 02:46:27 pm
What causes the "no parent order for army camp" error?
*Cough*
The lack of order for a parent camp, I presume. Doesn't look like something that would be affected by modding, so it's probably a bug.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 18, 2014, 03:20:48 pm
Is there a way to make a wearer of some item gain a syndrome in the latest DF version?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on November 18, 2014, 03:21:16 pm
I'm wonder what percent of the human BODYSIZE would be above the hip?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 18, 2014, 03:45:51 pm
I'm wonder what percent of the human BODYSIZE would be above the hip?
I don't know off-hand, but you can add up the RELSIZE's of the LOWERBODY bodypart and up, and compare that to the sum of all RELSIZE's in the entire creature.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 18, 2014, 03:55:51 pm
Is there a way to make a wearer of some item gain a syndrome in the latest DF version?

DFHack item-trigger.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 18, 2014, 04:39:14 pm
Is there a way to make a wearer of some item gain a syndrome in the latest DF version?

DFHack item-trigger.
I've read the DFHack thread and the readme and it doesn't look like there's a way to have it automatically set up a la your projectileExpansion script (quasi-raw additions).

Am I right? And what the hell do I do if I'm right?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 18, 2014, 04:50:56 pm
Register it in raw/onLoad.init.

There's a tutorial for that somewhere, but no idea where.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thatkid on November 18, 2014, 04:58:55 pm
Register it in raw/onLoad.init.

There's a tutorial for that somewhere, but no idea where.

I've been looking around for a tutorial for a while now. If you can remember where it is, it would be much appreciated.

In the meantime, I'll continue cannibalizing people's code when they ask for help with something in that thread and once I think I have a solid understanding of how it all works based on that I might write up a guide on my own. DFHack's scripts are cool, more mods should use them.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 18, 2014, 05:00:28 pm
Register it in raw/onLoad.init.

There's a tutorial for that somewhere, but no idea where.
Can't I just use dfhack.init for that? Or will this lead to an unfathomable cascade of horrible disasters?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 18, 2014, 05:00:51 pm
You could always use modtools/item-trigger -help .
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 18, 2014, 05:05:33 pm
You could always use modtools/item-trigger -help .
I've already managed to find the .lua script, open it and find all the help information, thanks.

Why does the -help specifies two slashes (\\ATTACKER_ID) while your dfhack.init script shows only one (-command [ full-heal \DEFENDER_ID ])?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 18, 2014, 05:07:05 pm
\\ translates to \ when printed out AFAIK, which is why I suggest using the command :P
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on November 18, 2014, 05:09:25 pm
How do you make something magma proof i.e. a cave dragon, it keeps melting slowly. Does dragonfire proof not cover magma, nope? How can you change what scales are made of.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thatkid on November 18, 2014, 05:34:02 pm
How do you make something magma proof i.e. a cave dragon, it keeps melting slowly. Does dragonfire proof not cover magma, nope? How can you change what scales are made of.

What part of the cave dragon is melting? Have you tried changing the melting_point and ignite_point of its body materials?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on November 18, 2014, 05:38:38 pm
How do you make something magma proof i.e. a cave dragon, it keeps melting slowly. Does dragonfire proof not cover magma, nope? How can you change what scales are made of.

What part of the cave dragon is melting? Have you tried changing the melting_point and ignite_point of its body materials?

The head>upperbody>neck>etc. I think the fat, as that is the only thing that missing
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thatkid on November 18, 2014, 06:45:54 pm
How do you make something magma proof i.e. a cave dragon, it keeps melting slowly. Does dragonfire proof not cover magma, nope? How can you change what scales are made of.

What part of the cave dragon is melting? Have you tried changing the melting_point and ignite_point of its body materials?

The head>upperbody>neck>etc. I think the fat, as that is the only thing that missing
Go into the arena, spawn a cave dragon near the magma and take control of it. Then go take a magma bath and wait for the smallest interval possible. You'll get a full description of what is melting, and when, as it happens.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on November 18, 2014, 07:45:30 pm
How do you make something magma proof i.e. a cave dragon, it keeps melting slowly. Does dragonfire proof not cover magma, nope? How can you change what scales are made of.

What part of the cave dragon is melting? Have you tried changing the melting_point and ignite_point of its body materials?

The head>upperbody>neck>etc. I think the fat, as that is the only thing that missing
Go into the arena, spawn a cave dragon near the magma and take control of it. Then go take a magma bath and wait for the smallest interval possible. You'll get a full description of what is melting, and when, as it happens.

I'm not getting anything in (a)nnouncment or (r)eport. On a semi related note what affects would there be if I changed an egg shell to ice, would it melt?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thatkid on November 18, 2014, 11:14:08 pm
How do you make something magma proof i.e. a cave dragon, it keeps melting slowly. Does dragonfire proof not cover magma, nope? How can you change what scales are made of.

What part of the cave dragon is melting? Have you tried changing the melting_point and ignite_point of its body materials?

The head>upperbody>neck>etc. I think the fat, as that is the only thing that missing
Go into the arena, spawn a cave dragon near the magma and take control of it. Then go take a magma bath and wait for the smallest interval possible. You'll get a full description of what is melting, and when, as it happens.

I'm not getting anything in (a)nnouncment or (r)eport. On a semi related note what affects would there be if I changed an egg shell to ice, would it melt?
Take control of the cave dragon by targeting in the (k) menu, and hitting (a) to assume control.
Then just sit in the magma and wait a ton, maybe swim around in it a bit. You'll get a message about body parts melting eventually, if they are indeed melting.
Basically, reproduce the situation you're having trouble with and figure out what the exact trouble is.

The egg might melt, if it's in hot enough temperatures to melt. Not sure.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 19, 2014, 04:05:22 am
What the hell is death_cause=='QUIT'

how can quitting kill people
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 19, 2014, 04:10:15 am
Starving to death in adventure mode.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 19, 2014, 04:13:54 am
Starving to death in adventure mode.
Wait, so god-tiers can survive starving to death?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 19, 2014, 04:15:13 am
They ought not to starve to death at all.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 19, 2014, 04:25:11 am
How does onLoad.init works if I, for instance, have several worlds with different RAWs and DFHack scripts? Does it use the one from the save-file?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 19, 2014, 04:35:58 am
Yes.

You may want to ask in the DFHack thread.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 19, 2014, 05:01:11 am
I'll be better off by studying and shamelessly stealing parts of the already existing scripts.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on November 19, 2014, 07:02:50 am
I'll be better off by studying and shamelessly stealing parts of the already existing scripts.

Isn't that what everyone does........ ???
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 19, 2014, 09:45:22 am
I'll be better off by studying and shamelessly stealing parts of the already existing scripts.

Isn't that what everyone does........ ???
Logically speaking, there is at least one guy who actually writes new scripts.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 19, 2014, 10:07:18 am
I'll be better off by studying and shamelessly stealing parts of the already existing scripts.

Isn't that what everyone does........ ???
Logically speaking, there is at least one guy who actually writes new scripts.
Really? I thought the only source of new code was save corruption induced by cosmic rays...
and although I am, not everyone here is a guy.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 19, 2014, 10:26:17 am
An actual question that has buggered me for a long time: what exactly does [CDI:FREE_ACTION] tag do?

Namely, if a character has several FREE_ACTION interactions, can it do all of them on the same tick?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on November 19, 2014, 02:19:30 pm
Can you mod decorations (e.g. hanging rings, bands, etc.)? I doubt it, but still...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on November 19, 2014, 03:23:25 pm
If you mean add new types of decoration, then no.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on November 19, 2014, 09:32:21 pm
If you mean add new types of decoration, then no.
Dang. Ah well, already though of a sort-of way round this.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Greiger on November 20, 2014, 03:13:59 pm
An actual question that has buggered me for a long time: what exactly does [CDI:FREE_ACTION] tag do?

Namely, if a character has several FREE_ACTION interactions, can it do all of them on the same tick?
From what I've seen yes, free action allows a creature to use the ability without actually taking any time.  That's only in my experience though, if somebody actually did science with it they may know otherwise.

-------------------
Ok I know I've seen somebody do this before, I'm making a large-ish reptile meant to be captured by a fortress and then bred and trained for war.  Easy enough, but I also want the creature to have natural bodyarmor capable of providing reasonable protection from metal weapons. 

I want the armor to provide partial protection to it's body, head and tail, but I still want a chance for an attack to those parts to bypass the armor (ideally the armor protects the top of it's body, not the underside) I also want some parts to be unprotected, such as the neck and legs.

I suppose I could mostly do this by defining a custom tissue in one file, then a custom body detail plan in another and apply it all to the creature. But from what I understand I should be able to define a new tissue in the creature itself, as well as add the tissue as an additional layer over the basic tissues, even making them unprotected from particular directions, without needing any additional files.

But for the life of me I can't find any examples of any creatures doing this, anyone have any idea what tags I would use to do any of this?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 20, 2014, 03:26:48 pm
http://dwarffortresswiki.org/index.php/DF2014:Body_detail_plan_token

I guess you would need BP_RELATION with some of these tags: ABOVE, BELOW, IN_FRONT, BEHIND.

As for example of usage for these, try b_detail_plan_default.txt.

Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
This command lets you assign a position within the parent to all bodyparts that fit in a group.
[BP_POSITION:BY_CATEGORY:NOSE:FRONT]
[BP_POSITION:BY_CATEGORY:LIP:FRONT]
[BP_POSITION:BY_CATEGORY:TONGUE:FRONT]
[BP_POSITION:BY_CATEGORY:MOUTH:FRONT]
[BP_POSITION:BY_CATEGORY:CHEEK:FRONT]
[BP_POSITION:BY_TOKEN:R_EAR:RIGHT]
[BP_POSITION:BY_TOKEN:L_EAR:LEFT]
This command lets you establish a relationship between bodyparts within their parent bodypart.  The number establishes the extent to which the relationship holds (only used for bodyparts, not the tissue relationships above).
[BP_RELATION:BY_CATEGORY:CHEEK:AROUND:BY_CATEGORY:TEETH:100]
[BP_RELATION:BY_CATEGORY:CHEEK:AROUND:BY_CATEGORY:MOUTH:100]
[BP_RELATION:BY_CATEGORY:CHEEK:AROUND:BY_CATEGORY:TONGUE:100]
[BP_RELATION:BY_CATEGORY:LIP:AROUND:BY_CATEGORY:MOUTH:100]
[BP_RELATION:BY_CATEGORY:LIP:AROUND:BY_CATEGORY:TEETH:100]
[BP_RELATION:BY_CATEGORY:LIP:AROUND:BY_CATEGORY:TONGUE:100]
[BP_RELATION:BY_CATEGORY:SKULL:AROUND:BY_CATEGORY:BRAIN:100]
[BP_RELATION:BY_TOKEN:R_EYELID:AROUND:BY_TOKEN:REYE:50]
[BP_RELATION:BY_TOKEN:L_EYELID:AROUND:BY_TOKEN:LEYE:50]
[BP_RELATION:BY_TOKEN:EYELID:AROUND:BY_TOKEN:EYE:50]
[BP_RELATION:BY_TOKEN:R_EYELID:CLEANS:BY_TOKEN:REYE:100]
[BP_RELATION:BY_TOKEN:L_EYELID:CLEANS:BY_TOKEN:LEYE:100]
[BP_RELATION:BY_TOKEN:EYELID:CLEANS:BY_TOKEN:EYE:100]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Greiger on November 20, 2014, 03:46:48 pm
Ah alright-y thanks, didn't think to check how faces do this stuff.  I also didn't think of adding the armor as it's own bodypart that covers their parent parts.

Anyway to specifically make the part untargetable on it's own but still sometimes intercept strikes to the parent?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on November 20, 2014, 03:55:35 pm
Well technically. since the AI is stupid they will occasionally target it anyway. You'd only need to worry about it not being target-able in adventure mode (by the player), but then again the player should be smart enough to know that the fleshy bottom is the weakspot rather than the stony top.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Greiger on November 20, 2014, 03:57:23 pm
True enough, alrighty thanks. :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zanzetkuken The Great on November 20, 2014, 04:19:18 pm
I tried to pull up the Necromorphs from Cheesoburgor's Necromorph mod to .40 for a succession game that will include them, the SCP Foundation, Holistic Spawn, Daleks, and Cybermen.

Did I screw anything up making them into a single creature?

Code: [Select]

creature_necromorph

[OBJECT:CREATURE]

[CREATURE:NECROMORPH]
[NAME:necromorph:necromorphs:necromorph]
[CASTE:SLASHER_MALE]
[CASTE:SLASHER_FEMALE]
[SELECT_CASTE:SLASHER_MALE]
[SELECT_ADDITIONAL_CASTE:SLASHER_FEMALE]
[DESCRIPTION:Slashers are the most common form of Necromorphs. While relatively weak when alone,

and possessing slow reflexes, Slashers can pose a serious threat when in groups.]
[CASTE_NAME:slasher:slashers:slasher]
[CASTE_TILE:'S'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:slasher hatchling:slasher hatchling]
[POP_RATIO:70]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100]
[BODY:NECROPHILE:5TOES]
    [CURIOUSBEAST_EATER][BONECARN][NONAUSEA]
[CLUSTER_NUMBER:1:8]
[BODY_SIZE:70000:70000:70000]
[SOUND:ALERT:50:2000:VOCALIZATION:scream:screams:a loud scream]
[SOUND:PEACEFUL_INTERMITTENT:30:10000:NONE:shuffle:shuffles:a quiet shuffling]
[SOUND:PEACEFUL_INTERMITTENT:3000:70000:VOCALIZATION:howl:howls:an alien howl]
        [SOUND:PEACEFUL_INTERMITTENT:0:1000:NONE:scratch your head:starts to feast on you:a loud scream close to

you][AMBUSHPREDATOR]
[PRONE_TO_RAGE:2]

[CASTE:INFECTOR]
[DESCRIPTION:The Infector is a Necromorph whose sole purpose is to spread the Necromorph contagion,

only attacking or defending itself when it cannot find any hosts to infect.]
[CASTE_NAME:infector:infectors:infector]
[CASTE_TILE:'i'][COLOR:4:0:0]
[CHILD:1][GENERAL_CHILD_NAME:infector hatchling:infector hatchling]
[FLIER]
[POP_RATIO:30]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:740:571:381:153:1760:2760]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5811:5279:4758:1323:6804:8093]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5811:5279:4758:1323:6804:8093]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2850:2117:1385:591:4160:5960]
[BODY:INFECTURD]
[NO_EAT][NO_CONNECTIONS_FOR_MOVEMENT][TRANCES][NO_THOUGHT_CENTER_FOR_MOVEMENT]

[NOTHOUGHT][NONAUSEA]
[CLUSTER_NUMBER:1:4]
[SOUND:ALERT:50:2000:VOCALIZATION:scream:screams:a loud scream]
[SOUND:PEACEFUL_INTERMITTENT:30:10000:NONE:shuffle:shuffles:a quiet shuffling]
[SOUND:PEACEFUL_INTERMITTENT:3000:70000:VOCALIZATION:howl:howls:an alien howl]
        [SOUND:PEACEFUL_INTERMITTENT:0:1000:NONE:scratch your head:starts to feast on you:a loud scream close to

you][AMBUSHPREDATOR]
[PRONE_TO_RAGE:2]

[CASTE:PUKER]
[DESCRIPTION:A vile fiend living in evil deserts. It ambushes and vomits on its prey and continues to eat

their blistering meat.]
[CASTE_NAME:puker:pukers:puker]
[CASTE_TILE:'P'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:puker hatchling:puker hatchling]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:1000:811:621:393:2000:3000]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6051:5519:4998:1563:7044:8333]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6051:5519:4998:1563:7044:8333]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:3090:2357:1625:831:4400:6200]
[BONECARN][CURIOUSBEAST_EATER][NO_EAT][NOTHOUGHT][NO_THOUGHT_CENTER_FOR_MOVEMENT]

[TRANCES]
[BODY:BASIC_NECRO]
[BODY_SIZE:60000:60000:60000]
[SOUND:ALERT:10:1000:VOCALIZATION:vomit:vomits:someone vomiting]
[SOUND:PEACEFUL_INTERMITTENT:30:700:NONE:breathe painfully:breathes painfully:painful breathing]
[POP_RATIO:40][AMBUSHPREDATOR]
[PRONE_TO_RAGE:2]

[CASTE:BRUTE]
[DESCRIPTION:A vile fiend living in evil deserts. It Crushes its prey and continues to eat their fresh meat.]
[CASTE_NAME:brute:brute:brute]
[CREATURE_TILE:'B'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:brute hatchling:brute hatchling]
[CLUSTER_NUMBER:1:1]
[NO_EAT][NOTHOUGHT][NO_THOUGHT_CENTER_FOR_MOVEMENT]
[NONAUSEA]
[SOUND:ALERT:500:2000:VOCALIZATION:howl:howls:a loud howl]
[SOUND:PEACEFUL_INTERMITTENT:8000:70000:VOCALIZATION:howl:howls:an alien howl]
[PRONE_TO_RAGE:7]
[POP_RATIO:10]
[BODY:BASIC_NECRO]
[BODY_SIZE:200000:200000:200000]

[CASTE:EXPLODER]
[DESCRIPTION:Exploders are specialized Necromorphs that act as "suicide bombers". Their most prominent

feature is the large, glowing pustule attached to their left arm, which is filled with a highly explosive chemical

substance.]
[CASTE_NAME:exploder:exploders:exploder]
[CREATURE_TILE:'E'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:exploder:exploder hatchling]
[POP_RATIO:70]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:700:511:321:93:1700:2700]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5751:5219:4698:1263:6744:8033]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5751:5219:4698:1263:6744:8033]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2790:2057:1325:531:4100:5900]
[BODY:HUMANOID]
    [CURIOUSBEAST_EATER][BONECARN][NONAUSEA][NOTHOUGHT]

[NO_THOUGHT_CENTER_FOR_MOVEMENT][TRANCES]
[CLUSTER_NUMBER:1:8]
[BODY_SIZE:6000:6000:6000]
[SOUND:ALERT:50:2000:VOCALIZATION:scream:screams:a loud scream]
[PRONE_TO_RAGE:2]




[SELECT_CASTE:ALL]

[NAME:necromorph:necromorphs:necromorph]

[FREQUENCY:70]

[EVIL][SAVAGE]

[BIOME:NOT_FREEZING]

[LARGE_ROAMING][LARGE_PREDATOR]
[FREQUENCY:70]

[POPULATION_NUMBER:300:2000]
[NOT_LIVING][LIKES_FIGHTING]

[CAN_LEARN][SLOW_LEARNER]
[PREFSTRING:terrifying nature]

        [NOT_LIVING][OPPOSED_TO_LIFE][CRAZED][EXTRAVISION][NOEXERT][NOPAIN][NOBREATHE][NOSTUN]

[NO_DIZZINESS][NO_FEVERS][PARALYZEIMMUNE][NOFEAR][NO_DRINK][NO_SLEEP][NO_PHYS_ATT_GAIN]

[NO_PHYS_ATT_RUST][LIKESFIGHTING][BONECARN][CARNIVORE][HUNTS_VERMIN]
[BODY:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:SPINE:BRAIN:SKULL:5FINGERS:MOUTH:TONG

UE:FACIAL_FEATURES:TEETH:RIBCAGE]


[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:LEATHER]
                [REMOVE_MATERIAL:HAIR]
        [REMOVE_MATERIAL:LEATHER]
                [USE_MATERIAL_TEMPLATE:SKIN_TEMPLATE]
                [USE_MATERIAL_TEMPLATE:NAIL_TEMPLATE]
                [USE_MATERIAL_TEMPLATE:TOOTH_TEMPLATE]
                [USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
                [USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]
                [USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]
     

        [BODY_DETAIL_PLAN:STANDARD_TISSUES]

[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
        [TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:BONE]
        [TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:MUSCLE]
        [TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:FAT]
        [TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:SKIN]
        [TISSUE_LAYER:BY_CATEGORY:BLADE_LOWER:BONE]
        [SELECT_MATERIAL:BONE]
        [SHEAR_YIELD:155000]
        [SHEAR_FRACTURE:310000]
        [SHEAR_STRAIN_AT_YIELD:189]
        [MAX_EDGE:100000]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

[NATURAL_SKILL:BITE:4]
[NATURAL_SKILL:DODGING:2]
[NATURAL_SKILL:GRASP_STRIKE:4]
[NATURAL_SKILL:SNEAK:4]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:3]
        [NATURAL_SKILL:WRESTLING:4]

[MAXAGE:9998:9999]           
[ATTACK:BITE:BODYPART:BY_CATEGORY:HEAD]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PENETRATION_PERC:70]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
                [ATTACK_VELOCITY_MODIFIER:7000]
[EQUIPS]

[PROFESSION_NAME:LASHER:halberdier:halberdiers]
[PROFESSION_NAME:MASTER_LASHER:elite halberdier:elite halberdiers]
[CANOPENDOORS]
[ALL_ACTIVE]
[HOMEOTHERM:10067]
[SWIMS_LEARNED]
[SELECT_CASTE:SLASHER_FEMALE]
[FEMALE]
                [LAYS_EGGS]
       [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
       [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
       [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
       [EGG_SIZE:6100]
       [CLUTCH_SIZE:8:30]
[SELECT_CASTE:SLASHER_MALE]
[MALE]
                [LAYS_EGGS]
       [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
       [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
       [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
       [EGG_SIZE:6100]
       [CLUTCH_SIZE:8:30]
[SELECT_CASTE:SLASHER_MALE]
[SELECT_ADDITIONAL_CASTE:SLASHER_FEMALE]
        [ATTACK:STAB:BODYPART:BY_CATEGORY:BLADE_LOWER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:40]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
                [ATTACK_VELOCITY_MODIFIER:4000]
        [ATTACK:SLASH:BODYPART:BY_CATEGORY:BLADE_LOWER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:30]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[SELECT_CASTE:INFECTOR]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen necromorph worm]
[STATE_ADJ:ALL_SOLID:frozen necromorph worm]
[STATE_NAME:LIQUID:necromorph worm]
[STATE_ADJ:LIQUID:necromorph worm]
[STATE_NAME:GAS:gaseous necromorph worm]
[STATE_ADJ:GAS:gaseous necromorph worm]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:infector sting]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:INFECTOR:ALL]
[SYN_INJECTED]
[CE_BODY_TRANSFORMATION:PROB:10:START:19000]
[CE:CREATURE:NECROMORPH:EXPLODER]
[CE_BODY_TRANSFORMATION:PROB:20:START:19000]
[CE:CREATURE:NECROMORPH:BRUTE]
[CE_BODY_TRANSFORMATION:PROB:30:START:19000]
[CE:CREATURE:NECROMORPH:INFECTOR]
[CE_BODY_TRANSFORMATION:PROB:40:START:19000]
[CE:CREATURE:NECROMORPH:PUKER]
[CE_BODY_TRANSFORMATION:PROB:50:START:19000]
[CE:CREATURE:NECROMORPH:SLASHER_MALE]
[CE_BODY_TRANSFORMATION:PROB:50:START:19000]
[CE:CREATURE:NECROMORPH:SLASHER_FEMALE]
                        [CE_VOMIT_BLOOD:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:8000:PEAK:10000:END:19000]
                        [CE_NAUSEA:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:600:PEAK:10000:END:19000]
                        [CE_PARALYSIS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1000:PEAK:10000:END:19000]
                        [CE_FEVER:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:300:PEAK:10000:END:19000]
                       

[CE_BLISTERS:SEV:30:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:7500:END:750

0]
                       

[CE_OOZING:SEV:30:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:7500:END:750

0]
         

[CE_ADD_TAG:NO_AGING:NOT_LIVING:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NOFEAR:NO_DRINK:NO

_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:STERILE:TRANCES:LIKESFIGHTING:NO_EAT:START:0]
         

[CE_ADD_TAG:OPPOSED_TO_LIFE:CRAZED:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:START:19000]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:190

00:PEAK:19000]
                               
                       
[ATTACK:IMPALE:BODYPART:BY_CATEGORY:PROBOSCIS]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:impale:impales]
[ATTACK_CONTACT_PERC:1]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
                [ATTACK_VELOCITY_MODIFIER:10000]

[SELECT_CASTE:PUKER]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen puker vomit]
[STATE_ADJ:ALL_SOLID:frozen puker vomit]
[STATE_NAME:LIQUID:puker vomit]
[STATE_ADJ:LIQUID:puker vomit]
[STATE_NAME:GAS:puker vomit]
[STATE_ADJ:GAS:puker vomit]
[STATE_COLOR:ALL:GREEN]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:puker vomit]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:PUKER:ALL]
[SYN_CONTACT][SYN_INHALED][SYN_INGESTED][SYN_INJECTED]


[CE_VOMIT_BLOOD:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:10000]
                                [CE_NAUSEA:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:10000]
                                [CE_FEVER:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:100:END:10000]
                                [CE_BLEEDING:SEV:4:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:50000]
                               

[CE_BLISTERS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:1:PEAK:10:END:10]
                               

[CE_IMPAIR_FUNCTION:SEV:4:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:

7000:END:35000]
                               

[CE_SWELLING:SEV:4:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:7000:EN

D:35000]
                               

[CE_BLISTERS:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:7000:

END:35000]
                               

[CE_OOZING:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:7000:E

ND:35000]
                               

[CE_NUMBNESS:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:70

00:END:35000]
                                [CE_DIZZINESS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:10000]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
  [CDI:ADV_NAME:vomits]
  [CDI:USAGE_HINT:ATTACK]
  [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
  [CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_VAPOR_FLOW]
  [CDI:TARGET:C:LINE_OF_SIGHT]
  [CDI:TARGET_RANGE:C:15]
  [CDI:MAX_TARGET_NUMBER:C:1]
  [CDI:WAIT_PERIOD:50]
        [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PENETRATION_PERC:30]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]

[SELECT_CASTE:BRUTE]
        [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
       [ATTACK_VELOCITY_MODIFIER:2000]

[SELECT_CASTE:EXPLODER]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:GAS]
        [BOILING_POINT:1000000000]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:GAS]
        [BOILING_POINT:1000000000]

[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:pale]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:Red]
[TLCM_NOUN:eyes:PLURAL]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on November 20, 2014, 11:29:09 pm
What determines whether an entity overruns the world during world-gen?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 20, 2014, 11:33:58 pm
Define "in particular".
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on November 21, 2014, 06:59:23 am
What determines whether an entity overruns the world during world-gen?

The physical stats of a creature are checked during battles, high stats means more victories.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 21, 2014, 07:01:40 am
What determines whether an entity overruns the world during world-gen?

The physical stats of a creature are checked during battles, high stats means more victories.
I thought it was mostly size that matters? Does the game even check for material strengths of units?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 21, 2014, 09:34:22 am
Ok so is there any way to add descriptions to items?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 21, 2014, 09:51:15 am
I know that probabilities for reaction products are independent, meaning I can't have a 99% change of getting X and otherwise getting Y, but is there a way to make a reaction fail completely sometimes, leaving the reagents as they were?

The idea is that certain rough gems might contain a "seed," and the process of extracting the seed would ruin the gem.  I'd like the player to get the gem back if the dice decide there is no seed in there, but not get the gem back if he/she gets a seed.

From a more in-world perspective, can anyone think of a use for a "gem powder" waste product from that reaction?

Edit: Perfectly fine if the failure mechanism requires DFHack, the mod already uses a bunch of reaction-triggers and syndrome-triggers.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on November 21, 2014, 10:01:46 am
I'm tempted to say magical energy weaponry, but apart from that, crushed gems behave surprisingly much like sand, e.g. they are abrasive.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 21, 2014, 12:03:00 pm
That's because they're basically the same thing: crystals made from tough oxides.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on November 21, 2014, 12:04:44 pm
If they are just like sand, then let's just assume that they can make some sort of glass.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: milo christiansen on November 21, 2014, 05:12:15 pm
DFHack is the answer: anything (well, almost anything) is possible if you use DFHack. Your best bet is to use a lua hook and do all the logic from the DFHack side of things (you need a lua hook so you can destroy the reagents if needed, AFAIK this is just a matter of playing with some reaction flags). You will need to ask someone else for exact information about how to do some of the stuff, but just experimenting can get you quite a ways.

One thing: If you create all your items from lua the dwarf will not gain experience from the reaction, make sure you ad some in the script.

Edit: How are you planning to keep failures from being reprocessed?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 21, 2014, 05:23:15 pm
If they are just like sand, then let's just assume that they can make some sort of glass.
In the raws, sand and gems have the same basic properties (melting point, etc.) but you can't really mod the glass furnace.  I think it'd be more realistic to use gem powder as some kind of dopant to "dye" the sand, and go from there.

Would adding additional [IS_GLASS] materials make them show up at the glass furnace, and how could I possibly designate the reactions to make them?  I ask because the three vanilla glasses are hard-coded and never appear as intermediate products (you go straight from bag o' sand to green glass item).

The only other possible use I can think of for gem powder is making elixirs, which would basically be edible liquids with ingestion syndromes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 21, 2014, 05:31:53 pm
DFHack is the answer: anything (well, almost anything) is possible if you use DFHack. Your best bet is to use a lua hook and do all the logic from the DFHack side of things (you need a lua hook so you can destroy the reagents if needed, AFAIK this is just a matter of playing with some reaction flags). You will need to ask someone else for exact information about how to do some of the stuff, but just experimenting can get you quite a ways.

One thing: If you create all your items from lua the dwarf will not gain experience from the reaction, make sure you ad some in the script.

Edit: How are you planning to keep failures from being reprocessed?
I have a "poof" material for reactions like that: it boils off at room temperature and makes a cloud of blue mist.

As for preventing reprocessing, that's a hard one.  If there is some individual-item-level data that's basically invisible to the player, I could encode it there.  For example, a rough gem might mass at 8 Urists and be hacked to 7 Urists by the script.  Then it just needs to check the rough gem's mass and issue an "error" if the gem's already been checked (preferably with no experience given).  If I could use a completely inappropriate property without weirding out the player (marking the rough gem as "rotten" or something), that would be great.

The important thing is that the rough gem still be a rough gem, be useable in any situation you'd normally use a rough gem, and still be the same material.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: milo christiansen on November 21, 2014, 05:45:10 pm
What happens if you set one of "unused" item flags? AFAIK some of them are simply unknown, but others are unused and could be set without issues (flags2.unk30 may be a good place to start).

But how will you keep dwarves from using the same item over and over? It would be easy to mark an item so the script will notice it is ineligible, but the reaction code will not handle that.

One idea: Use large gems, failures are returned as small gems. Make a reaction to produce a large gem guaranteed and you're set.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 22, 2014, 03:08:59 am
Ok so is there any way to add descriptions to items?
I guess the lack of response means there isn't one. Crap.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on November 22, 2014, 10:57:18 am
Is there a way to make a specific part of a creature, for example the left hand, to be made of a different tissue material, like steel?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 22, 2014, 01:49:49 pm
Is there a way to make a specific part of a creature, for example the left hand, to be made of a different tissue material, like steel?
You can coat it in steel with something like [TISSUE_LAYER:BY_TOKEN:LH:HANDSTEEL] (where HANDSTEEL is a local creature tissue you've made out of INORGANIC:STEEL) but making a standard bodypart entirely out of an odd material would require you to make your own body plan.  Basically you build a BODY of all-but-the-left-hand, apply standard tissues to it, add a separate [BODY:LEFT_HAND_OF_DOOM] which is its own tiny body plan, and apply the above tissue layer.  Since there are no other layers, the entire bodypart will be made of the stuff.

Note that this is just the hand.  It gets a bit more tedious if you want the fingers as well, but the same principles apply.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 22, 2014, 01:53:34 pm
If I want to make a plant that will never appear in the wild but can be planted by Dwaves if the happen upon a seed, can I just set its natural location to be [UNDERGROUND_DEPTH:4:4] and still expect it to sprout properly in an underground farm?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Wysthric on November 22, 2014, 06:17:22 pm
My non - material interaction isn't compiling correctly - any ideas why?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 22, 2014, 06:45:27 pm
There's no such thing as [CDI:ADD_SYNDROME]; that goes in the actual interaction. Nyx nyx.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Grimlocke on November 22, 2014, 10:11:18 pm
Is there a way to make a specific part of a creature, for example the left hand, to be made of a different tissue material, like steel?
You can coat it in steel with something like [TISSUE_LAYER:BY_TOKEN:LH:HANDSTEEL] (where HANDSTEEL is a local creature tissue you've made out of INORGANIC:STEEL) but making a standard bodypart entirely out of an odd material would require you to make your own body plan.  Basically you build a BODY of all-but-the-left-hand, apply standard tissues to it, add a separate [BODY:LEFT_HAND_OF_DOOM] which is its own tiny body plan, and apply the above tissue layer.  Since there are no other layers, the entire bodypart will be made of the stuff.

Note that this is just the hand.  It gets a bit more tedious if you want the fingers as well, but the same principles apply.

Actually, SET_LAYER_TISSUE lets you do this without mucking with the bodypart raws. It's a funny obscure tag that I don't think is used anywhere in the stock raws but it works fine.

Tested it with this example:

[SELECT_TISSUE_LAYER:ALL:BY_TOKEN:LH]
[SET_LAYER_TISSUE:SPLEEN]

And I successfully tore the spleen tissue and bruised the spleen tissue.

I did do that with one hit though so it seems to game might handle the combat text weirdly when you have multiple layers of same tissue. Depending on your needs you might still have to go with Dirts's method.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 22, 2014, 10:28:34 pm
Thanks for tip, Grimlocke.  Not sure where I might use that little tidbit, but I'm sure it will come up eventually.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on November 23, 2014, 03:07:39 am
Actually, SET_LAYER_TISSUE lets you do this without mucking with the bodypart raws. It's a funny obscure tag that I don't think is used anywhere in the stock raws but it works fine.

Tested it with this example:

[SELECT_TISSUE_LAYER:ALL:BY_TOKEN:LH]
[SET_LAYER_TISSUE:SPLEEN]

And I successfully tore the spleen tissue and bruised the spleen tissue.

I did do that with one hit though so it seems to game might handle the combat text weirdly when you have multiple layers of same tissue. Depending on your needs you might still have to go with Dirts's method.
That's awesome and you are awesome for finding this.
I have literally gone over the wiki thousands of times and have been modding for years and I have never seen that tag.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on November 23, 2014, 03:27:35 am
Wow, thank you.

And is there a better way of testing if it works than attempting to saw off the limbs of victims test subjects in Arena Mode?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on November 23, 2014, 06:59:18 am
So it appears that Operation Yak Fleece was a success, and my yaks are now shearable.  I didn't mod the tissue to be named wool, though (really, wool is more specific to sheep), so I'm getting yak hair to be spun into thread.  Considering it's shorn, will it still be usable for making cloth?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Wysthric on November 23, 2014, 07:13:19 am
There's no such thing as [CDI:ADD_SYNDROME]; that goes in the actual interaction. Nyx nyx.

[CAN_DO_INTERACTION:MIND_BURN]
   [CDI:ADV_NAME:Mind burn]
   [CDI:USAGE_HINT:ATTACK]
   [CDI:BP_REQUIRED:BY_CATEGORY:BRAIN]
   [SYNDROME]
      [SYN_NAME:nyxian mind burn]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_IMMUNE_CREATURE:NYX:ALL]
         [CE_PAIN:SEV:250:PROB:100:BY_CATEGORY:BRAIN:RESISTABLE:START:0:PEAK:1:END:300]
         [CE_DIZZINESS:SEV:80:PROB:100:BY_CATEGORY:BRAIN:RESISTABLE:START:0:PEAK:30:END:750]
   [CDI:VERB:mind burn:mind burns:NA]
   [CDI:TARGET:C:LINE_OF_SIGHT]
   [CDI:TARGET_RANGE:C:15]
   [CDI:MAX_TARGET_NUMBER:C:1]
   [CDI:WAIT_PERIOD:120]

Is that better?

Or do I need to define the interaction in the interaction document?

I'll try making it in the interaction document later; I think I've been a bit stupid.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on November 23, 2014, 07:22:59 am
So it appears that Operation Yak Fleece was a success, and my yaks are now shearable.  I didn't mod the tissue to be named wool, though (really, wool is more specific to sheep), so I'm getting yak hair to be spun into thread.  Considering it's shorn, will it still be usable for making cloth?

If the hair material has [YARN] in its definition, it can be spun. Nothing more, nothing less.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on November 23, 2014, 07:31:31 am
What would I need to do to make it weavable into cloth?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on November 23, 2014, 07:34:20 am
Oh, I understood you wrong. The spinning reaction turns any hair into thread. If the hair has the [YARN] tag, it can be woven into cloth.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on November 23, 2014, 07:52:08 am
Darn, I didn't catch that bit.  Oh well, I'll have to see if it's possible for the next world.

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
      [USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
      [USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
      [SELECT_MATERIAL:HAIR]
         [STATE_NAME:ALL_SOLID:wool]
         [STATE_ADJ:ALL_SOLID:wool]
         [YARN]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
      [USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
      [USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
      [SELECT_TISSUE:HAIR]
      [TISSUE_NAME:wool:NP]

I think this is the stuff I'm missing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on November 23, 2014, 08:56:22 am
Is there a way to get a creature to transform into another creature permanently?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 23, 2014, 10:16:00 am
Is there a way to get a creature to transform into another creature permanently?
...Use a normal transformation with no END tag?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on November 23, 2014, 10:24:40 am
Is there a way to get a creature to transform into another creature permanently?
...Use a normal transformation with no END tag?
Wait...you can do that? Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Grimlocke on November 23, 2014, 11:59:41 am
Actually, SET_LAYER_TISSUE lets you do this without mucking with the bodypart raws. It's a funny obscure tag that I don't think is used anywhere in the stock raws but it works fine.

Tested it with this example:

[SELECT_TISSUE_LAYER:ALL:BY_TOKEN:LH]
[SET_LAYER_TISSUE:SPLEEN]

And I successfully tore the spleen tissue and bruised the spleen tissue.

I did do that with one hit though so it seems to game might handle the combat text weirdly when you have multiple layers of same tissue. Depending on your needs you might still have to go with Dirts's method.
That's awesome and you are awesome for finding this.
I have literally gone over the wiki thousands of times and have been modding for years and I have never seen that tag.

I originally came across this in the string dump for version .34, took a few guesses to get its use right but since it was grouped with similar tags it wasn't too hard. It does seem to be in the creature token section now though, along with a few other tags that might be relevant: http://dwarffortresswiki.org/index.php/Creature_token#TL_CONNECTS

TL_CONNECTS and the tags below let you modify properties of a tissue layer, which means that for instance you can make muscles in lower body more receptive to pain or the make a creature's arms have more muscle without having to muck around with custom tissue and body plans.

Sadly it isn't possible to remove the CONNECTS and MAJOR_ARTERIES, you can only add it. Fun could be had with those, like removing connectivity on all neck tissue except bone and watching something get their head punched off.

Wow, thank you.

And is there a better way of testing if it works than attempting to saw off the limbs of victims test subjects in Arena Mode?

Your welcome!

And I always found sawing off limbs in arena quite an entertaining effective method  :P

But no, arena testing and of keeping an eye on the errorlog is probably the quickest way to make sure your creature works right. Unless someone made a raw compiler that checks for errors, but I'm not aware of it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Snergler on November 23, 2014, 12:50:43 pm
Im running df osx 0.40.16 - I added tags [LIQUID_MISC_CREATURE] and [EDIBLE_COOKED] to [MATERIAL_TEMPLATE:BLOOD_TEMPLATE] and it allows blood to be permited into food stockpiles and, used as a reagent in kitchen reactions properly in fortress mode. The error log remains clear, would anyone know if this may cause unwanted effects in worldgen ?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Grimlocke on November 23, 2014, 02:02:41 pm
Im running df osx 0.40.16 - I added tags [LIQUID_MISC_CREATURE] and [EDIBLE_COOKED] to [MATERIAL_TEMPLATE:BLOOD_TEMPLATE] and it allows blood to be permited into food stockpiles and, used as a reagent in kitchen reactions properly in fortress mode. The error log remains clear, would anyone know if this may cause unwanted effects in worldgen ?

Likely barrels of blood being for sale at merchant caravans. Which does seem kinda weird, but so is drinking blood in general.

You can always add the tag after worldgen if your just trying to use it in your fortress.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Snergler on November 23, 2014, 02:47:41 pm
Yea, I add the tags to an existing save to test its effect immediately, and have not generated a new world yet w/ them add.
Thanks for the reply, I just think blood, ichor, goo and such are real food ingredients, so it is logical
to give them that option, since they can be purchased at embark, and caravans bring them already.
My dwarves seemed to like the sasquatch blood stew, they went right for it, of course it did have dwarven beer,
and plump helmets in it :P 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Grimlocke on November 23, 2014, 03:03:05 pm
Yea, I add the tags to an existing save to test its effect immediately, and have not generated a new world yet w/ them add.
Thanks for the reply, I just think blood, ichor, goo and such are real food ingredients, so it is logical
to give them that option, since they can be purchased at embark, and caravans bring them already.
My dwarves seemed to like the sasquatch blood stew, they went right for it, of course it did have dwarven beer,
and plump helmets in it :P

Add enough beer and anything tastes good, even plump helmets :P

Also thought the blood barrel bug got fixed, guess not. Now all you need is a way to harvest it form creatures!

Not sure how you would do that though. I suppose you could (ab)use the milking mechanic and add a special butchery item?

Also yuck, goo pies.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on November 23, 2014, 04:33:23 pm
My google-fu is weak.  How would I go about changing a reaction that uses a silver bar:

[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:SILVER]

into one that can use any metal bar?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 23, 2014, 04:34:19 pm
1. METAL:SILVER should be INORGANIC:SILVER
2. replace INORGANIC:SILVER with INORGANIC:NONE
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Grimlocke on November 23, 2014, 06:56:24 pm
1. METAL:SILVER should be INORGANIC:SILVER
2. replace INORGANIC:SILVER with INORGANIC:NONE
METAL still works, it does the same thing as INORGANIC though.

Also that's going to take bars of soap and coal. Adding [MAGMA_BUILD_SAFE] should do the trick, I don't think any of the non-metal bars survive 12000 urists.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on November 23, 2014, 06:57:48 pm
Is there a way to specify "any sharpened item" for adv mode reactions?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 23, 2014, 07:04:49 pm
1. METAL:SILVER should be INORGANIC:SILVER
2. replace INORGANIC:SILVER with INORGANIC:NONE
METAL still works, it does the same thing as INORGANIC though.

Also that's going to take bars of soap and coal. Adding [MAGMA_BUILD_SAFE] should do the trick, I don't think any of the non-metal bars survive 12000 urists.

It will not take soap and coal, since soap is CREATURE_MAT:creature:SOAP and coal is COAL:whatever
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Grimlocke on November 23, 2014, 07:26:32 pm
1. METAL:SILVER should be INORGANIC:SILVER
2. replace INORGANIC:SILVER with INORGANIC:NONE
METAL still works, it does the same thing as INORGANIC though.

Also that's going to take bars of soap and coal. Adding [MAGMA_BUILD_SAFE] should do the trick, I don't think any of the non-metal bars survive 12000 urists.

It will not take soap and coal, since soap is CREATURE_MAT:creature:SOAP and coal is COAL:whatever

Ah right, forgot those weren't inorganic. Oh well never mind.

Nothing to see here move along  ::)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on November 23, 2014, 08:09:13 pm
Anyone know what the values of [SPECIALATTACK_SUCK_BLOOD:X:Y] are? I know x is minimum blood sucked, y is maximum blood sucked. Does it measure in liters of blood? I know every DF creature has some number of units of blood inside them based on their size. Do the numbers correlate to that?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 23, 2014, 08:19:38 pm
I would assume so, yes. Dwarves, in that case, would have an average of 6000.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 23, 2014, 08:28:31 pm
Does it actually replenish the blood reservoir of the sucker creature, though?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on November 23, 2014, 09:51:59 pm
Entities with CAVE as their default site type do not show up on the neighbor screen, this I know. However, will they still send caravans / diplomats when appropriate?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: two-humped camel cheese on November 24, 2014, 07:24:52 am
Is it possible to imbue clothing and armor materials with stat changing effects? Like say, wearing a leather item gives the dwarf more endurance, or more axeman skill, or more analytical ability.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on November 24, 2014, 08:26:33 am
Not without DFHack scripting help.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 24, 2014, 08:28:43 am
Is there a way to regulate the relative quantities of items produced by an entity?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Wysthric on November 24, 2014, 02:23:13 pm
Does it actually replenish the blood reservoir of the sucker creature, though?

I wouldn't see why it would. If I drank some blood, my stomach would digest it and turn it into proteins.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on November 24, 2014, 06:19:49 pm
Is there a way to make npc entities use bone armour?

PS. What happens to amphibious creatures with the BEACH_FREQUENCY tag? What about ones that are civilised? Or both of the above?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on November 24, 2014, 08:46:30 pm
How do you make an animal lava proof, i.e. able to swim in lava like it's water?
[amphibious]
[swiming_inate]
[swiming_gate]
?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on November 24, 2014, 08:49:40 pm
[FIREIMMUNE].

If you want to actually make it so it swims in lava happily without drowning, that's another story.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on November 24, 2014, 08:54:10 pm
[FIREIMMUNE].

If you want to actually make it so it swims in lava happily without drowning, that's another story.

Their fat melts.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 24, 2014, 08:55:19 pm
Check out magma crabs; they have a bit of info on that. Fire snakes, too.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: locustgate on November 24, 2014, 09:47:12 pm
Check out magma crabs; they have a bit of info on that. Fire snakes, too.

Thanks.....what effects does changing creature eggs to stone have on the egg, if it's to hard will it never hatch/can't be eaten?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on November 24, 2014, 10:14:38 pm
Nothing, just the material will be affected if you are using normal EGG tokens. If you are using [LAYS_UNUSUAL_EGGS] though, that is a different story.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: dwarf_reform on November 25, 2014, 03:45:30 am
Are there working 'nuclear catsplosion' cat raws that work with the newest version? Following the guide on the wiki ( http://dwarffortresswiki.org/index.php/40d:Catsplosion ) doesn't seem to work.. They just melt and leave some smoke behind (though I did kill a bobcat man with a pile of melting cats)..
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on November 25, 2014, 03:55:46 am
Set the cat tissue to have a lower boiling point than its specific heat.

Also, another question. If you have a unit that is under a syndrome that reduces its speed to 95% of the original, and another of the same syndrome is applied, is the resultant speed 95% of the original or 95% of 95% of the original?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 25, 2014, 04:16:01 am
Set the cat tissue to have a lower boiling point than its specific heat.

Also, another question. If you have a unit that is under a syndrome that reduces its speed to 95% of the original, and another of the same syndrome is applied, is the resultant speed 95% of the original or 95% of 95% of the original?

1. Specific heat refers to specific heat capacity (http://en.wikipedia.org/wiki/Heat_capacity); you're thinking of MAT_FIXED_TEMP.
2. Neither, the game will summarily ignore the second application of the syndrome.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 25, 2014, 01:20:22 pm
Is there a way to make a bunch of words which will be only used as individual's first names?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on November 25, 2014, 07:54:17 pm
2. Neither, the game will summarily ignore the second application of the syndrome.
In that case, what happens if a different syndrome that also reduces speed is applied?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 25, 2014, 08:25:54 pm
The game will summarily ignore the second syndrome that applies the same effect.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on November 25, 2014, 11:13:36 pm
What's the best combination of ethics to use to ensure a roughly 50/50 war/peace rate against dwarves? I want to make it so that the player is never quite sure in advance what my custom entities will send: trade caravans, or ambushers?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: MDFification on November 26, 2014, 04:57:05 am
Question: Can I force an entity to build its sites around rivers? I'd like to model agricultural civs around rivers and nomadic civs out in the grasslands...

EDIT: While I'm here I guess...

So I'm trying to make a sterile entity that dies off after a bout a century of worldgen leaving behind sprawling ruins, abandoned roads/tunnels, and tombs. I haven't managed to get them to actually build any of these things though, which I suspect is due to low starting population. I attempted to fix this, but now am not seeing the entity spawn at all. Can anyone tell me what I did wrong?
 
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on November 26, 2014, 10:55:25 am
As I mentioned in the other thread, settlements will not spawn on glaciers. I have been informed this is incorrect.

Two other issues:
- There's a typo where you define their symbols: "DARNKNESS" instead of "DARKNESS"
- When defining the names of positions, you want them lower case, otherwise you get "Urist McHighelf was appointed ARCHON in 37"

I hope this helps!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on November 27, 2014, 05:06:44 am
Will creatures use interactions with USAGE_HINT:GREETING in combat?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Loam on November 29, 2014, 02:45:51 pm
What would be the best way to have an entity be consistently hostile, without making them ITEM_THIEF or BABYSNATCHER?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on November 29, 2014, 02:59:03 pm
Heavily opposing ethics. I made a draconian race, and made their ethics the exact opposite as dwarves. The world either only had draconians, or only had dwarves, because they were consistently fighting and killing each other off in war.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on November 30, 2014, 10:48:27 am
I want to do some animal-modding work.  I've got a few questions:

If you make a creature shearable or milkable, does the tag automatically apply to the giant version as well?

Will a winged quadruped work?  I want to create a wolf-eagle hybrid to add something to the good biomes.

Is there a formula for calculating what size values you need in order to best approximate the creature's physical size?  I know size is based on volume, but I have no idea how you'd calculate the volume of something as un-geometric as an animal.

Can you create a "breed" or "subspecies" that will interbreed freely with the original?  A theoretical example would be a goat that doesn't give milk but can be sheared for mohair.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on November 30, 2014, 10:56:10 am
1. Yep, giant animals are just a variation of normal ones.

2. It is entirely possible, but you may need to create new body parts.

3. "Some random name I forgot no offense" Law. volume = length ^3

4. Castes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on November 30, 2014, 11:20:04 am
Re: size, you could also roughly estimate volume based off of relative comparisons. Humans are 70000, a cat is 5000, a polar bear is 400000. Just pick some animals that you think are more or less the same size as your creature, and copy / adjust their values eg. if you think your wolfeagle is slightly larger than a wolf, which is size 40000, you could say they are size 50000, which is as large as a sheep, or a leopard.

Also, as you can see, DF sizes tend to not really be exact or accurate. I wouldn't worry too much about getting it more than approximate anyway.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on November 30, 2014, 11:26:26 am
Thank you!  Your answers are much appreciated.  Another question: How would I go about making an animal's wool more expensive?  I want to make musk oxen shearable, and their fleece is considered one of the very nicest luxury fibers.  I know there's a value multiplier for certain animals.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on November 30, 2014, 11:34:28 am
For creatures with standard materials, you can approximate the size by weight - each kilogram approximately means 1000 size. So a 70000 size human from a weight of 70 kg, a 5000 size cat from a weight of 5 kg, a 400000 size polar bear from a weight of 400 kg.

Thank you!  Your answers are much appreciated.  Another question: How would I go about making an animal's wool more expensive?  I want to make musk oxen shearable, and their fleece is considered one of the very nicest luxury fibers.  I know there's a value multiplier for certain animals.
Code: [Select]
[SELECT_MATERIAL:HAIR]
[MATERIAL_VALUE:5] (or whatever)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on November 30, 2014, 10:45:33 pm
Can I make a tree use a different material than wood?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on November 30, 2014, 11:07:50 pm
Can I make a tree use a different material than wood?

Yes, trees are made of whatever's specified in [TREE:X], where the X is the material token.  If it doesn't vaporise when you chop it down, it's a good idea to put in [WOOD] for proper stockpiling, even if the material isn't wood.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on December 01, 2014, 03:26:55 pm
Have the raws of creatures themselves changed with 40.19?  I'm hoping I can just copy and paste over my modded versions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on December 01, 2014, 03:36:43 pm
Most male mammals did change, getting the body part selection tags for gelding. If you don't mind your creatures being ungeldable, you can just c&p, otherwise just add this line after defining or selecting the male caste:
      [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on December 01, 2014, 03:43:29 pm
Also, how do you get critters to breed?  I know there's a [CHILD] tag you have to put somewhere.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 01, 2014, 04:37:12 pm
Also, how do you get critters to breed?  I know there's a [CHILD] tag you have to put somewhere.

All you need is at least one female caste and one male caste. In previous versions a child token was necessary as well, but now creatures without a child token will be born as full adults.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on December 01, 2014, 04:39:58 pm
In previous versions a child token was necessary as well, but now creatures without a child token will be born as full adults.
Do you know what would have happened back then if only 1 of the 2 castes had the CHILD tag, as it is a caste tag? I don't remember when that was fixed and I'm not sure I want to download moar Dwarf Fortress.

Is anyone still interested in using the VBASE (http://dffd.wimbli.com/file.php?id=2835) framework to make creatures?
I was going to make a whole file of c_variations for regular modding when I realized that you can't use it to change tissue materials and I was inspired by making metal creatures. Kind of wrecked my sails.
Looked at VBASE and while it wasn't what I was going for (no c_variations using ARGs) it does remind me how much nicer it is to build creature bodies when the part are packaged seperately.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on December 01, 2014, 05:04:08 pm
Now I remember.  Once I tamed a pair of toads, thinking I might as well get as many as possible since they didn't breed.

Cue the toadsplosion.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Inconspicuous Puny Human on December 02, 2014, 06:48:59 pm
I couldn't digest the articles on the wiki about interactions and syndromes. Anyone able to give me a laymen's term version? My problem is the basic structure; they're very "fluid" in that they can fit a ton of different roles. For instance I was able to create an interaction to make an item at a custom building but when I wanted to explore the other types of interactions I ran into problems.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lastcrusader on December 02, 2014, 07:44:49 pm
I have 3 questions

Anyway to make more metal thread? Like example gold clothes if so how?
Anyway to make a reaction to get free candy cloth? I tried copying and pasting candy but changing it to candy cloth just makes generic cloth at work so can't post my reaction
And finally I'm modding my own people crusaders who storm towers and hoard slabs and books of life I'm using candy armor and weapons but wonder if I can make my own crusader armor (done) but as candy has poor crush protection(I think) I wonder if I could change it to make it super armor?
Cheers
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 02, 2014, 07:55:42 pm
I couldn't digest the articles on the wiki about interactions and syndromes. Anyone able to give me a laymen's term version? My problem is the basic structure; they're very "fluid" in that they can fit a ton of different roles. For instance I was able to create an interaction to make an item at a custom building but when I wanted to explore the other types of interactions I ran into problems.

That was not an interaction, that was a reaction, an entirely different thing.

I have 3 questions

Anyway to make more metal thread? Like example gold clothes if so how?
Anyway to make a reaction to get free candy cloth? I tried copying and pasting candy but changing it to candy cloth just makes generic cloth at work so can't post my reaction
And finally I'm modding my own people crusaders who storm towers and hoard slabs and books of life I'm using candy armor and weapons but wonder if I can make my own crusader armor (done) but as candy has poor crush protection(I think) I wonder if I could change it to make it super armor?
Cheers

1. Yes; in fact, it's pretty easy. Do what you did with the adamantine cloth product, but replace the material with GET_MATERIAL_FROM_REAGENT:A:NONE and add a REAGENT called A that is a metal (BAR:NONE:INORGANIC:NONE).
2. Yeah, don't know exactly your problem is. Probably didn't put INORGANIC:ADAMANTINE as the material correctly.
3. Adamantine has absolutely perfect crush protection.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lastcrusader on December 02, 2014, 08:18:41 pm

1. Yes; in fact, it's pretty easy. Do what you did with the adamantine cloth product, but replace the material with GET_MATERIAL_FROM_REAGENT:A:NONE and add a REAGENT called A that is a metal (BAR:NONE:INORGANIC:NONE).
2. Yeah, don't know exactly your problem is. Probably didn't put INORGANIC:ADAMANTINE as the material correctly.
3. Adamantine has absolutely perfect crush protection.

Cheers I'm on phone so I write it out it's got caps in appropriate places but it's a pain to do it on iPhone

[reaction:candy_cloth] (used it's actual name)
[name:create candy cloth]
[building:smelter:none]
[product:100:10:cloth:no_subtype:cloth:candy_cloth][product_dimension:150]
[smelter]

I think it's the product line that's wrong? It spits out plain cloth not candy cloth
And if I get it to work I just swap candy for gold?
Is it blunt damage it's weak against or is it perfect already?
Thanks again I'm generally alright at modding just this cloth business got me stumped
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 02, 2014, 08:20:27 pm
You want INORGANIC:ADAMANTINE, not CLOTH:ADAMANTINE_CLOTH or whatever. The second half is the material, and is independent from the item (which is correct, based on the description of your problem).

Also, the reaction ADAMANTINE_CLOTH can be whatever you wanna call it, heh.

Adamantine is not weak against any damage in particular, it's bad for blunt weapons, not against them.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on December 02, 2014, 08:26:54 pm
Is adamantine cloth better at defence than leather clothes? Or are my adamantine cloaks for my elite squad useless? I could use roc leather for their cloaks if there's no difference.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 02, 2014, 08:29:47 pm
IIRC it might help against slashing weapons, but I'm not sure if that's actually right.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lastcrusader on December 02, 2014, 09:11:02 pm
Thanks the reaction has worked and makes what it claims to be adamantine cloth but my crafts dwarf wants one unused Adam cloth maybe something's wasn't meant to be 😄 like free Adam clothes
But I just replace the word Adam with gold and that's gold clothes?

Unless instead of inorganic I change it to metal? I shall try that
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: kiwiphoenix on December 03, 2014, 04:35:27 pm
Is it still possible to intentionally kill off civs in worldgen?
Gave a race CHILD and LITTERSIZE 100 and MAXAGE 5:5 in the hope they would make a few towns/cities and then die off, dotting the landscape with ruins.
However, they almost always survive for over 200 years - looking through legends, it looks like new members are popping out of the ether to replace the dead.

Is there some way to stop the civ from spawning new members and avoiding extinction?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 03, 2014, 04:37:15 pm
Thanks the reaction has worked and makes what it claims to be adamantine cloth but my crafts dwarf wants one unused Adam cloth maybe something's wasn't meant to be 😄 like free Adam clothes
But I just replace the word Adam with gold and that's gold clothes?

Unless instead of inorganic I change it to metal? I shall try that

INORGANIC and METAL are synonymous. You should use the former.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on December 03, 2014, 07:30:11 pm
Is it still possible to intentionally kill off civs in worldgen?
Gave a race CHILD and LITTERSIZE 100 and MAXAGE 5:5 in the hope they would make a few towns/cities and then die off, dotting the landscape with ruins.
However, they almost always survive for over 200 years - looking through legends, it looks like new members are popping out of the ether to replace the dead.

Is there some way to stop the civ from spawning new members and avoiding extinction?
[CARNIVORE]?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on December 03, 2014, 08:22:50 pm
Is it still possible to intentionally kill off civs in worldgen?
Gave a race CHILD and LITTERSIZE 100 and MAXAGE 5:5 in the hope they would make a few towns/cities and then die off, dotting the landscape with ruins.
However, they almost always survive for over 200 years - looking through legends, it looks like new members are popping out of the ether to replace the dead.

Is there some way to stop the civ from spawning new members and avoiding extinction?
Why not take away their capability to reproduce and in their entity raws, give them an insanely high starting pop number?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on December 03, 2014, 08:32:26 pm
Is it still possible to intentionally kill off civs in worldgen?
Gave a race CHILD and LITTERSIZE 100 and MAXAGE 5:5 in the hope they would make a few towns/cities and then die off, dotting the landscape with ruins.
However, they almost always survive for over 200 years - looking through legends, it looks like new members are popping out of the ether to replace the dead.

Is there some way to stop the civ from spawning new members and avoiding extinction?
[CARNIVORE]?

Carnivores don't seem to die off anymore, several worlds I've genned with my mod have had dingo men civilisations as the dominant lifeform on the planet.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on December 04, 2014, 10:45:19 am
Is it still possible to intentionally kill off civs in worldgen?
Gave a race CHILD and LITTERSIZE 100 and MAXAGE 5:5 in the hope they would make a few towns/cities and then die off, dotting the landscape with ruins.
However, they almost always survive for over 200 years - looking through legends, it looks like new members are popping out of the ether to replace the dead.

Is there some way to stop the civ from spawning new members and avoiding extinction?
[CARNIVORE]?

Carnivores don't seem to die off anymore, several worlds I've genned with my mod have had dingo men civilisations as the dominant lifeform on the planet.
I think it's related to civs not needing [BABY:X] and [CHILD:X] anymore.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on December 04, 2014, 12:29:51 pm
I think it's related to civs not needing [BABY:X] and [CHILD:X] anymore.
It's more likely because historical figures no longer starve to death in world gen. Entity populations still can starve.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on December 04, 2014, 12:39:47 pm
I think it's related to civs not needing [BABY:X] and [CHILD:X] anymore.
It's more likely because historical figures no longer starve to death in world gen. Entity populations still can starve.
I wonder why would Toady change that?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: kiwiphoenix on December 04, 2014, 12:42:03 pm
Why not take away their capability to reproduce and in their entity raws, give them an insanely high starting pop number?

Oh, sorry, should have mentioned - if I make them monogender, then they never get placed during worldgen at all.
Also, START_GROUP_NUMBER seems to have been removed in v0.40.x.

So, it sounds like none of the traditional methods work anymore? Well, I guess the Toad giveth jumping and climbing, and taketh mass-producible ruins.  :-\
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on December 04, 2014, 12:51:34 pm
I think it's related to civs not needing [BABY:X] and [CHILD:X] anymore.
It's more likely because historical figures no longer starve to death in world gen. Entity populations still can starve.
I wonder why would Toady change that?

See here (http://www.bay12forums.com/smf/index.php?topic=103007.msg3044588#msg3044588).
Quote
I might be missing something basic, but that's what it is.  The starvation was causing the vast majority of the deaths in world gen and making the memory/speed situation impossible (since they'd be replaced quickly by children and elevated pop figs over and over as the famine continued etc.).  In addition, it was starving historical figures at the same rate as the entity population, but we could reason that the reason these guys are historical is that they are the ones that didn't starve at random.

Also, START_GROUP_NUMBER seems to have been removed in v0.40.x.
It's been doing nothing for a long while, since the introduction of entity populations. It's just been kept around for raw compatibility, I guess.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eктωρ on December 04, 2014, 01:27:02 pm
I've made a little mod with several human civs, they are way too peaceful, even if their values and stuff conflict. How can I make then go to war more often?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on December 04, 2014, 02:24:47 pm
How strongly do they conflict? Keep in mind how different dwarf and elf ethics are, and yet they're usually more or less at peace with each other. Try pushing the ethics conflicts to the extreme - either UNTHINKABLE or ACCEPTABLE.

If that doesn't work, you could always give some of them SKULKING or BABYSNATCHER, which will put them into the same 'faction' as kobolds and goblins, respectively.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on December 05, 2014, 07:36:19 pm
1: If I changed something in the main raws, say, the weight of a metal, would that affect already genned worlds?
2: How would I make a smelter reaction require bones of a dragon? I remember someone told me a general way to do it, but I couldn't quite understand it and kind of messed up.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on December 05, 2014, 07:49:55 pm
1: If I changed something in the main raws, say, the weight of a metal, would that affect already genned worlds?
???
If you mean DF exe directory\raw\objects then no. Those raws are simply the base for worlds generated afterwards. You need to fiddle with Dwarf Fortress v.40.19\data\save\<save folder name>\raw\objects to affect a save world. Though adding new IDs to a world doesn't work and deleting IDs can break the game.
2: How would I make a smelter reaction require bones of a dragon? I remember someone told me a general way to do it, but I couldn't quite understand it and kind of messed up.
[REAGENT:<whatever>:1:NONE:NONE:CREATURE_MAT:DRAGON:BONE][USE_BODY_COMPONENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT] (maybe slap [ANY_BONE_MATERIAL] on at the end for good measure) placed into the smelter reaction will make it need 1 unspecified item made of dragon bone. The item must have been part of a living creature. If the item comes in a stack greater than one, disregard it an make the normal amount of product for the reaction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on December 05, 2014, 07:59:08 pm
Like so?

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on December 05, 2014, 08:22:30 pm
Doesn't [FUEL] mean that it will require coal anyway? Wouldn't that make reagent D redundant?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 05, 2014, 08:23:27 pm
You need more coal than just the fuel to make steel.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on December 05, 2014, 08:23:58 pm
It's a step up from steel basically, just heavier, sharper, and better at defence. Specifically, as sharp as divine metals, as heavy as gold, and better at defence than steel. It follows the same pattern of needing flux and extra fuel, since the bone would throw that perfect balance off some.

EDIT: It would only require one dragon, correct? So splitting them up into 1 bone stacks through trade would maximize production?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on December 05, 2014, 08:46:52 pm
EDIT: It would only require one dragon, correct? So splitting them up into 1 bone stacks through trade would maximize production?
I'm not sure it's possible to split bone stacks properly (I know Toady did some fixing with stacks recently but I don't know what actually changed >:(). A workaround would be to require an item made from the material that it normally can't be made into and the only way to make it would be a custom reaction requiring a dragon bone stack(like before) but without [DOES_NOT_DETERMINE_PRODUCT_AMOUNT], so a stack of 30 would make 30 of them. You could then use each individual bone from the stack properly.

This is about the limit on how much I am able to help you on this particular subject. Luck to you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on December 06, 2014, 12:48:31 pm
If I wanted to create a giant version of a wolf but call it a dire wolf instead of a giant wolf, what would I have to tweak for that?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on December 06, 2014, 12:54:40 pm
If I wanted to create a giant version of a wolf but call it a dire wolf instead of a giant wolf, what would I have to tweak for that?

You could either use [COPY_TAGS_FROM:WOLF] or simply copy and paste the entire raws in, and change the name and size. There's a body size tag, that's what you'll want to change.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on December 06, 2014, 12:55:18 pm
Copy the wolf RAWs, change the SIZE to the apporpriate one (x10 of the basic value) and add in [LARGE_PREDATOR] tag for good measure. Also change the name, description and the RAW-name.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on December 06, 2014, 01:39:46 pm
Since the topic I made didn't get an answer, how do I add pets to specific civilizations?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 06, 2014, 02:20:51 pm
Since the topic I made didn't get an answer, how do I add pets to specific civilizations?

You cannot add creatures to specific civilizations through regular modding. Though I think that there may be a DFHack script that can do that.

The closest you can get with raw modding is influencing the types of pets a civilization may use through tags such as USE_GOOD_ANIMALS or USE_CAVE_ANIMALS.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on December 06, 2014, 02:43:55 pm
Crap, that combined with the fact that you apparently can't have multiple creatures in one entity kinda ruins my plans.

Is using castes the only way to have different creatures under the same entity flag?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 06, 2014, 03:08:32 pm
Crap, that combined with the fact that you apparently can't have multiple creatures in one entity kinda ruins my plans.

Is using castes the only way to have different creatures under the same entity flag?

Unless there's been some changes that I'm unaware of that occurred after I last played, only your entity's main race will do work in Fort Mode. Other sentient races are treated as pets.

In case you didn't know, putting multiple creature lines under a single entity definition will just result in separate civilizations for each creature. It's somewhat unfortunate, since aside from their inhabitants, the civilizations produced are functionally identical.

Castes can be a way to work in multiple creature-types into one creature, though it has some issues, such as the fact that any caste can be born to any other caste.

There was an old DFHack plug-in that allowed multi-racial forts, but I don't know if it has been updated. I think it was called 'friendship', but I can't remember at the moment.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on December 06, 2014, 03:52:41 pm
There is indeed an "AddPetToCiv" dfhack lua script in Masterwork, although with a couple others for mounts and stuff.  Check it out.  I don't know if it originates in the main DFHack or not, but it's pretty simple as far as scripts go and it's well commented, so it should be possible to adapt it to whatever you're doing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eктωρ on December 06, 2014, 05:17:40 pm
How strongly do they conflict? Keep in mind how different dwarf and elf ethics are, and yet they're usually more or less at peace with each other. Try pushing the ethics conflicts to the extreme - either UNTHINKABLE or ACCEPTABLE.

If that doesn't work, you could always give some of them SKULKING or BABYSNATCHER, which will put them into the same 'faction' as kobolds and goblins, respectively.

Well, compare, I have three human civs, which have the following ethics:

Spoiler: First Civ (click to show/hide)

Spoiler: Second Civ (click to show/hide)

Spoiler: Third Civ (click to show/hide)

There's a lot of room for conflict here, but apparently there are only one or two wars in every world I gen. I don't want to add babysnatcher or anything like that, it would be inconsistent with the overall feeling of the civs. Maybe [SKULKING] could fit in some of them, but I'd rather know if there any other way to encourage fighting amongst them. I've added [SKULKING], [ITEM_THIEF] and even [LOCAL_BANDITRY] to the third civ to see what happens.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on December 06, 2014, 05:42:39 pm
Well, there's plenty of room to add more conflicts (lying, vandalism, trespassing, etc.) if you're so inclined.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on December 06, 2014, 05:54:59 pm
You could also push those ethics to the extremes - replace SHUN or MISGUIDED with UNTHINKABLE, change JUSTIFIED_WITH_GOOD_REASON to ACCEPTABLE/REQUIRED, etc. (afaik the only diff between those two is when defining combat ethics - if KILL_ENEMY is REQUIRED they'll be unable to to yield or give quarter, but otherwise they're treated the same when it comes to wars)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Enemy post on December 07, 2014, 01:29:22 am
Are metal skeleton people viable? I'm trying to make Terminators in 34.11
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 07, 2014, 01:39:57 am
Yes, definitely, replace BONE with a metal, why 0.34.11?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Enemy post on December 07, 2014, 01:57:23 am
Thanks, and 34.11 is because I like it more. Is there a fix for how breakable creatures made of a inorganic tend to be?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 07, 2014, 02:07:24 am
http://www.bay12forums.com/smf/index.php?topic=100707.0
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on December 07, 2014, 01:44:27 pm
Is there a way to get a creature to throw boulders? Like a fireball, but boulder tossing instead?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 07, 2014, 05:15:08 pm
Is there a way to get a creature to throw boulders? Like a fireball, but boulder tossing instead?

If you mean ripping boulders out of the ground, then no. If you mean actually using a BOULDER type item, also no, unless it is an item cloud.

But a material emission can emit a solid or liquid glob of any material you want, including inorganics.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on December 07, 2014, 05:21:30 pm
So say what would actually happen if a creature were to emit a solid glob of granite? As I was typing this question I realized that magma crabs shoot solid basalt globs. I admit I haven't gotten that deep on any of my forts yet, so I don't know - how effective is this attack? How does this glob behave? Is it possible to edit the size of this solid glob? Those are some questions that I feel will lead to answers for you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 07, 2014, 05:24:10 pm
1. Fairly effective, it causes damage.
2. Like any thrown object.
3. No.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on December 07, 2014, 05:59:49 pm
What happens to the globs afterwards? Can dwarves gather it, use it, melt it down? Or do you just end up with a bunch of useless litter scattered around your halls?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: samanato on December 07, 2014, 06:01:04 pm
Dwarves clean globs unless the material has [DO_NOT_CLEAN_GLOB], so they would be gone.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on December 08, 2014, 04:42:42 am
Two questions. First, is it correct to say that all one needs to do to port a mod from .40.13 to .40.19 is to add stepladders and geldable tag to body parts? Second, what happens when an intelligent civ creature has the GRAZER token?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on December 08, 2014, 05:52:41 am
Civilizations need permission to have gelders and access to the new ITEM_TOOL_STEPLADDER tool.

For male creatures that you want to have an on-off reproduction switch, add a bodypart modification line to the male caste, like this:
Code: [Select]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]

Also, the [LIKES_FIGHTING] tag has been decommissioned. Get rid of those, they do nothing now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on December 08, 2014, 04:13:35 pm
Also, the [LIKES_FIGHTING] tag has been decommissioned. Get rid of those, they do nothing now.

Really? What about BENIGN, which was basically its opposite?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on December 08, 2014, 09:24:22 pm
Do non-vanilla custom BPs get added to procedurally genned monsters?  Say if I append the trunk with teeth or a create a new three-legged bodypart?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 08, 2014, 09:36:32 pm
Do non-vanilla custom BPs get added to procedurally genned monsters?  Say if I append the trunk with teeth or a create a new three-legged bodypart?

Fairly certain that randomized creatures use preset body parts. Specifically the body parts in the file called 'body_rcp.txt'.

I may be wrong though. I haven't really looked into it before.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on December 08, 2014, 11:43:06 pm
You can alter the properties of the individual bits, but the selection they use is definitely hardcoded.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Triskelli on December 09, 2014, 04:00:48 pm
Trying to make feathered dinosaurs, but feathers are listed in the tissue template as subordinate to skin only.  I've tried adding a line for Scales but no dice.  Advice?

Code: [Select]
[TISSUE_TEMPLATE:FEATHER_TEMPLATE]
[TISSUE_NAME:feather:STP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FEATHER]
[RELATIVE_THICKNESS:2]
[SUBORDINATE_TO_TISSUE:SKIN]
[SUBORDINATE_TO_TISSUE:SCALE]
[INSULATION:100]
[TISSUE_SHAPE:FEATHERS]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on December 09, 2014, 04:43:03 pm
Just pasted the dire wolf to the raws, and they're officially part of the world!  Haven't seen 'em in action, but if legends mode is anything to go by, these guys don't fuck around.  One of them ate a grizzly bear, two trolls, a cougar, a sasquatch(!), and even a regular-sized wolf.  So I guess you could say it's a...

/sunglasses

...dog-eat-dog world.

But Triskelli's question is pretty relevant for me, actually.  I want my wolf-eagle hybrids (aquiloups) to have mostly-furry bodies and feathered wings, as well as big nasty talons on all four feet.  How do?

Just as importantly, how feasible are giant fluffy wamblers that you can shear for their fluff?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 09, 2014, 07:19:40 pm
Trying to make feathered dinosaurs, but feathers are listed in the tissue template as subordinate to skin only.  I've tried adding a line for Scales but no dice.  Advice?

Do the creatures have a feather tissue/body detail plan defined within their raws?




I want my wolf-eagle hybrids (aquiloups) to have mostly-furry bodies and feathered wings, as well as big nasty talons on all four feet.  How do?

Just as importantly, how feasible are giant fluffy wamblers that you can shear for their fluff?

Could create a body detail plan to place fur on the bodies and feathers on the wings. Or use the TISSUE_LAYER token to specify the fur/feather locations manually.

Talons are already in-game. They are basically just renamed nails. For an in-game example, the Roc has these lines:
Code: [Select]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]

As for fluffy wamblers, they can be made shearable. Just about anything can, I guess. To make it shearable, you may have to remove their vermin status. Though I'm guessing you were going to do that already, judging by the fact that they would be giant. To make them shearable, you could copy raws from other shearable creatures.

To do this, just add [YARN] underneath the wambler's fluff definition, like so:
Code: [Select]
[USE_MATERIAL_TEMPLATE:FLUFF:HAIR_TEMPLATE]
 [STATE_NAME:ALL_SOLID:fluff]
 [STATE_ADJ:ALL_SOLID:fluff]
 [YARN]

Then select the tissue and mark it as shearable. You can do this by adding these lines into the wambler's definition:
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:FLUFF]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:fluff:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:fluff: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] 0.40.x QUESTIONS THREAD
Post by: Dirst on December 13, 2014, 07:00:01 am
Hi all,

For those who have delved into farming ‼science‼, I was wondering if anyone has managed to make a plant yield multiple growths.

This thing does produce fruit, and the fruit does process properly into booze and seeds, but the other growths that are supposed to appear aren't.  It's not random either, every single plant has produced one or two fruit.
Spoiler (click to show/hide)

The error log is clear (other than camp-forever messages).  Removing the fruit makes the plant vanish entirely when the farmer comes by to pick it.  Does this mean that non-food GROWTH_ITEMs just don't work?

Edit: This thing was originally based on the strawberry plant, which the wiki says is bugged.  So, it will probably need to be rebuilt from scratch.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smeeprocket on December 13, 2014, 10:55:49 am
Just pasted the dire wolf to the raws, and they're officially part of the world!  Haven't seen 'em in action, but if legends mode is anything to go by, these guys don't fuck around.  One of them ate a grizzly bear, two trolls, a cougar, a sasquatch(!), and even a regular-sized wolf.  So I guess you could say it's a...

/sunglasses

...dog-eat-dog world.

But Triskelli's question is pretty relevant for me, actually.  I want my wolf-eagle hybrids (aquiloups) to have mostly-furry bodies and feathered wings, as well as big nasty talons on all four feet.  How do?

Just as importantly, how feasible are giant fluffy wamblers that you can shear for their fluff?

fluffy wamblers aren't really fluffy in the sense that sheep are tho. They are more of a puddy like creature.

I am having a hard time getting an answer on this. Does this make sense:

Code: [Select]
[PLANT:TEA] camellia sinensis
[NAME:tea plant][NAME_PLURAL:tea plants][ADJ:tea]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:FLOWERS:LOCAL_PLANT_MAT:FLOWER]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[DRY][BIOME:ANY_TROPICAL][BIOME:ANY_TEMPERATE]
[VALUE:4]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen green tea kombucha]
[STATE_NAME_ADJ:LIQUID:green tea kombucha]
[STATE_NAME_ADJ:GAS:boiling green tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:4]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen black tea kombucha]
[STATE_NAME_ADJ:LIQUID:black tea kombucha]
[STATE_NAME_ADJ:GAS:boiling black tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[STATE_COLOR:ALL:WHITE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:4]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:DRINK:FLOWER_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen white tea kombucha]
[STATE_NAME_ADJ:LIQUID:white tea kombucha]
[STATE_NAME_ADJ:GAS:boiling white tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:tea plant seed:tea plant seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:-beer]
[GROWTH:LEAVES]
[GROWTH_NAME:tea leaf:tea leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:2:0:0:ALL:1]
[GROWTH:FLOWERS]
[GROWTH_NAME:tea flower cluster:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on December 14, 2014, 05:41:25 am
>> I am having a hard time getting an answer on this. Does this make sense:

At a glance, no, because it looks like you are defining the same material twice (LOCAL_PLANT_MAT:DRINK).  If it is even possible to have the same plant produce two drinks, which I don't know, I would have thought it would require two unique identifiers.  So have you tried it?  do you get errors in the log; does it or does it not do what you expect?  if not how does it fail?

edit
er, three times
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 14, 2014, 05:47:17 am
Also, you're defining the same ITEM_REACTION_PRODUCT twice.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on December 14, 2014, 05:59:19 am
Also, your prefstring is "beer" and it's a tea plant  8)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on December 14, 2014, 06:56:34 am
Well, I never got my plant with the inorganic growth to work, though I did come up with a work-around.

Spoiler: plant definition (click to show/hide)

Spoiler: reaction (click to show/hide)

It produces a single type of inedible growth that can be processed into a drink and some seeds, with the possibility of a rough gem inside.

Still curious if anyone can make multiple growths appear correctly, or get a non PLANT_GROWTH as a growth.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smeeprocket on December 14, 2014, 09:10:18 am
Also, you're defining the same ITEM_REACTION_PRODUCT twice.

yea I'm trying to get two products out of it.

that's the part I need to be sure will work before I can really test the rest.

Basically, the plant makes a drink, but it can be processed and make leaves and flowers and those both make a drink.

edit: also I don't understand the pref strings. Is there a set list or should I just put tea or kombucha there?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Andreus on December 14, 2014, 12:18:43 pm
Is it possible, perhaps through some form of tomfoolery with symbols and language files, to make DF draw the names of characters from a different word list? I'd like the creatures I'm making to have proper names rather than the random noun soup that we're used to.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on December 14, 2014, 01:49:52 pm
The prefstring is simply "Urist McDwarf likes
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smeeprocket on December 14, 2014, 02:51:10 pm
Is there perhaps a way to get both the leaves and the flowers via a custom reaction that requires two bags?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on December 14, 2014, 06:15:32 pm
What does the   [APPLY_CREATURE_VARIATION:ANIMAL_PERSON] tag actually imply?  Insofar as size modifiers, especially.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 14, 2014, 06:20:11 pm
What does the   [APPLY_CREATURE_VARIATION:ANIMAL_PERSON] tag actually imply?  Insofar as size modifiers, especially.

Look at the ANIMAL_PERSON creature variation in c_variation_default.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on December 14, 2014, 06:20:34 pm
Is there perhaps a way to get both the leaves and the flowers via a custom reaction that requires two bags?

It should be possible, if complicated.

You'll probably have your 2 bags be separate reagents with unique identifiers, and make appropriate use of tokens like
[BAG][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT][EMPTY] and [PRODUCT_TO_CONTAINER:xxxx]

just as a very rough draft

Code: [Select]
[REACTION:SMEE_DRAFT_REACTION]

[NAME:make Smee Plant into two things]
[BUILDING:SMEE_CUSTOM_WORKSHOP:CUSTOM_A]
        [REAGENT:smeeplant:1:PLANT:NONE:PLANT_MAT:SMEE_PLANT:STRUCTURAL]
        [REAGENT:bagA:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
        [REAGENT:bagB:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]

        [PRODUCT:100:1:PLANT:NONE:PLANT_MAT:SMEE_PLANT:FIRST_PLANT_MATERIAL]
        [PRODUCT_TO_CONTAINER:bagA]

        [PRODUCT:100:1:PLANT:NONE:PLANT_MAT:SMEE_PLANT:SECOND_PLANT_MATERIAL]
        [PRODUCT_TO_CONTAINER:bagB]

note, i've done very little modding in DF2014, so check anything i say against the wiki.  Which is good practice anyway, to make sure you understand what's going on, even in those cases where the help you get here is accurate ;)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smeeprocket on December 14, 2014, 06:23:45 pm
Is there perhaps a way to get both the leaves and the flowers via a custom reaction that requires two bags?

It should be possible, if complicated.

You'll probably have your 2 bags be separate reagents with unique identifiers, and make appropriate use of tokens like
[BAG][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT][EMPTY] and [PRODUCT_TO_CONTAINER:xxxx]

just as a very rough draft

Code: [Select]
[REACTION:SMEE_DRAFT_REACTION]

[NAME:make Smee Plant into two things]
[BUILDING:SMEE_CUSTOM_WORKSHOP:CUSTOM_A]
        [REAGENT:smeeplant:1:PLANT:NONE:PLANT_MAT:SMEE_PLANT:STRUCTURAL]
        [REAGENT:bagA:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
        [REAGENT:bagB:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]

        [PRODUCT:100:1:PLANT:NONE:PLANT_MAT:SMEE_PLANT:FIRST_PLANT_MATERIAL]
        [PRODUCT_TO_CONTAINER:bagA]

        [PRODUCT:100:1:PLANT:NONE:PLANT_MAT:SMEE_PLANT:SECOND_PLANT_MATERIAL]
        [PRODUCT_TO_CONTAINER:bagB]

note, i've done very little modding in DF2014, so check anything i say against the wiki.  Which is good practice anyway, to make sure you understand what's going on, even in those cases where the help you get here is accurate ;)

thanks, now what string would I use to call on that, because it seems like tywo strings wouldn't work.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 14, 2014, 06:26:40 pm
Call on what?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smeeprocket on December 14, 2014, 06:39:00 pm
Call on what?

the reaction should produce as bag of leaves and a bag of flowers, but I don't know how that line would look on the plant itself.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 14, 2014, 06:46:11 pm
Just have FIRST_PLANET_MATERIAL and SECOND_PLANT_MATERIAL exist. You can rename them as long as they're both the same in the reaction as plant, E.G LEAF and FLOWER.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on December 14, 2014, 07:22:39 pm
To try to spell it out a little more, this reaction assumes that you define:

a plant named SMEE_PLANT with a structural material defined
a material named FIRST_PLANT_MATERIAL within SMEE_PLANT
a material named SECOND_PLANT_MATERIAL within SMEE_PLANT
a workshop named SMEE_CUSTOM_WORKSHOP which is allowed for the entity (civilization)
that the reaction defined here, SMEE_DRAFT_REACTION, is allowed for the entity

obviously you can change any or all those names
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on December 14, 2014, 07:32:57 pm
Hey, so I'm trying to run a ton of my self-made mods all at once, instead of just many mods across 34.11-40.13, and I've run into a few problems.

1:    [SELECT_TISSUE:CLAW]
      [TISSUE_MATERIAL:INORGANIC:IRON]
This seems to work perfectly on my Purgatory Wolf, nothing in the errorlog about it. Copy and paste over to another creature, and I get this:
BIRD_PHOENIX:Unrecognized Creature Token: TISSUE_MATERIAL

What happened? One creature ago, it worked perfectly. It's literally the exact same tags. It's recognized in one, and not the other?

2: SPRITE:AGELESS_ONE:right tusk, layer 1: Tissue IVORY was not found, using first tissue instead
SPRITE:AGELESS_ONE:left tusk, layer 1: Tissue IVORY was not found, using first tissue instead
SPRITE:AGELESS_ONE:right horn, layer 1: Tissue HORN was not found, using first tissue instead
SPRITE:AGELESS_ONE:left horn, layer 1: Tissue HORN was not found, using first tissue instead
My Ageless One creature has tusks and horns, copied from bulls and boars, if I remember correctly. I didn't see any tissue:ivory in their raws, so I assumed it was fine to just use. Is there something I have to put into the Ageless One's raws to get it fine?

These are the only major problems, any help is appreciated. Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on December 14, 2014, 07:36:27 pm
Yeah, you actually have to have the tissue defined within the creature before you can use or select it. 

Bulls declare the materials either by defining them via a template
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]

or by reference to a whole bunch of materials within a plan via something like
[BODY_DETAIL_PLAN:COMMON_ANIMAL_MATERIALS]

(that may be only approximate, i'm not looking it up).  You probably didn't do this, although I don't know for sure, since you didn't post your raws 8)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smeeprocket on December 14, 2014, 11:29:15 pm
okay so on the plant I currently have

[ITEM_REACTION_PRODUCT:BAG_TEA:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
[ITEM_REACTION_PRODUCT:BAG_TEA:PLANT_GROWTH:FLOWERS:LOCAL_PLANT_MAT:FLOWER]

which I know isn't right.

For the custom reaction I have

[REACTION:PROCESS_TEA_TO_BAG]
   [NAME:process tea to bag]
   [BUILDING:FARMER:CUSTOM_B]
   [REAGENT:plant:1:PLANT:NONE:NONE:NONE]
      [HAS_MATERIAL_REACTION_PRODUCT:BAG_TEA]
      [UNROTTEN]
   [REAGENT:bag:2:BOX:NONE:NONE:NONE]
      [EMPTY]
      [BAG]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:5:GET_ITEM_DATA_FROM_REAGENT:plant:BAG_ITEM]
      [PRODUCT_TO_CONTAINER:bag]
   [PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
   [SKILL:PROCESSPLANTS]


so to replace the second one with

[REACTION:SMEE_DRAFT_REACTION]

   [NAME:make process tea to bag]
   [BUILDING:FARMER:CUSTOM_A]
        [REAGENT:smeeplant:1:PLANT:NONE:PLANT_MAT:TEA_PLANT:STRUCTURAL]
        [REAGENT:bagA:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
        [REAGENT:bagB:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]

        [PRODUCT:100:1:PLANT:NONE:PLANT_MAT:TEA_PLANT:FIRST_PLANT_MATERIAL]
        [PRODUCT_TO_CONTAINER:bagA]

        [PRODUCT:100:1:PLANT:NONE:PLANT_MAT:TEA_PLANT:SECOND_PLANT_MATERIAL]
        [PRODUCT_TO_CONTAINER:bagB]

now how do I change the first one to use the custom material tags? And is that correct?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 15, 2014, 01:16:03 am
The second what?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smeeprocket on December 15, 2014, 07:56:47 am
The second what?

the second set of code, the process tea to bag, the first of those.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on December 16, 2014, 03:24:37 am
How is obsidian the only stone that can be made into short swords? Also, how do I make it possible to craft items(such as weapons) only out of sharpened rocks?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 16, 2014, 03:45:42 am
How is obsidian the only stone that can be made into short swords? Also, how do I make it possible to craft items(such as weapons) only out of sharpened rocks?

I believe it is the MAX_EDGE tag that dictate whether a stone can be used for weapons or not. The wiki says that weapons can be made out of a stone if its MAX_EDGE value is at least 10000.

The small rocks in adventure mode use the item tag ROCK, though I don't see any reaction modifiers that specify that the reagent has to have an edge. There is a tag to prevent edged items from being used, which is [NO_EDGE_ALLOWED]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on December 16, 2014, 09:37:00 pm
How would the GRAZER token affect a playable entity?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on December 16, 2014, 11:51:33 pm
Off the top of my head, seeing as you can't assign your dwarves (or w/e) to pastures, I imagine it would go very poorly.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on December 18, 2014, 11:20:44 am
Does anyone know if regions can have multiple regional interactions? Furthermore, can they affect the underground?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smeeprocket on December 18, 2014, 01:30:27 pm
how do I make my tea plant available for my culture through the embark setup menu?

I want to be able to test it out quickly.

Sorry for all these questions, but the wiki isn't exactly clear cut on this.

Okay so I've rewritten what I had after staring at it and thinking for awhile...

Code: [Select]
[REACTION:PROCESS_TEA_TO_BAG]
[NAME:process tea to bag]
[BUILDING:FARMER:CUSTOM_B]
        [REAGENT:tea:1:PLANT:NONE:PLANT_MAT:TEA:STRUCTURAL]
[HAS_MATERIAL_REACTION_PRODUCT:BAG_TEA]
[UNROTTEN]
        [REAGENT:bagA:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[EMPTY]
[BAG]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:bagB:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[EMPTY]
[BAG]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:TEA:LEAF]
        [PRODUCT_TO_CONTAINER:bagA]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:TEA:FLOWER]
[PRODUCT_TO_CONTAINER:bagB]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[SKILL:PROCESSPLANTS]

and then the plant

Code: [Select]
[PLANT:TEA] camellia sinensis
[NAME:tea plant][NAME_PLURAL:tea plants][ADJ:tea]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[ITEM_REACTION_PRODUCT:BAG_TEA]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[DRY][BIOME:ANY_TROPICAL][BIOME:ANY_TEMPERATE]
[VALUE:4]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen green tea kombucha]
[STATE_NAME_ADJ:LIQUID:green tea kombucha]
[STATE_NAME_ADJ:GAS:boiling green tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[SPRING][SUMMER][AUTUMN][WINTER]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:4]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen black tea kombucha]
[STATE_NAME_ADJ:LIQUID:black tea kombucha]
[STATE_NAME_ADJ:GAS:boiling black tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[STATE_COLOR:ALL:WHITE]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:4]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:DRINK:FLOWER_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen white tea kombucha]
[STATE_NAME_ADJ:LIQUID:white tea kombucha]
[STATE_NAME_ADJ:GAS:boiling white tea kombucha]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:tea plant seed:tea plant seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:-kombucha]
[GROWTH:LEAVES]
[GROWTH_NAME:tea leaf:tea leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:2:0:0:ALL:1]
[GROWTH:FLOWERS]
[GROWTH_NAME:tea flower cluster:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]

specifically, the line to call on the reaction I have : [ITEM_REACTION_PRODUCT:BAG_TEA]

but it seems like I would need more info. The wiki doesn't really break down how I would call on the growth specifically on the plant or if I need to. My only comparison is quarry bushes which only call on one growth.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on December 18, 2014, 07:36:05 pm
All right, my work on the noble wolfeagle is thus as of right now, working off modifying the wolf raws:

Code: [Select]
[CREATURE:AQUILOUP]
[DESCRIPTION:A wolf-like creature with an eagle's broad wings and razor-sharp talons instead of paws.  It can be seen flying high above the virtuous temperate lands.]
[NAME:aquiloup:aquiloups:aquiloup]
[CASTE_NAME:aquiloup:aquiloups:aquiloups]
[CHILD:1][GENERAL_CHILD_NAME:aquiloup pup:aquiloup pups]
[CREATURE_TILE:'A'][COLOR:6:7:1]
[LARGE_PREDATOR][MEANDERER]
[LARGE_ROAMING][FREQUENCY:5]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:MOUNTAIN]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0][NATURAL]
[PETVALUE:1000]
[PET_EXOTIC]
[TRAINABLE]
[GOOD]
[FLIER]
[MOUNT_EXOTIC]
[FANCIFUL]
[BONECARN]
[PREFSTRING:elaborate courtship flights]
[PREFSTRING:noble features]
[PREFSTRING:devoted parenting]
[BODY:QUADRUPED_NECK:2WINGS: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:TALON]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON: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:0:0:4000]
[BODY_SIZE:1:0:20000]
[BODY_SIZE:2:0:40000]
[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:20:40]
[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:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:SILVER:1:PEARL:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:ORANGE:1:GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]

Are the two wings going to interfere with the quadruped body plan?  Also, this is all I've been able to come up with regarding feathery wings.  I don't think the game really has any examples of creatures with two kinds of skin covering.

[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:WING:FEATHER:FRONT]

Unless I missed something with the wings (I know I still have to put in the wing attack), I think this is going to be the biggest stumbling block.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 18, 2014, 11:03:47 pm
I don't see why adding wings would mess anything up.

Though the feather tissue layer may not be right. Unless you only want the feathers on the front of the wings.

That and you have USE_MATERIAL_TEMPLATE but not USE_TISSUE_TEMPLATE, so there may not be a feather tissue to place once you try to add the feathers to the wings.

Also, I believe [TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT] should be [TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT].

Same thing should apply to [USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE], as the talon tissue template looks for a talon material, and this template identifies it as a nail. It should be [USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on December 19, 2014, 01:41:46 am
What happens if you define a tree's material from something other than wood?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 19, 2014, 01:48:29 am
I don't think much would happen. In older versions the resulting logs wouldn't be considered wood, but could still be used at the carpenter's workshop.

I suppose it wouldn't hurt for someone to test in this version though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Naryar on December 19, 2014, 08:06:41 am
Make iron trees !

Also feather trees already have eggs, so it shouldn't be a problem.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: wooks on December 19, 2014, 01:25:49 pm
If I add ITEMS_ARMOR or ITEMS_WEAPON to a bunch of metals and then gen a world will I encounter goblins and humans wearing bismuth or tin armor/swords?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on December 19, 2014, 01:27:39 pm
All the creature files seem to have been updated in November. I assume it's the gelding
( [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE] )

and the permitted job in the entity file?

Is there anything else that needs to be updated?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on December 19, 2014, 03:41:10 pm
I'm back trying to make my you-only-get-ont-try-at-this reaction.  I've found that I can use DFHack to set the wear level of the reagent (in this case a gem), but that changes the appearance of the item in game.  It becomes a xemerald cut hidden berylx which probably also affects its trade value.  Any changes I make to wear_timer don't seem to stick.  And I can't find rotten/unrotten values at all for an inorganic item.  So, that avenue of marking gems as "checked" looks exhausted.

I saw something about persistent data in the Lua API, and it looks like a promising way to save gem state information except that it wouldn't prevent a Dwarf from trying the same gem over and over again in vain.  I was hoping for a mark that could be filtered for in the reaction, keeping as much as possible in the raws.

Maybe I'm going about this the wrong way.  The original idea is that there might be a seed inside the special gem, and that seed can be planted to yield an inedible fruit that processes into booze, seeds, and possibly a gem (of the same type that produced the seed).  Rather than trying to make the gem-seed-extraction random, should I instead make seed-extraction certain and dial down the products from the plant?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smeeprocket on December 19, 2014, 05:31:53 pm
okay so I've started testing my plant but it won't show up. I was going to force it to grow in a field, but it is not an option, not when I add the tag [underground_depth:1:1] does it show up for purchase in the embark screen, the current tags allow it to grow in dry wet any tropical and any temperate and this is a temperate embark.

edit: okay I figured it out and even figured out why my flowers weren't being brewed.

My problem now is, when I had my dwarves harvest plants, they didn't collect any tea plants, is there a quick way to check and see if they are occurring naturally? Other than just gathering around the whole map?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Naryar on December 19, 2014, 06:58:11 pm
If I add ITEMS_ARMOR or ITEMS_WEAPON to a bunch of metals and then gen a world will I encounter goblins and humans wearing bismuth or tin armor/swords?

Yeah, they should.

okay so I've started testing my plant but it won't show up. I was going to force it to grow in a field, but it is not an option, not when I add the tag [underground_depth:1:1] does it show up for purchase in the embark screen, the current tags allow it to grow in dry wet any tropical and any temperate and this is a temperate embark.

edit: okay I figured it out and even figured out why my flowers weren't being brewed.

My problem now is, when I had my dwarves harvest plants, they didn't collect any tea plants, is there a quick way to check and see if they are occurring naturally? Other than just gathering around the whole map?

Oh that's hilariously simple... use k, then look at the bushes.

Lately in my fort I set a gather plants order in a rectangle looking for vine whips but then I realized 0.40 put the plant's names with k, so i just looked for vine whips and designed them. Problem solved.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smeeprocket on December 19, 2014, 07:21:02 pm
If I add ITEMS_ARMOR or ITEMS_WEAPON to a bunch of metals and then gen a world will I encounter goblins and humans wearing bismuth or tin armor/swords?

Yeah, they should.

okay so I've started testing my plant but it won't show up. I was going to force it to grow in a field, but it is not an option, not when I add the tag [underground_depth:1:1] does it show up for purchase in the embark screen, the current tags allow it to grow in dry wet any tropical and any temperate and this is a temperate embark.

edit: okay I figured it out and even figured out why my flowers weren't being brewed.

My problem now is, when I had my dwarves harvest plants, they didn't collect any tea plants, is there a quick way to check and see if they are occurring naturally? Other than just gathering around the whole map?

Oh that's hilariously simple... use k, then look at the bushes.

Lately in my fort I set a gather plants order in a rectangle looking for vine whips but then I realized 0.40 put the plant's names with k, so i just looked for vine whips and designed them. Problem solved.

I'm not sure what you are saying exactly. I have however stumbled into another problem.

I have two growths that can make a drink, as well as a drink from the whole plant. I had a tag for a custom drink reaction on the flower, and realized that is why it wasn't brewing. So I changed it to the normal one for drinks. Now neither the leaves or the flowers will be brewed. (I haven't tested the tea plants out yet.)

Also, I have a custom reaction for the farmer's workshop that is process tea to bag, but it doesn't show up in the farmer's workshop.

I have placed everything in the appropriate file. I'll list the code again to give a reference:

Spoiler (click to show/hide)

and yes I realize I probably should start simple. But this does seem fairly simple to me and I think I've figured out the basics of plant construction in the process.

Working on this has actually given me a broader understanding of how things work within the raws in general, there's just some stuff I don't think I would know even with more practice.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on December 19, 2014, 08:15:48 pm
Well, I couldn't seem to find any coding for wing attacks (I would've thought it would be in one of the parakeet raws), so I've left that out for right now.  Is there a way to remove tissue layers from only certain parts of the body?  I can tell that I'm making progress.  I also would like to make it so that feathers are included, but are always the same color as the fur.  On the other hand it might be neat to have the flight feathers be darker, kind of like in snow geese.

Code: [Select]
[CREATURE:AQUILOUP]
[DESCRIPTION:A wolf-like creature with an eagle's broad wings and razor-sharp talons instead of paws.  It can be seen flying high above the virtuous temperate lands.]
[NAME:aquiloup:aquiloups:aquiloup]
[CASTE_NAME:aquiloup:aquiloups:aquiloups]
[CHILD:1][GENERAL_CHILD_NAME:aquiloup pup:aquiloup pups]
[CREATURE_TILE:'A'][COLOR:6:7:1]
[LARGE_PREDATOR][MEANDERER]
[LARGE_ROAMING][FREQUENCY:5]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:MOUNTAIN]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0][NATURAL]
[PETVALUE:1000]
[PET_EXOTIC]
[TRAINABLE]
[GOOD]
[FLIER]
[MOUNT_EXOTIC]
[FANCIFUL]
[BONECARN]
[PREFSTRING:elaborate courtship flights]
[PREFSTRING:noble features]
[PREFSTRING:devoted parenting]
[BODY:QUADRUPED_NECK:2WINGS: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:TALON]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER_FEATHER_TEMPLATE]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:WING]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON: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:0:0:4000]
[BODY_SIZE:1:0:20000]
[BODY_SIZE:2:0:40000]
[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:20:40]
[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:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:SILVER:1:PEARL:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:ORANGE:1:GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on December 19, 2014, 08:20:04 pm
Quote
Also, I have a custom reaction for the farmer's workshop that is process tea to bag, but it doesn't show up in the farmer's workshop.

I have placed everything in the appropriate file.

perhaps you didn't permit the reaction in the entity file?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smeeprocket on December 19, 2014, 08:26:18 pm
Quote
Also, I have a custom reaction for the farmer's workshop that is process tea to bag, but it doesn't show up in the farmer's workshop.

I have placed everything in the appropriate file.

perhaps you didn't permit the reaction in the entity file?


oooh, thank you!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on December 20, 2014, 02:02:48 am
How does I_SOURCE:ATTACK work? Do you need to define a target, or can you just go straight to the effect?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on December 20, 2014, 02:35:06 am
Well, I couldn't seem to find any coding for wing attacks (I would've thought it would be in one of the parakeet raws), so I've left that out for right now.  Is there a way to remove tissue layers from only certain parts of the body?  I can tell that I'm making progress.  I also would like to make it so that feathers are included, but are always the same color as the fur.  On the other hand it might be neat to have the flight feathers be darker, kind of like in snow geese.

Code: [Select]
[CREATURE:AQUILOUP]
[DESCRIPTION:A wolf-like creature with an eagle's broad wings and razor-sharp talons instead of paws.  It can be seen flying high above the virtuous temperate lands.]
[NAME:aquiloup:aquiloups:aquiloup]
[CASTE_NAME:aquiloup:aquiloups:aquiloups]
[CHILD:1][GENERAL_CHILD_NAME:aquiloup pup:aquiloup pups]
[CREATURE_TILE:'A'][COLOR:6:7:1]
[LARGE_PREDATOR][MEANDERER]
[LARGE_ROAMING][FREQUENCY:5]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:MOUNTAIN]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0][NATURAL]
[PETVALUE:1000]
[PET_EXOTIC]
[TRAINABLE]
[GOOD]
[FLIER]
[MOUNT_EXOTIC]
[FANCIFUL]
[BONECARN]
[PREFSTRING:elaborate courtship flights]
[PREFSTRING:noble features]
[PREFSTRING:devoted parenting]
[BODY:QUADRUPED_NECK:2WINGS: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:TALON]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER_FEATHER_TEMPLATE]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:WING]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON: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:0:0:4000]
[BODY_SIZE:1:0:20000]
[BODY_SIZE:2:0:40000]
[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:20:40]
[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:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:SILVER:1:PEARL:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:ORANGE:1:GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]
I'm on a phone so I can't do the code, but it is easy to make the feathers the same color as the fur... Just select them both and apply the color.  Use a noun like "fur and feathers" to make the description read properly.

What you can't do with raws alone is make the feathers a specific (different) color depending on the fur color.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on December 20, 2014, 04:19:23 am
All the creature files seem to have been updated in November. I assume it's the gelding
( [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE] )

and the permitted job in the entity file?

Is there anything else that needs to be updated?

Addendum:
Is there any real point to the growths on crops, like strawberry leaves, that aren't stockpilables?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lwCoyote on December 20, 2014, 09:46:56 pm
My question: How does DF know which RAWs to use? Like, can I grab a monster list RAW from, say, MW, and just stick it in my RAWs directory and it will get used?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 20, 2014, 10:08:13 pm
Addendum:
Is there any real point to the growths on crops, like strawberry leaves, that aren't stockpilables?

I don't know about new raw additions in the last month other than gelding. I believe that useless plant bits such as most types of leaves are just for realism/making autumn a prettier time of year, but I may be wrong.

My question: How does DF know which RAWs to use? Like, can I grab a monster list RAW from, say, MW, and just stick it in my RAWs directory and it will get used?

So long as it's put in properly, yes. The game won't differentiate between mods. It looks for valid objects within the raw folder, and loads them from there.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on December 21, 2014, 02:56:13 am
My question: How does DF know which RAWs to use? Like, can I grab a monster list RAW from, say, MW, and just stick it in my RAWs directory and it will get used?

So long as it's put in properly, yes. The game won't differentiate between mods. It looks for valid objects within the raw folder, and loads them from there.

Although, Masterwork is a pretty comprehensive mod that has a lot of interdependencies, so grabbing stuff from it into vanilla will not work in general.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 21, 2014, 03:15:36 am
I guess I should have elaborated a bit more.

If the creature was made using only vanilla resources, then it should transfer just fine. If the creature uses new tissues, materials, body parts/plans, etc., then those will have to be transferred over as well to keep the creature functioning properly. Or alternatively, the creature would have to be adjusted to remove those dependencies.

In a similar vein, objects meant for one version of Dwarf Fortress may not work properly if ported to another. A good example would be the way movement works in the current version compared to version 0.34.11. The old speed tokens were replaced by new gaits, meaning every creature had to be given its own movement speeds, or else be restricted to a single gait. Or as another example, the new trees, which went from taking up a single tile in the game to being able to extend above the Z level they grow in, and were given the ability to host growths such as leaves and fruit.

However, I don't quite know how DFHack-dependent objects would be ported over. I don't know much about how the utility works.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 21, 2014, 03:19:49 am
Masterwork runs into every single problem BlackFlyme mentioned.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on December 21, 2014, 11:39:32 am
If I have a civ where the sizes change based on castes, will that effect who can and can't wear armour?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on December 21, 2014, 01:00:04 pm
The armor may be too heavy to wear for the smaller castes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on December 21, 2014, 01:53:54 pm
How does the game determines the "small" and "large" adjectives for armor? Does armor has a hidden size parameter?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 21, 2014, 04:03:40 pm
An armour's size is relative to the race that made it, and whether it will be considered large or small would depend on the race viewing the item, and how large that race is relative to the race that created the item. However, I don't really know how it determines if a race can wear another race's armour or not.

I believe that a race can wear any clothing made by their own race, even with dramatic size differences between castes. But that's based on some screwing around I've done in the previous version and the fact that children can wear regular clothes despite being 1/4th the size of an adult.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on December 21, 2014, 08:26:56 pm
Is there any way that toying with the raws could change your migrant waves from having almost no kids at all to having like 7 of them, every single wave?  For what it's worth, I'm pretty certain I didn't even touch the raws for the dwarves.  Only thing I did was copypaste in my custom animal right under the unicorn.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on December 21, 2014, 08:32:22 pm
If you want to limit children in migrant waves, lower the childcap in the .init file.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on December 21, 2014, 08:38:31 pm
This is such a sudden change though.  Perhaps it's because I'm playing on a one-big-continent landmass instead of a map that's split off into two or more smaller continents?

Also, I'd like to limit migrant brats while leaving room for the birth of my own dwarflings.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on December 21, 2014, 11:21:25 pm
Can I put the large serrated disk's [HITS:3] in a standard weapon? Or is that only effective in weapon traps?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 21, 2014, 11:23:22 pm
That's a trap component token. It cannot be placed on other item types.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on December 21, 2014, 11:30:00 pm
Ah, okay. So a trident would have no triple hit ability.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on December 22, 2014, 12:50:54 am
Ah, okay. So a trident would have no triple hit ability.
But at least you can make a trident trap!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Visus Draconis on December 22, 2014, 05:00:53 am
If I wanted to make a tree that's made of meat, how would I word its raws? Would I still have to use [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE] and [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL], or do I go straight to defining what material the tree uses?

For reference, this is what I'm working with: a modified Spire of Viscera from SethCreiyd's Dwarf Chocolate.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 22, 2014, 05:08:34 am
That tree is from 0.34, so it's not a good example at all. You'll have to look at a 0.40 tree.

It's very similar to that there, though. Take a standard tree, replace WOOD_TEMPLATE with MUSCLE_TEMPLATE, there you go.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Visus Draconis on December 22, 2014, 05:14:16 am
So the raw I posted should pretty much work as intended if I replace the WOOD_TEMPLATE with MUSCLE_TEMPLATE, right?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 22, 2014, 05:30:58 am
No. That tree is from 0.34, so it won't work at all. You'll have to look at a 0.40 tree.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Visus Draconis on December 22, 2014, 08:47:30 am
So what was the stuff I posted missing?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on December 22, 2014, 10:24:43 am
A 0.40 tree (http://dwarffortresswiki.org/index.php/DF2014:Acacia). Check the RAWs thing at the bottom of the page.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Visus Draconis on December 22, 2014, 11:32:11 am
If it's the lack of LEAF and SEED tags, that's intentional. I intend for the Spire of Viscera 40.X Edition to have no leaves: it's basically a big twitching tower of meat.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 23, 2014, 02:22:46 am
   [TRUNK_PERIOD:10]
   [HEAVY_BRANCH_DENSITY:25]
   [BRANCH_DENSITY:50]
   [MAX_TRUNK_HEIGHT:5]
   [HEAVY_BRANCH_RADIUS:1]
   [BRANCH_RADIUS:2]
   [TRUNK_BRANCHING:2]
   [MAX_TRUNK_DIAMETER:1]
   [TRUNK_WIDTH_PERIOD:200]
   [ROOT_DENSITY:5]
   [ROOT_RADIUS:3]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on December 23, 2014, 03:38:35 pm
K.

  Can I give wagons an interaction that they will use?  Can I make them attack with it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smeeprocket on December 23, 2014, 05:09:09 pm
A meat tree? That is disgusting. I love it.

Will it be butcherable and where would it grow?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 23, 2014, 05:56:05 pm
Might need a custom reaction to make a meat tree butcherable. Or at least turn it into an edible item. The result of cutting a meat tree down would basically just be logs made of meat.

One funny thing is that they can still be brought to a carpentry workshop and made into furniture.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smeeprocket on December 23, 2014, 07:01:40 pm
Might need a custom reaction to make a meat tree butcherable. Or at least turn it into an edible item. The result of cutting a meat tree down would basically just be logs made of meat.

One funny thing is that they can still be brought to a carpentry workshop and made into furniture.

what if you just attached the [edible_cooked] tag to them, would that be enough for them to be cookable?

IMO a meat tree SHOULD have branches and leaves. the leaves would be umm...I don't know, something carnivore-y
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 23, 2014, 07:25:14 pm
The muscle template should already have the edible tags. I just don't know if WOOD items are eligible for consumption or cooking.

A bit queasy to think about, but maybe the branches of a meat tree would be giant veins. Though if such a tree existed, the veins would likely hang down like soft spaghetti, rather than hold itself upright like a normal tree branch would.

If you are going the cardiovascular route, you could make the fruits hearts. I had the idea of an evil plant that grew heart-fruits a while ago, but never got around to it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: asnys on December 23, 2014, 07:46:07 pm
What item token is dwarf syrup?   I've made a reaction that's supposed to produce it and another that's supposed to consume it.   The reaction that produces it leaves an empty barrel instead and the reaction that consumes it remains redded out; I think I've got the wrong item token.   So far I've tried LIQUID_MISC, GLOB, and LIQUID_MISC_PLANT.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 23, 2014, 07:50:56 pm
I believe that it is LIQUID_MISC

It may help if we could see your reaction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: asnys on December 23, 2014, 07:59:44 pm
The reaction that produces syrup is:

Spoiler (click to show/hide)

The reaction that consumes syrup is:

Spoiler (click to show/hide)

And I changed the sweet pod code to:

Spoiler (click to show/hide)

Right now, the MAKE_SUGAR reaction works, except that it leaves behind a bag of sugar and an empty barrel.   The second reaction is redded out.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 23, 2014, 08:03:49 pm
Liquids misc. are held in buckets, not barrels, usually.

But then there are barrels of ichor and such. Hmm.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on December 23, 2014, 08:41:57 pm
Isn't ichor just a replacement for blood in arthropod creatures? That would explain why it's stored in barrels.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: asnys on December 23, 2014, 08:44:40 pm
Dwarven syrup is ordinarily stored in barrels - it's made using the "process plants (barrel)" command at the farmer's workshop.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 23, 2014, 08:52:21 pm
Can't say I know why your barrel stays empty, but your second reaction has a few errors. EDIT: Wait, I just found it. Hopefully. The problem is likely in the plant definition. It's just a minor spelling mistake. [MATERIAL_REACTION_PRODUCT:SYRUP_MAT:LCOAL_PLANT_MAT:SYRUP]

The second reaction calls for a reagent with [HAS_MATERIAL_REACTION_PRODUCT:RUM_MAT], but you do not have a RUM_MAT in the plant.

Additionally, DRINK_NONE in the product line should be DRINK:NONE
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: asnys on December 23, 2014, 09:16:58 pm
Can't say I know why your barrel stays empty, but your second reaction has a few errors. EDIT: Wait, I just found it. Hopefully. The problem is likely in the plant definition. It's just a minor spelling mistake. [MATERIAL_REACTION_PRODUCT:SYRUP_MAT:LCOAL_PLANT_MAT:SYRUP]

The second reaction calls for a reagent with [HAS_MATERIAL_REACTION_PRODUCT:RUM_MAT], but you do not have a RUM_MAT in the plant.

Additionally, DRINK_NONE in the product line should be DRINK:NONE

Thanks!   But it still doesn't work.  :-[   I'll correct the code in my earlier post in a second.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: asnys on December 24, 2014, 03:59:48 pm
After some tinkering, I've gotten it to work.   Adding [LIQUID_MISC_PLANT] to dwarven syrup causes the make sugar reaction to work, and moving [MATERIAL_REACTION_PRODUCT:RUM_MAT:LOCAL_PLANT_MAT:RUM] from the plant to the syrup caused the make rum reaction to work.   The only remaining oddity is that dwarven syrup is no longer available on the "extracts" screen of your embark.   Sugar can still be purchased under powders, so I don't know what's up with that.   If anyone knows how to fix that, I'd be much obliged, but if I'm stuck with it I can live with it.

Here's the code if anyone wants to see it:

MAKE_SUGAR Reaction:

Spoiler (click to show/hide)

MAKE_RUM Reaction:

Spoiler (click to show/hide)

Sweet pods:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: bleekmiddel on December 24, 2014, 04:03:55 pm
What would the reaction be to turn eggs into stone/blocks by means of a workshop.
I have no experience with modding at all and I would like to get into it what is the best way of learning it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 24, 2014, 04:20:31 pm
What would the reaction be to turn eggs into stone/blocks by means of a workshop.
I have no experience with modding at all and I would like to get into it what is the best way of learning it.

Checking the wiki can help. (http://dwarffortresswiki.org/index.php/DF2014:Modding_guide) Looking through the raw files themselves can be useful as well.

I don't quite have any personal recommendations of how to go about learning, though. I learned through a lot of trial and error. Mostly error.

Here's an example reaction that takes an egg and outputs a block:
Code: [Select]
[REACTION:MAKE_EGG_BRICKS]
[NAME:make egg bricks]
[BUILDING:KITCHEN:NONE]
[REAGENT:egg:1:EGG:NONE:NONE:NONE]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:egg:NONE]
[SKILL:COOK]

I adapted it from the reaction that makes clay bricks. While this reaction would allow you to make bricks, you must remember to give your entity permission to use the reaction, or else you will not have access to it in-game. To do this, open the file called entity_default.txt and add [PERMITTED_REACTION:MAKE_EGG_BRICKS] to the dwarven entity. This will allow dwarves to use the reaction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: bleekmiddel on December 24, 2014, 04:23:23 pm
many thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on December 25, 2014, 08:26:03 am
Is there a place to put up modded code for revision and criticism?  I just finished making my first critter that wasn't a direct modification of another, and I'd like to be sure I didn't miss anything.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on December 25, 2014, 09:55:15 am
Are you asking permission to ask a question in the question-asking thread? Just post you dunce, anyone who can spare a crap will take a glance at it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on December 25, 2014, 01:48:38 pm
Also, the errorlog is your friend. Just load up the arena and it will spit out a log if there is anything wrong.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on December 26, 2014, 01:38:31 am
What may be causing the "no farmable crops" rejection at worldgen? It didn't happen in 0.34.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on December 26, 2014, 08:51:57 am
I fired up the arena and I got this:

Code: [Select]
./hack/lua/plugins/stockflow.lua:390: attempt to index local 'entity' (a nil value)
stack traceback:
./hack/lua/plugins/stockflow.lua:390: in function 'collect_reactions'
./hack/lua/plugins/stockflow.lua:34: in function <./hack/lua/plugins/stockflow.lua:33>
Could not load stockflow world data!

Any idea what that's about?  For what it's worth, I can't do stonesense either because I guess I don't have the plugin?  The latter doesn't bother me much, and the former, well, I almost never go into arena and haven't gotten that anywhere else (yet).

Here's the critter in question:

Code: [Select]
[CREATURE:BONGO]
[DESCRIPTION: A large, heavy-bodied antelope with large, curving horns and striking white markings.]
[NAME:bongo:bongos:bongo]
[CASTE_NAME:bongo:bongos:bongo]
[CHILD:1][GENERAL_CHILD_NAME:bongo calf:bongo calves]
[CREATURE_TILE:'B'][COLOR:7:0:1]
[PETVALUE:500][NATURAL]
[LARGE_ROAMING][MEANDERER]
[STANDARD_GRAZER]
[PET_EXOTIC]
[MOUNT_EXOTIC]
[VISION_ARC:50:310]
[PREFSTRING:attractive markings]
[PREFSTRING:graceful horns]
[BIOME:SHRUBLAND_TROPICAL]
[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]
[BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:2HEAD_HORN]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD: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]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[BODY_SIZE:0:0:19000]
[BODY_SIZE:1:0:75000]
[BODY_SIZE:5:0:220000]
[CASTE:MALE]
[MALE]
[BODY_SIZE:0:0:19000]
[BODY_SIZE:2:0:100000]
[BODY_SIZE:5:0:300000]
[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:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[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:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[CREPUSCULAR]
[HOMEOTHERM:10068]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:375:250:125:1900:2900] 70 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
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:STRIPES_CHESTNUT_WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:3]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on December 26, 2014, 09:01:27 am
Is there a way to implement a shared cooldown for several interactions? Preferable without DFHack.

EDIT: I think I've figured it out. For each interaction, make a "start-up" free-action interaction which given the ability to cast the desired interaction and also applies the "cooldown" syndrome on the character which prevents using another "start-up" interaction in the meantime.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ladygolem on December 26, 2014, 03:56:22 pm
Sergarr, have you tested that? DOes it work? Because if so, that is an extremely useful trick to have - I recall several people struggling with that issue a while ago.

Badger Storm, are you sure you don't have any other mods running? Because from the looks of things, the issue lies not with the bongo but with DFHack. Maybe it's out of date?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Imunlaukr on December 26, 2014, 05:35:38 pm
I'm trying to make a big, armored creature with a club-like tail (http://www.prehistoric-wildlife.com/species/d/doedicurus.html), that in real life couldn't really see where it was going to hit. Is there a way to lessen the precision of an attack in the raws? I don't use DFHack, by the way. I'd like to have a hard-hitting but unlikely-to-land move for my beast, but I don't know how to implement it. Any suggestions?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Grimlocke on December 26, 2014, 05:46:05 pm
I'm trying to make a big, armored creature with a club-like tail (http://www.prehistoric-wildlife.com/species/d/doedicurus.html), that in real life couldn't really see where it was going to hit. Is there a way to lessen the precision of an attack in the raws? I don't use DFHack, by the way. I'd like to have a hard-hitting but unlikely-to-land move for my beast, but I don't know how to implement it. Any suggestions?

Beyond giving the creature no skill the attack is associated with, and just making it slower, I got nothing really...

Making it hit hard is pretty easy though. Just increase velocity, and keep contact area somewhat small if you want it to be effective against armor.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Imunlaukr on December 26, 2014, 06:02:35 pm
I'm trying to make a big, armored creature with a club-like tail (http://www.prehistoric-wildlife.com/species/d/doedicurus.html), that in real life couldn't really see where it was going to hit. Is there a way to lessen the precision of an attack in the raws? I don't use DFHack, by the way. I'd like to have a hard-hitting but unlikely-to-land move for my beast, but I don't know how to implement it. Any suggestions?

Beyond giving the creature no skill the attack is associated with, and just making it slower, I got nothing really...

Making it hit hard is pretty easy though. Just increase velocity, and keep contact area somewhat small if you want it to be effective against armor.

Thanks, I thought so. I'll just make it slower, as if the beast had to reposition itself or something. Now I have a whole new problem: I can't make a working shell!  As far as I've seen in arena mode, shells are useless even for vanilla tortoises (that is you can easily bruise and smash through the upper body as if the shell wasn't even there), I think I'll have to write a specific body plan for armored creatures. Oh well, I'll get some experience at least. And I'll create many, many ungodly abominations before my glyptodon.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on December 26, 2014, 10:46:56 pm
Can I make an attack that only works if the shell is still intact? I've seen shells be cut off before, I'd like a killer turtle creature I'm making to have a shell based claw-like attack. Can I designate the shell as the attacking body part?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Imunlaukr on December 27, 2014, 06:07:55 am
Can I make an attack that only works if the shell is still intact? I've seen shells be cut off before, I'd like a killer turtle creature I'm making to have a shell based claw-like attack. Can I designate the shell as the attacking body part?
Yes, it's definitely possible.
Spoiler (click to show/hide)
Adding this to the giant tortoise gives it a goring attack with the shell (that becomes unavailable if the shell is cloven asunder or severed).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on December 27, 2014, 11:35:30 am
Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on December 27, 2014, 01:43:23 pm
In my quest to make good-aligned areas less boring, I've sought to design a phoenix.  Large bird?  Check.  On fire?  Check.  Comes back to life?  Uh...

I know you can get corpses to drop stuff other than animal parts, but I don't know if it would be possible to make the "corpse" be a phoenix hatchling, or if you could make it so that if you don't butcher the corpse in time, it spawns said hatchling instead of rotting like normal.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on December 27, 2014, 02:32:31 pm
What may be causing the "FARMING CIVILIZATION PLACED WITHOUT CROPS" rejection at worldgen? It didn't happen in 0.34.

Every entity has the farming tokens. Could the reason be that there's multiple non-sentient castes in two of the entities?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 27, 2014, 02:43:30 pm
In my quest to make good-aligned areas less boring, I've sought to design a phoenix.  Large bird?  Check.  On fire?  Check.  Comes back to life?  Uh...

I know you can get corpses to drop stuff other than animal parts, but I don't know if it would be possible to make the "corpse" be a phoenix hatchling, or if you could make it so that if you don't butcher the corpse in time, it spawns said hatchling instead of rotting like normal.

Give it an interaction that gives every creature it meets a resurrection interaction that only works on phoenixes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Thundercraft on December 27, 2014, 03:04:40 pm
Q: How difficult would it be to make tantrum spirals either a bit less likely or otherwise lessen the impact, without removing them entirely?

Edit: Yes, I know there are DFhack scripts to adjust happiness levels and such. But I'm thinking of changes to raws.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on December 27, 2014, 04:44:47 pm
Reduce your citizen creature's prospensity to anger. Those who rank high on the anger spectrum start throwing things when they get stressed.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on December 28, 2014, 04:56:36 am
Is there a way to produce a usable (for construction/reactions) material with interactions?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 28, 2014, 05:10:19 am
1. Transform the unit into a creature that has a GRASP part fall off after it spawns (by having the connector to the GRASP part have a low boiling point)
2. Animate and transform the GRASP part into a unit that dies instantly and has an itemcorpse with the desired item
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Imunlaukr on December 28, 2014, 01:08:36 pm
Is there a way to remove a specific body part from the creature file? Let's say I want a creature to have two heads, one with ears, the other without. I'd like to avoid messing with body plans though. I could create new body parts, but I want to keep it to one file.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on December 29, 2014, 09:12:57 am
I posted a separate thread, but thought I might also inquire here where there is more activity; but a generic 'have you ever encountered' kind of question, regarding added/creature_variation'd animals having duplicates in game, the second pairing of which crash the game when they appear or created in arena mode.  Maybe someone' encountered that before and has some experience with the nature of the cause?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DwarfVsObsidianWall on December 29, 2014, 04:24:28 pm
How do I get a creature to randomly generate, similar to FBs/Titans?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 29, 2014, 04:57:12 pm
Is there a way to remove a specific body part from the creature file? Let's say I want a creature to have two heads, one with ears, the other without. I'd like to avoid messing with body plans though. I could create new body parts, but I want to keep it to one file.

You will likely need to create new body parts or alter existing ones, and set it up so that one head can be given ears and the other cannot. There isn't a tag that basically tells the part to only apply itself once.

I posted a separate thread, but thought I might also inquire here where there is more activity; but a generic 'have you ever encountered' kind of question, regarding added/creature_variation'd animals having duplicates in game, the second pairing of which crash the game when they appear or created in arena mode.  Maybe someone' encountered that before and has some experience with the nature of the cause?

There are a number of reasons why a creature could crash the game. Could you post the creatures in question? It would help if we could see them and potentially help spot errors.

At the very least, I can say that a creature-variation may not alter the variated creature's name automatically, and it may need to be defined, otherwise it will use the name of the creature it is based off of.

How do I get a creature to randomly generate, similar to FBs/Titans?

In short, you can't. Though there are utilities that can create random creatures.

Or you can attempt to replicate randomness by making a single creature with an incredibly wide variety of castes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on December 29, 2014, 07:12:33 pm
Any way to artificially increase the age of interaction-user? I want to have a super-powerful spell that will artificially age the character a few years.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 29, 2014, 07:16:37 pm
If it's not on this page, there is no way for an interaction to do it (http://dwarffortresswiki.org/index.php/DF2014:Syndrome), with the exception of BP bumps, animation and resurrection.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on December 29, 2014, 07:34:12 pm
BP bumps?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 29, 2014, 07:39:52 pm
Like cats head-bumping.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on December 29, 2014, 07:42:37 pm
Does that mean that I can create a "high-five" interaction? :o
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 29, 2014, 07:43:19 pm
yeah
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on December 30, 2014, 11:46:51 am
Any way to artificially increase the age of interaction-user? I want to have a super-powerful spell that will artificially age the character a few years.
If it's not on this page, there is no way for an interaction to do it (http://dwarffortresswiki.org/index.php/DF2014:Syndrome), with the exception of BP bumps, animation and resurrection.
I presume there's an extremely easy way to do this with DFHack?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: mcbucko on December 30, 2014, 01:09:04 pm
Would it be possible to create a gelding-like reaction at a workshop, only instead of actually gelding, it removes another bodypart?

The idea I had in mind would be modding a 'throat gland' into dragons or other dangerous emission spewing creatures, and having the BP required for emission be said throat gland. Therefore, if you have a tamed dragon or similar beastie and you want their wrecking power but without  the risk of everything burning down, you can take them to the butchery and have the throat gland cut out.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on December 30, 2014, 01:16:23 pm
Dragons are quite glassy without the fire though. Oddly, a single miner killed a dragon without a scratch, but an elephant clove it's way through twenty full steel plate dwarves.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 30, 2014, 03:43:56 pm
Any way to artificially increase the age of interaction-user? I want to have a super-powerful spell that will artificially age the character a few years.
If it's not on this page, there is no way for an interaction to do it (http://dwarffortresswiki.org/index.php/DF2014:Syndrome), with the exception of BP bumps, animation and resurrection.
I presume there's an extremely easy way to do this with DFHack?

Yeah, unit.relations.birth_year IIRC can be lowered. You'll probably want to lower unit.relations.old_year too so that they still die of old age at the same age.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 30, 2014, 03:54:04 pm
Would it be possible to create a gelding-like reaction at a workshop, only instead of actually gelding, it removes another bodypart?

The idea I had in mind would be modding a 'throat gland' into dragons or other dangerous emission spewing creatures, and having the BP required for emission be said throat gland. Therefore, if you have a tamed dragon or similar beastie and you want their wrecking power but without  the risk of everything burning down, you can take them to the butchery and have the throat gland cut out.

Gelding is hardcoded. You cannot make a reaction that designates an animal to be brought to a workshop and have an action performed on them.

However, what you want can still be done. You can create a reaction that creates a stone. This stone will have its temperature set so that it will boil immediately, creating a cloud. The stone will also carry a syndrome that would only affect dragons and would disable their throat gland. All you would have to do is pasture your dragons onto the workshop.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on December 30, 2014, 04:05:01 pm
Putting the finishing touches on my fairy dragon.  I'd like it to have chitinous (i.e. butterfly) wings.  Is this possible for a vertebrate, considering that chitin has a different set of associated tissues?  Also, perhaps more importantly, could I make the wings a different color from the rest of the body?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 30, 2014, 05:41:36 pm
Putting the finishing touches on my fairy dragon.  I'd like it to have chitinous (i.e. butterfly) wings.  Is this possible for a vertebrate, considering that chitin has a different set of associated tissues?  Also, perhaps more importantly, could I make the wings a different color from the rest of the body?

You can add materials and tissues independently of body detail plans, and you can apply tissues to specific body parts. The only problem would be keeping the wings from having skin/muscle/bone/etc. due to the vertebrate detail plan.

You can make wings a different colour. Here's an example, modified from birds:
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:WING:CHITIN]
[TL_COLOR_MODIFIER:BLUE:1]
[TLCM_NOUN:wings:PLURAL]

It would make their wings blue.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on December 30, 2014, 06:11:10 pm
A quick question about the behavior of BODY_APPEARANCE_MODIFIER

I note LENGTH, HEIGHT, BROADNESS... my question is, are each selected consistently:

      [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]

So... if it's going to be 105%... is it for all three at once, or can it be 90, 102, 95?  If the latter, is there one that IS consistent but random?  *_MODIFIER:ALL:X:Y:Z:etc?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on December 30, 2014, 06:36:19 pm
The modifiers are all independent. You can have someone who is tall but thin and another who is tall and wide.

However, I do not know the arguments that can be entered in the tag, so I don't know if there is an ALL option.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on December 31, 2014, 10:28:31 am
Aw, that's too bad... was hoping that 'monstrous' versions of creatures could be highly variable in size... from like 100-500%... but if they can be 500% tall and 100% wide... it gets a bit weird.

On a barely related note, another question, re:

      [SET_TL_GROUP:BY_CATEGORY:HORN:BONE]
         [TL_COLOR_MODIFIER:SILVER:1:PEARL:1:CREAM:1:BEIGE:1:IVORY:1:WHITE:1]
            [TLCM_NOUN:many-pronged antlers:PLURAL]

I'm trying to improve descriptions a bit as I flesh out animals, and for DEER, I need an additional descriptor under the male caste; I had a similar problem in the past with bird beaks and someone helped me out by indicating that it was BEAK:BONE... but in this case, I've yet to get the antlers to show up.

I've tried 2HEAD_ANTLER:BONE, :HORN... ANTLER:BONE, :HORN... obviously tried HORN:BONE... etc.  So on the one hand, I'm hoping for a tip off as to the right identifier combination... but maybe also to be schooled a bit on how to read the body tags to figure this out for myself.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on December 31, 2014, 11:33:36 am
Aw, that's too bad... was hoping that 'monstrous' versions of creatures could be highly variable in size... from like 100-500%... but if they can be 500% tall and 100% wide... it gets a bit weird.

On a barely related note, another question, re:

      [SET_TL_GROUP:BY_CATEGORY:HORN:BONE]
         [TL_COLOR_MODIFIER:SILVER:1:PEARL:1:CREAM:1:BEIGE:1:IVORY:1:WHITE:1]
            [TLCM_NOUN:many-pronged antlers:PLURAL]

I'm trying to improve descriptions a bit as I flesh out animals, and for DEER, I need an additional descriptor under the male caste; I had a similar problem in the past with bird beaks and someone helped me out by indicating that it was BEAK:BONE... but in this case, I've yet to get the antlers to show up.

I've tried 2HEAD_ANTLER:BONE, :HORN... ANLTER:BONE, :HORN... obviously tried HORN:BONE... etc.  So on the one hand, I'm hoping for a tip off as to the right identifier combination... but maybe also to be schooled a bit on how to read the body tags to figure this out for myself.
I'll walk you through the vanilla deer, though that's probably not the creature you have in mind.
If a creature has more than one BODY token, the bodyplans are simply added together.  It would be possible to define most of a deer early in the creature file and just add [BODY:2HEAD_ANTLER] in the male caste, but in the case of vanilla deer each caste has its own full BODY definition.  In any case, we're looking at the 2HEAD_ANTLER bodyplan.
There is an attack defined that uses BY_CATEGORY:HORN as its enabling bobypart.  This is fortunate, because it means we don't need to dive down into the bodyplan files to figure out what is what.
So we can select the antlers  as BY_CATEGORY:HORN and apply modifiers to them.  The deer only has tissue-layer modifiers, but the dwarf has plenty of body-part modifiers to use as templates.
Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:HORN]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_NOUN:antlers:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
There are several descriptor types to use, but you can't define your own.  I think all of them are referenced in the creature_standard.txt file.  If you really, really feel the need to make up your own descriptors, you can fake it with "color patterns".  If I recall correctly, the modded Succubus race uses extensive use of that work-around.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on December 31, 2014, 01:36:34 pm
=( Sadly, no such luck... apologies, but here's a full definition for the 'dread' version of the white-tailed deer (in my mods i've been working on the standard mundane creature, plus a dread/evil version, a holy/good version, and a savage/giant version of each... I began with trying to be clever and using layer upon layer of creature variation to just apply adjustments to each, but that didn't work out very well due to inexperience.  For now, I've just allowed full definitions like the following:

Spoiler (click to show/hide)

... in the case of some birds, I did SELECT_CASTE:ALL first because the sexual dimorphism wasn't about size or shape, but just coloration... but in the case of these guys, not only do the males have antlers, but are often twice as heavy as the females, hence SELECT_CASTE:ALL afterward... further, to avoid 'the maths' I use CHANGE_BODY_SIZE_PERC for dread, holy, and giant to retain consistency.

ANYHOW, despite BY_CATEGORY:HORN, no description of the antlers are showing up, though they do show as body parts in the wounds/health list.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on December 31, 2014, 03:35:27 pm
It should be BY_CATEGORY:HORN:HORN, I believe - body part:tissue.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on December 31, 2014, 04:32:08 pm
You tried to apply a tissue-layer appearance modifier before applying any tissues.

You can keep things mostly as they are, just at the very end select the male caste again and apply the antler colors.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: asnys on December 31, 2014, 08:14:14 pm
In a custom building, is there any way to make the background color of a tile correspond to the material it's built from, rather then the foreground?

Also, what's the ASCII code for the symbol in the upper-right-hand corner of the still?   It looks like a:

(http://www.theasciicode.com.ar/ascii-codes/box-drawing-character-double-line-upper-right-corner-ascii-code-187.gif)

Except it has only one line going down.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on December 31, 2014, 09:59:11 pm
Code table (http://dwarffortresswiki.org/index.php/CP437)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: asnys on December 31, 2014, 10:23:58 pm
Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DragonDePlatino on December 31, 2014, 11:52:15 pm
*Deep breath*

A year ago, I attempted to create a graphics set but quit due to how frustrating it was working with DF's graphics. Genders and skeletons couldn't be independently textured, and many things on the map were tied to the tileset file instead of their own graphics files. Many of the same tools shared the same ASCII graphics, and buildings could not be retextured.

But after I received a PM from Meph and saw this (http://www.reddit.com/r/dwarffortress/comments/28q399/graphic_revolution_adding_unlimited_tiles_to_df/) reddit post, my interested was piqued! It seems that in the past year, many moves have been made towards making DF's graphics more moddable. But...how moddable are DF's graphics right now? I'm aware that there's a myraid of tools out there that offer more customization, but I still don't know what's unchangeable. So...Hopefully, someone will be able to help me out. I'd really like to know what's possible now before I commit to restarting my tileset.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on December 31, 2014, 11:59:23 pm
1. No.
2. No.
3. No.
4. No.
5. No.
6. No.
7. They aren't, except with 3rd party utilities.
8. They aren't, except with 3rd party utilities.

(Text Will Be Text is the utilities)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Thundercraft on January 01, 2015, 01:13:14 am
Q: Is it possible to mod a grass to behave like a plantable crop or harvestable shrub? Or the other way around?

I'm just wondering if the [GRASS] tag would interfere with planting or harvesting or if it other tags might prevent animals from grazing on it.

(BTW: I find it weird how many grass Crops (http://dwarffortresswiki.org/index.php/DF2014:Crop) like Longland Grass are not treated like grass that can be grazed. Even weirder is how some "grass"es like Cloudberry (http://dwarffortresswiki.org/index.php/DF2014:Cloudberry) are not a type of grass at all. Cloudberry is actually a type of Raspberry; that is, a berry-producing bush.)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godsnose on January 01, 2015, 07:13:14 am
Do giants eat more then dwarfs?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on January 01, 2015, 08:31:36 am
You tried to apply a tissue-layer appearance modifier before applying any tissues.

You can keep things mostly as they are, just at the very end select the male caste again and apply the antler colors.

Hey now, stop making sense!  =)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on January 01, 2015, 11:12:02 am
You tried to apply a tissue-layer appearance modifier before applying any tissues.

You can keep things mostly as they are, just at the very end select the male caste again and apply the antler colors.

Walp, I kept trying and still no luck (apologies for repeat posts.)

Spoiler (click to show/hide)

I went to town rebuilding/organizing the whole thing and it works just as it should except no mention of antlers in description (still has them in wounds and still uses them in combat)

I spent time reading body_default.txt; I tried SET_BP_GROUP; I tried BY_CATEGORY:HORN, ... HORN:HORN, HORN:BONE, RHORN:HORN (pulling name from the body_default), etc.  As far as I can tell it's after tissue definition...

I DO see the following in the error log when I use JUST BY_CATEGORY:HORN, though:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on January 01, 2015, 01:37:18 pm
I can say that if I add 2HEAD_ANTLER to the original definition, and go BY_CATEGORY:HORN:HORN, the description shows up... but now females have them, too... I tried moving
Spoiler (click to show/hide)
to just after [BODY:2HEAD_ANTLER] for [MALE], but it still told me there was no thickness, gores still 'passed right through' on use (despite males having them) and, of course, no descriptor. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 01, 2015, 01:57:48 pm
Do giants eat more then dwarfs?

No. Everything eats the same.

I can say that if I add 2HEAD_ANTLER to the original definition, and go BY_CATEGORY:HORN:HORN, the description shows up... but now females have them, too... I tried moving
Spoiler (click to show/hide)
to just after [BODY:2HEAD_ANTLER] for [MALE], but it still told me there was no thickness, gores still 'passed right through' on use (despite males having them) and, of course, no descriptor. 

Body detail plans go after you add a body token. When you added antlers, you did not add a detail plan to add tissues to the antlers.

I can't quite elaborate at the moment, but I can explain in more detail later, if someone else doesn't beat me to it.

E: Moving those tissue and material templates underneath the male caste is not completely necessary. Tissues and materials are creature wide. You will want the horn templates within the male caste though, to make sure they don't end up on the females as well.

As I mentioned, body detail plans need to go under body tokens. New body parts added later in the creature raws will not be a part of body detail plans already defined, so you will have to add in a new plan to make sure new parts are covered.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on January 01, 2015, 02:57:23 pm
Body detail plans go after you add a body token. When you added antlers, you did not add a detail plan to add tissues to the antlers.

Sorry, I thought i'd said so, but yeah I tried it to the best of my limited understanding, circa:

Spoiler (click to show/hide)

But the result was the same... I almost feel like simply using BODY: to add 2HEAD_ANTLER isn't quite doing the whole job, somehow, despite their being mentioned in the wounds/health screen and used for (albeit, always passing through) attacks. 

UPDATE:

If I re-interate [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] just after introducing the antlers, they do show up, and gore attacks start doing damage.  I can see doing both concise and yet dealing with major differences between the genders is going to be tricksy.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on January 01, 2015, 03:10:45 pm
If I re-interate [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] just after introducing the antlers, they do show up, and gore attacks start doing damage.  I can see doing both concise and yet dealing with major differences between the genders is going to be tricksy.
Especially as underneath their (non-antler) bones there are likely more layers of skin, fat, muscle, and bone as applying DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS a second time will do that. It ends up targeting all the body-parts besides the left out ones (antlers) it can a second time causing duplicate layers.

You can fiddle with the TISSUE_LAYER token to understand why it duplicates if you wish.
Personal Example (http://www.bay12forums.com/smf/index.php?topic=145332.msg5779423#msg5779423)
Wiki Page (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#TISSUE_LAYER)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jeturcotte on January 01, 2015, 04:16:55 pm
Here is what eventually worked:

Spoiler (click to show/hide)

Ended up having to dive in and out of castes a couple times to avoid having the entire body plan duplicated for each gender, but it seems okay.  Critiques valued.  Thanks all for the responses; prolly should have been in its own thread. =)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Thundercraft on January 01, 2015, 11:02:57 pm

Nobody knows?  ???

Well, I tried adding the [GRASS], GRASS_TILES, and GRASS_COLORS tags to Longland Grass, Papyrus Sedge, and Pig Tails in vanilla 40.19. And I started a new world. The only errors I see in the error log are the usual "camp order missing parent -- army will camp forever". At least there's no other errors.

After generating several new worlds and trying several different embarks in Fortress Mode, I could not find any Longland Grass, Papyrus, or even Pig Tails.

Actually, on my first attempt I hadn't changed the Pig Tails and I did find some products made from Pig Tails. But, after I added those tags to Pig Tails, I never saw any or even any Pig Tail products available.

Based on that, it seems like I broke them.

Any thoughts? Maybe I could get by with just the [GRASS] tag, without GRASS_TILES or GRASS_COLORS? But I'd rather not have to edit and retest, generating lots of new worlds and embarks, trying to graze certain crops or crop certain grasses... if I can help it. Surely, someone is more knowledgeable on this that me.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godsnose on January 02, 2015, 12:50:42 am
Noob here. How can I make it so when a dwarf does a crafting job at a special building that upgrades the dwarf?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 02, 2015, 12:51:32 am
"Upgrades"?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godsnose on January 02, 2015, 12:57:00 am
"Upgrades"?

Changes caste to a more powerful version of a dwarf
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 02, 2015, 12:59:34 am
http://dwarffortresswiki.org/index.php/DF2014:Syndrome#Special_Effects

Obviously you'll have to make said upgraded dwarf

You want either:

1. Boiling stone with a SYN_INHALED syndrome
2. DFHack modtools/reaction-trigger (https://github.com/DFHack/dfhack/blob/master/scripts/modtools/reaction-trigger.lua) with a direct modtools/transform-unit (https://github.com/DFHack/dfhack/blob/master/scripts/modtools/transform-unit.lua) call
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on January 02, 2015, 01:01:43 am
Hey, two problems here. Both for the same creature/s.

1: I made a creature have a stinging tail. I also made it have a syndrome. I made the sting attack inject the syndrome. Buuuut, nope. Instead, it squirts grease into the opponent. The bites inject venom like normal. Why does the sting just fill them with grease? Here's the raw section.
Spoiler (click to show/hide)

And onto number 2: I made two specific castes have horns. I inserted the horn template into the same [SELECT_CASTE] that has the [BODY:2HEAD_HORN]. This didn't work, they then had horns made of flesh. So I did another [SELECT_CASTE] thing under those, inserted the horn template into those. Still didn't work. Then I cut and pasted it above them. Still not working. So I inserted it into the standard area, no [SELECT_CASTE]'s used. This somehow removed claws from everyone. Fixed the horns though. Would anyone be so kind as to either: A) tell me what I did wrong and how to get both horns on two castes while leaving everyone with claws or B) do it for me? Here's the raws. (I did some adjustments to attacks to make them dependent on hands for claw attacks, so they're pretty useless for clawing right now)
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 02, 2015, 01:07:01 am
1. Because the sting injects POISON (which doesn't exist) instead of VENOM like the rest, so it's defaulting to fat I guess which is fascinating
2. You gotta put the tissue AFTER the horn is added to the body
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on January 02, 2015, 01:10:12 am
1: (Facepalm) Ouch. Such a simple mistake.
2: I'll give it another try.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 02, 2015, 01:13:13 am
1: The material ID is VENOM, and the sting attack asks for a material ID of POISON. The other attacks look fine. The spitting interaction still uses regular spit though.

2: It looks like you removed skin from the creature and want to replace it with scales. However, the vertebrate tissue layers plan still asks for skin as its first argument. There's also no scale tissue, despite there being a scale material.

You also have body detail plans that assign tissues to parts in both the start and at the bottom of the creature definition, which could create redundant tissues.

I'm not quite certain how the horns could have been given flesh, as the vertebrate plan only assigns them horn and bone tissues.

Looks like they have claws on their toes, but not on their fingers.

Do you have anything in your errorlog about this creature?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on January 02, 2015, 01:20:20 am
No, shockingly. All my other modded creatures are pumping out tons of errorlog notes, like "BIRD_PHOENIX: Gastroliths seem to have correct format but could not find proper BPs in any caste, so not added" Odd, because I literally copy and pasted the Roc and added some fire breath and a six winged body thing.

Spoiler (click to show/hide)
Is that better?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on January 02, 2015, 11:09:18 am
Hey, two problems here. Both for the same creature/s.

1: I made a creature have a stinging tail. I also made it have a syndrome. I made the sting attack inject the syndrome. Buuuut, nope. Instead, it squirts grease into the opponent. The bites inject venom like normal. Why does the sting just fill them with grease? Here's the raw section.
Spoiler (click to show/hide)
Why is there a BODY token right in the middle of the attacks?  That should probably be defined with the rest of the body so that it can get proper tissues.  As for the attack, the stinger is injecting POISON when the material you really have is VENOM.  The game seems to be defaulting to FAT for the unknown material, which is called grease in its liquid form.

Edit: Ninja'd by BlackFlyme.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Darthania on January 02, 2015, 11:33:23 am
Do any of you know how I can access the icon of a fortress's civilization to use in a reaction, so you could make a banner, or embroider it on cloaks for instance?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on January 02, 2015, 12:45:25 pm
Is there any way to make creatures sterile in worldgen AND still generate sites?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on January 02, 2015, 02:06:07 pm
You might be surprised how little interest people/modders have in [GRASS]'s functionality. Based on your own testing I find it likely that DF treats grass as in-accessible trees material-wise. Being a grass also changes how it generates in a world and I've never tried a multi-function plant (grass-crop, grass-tree, crop-tree). This leads to the following (likely relevant) questions.

Has anyone planted seeds from a (crop modded to be a) tree? Tried to gen a world having trees with seeds? What were the results (did crops grow properly, able to access the seeds, able to plant them, etc)?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on January 02, 2015, 02:48:20 pm
Anyone tested attacks with high PREPARE:RECOVER rates? Are they interrupted by incoming attacks properly?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godsnose on January 02, 2015, 03:03:18 pm
Still working on a caste changing workshop.

[INORGANIC:TRANSFORMATION_GAS1]
   [USE_MATERIAL_TEMPLATE:GAS_TEMPLATE]
   [STATE_NAME:ALL:gas]
   [STATE_NAME_ADJ:ALL:gas]
   [DISPLAY_COLOR:3:0:0][TILE:34]
   [SOLID_DENSITY:2000]
   [IS_STONE]
   [MATERIAL_VALUE:10]
   [SYN_INHALED]CE_BODY_TRANSFORMATION:PROB:100:START:100:END:time
(CE:CREATURE:DWARF:FEMALE)

Spoiler (click to show/hide)

is there anything wrong with this bit of code? I'm not sure of the proper formatting, any help or tips would be greatly appreciated 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 02, 2015, 03:15:54 pm
Still working on a caste changing workshop.

is there anything wrong with this bit of code? I'm not sure of the proper formatting

There is no GAS_TEMPLATE, unless you made one or are using a mod that has one Just noticed your edit. You also have a few regular brackets instead of square ones. You also did not start a syndrome definition before entering syndrome tokens. Plus there were no constraints on the syndrome, so it would have affected any creature in reach. You also may want to take out IS_STONE, if you do not want the material to appear in stockpiles.

I tried altering your inorganic a bit, but I don't know quite know how well it will work, as I have not tested it. It should only affect male dwarves, turning them female. It should boil at the same temperature water thaws at.

Code: [Select]
[INORGANIC:TRANSFORMATION_GAS1]
  [USE_MATERIAL_TEMPLATE:GAS_TEMPLATE]
  [STATE_NAME:ALL:gas]
  [STATE_NAME_ADJ:ALL:gas]
  [DISPLAY_COLOR:3:0:0]
  [MATERIAL_VALUE:10]
[SYNDROME]
  [SYN_INHALED]
  [SYN_AFFECTED_CREATURE:DWARF:MALE]
  [CE_BODY_TRANSFORMATION:PROB:100:START:100]
  [CE:CREATURE:DWARF:FEMALE]

The only other problem I see is that your reaction has a product dimension for the stone, which is unnecessary for a boulder-type item.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godsnose on January 02, 2015, 03:22:19 pm
Thanks! On the modding wiki it wasn't clearly stated where the brackets went, but thanks for clearing it up. I plan on adding additional castes, i used female just to test the waters
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godsnose on January 02, 2015, 04:06:37 pm
Updated files still not working. Dwarfs are bringing random stones to the workshop instead of the toy souls. and the workshop isn't producing anything.

I think it has something to do with using toys as reagents as they can be made out of any material, but i am not sure.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 02, 2015, 04:13:27 pm
[REAGENT:item_toy:1:LESSER_SOUL:NONE:NONE:NONE]

Should probably be

[REAGENT:item_toy:1:TOY:LESSER_SOUL:NONE:NONE]

You told the reagent to look for an item ID called LESSER_SOUL with a subtoken NONE, when it should be an item token of TOY with the subtoken being LESSER_SOUL.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on January 02, 2015, 04:14:28 pm
Okay so I didn't read past the reaction bits because that's pretty fucked as is.

Code: [Select]
[REACTION:USE_LESSER_SOUL]
[NAME:Use lesser soul]
[BUILDING:Soul_Smith:CUSTOM_P]
[REAGENT:item_toy:1:TOY:LESSER_SOUL:NONE:NONE]
[PRODUCT:100:10:STONE:NONE:INORGANIC:TRANSFORMATION_GAS1]
[SKILL:SOAP_MAKER]

Try this.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godsnose on January 02, 2015, 04:44:56 pm
It works, most of the time at least. Thanks guys
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 02, 2015, 05:12:36 pm
Anyone tested attacks with high PREPARE:RECOVER rates? Are they interrupted by incoming attacks properly?

They don't even need that; if you try catching someone's punch in adventure mode with high observer and wrestler skills (use your hand to grab theirs), it'll say "you catch the (x)'s punch!", and punches are standard 3:3.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DragonDePlatino on January 02, 2015, 05:37:15 pm
Quick question...I'm drawing a graphics set and I noticed a few hundred sprites in that I might be getting my creature colors wrong. For example, when I looked into their raws, I saw that Kobolds have a "TL_COLOR_MODIFIER:BROWN:1"

This is their body color, right?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on January 02, 2015, 05:39:57 pm
Dragons are green, yet Ironhand has them as red. Artistic license.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DragonDePlatino on January 02, 2015, 05:45:34 pm
Well, whenever I work on projects, I like to have a strong regard for canonity. So...Dragons are green because they have a "TL_COLOR_MODIFIER:GREEN:1", right? I'm sorry if this is a really basic question, but I just wanted to be sure that this wasn't the icon color or eye color something.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 02, 2015, 06:30:34 pm
Well, whenever I work on projects, I like to have a strong regard for canonity. So...Dragons are green because they have a "TL_COLOR_MODIFIER:GREEN:1", right? I'm sorry if this is a really basic question, but I just wanted to be sure that this wasn't the icon color or eye color something.

That is a tissue layer modifier, which is mostly just for their descriptions. Their icon is a green D because they have [COLOR:2:0:0] next to their creature tile token.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DragonDePlatino on January 02, 2015, 07:04:21 pm
Thanks for the clarification! It'll help me out a lot now that I know what's what in the raws as far as colors go.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 02, 2015, 07:18:40 pm
Well, whenever I work on projects, I like to have a strong regard for canonity. So...Dragons are green because they have a "TL_COLOR_MODIFIER:GREEN:1", right? I'm sorry if this is a really basic question, but I just wanted to be sure that this wasn't the icon color or eye color something.

It could be. You need to see what tissue it's selecting before it declares the color.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godsnose on January 02, 2015, 08:11:53 pm
So, i'm back. I've tried 50+ variations of this code and nothing works.
I've also been reading the wiki for the last 3 hours and can't find the solution
I'm just trying to make is so that when a creature gets butchered it drops a "toy" called LESSER_SOUL.

My two best attempts at trying to figure this out

[EXTRA_BUTCHER_OBJECT:BY_TOKEN]
      [EBO_ITEM:TOY:LESSER_SOUL:BRONZE]

[EXTRA_BUTCHER_OBJECT:BY_TOKEN:TOY]
      [EBO_ITEM:TOY:item_toy.txt:LESSER_SOUL:INORGANIC:BRONZE]



[ITEM_TOY:LESSER_SOUL]
[NAME:Lesser-Soul
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 02, 2015, 08:18:26 pm
[EXTRA_BUTCHER_OBJECT] is used to define the body part that contains the item gained from butchering. Something like [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:HEAD] would mean that the butchery object is created when the creature's head is butchered.

[EBO_ITEM] is used to define the butchery product's item type and material type. It goes item_token:subtoken:material_token:subtoken. Or to use what you are trying to create as an example: [EBO_ITEM:TOY:LESSER_SOUL:INORGANIC:BRONZE]

And here is an in-game example:
Code: [Select]
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
 [EBO_ITEM:SMALLGEM:NONE:ANY_HARD_STONE]
 [EBO_SHAPE:GIZZARD_STONE]

This is on a few different birds, to produce gizzard stones when they are butchered. EBO_SHAPE is only for things such as gems, which have different types of possible shape descriptors.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 02, 2015, 08:19:10 pm
The game doesn't even know that separate files exist, so you definitely don't need that item_toy.txt there. You probably want this:

[EXTRA_BUTCHER_OBJECT:BY_TYPE:UPPERBODY]
      [EBO_ITEM:TOY:LESSER_SOUL:INORGANIC:BRONZE]

The two things after EXTRA_BUTCHER_OBJECT are the body part it comes from. I chose upperbody here because you always butcher the upper body when you butcher a creature.

EBO_ITEM is a standard item, which is made up of an item token (http://dwarffortresswiki.org/index.php/Item_token) and a material token (http://dwarffortresswiki.org/index.php/Material_token).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godsnose on January 02, 2015, 08:21:31 pm
And suddenly it seems so simple. Thanks again, I think i understand now
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Thundercraft on January 02, 2015, 09:28:30 pm
You might be surprised how little interest people/modders have in [GRASS]'s functionality. Based on your own testing I find it likely that DF treats grass as in-accessible trees material-wise. Being a grass also changes how it generates in a world and I've never tried a multi-function plant (grass-crop, grass-tree, crop-tree). This leads to the following (likely relevant) questions.

Well, thank you for the reply. Yeah, the lack of replies made me suspect as much.

I think what I'll do is mod in a few extra varieties of certain plants. For instance, I really wanted to see an edible lichen in Tundra biomes. (Lichen is edible by humans.) And I wanted to create a Sphagnum Peat Moss that could be both a grass and something harvestable that could be processed into a type of fuel to burn. So, I guess I'll just have to make grass and non-grass varieties of each. It's far from ideal, though.

Also, I'll probably make a suggestion to allow harvestable grass.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DragonDePlatino on January 02, 2015, 11:56:03 pm
(Man, working is so is so much easier now that I know this thread exists)

I've gotten the colors for my graphics set out of the way (moon snails have red shells?!?), but I'll be starting on my profession graphics soon. A long time ago, I remember using these skill categories (http://dwarffortresswiki.org/index.php/DF2014:Skill) to organize my sprite sheets. But that proved very frustrating, because that page doesn't list all of the changeable graphics and some of those skills don't have tiles associated with them. So this time around, I decided to use unit type tokens (http://dwarffortresswiki.org/index.php/DF2014:Unit_type_token) instead.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 03, 2015, 01:43:48 am
1. Zombies don't exist anymore
2. Yes
3. No
4. I think it's actually by position and not position responsibility, so no
5. Most of those entity links don't show up too often and I think others might override those anyway
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DragonDePlatino on January 03, 2015, 02:11:16 am
Ah, I almost forgot! I should be using AS_IS:ANIMATED tags instead of AS_IS:ZOMBIE tags. Silly me.

Thanks for helping out again, Putnam! I haven't touched any of this graphical business in half a year so I'm still rusty.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Godsnose on January 03, 2015, 04:29:07 pm
Is there a modding program that will allow me to change every creature raw at the same time?
Or do i need to insert my 2 lines of code individually?
I'm already half done, but there has gotta be a easier way to do this.


just tested
[EXTRA_BUTCHER_OBJECT:BY_TYPE:UPPERBODY]
      [EBO_ITEM:TOY:LESSER_SOUL:INORGANIC:BRONZE]
and
 [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:UPPERBODY]
 [EBO_ITEM:TOY:LESSER_SOUL:INORGANIC:BRONZE]

and neither work. I should have tested it before i changed anything. Any one have an idea whats wrong?

turns out you need to define the body part before you can designate an extra butcher object to it. makes sense.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on January 03, 2015, 07:22:52 pm
Is there any way to increase the cost of wax? I feel wax should be worth at least as much as flux stone.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 03, 2015, 07:29:52 pm
Is there any way to increase the cost of wax? I feel wax should be worth at least as much as flux stone.

Go into the bee's raws and alter their wax value.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on January 03, 2015, 07:30:50 pm
Like any other material, the wax has [MATERIAL_VALUE:X].

You can either follow BlackFlyme's suggestion, or alter the cost of the WAX_TEMPLATE in the material_template_default.txt.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on January 03, 2015, 07:33:07 pm
Thanks! After setting up my 61st hive and finding out I can only have 60 running hives, I find wax crafts a bit down there under all the dolomite, billon, gold, mussel shell, and large gem crafts.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Arcvasti on January 05, 2015, 09:13:51 pm
How would one go about adding an interaction to a creature to allow it to raise the dead in the same manner as a necromancer? Is this possible via modding?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DragonDePlatino on January 05, 2015, 09:15:22 pm
Work continues on my graphics set...I've identified and drawn 121 professions, but a few still have me scratching my head. Could someone please tell me if any professions are missing from this list or if I should remove the ones with bullets next to them?

Spoiler (click to show/hide)

So just to be sure, the professions I put next to bullets are NEVER used in-game?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on January 05, 2015, 09:23:22 pm
  • FORCED_ADMINISTRATOR
  • RANGER_CAPTAIN
  • ACOLYTE
    DRUID
  • MONSTER_SLAYER
    BEAST_HUNTER
    SLAVE
    PRISONER

So just to be sure, the professions I put next to bullets are NEVER used in-game?
Kinda sure the now un-spoilered ones are. FORCED_ADMINISTRATOR is the leader of a conquered place. I've seen a few creatures that hunt beasts as a profession(BEAST_HUNTER). PRISONERs can be freed to be companions. The goblins' trolls might be considered SLAVEs.

How would one go about adding an interaction to a creature to allow it to raise the dead in the same manner as a necromancer? Is this possible via modding?
Code: (in DWARF creature entry) [Select]
[CAN_DO_INTERACTION:X]
[CDI:ADV_NAME:Animate corpse]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]
Code: (goes in a raw txt named interaction_y) [Select]
interaction_y

[OBJECT:INTERACTION]

[INTERACTION:X]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]
Replace the x and y with whatever you want but keep it consistent.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Arcvasti on January 05, 2015, 09:49:19 pm
Is there anything in particular you have to do to make a creature appear in the arena? My modded-in creature won't appear on the list for spawning creatures in the arena and I'd like to test my creature to make sure it doesn't instantly melt or something silly like that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on January 05, 2015, 10:07:32 pm
Is there anything in particular you have to do to make a creature appear in the arena? My modded-in creature won't appear on the list for spawning creatures in the arena and I'd like to test my creature to make sure it doesn't instantly melt or something silly like that.
There is a tag that specifically prevents its appearance, but if you don't have that then there is another problem.

A creature needs to be in a txt file in the objects folder with a file name starting "creature_". There should be a "creature_" line as well at the start of the file (I forget why but it's important). On a following line you need "[OBJECT:CREATURE]" on a following line to that "[CREATURE:IDHERE]". If all those conditions aren't met your creature will never appear anywhere.

The arena creature list doesn't sort alphabetically by the caste-name(what you see in the creature list) but by (IIRC) creature-name. The filter sorts by caste-name though.

((Also the part I said goes in the DWARF creature goes into the creature that does the necromancing. Don't know why I read 'creature' as 'dwarves'))
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 05, 2015, 10:12:32 pm
Is there anything in particular you have to do to make a creature appear in the arena? My modded-in creature won't appear on the list for spawning creatures in the arena and I'd like to test my creature to make sure it doesn't instantly melt or something silly like that.

Silly question, but does it have [ARENA_RESTRICTED]?

For more serious questions, does it have a [NAME] and a [CASTE_NAME]?

Is the file format correct?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Arcvasti on January 05, 2015, 10:14:35 pm
No, it lacked an [OBJECT:CREATURE] tag at the top. Works perfectly now. Thanks~!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Arcvasti on January 05, 2015, 11:33:43 pm
Having trouble adding a new bodypart.

Code: [Select]
[BODY:Staff]
[BP:STAFF:staff:STP][CONTYPE:HAND][CATEGORY:STAFF][DEFAULT_RELSIZE:300]

I want to attach this to the hand as a bodypart. Am I doing this wrong?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on January 05, 2015, 11:40:05 pm
DFFD is doomed (http://www.bay12forums.com/smf/index.php?topic=147183.msg5921242#msg5921242)
or not. Attention needs to be grabbed across the forum though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 05, 2015, 11:41:30 pm
Having trouble adding a new bodypart.

Code: [Select]
[BODY:Staff]
[BP:STAFF:staff:STP][CONTYPE:HAND][CATEGORY:STAFF][DEFAULT_RELSIZE:300]

I want to attach this to the hand as a bodypart. Am I doing this wrong?

[CONTYPE:GRASP] or [CON_CAT:HAND]

Valid values for CONTYPE are UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE.

CON_CAT goes by the body parts' [CATEGORY] token.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on January 05, 2015, 11:53:41 pm
Having trouble adding a new bodypart.

Code: [Select]
[BODY:Staff]
[BP:STAFF:staff:STP][CONTYPE:HAND][CATEGORY:STAFF][DEFAULT_RELSIZE:300]

I want to attach this to the hand as a bodypart. Am I doing this wrong?
You also will have to set the tissues of the part yourself as the standard b_detail_plans don't cover CATEGORY:STAFF
Code: (eXample x) [Select]
[TISSUE:X]
[TISSUE_NAME:x:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:{PLANT_MAT/CREATURE_MAT:PLANTID/CREATUREID}{INORGANIC}:{MATERIAL}]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_LAYER:BY_CATEGORY:STAFF:X]---When ordering first is innermost, second is second-innermost, etc
Check out tissue_default for more understanding of tissues.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Arcvasti on January 06, 2015, 12:01:03 am
Having trouble adding a new bodypart.

Code: [Select]
[BODY:Staff]
[BP:STAFF:staff:STP][CONTYPE:HAND][CATEGORY:STAFF][DEFAULT_RELSIZE:300]

I want to attach this to the hand as a bodypart. Am I doing this wrong?
You also will have to set the tissues of the part yourself as the standard b_detail_plans don't cover CATEGORY:STAFF
Code: (eXample x) [Select]
[TISSUE:X]
[TISSUE_NAME:x:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:{PLANT_MAT/CREATURE_MAT:PLANTID/CREATUREID}{INORGANIC}:{MATERIAL}]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_LAYER:BY_CATEGORY:STAFF:X]---When ordering first is innermost, second is second-innermost, etc
Check out tissue_default for more understanding of tissues.

Code: [Select]
[TISSUE:WOOD]
[TISSUE_NAME:WOOD:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:PLANT_MAT:WOOD]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:STAFF:WOOD]

Tried filling out your code with the above. Still doesn't seem to work. Would I put the new tissue in a seperate file or just add it on to the creature file?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on January 06, 2015, 12:18:01 am
Code: [Select]
[TISSUE:WOOD]
[TISSUE_NAME:WOOD:NP]
[STRUCTURAL]
[TISSUE_MATERIAL:PLANT_MAT:{TREEID_PLEASE}:WOOD]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:STAFF:WOOD]

Tried filling out your code with the above. Still doesn't seem to work. Would I put the new tissue in a seperate file or just add it on to the creature file?
In the creature file after the BODY token with the Staff.

It looked very messy so I understand missing it but there was a plant/creature ID part after the PLANT_MAT/CREATURE_MAT bit. I edited into your raw for easy substitution.

You'll need to go to plant_standard or plant_new_trees for a valid tree id. Make sure to find one that uses at least "USE_MATERIAL_TEMPLATE:WOOD:" otherwise you'll spit out errors and not have a tissue material.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DragonDePlatino on January 06, 2015, 01:19:48 am
Kinda sure the now un-spoilered ones are. FORCED_ADMINISTRATOR is the leader of a conquered place. I've seen a few creatures that hunt beasts as a profession(BEAST_HUNTER). PRISONERs can be freed to be companions. The goblins' trolls might be considered SLAVEs.

Hey, thanks for the help! I trimmed down my dwarf pages a bit and managed to cover everything in 186 tiles. Everything feels a lot more organized now and I feel the 4 other races will progress much faster.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: mcbucko on January 06, 2015, 09:09:30 am
Is it possible to add an interaction whether normally or through dfhack that turns a hostile megabeast into an pet or allied unit?

I'm looking to add something like a special caste that's able to pacify a specific megabeast.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on January 07, 2015, 01:26:27 pm
In announcements.txt:
Code: [Select]
[GUILD_REQUEST_TAKEN:A_D:D_D]
[GUILD_WAGES_CHANGED:A_D:D_D]

What is this? Guilds? Wages?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sergarr on January 07, 2015, 01:54:45 pm
Probably a left-over from times where things like guilds and wages existed, along with philosopher dwarfs and chasms that spawned enemies.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on January 07, 2015, 03:02:30 pm
Its new. Didnt exist in 34.11.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 07, 2015, 03:16:00 pm
Toady moved a lot of the hard-coded announcements over to the announcements.txt file in version 0.40.19.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on January 07, 2015, 04:31:38 pm
Ah, that makes sense. I saw a lot in there that was not referenced in any changelogs. Thats actually nice, giving players more controls. :)

Next question: Gelding. Is there a skill token, profession token and labor token for that? The wiki seems outdated, there is nothing on gelding in the skill page.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on January 07, 2015, 04:45:44 pm
Should be GELD, GELDER and GELD.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on January 07, 2015, 08:01:26 pm
Thank you. :)

Are amphibious mounts still drowning their riders? Croc-riding goblins that run into moats, drown, leaving fleeing crocs behind? Or has that been fixed?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on January 07, 2015, 11:33:01 pm
Thank you. :)

Are amphibious mounts still drowning their riders? Croc-riding goblins that run into moats, drown, leaving fleeing crocs behind? Or has that been fixed?
That reminds me that I was curious if there's been any news on aquatic or amphibious sentients.  I'm guessing that deep ocean sites can't work without boats, but maybe there's a way to make a race only settle the coast?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ptb_ptb on January 08, 2015, 03:50:58 am
Quick question: If I remove
[UTTERANCES]
from
[CREATURE:KOBOLD]
in the
creature_standard.txt
in a save file will it take effect for adventure mode?

Or would the world have to be re-generated for kobolds to be able to speak?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on January 08, 2015, 05:41:44 am
Quick question: If I remove
[UTTERANCES]
from
[CREATURE:KOBOLD]
in the
creature_standard.txt
in a save file will it take effect for adventure mode?

Or would the world have to be re-generated for kobolds to be able to speak?

Afaik it does take effect immediately. From the story of Deebus, the player removed UTTERANCE mid way to prevent his tribe from attacking him.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ptb_ptb on January 08, 2015, 07:31:16 am
Afaik it does take effect immediately. From the story of Deebus, the player removed UTTERANCE mid way to prevent his tribe from attacking him.

Thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Baffler on January 09, 2015, 12:00:55 am
If a civ member gets the [CRAZED] tag, will they start a loyalty cascade?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on January 09, 2015, 07:37:30 am
If a civ member gets the [CRAZED] tag, will they start a loyalty cascade?
Yes, but OPPOSED_TO_LIFE works.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Baffler on January 09, 2015, 01:43:39 pm
Aw, really? That works too I guess, but not quite as well. Is there any way to get rid of their civ affiliation?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on January 09, 2015, 06:55:02 pm
OPPOSED_TO_LIFE + CRAZED should also work, but otherwise no, not really. Dfhack can do that, not raw modding.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nyxalinth on January 10, 2015, 12:49:56 pm
Where does the latest version hide the RAWs for megabeasts?  I wanted to edit the existing types, but can't find their information.  It's probably somewhere so obvious that I'm going to feel like a moron :P
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on January 10, 2015, 12:55:10 pm
Where does the latest version hide the RAWs for megabeasts?  I wanted to edit the existing types, but can't find their information.  It's probably somewhere so obvious that I'm going to feel like a moron :P
creature_standard.txt, unless you're talking titans and forgotten beasts - those are generated for each world and need third-party tools to be edited.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nyxalinth on January 10, 2015, 12:59:09 pm
Where does the latest version hide the RAWs for megabeasts?  I wanted to edit the existing types, but can't find their information.  It's probably somewhere so obvious that I'm going to feel like a moron :P
creature_standard.txt, unless you're talking titans and forgotten beasts - those are generated for each world and need third-party tools to be edited.

Nope, just the garden-variety dragons, etc.  Thanks!  Sure enough, I am /facepalming right now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Old Greg on January 10, 2015, 05:49:03 pm
When updating .34 creatures to .40, I know you need to add gaits, and add ATTACK_PREPARE_AND_RECOVER to the attacks - are there any other major changes that I should keep in mind?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 10, 2015, 05:49:42 pm
LIKES_FIGHTING has been removed.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on January 10, 2015, 06:22:50 pm
Also the gelding on males.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on January 10, 2015, 06:52:17 pm
LIKES_FIGHTING has been removed.
So... what do you use now to make people like fighting? I take it some from http://dwarffortresswiki.org/index.php/DF2014:Personality_trait ?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 10, 2015, 06:54:31 pm
Yeah, I'd guess having high VIOLENT will do so.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nero1024 on January 11, 2015, 12:31:40 am
What happens if you leave the LIKES_FIGHTING token in the raws? Will DF bug out, spam the error log, or do nothing?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 11, 2015, 12:37:20 am
I don't think it'll errorlog too much.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on January 11, 2015, 12:38:41 am
Yeah, the tag just isn't recognized by the game anymore. It's just pointless trash taking up space.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DragonDePlatino on January 11, 2015, 03:24:46 pm
There exists ANIMATED and CHILD graphics, but are there ANIMATED CHILD graphics?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on January 11, 2015, 03:31:16 pm
No, I dont think so.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on January 12, 2015, 01:37:44 am
What may be causing the "no farmable crops" rejection at worldgen? It didn't happen in 0.34.

So, um... any updates on this? It's kind of halting my progress.

Quote
I've been getting this rejection a lot in 0.40.X. And the worlds that I do generate are those that didn't get civilizations of certain entity types (I think I've narrowed it down).

I'm not sure what's going on. I've tried adding all the farming tags to them, adding the goblins' no_eat to the creatures, and adding the 0.40.X super-huge library of plants; doesn't help.

Two of the entites have non-sentient castes; I've tried making them all intelligent, didn't help either. They have the same biome and site tokens as goblins (with dark_fortress replaced by cave_detailed, as it caused freezing).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on January 12, 2015, 01:49:10 am
Without seeing anything, I can only guess. Could exclusively herbivore entities have started in biomes that don't support any plant life (as permitted by the START_BIOME:ANY_LAND that includes glaciers, mountains and tundra)?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on January 12, 2015, 02:06:05 am
Um... there's no herbivore tag. And I've tried adding the tags from goblins (bonecarn and no_eat).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on January 12, 2015, 04:17:35 am
But there is a SPECIFIC_FOOD tag, just look at pandas. You can make your own herbivores that way.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on January 12, 2015, 05:04:55 am
I didn't actually want them to be herbivores, anyway. Right now, they have a problem with actually existing. The "without crops" thing. I've posted the entities' raws here: http://www.bay12forums.com/smf/index.php?topic=146997.msg5908138#msg5908138 (http://www.bay12forums.com/smf/index.php?topic=146997.msg5908138#msg5908138)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on January 12, 2015, 06:00:14 am
Considering the nature of the error, I'd start with narrowing down the list of biomes they can start in. If [START_BIOME:ANY_FOREST] gives you no hiccups, there could be something wrong with subterranean plants.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on January 12, 2015, 06:08:19 am
Quote
there could be something wrong with subterranean plants.

I dunno. Most default underground plants are still there, and there is a depth 1 edible_raw plant and one with drinks.

I'l try playing with the biomes some, then.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Witty on January 12, 2015, 09:24:48 am
What new .40.xx creature tokens should I be aware of when updating a custom creature from 34.11? I'm aware of the ODOR tags, along with the new GAIT movement changes, but is there anything else noteworthy? I also heard that some old 34.11 tags were phased out for .40, would anyone happen to know what those tags were?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on January 12, 2015, 10:06:41 am
[LIKES_FIGHTING] was retired, but won't cost errors.

ODOR tags are not neccesary and would default to defaults if not present. Apart from that, attacks should also have [ATTACK_PREPARE_AND_RECOVER:x:y]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on January 12, 2015, 10:24:09 am
What new .40.xx creature tokens should I be aware of when updating a custom creature from 34.11? I'm aware of the ODOR tags, along with the new GAIT movement changes, but is there anything else noteworthy? I also heard that some old 34.11 tags were phased out for .40, would anyone happen to know what those tags were?
SPEED was removed entirely, and LIKES_FIGHTING rendered meaningless (reputedly it already pretty much was since it was only used for one thought.) The important new tokens are the attack tokens below, and you may want to replace [GRAZER:x] with [STANDARD_GRAZER]. Most usable new tokens are in the following spoiler:
Spoiler (click to show/hide)

Finally, there are the attack tokens:
ATTACK_PREPARE_AND_RECOVER takes two numbers - how many ticks it takes to make the strike, and how many to recover from it. Mostly the numbers are 3:3, for kicks they are 4:4.
ATTACK_FLAG_BAD_MULTIATTACK means that the attack isn't effective for use in multi-attacks, and has the counterpart ATTACK_FLAG_INDEPENDENT_MULTIATTACK.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on January 12, 2015, 03:01:01 pm
Is it possible for modding raws in one file to completely screw up stuff in unrelated files?  I think my wolf-eagle might be to blame for the complete absence of shelled creatures in water, which sucks, because I'll have to rebuild it more or less from scratch.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 12, 2015, 03:24:48 pm
Is it possible for modding raws in one file to completely screw up stuff in unrelated files?

Only if you have duplicated raws, to my knowledge.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on January 12, 2015, 04:19:28 pm
Is it possible to make an item stored in the food->plants stockpile that can't be cooked or otherwise processed?  I want to make the trees actually drop twigs and branches that can be collected and then burned for coke (and a few other things).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on January 12, 2015, 04:46:15 pm
Of course, simply make a plant without EDIBLE_RAW and EDIBLE_COOKED.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on January 12, 2015, 04:52:21 pm
And also remove the [SPRING][SUMMER] tags so it's not growable in a farm plot?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Old Greg on January 13, 2015, 12:46:35 am
Sure, if you don't want it to be growable. Growable wouldn't make it edible or processable, though.

By any chance, has anyone tried making an entity with no animal-related tags (no COMMON_DOMESTIC stuff, no NO_EVIL_ANIMALS, no nothing)? Do they still domesticate nearby creatures with the [PET] tag, or will they just have no domesticated animals at all?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: LukeRM on January 13, 2015, 05:19:42 am
Does anyone know the proper input for [CE_BP_APPEARANCE_MODIFIER]? I've once figured out how to modify the body parts, but I lost that version of DF on an old pc, and now I'm stuck trying to replicate the effects.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 13, 2015, 05:22:35 am
body part:APPEARANCE_MODIFIER:attribute:number]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: LukeRM on January 13, 2015, 05:32:27 am
body part:APPEARANCE_MODIFIER:attribute:number]

I know this part, I just cannot figure out what exactly goes in 'body part'. I've tried inputting the body part name (e.g, THROAT), SET_BP_GROUP:BY_CATEGORY:THROAT, BP_APPEARANCE_MODIFIER:BY_CATEGORY:THROAT, and BY_CATEGORY:THROAT, and I think way back a few other abominations, they all spit out  unrecognized errors in the log. I wonder how I managed this.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 13, 2015, 05:33:47 am
body part usually goes like BP:BY_CATEGORY:EYE or summat. There's also an example in the interaction_vampire file in the interaction examples.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: LukeRM on January 13, 2015, 05:37:58 am
BP:BY_CATEGORY:EYE

Shieeet, I didn't think of that. Thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on January 13, 2015, 09:53:17 am
So I'm trying to get oak tree to drop "dead branches" and failing.  Here's my oak tree raw:

Code: [Select]
[PLANT:OAK]
[NAME:oak][NAME_PLURAL:oaks][ADJ:oaken]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:oak]
[STATE_ADJ:ALL_SOLID:oaken]
[PREFIX:NONE]
Based on Quercus spp.
http://www.fpl.fs.fed.us/documnts/TechSheets/Chudnoff/TropAmerican/htmlDocs_tropamerican/Quercusspp.html
[STATE_COLOR:ALL_SOLID:AUBURN]
[SOLID_DENSITY:700]
NO_DIVERSE_WOOD[TREE:PLANT_MAT:STANDARD_WOOD:WOOD][TREE_TILE:6]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_COLOR:ALL:TAN]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_RAW] certain species moreso than others
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:DEAD_BRANCH:STRUCTURAL_PLANT_TEMPLATE]
[STATE_COLOR:ALL:BROWN]
[DISPLAY_COLOR:2:0:0]
[SEED:acorn:acorns:6:0:0:LOCAL_PLANT_MAT:SEED]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:8]
[HEAVY_BRANCH_RADIUS:1]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5] *** oak has deep roots
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
[PREFSTRING:acorns]
[PREFSTRING:autumn coloration]
[DRY]
[BIOME:ANY_TEMPERATE_BROADLEAF]
[SAPLING]
[GROWTH:LEAVES]
[GROWTH_NAME:oak leaf:oak leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_HOST_TILE:SAPLING]
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]
[GROWTH_PRINT:0:6:6:0:1:210000:239999:1] autumn color
[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]
[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]
[GROWTH_DROPS_OFF]
[GROWTH:FLOWERS]
[GROWTH_NAME:oak flower cluster:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:60000:99999]
[GROWTH_PRINT:0:5:2:0:0:NONE]
[GROWTH:NUT]
[GROWTH_NAME:acorn:STP]
[GROWTH_ITEM:SEEDS:NONE:LOCAL_PLANT_MAT:SEED]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:100000:250000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:6:0:0:NONE]
[GROWTH:DEAD_BRANCH]
[GROWTH_NAME:mangrove branch:mangrove brach]
[GROWTH_ITEM:PLANT_GROWTH:NONE:PLANT_MAT:DEAD_BRANCHES:WOOD]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:120000:300000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:4:0:1:NONE]

And my DEAD_BRANCHES raw:

Code: [Select]
[PLANT:DEAD_BRANCHES]
[NAME:tree branch][NAME_PLURAL:tree branches][ADJ:tree branch]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:5][PICKED_COLOR:7:0:0]
[GROWDUR:500][VALUE:2]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:dead wood]

There is no error in errorlog.txt.  The oak tree is created and I can embark on a map with it, but no branches fall.  Any idea what I'm doing wrong?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on January 13, 2015, 10:19:20 am
So I'm trying to get oak tree to drop "dead branches" and failing.  Here's my oak tree raw:

Spoiler (click to show/hide)

And my DEAD_BRANCHES raw:

Spoiler (click to show/hide)

There is no error in errorlog.txt.  The oak tree is created and I can embark on a map with it, but no branches fall.  Any idea what I'm doing wrong?
It's not working because there's no WOOD material in the DEAD_BRANCHES plant.  And multiple growths per plant are a bit wonky, but mostly because the material doesn't exist.

Why are you making an entirely different plant for the dead branches?  Try just making a plant growth out of the local STRUCTURAL material or the local WOOD material.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on January 13, 2015, 11:39:22 am
It's not working because there's no WOOD material in the DEAD_BRANCHES plant.  And multiple growths per plant are a bit wonky, but mostly because the material doesn't exist.

Why are you making an entirely different plant for the dead branches?  Try just making a plant growth out of the local STRUCTURAL material or the local WOOD material.

Oh whoops, that's a silly mistake.

Maybe I'm not following what you're suggesting (I'm new to this kind of RAW modding), but I wanted to have a different plant because I didn't want it treated as wood logs for the purpose of carpenters and wood burning.  I'm looking into doing a playable elf race mod and this is a way for them to get raw wood which they can then process through another building and then start making wood items.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on January 13, 2015, 12:03:37 pm
It's not working because there's no WOOD material in the DEAD_BRANCHES plant.  And multiple growths per plant are a bit wonky, but mostly because the material doesn't exist.

Why are you making an entirely different plant for the dead branches?  Try just making a plant growth out of the local STRUCTURAL material or the local WOOD material.

Oh whoops, that's a silly mistake.

Maybe I'm not following what you're suggesting (I'm new to this kind of RAW modding), but I wanted to have a different plant because I didn't want it treated as wood logs for the purpose of carpenters and wood burning.  I'm looking into doing a playable elf race mod and this is a way for them to get raw wood which they can then process through another building and then start making wood items.

I meant something like this.  It hasn't been tested, but it should drop an item made of wood (as opposed to a log).  The wood material can then be preserved in reactions that use the DEAD_BRANCHES.
Code: [Select]
[PLANT:OAK]
[NAME:oak][NAME_PLURAL:oaks][ADJ:oaken]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:oak]
[STATE_ADJ:ALL_SOLID:oaken]
[PREFIX:NONE]
Based on Quercus spp.
http://www.fpl.fs.fed.us/documnts/TechSheets/Chudnoff/TropAmerican/htmlDocs_tropamerican/Quercusspp.html
[STATE_COLOR:ALL_SOLID:AUBURN]
[SOLID_DENSITY:700]
NO_DIVERSE_WOOD[TREE:PLANT_MAT:STANDARD_WOOD:WOOD][TREE_TILE:6]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_COLOR:ALL:TAN]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_RAW] certain species moreso than others
[EDIBLE_COOKED]
[SEED:acorn:acorns:6:0:0:LOCAL_PLANT_MAT:SEED]
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:8]
[HEAVY_BRANCH_RADIUS:1]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5] *** oak has deep roots
[ROOT_RADIUS:3]
[STANDARD_TILE_NAMES]
[PREFSTRING:acorns]
[PREFSTRING:autumn coloration]
[DRY]
[BIOME:ANY_TEMPERATE_BROADLEAF]
[SAPLING]
[GROWTH:LEAVES]
[GROWTH_NAME:oak leaf:oak leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_HOST_TILE:SAPLING]
[GROWTH_TIMING:0:300000]
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]
[GROWTH_PRINT:0:6:6:0:1:210000:239999:1] autumn color
[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]
[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]
[GROWTH_DROPS_OFF]
[GROWTH:FLOWERS]
[GROWTH_NAME:oak flower cluster:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:60000:99999]
[GROWTH_PRINT:0:5:2:0:0:NONE]
[GROWTH:NUT]
[GROWTH_NAME:acorn:STP]
[GROWTH_ITEM:SEEDS:NONE:LOCAL_PLANT_MAT:SEED]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:100000:250000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:6:0:0:NONE]
[GROWTH:DEAD_BRANCH]
[GROWTH_NAME:mangrove branch:mangrove branch]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:WOOD]
[GROWTH_DENSITY:1000]
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
[GROWTH_TIMING:120000:300000]
[GROWTH_DROPS_OFF_NO_CLOUD]
[GROWTH_PRINT:0:7:4:0:1:NONE]
The lack of a size implies that the game considers all growths to be the same size.  Once you have the tree working, just look at a branch and see how much it weighs relative to a log of the same tree.  That should give you a baseline of how many branches to require in your reactions.

Also, what is the NO_DIVERSE_WOOD thing in there?  Looks like a tag that's been disabled, but it's not in the original oak raws.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on January 13, 2015, 12:09:22 pm
Okay, I think I see how that works.  I will test it this evening.

The tag in the raws is used by Meph for wood diversity.  Most logs from trees default to "rough wooden log" with that tag disabled.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on January 13, 2015, 03:28:48 pm
Well, the branches drop now, but the dwarfs elfs won't gather them.

I changed the raw a bit and this drops oak branches in early winter:
Spoiler (click to show/hide)

They are stockpiled in Food->Fruit/Leaves

Thanks everyone for the help  :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 13, 2015, 04:03:44 pm
Okay, I think I see how that works.  I will test it this evening.

The tag in the raws is used by Meph for wood diversity.  Most logs from trees default to "rough wooden log" with that tag disabled.

That's not a tag, that's an identifier for the GUI to turn on and off wood diversity.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Old Greg on January 14, 2015, 12:28:45 am
Hm. After an embarrassing amount of trial and error, I figured out that custom entities with [DEFAULT_SITE_TYPE:DARK_FORTRESS] and without [WORLD_CONSTRUCTION:TUNNEL] will cause world creation to crash.

Any idea why that is? Might it be related to the clown-slab rumpus-spires?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 14, 2015, 01:08:13 am
THANK YOU.

I had that problem a while ago, didn't know it was related to tunnels.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eldin00 on January 14, 2015, 01:09:38 am
Does there exist a library or bit of code to allow reading the RAWs, adding/removing/editing tags, and writing out the modified raws? I'm sure I could hack something together if I get motivated enough, but I'd rather not re-invent the wheel if someone has already written (and made available) code that does at least most of what I'm looking for.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nero1024 on January 14, 2015, 11:53:05 am
If I were to have [ARMOR:ITEM_BREASTPLATE:FORCED] in the entity raws does this mean everyone in the civ will wear breastplates? If so what would the side-effects be? Would I have to worry about item-wear for breastplates?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on January 14, 2015, 02:55:41 pm
Nah, that just guarantees that every instance of that civilization will always know how to make breastplates, full stop. What they wear has more to do with the properties of the garment itself.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nero1024 on January 14, 2015, 10:59:13 pm
Okay then, what can I do to make civilians in a civ wear breastplates (or other types of armor) and not worry about clothing wear/decay?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on January 14, 2015, 11:04:43 pm
Not much. The one thing that determines if the piece of wearstuff wears down or not (ARMORLEVEL:0) also decides whether civilians will automatically wear them or not.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Propman on January 15, 2015, 03:59:18 am
Been fiddling around with body creation, trying to improve a few of my earlier creatures to have more accurate internals, while also separating bodies into modular parts for better usage out of them. Unfortunately, I've ran into a slight issue with the conversion from tracks into a separate part, and I'm not sure if it's due to the part itself or the part I'm having it connecting to (namely the hull, which was admittedly put together rather sloppily).

Relevant code:

Code: [Select]
[BODY:TANK_HULL]
[BP:UB:hull:hulls]
[UPPERBODY]
[CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1200]
[BP:glacis:glacis:STP]
[LOWERBODY]
[CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:LA:transmission:transmission]
[CONTYPE:UPPERBODY]
[INTERNAL]
[CONNECTOR]
[DEFAULT_RELSIZE:400]
[BP:LA:gearbox:gearboxes]
[CONTYPE:BODY_UPPER]
[INTERNAL]
[CATEGORY:LB]
[DEFAULT_RELSIZE:250]
[BP:RA:gearbox:gearboxes]
[CONTYPE:BODY_UPPER]
[INTERNAL]
[CATEGORY:LB]
[DEFAULT_RELSIZE:250]
[BP:REYE:vision slit:STP][CON:UB]
[SIGHT]
[APERTURE]
[DEFAULT_RELSIZE:50]

[BODY:ENGINE]
[BP:HEART:engine:STP]
[CON:UB]
[CIRCULATION]
[INTERNAL]
[CATEGORY:HEART]
[BREATHE]
[DEFAULT_RELSIZE:150]

[BODY:TRACKS_TANK]
[BP:RDM:right drive mechanism:STP]
[CON:LB]
[LIMB]
[EMBEDDED]
[RIGHT]
[CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RDW:right drive wheels:right drive wheels]
[CON:RDM]
[LIMB]
[RIGHT]
[CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RT:right track:right track]
[CON:RDW]
[STANCE]
[RIGHT]
[CATEGORY:FOOT]
[DEFAULT_RELSIZE:400]
[BP:LDM:left drive mechanism:STP]
[CON:LB]
[LIMB]
[EMBEDDED]
[LEFT]
[CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LDW:left drive wheels:left drive wheels]
[CON:LDM]
[LIMB]
[LEFT]
[CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LT:left track:left track]
[CON:LDW]
[STANCE]
[LEFT]
[CATEGORY:FOOT]
[DEFAULT_RELSIZE:400]

[BODY:TANK_TURRET]
[BP:HD:turret:STP][CON:UB][HD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:800]
[BP:LEYE:vision slit:STP][CON:HD][SIGHT][APERTURE]
[DEFAULT_RELSIZE:50]
[BP:NOSE1:cannon:STP][CON:HD][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:100]
[BP:NOSE1:machine gun:STP][CON:UB][CATEGORY:NOSE]
[DEFAULT_RELSIZE:50]

And the body plan itself is [BODY:TANK_HULL:TANK_TURRET:TRACKS_TANK:ENGINE].
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on January 15, 2015, 05:38:24 am
[BP:glacis:glacis:STP]

should be

[BP:LB:glacis:glacis]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 15, 2015, 05:49:51 am
Also, you have two LA parts. All of those tokens need to be unique.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Propman on January 15, 2015, 11:13:18 am
After making the relevant modifications (as well as reconnecting the drivers/sprockets to the hull), the issue has been resolved. Tanks, er thanks* lads!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Snergler on January 15, 2015, 01:57:06 pm
My idea is to make subterranean mushroom trees have saplings that behave like shrubs,
I was wondering if it is possible to make saplings able to be gathered then used (eaten, cooked, brewed...)
w/ the plant gathering designation, and herbalism skills functioning normally?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Old Greg on January 15, 2015, 02:28:32 pm
I don't think that's possible, I'm afraid. You could make separate shrub files and just name them saplings, but that's the best I can come up with.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Snergler on January 15, 2015, 02:35:59 pm
thanks for the reply, I suspected as much but, i thought i'd just ask anyways. I suppose plant growth tokens will
achieve my desired effect, but be a little more messy. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: IndigoFenix on January 15, 2015, 04:33:32 pm
Anyone know how to produce PLANT_GROWTHs in a reaction properly?

The closest I've got so far is
Code: [Select]
[PRODUCT:100:1:PLANT_GROWTH:BELL:PLANT_MAT:TREE_BELL_MW:FRUIT] where BELL is the name of the plant growth and FRUIT is the name of the material defined in the plant.  It almost works, but the tile doesn't show up properly (it's always ⌐) and the item doesn't appear to have mass (increasing its density doesn't change its weight).

Is this a bug, or am I just missing something?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on January 16, 2015, 04:57:57 pm
*** Error(s) found in the file "data/save/region1/raw/objects/creature_standard.txt"
AQUILOUP:Unrecognized Creature Caste Body Gloss Token: TALON
AQUILOUP:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
FAIRY_DRAGON Color Mod Ending With (AQUA,1) Was Not Used

Had this in my error log when I was having the shell problem.  I fixed the aquiloup, but the fairy dragon I had no idea, so I had to take it out of the raws.

Here's the fairy dragon:

Code: [Select]
[CREATURE:FAIRY_DRAGON]
[DESCRIPTION:A distant relative of the true dragon, this colorful, horse-sized creature lives only in enchanted wetlands.  Its wings are too small for flight, but their bright patterns help scare away enemies.]
[NAME:fairy dragon:fairy dragons:fairy dragon]
[CASTE_NAME:fairy dragon:fairy dragons:fairy dragon]
[CHILD:2][GENERAL_CHILD_NAME:fairy dragon hatchling:fairy dragon hatchling]
[CREATURE_TILE:'D'][COLOR:3:5:1]
[FREQUENCY:10][POPULATION_NUMBER:5-10][CLUSTER_NUMBER:1:2]
[BIOME:ANY_WETLAND]
[GOOD][FANCIFUL][PET_EXOTIC][MOUNT_EXOTIC]
[LARGE_ROAMING][NATURAL][MEANDERER]
[PETVALUE:1250]
[PREFSTRING:vibrant colors]
[BODY:QUADRUPED_NECK:TAIL:2WINGS:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ_REG:5TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:CHITIN_CHITIN_TEMPLATE]
[USE_TISSUE_TEMPLATE:CHITIN:CHITIN_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:WING]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:50000]
[BODY_SIZE:1:0:100000]
[BODY_SIZE:2:0:250000]
[BODY_SIZE:3:0:500000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK: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:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[DIURNAL]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:750:600:439:1900:2900] 20 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:2000]
[CLUTCH_SIZE:1:4]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:AZURE:1:EMERALD:1:AMETHYST:1:SAFFRON:1:TURQUOISE:1:HELIOTROPE:1:CARDINAL:1:SPRING_GREEN:1:JADE:1:SCARLET:1:GOLDEN_YELLOW:1:FUCHSIA:1:DARK_PINK:1:AQUA:1]
[TLCM_NOUN:scales:PLURAL]
SET_TL_GROUP:BY_CATEGORY:WING:CHITIN]
[TL_COLOR_MODIFIER:IRIS_EYE_AZURE:1:EMERALD:1:AMETHYST:1:SAFFRON:1:TURQUOISE:1:HELIOTROPE:1:CARDINAL:1:SPRING_GREEN:1:JADE:1:SCARLET:1:GOLDEN_YELLOW:1:FUCHSIA:1:DARK_PINK:1:AQUA:1]
[TLCM_NOUN:wings:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AZURE:1:EMERALD:1:AMETHYST:1:SAFFRON:1:TURQUOISE:1:HELIOTROPE:1:CARDINAL:1:SPRING_GREEN:1:JADE:1:SCARLET:1:GOLDEN_YELLOW:1:FUCHSIA:1:DARK_PINK:1:AQUA:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 16, 2015, 05:08:06 pm
[POPULATION_NUMBER:5-10]

This needs fixing. Something like [POPULATION_NUMBER:5:10]

Not quite sure what is wrong with the dragon's colours, since it has three modifiers that end in aqua. It may be because the wing designation is missing a bracket.

SET_TL_GROUP:BY_CATEGORY:WING:CHITIN]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Old Greg on January 16, 2015, 05:08:33 pm
I believe the problem is that you haven't correctly defined the wings as chitinous, and so there's no 'WING:CHITIN' for the system to apply color to. Also, you used an iris color to define the chitin color, which might be weird.

Specifically, you have the tag [TISSUE_LAYER:BY_CATEGORY:WING] with nothing relevant following it. So, the system is selecting the tissue, and then doing nothing.

By the by, why do you want the wings to be chitinous?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on January 16, 2015, 07:21:44 pm
They're supposed to have butterfly-like wings, like fairies are generally shown as having.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nero1024 on January 17, 2015, 05:33:53 am
If I were to edit entity raws in a save which token edits would require a world regen? Like if I were to add a translation to a civ that didn't have one?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 17, 2015, 05:35:29 am
All of them.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: heydude6 on January 17, 2015, 05:19:12 pm
Is it possible to change the condition at which a monarch arrives? Or at least the condition at which a fortress can be considered a metropolis?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Old Greg on January 17, 2015, 05:21:01 pm
Hm. After an embarrassing amount of trial and error, I figured out that custom entities with [DEFAULT_SITE_TYPE:DARK_FORTRESS] and without [WORLD_CONSTRUCTION:TUNNEL] will cause world creation to crash.

Any idea why that is? Might it be related to the clown-slab rumpus-spires?

I'm afraid I spoke too soon on this one. I generated one world correctly by adding tunnels, but I was unable to reproduce that success.

After a bunch more testing, I can confidently say that the problem lies in position definitions. DARK_FORTRESS entities must have [VARIABLE_POSITIONS:ALL] and [SITE_VARIABLE_POSITIONS:ALL], or they will crash worldgen. I suspect that this is because spire clowns must create their own custom monarch positions to rule over the fortress.

Despite my hypothesis, my attempts to define lesser positions, even those not directly related to a monarch (such as mayor, broker, etc) have all resulted in crashes. Bleh.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on January 17, 2015, 06:21:28 pm
Hm. After an embarrassing amount of trial and error, I figured out that custom entities with [DEFAULT_SITE_TYPE:DARK_FORTRESS] and without [WORLD_CONSTRUCTION:TUNNEL] will cause world creation to crash.

Any idea why that is? Might it be related to the clown-slab rumpus-spires?

I'm afraid I spoke too soon on this one. I generated one world correctly by adding tunnels, but I was unable to reproduce that success.

After a bunch more testing, I can confidently say that the problem lies in position definitions. DARK_FORTRESS entities must have [VARIABLE_POSITIONS:ALL] and [SITE_VARIABLE_POSITIONS:ALL], or they will crash worldgen. I suspect that this is because spire clowns must create their own custom monarch positions to rule over the fortress.

Despite my hypothesis, my attempts to define lesser positions, even those not directly related to a monarch (such as mayor, broker, etc) have all resulted in crashes. Bleh.
There are a few known facts which crash the worldgen when you use DARK_FORTRESS, please check this thread:
http://www.bay12forums.com/smf/index.php?topic=141815.0

Judging by this thread, please make sure that none of your positions have CHAT_WORTHY and make sure there's just one position with [RESPONSIBILITY:LAW_MAKING] (or try to go with NONE and add it as generated one).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Old Greg on January 17, 2015, 06:27:06 pm
Fantastic, I'll peek at that. Thanks a bunch.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Snergler on January 17, 2015, 06:43:09 pm
Anyone know how to produce PLANT_GROWTHs in a reaction properly?

The closest I've got so far is
Code: [Select]
[PRODUCT:100:1:PLANT_GROWTH:BELL:PLANT_MAT:TREE_BELL_MW:FRUIT] where BELL is the name of the plant growth and FRUIT is the name of the material defined in the plant.  It almost works, but the tile doesn't show up properly (it's always ⌐) and the item doesn't appear to have mass (increasing its density doesn't change its weight).

Is this a bug, or am I just missing something?

Code: [Select]
[PRODUCT:100:1:PLANT_GROWTH:FRUIT:PLANT_MAT:plant id:FRUIT]I have only achieved the same result as you, with this and other subtype variants. A item with the correct name, but an incorrect item tile, however when I used said item as a reagent at the still and queued brew drink from plant growth, the product was the correct drink item... i'm not sure if the issue is just the object tile.

I fixed my PLANT_GROWTH to extract, and PLANT_GROWTH to powder reactions...and their @ the modding reactions thread.
http://www.bay12forums.com/smf/index.php?topic=110030.30
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Frock_13 on January 18, 2015, 01:36:41 am
I'm fairly new at modifying the raws, so bear with with me. How could I make an interaction or something that allowed me to heal myself as an adventurer? I'm not meaning the way werecreatures heal, but more like consuming an item to heal a specific part. Example: My left lower arm is cut open, use the interaction, consumes threat material, my arm becomes sutured. Is this even possible?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 18, 2015, 01:40:27 am
Nope.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Frock_13 on January 18, 2015, 01:54:14 am
Ok, thanks for the quick reply! Also, how do you set up ways to create things in adventure mode?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Frock_13 on January 18, 2015, 02:10:41 am
Nevermind, figured it out.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist_McDagger on January 18, 2015, 06:47:48 am
Is there a way to remove pieces of equipment getting worn when you decorate them?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on January 18, 2015, 08:01:21 am
Ok, thanks for the quick reply! Also, how do you set up ways to create things in adventure mode?
You can get examples for ADV mode decoraction and crafting here:
http://www.bay12forums.com/smf/index.php?topic=140950.0

Is there a way to remove pieces of equipment getting worn when you decorate them?
Do you mean you want to make equipped items to be used in reactions? That won't work, items should be on the ground/in stockpile.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on January 18, 2015, 04:09:48 pm
Well, my epic struggle against "civilization placed with no crops" goes on.

Quote
I've taken out all my races but one (no rejections), then added a cave race. They didn't have any non-sentient castes, and they were using the following crop tags:

[INDOOR_FARMING]
[OUTDOOR_FARMING]
[INDOOR_GADENS]
[INDOOR_ORCHARDS]

They were causing rejections.

I've added all the remaining outdoor tags to them, and there were no rejections.

So... What actually causes this? It can't be the lack of edible underground plants. I have those. One is edible raw:
Spoiler (click to show/hide)

There are also other underground plants that are either edible_cooked, or have edible growths. And even then, they had outdoor farming previously!
I'm kind of unsure.

Vanilla dorfs have indoor_farming, indoor_gardens and outdoor_gardens. I have as many (actually more) edible underground plants as vanilla does. What, do they also survive on the outdoor gardens???

[upd] Well, no... they survive without the outdoor gardens. Now I'm only more confused.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on January 19, 2015, 02:24:31 am
So, from my understanding, it's because my underground crops are somehow unsuitable for the worldgen's crop calculation.

Again, it's... weird. In vanilla, there's just the one plant that is edible raw or cooked (plump helmet) and one with edible growths (quary bush) and a couple extracts/mills. I have as many or more (well, one edible raw, more cooked, three with growths). Why won't it work, then?

Actually, here are my plants.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist_McDagger on January 19, 2015, 04:09:26 am
Is there a way to remove pieces of equipment getting worn when you decorate them?
Do you mean you want to make equipped items to be used in reactions? That won't work, items should be on the ground/in stockpile.

No. If you decorate an iron helmet with, say, an elephants tusk's, that piece of armour now shows wear (xIron Helmetx/xxIron Helmetxx) similar to a pair of socks that a dwarf has had for too long. Is there a way to remove that from happening?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 19, 2015, 04:38:53 am
No, it shows up as «Iron Helmet»
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on January 19, 2015, 03:38:34 pm
Question - can [SOIL] be used with [SOIL_OCEAN] and have it appear properly in both locations?
I'm making a hypersimplified version so raw changes are more Fun.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 19, 2015, 04:21:46 pm
Well, I tried simplifying it down to just one generic 'soil' as a test. There was nothing in the errorlog, and the game didn't outright explode, so there is that.

But when I embarked on an ocean, some ramps and floors in the water would rapidly shift between different materials.

I think it would be better if others were to test this as well, in case I messed something up.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on January 19, 2015, 04:23:56 pm
I'll test it once more things are added to my test raws - currently, the only living things are dwarves and goblins, living in a land of Clay, Sand, Stone, and some ores.
I'll mention the ocean soil results once enough exists.

EDIT: On a semi-related note, how exactly do you add interactions to the edible parts of plant fiber?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on January 20, 2015, 01:49:23 am
I have got some question regarding the Growth - Token for Plants. I will take the one of Artichoke as example:

Code: [Select]
        [GROWTH:LEAVES]
[GROWTH_NAME:artichoke leaf:artichoke leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:2:0:0:ALL:1]
[GROWTH:HEART]
[GROWTH_NAME:artichoke heart:STP] bud not fruit
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:HEART]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:0:59999]
[GROWTH_PRINT:'%':'%':4:0:1:0:59999:3]
[GROWTH:FLOWERS]
[GROWTH_NAME:artichoke flower:STP]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
[GROWTH_DENSITY:1000]
[GROWTH_TIMING:60000:119999]
[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]

This one has three growth types (Leaves, Heart and Flowers). I have also seen Buds, Fruit, Pod and Bulb. Which others are possible? Or are they freely nameable, e.g. GROWTH:ROOTS

Growth:Item - What's the NONE referring to?

What does Growth Density do? The higher, the more Leaves on a plant? What are reasonable figures? I have seen nearly everywhere 1000.

What does the final figure of Growth:Print priority do? Does it mean in above example, first grow leaves, then flowers and finally the heart? Can there be the same priority for e.g. all three of them to make them grow at the same time?

One More: What I have read, the first figure of Growth:Print means Overworld-Tile. When it is 0 does it mean, it is invisible? Or does there actually exist a Tile 0?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rose on January 20, 2015, 03:12:58 am
Growth density is not currently implemented, and does nothing.
This is a shame, because I wanted to make Christmas lights.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on January 20, 2015, 11:17:07 am
I have got some question regarding the Growth - Token for Plants. I will take the one of Artichoke as example:

Spoiler (click to show/hide)

This one has three growth types (Leaves, Heart and Flowers). I have also seen Buds, Fruit, Pod and Bulb. Which others are possible? Or are they freely nameable, e.g. GROWTH:ROOTS

Growth:Item - What's the NONE referring to?
Some items in DF have a subtype, but a lot don't.  GROWTH does not have a subtype, so its subtype is always NONE.
What does Growth Density do? The higher, the more Leaves on a plant? What are reasonable figures? I have seen nearly everywhere 1000.
As Japa said, nothing at the moment.  But you can still fiddle with the numbers to future-proof your work.
What does the final figure of Growth:Print priority do? Does it mean in above example, first grow leaves, then flowers and finally the heart? Can there be the same priority for e.g. all three of them to make them grow at the same time?
GROWTH_TIMING is what controls when things appear on the plant.  The GROWTH_PRINT priority seems to control what to display when there would be multiple symbols on a tile.
One More: What I have read, the first figure of Growth:Print means Overworld-Tile. When it is 0 does it mean, it is invisible? Or does there actually exist a Tile 0?
Not sure, but I think the difference of overworld vs. item is how it appears on the plant vs. when it is its own item (fallen to the ground, etc.).  Generically, character 0 is NUL and wouldn't be printed.  DF might print the top-left image of the tile-set, which is usually a fully transparent blank cell.  So it may or may not actually print, and you wouldn't know the difference without modding your tileset.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on January 20, 2015, 07:54:52 pm
When editing tool files, is it possible to have more than one TOOL_USE? And is it disastrous to not fill out every possible use?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 20, 2015, 08:44:56 pm
Yes and I don't understand the second question.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: golemgunk on January 20, 2015, 09:08:57 pm
Does the syndrome token [RESISTABLE] do anything?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 20, 2015, 09:10:38 pm
When editing tool files, is it possible to have more than one TOOL_USE? And is it disastrous to not fill out every possible use?

I don't think anything would go awry if you were to not cover every possible tool use.

I outright removed all tools in a test world, and the only thing lost was convenience.

Does the syndrome token [RESISTABLE] do anything?

I think it allows creatures a chance to resist the syndrome, partly based on their disease resistance attribute. Though I don't know for certain. Strange that the token isn't mentioned on the syndrome page, aside from being used in two example syndromes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on January 21, 2015, 12:54:29 am
@Dirst: Many, many thanks for your comprehensive answers. Those helped a lot.

Regarding this one:

Quote
This one has three growth types (Leaves, Heart and Flowers). I have also seen Buds, Fruit, Pod and Bulb. Which others are possible?

Is it possible to name one type e.g. [GROWTH:ROOTS]. Which item token will I have to use for it? e.g. Will something like this work:?

Code: [Select]
[GROWTH:ROOTS]
[GROWTH_NAME:mandrake root:mandrake roots]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:ROOT]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:189:189:6:0:0:ALL:1]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: wolflance on January 21, 2015, 03:07:39 am
Any way to make leather and cloth wall in the fortress mode a.l.a. army camp?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on January 21, 2015, 04:24:11 am
Any way to make leather and cloth wall in the fortress mode a.l.a. army camp?
Try making a reaction to make a block out of leather and cloth. I'm not too sure about this one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WinterLilium on January 21, 2015, 05:12:19 am
How would I go about making an interaction that targets only children, and only children of a specific caste at that? (I'm looking to make a syndrome that permanently transforms those children into another thing half the time.)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 21, 2015, 05:27:34 am
Can't
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WinterLilium on January 21, 2015, 05:38:22 am
Welp. That... Would explain why it's proving hard to find anything regarding doing so. XD
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on January 21, 2015, 07:20:12 am
How would I go about making an interaction that targets only children, and only children of a specific caste at that? (I'm looking to make a syndrome that permanently transforms those children into another thing half the time.)
The closest thing would be giving the whole caste an interaction that targets itself and can only fire once. 50% chance of going to the next stage of interaction that has tramsform syndrome. Would happen to babies in fort and migrants on arrival.
Check Halfling's disease mod on DFFD (the updated version) for ideas on particular raws.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on January 21, 2015, 07:23:06 am
How would I go about making an interaction that targets only children, and only children of a specific caste at that? (I'm looking to make a syndrome that permanently transforms those children into another thing half the time.)
The closest thing would be giving the whole caste an interaction that targets itself and can only fire once. 50% chance of going to the next stage of interaction that has tramsform syndrome. Would happen to babies in fort and migrants on arrival.
Check Halfling's disease mod on DFFD (the updated version) for ideas on particular raws.
No, you cant.

Only way to target specifically children is with Roses wrapper scripts for dfhack. Halflins disease mod wont help.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on January 21, 2015, 07:49:12 am
How would I go about making an interaction that targets only children, and only children of a specific caste at that? (I'm looking to make a syndrome that permanently transforms those children into another thing half the time.)
The closest thing would be giving the whole caste an interaction that targets itself and can only fire once. 50% chance of going to the next stage of interaction that has tramsform syndrome. Would happen to babies in fort and migrants on arrival.
Check Halfling's disease mod on DFFD (the updated version) for ideas on particular raws.
No, you cant.

Only way to target specifically children is with Roses wrapper scripts for dfhack. Halflins disease mod wont help.
We all have moments where we parse oddly (or not at all) so emphasis added. I hope you have a good day Meph ^_^
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on January 21, 2015, 10:41:27 am
@Dirst: Many, many thanks for your comprehensive answers. Those helped a lot.

Regarding this one:

Quote
This one has three growth types (Leaves, Heart and Flowers). I have also seen Buds, Fruit, Pod and Bulb. Which others are possible?

Is it possible to name one type e.g. [GROWTH:ROOTS]. Which item token will I have to use for it? e.g. Will something like this work:?

Code: [Select]
[GROWTH:ROOTS]
[GROWTH_NAME:mandrake root:mandrake roots]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:ROOT]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:189:189:6:0:0:ALL:1]
That would work, so long as you have a ROOT material defined.  Otherwise just use the existing WOOD material.  You might want to add [GROWTH_HOST_TILE:ROOTS] to make them appear on the right part of the tree, though I don't know how that affects gathering them.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on January 21, 2015, 02:08:09 pm
Do the tree entries work for non-trees as well? However, Mandrake looks like this:

(https://mybyzantine.files.wordpress.com/2010/05/mandragora.jpg)

This plant has big green leaves. And directly connected is a big root, often resembling human shape. Because of that and it's halluzinogenic effect, it was often used for magic rituals. I would like to use their roots to brew some strong alcohol out of it.

How to define a new material? But if material token wood works the same way, that will be as good.

Where to put the [STOCKPILE_PLANT_GROWTH] token to make the raw roots appear in the stockpile as plant entry?

What about amending the code like this?

Code: [Select]
[GROWTH:ROOTS]
[GROWTH_NAME:mandrake root:mandrake roots]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:WOOD]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:189:189:6:0:0:ALL:1]
[STOCKPILE_PLANT_GROWTH]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on January 21, 2015, 02:50:20 pm
Sorry, I mis-read the mandrake as mangrove, thus the reference to wood and tree parts.  I doubt the location tag would make any difference on a single-tile plant, though it might affect how things are described in Adventure mode.

If the root is to have medicinal/ritual properties, then it should be its own material possibly with REACTION_CLASS tags in it.  I'd suggest not making it edible so that it doesn't end up in the kitchen.  Or make it edible with a nasty syndrome, and force the player to stockpile it very carefully.

Look at the vanilla BREW_DRINK_FROM_PLANT_GROWTH or PROCESS_PLANT_TO_BAG reactions for how to process the roots.  Those use the reaction-product tags that are new to 0.40, which are worth learning.

Simulating the alleged danger of harvesting mandrake would be difficult (requiring event triggers in DFHack) without adding any fun for the player.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on January 21, 2015, 03:27:05 pm
Ok. That's what I cooked up so far:

Spoiler (click to show/hide)

I took some existing plants as base and tried to amend them to fit my purpose. Despite of the GROWTH:ROOTS - tokens (including the material definitions- how to do?), the rest should be somehow ok - at least I hope so.

I borrowed also one code line from the quarry bushes and amended it to: [ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:ROOTS:LOCAL_PLANT_MAT:ROOT]. So, when done correctly, one bag plus one mandrake yields one mandrake root?

Will be awesome, if you could have a look onto this code. Thx. :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on January 21, 2015, 03:30:35 pm
Ok. That's what I cooked up so far:

Spoiler (click to show/hide)

I took some existing plants as base and tried to amend them to fit my purpose. Despite of the GROWTH:ROOTS - tokens (including the material definitions- how to do?), the rest should be somehow ok - at least I hope so.

I borrowed also one code line from the quarry bushes and amended it to: [ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:ROOTS:LOCAL_PLANT_MAT:ROOT]. So, when done correctly, one bag plus one mandrake yields one mandrake root?

Will be awesome, if you could have a look onto this code. Thx. :)
Would be glad to look at it, but work is getting in the way.  If no plant experts have seen this by then, I'll see if I can help.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on January 21, 2015, 03:37:25 pm
Thx alot. There's no rush.

One more thing coming into my mind: I fear the above code does now make alcohol out of the main plant and not the roots ...  :-\
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 21, 2015, 03:46:15 pm
It shouldn't. You don't have [MATERIAL_REACTION_PRODUCT:DRINK_MAT] in the main part of the plant.

You are lacking a root material, and [STOCKPILE_PLANT_GROWTH] is a material token, not a plant growth token.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on January 21, 2015, 08:33:10 pm
Is there a place to ask for ideas for creatures?  My fairy dragon seems to have the magical power of causing havoc in my raws, so I've been forced to get rid of it.  Now I need to come up with another possibility for a good-aligned wetland creature.  The only halfway-decent one I can come up with is a makara, and idk if that would be too culturally appropriative?  I would probably envision it as some juggalo in a codpiece a tusked croco-deer.  Wetlands have been seen as scary and dark places for so long, so it's hard to find ideas for a benevolent swamp creature.

I do have ideas for a swamp thing, to complement the sasquatch and yeti.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on January 21, 2015, 08:35:42 pm
I can give a suggestion.
A humanoid beast made of lilies, both the flower and the pad.
To support the mass of plant, it has a skeleton made of wood.
Still flimsy, but far less so.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on January 21, 2015, 08:52:53 pm
I've thought about humanoids such as nymphs, because they're usually where there are trees or water, and swamps have no shortage of both.  I tend to go with the "make it useful", "useful" meaning it can be butchered and/or tamed.  Not really sure what you'd do with those things (lily golems?), except perhaps get special wood.  We have a sore lack of green-colored lumber in DF.

Then again, people never had a problem with factory-farming mermaids, so I guess they might be a place to start from.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on January 21, 2015, 08:56:17 pm
I was thinking the lily golems would be about as smart as trolls - not the brightest, but still intelligent.
Killing them for their special green logs would be dramatically less sadistic than mermaid drowning traps, since they'd be plentiful in their home biome, not hard to acquire, and simple to kill.
Plus, their logs would be as valuable as any; it'd be just as simple to brutalize a couple wagons for their logs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on January 22, 2015, 11:01:08 am
I've thought about humanoids such as nymphs, because they're usually where there are trees or water, and swamps have no shortage of both.
Yeah, there are a bunch of variations on nymphs for different biomes, and there's no need to stick strictly to what Greek Mythology had.  Normally such similar variations might be suitable as castes, but all castes of a creature need to share the same biome(s).  That means a different creature for each type, and they're likely to crowd each other out in varied terrain.  That is, you're fairly likely to see one kind of nymph in a good-aligned embark site, but probably only one kind.

Someday, good/evil biomes are going to be generalized to Spheres, and nymphs might do a better job of competing for spawn slots.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on January 22, 2015, 11:27:27 am
It shouldn't. You don't have [MATERIAL_REACTION_PRODUCT:DRINK_MAT] in the main part of the plant.

You are lacking a root material, and [STOCKPILE_PLANT_GROWTH] is a material token, not a plant growth token.

I added now following part:

Code: [Select]
[USE_MATERIAL_TEMPLATE:ROOT:FRUIT_TEMPLATE]
                [MATERIAL_VALUE:1]
[STATE_COLOR:ALL:BROWN]
[EDIBLE_VERMIN]
                [STOCKPILE_PLANT_GROWTH]

Does this work as material identifier? If not, which code to use?

My full code looks now like this:

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on January 22, 2015, 04:26:58 pm
Any ideas why creatures look so dark?

(http://img.prntscr.com/img?url=http://i.imgur.com/FFjYYuA.png)

They are supposed to look like that:
(http://i.imgur.com/uegpcNu.png)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DragonDePlatino on January 22, 2015, 05:14:45 pm
(Finally, a question I can answer)

Are your graphics set to be AS_IS or ADD_COLOR? If they are set to the latter in their raw files, then the sprites will be colored over in-game, which might darken them. You can read more about graphics sets here (http://dwarffortresswiki.org/index.php/DF2014:Graphic_set#Text_File_Syntax).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on January 22, 2015, 05:54:39 pm
Where exactly are the interactions stored?
Interactions like necromancy and such.
Are they in the normal raws or are they hardcoded?
Does the examples folder matter?
I've heard that it both doesn't matter and does matter.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 22, 2015, 06:00:40 pm
Necromancy, were-beasts, vampires, and other such interactions are hard-coded and slightly randomized. They can be disabled in the advanced world generator. Interactions similar to these that are created by the player will still appear even if their coded counterparts are disabled in the advanced world generator.

The example folder is just a folder of examples.

There are a few interactions in the interactions_standard file of the raws, but that is just stuff like cats cleaning themselves or bumping heads, material emissions, and the interactions that squids, octopuses, and cuttlefish use to disappear when they spray ink.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on January 22, 2015, 07:14:22 pm
Thanks for the clarification.
EDIT: Is this a valid syndrome?
Code: [Select]
[CE_BRUISING:SEV:25:PROB:100:BP:UPPERBODY:SKIN:BP:LOWERBODY:SKIN:START:750:PEAK:1500:END:3600]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on January 22, 2015, 08:10:42 pm
(Finally, a question I can answer)

Are your graphics set to be AS_IS or ADD_COLOR? If they are set to the latter in their raw files, then the sprites will be colored over in-game, which might darken them. You can read more about graphics sets here (http://dwarffortresswiki.org/index.php/DF2014:Graphic_set#Text_File_Syntax).
Doh, it was so simple yet I forgot about it. Thank you very much.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 22, 2015, 08:27:37 pm
Is this a valid syndrome?
Code: [Select]
[CE_BRUISING:SEV:25:PROB:100:BP:BY_TYPE:UPPERBODY:SKIN:BP:BY_TYPE:LOWERBODY:SKIN:START:750:PEAK:1500:END:3600]

It's an incredibly weak syndrome, but other than that I do not get errors in the errorlog.

I changed it a bit so that it should target body parts correctly.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on January 22, 2015, 09:40:05 pm
Is this a valid syndrome?
Code: [Select]
[CE_BRUISING:SEV:25:PROB:100:BP:BY_TYPE:UPPERBODY:SKIN:BP:BY_TYPE:LOWERBODY:SKIN:START:750:PEAK:1500:END:3600]

It's an incredibly weak syndrome, but other than that I do not get errors in the errorlog.

I changed it a bit so that it should target body parts correctly.

I think I need to buff it then.
I want it so it causes moderate bruising. Won't cause any severe damage, but will cause softening.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Untrustedlife on January 24, 2015, 05:32:15 pm
quick questionguys, ever since I ported a mod I use (my  own) to 40.24 ive been getting this error:

FIREMANCY
     a1
     a2

and it does the same for my Aquamancy.

The raws are huge so I wont share it unless asked, Im just wondering what the a1 and a2 represent.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Old Greg on January 24, 2015, 08:13:37 pm
I imagine Firemancy and Aquamancy are secrets?

You might wanna let us see the relevant raws. That error looks like a formatting problem, and I don't think I'd be able to diagnose it without peeking.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Untrustedlife on January 24, 2015, 09:50:51 pm
I imagine Firemancy and Aquamancy are secrets?

You might wanna let us see the relevant raws. That error looks like a formatting problem, and I don't think I'd be able to diagnose it without peeking.
Yes they are secrets.
Spoiler (click to show/hide)

all the abilities work perfectly otherwise, these a1 a2 things just pop up in the error log for no apparent reason.Secrets still work.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on January 25, 2015, 12:40:15 am
I imagine Firemancy and Aquamancy are secrets?

You might wanna let us see the relevant raws. That error looks like a formatting problem, and I don't think I'd be able to diagnose it without peeking.
Yes they are secrets.
Spoiler (click to show/hide)

all the abilities work perfectly otherwise, these a1 a2 things just pop up in the error log for no apparent reason.Secrets still work.
I pasted them in and didn't get those errors. Just the ones about the .txt names.
You do have them in a .txt named "interaction_"+whatever right? Cause they put out no real error for me (after deleting the Mundane Recording stuff to stop that spam). Be sure to clear your errorlog before firing up DF to be certain they are from the current session.

Appears to have shown up after spawning them in and letting them duke it out.


Happens the moment of arena spawn on Necromancers, Cursed, and Werebeasts (the default). Is probably because of the ADD_SYNDROME tag as mummies and animated don't use it and don't make that "error" on arena spawn.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on January 25, 2015, 01:19:20 pm
What's the best way to test newly created plants? Object Testing Arena seems to be made for Weapons/Armory.

Is there a simple way to find embarks with a specific plant appearing? I created the Mandrake Plant with following slightly amended code:

Spoiler (click to show/hide)

Following entries appear in the stockpile menu:

plant: mandrake
drink (plant): mandrake cordial
seeds: mandrake seeds
fruit/leaves: mandrake root

So this looks good from that way. But I have no idea, if the drink-reaction works properly and which part of the plant is taken for brewing.  :-\
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 25, 2015, 03:37:47 pm
You have [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] under the STRUCTURAL material, so the main part of the plant itself would be used for brewing.

The only thing I could think of for testing would be to embark in the biome that the plant grows in, which looks like it would be any temperate biome. Then just start harvesting until you find a few mandrakes in your stockpiles. There's probably better ways, though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 25, 2015, 03:41:16 pm
Add the outdoor farming tokens to dwarves and you can embark with the plants and their seeds.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on January 25, 2015, 04:24:05 pm
You have [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] under the STRUCTURAL material, so the main part of the plant itself would be used for brewing.

When putting it under [USE_MATERIAL_TEMPLATE:ROOT:FRUIT_TEMPLATE] will then only the roots be used?


Add the outdoor farming tokens to dwarves and you can embark with the plants and their seeds.


Thx. Will test that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 25, 2015, 04:45:57 pm
The plant growth brewing reaction has this:
Code: [Select]
[REAGENT:plant:1:PLANT_GROWTH:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]

So it will look for a plant growth item with a material that has a reaction product with an ID called DRINK_MAT. If you put [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] under the root definition, then the root will be used.

So the answer should be yes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on January 25, 2015, 06:29:50 pm
Will the following result in 1 (friendly) target being chosen by the ai under the appropriate conditions, or is some of it extraneous?

      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:MAX_TARGET_NUMBER:A:1]
      [CDI:WAIT_PERIOD:600]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 25, 2015, 06:37:32 pm
It will choose any C target it can see within line of sight, which is at a range of 15 tiles. It will pick one target for the C effect and one for the A effect.

To make it target friendly units, give it a usage hint of GREETING. It will target friendly creatures whenever possible then.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on January 25, 2015, 08:31:54 pm
I'm trying to make an adventure mode reaction that takes no item and makes a completely random item of a random material.
I've made one that takes an item of any material and any kind and makes anything else, but not taking nothing and making absolute randomness.
How would one do this?
EDIT: Alright, apparently having NONE for the item token creates a crash...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on January 26, 2015, 12:56:43 am
The plant growth brewing reaction has this:
Code: [Select]
[REAGENT:plant:1:PLANT_GROWTH:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:DRINK_MAT]

So it will look for a plant growth item with a material that has a reaction product with an ID called DRINK_MAT. If you put [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] under the root definition, then the root will be used.

So the answer should be yes.

Thx for clarification. So now I only need a reaction to process the Mandrake Plant into it's parts. Can this also be done within the plant tokens?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Snergler on January 27, 2015, 02:06:58 pm

Thx for clarification. So now I only need a reaction to process the Mandrake Plant into it's parts. Can this also be done within the plant tokens?

I just finished a number of custom reactions involving PLANT_GROWTH items, maybe they can help you.
plant
Spoiler (click to show/hide)
reactions
farmers workshop
Spoiler (click to show/hide)
still
Spoiler (click to show/hide)
screw press
Spoiler (click to show/hide)
quern
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BenLubar on January 27, 2015, 05:07:07 pm
I have this plant modded in:

Spoiler (click to show/hide)

however, when I make clothes out of it, they don't seem to affect the temperature of anything. Am I doing something wrong, or does MAT_FIXED_TEMP not work with clothing?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on January 28, 2015, 06:55:34 am
*** Error(s) finalizing the creature FLESH_BALL
undefined local creature material set to default: FLESH_BALL MUSCLE
*** Error(s) finalizing the creature POND_GRABBER
undefined local creature material set to default: POND_GRABBER CLAW
*** Error(s) finalizing the creature CAVE_FLOATER
undefined local creature material set to default: CAVE_FLOATER LEATHER
*** Error(s) finalizing the creature CAVE_BLOB
undefined local creature material set to default: CAVE_BLOB LEATHER
*** Error(s) finalizing the creature WAMBLER_FLUFFY
undefined local creature material set to default: WAMBLER_FLUFFY TALLOW
undefined local creature material set to default: WAMBLER_FLUFFY LEATHER
undefined local creature material set to default: WAMBLER_FLUFFY FAT
undefined local creature material set to default: WAMBLER_FLUFFY HAIR
*** Error(s) finalizing the creature MUSSEL
undefined local creature material set to default: MUSSEL TALLOW
undefined local creature material set to default: MUSSEL LEATHER
*** Error(s) finalizing the creature OYSTER
undefined local creature material set to default: OYSTER TALLOW
undefined local creature material set to default: OYSTER LEATHER
*** Error(s) finalizing the creature AQUILOUP
undefined local creature material set to default: AQUILOUP FEATHER
*** Error(s) finalizing the creature PANGOLIN
undefined local creature material set to default: PANGOLIN SKIN
*** Error(s) finalizing the creature PANGOLIN_MAN
undefined local creature material set to default: PANGOLIN_MAN SKIN
*** Error(s) finalizing the creature GIANT_PANGOLIN
undefined local creature material set to default: GIANT_PANGOLIN SKIN
*** Error(s) finalizing the creature FORGOTTEN_BEAST_4
undefined local creature material set to default: FORGOTTEN_BEAST_4 POISON


Any idea what this is on about?  I added in a bison creature, but I haven't touched any of these, and I thought I fixed the aquiloup thing.  I don't know why modding became so much harder after 40.19...every modded creature I add brings about some kind of bug.

Apparently modding it in somehow causes oysters and mussels to have leather and tallow templates?  This doesn't make a lick of sense.  Why do modded raws in one file mess up untouched raws in completely separate files?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on January 28, 2015, 07:01:54 am
Double-check the bison details. Did you accidentally duplicate something?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on January 28, 2015, 07:08:35 am
I can't see anything, but here's the code:

Code: [Select]
[CREATURE:BISON]
[DESCRIPTION: A huge, powerful bovine with short, curved horns and a humped back.  Great numbers of these beasts traverse the temperate plains.]
[NAME:bison:bison:bison]
[CASTE_NAME:bison:bison:bison]
[CREATURE_TILE:'B'][COLOR:6:0:0]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[POPULATION_NUMBER:15:30][FREQUENCY:10]
[CLUSTER_NUMBER:3:7]
[PETVALUE:500]
[PREFSTRING:strength]
[LARGE_ROAMING]
[BENIGN][MEANDERER][PET_EXOTIC][TRAINABLE]
[VISION_ARC:50:310]
[STANDARD_GRAZER]
[BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:2HEAD_HORN]
[NATURAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:fleece]
[STATE_ADJ:ALL_SOLID:fleece]
[YARN]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]

[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD: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:0:0:70000]
[BODY_SIZE:1:0:350000]
[BODY_SIZE:2:0:900000]
[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:10:25]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[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:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[DIURNAL]
[HOMEOTHERM:10068]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:711:521:293:1900:2900] 30 kph, NO DATA
[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]
[TRADE_CAPACITY:1500]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BROWN:1]
[TLCM_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:fleece: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]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:3]

Perhaps it's the trade capacity without being a wagon puller?

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on January 28, 2015, 07:22:10 am
Nah, that just makes them potential merchant pack animals. That's one thing that actually works as intended.

Are you sure you changed nothing else? I'm seeing things go haywire with forgotten beasts, and the raws for those are hidden away inside the executable. I'm thinking something's wrong in material_template_default.txt.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on January 28, 2015, 08:20:11 am
I don't believe I've changed material_template_default.txt at all.  I've never even touched the file, and the info for the file indicates thus.  Somehow I managed to make the forgotten beast stuff go away.  All the other mods that are currently in don't cause me any trouble at all.

I removed the leather and tallow tags from the shellfish, but it gives me errors for it anyway.  I'm starting to consider giving up modding, because after 40.19 it doesn't do anything but cause bugs.

I even tried copy-pasting unmodified raws onto the (equally unmodified) shellfish raws, but to no avail.  It still gives errors for things that don't even exist.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ptb_ptb on January 28, 2015, 10:56:28 am
Dwarves have "No remarriage" "No babies outside of marriage". Are humans the same by default and is there any way to change that in the raws?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on January 28, 2015, 11:01:57 am
All civs are like this, and there is no way to change this. dfhack does have a script to turn creatures pregnant though, as well as Raidau's script that deletes old marriages, so people can remarry.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 28, 2015, 01:52:14 pm
I also have a script to have two units have a child regardless of sex and marriage status.

...I wonder if it works cross-species.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on January 28, 2015, 04:01:05 pm
Tried to delete and re-add the bison, this time with more space between it and the last entry.  No help.

Why can't modding be nice and simple like it was in 40.19?  I made more complex creatures there and they never gave me any trouble.

I guess I'll have to start a game to see if the oyster/mussel tallow & leather crap actually has any effect on the gameplay itself.  I suspect it has something to do with peasants arriving who have literally no skills at all. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 28, 2015, 04:03:22 pm
What mods are you using?

There may be a possibility of raw duplication.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on January 28, 2015, 04:04:19 pm
@Badger.

Quote
Auxiliary file changes for 0.40.24:

   plant_standard:
         muck root, bloated tubers got seeds
   creature_tropical_new:
         pangolin [REMOVE_TISSUE:SKIN]
   creature_small_ocean:
         mussel and oyster got leather/tallow/soap
   creature_other:
         wambler got leather/tallow/soap, changed FLUFF/PUDGE tokens to HAIR/FAT to avoid template conflict (still named the same)
   creature_next_underground:
         floater and blog got leather
         pond grabber stopped using claw template -- did manual name change instead
         flesh ball FLESH token to MUSCLE to avoid template conflicts, also added flesh name change

Toady updated the game, and you didn't update the raws.  You must have imported your old raws into the new version.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on January 28, 2015, 04:15:09 pm
I have been doing that, mainly to correct what I perceived were mistakes.  I'll replace those raws with ones from a fresh download of 40.24 and see if that helps any.  But how the hell do you even get leather from an oyster?  They don't even have skin!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on January 28, 2015, 04:41:37 pm
Well, oddly enough...
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on January 28, 2015, 11:43:23 pm

Thx for clarification. So now I only need a reaction to process the Mandrake Plant into it's parts. Can this also be done within the plant tokens?

I just finished a number of custom reactions involving PLANT_GROWTH items, maybe they can help you.

Many thanks. I have got following questions regarding your nether bush code:

1) For the Use Material Template_Oil Template, you added the lines:

[MATERIAL_REACTION_PRODUCT:EXTRACT_MAT:LOCAL_PLANT_MAT:EXTRACT]
[MATERIAL_REACTION_PRODUCT:SOAP_MAT:LOCAL_PLANT_MAT:SOAP]

Are those lines necessary for processing the oil into soap? I am referring to e.g. the original quarry bush definition, which does not have this tokens and still soap can be processed.

2) Same with this line [MATERIAL_REACTION_PRODUCT:THREAD_MAT:LOCAL_PLANT_MAT:THREAD]. That one is neither used for Pig Tail, Rope Reed, Cotton, etc. to process them into thread.

3) What's the difference between [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE] and [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]? Both seem to refer to the main body of the plant. But which one is responsible for what?

4) What's the purpose of the farmer workshop/still/screw press/quern reactions? Are they really necessary to process products as you wish. Or wouldn't it be done because of the Material_Reaction_Products anyway?

I hope you don't take all those questions personally. I just try to get some basic understanding. Things really start to become confusing. XD
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on January 29, 2015, 05:48:39 am
1) For the Use Material Template_Oil Template, you added the lines:

[MATERIAL_REACTION_PRODUCT:EXTRACT_MAT:LOCAL_PLANT_MAT:EXTRACT]
[MATERIAL_REACTION_PRODUCT:SOAP_MAT:LOCAL_PLANT_MAT:SOAP]

Are those lines necessary for processing the oil into soap? I am referring to e.g. the original quarry bush definition, which does not have this tokens and still soap can be processed.

The second line (SOAP_MAT stuff) is normally attached to the generic PLANT_OIL_TEMPLATE from the very start, so you wouldn't usually need that line, no. The EXTRACT_MAT thing is for a completely different reaction, see question 4.

2) Same with this line [MATERIAL_REACTION_PRODUCT:THREAD_MAT:LOCAL_PLANT_MAT:THREAD]. That one is neither used for Pig Tail, Rope Reed, Cotton, etc. to process them into thread.
That's a hook for the fancy farmer's workshop reaction, also see question 4. The hardcoded weaver job doesn't look for material reaction products, just a THREAD tag in the thread material.

3) What's the difference between [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE] and [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]? Both seem to refer to the main body of the plant. But which one is responsible for what?
The USE_MATERIAL_TEMPLATE imports the basic plant structure material and BASIC_MAT tells the plant what it's principally made of, exactly. You could ignore the first one and have just [BASIC_MAT:INORGANIC:GOLD] to get pretty expensive sprouts.

4) What's the purpose of the farmer workshop/still/screw press/quern reactions? Are they really necessary to process products as you wish. Or wouldn't it be done because of the Material_Reaction_Products anyway?
They do things that the hardcoded "Process Plant (Barrel)" stuff doesn't do, which is find leaves and fruit from/place products inside bags. If you just have a big ol' tomato that you want to extract into I dunno, tomato poison, you need only a single tag in the plant's definition that points to the extract material. Kobold bulbs, valley herbs and sweet pods show how it's done.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on January 29, 2015, 11:20:23 am
I get the "undefined local creature material set to default" errors as well. Just updated to 40.24, now I have a 256kb error log, with a line for each creature:

Code: [Select]
*** Error(s) finalizing the creature TOAD
undefined local creature material set to default: TOAD LEATHER
*** Error(s) finalizing the creature WORM
undefined local creature material set to default: WORM LEATHER

Even for procedually generated creatures like nightcreatures and divine guardians.

It seems that df 40.24 doesnt like it when I redirect animal mats in body_plan_detail, because I have this entry there:
Code: [Select]
{ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE}
NO_DIVERSE_LEATHER[ADD_MATERIAL:LEATHER:CREATURE_MAT:ANIMAL_LEATHER:LEATHER]

It replaces all "toad leather" and "worm leather" with "animal leather". It worked fine in 40.23. -.-
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 29, 2015, 12:15:20 pm
That error was still around in 0.40.23, it just wasn't shown.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Snergler on January 29, 2015, 12:35:34 pm


Quote
Many thanks. I have got following questions regarding your nether bush code...
You're questions are legitimate, and good ones. I am not an expert coder... so if some of the tokens are
redundant or unnecessary... I wrote them using trial and error, and when I stopped getting error messages
I stopped writing  :P, but as scam tank said, some of the hardcoded reactions don't look for seeds and growths in bags,
so if you want to use bag items they have to have their own custom reaction.
Looking at  raw/objects/material_template_default  file is where you can see which materials have which reaction tokens by default, and so not requierd in your custom reactions.
Thanks scam tank for answering those Qs better than I could(not being sarcastic) , I learned something from them myself :)
BTW Urist their is a dedicated reaction questions thread as well http://www.bay12forums.com/smf/index.php?topic=110030.0
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on January 29, 2015, 12:38:53 pm
Putnam: Thanks. Got it fixed, I now do it via tan_mats.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: abysmalduke on January 29, 2015, 07:56:20 pm
I'm having an issue with my !!fun!!-machine. Whenever I test it it in arena. It spawns fine, but soon as the game is unpaused. The creature receives a "major injury" where it strips away the ability to stand and walk. Any idea what is causing this? I know about the frequency but it's there for certain reasons. It is basically a mix between hydra, dragon and bronze colossus.

Here is the code...
Spoiler (click to show/hide)

... and the associated custom bodyparts.
Spoiler (click to show/hide)

Help really appreciated.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 29, 2015, 08:37:30 pm
It has no THOUGHT part (EG a brain). Either give it one of those or NO_THOUGHT_CENTER_FOR_MOVEMENT.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: abysmalduke on January 30, 2015, 01:13:13 am
It has no THOUGHT part (EG a brain). Either give it one of those or NO_THOUGHT_CENTER_FOR_MOVEMENT.

It is actually already there.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 30, 2015, 01:15:13 am
Any errorlog?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: abysmalduke on January 30, 2015, 02:23:56 am
Oh yeah.

Spoiler (click to show/hide)

Other than that, no line implying about stance, thought and movement.

EDIT: Turns out that I have a duplicate file. And I was editing the wrong one. All sorted out! Silly me.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Propman on January 30, 2015, 06:21:02 am
Fiddling around with syndromes a bit, how does one get a specific caste to experience sickness from staying underground for a prolonged period of time?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 30, 2015, 08:15:31 am
Create an interaction that only the selected caste has, and have them use it on themselves.

Use IT_AFFECTED_CREATURE:CREATURE:CASTE to make sure that they only use it on themselves.

Give the interaction [CE:COUNTER_TRIGGER:CAVE_ADAPT:min number:max number:REQUIRED]

Replace the min number and max number with the time in ticks. Here are some time examples, if you need them:

100800 (3 months)
201600 (6 months)
302400 (9 months)
403200 (1 year)

The maximum cave adapt number is 800,000 according to the wiki.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on January 30, 2015, 11:50:58 am
Is the only way to produce a mostly vertical leap the whole directed dust method?

I was trying to figure out if there was any way briefly enable flight gaits, or directly adjust the jumping trajectory shapes, and I did find some x/y/z values linked to jumping tags in gm-editor but I can't see what they do if anything after fiddling with them.

I was trying to see if I could get the game to treat me as a thrown projectile and even pondered some sort of convoluted interaction involving firing something on an upward arc and then some way to swap places and momentum with the projectile... no luck to date.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McEngraver on January 30, 2015, 05:53:36 pm
Howdy, I was attempting to make a reaction which will essentially make a renamed coat, but I had a few questions about it:

1, is it possible to have it made in a clothiers shop, what would be the tag for that workshop
2, what have I done horribly wrong with this reaction?


Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 30, 2015, 06:16:30 pm
1. No
2. GET_MATERIAL_FROM_REAGENT should be GET_MATERIAL_FROM_REAGENT:cloth:NONE
3. You need 10000 cloth, not 1
4. Do you really want to make 5, even with 10000 (I.E 1) cloth?
5. If you've actually added uniform jackets to the raws properly, you shouldn't need a reaction to make it at all
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 30, 2015, 06:17:54 pm
You cannot add reactions to the clothiers.Though if you permit the entity of your choice to wear the uniformed jacket, it will be added to the clothier's automatically. If the jacket is capable of being made of cloth, that is.

You have created an article of clothing called ITEM_ARMOR_UNIFORMJACKET, correct?

As for your reaction, there are some problems.

Your building token is missing its second argument.

Your product number needs to be much higher.

You messed up the product's item. It just needs to be ARMOR:ITEM_ARMOR_UNIFORMJACKET, and you did not add a reagent ID. Even though there is one reagent, it may cause some problems. A better line may appear like this:
Code: [Select]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_UNIFORMJACKET:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
Armor is not an item that has a dimension, so the product dimension tag may cause issues.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on January 30, 2015, 06:20:21 pm
Oh, fucking hooray.  I modded another creature that messes up the shelled creatures in the game, though to a lesser extent than the fairy dragon.  How can what is literally a renamed yak cause so much havoc?

I'll post the raws, although I don't think there's anything really wrong with them.

Code: [Select]
[CREATURE:BISON]
[DESCRIPTION: A huge, powerful bovine with short, curved horns and a humped back.  Great numbers of these beasts traverse the temperate plains.]
[NAME:bison:bison:bison]
[CASTE_NAME:bison:bison:bison]
[CREATURE_TILE:'B'][COLOR:6:0:0]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:SHRUBLAND_TEMPERATE]
[POPULATION_NUMBER:15:30][FREQUENCY:25]
[CLUSTER_NUMBER:3:7]
[PETVALUE:500]
[PREFSTRING:strength]
[LARGE_ROAMING]
[BENIGN][MEANDERER][PET_EXOTIC]
[VISION_ARC:50:310]
[STANDARD_GRAZER]
[BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:2HEAD_HORN]
[NATURAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[SELECT_MATERIAL:HAIR]
[STATE_NAME:ALL_SOLID:fleece]
[STATE_ADJ:ALL_SOLID:fleece]
[YARN]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]

[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD: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:0:0:70000]
[BODY_SIZE:1:0:350000]
[BODY_SIZE:2:0:900000]
[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:10:25]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[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:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[DIURNAL]
[HOMEOTHERM:10068]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:711:521:293:1900:2900] 30 kph, NO DATA
[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]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BROWN:1]
[TLCM_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:fleece: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]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:3]

I'm starting to think it might be the way they're arranged within the text file, like there being the wrong amount of space between one creature and the next or something.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 30, 2015, 06:27:42 pm
What mods are you running? And is there anything in your errorlog?

Generally one creature shouldn't mess with the entire game, though if you have duplicated raws, such as two [CREATURE:BISON] entries, then the game may flip its shit. Even if those entries are in different files altogether.

Arrangement in the text file shouldn't cause an issue, so long as it has a proper [OBJECT:] token and a header at the start.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on January 30, 2015, 06:32:23 pm
I wrestled a bit with something similar to what you had earlier, actually. I had added a new JOINT material into the STANDARD_MATERIALS bunch and the tissue definition had it draw from the cartilage as a baseline - a bunch of squid-creatures that have REMOVE_MATERIAL:CARTILAGE were screaming errors.

I'm still sorta convinced that it's less about the creature and more about a minor change to some stem structure in body_detail_plan_default or something. Is that bison really causing those? Do they still happen if you just gut the definition and copy the raws of a toad in its place?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on January 30, 2015, 07:09:25 pm
I'm running my very own "shear anything that looks hairy enough" and "train anything vaguely canine" mods.  I also have two modded creatures, which I created back in 40.19, that don't give me any problems whatsoever.  I haven't touched any of the three body files.  I might try replacing them with "fresh" files and see what that does.

I'm pretty sure it wasn't just the bison - replacing some of my other modded raws with fresh ones helped ameliorate the problem.

Errorlog has been pretty empty except for the oyster tallow crap I fixed fairly recently, and I had trusted that an empty errorlog meant nothing was wrong and everything was working as intended, but apparently that's not the case. 

Since it happened with the fairy dragon as well, I've a hunch that the creatures themselves are not the problem.

And I know that if I remove the creature, the problem is fixed, but if I add the creature in any capacity, the problem returns.  Replacing the three body files with fresh ones didn't help the problem one bit. 

EDIT: Shifting its position a bit has allowed oysters and mussels to spawn normally, but apparently locked out pond turtles.  Still, this is the closest to normal I've gotten so far.

RE-EDIT: Tacking on dingo raws to the bison just made the problem return.  I might just go ahead and gen a world for the express purpose of having you guys take a look at it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McEngraver on January 30, 2015, 09:16:14 pm
Hm, after some kind help from ya'll I did manage to make four different items that function, but not all will show up at the same time -

I assume this is caused by not all civilizations having access to all types of armor/metals at the same time, is there a way to force them to always have it?

Edit: Apparently adding :FORCED] instead of :COMMON] works. Who knew? /sarcasm
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: That Wolf on January 30, 2015, 09:52:11 pm
Can I change the hammerer in the raws to be a lasher or a bowman etc? And how do I do so.
Do I change the hammer to longsword or what?
[Resposibility:executions]
[Execution_skill:hammer]

So it reads

[Execution_skill:longsword]
Any help will be cherised.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 30, 2015, 10:11:59 pm
As you may be able to guess by the tag, it selects weapon by the skill needed to use it. So swords would be [EXECUTION_SKILL:SWORD]

Here's the skill token page. (http://dwarffortresswiki.org/index.php/DF2014:Skill_token)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on January 30, 2015, 11:34:19 pm
Thanks scam tank for answering those Qs better than I could(not being sarcastic) , I learned something from them myself :)
BTW Urist their is a dedicated reaction questions thread as well http://www.bay12forums.com/smf/index.php?topic=110030.0

Many thx to both of you. Helped me a lot. :-)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: That Wolf on January 31, 2015, 01:49:11 am
I tried to give other civs the goblins mask token [HELM:ITEM_HELM_MASK:UNCOMMON] and they dont seem to be able to make them. How do I get it to work, do I change uncommon to common?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 31, 2015, 03:04:06 am
I tried to give other civs the goblins mask token [HELM:ITEM_HELM_MASK:UNCOMMON] and they dont seem to be able to make them. How do I get it to work, do I change uncommon to common?

That should make it more likely for the civ to have masks, yes.

Though just to warn you, masks make poor armour.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: That Wolf on January 31, 2015, 03:17:29 am
Yeah wanted an adamantium mask for my executioner and adventurer
But despite it being an uncommon item earlier I couldnt make it. The other uncommon items like turbans could be made.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nahere on January 31, 2015, 05:12:13 am
That setting effects how likely it is the entity will know how to make the item, not how often it is used by the entity.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: EuropeanDorf on January 31, 2015, 11:48:53 am
So I tried to do something.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Note that the // comments are not in the actual text.

Is not selectable from Arena.

I do remember creating a new weapon that was selectable from arena, though. THESE THINGS ARE EASIER.

How much shit did I do wrong here?

Is it easier to say what I did right? :P

(Also, how does one make ranged attacks?)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on January 31, 2015, 12:23:40 pm
I have my own issues with modding creatures, but let me take a look and see what's going on.

I think the "Goomy" in [NAME] and [CASTE_NAME] have to be in all caps, but I haven't tried it otherwise.

I think you need to put a clutch size.  Unless the 6th gen changed things, you still only get one egg at a time, so you might have to guess.

You need to specify what color(s) it is.  The Goomy line, as you probably know, is light pink and purple with little black eyes.

You don't need the "GOOMY" after body.  Just say what the body parts are.  I know there are several "templates" of body type, including quadruped, humanoid, armless humanoid (used for birds) and others.  You probably want

   [BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH]

That's taken from the worm, and it looks pretty close to what a Goomy would have.

It probably needs skin, or at least muscle.  Ideally you'd want to mod in an appropriately gooey material, but for now you just need something to hold all its body parts together.

I'm not sure what, if anything, mental attributes do for a creature that isn't sapient.  Mental attributes mostly affect jobs and skills.

For some reference as to what makes a "complete" creature, here's my pride and joy, the noble and fluffy aquiloup. 

Code: [Select]
[CREATURE:AQUILOUP]
[DESCRIPTION:A wolf-like creature with an eagle's broad wings and razor-sharp talons instead of paws.  It can be seen flying high above the virtuous temperate lands.]
[NAME:aquiloup:aquiloups:aquiloup]
[CASTE_NAME:aquiloup:aquiloups:aquiloups]
[CHILD:2][GENERAL_CHILD_NAME:aquiloup pup:aquiloup pups]
[CREATURE_TILE:'A'][COLOR:7:0:1]
[LARGE_PREDATOR]
[LARGE_ROAMING][FREQUENCY:50]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:MOUNTAIN]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0][NATURAL]
[PETVALUE:1000]
[PET_EXOTIC]
[TRAINABLE]
[GOOD]
[FLIER]
[GRASSTRAMPLE:0]
[MOUNT_EXOTIC]
[FANCIFUL]
[BONECARN]
[PREFSTRING:elaborate courtship flights]
[PREFSTRING:noble features]
[PREFSTRING:devoted parenting]
[BODY:QUADRUPED_NECK:2WINGS: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]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:WING]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON: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:0:0:20000]
[BODY_SIZE:1:0:100000]
[BODY_SIZE:2:0:200000]
[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:20:40]
[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:TALON]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[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:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:SILVER:1:PEARL:1]
[TLCM_NOUN:hair and feathers: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:ORANGE:1:GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]

Of course, considering that a wolf with bird feet is the polar opposite of a Goomy, this won't 100% apply.

EDIT: The pooka ruins the game too, confirming that the mere act of adding a creature, any creature, that I didn't add in 40.19 ruins it, but there is nothing wrong with the creatures themselves, or even their positioning.  Not even putting them in their own file helped.  Could it have something to do with the fact that I had to delete one of the libs for dfhack to work?  The fact that I'm on OSX and Mac users aren't allowed to have nice things?  I'll have to do a third install of DF, put in Phoebus without DFHack, try the bison there, move it to my "real" DF folder, and see what happens. 

EDIT: Even when put in a 100% fresh and new install of DF with literally nothing - NOTHING! - altered about it, it still caused the problem in both cases.  There were no graphics, no DFHack, no deleted libs, literally nothing else.  The errorlogs have remained gleefully empty the entire time.  I don't think it's possible to find out what the problem is, let alone to fix it.  I've got a sinking feeling that it's because I'm on OSX, and that's the one variable I cannot change. 

I think this is it for me, fellow modders.  There's no use creating mods if you can't even use them without ruining your game.  I am bitterly disappointed.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: EuropeanDorf on January 31, 2015, 01:36:05 pm
It doesn't have to be in all caps... In the official files it's normal. It's not even like that in yours :P

The GOOMY refers to a body.

Also, the closest color I can find here (http://dwarffortresswiki.org/index.php/DF2014:Color) is LAVENDER (which is a shade of purple I think, anyway). For the lower part, it'd be AMETHYST... but this body makes game treat it as one part.

(There's also CREAM and PALE PINK, if I feel like adding shiny colors)

Also, just so you know, I tried modifying a slug (since Goomy is a slug; its Dragon-type likely comes from the French myth about a creature that's half a mollusk, half a serpent).

So anyway, after doing some stuff, this is what I came up with:
Spoiler (click to show/hide)
Spoiler: Required body part (click to show/hide)
If it's important, there's fact that I created new files for these. :P

obviouslystillcantspawn

@DOWN ARMNOTOKDAMMIT
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 31, 2015, 01:36:50 pm
I have my own issues with modding creatures, but let me take a look and see what's going on.

I think the "Goomy" in [NAME] and [CASTE_NAME] have to be in all caps, but I haven't tried it otherwise.

nooooo. Why would that be? That's the display name in-game. It's probably better to have them in no caps, though.

You don't need to specify colors.

Goomy already has a body, so you can use that body, especially since the body has antennae and eyes that connect uniquely.

Mental attributes do stuff for combat, so those are important.

Anyway, it's probably just a problem with files. Make sure you have the filename on top and [OBJECT:CREATURE] below.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: EuropeanDorf on January 31, 2015, 03:03:50 pm
So I send these files into Region 1/raw and loaded that with arena. Still nothing.

Spoiler: Body file (click to show/hide)
Spoiler: Creature file (click to show/hide)

As I mentioned in that post above, I based off the build somewhat on the slug (that has apparently been sponsored by Bay12 forums)

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on January 31, 2015, 03:06:49 pm
You can't add new creatures to an existing save.

If what you posted is the entire file, then you are missing an important part of the headers.

Add [OBJECT:BODY] between body_magical and [BODY:4ANTENNAE]

Add [OBJECT:CREATURE] between creature_magical and [CREATURE:GOOMY]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on January 31, 2015, 03:08:02 pm
Make sure it's a .txt file and not a .rtf file.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: EuropeanDorf on January 31, 2015, 03:23:45 pm
>.rtf file
who uses that inferior thing anyway

Anyway...

IT WORKED.

I had to fix the body tags, though. They were written with _, even though they shouldn't.

But hey, thanks anyway!

YAY

Is there any TAG that makes game use either RANGED COMBAT or MELEE COMBAT depending on attack?

(That is, it treats one attack as physical and another one as ranged?)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 31, 2015, 03:28:01 pm
No
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on January 31, 2015, 04:58:53 pm
Some weird problem appeared I don't really understand. Not sure, if it is reaction related or caused by something else, so I will try my luck within this thread.

I created the stones magnesite and magnesia. Magnesia should not occur naturally, only by melting magnesite or periclase. Magnesia isn't a metal, so I don't want to go the metal/ore route. I created following material definitions and formulas:

Spoiler: Magnesite, Magnesia (click to show/hide)


Spoiler: Reactions (click to show/hide)


The problem now is that upon generation of a new world, Magnesia appears quite often as mineable, which actually shouldn't be possible. On the other hand Magnesite, which is one of the source materials, can be hardly found at any embark. I checked the exact amounts with dfhack plugin prospect-all. Any ideas what could cause those issues?

I also added [ENVIRONMENT_SPEC:MAGNESITE:CLUSTER_SMALL:0]
[ENVIRONMENT_SPEC:PERICLASE:CLUSTER_SMALL:0] to magnesia, just in case those tokens are required without any difference. I also tested the reactions. Making Magnesia from Magnesite works.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on January 31, 2015, 06:06:43 pm
Is it really vital that you get your magnesia in boulder form that's stored in stone stockpiles? You could go the plaster/earthenware route and give it the [NO_STONE_STOCKPILE] tag.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on January 31, 2015, 10:23:24 pm
Make sure it's a .txt file and not a .rtf file.
In my early modding days, I saved things as .rtf files; they worked fine.
Still, .txt files are superior for modding purposes, since silly formatting gets in the way.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on January 31, 2015, 11:55:51 pm
Is it really vital that you get your magnesia in boulder form that's stored in stone stockpiles? You could go the plaster/earthenware route and give it the [NO_STONE_STOCKPILE] tag.

Stone is the most fitting category. Sounds like you got an idea, why it did not work? Will try the earthenware route.

edit: Found the solution. I put the exact same Magnesia definition into "inorganic_other.txt" instead of "inorganic_stone_mineral.txt". Now magnesia is stockpiled as economic stone as intended and does not appear as mineable anymore.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on February 01, 2015, 03:11:39 am
What file you put things in doesn't matter whatsoever.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on February 01, 2015, 03:44:39 am
Was playing around with gm-editor trying to figure out jumping more.

No way I can find to make an idem you can throw and ride, or vice versa, but if you initiate a jump that starts with an attack (and is thus paused until you actually initiate it) you can edit the properties of the jump action... which can have amazing... or horrible effects.

Say you normally have:
x1: 95
y1: 56
z1: 24
x2: 91
y2: 56
z2: 24

You can in fact change that x2 to say, 85, and you will in fact jump 10 squares... and there is a good chance you will severely injure or kill yourself, though it is amazing for jumping tackles.

Unfortunately no matter what I tried with editing the z value it won't let me designate a mostly vertical trajectory, the closest I could get was fudging it by altering pos first to be a z or two off the ground before selecting the jump target, which again, can hurt pretty badly.

So I guess fart-cannon dust launches are the most straightforward method?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Propman on February 01, 2015, 05:20:28 am
Create an interaction that only the selected caste has, and have them use it on themselves.

Use IT_AFFECTED_CREATURE:CREATURE:CASTE to make sure that they only use it on themselves.

Give the interaction [CE:COUNTER_TRIGGER:CAVE_ADAPT:min number:max number:REQUIRED]

Quick question; does the creature in question actually need cave adaption enabled in order for the reaction to work? I've been given this vague error in the log:

Code: [Select]
   a1
     a2
CAVE_INTOL
     a1
     a2
CAVE_INTOL
     a1
     a2
CAVE_INTOL
     a1
     a2
CAVE_INTOL
     a1
     a2
CAVE_INTOL
     a1
     a2
CAVE_INTOL

Interaction in question:

Code: [Select]
[INTERACTION:CAVE_INTOL]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:cave intolerance]
[CE_DIZZINESS:SEV:2:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:67200:REQUIRED]
[CE_DIZZINESS:SEV:3:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:67200:100800:REQUIRED]
[CE_DIZZINESS:SEV:4:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:100800:134400:REQUIRED]
[CE_DIZZINESS:SEV:5:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:134400:168000:REQUIRED]
[CE_DIZZINESS:SEV:5:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:168000:201600:REQUIRED]
[CE_DIZZINESS:SEV:6:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:201600:235200:REQUIRED]
[CE_DIZZINESS:SEV:7:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:235200:268800:REQUIRED]
[CE_DIZZINESS:SEV:8:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:268800:302400:REQUIRED]
[CE_DIZZINESS:SEV:9:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:302400:336000:REQUIRED]
[CE_DIZZINESS:SEV:10:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:336000:369600:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:369600:403200:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:403200:NONE:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:403200:436800:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:436800:470400:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:470400:504000:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:504000:537600:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:537600:571200:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:571200:604800:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:604800:NONE:REQUIRED]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: EuropeanDorf on February 01, 2015, 05:31:57 am
So I want to make my new creation breathe something, like dragons with dragonfire.

It's not kinda supposed to be material, as it's more of energy (fire IS energy, as well... right?) so I don't think it'd be in any of the 3 default states.

Any ideas as how to? I tried searching for the dragonfire in files, but no results.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on February 01, 2015, 08:41:57 am
The energy flows are hardcoded, unfortunately. There's only DRAGONFIRE, FIREJET, and FIREBALL. You should probably try to approximate the effect you want with a touch-syndrome material.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: EuropeanDorf on February 01, 2015, 02:11:49 pm
So I've been trying to make stuff change upon contact with specific material. There's problem, though:

1. I can't spawn it on arena, since it's material. The best I could is make something breathe that with material emission.

2. Upon contact, while the appropiate power is added (by contact syndrome)... the material is still there. It should be one-use.

Is there anyway to use the material/item and learn a power that would allow to change?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on February 01, 2015, 05:40:28 pm
A question: How do I specifically target leaves or fruits in a reaction?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on February 01, 2015, 05:47:17 pm
Pretty sure it's along the lines of [PLANT_GROWTH:NONE:PLANT_MAT:APPLE:FLOWERS]. Can't think of any instance where the item token had a subtype.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on February 01, 2015, 05:57:50 pm
No way to target any leaf material or any fruit?

Best I can come up with is adding a REACTION_CLASS to
[MATERIAL_TEMPLATE:FRUIT_TEMPLATE] and [MATERIAL_TEMPLATE:LEAF_TEMPLATE], then target NONE:NONE:NONE:NONE with that reaction class... but I try doing it without altering vanilla DF files.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on February 01, 2015, 06:09:33 pm
Yeah, that behavior is done with MATERIAL_REACTION_PRODUCT tags. The brewing reaction asks for a generic PLANT_GROWTH that has a DRINK_MAT hook.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on February 02, 2015, 02:28:18 am
Can you cure a syndrome with no end duration by giving the patient another syndrome that adds one of the [IT_CANNOT_HAVE] tags of the first syndrome?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on February 02, 2015, 02:36:37 am
Nope
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on February 02, 2015, 02:57:54 am
Some creatures live and swim in magma. Is it possible to convince fire immune citizen that they can path through shallow magma like they do with water?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nero1024 on February 02, 2015, 07:33:37 am
Some creatures live and swim in magma. Is it possible to convince fire immune citizen that they can path through shallow magma like they do with water?

I doub't it's possible; Even then it probably wouldn't be a good idea since the stuff your fireimmune creatures are going to be carrying/wearing is most likely not magmaproof.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on February 02, 2015, 08:23:51 am
Some creatures live and swim in magma. Is it possible to convince fire immune citizen that they can path through shallow magma like they do with water?

I doub't it's possible; Even then it probably wouldn't be a good idea since the stuff your fireimmune creatures are going to be carrying/wearing is most likely not magmaproof.

Hauled stuff burn, but worn or held does not. I supposed that they take on the temperature of their wearer.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on February 02, 2015, 09:15:44 am
Remind me, people: what's the fitting tolerance for clothes? If a 60kg dwarf makes a breastplate, how light/heavy can you get before it doesn't fit anymore?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on February 02, 2015, 11:30:51 am
Some creatures live and swim in magma. Is it possible to convince fire immune citizen that they can path through shallow magma like they do with water?

I doub't it's possible; Even then it probably wouldn't be a good idea since the stuff your fireimmune creatures are going to be carrying/wearing is most likely not magmaproof.

Hauled stuff burn, but worn or held does not. I supposed that they take on the temperature of their wearer.
I added fireimmune_super and dragonfire to my little steel angel chicks, had a companion with me and was running around laughing as I barfed fiery death everywhere (no wonder dragons do this, it's fun as hell!) the only thing she got stuck by was the whole flying creatures stuck in trees bug. She'd happily play with me in the middle of dragonfire without worries.

I did notice that at one point she had socks on along with her armor (no other clothes, they're pretty random about when they wear clothes properly) and a pouch with stuff in it, said stuff lasted the first several runs through fire, but later we took on a hydra and as I was a wrestler it took a while so I just said screw it and melted it with firespam. Later I noticed that she no longer had her cloth items with her, so I assume they burned.

I've had cloaks catch on fire and tossed them away from me, and I've had an adventurer with a masterwork copper spear--which he grabbed from a goblin and kept with him after getting some scars--strapped to his upper body that turned a corner into a cave to see a dragon yawning at him. I jumped out and tried to jump away to maybe find water and see if that would help before I ended up dying. I checked legends to confirm where the lair was and saw that he was listed as being killed by that copper spear, not the dragon! It melted and he bled out.

Oh, and I did not know there were fitting tolerances beyond very small/small/large/huge gear and the respective races.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on February 02, 2015, 08:53:15 pm
Nope
Is there some non-hacky way to implement a cure/antidote for a syndrome that isn't pre-emptive?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on February 02, 2015, 09:55:32 pm
Nope
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King Kravoka on February 03, 2015, 03:05:52 am
Well, you could make it so the syndrome applies a special syndrome that reapplies the original syndrome when it dies out once every certain period of time(about the time the cure is supposed to take effect) then make it incompatible with a syndrome transmitted by the cure.

Interesting Possible Results

This method has not been tested.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on February 03, 2015, 03:11:55 am
I added fireimmune_super and dragonfire to my little steel angel chicks, had a companion with me and was running around laughing as I barfed fiery death everywhere (no wonder dragons do this, it's fun as hell!) the only thing she got stuck by was the whole flying creatures stuck in trees bug. She'd happily play with me in the middle of dragonfire without worries.

I did notice that at one point she had socks on along with her armor (no other clothes, they're pretty random about when they wear clothes properly) and a pouch with stuff in it, said stuff lasted the first several runs through fire, but later we took on a hydra and as I was a wrestler it took a while so I just said screw it and melted it with firespam. Later I noticed that she no longer had her cloth items with her, so I assume they burned.

Does your steel angel have FIXED_TEMP or is simply made of steel?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: IndigoFenix on February 03, 2015, 06:16:29 am
Is there a way of removing tissue layers entirely using a syndrome?  I'm trying to make an effect that rots a creature into a living skeleton.  Necrosis doesn't work, the tissue just stays rotten forever.

Also, has anyone managed to use BODY_MAT_INTERACTION for anything other than transmitting a syndrome through drinking blood?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on February 03, 2015, 11:41:55 am
Is there a way of removing tissue layers entirely using a syndrome?  I'm trying to make an effect that rots a creature into a living skeleton.  Necrosis doesn't work, the tissue just stays rotten forever.

Also, has anyone managed to use BODY_MAT_INTERACTION for anything other than transmitting a syndrome through drinking blood?
No and No.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on February 03, 2015, 12:08:42 pm
Well you can melt tissues with an overheated emission...

Otherwise you cannot change tissues properties through a syndrome, no melting faces.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on February 03, 2015, 02:55:42 pm
Is there a way of removing tissue layers entirely using a syndrome?  I'm trying to make an effect that rots a creature into a living skeleton.  Necrosis doesn't work, the tissue just stays rotten forever.

Also, has anyone managed to use BODY_MAT_INTERACTION for anything other than transmitting a syndrome through drinking blood?
No and No.

1. Blisters can fully pulp tissue layers.
2. Any material token for local creature mat works last I checked.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on February 03, 2015, 08:56:01 pm
I added fireimmune_super and dragonfire to my little steel angel chicks, had a companion with me and was running around laughing as I barfed fiery death everywhere (no wonder dragons do this, it's fun as hell!) the only thing she got stuck by was the whole flying creatures stuck in trees bug. She'd happily play with me in the middle of dragonfire without worries.

I did notice that at one point she had socks on along with her armor (no other clothes, they're pretty random about when they wear clothes properly) and a pouch with stuff in it, said stuff lasted the first several runs through fire, but later we took on a hydra and as I was a wrestler it took a while so I just said screw it and melted it with firespam. Later I noticed that she no longer had her cloth items with her, so I assume they burned.

Does your steel angel have FIXED_TEMP or is simply made of steel?
Just [FIREIMMUNE_SUPER] plus the dragon breath interaction (and the hilarious undirected dust I was messing with before I remembered that it will only make magma with gas or vapor, so she farts a cloud of rock and flies around randomly >.<) and I originally copied the bronze colossus exactly with the changes to make it steel, elf sized, and allow flight plus some flavor text.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on February 04, 2015, 03:38:08 am
Does your steel angel have FIXED_TEMP or is simply made of steel?
Just [FIREIMMUNE_SUPER] plus the dragon breath interaction (and the hilarious undirected dust I was messing with before I remembered that it will only make magma with gas or vapor, so she farts a cloud of rock and flies around randomly >.<) and I originally copied the bronze colossus exactly with the changes to make it steel, elf sized, and allow flight plus some flavor text.
[/quote]

Undirected dust is cave in dust afaik, and it knocks enemies down making it an incredibly useful interaction. I just removed fixed_temp and had no issue too, I guess that masterwork simply broke immunity to heat. So far I tried pouring magma in arena mode but only a dragonfire damaged a sock. I'll try in fort mode if it improves path finding.

By the way, does personality or entity values modify the embarrassment of being uncovered?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on February 05, 2015, 09:57:18 am
I'm sure there are personality factors, which I think get considered on top of entity prefs, hence why the steel angels don't care, their entity entry was originally modified from a copy of the kobold one and they're happy to run around in a loincloth and a dagger.

I am not sure if I broke something directly or if something more generally is broken btw, but earlier I just left the dragonfire/dust attacks in since they've got the [CDI_USAGE_HINT:CLEAN] or however it is phrased... well, while trying to figure out what exactly I did that disabled wrestling (I think I swapped the bodyplan and screwed up the grasp tag somewhere, no biggie as I can just roll them back) I started one in a hamlet that happened to have a lady and law-giver present... I checked and couldn't wrestle them, was going to log back out and as I walked away they started bathing each other in dragonfire and cave-in dust... funniest damn thing I've seen in a while.

Well crap, I think they were having aneurysms because now when I try to load up and get em doing it again it segfaults.

Tracked it down to a bracket I missed when I disabled the firebreath and forgot to put back in when I enabled it to grab an SS!
(http://i.imgur.com/ORLvJov.png)
"Hello my lady, is there anything I can do to help our cause on this fine day?"

*lady barfs fire and farts rock dust*
*law-giver barfs fire and farts rock dust*

"Very well then."

*begins barfing fire along with them*

Fixed the wrestling bug btw, I had swapped the body plan at some point and forgot to add the 2WINGS back in apparently so it must have been looking for flier parts which weren't listed in humanoid_neck and I guess that borked the wrestling, works fine now, besides the uh... excessively lethal greeting rituals... well, lethal for non-angels that is.

Oh! Found some farmers in a house taking a firebath and complaining about being indoors... in the process this happened:
(http://i.imgur.com/affcGCH.png)
So there ya go, worn clothing on a fireimmune_super creature getting burned, though the socks seem to be fine, which explains why I kept finding them in just socks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: omega_dwarf on February 06, 2015, 12:15:15 am
Figured I'd start asking things here instead of polluting the modding forum with new topics. The current situation is a continuation from here: http://www.bay12forums.com/smf/index.php?topic=148249.0 (http://www.bay12forums.com/smf/index.php?topic=148249.0) And from the magma mod in my sig as well. It doesn't appear to work anymore, when once it did, and rather well.

How does one reliably trigger [IE_LOCATION:IN_MAGMA] or [IE_LOCATION:IN_WATER] interactions on a dwarf? It seems to me that any swimming, or other preoccupations with drowning, prevent the dwarf from using the interaction at all. (Which can be good or bad for our little friends, depending on the result of the interaction.) In fact, I don't know why, but I can't get the dwarves to even use it in 1/7 magma or water, respectively, in arena mode. I'm stumped.

Besides the raws posted on the magma mod page, I'm using these for my current project:
creature_standard.txt (dwarf):
Code: [Select]
[CAN_DO_INTERACTION:WATER_TRANSFORMATION]
[CDI:VERB:transforms:transforms:NA]
[CDI:TARGET:A:SELF_ONLY]
[CDI:FREE_ACTION]
interaction_test.txt:
Code: [Select]
interaction_test

[OBJECT:INTERACTION]

[INTERACTION:WATER_TRANSFORMATION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_LOCATION:IN_WATER]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:1]
[CE:CREATURE:DWARF:MALE_2]
[CE_FLASH_TILE:TILE:19:6:4:1:FREQUENCY:200:200:START:0]

In the magma mod thread, everyone said things like this should just trigger automatically. Can anyone spot anything wrong with the above example? Works fine without the water tag, although it's still not immediate. The way interactions trigger is something that I've just never understood, since it's been so sporadic in my experience. I've gotten stuck here in both my notable modding attempts.

Thanks in advance!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zarathustra30 on February 06, 2015, 03:12:15 am
Don'y you need [I_SOURCE:CREATURE_ACTION] for interactions to activate?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on February 06, 2015, 04:33:44 am
I'm sure there are personality factors, which I think get considered on top of entity prefs, hence why the steel angels don't care, their entity entry was originally modified from a copy of the kobold one and they're happy to run around in a loincloth and a dagger.

I did not see anything special about kobold that make them not care about clothing but I'll keep looking. Otherwise I have a dfhack script that does the trick.

Do your angels need to eat? Because when I removed fixed_temp, suddenly all food was "too cold" and the succubi starved. They also cried, and their tear turned into steam so perhaps settings were just bad.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: omega_dwarf on February 06, 2015, 11:29:52 am
Don'y you need [I_SOURCE:CREATURE_ACTION] for interactions to activate?

That may have made a difference, or maybe I was just impatient with my testing before. The dwarves do all eventually do the interaction in water less than 7/7 (all the way up to 6/7 - they might even in 7/7, except they've always drowned so far. Over like 50 tests.) But since it should fire *immediately* instead of *several days later*...how do I make that happen?

And my old mod still doesn't work. The raws are almost identical to what I posted above. I'll be fiddling with that.

And is there any way to restrict the interaction to certain water levels? Like "7/7 only" or "<7/7", etc.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: fledermaus on February 06, 2015, 12:08:25 pm
Can anyone tell me what is wrong with this:
Spoiler (click to show/hide)

This is from the creature raw, which is just a copy of CREATURE:HUMAN. It's supposed to add a syndrome and interaction after the creature's blood is ingested. In arena mode the name change, tile change, and the interaction get added, but only after relinquishing control of the ingesting creature and unpausing. The attribute changes don't occur at all.
In adventure mode none of the changes occur.
I don't know much about creatures, interactions or syndromes, so I'm sure I'm doing something wrong but I don't know what.

EDIT: Oops! I meant to post this in the Creatures and Entities thread... 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on February 06, 2015, 01:18:25 pm
I'm sure there are personality factors, which I think get considered on top of entity prefs, hence why the steel angels don't care, their entity entry was originally modified from a copy of the kobold one and they're happy to run around in a loincloth and a dagger.

I did not see anything special about kobold that make them not care about clothing but I'll keep looking. Otherwise I have a dfhack script that does the trick.

Do your angels need to eat? Because when I removed fixed_temp, suddenly all food was "too cold" and the succubi starved. They also cried, and their tear turned into steam so perhaps settings were just bad.
Nope, they're little steel versions of the bronze colossus which I play around with now and then to try out different ideas.

As I mentioned above though, at least once I tried to put the clean hinted dragonfire they kept bathing each other in fire and burned off everything but their socks... but before then I have no clue why some wouldn't wear anything but socks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nero1024 on February 06, 2015, 02:45:47 pm
What can I do to make mountainhome based entities build towns/hamlets rater than hillocks? Bonus points if I can also convince the civ to build normal cities as well.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on February 06, 2015, 07:26:38 pm
Are we forced to use predetermined values for the ID portion of the BP tag?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on February 06, 2015, 07:28:51 pm
I don't think so, but sticking to the standard RUAs and UBs and LLLs is just good practice with all the interlocking that's going on.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on February 06, 2015, 08:18:26 pm
You're not, and yeah, sticking with similar tokens is good for those weird BPs that use CON.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on February 06, 2015, 11:15:48 pm
I would like to create a steel-smelter, of which automatically a buildable magma-powered version appears in the menu once discvering magma. So basically working the same as the normal smelter. Is that possible? And if so, what's necessary?

I have lot's of new reactions and assigned them all to a steel-smelter building called [STEEL_SMELTER]. I can copy paste this building, name it let's say [MAGMA_STEEL_SMELTER] and add this tag [NEEDS_MAGMA] to it. But what about the reactions? How does the game realize that all the reactions assigned to the [STEEL_SMELTER] also shall be assigned to [MAGMA_STEEL_SMELTER]? Or shall I simply add just two Building Tokens ([BUILDING:STEEL_SMELTER:NONE] and [BUILDING:MAGMA_STEEL_SMELTER:NONE]) to each reaction. If so, that makes me wonder, why that isn't necessary for all the standard reactions like smelt steel/bronze etc.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on February 06, 2015, 11:26:56 pm
Yeah, two building tokens.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: omega_dwarf on February 07, 2015, 12:52:19 am
Second question: For [CDI:USAGE_HINT:GREETING], the wiki emphasizes that it works when dwarves encounter 'friendly' units. Does that mean it works on other dwarves, or only units not part of the fort that are marked explicitly as 'friendly'?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on February 07, 2015, 04:28:16 am
It works on other dwarves... and any other animals nearby.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on February 07, 2015, 02:29:17 pm
The game crashed. And the errorlog is filled with a bunch of messages. I could fix many of them. But there is one I can't really follow. So I hope you can help me again.  :-\

Code: [Select]
ARSENIC:Unrecognized Inorganic Material Definition Token: CE_IMPAIR_FUNCTION
ARSENIC:Unrecognized Inorganic Material Definition Token: CE_SWELLING

I created a new metal called Arsenic and added some syndromes to make it heavily toxic. Not only the dwarves remain unharmed despite of e.g. forging items out of arsen. DF seems also to have some problems with the a.m. tokens, which actually should exist according to the wiki. So what does this mean? And how to change this code to actually poison dwarves, when working with this material. I set it so that arsenic weapons and other metallic materials can be created. So you can trap e.g. goblins in toxic arsenic cages or shoot at them with toxic arsenic bolts. Full code of arsenic:

Spoiler (click to show/hide)

edit: Just found it. A simple space caused troubles. Still unclear is the issue regarding poisoning tough.


Also there are tons of pathfinding errors. The errorlog writes regularly blocks of about 20 to 40 of these:

Code: [Select]
path fail: milkfish,187,0,140 -> 172,17,140: Id #1658:Path Goal Flee Terrain:Station None at 186,1,140
path fail: milkfish,187,0,140 -> 173,19,140: Id #1659:Path Goal Flee Terrain:Station None at 186,1,140

Not sure, if I should worry about them. The longest was a block of a few hundred entries mainly containing small variations of this code:

Code: [Select]
path fail: dog,99,97,134 -> 98,95,140: Id #1605:Path Goal Seek Station:Station Wagon at 97,95,140
But I think those appeared, when smelting dark iron strangely resulted in an above-ground-smelter full of magma and nearly the whole surface was set on fire before the game crashed ...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist_McDagger on February 08, 2015, 07:10:52 am
I have a couple of questions:

In order to be able to encrust gems onto weapons, I'd have to create a custom workshop, correct?
With this workshop, can I restrict the types of gems that can be encrusted? For example if I want only Emeralds, Sapphires and Rubies to be encrust-able and gems like diamonds to not be.
When the product is finished; is it possible for me to 'change' the values of the item, making the item better? I.e. decreasing the impact area of hammers for better penetration but not actually changing the material the base weapon was made from(I'm guessing it's just an easy raw edit but I'd like to confirm this).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: IndigoFenix on February 08, 2015, 11:53:49 am
Anyone know if the wtf2txt editor still works?  I tried using it but wound up with a string of gibberish.

Also, has anyone come up with a simpler method of editing wtf files?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on February 08, 2015, 12:01:22 pm
I dunno about any sort of external editor, but the perl script that Putnam passed me still decrypts the announcement/dipscript/help folder crap just fine.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Baleur on February 09, 2015, 04:19:52 am
Using the latest 0.40.24 starter pack, with Phoebus tileset. With my own custom color scheme which has the strange effect of turning Vomit cyan, despite green being green in my color scheme, for some reason it changes vomit to cyan.

Could anyone help me locate or change the color of Vomit via the raws?  ::) (what a glorious thing to bother modding, isnt it?)
I'd also like to change the Cherry leaves & fruits to PALE_PINK and PINK respectively (the tile "contaminants" that fall on the ground), i tried to, both in displayed_color and state_color, but didnt seem to work (perhaps it doesnt affect savegames, even if said savegames are updated via the launcher?).

Thanks! Been googling "blood raws" and "Dwarf fortress vomit raws/color" for an hour, literally only find disgusting stuff not related to my question, LOL.
Some things are just a bitch to google for, aren't they?  :o
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on February 09, 2015, 08:38:50 am
Since I've been modding again, the game has been crashing.  A lot.  Like 50% of worldgens and embarks.  Nothing about it in errorlog, and mods seem to be working as intended.

I'll have to do some detective work, but does anyone have any ideas?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on February 09, 2015, 09:01:18 am
Since I've been modding again, the game has been crashing.  A lot.  Like 50% of worldgens and embarks.  Nothing about it in errorlog, and mods seem to be working as intended.

I'll have to do some detective work, but does anyone have any ideas?
Without you posting the mod, no one can help you. ;)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on February 09, 2015, 09:07:41 am
Did you make a creature with too much descriptors?  These crash the game sometimes when it tries to generate too much population.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on February 09, 2015, 01:07:33 pm
This responds to multiple posts and each response is spoilered for length

And how to change this code to actually poison dwarves, when working with this material. I set it so that arsenic weapons and other metallic materials can be created. So you can trap e.g. goblins in toxic arsenic cages or shoot at them with toxic arsenic bolts. Full code of arsenic:
Spoiler (click to show/hide)

Using the latest 0.40.24 starter pack, with Phoebus tileset. With my own custom color scheme which has the strange effect of turning Vomit cyan, despite green being green in my color scheme, for some reason it changes vomit to cyan.

Could anyone help me locate or change the color of Vomit via the raws?  ::) (what a glorious thing to bother modding, isnt it?)
I'd also like to change the Cherry leaves & fruits to PALE_PINK and PINK respectively (the tile "contaminants" that fall on the ground), i tried to, both in displayed_color and state_color, but didnt seem to work (perhaps it doesnt affect savegames, even if said savegames are updated via the launcher?).

Thanks! Been googling "blood raws" and "Dwarf fortress vomit raws/color" for an hour, literally only find disgusting stuff not related to my question, LOL.
Some things are just a bitch to google for, aren't they?  :o
Spoiler (click to show/hide)

I have a couple of questions:

In order to be able to encrust gems onto weapons, I'd have to create a custom workshop, correct?
With this workshop, can I restrict the types of gems that can be encrusted? For example if I want only Emeralds, Sapphires and Rubies to be encrust-able and gems like diamonds to not be.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on February 09, 2015, 01:12:00 pm
Well... no, the vanilla jeweler jobs don't leave any room for weapons. It's either items that are finished goods, furniture or ammunition. That's it. With the flags they have, not even falconne's DFHack reaction tweaker GUI can sneak weapons into the task.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on February 09, 2015, 01:16:04 pm
Well... no, the vanilla jeweler jobs don't leave any room for weapons. It's either items that are finished goods, furniture or ammunition. That's it. With the flags they have, not even falconne's DFHack reaction tweaker GUI can sneak weapons into the task.
Hm. I thought there was a jeweler job that was more or less a 'just encrust a thing'. Most of my gems go into a vault anyway.
Thanks for the info!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Badger Storm on February 09, 2015, 02:43:39 pm
The decorate with bone/horn/ivory labors can and will encrust anything, weapons included.  (Oddly, despite much googling I have yet to see anything carved out of a creature's hooves...)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on February 09, 2015, 03:15:49 pm
Yeah, no. The most I've seen too is like the foot of a deer used to cap off a knife handle or something. There's a reason why whale/elephant ivory is a Thing for scrimshanders despite the difficulty in finding the stuff. There's just enough in a hoof to scrawl a pattern on its surface, but you can't, like, make a pipe out of one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist_McDagger on February 09, 2015, 06:02:31 pm
I have a couple of questions:

In order to be able to encrust gems onto weapons, I'd have to create a custom workshop, correct?
With this workshop, can I restrict the types of gems that can be encrusted? For example if I want only Emeralds, Sapphires and Rubies to be encrust-able and gems like diamonds to not be.
Spoiler (click to show/hide)
Cheers.

Gemsetting doesn't work on weapons. I'm still unsure how to do this though, a new workshop is looking like the only option however.
My best guess would for it would be to reforge the weapon into a new one using the base weapon and the gem as material so it turns into something like <iron battle axe>+<ruby>=<upgraded iron battle axe>. I am not that accustomed to the raws yet though, and this could prove to be an impossibility.

Edit: Also, encrusting was a bad choice of words. What I wanted to do was more like combine a weapon with a gem and end up with a new weapon.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McGoombaBrother on February 10, 2015, 12:51:55 am

And how to change this code to actually poison dwarves, when working with this material. I set it so that arsenic weapons and other metallic materials can be created. So you can trap e.g. goblins in toxic arsenic cages or shoot at them with toxic arsenic bolts. Full code of arsenic:
I think SYN_CONTACT only really activates when something is coated in a substance. Like how walking through water, blood, or pus can coat your feet in the substance.
So the only way aside from DFHack witchery is probably to have it only usable in a custom workshop with one of the products being poisonous boiling stone.[/spoiler]


Thx for your response. Probably a future update of DF will allow those kind of things.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rex Invictus on February 10, 2015, 05:17:37 am
It's not that hard to do. :p

Like he said, just make a material with a really low boiling point and have it create that material when it spawns. Big cloud of poisonous dust, dead dwarves.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Baleur on February 10, 2015, 09:38:54 am
Cant believe vomit color is hardcoded. So pissed off right now. Cyan vomit.  :P :P :P
Rich world problems. Except, DF is free and not region locked, so I guess this makes it a global international problem.
I'll submit this issue to the UN and ASEAN councils at once.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on February 12, 2015, 11:45:46 am
Something weird happened to at least some of my plants in 40.24. They just disappear when they're harvested.

They have the same code as used in previous versions, as do their materials.


They DON'T disappear if I just summon some with DFHack, only if they're harvested from a plot.

They also can't be harvested from the ground (the shrub doesn't get selected).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sver on February 12, 2015, 01:31:03 pm
If a civilized creature is mortal and lacks [MALE]+[FEMALE] tags, will its civilization die out during world gen?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on February 12, 2015, 01:42:21 pm
If a civilized creature is mortal and lacks [MALE]+[FEMALE] tags, will its civilization die out during world gen?
I would also like to know this, I would like demons to die out in worldgen
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Valikdu on February 12, 2015, 01:50:01 pm
Something weird happened to at least some of my plants in 40.24. They just disappear when they're harvested.

They have the same code as used in previous versions, as do their materials.


They DON'T disappear if I just summon some with DFHack, only if they're harvested from a plot.

They also can't be harvested from the ground (the shrub doesn't get selected).

Answer: apparently, the basic mat needs to have material reaction product tags or edible tags in order for the plant item to exist.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on February 12, 2015, 01:55:23 pm
Makes sense, sorta. You don't get your herbalists pulling out every inedible and worthless tuft of grass, either.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on February 12, 2015, 05:00:39 pm
If a civilized creature is mortal and lacks [MALE]+[FEMALE] tags, will its civilization die out during world gen?

It will not spawn at all.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zarathustra30 on February 12, 2015, 10:36:03 pm
I am trying to modify the "all races playable" mod where elves can grow any seeds into generic wood. I want to make only the seeds of trees with wood growable, and have them grow into their respective woods. However, I don't want to put the [MATERIAL_REACTION_PRODUCT] on almost all tree seeds.

Can I successfully put [MATERIAL_REACTION_PRODUCT:GROWN_WOOD:WOOD] into the seed material template? Will plant seeds without a wood material be selected for the reaction?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Baleur on February 13, 2015, 01:02:56 pm
This responds to multiple posts and each response is spoilered for length

And how to change this code to actually poison dwarves, when working with this material. I set it so that arsenic weapons and other metallic materials can be created. So you can trap e.g. goblins in toxic arsenic cages or shoot at them with toxic arsenic bolts. Full code of arsenic:
Spoiler (click to show/hide)

Using the latest 0.40.24 starter pack, with Phoebus tileset. With my own custom color scheme which has the strange effect of turning Vomit cyan, despite green being green in my color scheme, for some reason it changes vomit to cyan.

Could anyone help me locate or change the color of Vomit via the raws?  ::) (what a glorious thing to bother modding, isnt it?)
I'd also like to change the Cherry leaves & fruits to PALE_PINK and PINK respectively (the tile "contaminants" that fall on the ground), i tried to, both in displayed_color and state_color, but didnt seem to work (perhaps it doesnt affect savegames, even if said savegames are updated via the launcher?).

Thanks! Been googling "blood raws" and "Dwarf fortress vomit raws/color" for an hour, literally only find disgusting stuff not related to my question, LOL.
Some things are just a bitch to google for, aren't they?  :o
Spoiler (click to show/hide)

I have a couple of questions:

In order to be able to encrust gems onto weapons, I'd have to create a custom workshop, correct?
With this workshop, can I restrict the types of gems that can be encrusted? For example if I want only Emeralds, Sapphires and Rubies to be encrust-able and gems like diamonds to not be.
Spoiler (click to show/hide)

Is it possible to use dfhack with twbt overrides to change the vomit color?
Something along the lines of;
[OVERRIDE:WhateverTileWaterIs:T::VOMIT:1:WhateverTileWaterIs:ForegroundColor:BackgroundColor:]

1. Should it work with T as the type, or M for material? Or C for contaminant?
2. What is the tile number for water anyway (phoebus)? The raws dont show it under Blood etc.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: UnicodingUnicorn on February 14, 2015, 03:30:12 am
When I change the game version from 0.40.19 to 0.40.24, I start getting undefined foo material set to default. What does this mean?

Spoiler: Errorlog (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zarathustra30 on February 14, 2015, 05:10:13 am
When I change the game version from 0.40.19 to 0.40.24, I start getting undefined foo material set to default. What does this mean?

Spoiler: Errorlog (click to show/hide)

The error is old, but the report is new.

Tissues are trying to reference materials that don't exist. It is likely caused by giving materials odd ids, like naming fluffy wambler fat PUDGE. Tissue materials are called in the templates, not the creatures themselves, so there must be a universal material id.

I don't know why your reactions are throwing an error, but it is probably related.

Edit: Unrelated question - What is the [DIM]ension of a chunk of water, such as that found in a minecart? I have found 3 possible answers - 60 (dividing adjusted capacity by 833), 150 (standard size), and 600 (dividing raw capacity by 833).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on February 15, 2015, 08:46:13 pm
What is the size of the sand stored in a bag after it's gathered by a dwarf?
I don't think it's the 150 of a bar but I can't be sure.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on February 15, 2015, 10:46:32 pm
What is the size of the sand stored in a bag after it's gathered by a dwarf?
I don't think it's the 150 of a bar but I can't be sure.

I think it is a POWDER_MISC item, and if so it would be 150. Not entirely certain on that though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: fomori on February 17, 2015, 11:44:52 am
Hey.

I'm new to DF2014...well, I downloaded it way back but haven't really played in earnest until recently. Anyway, I'm messing with magic. In order to learn a secret in worldgen, a creature must have a goal. Last edition the only viable goal was immortality, but now there's a lot...however, wiki says that only IS_SECRET_GOAL: IMMORTALITY will actually work in world generation. Is there a way around that?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on February 17, 2015, 02:53:19 pm
Nope, if there were the wiki would say there is.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on February 17, 2015, 02:58:16 pm
There's a bunch of tragic incomplete doorway outlines that lead nowhere in the raws. You know the obscure ITEMSPECIFIC item improvement? That's used for exactly one thing. It gives a bucket a fancy handle made from %material%. You can see it if you decorate a bucket with something hard, like bones or shells.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: fomori on February 17, 2015, 03:15:19 pm
Ah well. It was a long shot. Nevermind, I'm sure the world can handle immortal wizards.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FallenAngel on February 18, 2015, 12:44:56 pm
I don't think it does, but does Dwarf Fortress have an ř symbol?
I can't check since I'm currently in a position where I can't check the wiki or run a test in-game.
I'm making something brütal.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on February 18, 2015, 12:56:49 pm
That specific character doesn't exist in DF. Depending on what you want to create, there is Φ , Θ , φ , ô , ö , ň , ó , or Ö .
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: IndigoFenix on February 18, 2015, 06:24:44 pm
Does anyone know specifically what USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE and USAGE_HINT:TORMENT do?  Yes, I know they are used to make people who hate you spit at you in adventure mode, but what are the rules specifically, and what is the difference between the two?

Specifically, I'm trying to figure out if it is possible to make an interaction that will be used as a punishment for certain crimes in fortress mode.  Like a wizard sheriff that polymorphs criminals instead of just giving them a beating.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on February 18, 2015, 07:32:08 pm
Hey, quick question. Do [BODY] definitions nest neatly with each other so that this:

Code: [Select]
[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE]
...works just as well as this?

Code: [Select]
[BODY:BASIC_2PARTBODY:BASIC_HEAD]
[BODY:SIDE_FINS:DORSAL_FIN:TAIL]
[BODY:2EYES:HEART:GUTS:ORGANS:SPINE:BRAIN]
[BODY:SKULL:MOUTH:RIBCAGE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on February 18, 2015, 08:07:27 pm
Yes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Propman on February 19, 2015, 02:51:51 am
How does one specify wax as a material needed to produce something for a reaction?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on February 19, 2015, 02:55:30 am
Try a generic GLOB with REACTION_CLASS:WAX.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: §k on February 19, 2015, 03:54:12 am
If I replace all "MAXAGE" with "MXAGE", in all files, will all creatures be immortal?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on February 19, 2015, 04:56:54 am
Yes.

Probably better to replace [MAXAGE with MAXAGE so you don't get errors in your errorlog.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: §k on February 19, 2015, 05:00:09 am
Thanks a lot!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on February 24, 2015, 10:03:06 am
Is it possible to make vermin hunt other vermin?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on February 27, 2015, 04:26:53 pm
Hello?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on February 27, 2015, 04:31:32 pm
Seems easy enough to test
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on February 27, 2015, 04:39:01 pm
I suppose I'll just add it to cave spiders like I planned and see.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: timmah612 on February 27, 2015, 09:54:58 pm
I was looking through the dwarf files and looking at the materials and I wondered if you could change what you dwarves are made of and what effect would this have? For example could i give them adamantine bones and dragon hide skin or yak hide for skin, so my beardy little weirdos look like little Sasquatches and what wffects would this have?
The second thing i was wondering about was how i would go about making level 3 meals and level 3 meals only give vampirism to dwarves? I am kinda new and am having trouble getting bloody water with vampirism to occur for me, and rewarding my eliete soldiers for extra survivability in sieges is helpful but better is the idea of giving a prisoner dwarf one last meal before his eternal sentence in a cage *evil grin*
Third and final question back on dwarven stats and such, how could i make my dwarves magma safe?
Sorry i have so many questions but i am really new to the whole modding thing and i have wanted to do these things for a while now.
Thanks for any help you can give :D
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on February 27, 2015, 11:26:54 pm
You could give them metal bones and such if you wanted, but changing their materials from one creature to another won't change much.

Dragons have the same scales template as fish, for example, so it wouldn't make all your dwarves as tough as a dragon, though scales may be a bit better than skin.

You can't add syndromes to items through raw modding alone, so you can't make level three meals give dwarves vampirism. There is probably a DFHack plug-in that can do that, though.

To make dwarves magma-safe, all their materials have to have their melting, boiling, and heat damage points set very high. For example, dragons have this at the end of their raws:
Code: [Select]
[SELECT_MATERIAL:ALL]
 [MULTIPLY_VALUE:15]
 [COLDDAM_POINT:NONE]
 [HEATDAM_POINT:NONE]
 [IGNITE_POINT:NONE]
 [IF_EXISTS_SET_MELTING_POINT:55000]
 [IF_EXISTS_SET_BOILING_POINT:57000]
 [SPEC_HEAT:30000]
 Need to make sure blood and pus aren't solid at regular temperatures.
 [SELECT_MATERIAL:BLOOD]
 [PLUS_MATERIAL:PUS]
 [MELTING_POINT:10000]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: timmah612 on February 28, 2015, 10:36:46 am
Thank you very much for the info. much appreciated :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: timmah612 on February 28, 2015, 02:22:02 pm
Would it be possible to make underground trade routes? Like have a caravan or migrants come in from the map edge in a tunnel? I would love to be able to seal off my fortress from the outside world and only get outsiders through the tunnels i decide to make, and be able to even seal that off. I really have no idea what is feasibly possible with file modding so im sorry if its completely impossible or has been asked a million times.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on February 28, 2015, 02:34:20 pm
Doesn't sound possible.

How would I make blood man blood cause actual vampirism? The name for the vampire interaction is DEITY_CURSE_VAMPIRE_1.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on February 28, 2015, 09:28:39 pm
Would it be possible to make underground trade routes? Like have a caravan or migrants come in from the map edge in a tunnel? I would love to be able to seal off my fortress from the outside world and only get outsiders through the tunnels i decide to make, and be able to even seal that off. I really have no idea what is feasibly possible with file modding so im sorry if its completely impossible or has been asked a million times.
I recall someone doing some DFHack wizardry to teleport a caravan into the caverns the moment it entered the map, but it was either for 0.34, had serious side-effects, or both.  Someone in the DFHack thread might remember it better (maybe even its author).

But to make caravans and migrants literally travel through tunnels will take intervention by Toady.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: timmah612 on March 01, 2015, 04:14:05 am
alright, thank you for the help, now i can stop looking for a way to do it online.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 01, 2015, 04:18:54 am
Doesn't sound possible.

How would I make blood man blood cause actual vampirism? The name for the vampire interaction is DEITY_CURSE_VAMPIRE_1.

Give it a syndrome that is for all intents and purposes vampirism.

There is an example interaction that shows what a vampire syndrome would look like, it would be possible to just take the syndrome out, adjust it as needed, and stick it onto blood man blood.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sver on March 01, 2015, 08:46:56 am
Is there any difference between 1-3 armor levels?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on March 01, 2015, 08:48:45 am
Give it a syndrome that is for all intents and purposes vampirism.

There is an example interaction that shows what a vampire syndrome would look like, it would be possible to just take the syndrome out, adjust it as needed, and stick it onto blood man blood.
That's what I already had. Oh well.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: 3x3 on March 02, 2015, 03:12:24 pm
I want to mod my embark so my dwarves start without nothing even clothings (I want to embark my dwarves nudes to role that all theyre goods where stolen :) ). How do i do this?.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on March 02, 2015, 09:06:23 pm
I want to mod my embark so my dwarves start without nothing even clothings (I want to embark my dwarves nudes to role that all theyre goods where stolen :) ). How do i do this?.
It might be easier to strip everything off of them the moment the map loads, as if they were victims of the Ultimate Kea Heist.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Henny on March 03, 2015, 03:41:05 pm
My mechanic dog has neither tannable skin nor a brain, so I'm not sure if it has any effect on the game. However, I'd like to understand it. I'm pretty sure the game is trying to reference a tissue that doesn't exist, but I'm not sure what to do about it.

Code: [Select]
*** Error(s) finalizing the creature CLOTH_DOG
undefined local creature material set to default: CLOTH_DOG LEATHER
undefined local creature material set to default: CLOTH_DOG BRAIN
CLOTH_DOG:DEFAULT:right front leg, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left front leg, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right front paw, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left front paw, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right rear leg, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left rear leg, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right rear paw, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left rear paw, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:tail, layer 4: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right ear, layer 2: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left ear, layer 2: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:nose, layer 2: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:upper spine, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:middle spine, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:lower spine, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:skull, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left true rib, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right true rib, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left false rib, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right false rib, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:left floating rib, layer 1: Tissue  was not found, using first tissue instead
CLOTH_DOG:DEFAULT:right floating rib, layer 1: Tissue  was not found, using first tissue instead
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on March 03, 2015, 03:41:59 pm
Looks like it's looking for BONE.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Henny on March 03, 2015, 04:45:42 pm
I tried reverting to standard materials and tissues to see if I screwed things up there, but it's still throwing up the error. Here are the raws for the creature it makes things clearer.

Code: [Select]
[CREATURE:CLOTH_DOG]
[DESCRIPTION:A medium-sized highly social mammalian carnivore.  It has a keen sense of smell.  It can be trained to obey commands.]
[NAME:cloth mech dog:cloth mech dogs:cloth mech dog]
[CASTE_NAME:cloth mech dog:cloth mech dogs:cloth mech dog]
[CREATURE_TILE:'d'][COLOR:6:0:0]
[PETVALUE:30][NATURAL]
[LARGE_ROAMING]
[COMMON_DOMESTIC][TRAINABLE][PET]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_LIVING]
[NO_DIZZINESS]
[NO_FEVERS]
[NOBREATHE]
[NOEMOTION]
[PREFSTRING:loyalty]
[ODOR_LEVEL:0] no smell
[BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:THROAT:NECK:SPINE:MECH_CORE:SKULL:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:MECH_STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:SKIN:THREAD_PLANT_TEMPLATE]
[BODY_DETAIL_PLAN:MECH_STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:RUBBER_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[BODY_SIZE:0:0:30000]
[BODY_SIZE:1:0:30000]
[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]
[CHILD:1]
[DIURNAL]
[GENERAL_CHILD_NAME:cloth mech dog:cloth mech dogs]
[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]
[MALE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 03, 2015, 05:08:00 pm
It could be [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:BONE:CARTILAGE], as it only has three arguments within it while the detail plan has up to five.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Henny on March 03, 2015, 05:35:46 pm
It could be [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:BONE:CARTILAGE], as it only has three arguments within it while the detail plan has up to five.
Ah, so that was the problem. Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on March 03, 2015, 07:12:33 pm
undefined local creature material set to default: VOIDSPAWN SHELL

My errorlog keeps spitting these out. What do they mean?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 03, 2015, 07:15:19 pm
Means it couldn't find the material, so it set it to the creature's default material, which would normally be the creature's first defined material.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: H995 on March 03, 2015, 07:39:45 pm
Guys, I need to understand more about the raw files syntax:

01 - Let's say I have this line inside a creature raw:
     
Code: [Select]
[PETVALUE:30][NATURAL]random comment here[PET]      Does the token [PET] is considered part of the comment? or is it still a valid token?
      Same question for
Code: [Select]
comment here[PETVALUE:30][NATURAL][PET]
02 - Also, how does the indenting works?
       
Code: [Select]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
      I found this inside the bluejay raws, there's a space on the second line, is that necessary? If it is necessary, what would be the difference if I used a tab there?
      Removing all the indentation would cause an error?
      Anything more that I should know about raws indentation?
     
I’m asking this because right now I don't have access o dwarf fortress (recently changed to linux and need to download some dependencies)and I want to kind of parse thru the raws using python. This is hard when you don't know for sure how the syntax works.


Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 03, 2015, 07:43:11 pm
Comments are anything that is not valid syntax. Whitespace outside of tokens are ignored entirely. Indenting is ignored entirely.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: H995 on March 03, 2015, 07:58:20 pm
Comments are anything that is not valid syntax. Whitespace outside of tokens are ignored entirely. Indenting is ignored entirely.
I get it, thanks for the info!
So let's say I have a caste:
Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:11]
[CLUTCH_SIZE:2:7]
How does DF recognize that [LAYS_EGGS] is referencing to the FEMALE caste?
Is it just because of the tokens order?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 03, 2015, 08:10:30 pm
It's 100% token order. If you did this:

Code: [Select]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:11]
[CLUTCH_SIZE:2:7]

It would still recognize that FEMALE LAYS_EGGS.

If you did this:

Code: [Select]
[CASTE:FEMALE]
[FEMALE]
                [CASTE:MALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:11]
[CLUTCH_SIZE:2:7]

Then MALE would lay eggs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: H995 on March 03, 2015, 08:17:40 pm
Man, that clarifies a lot, thank you, Putnam!
I was doing unnecessary work on my script, without your help I would never get it to work  :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lukander on March 04, 2015, 01:28:31 pm
Is there any difference between 1-3 armor levels?

The [ARMORLEVEL:*] token greater than 0 informs a dorf(or other creature) how relatively 'good' or preferable a given piece of armor is to equip. If given a choice (i.e. within a squads uniform options in fortress mode) a dorf will use the highest armor level available for a given armor item type(i.e. helms, gloves etc).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 04, 2015, 06:23:54 pm
Hey I am making a monk/ninja civ, and I would like to know how can I make them speak multiple languages. Could I just use several translate tokens, IE will
Spoiler (click to show/hide)

make them speak dwarf, elf, goblin, and human.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on March 04, 2015, 06:43:52 pm
No.

Just don't give them a language at all and they'll speak a random one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 04, 2015, 08:54:56 pm
Thanks, that is what I have been doing. I was just hoping that they could speak multiple languages.

On a completely different note what does the [TRAINING] tag inside of training weapons do. Does it allow you to make it out of wood, or does it just lower the damage or something.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 04, 2015, 08:57:05 pm
Weapons don't do damage, they hit a certain contact area at a certain velocity with a certain amount of penetration. Whether or not it does damage is based on the properties of the material it's impacting.

Anyway, it makes them to be made exclusively out of wood.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 04, 2015, 09:06:59 pm
Thanks for the information, sorry about miss phrasing the question.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 04, 2015, 09:08:00 pm
Nah, I just like to take the opportunity to say that as often as possible.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 04, 2015, 09:21:24 pm
I have several weapons working. But they seem to be over powered right now, how do I make them more balanced.
Spoiler (click to show/hide)
these are the weapons
Spoiler (click to show/hide)
and this is the ammo.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on March 05, 2015, 03:09:28 am
Nah, I just like to take the opportunity to say that as often as possible.
I bet that gets really awkward on dates.

Regarding the weapons, interesting idea, never thought to assign grasp skill like that for whacking someone with it. The melee attacks are kinda like a broader slower war hammer. The ammo portion looks like they have twice the penetration size of a bolt or arrow, but I thought the prepare/recover was only for stabbing stuff with the weapon itself, so you'd just hack away really fast with them if you used them instead of the gloves, which would probably be more effective.

Hmmm, the size should be playing a part here as well, though I forget if the prepare/recover values on the ammo or weapon are used when throwing something.

Oh hell, what are the default shoot force and maxvel for throwing something? Is the game calculating that and then the one from the weapon?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 05, 2015, 03:11:02 am
Nah, I just like to take the opportunity to say that as often as possible.
I bet that gets really awkward on dates.

Talk of contact areas, penetration and velocity? Hell naw.

Oh hell, what are the default shoot force and maxvel for throwing something? Is the game calculating that and then the one from the weapon?

IIRC they're related to the strength of the unit.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on March 05, 2015, 05:11:34 am
Nah, I just like to take the opportunity to say that as often as possible.
I bet that gets really awkward on dates.

Talk of contact areas, penetration and velocity? Hell naw.
Oh god I didn't even think about that, I just meant bringing up dorf fortress mechanics... I'm disappointed in myself for not immediately jumping to a dirty conclusion.

Quote
IIRC they're related to the strength of the unit.
Hmmm, someone was testing that recently I could swear.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 05, 2015, 07:25:43 am
Alright it looks like why they seemed over powered was that I was using a metal that I created, And I think that may be what is overpowered because copper throwing knives did just the right damage.
Code: [Select]
inorganic_metal_modded

[OBJECT:INORGANIC]
[INORGANIC:FOLDED_STEEL]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:folded steel]
[STATE_NAME_ADJ:LIQUID:molten folded steel]
[STATE_NAME_ADJ:GAS:boiling folded steel]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:0:7:1]
[MATERIAL_VALUE:35]
[SPEC_HEAT:500]
[MELTING_POINT:12718]
[BOILING_POINT:14968]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:2000000]
[IMPACT_FRACTURE:3000000]
[IMPACT_STRAIN_AT_YIELD:500]
[COMPRESSIVE_YIELD:2500000]
[COMPRESSIVE_FRACTURE:3000000]
[COMPRESSIVE_STRAIN_AT_YIELD:940] 160
[TENSILE_YIELD:430000]
[TENSILE_FRACTURE:720000]
[TENSILE_STRAIN_AT_YIELD:225] 200
[TORSION_YIELD:430000]
[TORSION_FRACTURE:720000]
[TORSION_STRAIN_AT_YIELD:215]
[SHEAR_YIELD:430000]
[SHEAR_FRACTURE:720000]
[SHEAR_STRAIN_AT_YIELD:215] no data, used 200
[BENDING_YIELD:430000]
[BENDING_FRACTURE:720000]
[BENDING_STRAIN_AT_YIELD:215]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:GRAY]
I was trying to make a metal like the folded steel that katanas are made of, but I was not sure how to make it realistic.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 05, 2015, 07:54:53 am
Sorry that my question was not clear, what I am asking is how do I find the specs for high carbon steel. Once I find the specs I will just use putman's material creator, but I don't know how to find the specs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on March 05, 2015, 10:51:18 am
If you're looking for the stuff you would make a sword from if you were just given a choice of steels and steel making processes, then you probably want something with a good Bainite phase, L6 Bainite is one of the types of steel that you "would" get a katana made from except it's difficult to get the heat treatment right for a good edge/body hardness/toughness mix and thus expensive to get done, though a hunk of L6 by itself will work pretty well since it's already a tool steel.

Here's a material properties sheet of L6 tool steel: http://www.efunda.com/Materials/alloys/tool_steels/show_tool.cfm?ID=AISI_L6&show_prop=all&Page_Title=AISI%20L6 which should be a good start for your needs.

Folded steel was just a way to distribute the crud inside the cruddy steel available in Japan within the blade so it didn't form large flaws and failure points, there is nothing special about doing it when you begin with good steel outside of it being pretty.
Title: `
Post by: Urist McCoder on March 05, 2015, 11:54:49 am
Thanks for the link. When I called it folded steel I was thinking of how they folded two grades of steel together to get a stronger and more flexible blade.

edit: I tried to input the values from your link into putman's material raw generator(http://www.bay12forums.com/smf/index.php?topic=140645.0), but the values seemed to be measured in different units. Can you explain how you make new DF metals out of real life metals, because I don't quite understand it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 05, 2015, 03:58:36 pm
Nope, same exact values. GPa is 1000 MPa is 1000 KPa is 1000 Pa, same as every other SI measurement.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 05, 2015, 06:29:24 pm
Sorry to be such a newb but what do Young's modulus Shear modulus Bulk modulus and what value on this sheet are they http://www.efunda.com/Materials/alloys/tool_steels/show_tool.cfm?ID=AISI_L6&show_prop=all&Page_Title=AISI%20L6
also what does si stand for.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 05, 2015, 07:18:47 pm
"Elastic Modulus" is young's modulus. SI stands for Systčme International (https://en.wikipedia.org/wiki/International_System_of_Units). Wolfram Alpha can usually give you very good data on the shear and bulk modulus for whatever you want.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 05, 2015, 08:17:29 pm
Thank you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 05, 2015, 08:55:44 pm
What should I do about the lack of chromium in DF, maybe I will just go with a tool steel with very little chromium.

On a different subject I made an entity out of the existing races, but I can not tell if they are spawning or not how do you tell.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 05, 2015, 09:29:16 pm
I finally found the shear and bulk modulus and this is what I got
Spoiler (click to show/hide)
is this right, it looks ok to me but I am not sure.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 05, 2015, 10:33:03 pm
The YIELD and FRACTURE values look a bit large. YIELD should be based on yield strength, not tensile strength.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eldin00 on March 05, 2015, 11:07:41 pm
If using the tool steel from Max's link, you should be putting 380000 for tensile yield and 655000 for ultimate tensile strength. It looks like you put in 655000 for tensile yield by mistake.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 06, 2015, 09:34:39 am
Thank you so much guys, sorry I ask a ton of half baked questions. Here is the new raw, fingers crossed that I did it right.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eldin00 on March 06, 2015, 12:19:26 pm
It looks like the impact, compressive, torsion, shear, and bending strengths are still being estimated off the incorrect tensile yield value you had before. As an estimate, in the absence of better values, you can make the torsion, shear, and bending yield/ultimate strengths to be the same as the tensille, and make the compressive and impact yield/ultimate strengths tensile * 3.5.

At least some of those properties are rarely (if ever) actually used by DF, so this last bit of change may not make much difference to how the material actually performs in game, though I think that at least the impact values mater if the material is used to make armor.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on March 06, 2015, 12:40:21 pm
At least some of those properties are rarely (if ever) actually used by DF, so this last bit of change may not make much difference to how the material actually performs in game, though I think that at least the impact values mater if the material is used to make armor.

The gist of it:

Impact - how well a garment or a tissue layer can take hammerblows
Compressive - how easily a tissue layer is torn up by pinching maneuvers in wrestling
Tensile - how much latching and tearing with sharp teeth a tissue layer can resist before breaking
Torsion - same, but against bodyparts without any edged bits like rip-your-head-off tentacles
Shear - how well it cuts and how hard it is to cut, arguably the most important
Bending - if this material made up a knee joint, how long could it stand up to a wrestling lock before it snapped the wrong way
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 06, 2015, 12:43:14 pm
oops let me try again.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 06, 2015, 01:12:53 pm
here we go, earlier when I tried to fix it I just changed those two properties and not the ones dependent on them, this time I did both.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eldin00 on March 06, 2015, 01:53:45 pm
This revision looks to be an accurate DF representation of the tool steel linked above, with the standard DF assumptions about how the different strength values relate to one another, since the link doesn't have any strength values except the tensile ones.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 06, 2015, 04:13:00 pm
I know have a new problem, even when I create an adventurer who's highest skill is throwing he does not spawn with this weapon.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 06, 2015, 04:30:41 pm
I know have a new problem, even when I create an adventurer who's highest skill is throwing he does not spawn with this weapon.
Spoiler (click to show/hide)
THROW doesn't spawn you with a weapon because it is a physical skill than a weapon skill. Like SNEAK won't spawn you with a weapon, but SPEAR or SWORD will.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 06, 2015, 05:08:35 pm
What could I change it to, none of the other skills seem to fit, any ideas.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 06, 2015, 05:12:39 pm
This revision looks to be an accurate DF representation of the tool steel linked above, with the standard DF assumptions about how the different strength values relate to one another, since the link doesn't have any strength values except the tensile ones.

The main problem being, of course DF's assumptions. IMPACT_YIELD and IMPACT_FRACTURE ought to actually be the same as TENSILE_YIELD or COMPRESSIVE_YIELD and TENSILE or COMPRESSIVE_FRACTURE (whichever's lower), since that's the actual usual failure mode for impact in reality. IMPACT_STRAIN_AT_YIELD should still be the same as COMPRESSIVE_STRAIN_AT_YIELD. At least, I'm fairly sure.

But with DF's assumptions, yeah, that's right.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 06, 2015, 05:17:41 pm
What could I change it to, none of the other skills seem to fit, any ideas.

For units to use it, and to have ammunition for it, the ranged skill must be either BOW, CROSSBOW, or BLOWGUN.

You can also make it one of the melee weapon skills. Though units you encounter will not carry the ammunition, last I checked.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 06, 2015, 07:37:05 pm
Which one do you think I should use.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 06, 2015, 07:50:24 pm
That's up to you. I'd personally go for one that isn't used within your civilization.

You can change a creature's profession names, so by going with a weapon skill not used by any other weapons in your civilization, you can make it appear as something else.

Here is an example, this would rename elite blowgunners to elite throwers:
[PROFESSION_NAME:MASTER_BLOWGUNMAN:Elite thrower:Elite throwers]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 06, 2015, 07:54:10 pm
Thank you so much that's perfect ;D
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 06, 2015, 08:08:16 pm
How do you make a race that can't be hit, would I make it out of feathers?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 06, 2015, 08:52:13 pm
The wiki says edge attacks will pass through feather tissues. That would mean that blunt attacks would still hit, if the wiki is true.

To truly make them un-hittable, they would need to be made of nothing at all. That way every attack would pass straight through them.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 06, 2015, 09:02:38 pm
How do I do that?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 06, 2015, 09:44:30 pm
Do what exactly? Make it out of feathers or make it out of nothing?

If you mean to make it out of nothing, then just don't give the creature any tissues.

It will spam your errorlog though, as creatures aren't meant to be made of nothing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on March 06, 2015, 10:41:13 pm
It will spam your errorlog though, as creatures aren't meant to be made of nothing.
But don't worry about it.  It's much ado about nothing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Enemy post on March 07, 2015, 01:34:33 am
It will spam your errorlog though, as creatures aren't meant to be made of nothing.
But don't worry about it.  It's much ado about nothing.
(http://i1227.photobucket.com/albums/ee429/jm199312/rimshot.gif)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 07, 2015, 06:56:30 am
What I really want is a ghost like creature that can attack things, but is really hard to hit.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: §k on March 07, 2015, 07:35:34 am
Vermin cannot be hit, while it may attack with its poison.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 07, 2015, 07:45:00 am
Can you make a civ out of vermin, and can you control them in adventure mode.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sver on March 07, 2015, 08:20:04 am
Is there any difference between 1-3 armor levels?

And is it possible to remove creature-related prefixes from materials like leather by basic modding (without DFhack)? If yes, then how?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on March 07, 2015, 09:07:24 am
Is there any difference between 1-3 armor levels?

And is it possible to remove creature-related prefixes from materials like leather by basic modding (without DFhack)? If yes, then how?

Armor levels dictate what civs use it for. They prefer the highest option for serious business combat armor.

Sure, just stick [NO_PREFIX] in the leather material template. That means you'll have 400 thousand different leathers all named "leather", but it'd shorten the inventory descriptions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 07, 2015, 02:36:44 pm
Can you make a civ out of creatures with the vermin tag.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: milo christiansen on March 07, 2015, 02:39:26 pm
I don't think anyone knows, try it and see what happens!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on March 07, 2015, 02:43:59 pm
Yes, but it is very buggy. Creatures will be able to attack them but they won't be able to attack creatures.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 07, 2015, 02:57:28 pm
Thanks, I am trying to make a ghost civ, any ideas how I can do that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 07, 2015, 02:59:02 pm
Yes, but it is very buggy. Creatures will be able to attack them but they won't be able to attack creatures.

Hehe, I see what you did there.

Yeah, I made a civ out of regular old ants just for fun once. It didn't go so well.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on March 07, 2015, 03:02:26 pm
Wow, I didn't even realize.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 07, 2015, 03:05:07 pm
Oh, if you are attempting to make them vermin for the sake of making it so that they cannot be hit, it will not work.

Normal vermin act like vermin, but civilized vermin are more like proper creatures, and can actually be attacked. This goes for Fort-Mode controlled units and adventurers, though I do not know if all units would behave like that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 07, 2015, 03:31:29 pm
Thanks.

New question, how do you make sure a civ has a pet like how dwarves always have cats and dogs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on March 07, 2015, 03:39:37 pm
You can't make only a particular civ have a pet. It's all civs or none. I ran into this problem with fire imps' singe deer and phoenixes.

I'm not really sure where to ask this, but I'm looking for a mod I found a while ago where there was a creature or secret that could transform into all kinds of creatures. What mod was it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 07, 2015, 03:41:24 pm
There are various pet-type tokens you can give them that can control what types animals they may use.

USE_ANY_PET_RACE
USE_CAVE_ANIMALS
USE_EVIL_ANIMALS
USE_GOOD_ANIMALS
COMMON_DOMESTIC_MOUNT
COMMON_DOMESTIC_PACK
COMMON_DOMESTIC_PET
COMMON_DOMESTIC_PULL



I'm not really sure where to ask this, but I'm looking for a mod I found a while ago where there was a creature or secret that could transform into all kinds of creatures. What mod was it?

I think Dwarf Chocolate both has secrets that include shape-shifting. At the very least, it has a file full of shape-shifting interactions.

Genesis also has druids that can polymorph into a dire wolf.

That's all I can think of at the moment.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on March 07, 2015, 05:03:00 pm
Ah, yes, that's what I was looking for. Thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Snergler on March 07, 2015, 07:22:53 pm
anybody know if it is possible to mod the stockpile categories, like making weapons stockpile have a "gem" material setting for
trapcomps or weapons made of gem materials
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 07, 2015, 09:50:26 pm
No, you cannot mod the GUI at all mostly, except keybindings.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on March 08, 2015, 08:29:03 am
Why is why we love our dfhack wizards for figuring out how to do overlays and all the other wonderful toys they provide/enable/share with us.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sver on March 08, 2015, 02:32:57 pm
Is there any difference between 1-3 armor levels?

And is it possible to remove creature-related prefixes from materials like leather by basic modding (without DFhack)? If yes, then how?

Armor levels dictate what civs use it for. They prefer the highest option for serious business combat armor.

Sure, just stick [NO_PREFIX] in the leather material template. That means you'll have 400 thousand different leathers all named "leather", but it'd shorten the inventory descriptions.
Thanks for help! Though the second answer is a little bit disappointing, but whatever.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 08, 2015, 06:10:36 pm
You can't make only a particular civ have a pet. It's all civs or none.
How do I make so that all civs have my pet?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 08, 2015, 06:40:44 pm
There are various pet-type tokens you can give entities that can control what types of animals they may use.

USE_ANY_PET_RACE
USE_CAVE_ANIMALS
USE_EVIL_ANIMALS
USE_GOOD_ANIMALS
COMMON_DOMESTIC_MOUNT
COMMON_DOMESTIC_PACK
COMMON_DOMESTIC_PET
COMMON_DOMESTIC_PULL

Not quite as simple as all or none, but the entity tags above will allow an entity to get a certain pet if the animal matches with the permissions.

The easiest way to allow most entities to use your animal would probably be to give the creature [COMMON_DOMESTIC] and [PET]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 08, 2015, 07:21:05 pm
Well...I missed the pet tag(face palm.)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 08, 2015, 07:51:05 pm
How do you make a material with a syndrome?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 08, 2015, 07:55:04 pm
You literally just put the syndrome into the material, same way as any other material that has a syndrome.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 08, 2015, 07:56:30 pm
Where can I find an example.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 08, 2015, 07:57:19 pm
[INORGANIC:SOMETHING]
    [SYNDROME]
      --syndrome stuff


that's literally it, examples include every creature with poison in the game
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on March 09, 2015, 05:54:15 pm
Hey, can I make a creature only spawn in a volcano?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 09, 2015, 05:55:55 pm
I think that the closest you can get is having them live in the magma sea, and hoping that one of them will swim up into the volcano.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on March 09, 2015, 06:05:09 pm
Ehh... I guess that could work. I'll just look at magma crabs then.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: KingKaol on March 11, 2015, 12:49:46 am
I was looking through the modding guide on the wiki and there doesn't seem to be item tokens for trade goods (crafts and totems, maybe some others). are they hard-coded?

I think i figured it out now; they all have subtype `NONE`

Edit: Maybe I'm still confused though, there doesn't seem to be an 'item definition token' for these types? Does that mean you can't create new ones?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on March 11, 2015, 12:52:16 am
Look at the token listings. Chewing up the information yourself does you good.

http://dwarffortresswiki.org/index.php/DF2014:Item_token

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: KingKaol on March 11, 2015, 12:54:56 am
Look at the token listings. Chewing up the information yourself does you good.

http://dwarffortresswiki.org/index.php/DF2014:Item_token

I think this is the list that has me confused:

http://dwarffortresswiki.org/index.php/DF2014:Item_definition_token

Can you still define a new item without giving it an item definition token? E.G. a new tradegood type that can be produced either as a random craft or a separate job, plus the ability to stockpile?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 11, 2015, 12:55:25 am
If it is not listed there, it cannot be made. The wiki is completely comprehensive there.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on March 11, 2015, 04:12:25 am
You cannot define a new item type or stockpiling category. Crafts are hardcoded and you cannot make a new one. You can however define a new toy, instrument or tool.

Toys and instruments are randomly made with the 'make toy/instrument' job, you can also define reactions for that, but you'll have to define it for every kind of material you want to use.

Tools have their separate action.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 11, 2015, 06:01:11 am
How do create a reaction that produces a caste of your species. So that I give the workshop 15 iron and get an automatan, which is a caste of my species.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on March 11, 2015, 06:29:20 am
You cannot do that without dfhack's spawnunit and currently there is a blocking bug I haven't figured out yet.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on March 15, 2015, 01:29:28 pm
Hey, how would I make my custom workshop look a bit more like a forge? With an anvil in the top right, a chair replacing the bars of soap, and a table on the middle right?

Here's the building.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 15, 2015, 01:39:21 pm
Why can't I build this building in fort mode it has the right headings, and there is nothing in the error log?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on March 15, 2015, 01:45:24 pm
After [BUILDING_blah_blah_blah] put tabs in front of everything, and make sure it's a permitted building for the entity.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Exodus on March 15, 2015, 01:46:20 pm
So, I successfully made a creature which successfully creates civilizations and whatnot.

One problem, when I'm adventuring as one and I try to wrestle something, I cannot use my hands or any part of my arms.
How do I fix this?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 15, 2015, 01:55:00 pm
What do you mean permitted building?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on March 15, 2015, 01:58:42 pm
Go into "entity_default" and under dwarves, you'll see [PERMITTED_REACTION:MAKE_PEARLASH" and such. Scroll down until you find a section where there's [PERMITTED_BUILDING:blah]. This is above the permitted reactions. Add in [PERMITTED_BUILDING:ALCHEMY_SHOP] and gen a new world.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McCoder on March 15, 2015, 01:59:48 pm
Thank you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DizzyCrash on March 15, 2015, 03:26:52 pm
What file do you find animal people in like lizard men? I want to make a lizard man society.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 15, 2015, 03:31:07 pm
They can be found in various different files, usually near their normal counterparts.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on March 16, 2015, 09:15:02 am
So, I successfully made a creature which successfully creates civilizations and whatnot.

One problem, when I'm adventuring as one and I try to wrestle something, I cannot use my hands or any part of my arms.
How do I fix this?
I guess they need a bodypart that has the GRASP tag.
Example tentacles:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on March 16, 2015, 09:19:52 am
What file do you find animal people in like lizard men? I want to make a lizard man society.
I recommend you install a programmer's text editor that has "search for string in all of a folder's files" also known as "Find in files".
Notepad++ and Crimson Editor / Emerald Editor are good ones. Notepad++ is at http://notepad-plus-plus.org/ (http://notepad-plus-plus.org/)
Then search for eg. "men:" to find all the animal men species.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on March 16, 2015, 11:02:43 am
You couldn't hold weapons with no grasp, pretty sure they can still climb as well, but for some reason you can get a situation where you only have access to normal wresting grabs while holding weapons. I recall there being something weird when I was trying to add in or remove wings.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zarathustra30 on March 17, 2015, 01:51:13 am
What is the point of "item_food.txt"? It doesn't affect the hard-coded kitchen reactions (removing them makes the reactions silently fail), and there doesn't seem to be much to do beyond that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 17, 2015, 02:47:51 am
It does affect those, though. Try adding a new one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on March 17, 2015, 04:12:25 am
What is the point of "item_food.txt"? It doesn't affect the hard-coded kitchen reactions (removing them makes the reactions silently fail), and there doesn't seem to be much to do beyond that.
The point is to add flavor to the world. Some mods you'd want modern cuisine like burger, cake, kebab, salad, snack, meatballs, fries, jelly, pizza, pie, wrap, marinade, dumplings, muffins.
Other worlds you'd want old stuff like palt, steak, mash, porridge, lumps, stew, strips, slices, sauce pie, sausage, roll.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on March 17, 2015, 11:32:24 am
So, I successfully made a creature which successfully creates civilizations and whatnot.

One problem, when I'm adventuring as one and I try to wrestle something, I cannot use my hands or any part of my arms.
How do I fix this?

a GRASP part is needed for wrestling, and it must be connected to the UPPERBODY. I've had an oddity of a 2 piece bodied creature (Head + UPPERBODY/LOWERBODY) and it's legs (except feet) which of course had LIMB where being used to wrestle because the arms connected to the UPPERBODY as well.

It is the UPPERBODY that determins what is used to wrestle with based on connected LIMBs and if a LIMB chain has a GRASP
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WillowLuman on March 20, 2015, 10:12:19 pm
Can you define attacks on shields?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 20, 2015, 10:16:02 pm
Not at the moment, no.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Number7 on March 21, 2015, 12:51:43 am
Hi there, i want to mod in a few civilizations. Four would make me really happy. One being a tougher version of goblins that sieges later than them (and goblin sieges available earlier, like 50~ ish dwarves rather than 80). I'd also like to make the tougher goblin race bring Giant Desert Scorpions into battle, as mounts if possible. the megabeasts minotaurs made into a civilization with access to steel and iron equipment to wear into battle, and an undead race that are similiar to necromancer tower undead, and a Civilization of Dragons, who would siege the fortress together. Wearing steel armor preferably to make them harder to kill

How would i go about these, are there specific wiki pages and videos around that would teach me how to make this happen? Are there any tips you can offer about things its harder to learn with the wiki?

I essentially want to make a mod that cranks up the difficulty of invasions significantly that doesn't rely on finding towers on the map (since it makes world gens extremely long to try to encourage more towers by setting the year to 1050).

At the moment i only have a very basic grasp on the raws, the most ive done is changing dragons to be taken at embark by modifying a few tags, and making them mature in 10 years rather than 1000 so i could actually see them mature. That's about the level im at haha

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 21, 2015, 01:05:53 am
To make civilizations contact you sooner, you would need to add or alter the PROGRESS_TRIGGER tokens. You put in a number between zero and five. Zero will disable the specific type of trigger, while one-through-five are for different levels for the tag, with one being the lowest/least needed to trigger the civilization to visit, and five being the highest.

For example, [PROGRESS_TRIGGER_POP_SIEGE:3] would mean that a siege would not occur until you get eighty dwarves. This (http://dwarffortresswiki.org/index.php/DF2014:Entity_token#PROGRESS_TRIGGER_POPULATION) will link you to the wiki pages for entities; specifically to the progress triggers, which can explain what level corresponds to what requirements.

There are a few ways to make creatures tougher. Such as making their tissues/materials stronger, making them larger, giving them natural skills, or higher than normal attributes. However, making a creature belong to a specific civilization is not something you can do through the raws alone. You can make it more likely for them to have the giant scorpions by allowing them to use any type of animal, however.

Iron access should be available to any civilization that has access to furnace operators as a profession, and steel should be available to any civilization that is permitted to use the steel smelting reaction.

Making undead similar to actual animated zombies may be a bit difficult, as zombies have their own behaviour that can't quite be put onto normal creatures, such as the ability to survive a bisection, but making an undead-like race that doesn't age or need to think, drink, or eat, while hating all life is possible.

There is a wiki (http://dwarffortresswiki.org/index.php/Main_Page) you can use.

In addition to the entity token I shared above, you may be interested in the creature tokens (http://dwarffortresswiki.org/index.php/DF2014:Creature_token).
And here is a reference modding guide (http://dwarffortresswiki.org/index.php/DF2014:Modding_guide), which is also on the wiki.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on March 21, 2015, 08:15:46 am
I essentially want to make a mod that cranks up the difficulty of invasions significantly that doesn't rely on finding towers on the map (since it makes world gens extremely long to try to encourage more towers by setting the year to 1050).
I recommend you give minimum skill levels to the invader creatures, eg. [NATURAL_SKILL:TRACKING:5] forest life
You can also pump up your mark 2 goblins with [PHYS_ATT_RANGE:TOUGHNESS:700:1200:1400:1500:1600:1800:2500]
speedlearning and dex/str/con statements.

Highly recommend you have a programmer's text editor that can "Find in folders" aka "show all lines mentioning this string in these 500 files"
ps. You're welcome to copy my Brook Troll uncivilized creature from OldGenesis.
pps. Larger world and longer history means slow framespersecond!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ops Fox on March 22, 2015, 06:53:40 pm
I wanted to add in a reaction to my smelter that would let me create an alloy of copper and nickel for weapons, but the reaction for the bars is not showing up in the list of things my smelter can do.

I added the cupronickel to the inorganic:metal list, I added the reaction to the list of permitted ones for my civ, and I created a reaction in the reaction_smelter file.

Would adding these things after I already embarked impact it any?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nahere on March 22, 2015, 06:57:57 pm
Would adding these things after I already embarked impact it any?
Yes, as adding objects requires regenning the world, as does editing the entity files.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on March 23, 2015, 04:47:30 pm
Would adding these things after I already embarked impact it any?
Yes, as adding objects requires regenning the world, as does editing the entity files.
You could change an existing reaction (for example, for an alloy you never make) to be the one you want to test.  The ID needs to stay the same, but you can change pretty much all of the internals including its human-readable name.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on March 24, 2015, 04:23:37 pm
Can I add an interaction post world-gen? If not, can I change one of the default ones to what I want?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 24, 2015, 04:27:37 pm
1. No. I don't know of anything that can be added post world-gen.
2. Maybe. Probably yes, but it may depend on exactly what is changed.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: RC1359 on March 24, 2015, 08:55:25 pm
I managed to get a custom workshop built, and the reaction necessary for this item is useable (and the reagents are consumed), however this tool does not actually show up anywhere. The workshop is enabled and the reaction is enabled for the civilization. Do I need to add the tool to be enabled for the civilization, or do I need to add a token or something so they will carry the object around / store it in a stockpile?
And also, if I am able to get it working, under what category would it appear in the custom stockpile settings?

The Workshop:
Code: [Select]
building_custom_building

[OBJECT:BUILDING]

[BUILDING_WORKSHOP:CUSTOM_BUILDING]
[NAME:First Custom Building]
[NAME_COLOR:1:0:1]
[DIM:5:5]
[WORK_LOCATION:3:1]
[WORK_LOCATION:1:3]
[WORK_LOCATION:5:3]
[WORK_LOCATION:3:5]
[BUILD_LABOR:ALCHEMY]
[BUILD_KEY:CUSTOM_SHIFT_C]
[BLOCK:1:0:0:0:0:0]
[BLOCK:2:0:1:1:1:0]
[BLOCK:3:0:1:0:1:0]
[BLOCK:4:0:1:1:1:0]
[BLOCK:5:0:0:0:0:0]
[TILE:0:1:' ':' ':' ':' ':' ']
[TILE:0:2:' ':169:196:191:' ']
[TILE:0:3:' ':179:' ':179:' ']
[TILE:0:4:' ':192:196:217:' ']
[TILE:0:5:' ':' ':' ':' ':' ']
[COLOR:0:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:0:2:0:0:0:6:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:0:3:0:0:0:6:0:0:0:0:0:6:0:0:0:0:0]
[COLOR:0:4:0:0:0:6:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:0:5:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:1:1:' ':' ':' ':' ':' ']
[TILE:1:2:' ':214:196:191:' ']
[TILE:1:3:' ':186:' ':179:' ']
[TILE:1:4:' ':211:196:217:' ']
[TILE:1:5:' ':' ':' ':' ':' ']
[COLOR:1:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:1:2:0:0:0:1:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:1:3:0:0:0:1:0:0:0:0:0:6:0:0:0:0:0]
[COLOR:1:4:0:0:0:1:0:0:6:0:0:6:0:0:0:0:0]
[COLOR:1:5:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:2:1:' ':' ':' ':' ':' ']
[TILE:2:2:' ':214:196:183:' ']
[TILE:2:3:' ':186:' ':186:' ']
[TILE:2:4:' ':211:196:189:' ']
[TILE:2:5:' ':' ':' ':' ':' ']
[COLOR:2:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[COLOR:2:2:0:0:0:1:0:0:6:0:0:1:0:0:0:0:0]
[COLOR:2:3:0:0:0:1:0:0:0:0:0:1:0:0:0:0:0]
[COLOR:2:4:0:0:0:1:0:0:6:0:0:1:0:0:0:0:0]
[COLOR:2:5:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:3:1:' ':' ':236:' ':' ']
[TILE:3:2:' ':214:205:183:' ']
[TILE:3:3:236:186:246:186:236]
[TILE:3:4:' ':211:205:189:' ']
[TILE:3:5:' ':' ':236:' ':' ']
[COLOR:3:1:0:0:0:0:0:0:2:0:0:0:0:0:0:0:0]
[COLOR:3:2:0:0:0:1:0:0:1:0:0:1:0:0:0:0:0]
[COLOR:3:3:2:0:0:1:0:0:7:0:0:1:0:0:2:0:0]
[COLOR:3:4:0:0:0:1:0:0:1:0:0:1:0:0:0:0:0]
[COLOR:3:5:0:0:0:0:0:0:2:0:0:0:0:0:0:0:0]
[BUILD_ITEM:4:STONE:NONE:NONE:NONE][BUILDMAT][CAN_USE_ARTIFACT]

The Item:
Code: [Select]
item_custom

[OBJECT:ITEM]

[ITEM_TOOL:TOOL_CUSTOM]
[NAME:custom tool:custom tools]
[VALUE:0]
[TILE:139]
[SIZE:1]

The reaction:
Code: [Select]
reaction_decomposition

[OBJECT:REACTION]

[REACTION:MAKE_CUSTOM_TOOL]
[NAME:Make Custom Tool]
[BUILDING:CUSTOM_BUILDING:CUSTOM_S]
[REAGENT:a:1:stone:NONE:NONE:NONE]
[PRODUCT:100:4:TOOL:TOOL_CUSTOM]
[SKILL:ALCHEMY]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 24, 2015, 09:08:26 pm
Tools can be given to an entity through a permission by entering something like [TOOL:TOOL_CUSTOM] into the entity's definition.

Your reaction is incorrect. I'm not sure if 'stone' will work, as it is not capitalized, but your product is definitely wrong. It has no defined materials.

[PRODUCT:100:4:TOOL:TOOL_CUSTOM:GET_MATERIAL_FROM_REAGENT:a:NONE] will make the tool be made of the item put into the reaction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 24, 2015, 09:24:44 pm
Yo, can anyone tell me if the following entity tokens actually do anything properly:

Code: [Select]
    [SITE_GUARDIAN]
    [DIVINE_MAT_WEAPONS]
    [DIVINE_MAT_ARMOR]
    [DIVINE_MAT_CRAFTS]
    [DIVINE_MAT_CLOTHING]

Also, here's something fun:

Code: [Select]
[INORGANIC:DIVINE_7]
    [GENERATED]
    [DIVINE]
    [DISPLAY_COLOR:7:0:0]
    [BUILD_COLOR:7:0:0]
    [STATE_COLOR:ALL_SOLID:GRAY]
    [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
    [STATE_NAME_ADJ:ALL_SOLID:booming metal]
    [MATERIAL_VALUE:300]
    [SPEC_HEAT:7500]
    [MELTING_POINT:NONE]
    [BOILING_POINT:NONE]
    [ITEMS_WEAPON]
    [ITEMS_WEAPON_RANGED]
    [ITEMS_AMMO]
    [ITEMS_DIGGER]
    [ITEMS_ARMOR]
    [ITEMS_ANVIL]
    [ITEMS_HARD]
    [ITEMS_METAL]
    [ITEMS_BARRED]
    [ITEMS_SCALED]
    [SOLID_DENSITY:1000]
    [LIQUID_DENSITY:1000]
    [MOLAR_MASS:20000]
    [IMPACT_YIELD:1000000]
    [IMPACT_FRACTURE:2000000]
    [IMPACT_STRAIN_AT_YIELD:0]
    [COMPRESSIVE_YIELD:1000000]
    [COMPRESSIVE_FRACTURE:2000000]
    [COMPRESSIVE_STRAIN_AT_YIELD:0]
    [TENSILE_YIELD:1000000]
    [TENSILE_FRACTURE:2000000]
    [TENSILE_STRAIN_AT_YIELD:0]
    [TORSION_YIELD:1000000]
    [TORSION_FRACTURE:2000000]
    [TORSION_STRAIN_AT_YIELD:0]
    [SHEAR_YIELD:1000000]
    [SHEAR_FRACTURE:2000000]
    [SHEAR_STRAIN_AT_YIELD:0]
    [BENDING_YIELD:1000000]
    [BENDING_FRACTURE:2000000]
    [BENDING_STRAIN_AT_YIELD:0]
    [MAX_EDGE:12000]
    [SPHERE:THUNDER]

Note especially the last line.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on March 24, 2015, 10:33:14 pm
The [SITE_GUARDIAN] is probably hard to test, because you need to find a vault, but I'd assume that the civ will replace the angels in it.

The other ones are easy to test:  [DIVINE_MAT_WEAPONS]  [DIVINE_MAT_ARMOR]   [DIVINE_MAT_CRAFTS]  [DIVINE_MAT_CLOTHING] add them to an entity, set divine_metals to 100 in the worldgen editor, gen a world, and check what stuff you can embark with. :D Best to take 10k embark points, items from divine mats are probably expensive.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on March 26, 2015, 04:16:00 pm
how would i go about changing barrel capacity, or is it hard-coded into the game?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on March 26, 2015, 04:21:01 pm
how would i go about changing barrel capacity, or is it hard-coded into the game?
Hard coded.
Check out ITEM_TOOL_POT in ITEM_TOOL.txt for an alternative if you just want food/drink containers with more space. ITEM_TOOL_JUG is above that as well.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on March 26, 2015, 04:24:48 pm
how would i go about changing barrel capacity, or is it hard-coded into the game?
Hard coded.
Check out ITEM_TOOL_POT in ITEM_TOOL.txt for an alternative if you just want food/drink containers with more space. ITEM_TOOL_JUG is above that as well.
aright, thx its been bugging me for a while now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: RC1359 on March 26, 2015, 08:00:26 pm
Is there any way to make a submenu in a custom workshop?
Something similar to the metalcrafting shop, like make subcategories for each metal.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eldin00 on March 26, 2015, 08:16:18 pm
Is there any way to make a submenu in a custom workshop?
Something similar to the metalcrafting shop, like make subcategories for each metal.

Not currently, but I think I remember seeing something from Toady One about that being in the next release (not finding the exact quote at the moment though)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 26, 2015, 08:45:19 pm
In the next version, this will be the syntax:

It's fixed assuming it doesn't get any more interesting.  In any reaction's def, assign it to a category with [CATEGORY:<token>].

[CATEGORY:<token>]
 [CATEGORY_NAME:<text>]
 [CATEGORY_DESCRIPTION:<text>]
 [CATEGORY_PARENT:<token>]
 [CATEGORY_KEY:<key>]

The subtokens to define the category's details just need to appear below the CATEGORY somewhere once.  The nesting can go as deeply as needed.  It only shows reaction categories in the relevant workshops if your fort's entity has a permitted reaction within the category nesting, which will hopefully avoid some clutter in complicated mods.  We'll have to see what else is necessary as we go.  Things like material assignments linked to categories (to handle stuff like glass coming out into the raws) are elevated to "low-hanging fruit" status now, but aren't in the game.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Enepttastic on March 27, 2015, 05:23:37 am
In the next version, this will be the syntax:

It's fixed assuming it doesn't get any more interesting.  In any reaction's def, assign it to a category with [CATEGORY:<token>].

[CATEGORY:<token>]
 [CATEGORY_NAME:<text>]
 [CATEGORY_DESCRIPTION:<text>]
 [CATEGORY_PARENT:<token>]
 [CATEGORY_KEY:<key>]

The subtokens to define the category's details just need to appear below the CATEGORY somewhere once.  The nesting can go as deeply as needed.  It only shows reaction categories in the relevant workshops if your fort's entity has a permitted reaction within the category nesting, which will hopefully avoid some clutter in complicated mods.  We'll have to see what else is necessary as we go.  Things like material assignments linked to categories (to handle stuff like glass coming out into the raws) are elevated to "low-hanging fruit" status now, but aren't in the game.

twitches
As someone who just read this entire thread before starting to think about modding, I want this NAO!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: 20firebird on March 28, 2015, 12:03:28 am
I'm working on some wendigos and they aren't quite the nigh-unstoppable killing machines I want them to be. Any tips?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 28, 2015, 12:07:55 am
What exactly is stopping them from being more monstrous?

Making them rather large, and making their attacks hit harder can help, if it is lacking in offense.

They can be made of tougher materials, or their materials can otherwise be altered within its definition. This can also be used to make some of its attacks hit harder. For example, sharper nails cutting deeper.

For a more straightforward approach to defence, try giving them a [GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2] tag, to halve the effects of attacks against it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on March 28, 2015, 07:05:06 am
I'm working on some wendigos and they aren't quite the nigh-unstoppable killing machines I want them to be. Any tips?
give them some Strength, Dexterity, speed, and skills. in particular, the Dodging skill makes them Dorf Souls 4 masters.
Also: a huge layer of fat under the skin gives boosted survival.
Spoiler (click to show/hide)

addendum: doggy greeting interaction:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Glatux on March 28, 2015, 08:54:25 am
So I'm trying to make an interaction that would allow creature to learn how to have a fire breath the thing is that the ability doesn't appear anywhere when I'm trying it in arena mode.
It based on the necromancer example, here's the syndrome part :
Spoiler: "Code" (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 28, 2015, 03:24:07 pm
You forgot [CDI:INTERACTION:MATERIAL_EMISSION]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: KingKaol on March 29, 2015, 12:48:36 am
Is there a way to change the tiles used for dirt vs rough stone floors? Currently with varied tiles turned off they are both `.` period, but I was wondering if there was a way to change say rough stone to be a different tile, like `,` comma?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on March 29, 2015, 02:09:27 am
Is there a way to change the tiles used for dirt vs rough stone floors? Currently with varied tiles turned off they are both `.` period, but I was wondering if there was a way to change say rough stone to be a different tile, like `,` comma?
Not with normal modding, but with Twbt (Text will be Text, by mifki, a dfhack plugin) you can change them by using override tiles.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on March 29, 2015, 07:06:33 am
what is the max attribute limit if i use  script from DFhack?
i know base game it is 10000(if your creature has max natural attributes)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 29, 2015, 02:52:55 pm
2,147,483,647
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on March 29, 2015, 05:59:41 pm
2,147,483,647
and how would i go about getting that value?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 29, 2015, 06:01:37 pm
You can use PHYS_ATT_CAP_PERC and MENT_ATT_CAP_PERC to increase it further without dfhack.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on March 29, 2015, 06:09:10 pm
thank you for sharing your knowledge with me. ;D
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on March 30, 2015, 08:28:42 am
I have a quick question about language files, and I hope it has a simple answer.  What happens if a T_WORD is defined in some languages and not in others?  Does the underlying WORD get ignored by everyone, or just automatically culled from civs who would otherwise use it but don't have a translation for it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on March 30, 2015, 05:42:59 pm
They will use the word regardless if a translation exists and it will show up as a blank in-game. If you remove T_WORD:DAGGER:urist from dwarves, "Urist Avuzurist" becomes "  Avuz ".
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on March 30, 2015, 10:04:22 pm
They will use the word regardless if a translation exists and it will show up as a blank in-game. If you remove T_WORD:DAGGER:urist from dwarves, "Urist Avuzurist" becomes "  Avuz ".
Thanks.  Not the answer I was hoping for, but good to know that any new WORD needs T_WORD's in every language.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on March 31, 2015, 02:43:31 pm
Question about wars  : is there a way to remove "offer of peace" or at least prevent any "offer of peace" to be accepted so ongoing wars either never end or end only with the destruction of one of the sides involved ?

I thought it was linked to diplomats, but from checking i noticed goblins civs sending offer of peace to other civs at war with them, ending effectively their wars, despite they have no defined diplomats in their entity file.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eldin00 on March 31, 2015, 05:00:29 pm
Goblins have [VARIABLE_POSITIONS:ALL] and [SITE_VARIABLE_POSITIONS:ALL] in their entity, so during worldgen their civilizations can generate noble positions to fill any needed responsibility. I haven't tried making a civ with neither variable positions nor a position with [RESPONSIBILITY:MAKE_PEACE_AGREEMENTS], so I'm uncertain if doing so would acomplish a civ which is unable to end any wars it gets into.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on March 31, 2015, 05:28:23 pm
Goblins have [VARIABLE_POSITIONS:ALL] and [SITE_VARIABLE_POSITIONS:ALL] in their entity, so during worldgen their civilizations can generate noble positions to fill any needed responsibility. I haven't tried making a civ with neither variable positions nor a position with [RESPONSIBILITY:MAKE_PEACE_AGREEMENTS], so I'm uncertain if doing so would acomplish a civ which is unable to end any wars it gets into.
Doesn't [UTTERANCES] accomplish the same thing?  Though that could break all international relations like trading.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on March 31, 2015, 05:38:55 pm
Yea, not being able to speak intelligibly kind of impedes negotiations.

Just having them not speak at all accomplishes the same thing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on March 31, 2015, 06:04:30 pm
Yea, not being able to speak intelligibly kind of impedes negotiations.

Just having them not speak at all accomplishes the same thing.
Darmok and Gilad at Tenagra.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: KingKaol on March 31, 2015, 07:43:10 pm
Is there a way to change the tiles used for dirt vs rough stone floors? Currently with varied tiles turned off they are both `.` period, but I was wondering if there was a way to change say rough stone to be a different tile, like `,` comma?
Not with normal modding, but with Twbt (Text will be Text, by mifki, a dfhack plugin) you can change them by using override tiles.

thanks, nice and simple:

data/init/overrides.txt
Code: [Select]
[OVERRIDE:46:T:SoilFloor1:text:44:]
[OVERRIDE:46:T:SoilFloor2:text:44:]
[OVERRIDE:46:T:SoilFloor3:text:44:]
[OVERRIDE:46:T:SoilFloor4:text:44:]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on March 31, 2015, 08:50:12 pm
Thank you guys , i'll give a try with those tokens to help breaking those peace negocations.

edit : generated a small region for 120 years with 40 civs made of the default species + several custom ones and gave [UTTERANCES] to each of them (in their creature files, as [UTTERANCES] is not an entity token), even the default species.

... and unfortunately it does not stop the peace offer, as i see many wars ended with "peace accepted" :/
I'll have to try with the and only assign position manually like for the dwarven entities.

edit 2 :

I am wondering if the reason [UTTERANCES] does not prevent peace to be made could be that some abducted/migrant from other species joined and were given diplomat position, allowing then a peace negociation to be made as they would speak the same language as their possible enemy.

I will have to try with the position assignement, removing those [VARIABLE_POSITIONS:ALL] and assign them manually without adding a diplomat
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on April 01, 2015, 04:04:31 am
Some good and some bad about having wars that do not stop with peace negociation until an opponent defeat.

What i did :
- every creature standards involved, both from creature_standard.txt and my own creature_anti.txt have an [UTTERANCE] tag to avoid those main species understanding each other and getting to possible peace

- added [BABYSNATCHERS] to every entities, both from entity_default.txt and my own entity_anti.txt in order to make war happening more often between each entities

- with all the abductions [UTTERANCE] wasn't stopping peace negociation anymore as i guess abducted people growing up into their enemy entities would then be able to negociate peace with their former entities due to sharing same utterance

- removed all the [RESPONSIBILITY:MAKE_PEACE_AGREEMENTS] from diplomat position in both entity_default.txt and my own entity_anti.txt to avoid diplomats being able to negociate peace, but i didn't removed the diplomat position in case it's needed by the game code for war declaration

- removed all the [VARIABLE_POSITIONS:ALL] and [SITE_VARIABLE_POSITIONS:ALL] from entities featuring it (humans , goblin and the additional entities i made) and replaced those by copy of the actual positions from dwarf and elf entities (just changed their display name to fit)

- removed all the [CHAT_WORTHY] tokens from positions having it as i remember some people mentionning it can crash worldgen in some conditions, but that shouldn't impact wars

After testing with a 130 years old worldgen on small and smaller regions edited to have 30 civs starting in them i noticed :

- wars are always ongoing, that's a success on this, they never stop.
But it seems DF does not mention that a civilisation is destroyed anywhere in legends as there are now civs that have no more member resulting of war but it's mentionned nowhere, there are just mention of new government in conquered sites but nothing mention the war being ended with one of the civ being entirely conquered (all its sites)

- much more of an annoyance and a problem for world and civs dynamics : it seems to be -extremely- rare that civs make war against more than 1 other civ at the same time now that war never end, in all my tests, i observed only twice a civ being at war with 2 other civs !

- and another annoyance very likely responsible of the previous one : war is very rare despite the modification should make it actually more present (i edited lots of ethics to help make some opposition there), on every of my worldgen with the endless wars setting on 30 civs maybe 5 or 6 are at war
Maybe distance play, but even on smaller worlds that are rather small ?

I'll have to give a try with 34.11 to see if the global AI passivity of 40.x is part of the problem.

edit : removed all the start/exclusive/support biome for every entities and replaced with
   [START_BIOME:ANY_LAND]
   [SETTLEMENT_BIOME:ANY_LAND]
   [BIOME_SUPPORT:ANY_LAND:5]
to spice things up and see if it could work around possible distance problems, while it's working nicely and civs are spawning all over the map without restrictions like before, war is still extremely rare.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 01, 2015, 06:26:53 am
No wonder. Two civilizations that both have [BABYSNATCHER] understand each other just fine. They're part of the same alignment.

The four alignments are BABYSNATCHER, ITEM_THIEF, both at the same time and none of the above. Different alignments can't play nice.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on April 01, 2015, 07:02:20 am
Thanks, i wasn't aware of those 4 "alignements" as i really didn't thought civs snatching each other babies would be going along just fine instead of trying to get vengeance constantly :/

Unfortunately it does not seem to go very well, my 8 civs are defined like that
1 nothing
1 babysnatcher
1 item thief
1 babysnatcher+item thief
1 nothing
1 babysnatcher
1 item thief
1 babysnatcher+item thief
(all of them are active at every seasons)

In the "Smaller Region" world there's a total of 30 civs from those 8 entities.
After a 120 years worldgen

9 civs have item thief and only 2 of them is at war (both vs civ from the babysnatcher+item thief)
9 civs have nothing and only 1 of them is at war (vs a civ from the babysnatcher+item thief)
8 civs have babysnatcher and only 1 of them is at war (vs a civ from the babysnatcher+item thief)
4 civs have babysnatcher+item thief and all 4 are at war (the one already mentionned)

So in total on 120 years only 8 out of 30 civs have made a war.
The babysnatcher+item thief civs are the ones i made using the goblin entity as a template (changing the ethics tough) , i'll have to look more closely to what is that different to make them all go at war while the others do not apparently
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on April 01, 2015, 07:58:55 am
After trying so many things and change in tokens and ethics and found out that elf/human/dwarf template-based entities nearly never go at war with elf/human/dwarf entities and only the goblin based ones do, i decided to experiment.

I changed 2 entries for my 2 entities that were based on the goblins
   [DEFAULT_SITE_TYPE:DARK_FORTRESS]
   [LIKES_SITE:DARK_FORTRESS]

replaced by
   [DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:CITY]

One think this shouldn't make any difference in the willingness to go at war ?
... And you would be wrong, suddenly both entities based on goblin template decided to ... never go at war with anyone at worldgen, managed to generate 4 worlds on a row in which there was no war in 120 years, while just before i made that change, those 2 were the only entities that -always- had their civs making war with the other entities.

Oh well, it's not making any sense to me, unless there's something hardcoded to dark fortress, that could explain why nothing i change seems to make any actual change in the war willingness of the entities that aren't liking/defaulting to dark fortress,
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on April 01, 2015, 06:19:59 pm
Still on my tinkerings, i decided to give another test, i removed all the manually made positions in every of my 8 entities and replace them by
[VARIABLE_POSITIONS:ALL]
[SITE_VARIABLE_POSITIONS:ALL]

And now instead of only the 2 civs that were made from goblin templates, every civs are now going at war.
It's odd, because i had previously replaced those from the 2 goblin-like entities by positions i copied from the elves ones , while the 2 other civs that were using elves position never went at war against anyone else in dozen after dozen of worldgen (despite ethic + alignements were opposite to a few of the other civs).

Now that everyone has no more manually setup position but is using
   [VARIABLE_POSITIONS:ALL]
   [SITE_VARIABLE_POSITIONS:ALL]
Everyone go at war, the unfortunate side effect is that they're negociating peace sometime again, but i wonder why war is now triggered again by just doing that.

That's getting very complicated, if i manage to get the civs to never stop war (no peace accepted) thanks to having manually inserted positions that do not have any peace agreement responsabilities, most of those civs will never go at war , but if i remove all those manually inserted position and let the game assign the variable ones on its own, suddenly everyone is very willing to go at war
*scratch head*

Oh well, at least with how it is now, it's a great population control for adventure mode, on the many worldgen i did while testing with variable position, i never had anything overpopulated anymore, some good fun for exploring without unplayable framerate i guess :)

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on April 01, 2015, 08:23:44 pm
Does anyone know what ca be used in the variable positions tokens other than ALL?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 01, 2015, 08:28:16 pm
Pretty sure that one accepts responsibility tokens.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NEANDERTHAL on April 01, 2015, 09:31:42 pm
Does anyone know a way to make buildings act like floor tiles? I'm working on a mod and I need the embark wagon to act as a sort of "raft" for the castaway dwarves to stand on.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ulfgard on April 02, 2015, 06:13:49 am
Apologies if this has been asked before-- I searched and failed to find any immediately relevant posts*, so I figured this might be the place to ask.


I've been poking around in the modding section here and have found three mods that I like the sound of. My first instinct was to keep a separate copy of Dwarf Fortress for each mod, but I'd really rather prefer to use them together. The problem is pretty basic: even though none of the mods do the same thing, they all modify the entity_default raw file, and two of them also change the creature_standard file. The three mods in question are All Races Playable 1_4, Kazoo's silk egg mod, and StalsArmourPack_1_7_4020 if it makes any difference or if any of you are familiar with all three.

Is there a way to merge these without having to go through each of the conflicting files line by line with a fine-toothed comb? I'm prepared to do a bit of work (I'm not shouting "fix this for me now!"), but having to manually review each line of the concerned files multiple times to see what matches and what doesn't in the hopes that I can just copy and paste a few sections from one document to the next is really not on my to-do list. Is there a better way to do it?

For the record, I have tried using the mod manager built into the Lazy Newb Pack, but as far as I can tell, it just sees that these mods change the same files and then bounces an error message back to me, rather than trying to merge them.

*I did find a utility that was supposed to handle this sort of thing, DF Mod Manager [0.7.1], but the last post in that thread was from June of 2013, so I assume it's no longer supported.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 02, 2015, 06:21:15 am
You'll still be looking through things, but not like that, not that manually, not with that much work. Use WinMerge. (http://winmerge.org/)


Alt-down arrow skips down to the next discrepancy, Alt-right arrow copies it over to that side. Saves tons of time and effort.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ulfgard on April 02, 2015, 06:35:49 am
You'll still be looking through things, but not like that, not that manually, not with that much work. Use WinMerge. (http://winmerge.org/)


Alt-down arrow skips down to the next discrepancy, Alt-right arrow copies it over to that side. Saves tons of time and effort.

That sounds obscenely helpful. Downloading it now, and will give it a bash. I'll report back any successes, failures, or difficulties. Any tips, pointers, or things I should be watching out for in advance?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 02, 2015, 07:27:12 am
Hmmm... the comparison match-ups can sometimes go haywire when there's a lot of repetition with small differences. You can dumb down the algorithm from Options>Compare.

You'll also want to have an untouched set of current default raws close at hand as a baseline to compare mods against.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ulfgard on April 02, 2015, 08:01:03 am
So far, I've (seemingly) sorted out the conflicts between the two creature_standard files. Working on the first set of entity_defaults right now. The latter is going a lot rougher due to quite well actually, given the sheer volume of changes I'm looking at. Actually had to revert quite a few things in this pair because I got midway through and realized I'd loused up the beginning. Or rather, in the process of looking up a tag I didn't recognize, I realized I'd made the wrong changes earlier on and couldn't undo that far back.

Still, this is almost exactly the tool I was looking for! Thank you so much. I wouldn't say it's a painless process, but it's not a struggle either. Just have to be more diligent in looking stuff up.

Edit: Have both the creature_standard and entity_default out of the way-- finished the second one less than two minutes after I'd initially posted this. If progress thus far is anything to go by, things are coming together quite nicely. Just have to work the third file into the mix and it should be golden for testing.  :D

Double edit: Alright, we're primed and ready to test this thing. i have the original files backed up, as well as a backup of each file I've fiddled with. I realize that what I should do is test them incrementally, but I'm feeling a bit like a mad scientist... think I'll just drop the final iteration in and fire it up. If I'm not back with an update in an hour, assume everything went swimmingly. Regardless, expect an update within the next two hours or so. Thanks again for pointing me in the direction of WinMerge.
------------------
Initial results seem promising, if not exactly on target. I've experienced one or two minor oddities, but both were the result of my forgetting to transfer over one or two of the "minor" files to the DF directory before testing. That got sorted quickly enough, but it ate up a few minutes at a time and I'm just about at the end of my window for this morning.

Limited testing seems, as I said, promising. The only issue currently outstanding is that I currently seem to be missing nestboxes when playing as the goblins, even though I know I had them before I undertook the merging process. Maybe it's just a fluke of the world generation so far that I've been unable to embark with them-- I didn't think to try that until my last gen for which I had only a couple minutes and was busy testing other aspects to worry too much about trying to build them. That'll be part of my further testing, definitely. Final, in-depth failure or success report pending until then; I should have it by tonight or tomorrow morning.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Propman on April 02, 2015, 11:26:29 pm
What are the "itemcorpse" parameters for making a creature leave an eagle feather behind on death?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Altivera on April 03, 2015, 01:53:28 am
How would I upgrade this mod http://dffd.bay12games.com/file.php?id=7194 from 34.11 to 40.24
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on April 03, 2015, 12:10:15 pm
What are the "itemcorpse" parameters for making a creature leave an eagle feather behind on death?

I don't think that's possible, but if it is, it might look something like [ITEMCORPSE:CORPSEPIECE:NONE:BIRD_EAGLE:FEATHER]



How would I upgrade this mod http://dffd.bay12games.com/file.php?id=7194 from 34.11 to 40.24

There's a lot to update. Trees have many new variables, and animals now have gaits that control their movement, instead of using speed tags. There are many new values and personality traits for both entities and creatures, respectively. There's also a few new tokens in regards to what plants a civ has access to, and there is also a new profession, gelding, and a new tool, the stepladder.

Some reactions were moved from hardcode to the raws.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eldin00 on April 03, 2015, 12:52:43 pm
How would I upgrade this mod http://dffd.bay12games.com/file.php?id=7194 from 34.11 to 40.24

Your best starting point would probably be using a tool like windiff to compare that mod to an unmodified set of .34.11 raws. Then, for items in the vanilla raws which were changed by the mod, apply similar changes to a set of .40.24 vanilla raws. And for anything which was added by the mod, look at a few things of similar type (creature, entity, weapon, etc.) in both .34.11 and .40.24, to get an idea of what you need to change to make them work in the new version. Then of course once you think you have everything up to date, generate a few worlds, and try adventure mode with various races, and embarking in fortress mode a few times (at least once with every playable race), checking the error log and playing at least a year or two to find most of the obvious bugs that might creep in.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ulfgard on April 03, 2015, 09:54:07 pm
Hmmm... the comparison match-ups can sometimes go haywire when there's a lot of repetition with small differences. You can dumb down the algorithm from Options>Compare.

You'll also want to have an untouched set of current default raws close at hand as a baseline to compare mods against.

So after spending 10ish hours or so with the game post merge-attempt, it appears that things are working correctly. Took me a couple tries, because I had to copy some stuff over that I'd missed, but now it's all going quite well. At least, I think it is.

I am experiencing a few crashes here and there, but I have no reliable way of telling whether that's a result of jury-rigging the merge, or if it's more due to the fact that I'm playing on a potato. I'm inclined to say it's the latter, but I won't know for sure until I can scrape together the funds for a better machine and test it out there.

In any case, thanks for recommending WinMerge. Did the job beautifully.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: RC1359 on April 04, 2015, 12:12:16 am
I made a simple "cheat" reaction that would turn specific types of stones into specific types of metals as a test, however if there is none of the specific kind of stone then the reaction will take place without any reagents. If there is any, it will be picked up and consumed as normal. How do I make it so that the reaction won't take place without the reagents? All the necessary information is in place (ie entity tags allowing reactions and such); here is my code for the reaction:
Code: [Select]
[REACTION:CONVERT_GABBRO]
[NAME:Convert Gabbro]
[BUILDING:CUSTOM_BUILDING:CUSTOM_G]
[REAGENT:A:STONE:NONE:INORGANIC:GABBRO]
[PRODUCT:100:1:BAR:NONE:INORGANIC:IRON]
[SKILL:ALCHEMY]
I'm pretty sure it's an issue with the item tokens, however I have no idea on how to fix it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on April 04, 2015, 12:43:25 am
[REAGENT:A:STONE:NONE:INORGANIC:GABBRO]

Should be:

[REAGENT:A:1:STONE:NONE:INORGANIC:GABBRO]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Propman on April 06, 2015, 01:54:56 am
What's the token name for the dyer building when using custom reactions? The wiki doesn't seem to list the actual workshop raws as of now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on April 06, 2015, 02:17:10 am
You cannot use the dyer building when using custom reactions. You can only use custom workshops, custom furnaces or any building listed here (http://dwarffortresswiki.org/index.php/DF2014:Reaction#Building).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FlameandFury on April 08, 2015, 07:55:39 pm
Yeah I kinda suck too. I just modified the goblin so I could try out "goblin fortress".
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Weirdoinacup on April 08, 2015, 08:42:43 pm
I have a question for race/civ creation. If I want to make two civs constantly at war, would their personality traits (war more favorable and other differences) or their ethics have more to do it with? The wiki says it's the ethics that count more, is that true?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on April 08, 2015, 09:06:05 pm
I have a question for race/civ creation. If I want to make two civs constantly at war, would their personality traits (war more favorable and other differences) or their ethics have more to do it with? The wiki says it's the ethics that count more, is that true?
give one the item thief token or baby snatcher token. it makes them hostile to every race without that token
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on April 08, 2015, 09:09:18 pm
Spoiler (click to show/hide)
my custom race just sat there in fortress mode and after a while i realized that Therapist said they had no grasp or stance body parts. in adv mode they still carry swords and stand up. how do i fix this?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on April 08, 2015, 09:17:02 pm
I have a question for race/civ creation. If I want to make two civs constantly at war, would their personality traits (war more favorable and other differences) or their ethics have more to do it with? The wiki says it's the ethics that count more, is that true?

Ethics control laws, personalities affect preferences. Ethics are worth more.

Alternatively, forced factions are possible through the use of the [ITEM_THIEF] and [BABYSNATCHER] tags.



Spoiler (click to show/hide)
my custom race just sat there in fortress mode and after a while i realized that Therapist said they had no grasp or stance body parts. in adv mode they still carry swords and stand up. how do i fix this?

Doesn't look like they have a [THOUGHT] type body part. Or a tag that allows them to operate without the ability to think.

Also, with the way you have it set up, only males have attacks or gaits.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on April 08, 2015, 09:30:40 pm
thanks one again
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on April 09, 2015, 01:05:06 pm
ok, new problem. the race seems to work well now except that when they sleep, they never wake up. i remove no_exert to no avail.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: tyrannus007 on April 09, 2015, 02:38:23 pm
Is this all I need to play as a creature in Adventure Mode?

Code: [Select]
[ENTITY:DRAGON_ADV]
[CREATURE:DRAGON]
[INDIV_CONTROLLABLE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eldin00 on April 09, 2015, 02:59:08 pm
Is this all I need to play as a creature in Adventure Mode?

Code: [Select]
[ENTITY:DRAGON_ADV]
[CREATURE:DRAGON]
[INDIV_CONTROLLABLE]

you also need a line with [ADVENTURE_TIER:x] where x is a number not used by any other entity in your raws.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nahere on April 09, 2015, 03:09:52 pm
ok, new problem. the race seems to work well now except that when they sleep, they never wake up. i remove no_exert to no avail.
Take out NO_STUN.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on April 09, 2015, 03:34:46 pm
Is this all I need to play as a creature in Adventure Mode?

Code: [Select]
[ENTITY:DRAGON_ADV]
[CREATURE:DRAGON]
[INDIV_CONTROLLABLE]

you also need a line with [ADVENTURE_TIER:x] where x is a number not used by any other entity in your raws.

I don't think you do, as long as you have INDIV_CONTROLLABLE.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eldin00 on April 09, 2015, 03:38:58 pm
Is this all I need to play as a creature in Adventure Mode?

Code: [Select]
[ENTITY:DRAGON_ADV]
[CREATURE:DRAGON]
[INDIV_CONTROLLABLE]

you also need a line with [ADVENTURE_TIER:x] where x is a number not used by any other entity in your raws.

I don't think you do, as long as you have INDIV_CONTROLLABLE.

Really? I had always thought that line was required, but I've never tested without it. So if it isn't required, I stand corrected.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on April 09, 2015, 03:40:26 pm
ok, new problem. the race seems to work well now except that when they sleep, they never wake up. i remove no_exert to no avail.
Take out NO_STUN.
thank you
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on April 09, 2015, 04:10:05 pm
Really? I had always thought that line was required, but I've never tested without it. So if it isn't required, I stand corrected.
Adventure tier just allows you to play as a creature that belongs to an in-world entity as opposed to an outsider, which for dummy entities like that dragon one is superfluous. Also, the number does not need to be unique. It's just for sorting.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nathail on April 09, 2015, 09:32:36 pm
Is it possible to have a reaction require a specific material from a specific creature? Like, say. hydra heart?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on April 09, 2015, 09:37:52 pm
CREATURE_MAT:HYDRA:HEART

though I forgot what he exact name of the heart tissue is
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on April 09, 2015, 09:59:39 pm
Is it possible to have a reaction require a specific material from a specific creature? Like, say. hydra heart?
CREATURE_MAT:HYDRA:HEART

though I forgot what he exact name of the heart tissue is
It is HEART and so is the material so you have the right of it.
And Nathail also remember that the reaction's reagent goes
Code: [Select]
[REAGENT:<reference usually A,B,C, etc>:<number created>:<Item token>:<Item subtype>:<material type>:<material argument>]"CREATURE_MAT" goes in material type and "HYDRA:HEART" goes in material argument. If Item token and Item subtype are both NONE then any item with hydra heart material should be accepted.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nathail on April 10, 2015, 08:27:17 am
Excellent, thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Propman on April 10, 2015, 08:35:20 am
How does one use "CE_SKILL_ROLL_ADJUST" to reset a creature's skills to 0, and is it possible to target specific skills?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on April 10, 2015, 08:39:50 am
It doesn't reset it to a different level, it just forces the creature to act as if its current skill is a set percentage of it instead.

To make a creature effectively level zero every time, you would use CE_SKILL_ROLL_ADJUST:0:100

It cannot apply to specific skills. It's all or none.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nathail on April 10, 2015, 01:23:38 pm
Tiny issue with a reaction I'm working on.

Code: [Select]
[REACTION:ALCHEMIZE]
[NAME:make megabeast balm]
[ADVENTURE_MODE_ENABLED]
[REAGENT:hydra heart:1:NONE:NONE:CREATURE_MAT:HYDRA:HEART]
[REAGENT:dragon heart:1:NONE:NONE:CREATURE_MAT:DRAGON:HEART]
[REAGENT:roc heart:1:NONE:NONE:CREATURE_MAT:ROC:HEART]
[PRODUCT:100:1:PLANT:NONE:PLANT_MAT:BALM_MEGA:STRUCTURAL]
[SKILL:ALCHEMY]

In theory, one bit of butchered heart from each creature will make the balm. Well, you do need a bit from each creature, and it will produce the balm (which I have based very loosely on the balms from DF Wanderer). Trouble is, the bit doesn't seem to need to be a heart. I'm not sure what's up with that, but it's a little odd to make a fragrant ointment out of a skull, a toenail, and a serving of prepared kidney.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on April 10, 2015, 03:51:06 pm
Okay, so I had an epiphany:

A while ago I learned that alcoholism of a beverage is determined by whether or not it is a drink that goes in a stockpile.

So why not make dwarf blood from the alcohol template, giving vampires the alcohol they need to keep going? No weird syndromes or workarounds!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on April 10, 2015, 03:54:39 pm
Vampires' thirsts are slaked by draining blood. They do not get slaked from drinking it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on April 10, 2015, 03:56:14 pm
I know, that's not what I meant. I meant doing so in order to prevent alcohol-deprivation slowdown in vampires.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on April 10, 2015, 03:57:56 pm
I doubt they'd drink it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on April 10, 2015, 04:09:31 pm
I think the question is if dwarf blood is considered a type of alcohol, would a vampire that drinks blood-beer out of a victim solve the common vampire slowdown problem?

I've seen it mentioned before, but I haven't tested to see if it works.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on April 10, 2015, 04:19:24 pm
I'd test if I knew how to.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on April 10, 2015, 07:07:46 pm
I'd test if I knew how to.
Well, the first step is to find a vampire willing to bite you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on April 10, 2015, 07:10:46 pm
I'd test it if I could get a world with vampires, a fortress vampire, and a way to monitor slowdown.

As I was typing this I realized I could just look at the vamp's profile and see how long it's been since they had a drink. I know Doomforests has a vampire - do you think I could change it post-gen?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on April 10, 2015, 08:11:50 pm
Hmmm, anyone know if there is a consistent way to get syndromes which grant titles overwrite the title from the previous one?

Not a question itself, but I find it weird that the procedurally generated necromancer interaction prevents you from becoming thirsty or hungry ever, while simply putting no_eat/drink on an interaction will keep you from getting hungry/thirsty as you run around, the indicators still show up while traveling/resting in adventurer mode.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on April 10, 2015, 11:10:30 pm
Has anyone else noticed that [CHEESE_PLANT] on a creature material will never stockpile but appear in the appropriate stockpile options? Kind of want further confirmation for 2 reasons:
1. Laziness: I get fps at around 50 or so (craptop) at embark and I've already changed my files.
2. Really small on as potential bugs go and not willing to put it on the tracker without confirmation.

Not a question itself, but I find it weird that the procedurally generated necromancer interaction prevents you from becoming thirsty or hungry ever, while simply putting no_eat/drink on an interaction will keep you from getting hungry/thirsty as you run around, the indicators still show up while traveling/resting in adventurer mode.
That is very interesting and something I never knew about.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on April 11, 2015, 12:56:53 am
Hmmm, if you let them go far enough to start turning purple you'll actually get pulled out of travel mode due to "hunger/thirst" but then when you wait a tick or take a step they go away.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nathail on April 11, 2015, 11:24:58 pm
Do towers specifically require animated dead to construct? If you have a secret that raises corpses into entities without the [NOT_LIVING] token, possibly with a [CE_BODY_TRANSFORMATION] thrown in, will it still amass an army and build towers?

Because there are certain things I could do if that's the case.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on April 11, 2015, 11:36:20 pm
They just have to be able to animate corpses.

I don't believe that what happens to the corpses in the interaction matters.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Klisz on April 12, 2015, 12:00:49 am
Do towers specifically require animated dead to construct? If you have a secret that raises corpses into entities without the [NOT_LIVING] token, possibly with a [CE_BODY_TRANSFORMATION] thrown in, will it still amass an army and build towers?

Because there are certain things I could do if that's the case.

Just genned a world with the following added interactions:
Code: [Select]
[INTERACTION:AILUROMANCY]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of cats]
[IS_SPHERE:FORTRESSES]
[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:MORTAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Ailuromancer]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:ailuromancer:ailuromancers:ailuromantic:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Felify corpse]
[CDI:INTERACTION:AILUROMANCER_RAISE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]

[INTERACTION:AILUROMANCER_RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Felified corpse]
[SYNDROME]
[CE_BODY_TRANSFORMATION:START:0][CE:CREATURE:CAT:MALE]

An ailuromancer built a tower, so it seems like it works.

EDIT: I just went to the ailuromancer tower in advmode, and I should note that the cats there are being referred to as "Cat Corpse"s, which may end up feeling a little weird depending on what it is you're trying to do.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on April 12, 2015, 08:39:31 am
If you make the interaction resurrect instead of animate, will it still build towers?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Glatux on April 12, 2015, 10:11:35 am
I'm working on an interaction that make someone able to spit poisonous gas, is there a way to make the creature immune to the poison it learn to emit (since TRAILING_X_FLOW and UNDIRECTED_X always caught the emitter in it)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on April 12, 2015, 12:37:32 pm
I'm working on an interaction that make someone able to spit poisonous gas, is there a way to make the creature immune to the poison it learn to emit (since TRAILING_X_FLOW and UNDIRECTED_X always caught the emitter in it)
remove the [CREATURE_CLASS:GENERAL_POISON] or use [SYN_IMMUNE_CREATURE:ADDER:ALL]
the second one is the most effective, although in both cases all of that race will be immune
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 12, 2015, 12:56:08 pm
Getting rid of the creature class also makes it totally impervious to just about every poison, toxin and contaminant the base game throws at you. Better to use option #2.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on April 12, 2015, 01:31:03 pm
Getting rid of the creature class also makes it totally impervious to just about every poison, toxin and contaminant the base game throws at you. Better to use option #2.
thanks for posting that, forgot to add that to my post  :P
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on April 12, 2015, 01:48:59 pm
is there a way to allow DF to ignore all rejection values without having to wait like 2000 rejects? i am trying to make a pocket world jammed with evil creatures for me to slay
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: anthony62490 on April 12, 2015, 02:15:31 pm
Every time I apply a graphics pack to the game, everything is affected except for the animal tiles. They still show up as letters. Changing print modes doesn't seem to affect anything but the menu text. I have tried using a brand new Phoebus pack that was not included with LNP, but it had the same results.

I realize I am being vague, but any idea what's going on here?
using pyLNP 0.9.5a for DF 0.40.24
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on April 12, 2015, 03:48:00 pm
Are there graphics for the creatures in the raw/graphics folder, and are the files set up properly?

Did you enable graphics in the init files?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: anthony62490 on April 12, 2015, 05:16:28 pm
Are there graphics for the creatures in the raw/graphics folder, and are the files set up properly?

Did you enable graphics in the init files?
Woah, hello. The files may be all messed up. The init file is set to enable graphics, but it mentions that DF "will use the "raw/graphics" folder for tile information." All of the .png files are mixed up in the "raw/" folder.

*time passes*

Okay, I've fiddled with the graphics folder to not much luck. Installed a vanilla version of DF to toy with, and copied the CLA graphics pack on top of it. This was the result.
Spoiler (click to show/hide)

But when I look at both file structures side-by-side, I noticed that the LNP version has an extra file that doesn't seem to do much
Spoiler (click to show/hide)

The graphics txt files seem to be in the proper spot and the animals.png file does exist, but the animals are still not using the tiles
Spoiler (click to show/hide)

EDIT: Hold up. I think I know what's going on. I copied a foreign save file into the game and the graphics files are not being properly applied. When I create a new world from scratch, the animals behave properly. I think I can copy the important files over by hand.
EDIT2: I copied all of the raw files from the newly generated world over to the old world. pyLNP now recognizes the old world and the graphics are applied properly.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nil Athelion on April 13, 2015, 10:46:27 pm
Okay, so I am down-sizing weapons for my rabbit race.

My rabbit race is size 2,000 cm^3 (Or about 2 kilos), which is on the heavy side for rabbits, but not unreasonable.

A dwarf is 60,000 cm^3, or 30 times the volume.


Due to [MINIMUM_SIZE:??] restrictions, the generic weapons do not work.  So I've been sizing weapons down.

I've switched the mininum size and two-handed values to be useable,  but:

How much should I change the [SIZE] tag?  30 times as small?
What about the weapon internal stuff: A pike is [ATTACK:EDGE:20:12000:stab:stabs:NO_SUB:1000], should those numbers be changed in addition to shrinking the weapon, or would that be double-nerfing the weapon, when only one nerf is reasonable?

If, to make up for their horrifically small size,  I wanted to give a rabbit spear a lunging attack (theoretically taking advantage of leaping legs), what would that be like?  An attack with a large velocity multiplier and a really slow recovery?

If you were a 2000 size race blessed/cursed with overpopulation, what kind of melee and ranged strategies would you attempt?  (I'm imagining goblins with bleeding ankles, which doesn't seem effective.)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on April 14, 2015, 07:22:45 am
I'm pretty sure you should only change the size, unless you are trying to make a uniquely rabbitty weapon.  DF doesn't restrict attacks to where a creature could logically reach, which kind of works for hoppy critters.

Thematically I think farm-tools-turned-weapons (pole arms, etc.) would suit rabbits, once sized appropriately.

Just watch out for that Holy Hand Grenade of Antioch.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Emperor on April 14, 2015, 07:28:26 am
Just watch out for that Holy Hand Grenade of Antioch.

I'm pretty sure that goblins can't count very well. Counting to five while using the Holy Hand Grenade could prove dangerous.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on April 14, 2015, 09:31:25 am
So, I'm trying to rig up a set of entities based around the concept of an elf invasion.

I've been trying to set them up in a way to discourage them from fighting each-other (using the [BABYSNATCHER] token even though I really didn't want to,) allowing them to use the same biomes as humans in addition to thier usual ones, and jacking up thier breeding rates. However, none of them seem to be spawning (I still only get the vanilla elves on my embark screen.)

I can post the raws on request, but is there anything in particular that would cause them not to appear? I could've sworn I copied everything over properly...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 14, 2015, 09:34:34 am
If they're in a separate file:

1.) Is the file named along the lines of entity_xyz.txt? Nothing else will do.
2.) Did you remember the file headers at the top?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on April 14, 2015, 09:37:01 am
If they're in a separate file:

1.) Is the file named along the lines of entity_xyz.txt? Nothing else will do.
2.) Did you remember the file headers at the top?

The files themselves are named differently only slightly. The contents are named properly though, but I'll try changing the file names.

If the headers you mean the [OBJECT:whatever], yes I included those on both the entities and creatures.

EDIT: Files renamed (and an error in one of them fixed.) Still no dice. Here's one of the groups for an example.

Code: (Insurgents) [Select]
creature_insurgentelf

[OBJECT:CREATURE]

[CREATURE:INSURGENTELF]
[DESCRIPTION:A medium-sized creature dedicated to protecting nature native to this region by joining the invading outland elf armies.]
[NAME:insurgent elf:insurgent elves:insurgent]
[CASTE_NAME:insurgent elf:insurgent elves:insurgent]
[CREATURE_TILE:'e'][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:137]
[INTELLIGENT]
[CANOPENDOORS]
[BENIGN]
[VERMIN_HATEABLE]
[PREFSTRING:hypocrisy]
[SPEECH:elf.txt]
[PERSONALITY:ABSTRACT_INCLINED:0:55:100]
[PERSONALITY:ART_INCLINED:0:60:100]
[PERSONALITY:CURIOUS:0:55:100]
[PERSONALITY:MARTIAL_PROWESS:0:75:100]
[PERSONALITY:PERSEVERANCE:0:45:100]
[PERSONALITY:VENGEFUL:0:60:100]
[PERSONALITY:ACTIVITY_LEVEL:0:40:100]
[PERSONALITY:PRIDE:0:55:100]
[PERSONALITY:VANITY:0:55:100]
[BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250]               +
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]          +
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++
[MENT_ATT_RANGE:INTUITION:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:PATIENCE:150:600:800:900:1000:1100:1500]                -
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]              max
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++
[MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250]         +
[MENT_ATT_RANGE:MUSICALITY:450:950:1150:1250:1350:1550:2250]            +
[MENT_ATT_RANGE:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]    ++
[MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250]               +
[MENT_ATT_RANGE:SOCIAL_AWARENESS:450:950:1150:1250:1350:1550:2250]      +
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:6:0:60000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_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]
BITE ATTACKS REMOVED
SCRATCH ATTACKS REMOVED
[BABY:1]
[CHILD:6]
[EQUIPS]
[DIURNAL]
[SMELL_TRIGGER:10]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:642:428:214:1900:2900] 41 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2206:1692:1178:585:3400:4900] 15 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2728:2069:1409:675:4000:5700] 13 kph
[SWIMS_LEARNED]
[GRASSTRAMPLE:0]
[NO_VEGETATION_PERTURB]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[CASTE:FEMALE]
[FEMALE]
[LITTERSIZE:3:8]
[ORIENTATION:FEMALE:0:0:100]
[ORIENTATION:MALE:100:0:0]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[ORIENTATION:MALE:100:0:0]
[ORIENTATION:FEMALE:0:0:100]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1:GOLDENROD:1:MOSS_GREEN:1:ORANGE:1:PUMPKIN:1:RED:1:SAFFRON:1:SCARLET:1:SILVER:1:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_MINT_GREEN:1:IRIS_EYE_MOSS_GREEN:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1:IRIS_EYE_AMBER:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]
[TLCM_NOUN:eyes:PLURAL]

Code: (the insurgent elf entity) [Select]
entity_insurgentelf

[OBJECT:ENTITY]

[ENTITY:INSURGENTELF]
[CREATURE:INSURGENTELF]
[TRANSLATION:ELF]
[WEAPON:ITEM_WEAPON_SWORD_SABER]
[WEAPON:ITEM_WEAPON_SWORD_SCIMITAR]
[WEAPON:ITEM_WEAPON_SWORD_FALCHION]
[WEAPON:ITEM_WEAPON_DAGGER_FIGHTING]
[WEAPON:ITEM_WEAPON_AXE_BARDICHE]
[WEAPON:ITEM_WEAPON_MACE_FLAIL_2H]
[WEAPON:ITEM_WEAPON_PIKE_GLAIVE]
[WEAPON:ITEM_WEAPON_PIKE_SWORD]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_SPEAR_BOAR]
[WEAPON:ITEM_WEAPON_ATLATL]
[AMMO:ITEM_AMMO_DARTS]
[AMMO:ITEM_AMMO_DARTS_LONG]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS_HUNTING]
[AMMO:ITEM_AMMO_ARROWS_HBARB]
[AMMO:ITEM_AMMO_ARROWS_WAR]
[AMMO:ITEM_AMMO_ARROWS_WBARB]
[WEAPON:ITEM_WEAPON_SWORD_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[WEAPON:ITEM_WEAPON_MACE_TRAINING]
[WEAPON:ITEM_WEAPON_PIKE_TRAINING]
[ARMOR:ITEM_ARMOR_LAMELLAR:FORCED]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:FORCED]
[HELM:ITEM_HELM_NASAL:UNCOMMON]
[HELM:ITEM_HELM_BARBUTE:FORCED]
[HELM:ITEM_HELM_SALLET:UNCOMMON]
[HELM:ITEM_HELM_SKULLCAP:UNCOMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_SCARF_HEAD:COMMON]
[HELM:ITEM_HELM_WRAP:FORCED]
[HELM:ITEM_HELM_BANDANA:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS_CHAIN:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES_CHAIN:COMMON]
[GLOVES:ITEM_GLOVES_WRAP:FORCED]
[SHOES:ITEM_SHOES_CHAUSSE_CHAIN:COMMON]
[SHOES:ITEM_SHOES_GREAVES_LOWER:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_SANDALS:COMMON]
[SHOES:ITEM_SHOES_SOCKS:FORCED]
[PANTS:ITEM_PANTS_BRACCAE:COMMON]
[PANTS:ITEM_PANTS_GREAVES_UPPER:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_CHAUSSE:COMMON]
[PANTS:ITEM_PANTS_CHAUSSE_CHAIN:COMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:FORCED]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[CLOTHING]
        [BABYSNATCHER]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:NATURE]
[SELECT_SYMBOL:REMAINING:FLOWERY]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[WOOD_WEAPONS]
[WOOD_ARMOR]
[OUTDOOR_WOOD]
[OUTDOOR_ORCHARDS]
[COMMON_DOMESTIC_PACK]
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
[USE_ANY_PET_RACE]
[IMPROVED_BOWS]
[INVADERS_IGNORE_NEUTRALS]
[AT_PEACE_WITH_WILDLIFE]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:PLANTS:384]
[SPHERE_ALIGNMENT:ANIMALS:384]
[SPHERE_ALIGNMENT:TREES:512]
[ART_FACET_MODIFIER:EVIL:0]
[ART_FACET_MODIFIER:GOOD:384]
[ART_FACET_MODIFIER:OWN_RACE:512]
[ART_IMAGE_ELEMENT_MODIFIER:ITEM:32]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:384]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]
[ADVENTURE_TIER:2]
[FRIENDLY_COLOR:2:0:1]
[DEFAULT_SITE_TYPE:TREE_CITY]
[LIKES_SITE:TREE_CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[START_BIOME:ANY_FOREST]
[BIOME_SUPPORT:ANY_FOREST:3]
[START_BIOME:ANY_GRASSLAND]
[START_BIOME:ANY_SAVANNA]
[START_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_OCEAN:12]
[BIOME_SUPPORT:ANY_LAKE:3]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:4]
[TREE_CAP_DIPLOMACY]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:1]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:WINTER]
[ACTIVE_SEASON:AUTUMN]
[AMBUSHER]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:240]
[RELIGION:REGIONAL_FORCE]
[WANDERER]
[SCOUT]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:TRADER]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_EXTREME_REASON]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_PLANT:UNTHINKABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:MISGUIDED]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:PUNISH_EXILE]
[ETHIC:OATH_BREAKING:PUNISH_EXILE]
[ETHIC:LYING:PUNISH_EXILE]
[ETHIC:VANDALISM:PUNISH_REPRIMAND]
[ETHIC:TRESPASSING:PUNISH_REPRIMAND]
[ETHIC:THEFT:PUNISH_REPRIMAND]
[ETHIC:ASSAULT:PUNISH_EXILE]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:UNTHINKABLE]
[VALUE:LAW:0]
[VALUE:LOYALTY:0]
[VALUE:FAMILY:15]
[VALUE:FRIENDSHIP:0]
[VALUE:POWER:0]
[VALUE:TRUTH:0]
[VALUE:CUNNING:15]
[VALUE:ELOQUENCE:5]
[VALUE:FAIRNESS:5]
[VALUE:DECORUM:0]
[VALUE:TRADITION:0]
[VALUE:ARTWORK:5]
[VALUE:COOPERATION:0]
[VALUE:INDEPENDENCE:0]
[VALUE:STOICISM:0]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:-15]
[VALUE:TRANQUILITY:0]
[VALUE:HARMONY:15]
[VALUE:MERRIMENT:30]
[VALUE:CRAFTSMANSHIP:0]
[VALUE:MARTIAL_PROWESS:0]
[VALUE:SKILL:0]
[VALUE:HARD_WORK:0]
[VALUE:SACRIFICE:0]
[VALUE:COMPETITION:15]
[VALUE:PERSEVERANCE:0]
[VALUE:LEISURE_TIME:0]
[VALUE:COMMERCE:-5]
[VALUE:ROMANCE:5]
[VALUE:NATURE:50]
[VALUE:PEACE:0]
[POSITION:DRUID]
[NAME:druid:druids]
[NUMBER:1]
[RESPONSIBILITY:RELIGION]
[SUCCESSION:BY_POSITION:ACOLYTE]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[ELECTED]
[DETERMINES_COIN_DESIGN]
[PRECEDENCE:1]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:2:0:1]
[DUTY_BOUND]
[POSITION:ACOLYTE]
[NAME:acolyte:acolytes]
[NUMBER:1]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:DRUID]
[PRECEDENCE:100]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[COLOR:2:0:0]
[DUTY_BOUND]
[POSITION:GENERAL]
[NAME:princess:princesses]
[NUMBER:1]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:RANGER_CAPTAIN:ALL]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:DRUID]
[GENDER:FEMALE]
[PRECEDENCE:3]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:3:0:1]
[DUTY_BOUND]
[POSITION:LEADER]
[NAME:queen:queens]
[NUMBER:1]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_POSITION:GENERAL]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[APPOINTED_BY:DRUID]
[GENDER:FEMALE]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:2]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:7:0:1]
[DUTY_BOUND]
[POSITION:DIPLOMAT]
[NAME:diplomat:diplomats]
[NUMBER:1]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:LEADER]
[PRECEDENCE:70]
[DO_NOT_CULL]
[COLOR:7:0:1]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:RANGER_CAPTAIN]
[NAME:ranger captain:ranger captains]
[NUMBER:AS_NEEDED]
[SQUAD:10:ranger:rangers]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[APPOINTED_BY:GENERAL]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[STONE_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: D_E on April 14, 2015, 08:41:05 pm
Um.
Is there a guide for 0.34 -> 0.40 adaptation?
Here's my notes for you. I am 90% done updating OLDGENESIS. Takes like... 18-28 hours to update a very extensive mod into 0.40.
Spoiler (click to show/hide)


Same question, nearly a year later.  Has anybody writen a conversion guide from .34 to .40, or do Tomi's notes here pretty much cover it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on April 14, 2015, 09:14:21 pm
Just a tiny tidbit of science, if you want an underground crop that farms properly but does not appear naturally, you can give it [WET][DRY][BIOME:SUBTERRANEAN_WATER][UNDERGROUND_DEPTH:4:4] which technically makes it native to muddy land in the magma sea.

Since the magma sea doesn't tend to have a lot of muddy land handy, this technique requires that your mod have some script or reaction that produces the seeds.  Once the seeds exist the plant works normally and dwarves will happily cultivate it.

The disappointing bit is that cultivated plants seem to vanish instantly when their [GROWTH_DROPS_OFF_NO_CLOUD] drops, so my work on matching the shrubs' images and colors to half a dozen graphic packs seems to have been wasted.  At least the fruit uses the fruit image for each pack.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on April 14, 2015, 11:53:52 pm
Same question, nearly a year later.  Has anybody written a conversion guide from .34 to .40, or do Tomi's notes here pretty much cover it?
Here's the 2014-September version of my "to-.40" notes. I haven't seen a bigger guide around. Man, 650 creatures' speed and swim speed... Took a bit of researching (not the swim speed.)

Spoiler (click to show/hide)

And for modders who are deciding their new creature's speed, my gathered animal speed data: some are burst speed, some sustained speed.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: D_E on April 15, 2015, 01:57:04 am
Thanks  :)

DONE move speeds... *sigh*

I know that feeling.  I've started and stopped updating my mods several times, thanks the all the fiddly movement speed tags  :-\.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Kylerace on April 15, 2015, 01:59:49 am
Guys I need help with my first creature. I wanted an ultra-strong/overpowered Megabeast that was basically a blob made out of slade with some tentacles and a mouth attached to it and after several days of on and off bug fixing it still acted like some parts didn't exist.
       
Spoiler (click to show/hide)
Currently the mouth doesn't seem to exist at all and the tentacles are only used when wrestling. This creature was deadlier when it was only capable of pushing considering it's absolutely humongous. And for some reason when I charge at a normal dwarf in arena mode it knocks me over instead of vice versa. Any help would be greatly appreciated.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on April 15, 2015, 03:32:28 pm
Guys I need help with my first creature. I wanted an ultra-strong/overpowered Megabeast that was basically a blob made out of slade with some tentacles and a mouth attached to it and after several days of on and off bug fixing it still acted like some parts didn't exist.
Currently the mouth doesn't seem to exist at all and the tentacles are only used when wrestling. This creature was deadlier when it was only capable of pushing considering it's absolutely humongous. And for some reason when I charge at a normal dwarf in arena mode it knocks me over instead of vice versa. Any help would be greatly appreciated.
Try a different body_detail_plan? Maybe reuse a known-to-work "tentacled head" monster, but all materials to slade.
Give it a faster gait? 30 kph is 900:711:521:293:1900:2900, 1 kph is 9000:8900:8825:8775:9500:9900
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on April 15, 2015, 03:42:46 pm
They don't have a head. You want BASIC_HEAD_NECK, not HEAD. Plus, NECK should be after the head, not before it, since NECK attaches to the neck, which is on the head.

TENTACLE isn't a valid TYPE token, which is likely why the tentacle attack won't work. BY_CATEGORY:TENTACLE should work though.

Also, it's possible that you made it so large that the game cannot properly understand the size, leading to oddities like being easily pushed over by creatures that should be much smaller.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Kylerace on April 15, 2015, 06:25:32 pm
Quote
They don't have a head. You want BASIC_HEAD_NECK, not HEAD. Plus, NECK should be after the head, not before it, since NECK attaches to the neck, which is on the head.

TENTACLE isn't a valid TYPE token, which is likely why the tentacle attack won't work. BY_CATEGORY:TENTACLE should work though.

Also, it's possible that you made it so large that the game cannot properly understand the size, leading to oddities like being easily pushed over by creatures that should be much smaller.

Sweet, it almost works now. The mouth now exists and the tentacles are finally able to be used while striking, but I think there isn't a material assigned to anything, which is crazy because I've assigned everything to be slade:

Spoiler (click to show/hide)

And as for the too large thing I made it 1/50th of it's previous size and made it fight against an animated giant sperm whale in arena and the exact same thing happened, so I think the cause is only the apparent lack of material for it's tissue. Unless of course it's STILL too big. Do I have to make a material template? I think the body exists but since the AI seems to randomly decide what to hit I don't know.

Quote
Try a different body_detail_plan? Maybe reuse a known-to-work "tentacled head" monster, but all materials to slade.
Give it a faster gait? 30 kph is 900:711:521:293:1900:2900, 1 kph is 9000:8900:8825:8775:9500:9900
Is there an already built-in Cthulu type monster? This is the only monster I've made from scratch so far so there's nothing else modded other than overpowered carp and giant sponges (although I prefer the term "rebalanced" ) and an experimental race that's still mostly dwarven.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: RC1359 on April 16, 2015, 08:16:13 am
[redacted]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on April 16, 2015, 10:45:21 am
Is there an already built-in Cthulu type monster? This is the only monster I've made from scratch so far so there's nothing else modded other than overpowered carp and giant sponges (although I prefer the term "rebalanced" ) and an experimental race that's still mostly dwarven.
DF has Pond Grabber, it is a torso that includes a head, and four tentacles. plus a beak.
[BODY:BODY_WITH_HEAD_FLAG:FOUR_TENTACLES:BRAIN:HEART:GUTS:ORGANS:BEAK]

Try making a vicious Hell Crow or Dire Jackdaw :-) -- high speed (low numbers in flying gait), high dodging skill, low damage output, 1 delay on attack prepare, 9+ on attack recovery (need another fly-by). High [VIEWRANGE:xx].
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Fishybang on April 18, 2015, 01:04:48 am
Would anyone be able to suggest a good mod to look at for some pointers on interactions, as in werebeasts and the like.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on April 18, 2015, 01:37:25 am
Would anyone be able to suggest a good mod to look at for some pointers on interactions, as in werebeasts and the like.
Mythos of Rammok (http://www.bay12forums.com/smf/index.php?topic=143540.0) and by extension the old Fear the Night (http://www.bay12forums.com/smf/index.php?topic=127213.msg4317508#msg4317508) mod it borrowed from. Rise of the Mushroom Kingdom (http://www.bay12forums.com/smf/index.php?topic=110704.0) is The Mario Mod with a bunch of weird/ingenious implementations of COUNTER_TRIGGERs (when you get basic interaction-ing down and want to discover advanced shit).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Fishybang on April 18, 2015, 12:28:10 pm
Would anyone be able to suggest a good mod to look at for some pointers on interactions, as in werebeasts and the like.
Mythos of Rammok (http://www.bay12forums.com/smf/index.php?topic=143540.0) and by extension the old Fear the Night (http://www.bay12forums.com/smf/index.php?topic=127213.msg4317508#msg4317508) mod it borrowed from. Rise of the Mushroom Kingdom (http://www.bay12forums.com/smf/index.php?topic=110704.0) is The Mario Mod with a bunch of weird/ingenious implementations of COUNTER_TRIGGERs (when you get basic interaction-ing down and want to discover advanced shit).

Awesome, thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Illogical_Blox on April 18, 2015, 03:40:43 pm
What was the [LIKES_FIGHTING] tag replaced by?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 18, 2015, 03:49:08 pm
It was just removed. It went away in the same update that introduced the new feelings-based thought system, so the first place I'd start looking for that effect would be in the personality tokens. Look at all the grumpy tags goblins get and start tweaking the dials. I'm sure you'll eventually get a volatile maniac.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on April 18, 2015, 04:48:30 pm
A high VIOLENCE personality will approximately give the same thing. [LIKES_FIGHTING] only affected the "joy in the slaughter" thought and nothing else, so says the Toad.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NEANDERTHAL on April 19, 2015, 11:39:46 am
Does anyone know where to find the raws for the leather ITEM, not the material? I'm trying to make a new kind of leather.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 19, 2015, 11:44:27 am
There isn't one, really. It's the hardcoded item type 54, TANNED_HIDE.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NEANDERTHAL on April 19, 2015, 11:48:55 am
So, I just put the TANNED_HIDE tag into the material raw?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on April 19, 2015, 02:52:07 pm
No, TANNED_HIDE is the item token for things such as reactions. By giving the material [LEATHER] and [ITEMS_LEATHER], it would be treated as a type of leather.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on April 19, 2015, 06:06:19 pm
Does anyone know where to find the raws for the leather ITEM, not the material? I'm trying to make a new kind of leather.
You could make a new custom TOY (like [ITEM_TOY:ITEM_TOY_TOME_ARCHITECT]) that your new "new kind of leather" reactions use.
It is fun to have shrines that require 3-9 rare custom TOY things in order to get built.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NEANDERTHAL on April 19, 2015, 06:07:38 pm
What's the tag that allows walls to be mad of the material?

EDIT: to hel clarify, I'm trying to mod in tent fabric that is a superlight building material.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on April 19, 2015, 06:12:21 pm
BAR, BLOCKS, BOULDER/STONE, and WOOD type items can be turned into walls. Material doesn't matter.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NEANDERTHAL on April 20, 2015, 03:03:09 pm
How would I go about making by tarpaulin blocks called just "tarpaulins"?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 20, 2015, 03:12:33 pm
There's no way to get rid of that suffix without digging into the executable itself. However, the [BLOCK_NAME:xyz] token will let you rename it into tarpaulin sheets or whatever makes sense to you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on April 20, 2015, 03:18:53 pm
Adding the tag [BLOCK_NAME:] to the tarp material without any arguments in it may leave it blank, leaving the block as just "tarpaulin ", with an extra space at the end.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: woopr1 on April 20, 2015, 05:18:18 pm
Is there any way to make a creature fire immune through a syndrome? I tried putting in the FIREIMMUNE tag but it returns the error Unsupported CE add tag
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on April 20, 2015, 05:23:05 pm
FIREIMMUNE is not a valid tag for syndromes. The valid tags are the same as the interaction token IT_REQUIRES (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token#IT_REQUIRES) arguments.

You could use a transformation syndrome to turn the creature into another creature that is immune to fire, I suppose.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on April 20, 2015, 05:55:22 pm
What kind of tool do you all use in 0.40 to look at randomly generated raws? One would be really helpful right about now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 20, 2015, 06:02:17 pm
What kind of tool do you all use in 0.40 to look at randomly generated raws? One would be really helpful right about now.

Right now? Putnam's got your back. (https://gist.github.com/Putnam3145/d46ffdedb4d335b2ab5a)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NEANDERTHAL on April 20, 2015, 06:07:53 pm
How do I specify multiple reagents where any of the reagents can be used, but not all of them are required?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on April 20, 2015, 06:13:58 pm
How do I use the tool? I know how to run it but what do I put in after that?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 20, 2015, 06:23:21 pm
...nothing. It should generate a neat pile of text files in your root folder.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on April 20, 2015, 06:43:53 pm
I type 'lua', then I type 'get_generated_raws', then it asks me for something else. What is the something else?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 20, 2015, 06:53:42 pm
You don't need to run it through the interpreter. Just save it as $stuff.lua and punch in "$stuff" to operate.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on April 20, 2015, 06:56:18 pm
Oh, thanks.

EDIT: Nope. I'm terrible at this. What folder do I put it in?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 20, 2015, 07:10:32 pm
DF\hack\scripts. Just right there, among all the other .lua files, in basic unformatted ASCII text.

I'm pretty sure there's nothing else that can go wrong
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NEANDERTHAL on April 20, 2015, 07:12:52 pm
How do I specify ANY type of stone? The wiki says that if I use NONE, the game will think I specified magma.

EDIT: question two, is there a way to specify all cloth items in reactions, as well?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 20, 2015, 07:19:59 pm
I can't think of any instances of boulders in the game that weren't made of stone. Jot down the reagent as a BOULDER:NONE:NONE:NONE and you should be fine.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NEANDERTHAL on April 20, 2015, 07:31:14 pm
But what about stone crafts? I'm trying to make a recycling mod...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 20, 2015, 07:47:38 pm
Hmm. A [WORTHLESS_STONE_ONLY] modifier restricts a reagent only to non-economic stuff, all of which are rocks. Could it be a positive restriction that really does mean nothing except rocks that are non-economic? It might be worth a shot, you can always modify reactions on the fly if they're there when the world is generated.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: kiwiphoenix on April 20, 2015, 07:52:54 pm
How do I specify ANY type of stone? The wiki says that if I use NONE, the game will think I specified magma.

EDIT: question two, is there a way to specify all cloth items in reactions, as well?

Reaction classes, friend. They are insanely powerful when used correctly.
You could add [REACTION_CLASS:STONE] to the stone material template, and have your reaction require [REAGENT:item:1:NONE:NONE:NONE:NONE][REACTION_CLASS:STONE]. Similarly, you could add [REACTION_CLASS:FABRIC] to the silk, hair, and plant fibre templates; [REAGENT:item:1:NONE:NONE:NONE:NONE][REACTION_CLASS:FABRIC] should take any item made from any of those materials - including things like thread and body parts, so be careful.

For example, in my current pet project, metals are subdivided into several classes each, so that some reactions can call for any metal, while others will demand precious metals, and others demanding durable metals, and still other ones calling for highly conductive metals. The only real limitation on the system is how complex and ugly you're willing to let your raws become.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: woopr1 on April 20, 2015, 07:58:27 pm
I made a pyromancy secret that's nearly identical to necromancy except for the powers it grants and some fluff. The thing is that no towers or books ever get made. Pyromancy slabs are spawned in worldgen and a pyromancer or two with them, but that's it.

Is there something specific that I need to set for it to happen?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Klisz on April 20, 2015, 08:11:01 pm
Oh, thanks.

EDIT: Nope. I'm terrible at this. What folder do I put it in?

<DF root folder>/hack/scripts.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on April 20, 2015, 08:11:05 pm
How do I specify ANY type of stone? The wiki says that if I use NONE, the game will think I specified magma.

EDIT: question two, is there a way to specify all cloth items in reactions, as well?

That only matters for products. For reagents, you can use NONE:NONE just fine.

Also, Meph said that there was a tool that gives you the generated raws directly from a save, but never told me what it is, so ???
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on April 20, 2015, 08:22:17 pm
I made a pyromancy secret that's nearly identical to necromancy except for the powers it grants and some fluff. The thing is that no towers or books ever get made. Pyromancy slabs are spawned in worldgen and a pyromancer or two with them, but that's it.

Is there something specific that I need to set for it to happen?

Zombies. Your secret needs to be able to animate dead, then once enough dead followers are animated, a tower can be built.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NEANDERTHAL on April 20, 2015, 09:14:16 pm
Interesting. Can I add reaction classes to items, too? Not just materials?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on April 21, 2015, 12:35:05 am
No.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on April 21, 2015, 03:28:02 am
Zombies. Your secret needs to be able to animate dead, then once enough dead followers are animated, a tower can be built.

You can attach a transformation to something like fire imps to your animate interaction, and have towers full of appropriate minions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: woopr1 on April 21, 2015, 05:24:19 am
Zombies. Your secret needs to be able to animate dead, then once enough dead followers are animated, a tower can be built.

You can attach a transformation to something like fire imps to your animate interaction, and have towers full of appropriate minions.

I was thinking about that, but the biggest problem is that pyromancers kill themselves with fire whenever they enter a fight.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on April 21, 2015, 08:39:38 am
Zombies. Your secret needs to be able to animate dead, then once enough dead followers are animated, a tower can be built.

You can attach a transformation to something like fire imps to your animate interaction, and have towers full of appropriate minions.

I was thinking about that, but the biggest problem is that pyromancers kill themselves with fire whenever they enter a fight.
Sounds like a reliable source of dead bodies for animation  ::)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Emperor on April 21, 2015, 01:11:44 pm
Hello,

I've been working on a lil' sideproject of mine, but I've failed horribly at the very beginning of creating some techno-sorcery. Basically, that (free) reaction won't show up when accessing the building :

Spoiler (click to show/hide)

Here's the building, in case anything is wrong with it :

Spoiler (click to show/hide)

Any ideas?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: milo christiansen on April 21, 2015, 01:22:39 pm
Does the reaction file have a file ID at the top? How about an OBJECT:REACTION tag? Do other reactions in the same file work?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Emperor on April 21, 2015, 01:26:49 pm
Does the reaction file have a file ID at the top? How about an OBJECT:REACTION tag? Do other reactions in the same file work?

Yes, yes, and yes. The reaction_other is there, same as [OBJECT:REACTION], and all other reactions in the same file (milling, glazing, etc.) work. Just this one doesn't.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: milo christiansen on April 21, 2015, 01:49:19 pm
Hmm... I don't see anything wrong with it, but I am probably (obviously) missing something.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on April 21, 2015, 02:12:06 pm
Did you remember to permit the reaction within the entity file?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on April 21, 2015, 02:13:32 pm
Two things that trip up a lot of people: this reaction existed at the time the world was generated, and it is a PERMITTED_REACTION in your fort's entity, correct?  These two requirements have a magical ability to slip beneath people's radar on occasion, no matter how experienced they are with modding.

Edit: Ninja'd by BlackFlyme.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Emperor on April 22, 2015, 12:05:16 am
Oh, yes, it was the reaction permit. Thank y'all guys for advice!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: than402 on April 22, 2015, 04:05:43 am
I have a question about frequencies: say, I have a plant with a FREQUENCY:40. Now, according to the wikia, that means that the plant has a 40% chance of appearing. Does that mean that a region has a 40% chance of containing it, or that it has a 40 chance of appearing with the game makes a plant grow?

Same for creature frequencies. Does the frequency determine if a region has a creature or how often the game sends packs of the creature against you?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 22, 2015, 04:08:51 am
For plants, I bet it's the second, with the total population following from there. I used it to make fruit trees a rarity in forests of maple or pine or whatever the common tree of the longitude was.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: than402 on April 22, 2015, 04:14:27 am
Okay, thanks a lot
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 22, 2015, 05:13:18 am
Now that I think of it, I think creatures use FREQUENCY for both too. It definitely means how often they wander in from the map borders (that's why ravens and formerly insect men were so fuckoff numerous), but I can't think of anything specific that'd determine population multiplication rate.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: than402 on April 22, 2015, 05:15:37 am
So frequency determines how often you'll encounter something in fortress mode, not how often a region in general contains a creature. Thank you, that will help a lot.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on April 22, 2015, 08:02:22 am
One other thing to note about frequencies... they are all relative to one another.  Two different creatures with frequency 50 will be as likely to appear as each other, but they won't appear 50% of the time.  One stark example is gems, where a lot of them have the same frequency of 100.

The only way to (almost) guarantee something shows up is to make it "ubiquitous".
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: than402 on April 22, 2015, 09:15:57 am
Thank you very much :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on April 23, 2015, 09:31:53 pm
I'm prettu sure UBIQUITOUS makes creatures appear in every eligible biome despite of rarity, unless it has been changed. It should have minimum effect on spawn rate.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: perkel on April 25, 2015, 11:59:04 am
Hi everyone new "modder" here. Started today.
I am trying to create myself some proper crafting mod as wanderer and others are not really my cup of tea.
Most of the time i just learn from other mods but this time i have a problem and so far all my tries fails i also have few general questions:

MAIN PROBLEM

I am trying to create reactions which will create full functioning waterskin in adventure mode here is my code:

[REACTION:MAKE_LEATHER_WATERSKIN_ADV_ARP]
   [NAME:make leather waterskin (2 leathers + knife + needle)]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
   [REAGENT:leather for rope:1:SKIN_TANNED:NONE:NONE:NONE:NONE]
   [REAGENT:knife:1:TOOL:ITEM_TOOL_KNIFE:NONE:NONE][PRESERVE_REAGENT]
   [REAGENT:needle:1:TOOL:ITEM_TOOL_NEEDLE:NONE:NONE][PRESERVE_REAGENT]
   [PRODUCT:100:1:FLASK:NONE:GET_MATERIAL_FROM_REAGENT:leather:NONE]
   [SKILL:LEATHERWORK]

This creates waterskin. Waterskin has ability to store things in it but it doesn't work like waterskin completely. Mainly when i put water into it still shows same water when i try to put next water into it nor i can't fill it up near water source. IT also displays giberish when i try to wear it:

(http://i1.minus.com/iSCtMyXAYW4up.png)


What i do wrong ?

I assume that FLASK isn't proper name product.

Is there any handbook or wiki with names for different things ? I mean for example i want to use ROPE for that waterskin instead of second skin but i don't know how to make rope via reaction properly nor there is rope in raws to see it.

GENERAL QUESTIONS ABOUT MODDING DF:

1st question

[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE:NONE]

Is there any readme to read what is each of those ? I get that those are fuctions arguments (i did some coding earlier). Sure i can figure out that first one is name 3rd is object type but 2 and rest and unknown to me.

2nd question

I noticed that when you butcher animal in adv mode it uses all objects which have edge.
I assume that this has to do something with [HAS_EDGE] tag (if it type that correctly)

if i would use something like [REAGENT:sharpobject:1:NONE:NONE:NONE:NONE:NONE][HAS_EDGE] would this mean that this would use any object with edge ?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on April 25, 2015, 02:21:13 pm
First, it should be SKIN_TANNED:NONE:NONE:NONE, not SKIN_TANNED:NONE:NONE:NONE:NONE.

Second, that's not gibberish. Your adventurer will usually wear waterskins on items.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dunamisdeos on April 25, 2015, 03:33:30 pm
Hello.

I am working on a secret project. It is a secret because the person is a secret for may frequent this forum.

I essentially need this thing's skull to have a second skull wrapped around it. I am new to body part modding. What is the best way to do this?

:EDIT:

I mean, as a distinct example let's say I want to give a dwarf two separate layers of bone on his skull. How would this be done?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on April 25, 2015, 04:17:48 pm
Hello.

I am working on a secret project. It is a secret because the person is a secret for may frequent this forum.

I essentially need this thing's skull to have a second skull wrapped around it. I am new to body part modding. What is the best way to do this?

:EDIT:

I mean, as a distinct example let's say I want to give a dwarf two separate layers of bone on his skull. How would this be done?
Your distinct example is actually done completely differently then having 2 skulls one of which surrounds the other because skulls are a specific bodypart. Tissues on the other hand simply occupy bodyparts.
You will find the following line in b_detail_plan:
Code: (STANDARD_HEAD_POSITIONS) [Select]
[BP_RELATION:BY_CATEGORY:SKULL:AROUND:BY_CATEGORY:BRAIN:100]This is what makes the skull wrap around the entire brain. Here are the steps that I would take.
Code: [Select]
[BODY_DETAIL_PLAN:DOUBLESKULL]
[BP_RELATION:BY_CATEGORY:XSKULL:AROUND:BY_CATEGORY:SKULL:100]
Code: (VERTEBRATE_TISSUE_LAYERS example) [Select]
[BP_LAYERS:BY_CATEGORY:XSKULL:ARG4:100]copied wholesale from regular skull line
Code: (In creature after bodyparts, materials, and tissues defined) [Select]
[TISSUE_LAYER:BY_CATEGORY:XSKULL:BONE]
To add a second bone layer to the skull put this [TISSUE_LAYER:BY_CATEGORY:SKULL:BONE] on the creature after all the important body setup. Several bodydetail plans more or less have this line already so this bone layer will be outside of the original one. This will not make the skull any larger however.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on April 25, 2015, 04:31:11 pm
1st question

[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE:NONE]

Is there any readme to read what is each of those ? I get that those are fuctions arguments (i did some coding earlier). Sure i can figure out that first one is name 3rd is object type but 2 and rest and unknown to me.

Also wiki page (http://dwarffortresswiki.org/index.php/DF2014:Item_token) on Item types and where to find relevant sub_types in vanilla DF.
2nd question

I noticed that when you butcher animal in adv mode it uses all objects which have edge.
I assume that this has to do something with [HAS_EDGE] tag (if it type that correctly)

if i would use something like [REAGENT:sharpobject:1:NONE:NONE:NONE:NONE:NONE][HAS_EDGE] would this mean that this would use any object with edge ?
No. Relevant tokens are on the wiki page (http://dwarffortresswiki.org/index.php/DF2014:Reaction). Seems reactions can't require reagents to have an edge but can force products to be made with one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dunamisdeos on April 25, 2015, 04:43:32 pm
Hello.

I am working on a secret project. It is a secret because the person is a secret for may frequent this forum.

I essentially need this thing's skull to have a second skull wrapped around it. I am new to body part modding. What is the best way to do this?

:EDIT:

I mean, as a distinct example let's say I want to give a dwarf two separate layers of bone on his skull. How would this be done?
Your distinct example is actually done completely differently then having 2 skulls one of which surrounds the other because skulls are a specific bodypart. Tissues on the other hand simply occupy bodyparts.
You will find the following line in b_detail_plan:
Code: (STANDARD_HEAD_POSITIONS) [Select]
[BP_RELATION:BY_CATEGORY:SKULL:AROUND:BY_CATEGORY:BRAIN:100]This is what makes the skull wrap around the entire brain. Here are the steps that I would take.
  • Copy the bodypart entry for SKULL but DO NOT use the SKULL category for it(I will be using XSKULL as the category). Also rename it.
  • Go into b_detail_plan and
Code: [Select]
[BODY_DETAIL_PLAN:DOUBLESKULL]
[BP_RELATION:BY_CATEGORY:XSKULL:AROUND:BY_CATEGORY:SKULL:100]
  • Put the special skull bodypart after the regular one on your creature.
  • Call the special skull bodydetail plan (DOUBLESKULL) in your creature after the standard_head_positions bp
  • We must now apply tissues to this new category/bodypart. You can do this by putting the relevant lines in a bodydetailplan that you will use for this creature (like DOUBLESKULL) or place the tissues in this creature yourself.
Code: (VERTEBRATE_TISSUE_LAYERS example) [Select]
[BP_LAYERS:BY_CATEGORY:XSKULL:ARG4:100]copied wholesale from regular skull line
Code: (In creature after bodyparts, materials, and tissues defined) [Select]
[TISSUE_LAYER:BY_CATEGORY:XSKULL:BONE]
To add a second bone layer to the skull put this [TISSUE_LAYER:BY_CATEGORY:SKULL:BONE] on the creature after all the important body setup. Several bodydetail plans more or less have this line already so this bone layer will be outside of the original one. This will not make the skull any larger however.

That is amazing and I really, really appreciate your help.  :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DizzyCrash on April 25, 2015, 07:41:04 pm
If I add a weapon to a entity file like daggers to dwarves that will allow Dagger dwarves to spawn right? I want to make sure I can spawn soldiers that will weild knives other than goblins.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on April 25, 2015, 07:46:16 pm
Yes, as long as you gen a new world after making the change.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on April 25, 2015, 10:29:56 pm
If I add a weapon to a entity file like daggers to dwarves that will allow Dagger dwarves to spawn right? I want to make sure I can spawn soldiers that will wield knives other than goblins.
you can also give a civilization's creature some baseline skills, maybe ensure that all citizens know basic knife-fighting. Elves good at tracking, centaurs good at kicking and archery, Nord humans good at wrestling...
   [NATURAL_SKILL:TRACKER:1]
   [NATURAL_SKILL:KNOWLEDGE_ACQUISITION:2]
   [NATURAL_SKILL:WRESTLING:2]
   [NATURAL_SKILL:DAGGER:2]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sver on April 26, 2015, 04:30:35 am
Do ranged weapons require to be wielded one handed to be reloadable? (e.g. is [TWO_HANDED:0]  necessary to make ranged weapon properly used by anyone?)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: perkel on April 26, 2015, 05:51:28 am
help
thanks !

Also i have other question.

I am trying to deal with leather armors. So kind of monster hunterlike mod. Which means i think i need different densities and values for different leathers depending from which animal it comes.

As i've read all leathers have 500 density. So all creatures be it rhino or cock have same value for its skin and from defensive side of things it means that i can  kill rhino with sword without problems where in real life it's skin is thick and way harder than for example human skin.

Is there a way to edit template or individual creatures to have different skin values ? From what i see in raws all of them use template...


Also does LAYER SIZE in armors have something to do with defense it provides ? Because few people says so but there isn't any science behind it as far as i researched.

I mean let's say that i want to create 2 armors.

1 normal leather armor.
2 studded leather armor.

let's say everything beside layer size is the same.

I give first layer size 10
second layer size 20

Does studded leather will be better at receiving blows ?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sver on April 26, 2015, 06:53:32 am
Is there a way to edit template or individual creatures to have different skin values ? From what i see in raws all of them use template...
Well, you can add new material and/or tissue templates, but then you'll need to modify the creatures' raws anyway, yeah. That's quite boring, but that's the only way.

Also does LAYER SIZE in armors have something to do with defense it provides ?
Yes, it does. It will be not very noticable with leather though (my tests were with iron plate). Except if you gonna give it a really high value.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: perkel on April 26, 2015, 07:28:28 am
Is there a way to edit template or individual creatures to have different skin values ? From what i see in raws all of them use template...
Well, you can add new material and/or tissue templates, but then you'll need to modify the creatures' raws anyway, yeah. That's quite boring, but that's the only way.

Also does LAYER SIZE in armors have something to do with defense it provides ?
Yes, it does. It will be not very noticable with leather though (my tests were with iron plate). Except if you gonna give it a really high value.

Thanks.

1. Is there any good tutorial to edit creature raws without breaking them ?
Also can i mix template and individual ? I mean like creature will use template skin but after that i put [SOLID_DENSITY:1000] and it overwrites only density value from template ?
I noticed something like this in raws for stones but organics don't have such raws

2. That is very helpful. In my mod i am trying to go for more realistic approach with armor so for example dwarves/humans etc won't be able to wear 20 cloaks, 30 shirts and so on. So if i rework material size for each armor then i can give leather armors some huge LAYERSIZE values without making it unwearable. Since leather is light it shouldn't be a problem to get layersize huge value.

So basic armor in my mod will look like this: shirt -> aketon -> mail -> breatplate - > surcoat which will be max . So you will be able to wear only one of above sometimes max 2 (like in case of shirt.

Another question for you. Does layer size for metal type armors have huge impact ? I mean if yes then this basically means i can create for example various kinds of chain mail. Chainmail shirt for example will be very thin and light where chainmail surcoat would be very thick providing huge defense but very heavy

NON RELATED TO ABOVE QUESTION.

Can i put [REACTIONCLASS] tag into weapons ? let's say i want all small and medium weapons with edge to have carve reaction class so that i can just type reaction class in REAGENT for later use when i want to tan hide or do something with meat.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: fomori on April 26, 2015, 08:48:50 am
If I give sites to a layer-linked entity, will they actually form those sites in the caverns? I strongly suspect it'll fail, but stranger things have happened.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 26, 2015, 08:53:38 am
Nope, I tried it once. Aside from the things that are proven to not work, the LAYER_LINKED stuff is so specific and restricted that it's easier to assume that whatever you're thinking won't work.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: fomori on April 26, 2015, 09:10:40 am
Nope, I tried it once. Aside from the things that are proven to not work, the LAYER_LINKED stuff is so specific and restricted that it's easier to assume that whatever you're thinking won't work.

Ah, thanks. Disappointing but unsurprising, I guess.

EDIT: May as well ask this here; If I mod a naturally spawning creature to animate the dead like a necromancer does, will they appear in-game with undead servants they gathered in world-gen? Or will they be restricted to ones they raise during play? Obviously necromancers have their armies, but for all I know that has something to do with them being part of an entity (initially).

 Link related: http://www.keiththompsonart.com/pages/anthropophagus.html (http://www.keiththompsonart.com/pages/anthropophagus.html)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sver on April 26, 2015, 12:07:14 pm
1. Is there any good tutorial to edit creature raws without breaking them ?
If you're concerned about not breaking the raws, just backup them. Here are some modding guides, but they're not about that anyway. You can check the wiki's one though, if you have no any creature modding experience.

Also can i mix template and individual ? I mean like creature will use template skin but after that i put [SOLID_DENSITY:1000] and it overwrites only density value from template ?
I noticed something like this in raws for stones but organics don't have such raws
Well, yes, you can define a new material based on existing template in creature raw, the tags there will overwrite the template's ones. Just don't mess up the ID's (for example, if you're adding new material for skin, you should define it's ID as SKIN, also the material should be defined after the [BODY_DETAIL_PLAN:STANDART_MATERIALS], for example, so it'll overwrite the original material with this ID).

more realistic approach with armor so for example dwarves/humans etc won't be able to wear 20 cloaks, 30 shirts and so on
I can't say it's unrealistic. It actually IS realistic. And only achievable by the player anyway, AI doesn't make such wardrobe choices.

Does layer size for metal type armors have huge impact ?
I dunno how huge the impact is, but [LAYERSIZE:40] iron plate is basically undestructable.

Can i put [REACTIONCLASS] tag into weapons ? let's say i want all small and medium weapons with edge to have carve reaction class so that i can just type reaction class in REAGENT for later use when i want to tan hide or do something with meat.
I have no idea, never actually modded reactions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: perkel on April 26, 2015, 03:01:29 pm
thanks.

 as of realism. I meant this in sense that you won't be able to wear capes because you would have trouble dealing with temperature when you do something other than sitting.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on April 26, 2015, 11:57:51 pm
1. Is there any good tutorial to edit creature raws without breaking them ?
If you're concerned about not breaking the raws, just backup them. Here are some modding guides, but they're not about that anyway. You can check the wiki's one though, if you have no any creature modding experience.
WinMerge (or other source code comparing tool) is your friend. Lets you see what you have changed between, say last week's raws and this week's raws. Can make a new copy of the raws folder every week or every day, for example.
http://sourceforge.net/projects/winmerge/?source=navbar
I think the main source of creature raws breaking is adding and removing of bodyparts & tissues. skills, sizes, occurrence frequency and occurrence biomes are pretty easy to edit.
Old body parts modding guide to get you started: http://dwarffortresswiki.org/index.php/40d:Modding_guide#Modding_body_parts
And newer BP guide: http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_body_parts

Does layer size for metal type armors have huge impact ?
I dunno how huge the impact is, but [LAYERSIZE:40] iron plate is basically undestructable.
DF's ROBE is(was?) mighty good armor against blunt weapons, since system spread the blunt impact around by layersize?
Robe: [UBSTEP:MAX]  [LBSTEP:MAX]  [LAYER:OVER]  [COVERAGE:100]  [LAYER_SIZE:20]
Easy to test in arena: 15 mace+naked dorfs versus 15 mace+silk robe dorfs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on April 27, 2015, 12:27:11 am
Armor and clothes are weird. Unlike how you'd expect reality to work, the total thickness is significantly affected by the *STEP values. Long sleeves and an ankle-deep hem make any garment pretty hefty.

When the COVERAGE and LAYER_SIZE values of every component is equal, a vest + arm-length gloves + loincloth + chausses arrangement is always thinner than just one robe. That's also why greaves do more to protect the lower body than the breastplate ever will.

You could hypothetically balance the LAYER_SIZE values so that all garments would have the same actual thickness, but I just don't have the formula handy.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on April 28, 2015, 09:53:09 am
I have sort of a general question about the interface.  What triggers the detailed status screen that we see for citizens (narrative description of stats, preferences, dreams, etc.), compared to the basic one (which basically gives sizes and colors)?  I'd like to show the more detailed screen for some modded creatures, if possible.

Simply manipulating mental or physical stats doesn't seem to do it.  For example, something completely ridiculous like [PHYS_ATT_RANGE:TOUGHNESS:3000:3000:3000:3000:5000:5000:5000] ought to generate a statement about being "basically unbreakable" about half the time, but never adds a line to the description in several tests.  I've tried embarking with the critters and using spawn-unit to make some.

I don't think it's the presence of a soul, since I'm using warmist's spawn-unit script which seems to stick a soul into everything.  Unless I misunderstood the code, which is a distinct possibility.  If it is a soul, how can I make sure the creature has one with minimal impact on the creature's behavior?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on April 28, 2015, 10:59:25 am
A creature with strength at the level you put toughness as will always be called "muscular" in its description if it has muscles. That is the only stat that directly affects a tissue(THICKENS_ON_STRENGTH) and as such is the only one that shows up.

That is the extent of my ability to assist. I assume you are going to need a looping/incrementally-repeating DFHack script or a bin-patch to get the behavior you want and make it consistent.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on April 28, 2015, 11:13:20 am
A creature with strength at the level you put toughness as will always be called "muscular" in its description if it has muscles. That is the only stat that directly affects a tissue(THICKENS_ON_STRENGTH) and as such is the only one that shows up.

That is the extent of my ability to assist. I assume you are going to need a looping/incrementally-repeating DFHack script or a bin-patch to get the behavior you want and make it consistent.
I'd forgotten about muscular and fat showing up in the descriptions, thanks for the reminder.  But the goal was to get a comment on the status screen about how tough or agile or patient or whatever the critter is (relative to the median for its kind).

I remember the first time I ever pulled up the description of a dwarf and as a new player I though "I'm supposed to take all of that into account managing this guy?"  And then Dwarf Therapist arrived, and all was well.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on April 28, 2015, 05:07:34 pm
AFAIK it's citizenry that determines that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Slogo on April 29, 2015, 10:33:23 am
Has anyone ever had any luck getting MISCHIEVOUS or LOCKPICKER tag working on tamed creatures (i.e. they will wander around and continue to pull levers and unlock doors)? I know gremlins abandon the behavior when they are tamed, but I was hoping maybe some other raw tag controlled that to an extent.

My other thought of an approach was a syndrome that would mess with the creature's tags to (ideally temporarily) revert it to a more appropriate state so it could go about it's mischievous business before coming back around to its senses.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zemouregal on April 29, 2015, 07:26:30 pm
Hi, Im interested in making my own little mods.

I wish to know how to make creatures, semi-megabeats and megabeasts. I plan on making some of the hardest creatures the DF community might ever see, so that may also help.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on April 29, 2015, 07:45:30 pm
http://dwarffortresswiki.org/index.php/DF2014:Modding_guide

the trick is

1. copy+paste

2. never forget the wiki's your friend
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on April 29, 2015, 08:00:49 pm
2. never forget the wiki's your friend
And that every page can be saved as an hmtl file. Doing so loses the images and the links get messed up but if you are gonna mod without internet access it keeps the file sizes low. Some pages will require images to use though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: LastGreen on April 30, 2015, 03:40:42 pm
hello, does anyone know the right syntax for this?

      [SET_TL_GROUP:BY_CATEGORY:TAIL:LAYER]
         [TL_COLOR_MODIFIER:EMERALD:5:LAYER_TAIL_SAPPHIRE:2:TAIL_TAIL_AMETHYST:1]
            [TLCM_NOUN:tail:SINGULAR]

iv tried just about everything I can think of.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on April 30, 2015, 03:57:44 pm
hello, does anyone know the right syntax for this?

      [SET_TL_GROUP:BY_CATEGORY:TAIL:LAYER]
         [TL_COLOR_MODIFIER:EMERALD:5:LAYER_TAIL_SAPPHIRE:2:TAIL_TAIL_AMETHYST:1]
            [TLCM_NOUN:tail:SINGULAR]

iv tried just about everything I can think of.

Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:TAIL:{TISSUE ID; if this was HAIR it would target all hair on TAIL category bodyparts and SKIN would target all tissues with that ID in the TAIL bodypart}]
[TL_COLOR_MODIFIER:{Valid IDs are in descriptor_ files, IE descriptor_color_standard}:5]
[TLCM_NOUN:tail:SINGULAR]
The color AMETHYST is in the vanilla descriptor files but a sapphire color is not.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: LastGreen on April 30, 2015, 04:09:09 pm
hello, does anyone know the right syntax for this?

      [SET_TL_GROUP:BY_CATEGORY:TAIL:LAYER]
         [TL_COLOR_MODIFIER:EMERALD:5:LAYER_TAIL_SAPPHIRE:2:TAIL_TAIL_AMETHYST:1]
            [TLCM_NOUN:tail:SINGULAR]

iv tried just about everything I can think of.

Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:TAIL:{TISSUE ID; if this was HAIR it would target all hair on TAIL category bodyparts and SKIN would target all tissues with that ID in the TAIL bodypart}]
[TL_COLOR_MODIFIER:{Valid IDs are in descriptor_ files, IE descriptor_color_standard}:5]
[TLCM_NOUN:tail:SINGULAR]
The color AMETHYST is in the vanilla descriptor files but a sapphire color is not.

hmm it was used for the eyes so I thought it'd be okay. but yeah nvm my question. i figured it out. just needed to add "[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:TAIL]" i guess to give the color mod something to attach too. the tail still existed with out that and was fully functional. I just hope it doesn't start feeling pain now lol.


edit: actually i'd like to ask your opinion on the way I added the tail to the body.

   [BODY:TAIL]
      [TISSUE:CRYSTALLINE]
         [TISSUE_NAME:crystalline:crystalline]
         [TISSUE_MATERIAL:INORGANIC:CRYSTALLINE]
         [STRUCTURAL]
         [RELATIVE_THICKNESS:4]
         [CONNECTS]
         [TISSUE_SHAPE:LAYER]
      [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:TAIL]
      [TISSUE_LAYER:BY_CATEGORY:TAIL:CRYSTALLINE]
      [RELSIZE:BY_CATEGORY:TAIL:400]

cause I feel like it may not have been the best method to add a custom body part but it did work. though the BODY_DETAIL_PLAN part may have just created a ghost tail.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NEANDERTHAL on May 01, 2015, 05:58:32 pm
Question one: is there a way to mod adv mode interactions so that they only work when a certain body part is injured?
Question 2: Is there a way to injure a specific on of your body parts via a reaction?
Question 3: Is it possible to make a reaction that leaves a coating of contaminant on your opponent?

I'm trying to make an interaction that let's you spit blood if your nose or teeth are damaged.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 01, 2015, 05:59:33 pm
1. Through weird liquid tissue spatter crap, yes.
2. No.
3. Reaction? No. Interaction? Yes, spit is pretty much exactly that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Snergler on May 01, 2015, 08:15:25 pm
I created a plant growth using the BUD template, then gave the bud the plant thread template, I then created a custom reaction at the farmers workshop to process the growth to thread, but the loom does not recognize the thread as usable plant thread. My question is, do plant thread have to  come from  a "structural" part of the plant in order to be woven to cloth? 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on May 02, 2015, 02:37:27 am
1. Is there any good tutorial to edit creature raws without breaking them ?
If you're concerned about not breaking the raws, just backup them. Here are some modding guides, but they're not about that anyway. You can check the wiki's one though, if you have no any creature modding experience.
WinMerge (or other source code comparing tool) is your friend. Lets you see what you have changed between, say last week's raws and this week's raws. Can make a new copy of the raws folder every week or every day, for example.
http://sourceforge.net/projects/winmerge/?source=navbar
I think the main source of creature raws breaking is adding and removing of bodyparts & tissues. skills, sizes, occurrence frequency and occurrence biomes are pretty easy to edit.
Old body parts modding guide to get you started: http://dwarffortresswiki.org/index.php/40d:Modding_guide#Modding_body_parts
And newer BP guide: http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_body_parts

Does layer size for metal type armors have huge impact ?
I dunno how huge the impact is, but [LAYERSIZE:40] iron plate is basically undestructable.
DF's ROBE is(was?) mighty good armor against blunt weapons, since system spread the blunt impact around by layersize?
Robe: [UBSTEP:MAX]  [LBSTEP:MAX]  [LAYER:OVER]  [COVERAGE:100]  [LAYER_SIZE:20]
Easy to test in arena: 15 mace+naked dorfs versus 15 mace+silk robe dorfs.
I thought [STRUCTURAL_ELASTICITY_WOVEN_THREAD] was supposed to prevent the robe from being a "hard shell" and spread the blunt damage all over it. However it looks like it makes it weaker against edged attacks, which is weird. I guess Toady did not think it through entirely.

I should test how STRUCTURAL_ELASTICITY_CHAIN_ALL affects the armor regarding blunt attacks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on May 02, 2015, 03:32:58 am
WOVEN_THREAD makes the piece of armor elastic and weak IF it's made from cloth. Other materials are stiff and retain their normal strength.
CHAIN_ALL makes the piece of armor elastic, no matter what it's made of.
CHAIN_METAL makes the piece of armor elastic IF it's made from metal (cloth also? not sure). Other materials are still stiff.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 02, 2015, 03:55:31 am
Elastic meaning that it strains 50% at yield, or has all its STRAIN_AT_YIELD values be 50000. STRUCTURAL_ELASTICITY_WOVEN_THREAD also reduces SHEAR_YIELD to at max 20000 and SHEAR_FRACTURE to at max 30000, basically making all edged attacks pass through (except in weird modding edge cases).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on May 02, 2015, 04:46:10 am
Quick question. How would I mod a hostile civilization to send an attack squad sooner, and to siege sooner? Or is it 40.24 weirdness that hostile visits are pretty scarce?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 02, 2015, 05:12:02 am
Sieges happen less in 0.40 due to them not being scripted events anymore.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Snergler on May 02, 2015, 03:42:22 pm
I created a plant growth using the BUD template, then gave the bud the plant thread template, I then created a custom reaction at the farmers workshop to process the growth to thread, but the loom does not recognize the thread as usable plant thread. My question is, do plant thread have to  come from  a "structural" part of the plant in order to be woven to cloth?

AFAIK it is not possible to weave plant thread derived from growth items,  DFWiki seems to confirm this also.
Though it may be possible to use these thread items in suturing, like thread spun from creature hair, I have not tested it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on May 02, 2015, 04:36:36 pm
Sieges happen less in 0.40 due to them not being scripted events anymore.
There may be something buggy additionally, as it's not rare for a goblin sites near your embark to have thousands of goblins and trolls, but still there are very rare sieges (and sometime they just don't even happen as if you turned invaders off ), and when sieges actually happen, the "armies of darkness" are often ridiculously small (i have not seen in all my fortress a goblin siege with more than 10 foolish gobs by example).

It seems only undead sieges (you need to have a tower in your embark listing) happen relatively as they should, though they often just stand there and wait while their necromancer has already moved out of the map.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Box on May 02, 2015, 10:54:09 pm
This is something I've been trying to do a long time but never had any success because there are SO MANY THINGS I need to change and each time I figure out I've screwed up it's generally a few years into the fort which is a huge amount of lost time for a failed attempt.

What do I have to change in 40.xx in the raws, worldgen information, and civ data to make it so that my fortress will be capped at 20-30 dwarves but still receive full-scale invasions, megabeasts, fortress management positions, etc?  Basically, I want the game to behave as if I have 80+ dwarves when I have 20. Last time I tried this was 34.11 and now that everything is different I'm completely lost again.

I just want Dwarf Fortress Lite™ where I don't have to manage 100 dwarves and micromanage their arbitrary jobs that keep them from idling too much but still get the full experience.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on May 03, 2015, 12:33:47 am
What do I have to change in 40.xx in the raws, worldgen information, and civ data to make it so that my fortress will be capped at 20-30 dwarves but still receive full-scale invasions, megabeasts, fortress management positions, etc?
Megabeasts: see ATTACK_TRIGGER on wiki: http://dwarffortresswiki.org/index.php/DF2014:Creature_token
Semimegabeasts: [SEMIMEGABEAST][DIFFICULTY:5] [ATTACK_TRIGGER:30:0:50000]  lower the difficulty, and the pop part of ATTACK_TRIGGER.

init/d_init.txt: try [POPULATION_CAP:27] [STRICT_POPULATION_CAP:29]  [BABY_CHILD_CAP:1:1]

Management: uhhh... umm... err.. I'd try all dwarf entity positions having
   [SITE]
   [NUMBER:1] (except more than 1 militia captains)
   [APPOINTED_BY:EXPEDITION_LEADER]
but you probably can't get King/Queen. There might be some hardcoded wonkiness. Just rename Expedition Leader position and make them demand better quarters.

Invasions: enemy entities (and friendly civs, for trade)
   [PROGRESS_TRIGGER_POPULATION:1]
   [PROGRESS_TRIGGER_PRODUCTION:1] set to your liking
   [PROGRESS_TRIGGER_TRADE:2] set to your liking
   [PROGRESS_TRIGGER_POP_SIEGE:1]
   [PROGRESS_TRIGGER_PROD_SIEGE:2] set to your liking
   [PROGRESS_TRIGGER_TRADE_SIEGE:2] set to your liking

Master modders, did I cover everything?

Question: how to best edit the worldgen so that only 5 to 20% of world is aquifered? I want to make a "dry medium region" preset.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zammer990 on May 03, 2015, 03:15:55 pm
I've been trying to play around with body parts, specifically, adding ones.
So far, I've managed to get the part to appear, but the error log keeps giving "No tissue thickness" out. I've added

 [BP_LAYERS:BY_CATEGORY:THING:SKIN:1]
to [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]

[BODY:HUMANOID_NECK:2EYES...:THING]
to dwarves

[BODY:THING]
   [BP:THING:thing:STP][CONTYPE:UPPERBODY][EMBEDDED][SMALL]
      [DEFAULT_RELSIZE:2]
to body_default

   [ADD_MATERIAL:THING:SKIN_TEMPLATE]
to [BODY_DETAIL_PLAN:STANDARD_MATERIALS]

What am I missing? I want my lump of flesh corporeal dammit!


Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on May 03, 2015, 03:28:08 pm
I've been trying to play around with body parts, specifically, adding ones.
So far, I've managed to get the part to appear, but the error log keeps giving "No tissue thickness" out. I've added

 [BP_LAYERS:BY_CATEGORY:THING:SKIN:1]
to [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]

[BODY:HUMANOID_NECK:2EYES...:THING]
to dwarves

[BODY:THING]
   [BP:THING:thing:STP][CONTYPE:UPPERBODY][EMBEDDED][SMALL]
      [DEFAULT_RELSIZE:2]
to body_default

   [ADD_MATERIAL:THING:SKIN_TEMPLATE]
to [BODY_DETAIL_PLAN:STANDARD_MATERIALS]

What am I missing? I want my lump of flesh corporeal dammit!
This [BP_LAYERS:BY_CATEGORY:THING:SKIN:1] is calling for this [CATEGORY:THING] to be somewhere after this [BODY:THING] and before another [BODY:].

Code: (resulting fix) [Select]
[BODY:THING]
[BP:THING:thing:STP][CONTYPE:UPPERBODY][EMBEDDED][SMALL][CATEGORY:THING]
[DEFAULT_RELSIZE:2]

Also [ADD_MATERIAL:THING:SKIN_TEMPLATE] is pointless to have in the creature as [BP_LAYERS:BY_CATEGORY:THING:SKIN:1] is calling for a tissue with the ID of SKIN, not THING.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on May 04, 2015, 04:11:40 am
I'm trying to make a human-only world , removing the elf/dwarf/goblin/kobolds entities and making some adjustement to the human one so they get noble position similarly to dwarven ones (in order to make it playable similarly to dwarves in fortress mode too) , i changed the biome start/support to ALL_MAIN

The generation works well enough, as the various human towns/hamlets are built all over the world as desired after 100 years of worldgen :
Spoiler (click to show/hide)

But after looking for how those civilisations are doing, i noticed ... no war at all, that's a big problem to get siege in fortress mode then or to have things happening in adventure too.

Looking at the reason, i think it could be the ethics, due to all those civs coming from the same entity definition, it's obvious all those civs will have the same ethics and will then not go at war over such difference.

As unfortunately i do not find anything to make those civs going at war despite sharing the same ethics (looks like even having war sphere does not make them going at war more) , i guess the only way would be to make a lot more entities entries with each having different ethics.

But is there another way ? I mean i would like to have 2 civs going at war for reasons like territory expension, or just wanting more power etc... , as despite 2 civs could share the same ethics, it does not mean they don't want something like domination or more territory.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on May 04, 2015, 04:42:28 am
-snip-
Small maps and a bunch of civs crowding each other can cause the settlements to skirmish with each other over land but I don't think the entire civ will. I also have problems making it happen reliably.

You could also replace the CREATURE:GOBLIN line in the EVIL entity with CREATURE:HUMAN so the nicer humans will war with the baby thieving cannibal ones.

To prompt war over ethics having 1 civ consider something unthinkable and another acceptable/personal matter can make it happen.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on May 04, 2015, 04:51:34 am
The only way i managed to make war happen was by duplicating my human entity a few times, and make acceptable -> unthinkable combinations in their ethics so each of those entities would at least have another entity with a couple of opposed views.

And it worked as expected
Spoiler (click to show/hide)

So it looks like out there's no way to really get wars between civilisations sharing the same ethics unfortunately.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on May 04, 2015, 06:05:08 am
Hello modders here.
Is there possible to make custom quiver to contain specific kind of ammo?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Box on May 04, 2015, 07:48:02 am
What do I have to change in 40.xx in the raws, worldgen information, and civ data to make it so that my fortress will be capped at 20-30 dwarves but still receive full-scale invasions, megabeasts, fortress management positions, etc?
Megabeasts: see ATTACK_TRIGGER on wiki: http://dwarffortresswiki.org/index.php/DF2014:Creature_token....

Thanks for this.  Helps a lot.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Klisz on May 04, 2015, 01:46:47 pm
Hello modders here.
Is there possible to make custom quiver to contain specific kind of ammo?

Unfortunately not, as quivers are hardcoded.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: satan on May 04, 2015, 09:41:37 pm
How would I go about creating a custom workshop that would let me spawn various items like raw adamantine ore or strawberry seeds?

Is there a way I could "craft" living creatures like dragons or cats?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on May 04, 2015, 09:54:19 pm
That would require a custom reaction, rather than a workshop.

You cannot create creatures through reactions at the moment. It was possible in the previous version, 34.11, through DFHack.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 04, 2015, 10:06:42 pm
spawn-unit is basically stable at this point for 0.40, AFAIK.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: satan on May 04, 2015, 10:55:18 pm
spawn-unit is basically stable at this point for 0.40, AFAIK.

What is spawn-unit?

That would require a custom reaction, rather than a workshop.

You cannot create creatures through reactions at the moment. It was possible in the previous version, 34.11, through DFHack.

How would I make a reaction that would spawn wood, plants or seeds? I think I figured out how to do it for stones.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 04, 2015, 11:11:30 pm
1. spawn-unit is the DFHack script that is required to spawn units.

2. http://dwarffortresswiki.org/index.php/DF2014:Reaction#Products
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: satan on May 05, 2015, 01:45:15 am
1. spawn-unit is the DFHack script that is required to spawn units.

2. http://dwarffortresswiki.org/index.php/DF2014:Reaction#Products

I am confused about 2. Could you give me an example? What would the reaction used to spawn a banana look like?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 05, 2015, 01:48:53 am
Oof, sorry, didn't quite notice what you were asking.

[PRODUCT:100:1:PLANT_GROWTH (http://dwarffortresswiki.org/index.php/DF2014:Item_token#PLANT_GROWTH):FRUIT (http://dwarffortresswiki.org/index.php/DF2014:Banana):PLANT_MAT (http://dwarffortresswiki.org/index.php/DF2014:Material_token):BANANA (http://dwarffortresswiki.org/index.php/DF2014:Plant):FRUIT (http://dwarffortresswiki.org/index.php/DF2014:Plant_token#Growth_Tokens)]

Thankfully, that is easily the most complicated kind of thing you are supposed to be able to make in a reaction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Probe1 on May 05, 2015, 10:25:34 am
What's the best way of increasing goblin sieges in fortress mode?  I've considered increasing goblins natural strengths which is kinda a copout and/or increasing their breeding potential which has merit (more goblins more sieges right?).

Does anyone have any suggestions?  I want the level of sieges from 34.xx back.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on May 05, 2015, 12:09:37 pm
What's the best way of increasing goblin sieges in fortress mode?  I've considered increasing goblins natural strengths which is kinda a copout and/or increasing their breeding potential which has merit (more goblins more sieges right?).

Does anyone have any suggestions?  I want the level of sieges from 34.xx back.

This advice is untested.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on May 05, 2015, 12:16:07 pm
What's the best way of increasing goblin sieges in fortress mode?  I've considered increasing goblins natural strengths which is kinda a copout and/or increasing their breeding potential which has merit (more goblins more sieges right?).
Does anyone have any suggestions?  I want the level of sieges from 34.xx back.
I want the old sieges too.
One thing to try is to make Goblin Entity 1, Goblin Entity 2, Goblin Entity 3, Goblin Entity 4 separate civs. Each witch slightly different ethics and breeding rate (littersize, duration of childhood). The more hostile civs in the world, the more likely enemy attacks are. I think.
Also a civ's [MAX_STARTING_CIV_NUMBER:13] [MAX_POP_NUMBER:600] [MAX_SITE_POP_NUMBER:120] might affect, how often they start a new village/darkfortress.

I like to give animals and civs some [NATURAL_SKILL:DAGGER:3] skills of dodging, wrestling, punching/pawing, kicking.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on May 05, 2015, 12:58:48 pm
17x17 map with demons set to 33, despite having population controls for adventurer mode (no evil animals, no likes site dark fortress) gives me a lot of setups like this:
(http://i.imgur.com/ipg7EMj.png)

Embarking somewhere nearby should be fun especially with more vanilla population numbers (I get dark fortresses with 100~300 gobs pretty consistently now. I figure if a group like this hadn't bumped into two named bears and then my superdorf they would have been a nice early siege:
(http://i.imgur.com/rTVsnAa.png)

Incidentally, is bodygloss only pre-defined stuff?

Could you bodygloss scales to skin if you were say, too lazy to go and add another template with the better materials just for a subspecies of dorf that results from a deliberate syndrome? I figured out how to do part of it in my efforts to bring the colossi in line with the tougher material using megabeasts I already have, but right now I'm just using the [REPLACE_MATERIAL:SCALE] method to put skin in, I'd be happy if I could just have the scales called skin on this particular creature.

I tried [BODYGLOSS:SCALE:SKIN] which seemed to make sense but didn't work, oh, a less creature specific question!

Why is it that the steel colossi will happily take over a human hamlet and play god but dragons with the same sort of tags added won't?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: satan on May 05, 2015, 02:06:46 pm
Is there an updated version of Shaostoul's cheating mod? It was made several years ago and I am pretty sure many items were added since then.

http://dwarffortresswiki.org/index.php/Shaostoul%27s_Guide
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 05, 2015, 02:28:58 pm
Incidentally, is bodygloss only pre-defined stuff?

Could you bodygloss scales to skin if you were say, too lazy to go and add another template with the better materials just for a subspecies of dorf that results from a deliberate syndrome? I figured out how to do part of it in my efforts to bring the colossi in line with the tougher material using megabeasts I already have, but right now I'm just using the [REPLACE_MATERIAL:SCALE] method to put skin in, I'd be happy if I could just have the scales called skin on this particular creature.

I tried [BODYGLOSS:SCALE:SKIN] which seemed to make sense but didn't work, oh, a less creature specific question!

You have to actually define the body gloss in the body files.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NW_Kohaku on May 05, 2015, 03:55:48 pm
For someone who hasn't been around in a while, and just wants a crash course to hop back in, is there anything I need to update about any given mods I might have made for myself from back in 0.34.x to 0.40.24? 

For an expanded question, what changes are there in modding since then (new limitations/opportunities)?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on May 05, 2015, 04:44:43 pm
Most comprehensive I've seen would be Tomi's notes, which I've quoted below.

Here's the 2014-September version of my "to-.40" notes. I haven't seen a bigger guide around. Man, 650 creatures' speed and swim speed... Took a bit of researching (not the swim speed.)

Spoiler (click to show/hide)

And for modders who are deciding their new creature's speed, my gathered animal speed data: some are burst speed, some sustained speed.
Spoiler (click to show/hide)

A quick crash course in changes would be the movement overhaul, which now relies on gaits rather than a set speed. So now walking, running, or slowly creeping are now movement options.
Adding on to that is the combat changes. Weapons and natural attacks now have an [ATTACK_SPEED_AND_RECOVER:#:#] token, and you can attack in various styles, or even make multiple attacks at once, though some attacks are flagged as being bad for it.
Plants got a massive overhaul. They can now grow growths such as leaves or fruit, and trees take up multiple Z levels.
LIKES_FIGHTING has been removed, and many personality traits, and even entity based values have been added. There are even dreams and goals that dwarves and other creatures can have.
Some reactions have been un-hardcoded, and the farmer's workshop is now a valid location for reactions to take place.
There is now gelding, as a profession. It can be done to sterilize some male animals.

There is likely more I forgot.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NW_Kohaku on May 05, 2015, 04:49:01 pm
Thanks, that's what I needed!

Gaits will likely really help with some of my creature mods, since I had a nagas mod where I wanted them to have burst speeds (coiled leaps) but slow general speeds...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on May 05, 2015, 06:05:04 pm
You have to actually define the body gloss in the body files.
...
Suddenly there was a sound of thunder, as somewhere off in the distance a face was palmed with unbelievable force.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NW_Kohaku on May 05, 2015, 08:02:33 pm
One more question... I'm trying to play around, but now there's some new "Value" tokens, and nothing on the wiki I can find that explains what they do...

EDIT: These are in the entity tokens... I was thinking of throwing some onto these apparently poor, neglected subterranean critters...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 05, 2015, 08:10:41 pm
Every entity lists all of them and they're fairly self-explanatory. They affect units' dreams and what emotions they feel in certain situations. A race that considers power over others a high value will have individuals who want to take over the world more than a race that considers power over others foolish.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on May 06, 2015, 12:13:12 am
Gaits will likely really help with some of my creature mods, since I had a nagas mod where I wanted them to have burst speeds (coiled leaps) but slow general speeds...
Every creature will have a set of speeds; I can't think of a way to implement the leaps you want.
They already have to be moving 'Fast' in order to get to the fastest and 2nd fastest gaits. Then their stamina will run out if they use their fastest speed for like 30 moves. Can't have a "sudden speed burst for 1 turn" AFAIK.

Nagas be "slither faster, slither faster, slither even faster, Boing Boing Boing Boing Boing Boing Boing Boing Boing Boing Boing Boing" 30 coiled leaps ehehehe.
Maybe have the speeds like.... *reads GAIT tag*
Eh, GAIT tag's parameters are hard to grasp since fullspeed:builduptime:maxturningspeed:startspeed:energyuse:unknownor2ndenergyparam  they are in 3 different units
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900]
Try putting huge energy usage on the Naga's fastest speed. Long buildup. Start speed at their most-of-the-time speed.

Gaits on the wiki: http://dwarffortresswiki.org/index.php/DF2014:Gait and http://dwarffortresswiki.org/index.php/DF2014:Creature_token#G
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on May 06, 2015, 02:34:20 am
A flee usage hint interaction that gives a syndrome with CE_SPEED_CHANGE for a few ticks?

"The naga coils up like a spring." *zoom*
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NW_Kohaku on May 06, 2015, 04:16:42 pm
No, it's fine for what I need to just have a slower "normal" speed, and a high "sprint" speed that is unsustainable and burns stamina.  It's not so much a lunge as burning all their stamina very quickly, and having slower-than-normal recovery rates. Snakes are like that in real life, as well.  It's not just the coil and strike, but a sudden flurry of activity that requires a longer period of time to recover from.

If anything, the "faster" could be actually slow, representing a coiling, and the "fastest" then is massively faster, but with a natural lower amount of stamina so that it lasts less than normal.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 06, 2015, 04:24:53 pm
Yeah, I think you ought to be able to do that by having a low build-up time, very slow start and very fast end.

[GAIT:WALK:coil spring:100:2:1:5000:100:LAYERS_SLOW:STRENGTH]

Like that. I'm pretty sure "build up time" refers to steps taken. That should use twice as much stamina as sprinting.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dozebôm Lolumzalěs on May 06, 2015, 05:59:56 pm
How do I make a reaction have brown recluse spider silk as an output?  I'm sick of everybody ignoring the perfectly cave and giant cave spider silk, insisting (invisibly) that they get a type of silk which they've never seen, nobody's ever seen, and then dying of dehydration/going berserk and getting an axe in their brains.

That is, what do I write?  I know how to mod (like, what part to edit).  I just don't know what to write for [PRODUCT:blah].
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 06, 2015, 06:14:22 pm
[PRODUCT:100:1:THREAD:NONE:CREATURE_MAT:SPIDER_BROWN_RECLUSE:SILK][PRODUCT_DIMENSION:15000]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dozebôm Lolumzalěs on May 06, 2015, 06:28:58 pm
Wow, that was fast.  Thanks, Putnam!  For that matter, how about logs, rough gems, raw glass, or...  I think for silk it's [PRODUCT:100:1:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:SILK][PRODUCT_DIMENSION:15000].  Sorry if you feel like I'm "Wow!  You can know that?  Could you do this and this and this and this and this and this..."  If there's a good list of these, a link would be awesome, because I've looked and I haven't found any.

By the way, do you use [...1:CLOTH:NONE...] for making cloth?

I'm going to adjust the percentage chances and make it a "Pray to X" reaction, because I'm currently inside a volcano, with no source of gems, crystal glass, or (not sure) logs.  Maybe have it use the Druid skill as a placeholder and make each thing have a 1% chance?  Or just no skill?  Hmm...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 06, 2015, 06:35:33 pm
Cloth has a PRODUCT_DIMENSION of... either 150 or 15000, forgot which.

http://dwarffortresswiki.org/index.php/DF2014:Item_token
http://dwarffortresswiki.org/index.php/DF2014:Material_token

You have to gen a new world when you add reactions
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on May 09, 2015, 02:39:32 am
Hey modders! Do you like sieges?
BABYSNATCHER: "Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch."
Those 3 tags make sieges come later. I'm now trying to have 3 separate goblin creature+civ to get some sieges happening.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 09, 2015, 02:48:07 am
Is that actually true? Again, AFAIK, sieges are subject to actual AI now, where besiegers need a proper reason to lay siege to a place.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on May 09, 2015, 02:49:56 am
The wiki might be ofcourse outdated. We need evil civ science.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Propman on May 10, 2015, 04:00:02 am
After blundering around with tissue templates and body detail plans and other horrors, I ask if there is any simpler way to make a race who has caste-specific elemental resistances? Say I wanted to have an ice-proof caste, and a fire-proof caste (in the literal sence: I have found out that "fire immune" doesn't seem to account for things such as the background temperature rising above the tolerance for a creature's tissues, only blocking the effects of fire attacks).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on May 10, 2015, 07:33:33 am
Can I make a creature eat only brains but anything else?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CrispyDuck on May 10, 2015, 08:14:07 am
Quick question after abandoning yet another site because of re-animation: is there a way to totally turn off corpses and body-parts from re-animating?

Evil biomes are great, love 'em to death. But the hassle of a Yak's left nostril hair interrupting half my food economy is something I don't want to deal with anymore.

The only thing I'd like to put an end to is the re-animating. Evil rain, evil clouds and undead wandering around are all spiffy and I'd like to keep them in.
But the re-animating has to go.

So in short: how do I turn off corpses/body-parts from coming back as undead nuisances in evil biomes.
Would I need to mess around with creature raws or something?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on May 10, 2015, 08:35:48 am
In worldgen, set regional interactions to 0.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CrispyDuck on May 10, 2015, 09:30:16 am
In worldgen, set regional interactions to 0.

Thanks for the answer.
Would that only disable the re-animating of corpses or also disable rain/clouds/other stuff?
It's only one thing I want to get rid and disable of. Any other effects I want to keep enabled.


Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on May 10, 2015, 11:05:04 am
Only reanimation. Clouds and rain are separate.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on May 10, 2015, 12:30:09 pm
After blundering around with tissue templates and body detail plans and other horrors, I ask if there is any simpler way to make a race who has caste-specific elemental resistances? Say I wanted to have an ice-proof caste, and a fire-proof caste (in the literal sence: I have found out that "fire immune" doesn't seem to account for things such as the background temperature rising above the tolerance for a creature's tissues, only blocking the effects of fire attacks).
When doing this take into account that materials keep getting added in all the way until the spit interaction (assuming using sentient RAWs as a base) and some of them will need proofed materials for survival. A prime example is blood but sinew is a close second.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on May 10, 2015, 01:24:26 pm
Can I make a creature eat only brains but anything else?
One that eats only brains? I don't think so. There's NO_EAT, carnivore(?), bonecarnivore, vermin hunter, and grazer. And civilizations tagged with uses_plants, uses_animals.


What's the best semimegabeast or megabeast to give SPHERE:DEATH to? So more civs will worship a death god and learn the secrets of necromancy. I need more necromancers.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on May 10, 2015, 02:11:56 pm
What's the best semimegabeast or megabeast to give SPHERE:DEATH to? So more civs will worship a death god and learn the secrets of necromancy. I need more necromancers.
Make your own.

Can I make a creature eat only brains but anything else?
I think there's a tag that makes it so creatures can only eat a specific food. Look for it on pandas.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on May 10, 2015, 03:15:50 pm
Can I make a creature eat only brains but anything else?
I think there's a tag that makes it so creatures can only eat a specific food. Look for it on pandas.
SPECIFIC_FOOD tag, here on the creature tokens page: http://dwarffortresswiki.org/index.php/DF2014:Creature_token
[SPECIFIC_FOOD:PLANT:BAMBOO, ARROW] or one can make a creature eat a certain creature species [SPECIFIC_FOOD:CREATURE:RAT]. The tag doesn't allow for specific bodypart or all bodyparts belonging to a certain group.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on May 10, 2015, 05:44:34 pm
My reflex is to say "the tag you're after is [INDIV_CONTROLLABLE] because you can guarantee an adventurer is going to be chowing down on brains and hearts and such" but that isn't really helpful. T.T
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Propman on May 12, 2015, 07:05:50 am
After blundering around with tissue templates and body detail plans and other horrors, I ask if there is any simpler way to make a race who has caste-specific elemental resistances? Say I wanted to have an ice-proof caste, and a fire-proof caste (in the literal sence: I have found out that "fire immune" doesn't seem to account for things such as the background temperature rising above the tolerance for a creature's tissues, only blocking the effects of fire attacks).
  • Move all castes before tissues are set down but after materials are first introduced.
  • Put all your needed proofing materials down with slightly different IDs (use USE_MATERIAL:<NEWMATERIALID>:<OLDMATERIALID> to make select copies of existing materials, alterations go below/after the line using material tokens).
  • Do a SELECT_CASTE:ALL followed by the tissue introduction BodyDetailPlans.
  • Now SELECT_CASTE:<CASTEID>. Then SELECT_TISSUE and then TISSUE_MATERIAL:LOCAL_CREATURE_MAT:<NEWMATERIALID> for every tissue that will use a proofed material.
  • Repeat step4 with all proofed castes so their tissues lead to proofed materials.
  • Now proceed with your regular creature making.
When doing this take into account that materials keep getting added in all the way until the spit interaction (assuming using sentient RAWs as a base) and some of them will need proofed materials for survival. A prime example is blood but sinew is a close second.

Thank you, though I've found that it seems to work in a rather haphazard fashion:

Creatures of the ice caste won't die from cold damage, but they still suffer from it in concentrated attacks and can suffer frostbite, whire creatures of the fire caste are all over the place: they'll sometimes melt in lava after four turns of swimming, or they might be able to spend all day in the pool with minimal consequences other then drowning. They also still suffer from the background heat issue: their tissues will melt if the surrounding temperature becomes too high be it from weather or enough concentrated fire attacks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ravendarksky on May 13, 2015, 04:52:40 am
This seems to be a good place to ask. What determines if a creature will give a tannable hide when slaughtered?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on May 13, 2015, 05:24:35 am
How can I make a race that besides of food, drink and sleep, need to consume a spectacular thing or preform a spectacular interaction to survive, or suffer negative status that lead to death?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on May 13, 2015, 05:30:09 am
This seems to be a good place to ask. What determines if a creature will give a tannable hide when slaughtered?
Their skin's material template has this token:

Code: [Select]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
It says that reactions that ask for TAN_MAT and defer the product's material with GET_MATERIAL_FROM_REAGENT will put out things made of $creature leather.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on May 13, 2015, 10:43:58 am
How can I make a race that besides of food, drink and sleep, need to consume a spectacular thing or preform a spectacular interaction to survive, or suffer negative status that lead to death?
Perhaps they exude a sweat, or contain a blood, that causes infections and fatigue and nausea. Infections can be fatal. And they need to make an interaction like cat_headbump or dog_buttsniff on a friendly, in order to gain something positive (I don't know how) that negates the bad effect. I know that too long paralysis duration causes suffocation death.
( [CE_PARALYSIS:SEV:500:PROB:80:RESISTABLE:SIZE_DILUTES:START:0:PEAK:40:END:200] death by suffocation. )

Maybe constant minor bleeding? And the needed interaction transforms them into a new creature, thus replenishing all blood supply.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: SMASH! on May 13, 2015, 12:57:49 pm
Question: can I modify existing interactions? Should I copy files from interaction examples folder to objects? I just want to remove bonus strength and toughness from zombies.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on May 13, 2015, 01:23:51 pm
Question: can I modify existing interactions? Should I copy files from interaction examples folder to objects? I just want to remove bonus strength and toughness from zombies.
Zombies in Vanilla have 3 sources: Necromancers, Mummies, and Biome interactions. Such a thing also requires using AdvWorldGen exclusively to disable the vanilla ones and having a Raw version of each zombie source you want. If you give a damn about DFmode then it is between Necrozoms and Biomezoms. I will detail Necrozoms.

Spoiler: interaction_x (click to show/hide)
This goes in the raw/objects folder with a file name starting with "interaction_"; the name usually matches the first line. To get these exclusively you need to gen a world without generated secrets every time you generate a world. You can also alter data\init\world_gen.txt to have gen options with [SECRET_NUMBER:0] to make this easier or do that through AdvWorldGen itself.

Biomezoms are far more annoying because vanilla generates many interactions with separate or combined effects and you must detail every single one you want to appear. And Biome interactions are very diverse(any combination of husk clouds, weird rain, and reanimation).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: SMASH! on May 13, 2015, 01:34:58 pm
So, default random interactions are hardcoded? Damn.  :'( Thanks for the reply btw.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NEANDERTHAL on May 13, 2015, 06:18:44 pm
Can anyone tell me what's wrong here with this concrete material? I can make the workshop, I can do the reaction, but it doesn't make anything.

Here's the RAWs:

material_template_default
Spoiler (click to show/hide)

inorganic_metal
Spoiler (click to show/hide)

reaction_default
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on May 13, 2015, 06:31:38 pm
Should be [PRODUCT:100:10:BLOCKS:NONE:INORGANIC:CONCRETE] You are missing the item subtype argument.

Similarly, it should be [REAGENT:A:1:ANY_RAW_MATERIAL:NONE:NONE:NONE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on May 13, 2015, 06:55:55 pm
Good idea, thank ye.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on May 14, 2015, 10:34:49 am
Why is it in the metal raw file again? :D

I have a working concrete reaction in my older Fallout/wasteland mod, you can borrow it if you like. There I make concrete from sand and rocks.

P.S.

[REACTION:ALCHEMY_20]
   [NAME:make cement blocks]
   [BUILDING:CALCINATOR:CUSTOM_C]
   [REAGENT:rock:1:BOULDER:NONE:NONE:NONE][WORTHLESS_STONE_ONLY]
   [REAGENT:sand:1:POWDER_MISC:NONE:INORGANIC:NONE][REACTION_CLASS:SAND]
   [REAGENT:bag:1:BOX:NONE:NONE:NONE][BAG][PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT][CONTAINS:sand]
   [PRODUCT:100:10:BLOCKS:NONE:INORGANIC:CEMENT]
   [SKILL:ALCHEMY]

I've added [REACTION_CLASS:SAND] to sands which can be used for making cement.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on May 14, 2015, 05:03:44 pm
I've added [REACTION_CLASS:SAND] to sands which can be used for making cement.
I might add [REACTION_CLASS:cementcomponent] to limestone, stones similar to limestone, chalk, marlstone, shale, clay, slate, (pure, no soil part) sand, and iron ores.
And require the class on both stone half and sand half, would be nice.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ianflow on May 15, 2015, 08:58:56 pm
Hello~
Would anyone happen to know which raw file I'd modify, and which section/how to make my dorfs able to use a type of weapon (mauls for example)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 15, 2015, 09:01:18 pm
entity_default, under ENTITY:MOUNTAIN
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ianflow on May 15, 2015, 09:46:06 pm
Thanks Putnam : D

EDIT:
I can make new training weapons just by labeling it and adding the TRAINING tag right?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on May 16, 2015, 03:05:48 am
I can make new training weapons just by labeling it and adding the TRAINING tag right?
Yes, training tag. The training weapons also have a wider area of penetration, and a much shallower amount of penetration. So they don't deeply damage people while training with them.

Spear: [ATTACK:EDGE:5:9000:stab:stabs:NO_SUB:1000]  [ATTACK_PREPARE_AND_RECOVER:3:3]
Training spear: [ATTACK:BLUNT:50:60:stab:stabs:NO_SUB:1000]  [ATTACK_PREPARE_AND_RECOVER:3:3]
first number is width, second number how deep. So "cut dragon in half" sword would be 20000:20000 and "cut mouse's skin" tool would be 40:4.
Spoiler (click to show/hide)

Weapon contact area talk nearby: http://www.bay12forums.com/smf/index.php?topic=150748.0
I don't really know what attributes make piercing attacks more effective, and I'm not entirely sure on where the boundary between an attack being piercing and an attack being slashing is.
There really isn't a boundary. Edged attacks are edged attacks, the combat report names are purely relative. My old notes say that if the weapon's contact area is less than 25% of the bodypart's calculated size, it tears flesh and "chips" (breaks) bone. If the contact area reaches all the way over the bodypart, it tears apart the meat, shatters the bones and can chop the limb off entirely, if the hit is deep (penetration depth also reaches all the way through) and strong enough.

Upping the weapon's size means more mass and more energy behind the swing. Small contact areas make the hits hurt harder, but might not be able to sever the limb at all. Vast contact areas lop off smaller limbs with ease, but might only make a shallow 20-inch skin gash across the torso. If you just want the attack to hit harder, full stop, physics be damned, increase the velocity multiplier at the end.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ianflow on May 16, 2015, 03:15:34 am
TRAINING also automatically only makes it able to made of wood right? The lower quality material enables it to be near harmless.
My issue is, would the wider contact area make blunt training weapons more dangerous?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on May 16, 2015, 03:38:48 am
Not really. Which one does more damage to a man's ass, a sharpened wooden spike or a cricket bat?

A wider contact area would in theory make it faster to completely pulverize body parts, but the forces involved with wood are so small that you'd only really see it from months and months of constant battering.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Atomic Chicken on May 16, 2015, 01:24:57 pm
Tell me, is it at all possible (using DFHack or otherwise) to make certain reactions only appear in the adventurer mode "create" menu once certain conditions are met? I wish to make reactions which are only available once the adventurer gains "knowledge" about them, through a syndrome or something (rather than having adventurers start out knowing about every single reaction with ADVENTURE_MODE_ENABLED). I know this can be done for interactions, but interactions will not suffice here, considering that I want items to be used up for the desired product to be obtained.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: milo christiansen on May 16, 2015, 02:34:08 pm
Maybe, but only with lots of DFHacking.

It is possible to add (and remove!) buttons from many default menus, so it would just be a mater of finding the right place to change. Sadly adding buttons like this is somewhat complicated because it is a pain to keep track of the menu modes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Deon on May 16, 2015, 05:51:06 pm
I feel like I am missing something very basic here.

Here's a dye on my red flower:
Code: [Select]

[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:red dye]
[STATE_COLOR:ALL_SOLID:CRIMSON]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:20]
[POWDER_DYE:CRIMSON]
[PREFIX:NONE]
[MATERIAL_VALUE:2]
[REACTION_CLASS:RED_DYE]

And here's a reaction to color a concrete block:
Code: [Select]
[REACTION:MAKE_RED_CONCRETE]
[NAME:make red blocks]
[BUILDING:CALCINATOR:CUSTOM_R]
[REAGENT:concrete blocks:10:BLOCKS:NONE:INORGANIC:CONCRETE]
[REAGENT:dye:1:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:RED_DYE]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][BAG][PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT][CONTAINS:dye]
[PRODUCT:100:10:BLOCKS:NONE:INORGANIC:RED_CONCRETE]
[FUEL]
[SKILL:SMELT]

It looks right but the reaction is always red (I have concrete blocks, red dye bag and fuel in my stockpiles. Can someone check and tell me if I miss something obvious?

P.S. NEVERMIND! I forgot it needs 10 reagents blocks! Sorry about stupid question.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ianflow on May 16, 2015, 08:08:47 pm
Not really. Which one does more damage to a man's ass, a sharpened wooden spike or a cricket bat?

A wider contact area would in theory make it faster to completely pulverize body parts, but the forces involved with wood are so small that you'd only really see it from months and months of constant battering.

depends on where the sharpened wooden spike lands ( ͡° ͜ʖ ͡°)

But seriously I'm betting that wooden training spears actually are made rounded to avoid stabbing accidents. I'd imagine war hammers are like wooden meat hammers.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on May 17, 2015, 06:24:12 am
How do I specify ANY type of stone? The wiki says that if I use NONE, the game will think I specified magma.

EDIT: question two, is there a way to specify all cloth items in reactions, as well?

That only matters for products. For reagents, you can use NONE:NONE just fine.

Also, Meph said that there was a tool that gives you the generated raws directly from a save, but never told me what it is, so ???
I didnt? Did you ask me?  :o

It's World tinkerer, here: http://www.bay12forums.com/smf/index.php?topic=67059.msg1602138#msg1602138 (http://www.bay12forums.com/smf/index.php?topic=67059.msg1602138#msg1602138), which is in Profits Mods&Utilities list since... ever. At least since I joined bay12.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on May 17, 2015, 06:34:25 am
Wasn't that left behind when version 0.40 hit? In any case, Putnam came up with a dead simple .lua script (https://gist.github.com/Putnam3145/d46ffdedb4d335b2ab5a) that farts out the current world's generated stuff into a set of neat and clearly labeled text files.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King_Crimson on May 17, 2015, 12:01:40 pm
I've looked at the wiki and other creature's raws, but I still don't understand how body parts, attacks, and materials work. I'm trying to make a monster thats basically just 20 tentacles made of vine attached to each other, with thorns on the ends, but I have no idea how. Here's what I have so far:

Code: [Select]
[CREATURE:VINE_MONSTER]
[DESCRIPTION:A large, thrashing mass of vines. Beware its poisonous thorns!]
[NAME: vine monster:vine monsters: vine monster]
[CREATURE_TILE:'p'][COLOR:2:0:0]
[SAVAGE]
[NO_WINTER]
[NOBONES]
[NOBREATHE]
[NONAUSEA]
[NOSKULL]
[NOPAIN]
[NO_EAT]
[NO_DRINK]
[NO_DIZZINESS]
[NO_GENDER]
[NATURAL]
[MAXAGE:50:100]
[PREFSTRING:pointy thorns]
[POPULATION_NUMBER:1:3]
[FREQUENCY:33]
[BODY_SIZE:0:0:1000]
[BODY_SIZE:1:0:1000000]
[IMMOBILE]
[VIEWRANGE:1]
[BIOME:3]
[AMBUSHPREDATOR]
[BLOOD:LOCAL_CREATURE_MAT:POISON:LIQUID]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
        [STATE_NAME:ALL_SOLID:frozen vine monster venom]
        [STATE_ADJ:ALL_SOLID:frozen vine monster venom]
      [STATE_NAME:LIQUID:vine monster venom]
        [STATE_ADJ:LIQUID:vine monster venom]
        [STATE_NAME:GAS:boiling vine monster venom]
      [STATE_ADJ:GAS:boiling vine monster venom]
      [PREFIX:NONE]
      [ENTERS_BLOOD]
      [SYNDROME]
        [SYN_NAME:vine monster poisoning]
            [SYN_AFFECTED_CLASS:GENERAL_POISON]
            [SYN_IMMUNE_CREATURE:VINE_MONSTER:ALL]
            [SYN_INJECTED]
        [SYN_INHALED]                [CE_PARALYSIS:SEV:30:PROB:20:LOCALIZED:MUSCULAR_ONLY:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on May 18, 2015, 03:34:00 am
P.S. NEVERMIND! I forgot it needs 10 reagents blocks! Sorry about stupid question.
NAME:make red blocks
into NAME: dye concrete blocks red (10), or dye concretes red (10)

I've looked at the wiki and other creature's raws, but I still don't understand how body parts, attacks, and materials work. I'm trying to make a monster thats basically just 20 tentacles made of vine attached to each other, with thorns on the ends, but I have no idea how. Here's what I have so far:
start by modifying an existing monster. The pond grabber is a "head with 4 tentacles", just add more tentacles and shrink the head to very small. its raws: http://dwarffortresswiki.org/index.php/DF2014:Pond_grabber
create your new custom entries in body_default.txt, for defining a new kind of vinemonster body, and vinemonster tentacles. (also remove leading spaces from your creature's name)
existing: [BODY:BODY_WITH_HEAD_FLAG]
   [BP:HD:body:bodies][UPPERBODY][LOWERBODY][HEAD][CATEGORY:HEAD]
      [DEFAULT_RELSIZE:2000]
make the body's relsize tiny (20), so attacks won't often hit the vine monster's headbody
vinemonster: [BODY:VINEMONSTER_HEADBODY]
   [BP:HD:vital knot:vital knots][UPPERBODY][LOWERBODY][HEAD][CATEGORY:HEAD]
      [DEFAULT_RELSIZE:20]
inside your creature, command it to use this new bodypart.

add some tentacles(rename them to vines), note that they CONTYPE(connection type) to upper body.
[BODY:TWO_NO_CLAW_TENTACLES]
   [BP:RUT:right tentacle:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:TENTACLE]
      [DEFAULT_RELSIZE:400]
   [BP:LUT:left tentacle:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:TENTACLE]
      [DEFAULT_RELSIZE:400]

copy attacks from a tentacle monster.
ATTACK token details: http://dwarffortresswiki.org/index.php/DF2014:Creature_token#Attack_Tokens
copy the "how to inject a syndromous venom" attack from a scorpion.

First get it to work in the arenamode with regular humanoid flesh materials; later worry about how to command it to be plant_structural and wood material.
"thorns on the ends of tentacles": see how fingernails are commanded.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on May 19, 2015, 12:21:36 am
Is it possible to mod evil rain/bogeyman/hfs clowns/megabeasts/titans/deities?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 19, 2015, 12:40:13 am
Is it possible to mod evil rain/bogeyman/hfs clowns/megabeasts/titans/deities?

It is possible to add all but the last of those things, but not to mod them.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on May 19, 2015, 03:06:10 am
It is possible to add all but the last of those things, but not to mod them.
Thanks folk :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King_Crimson on May 19, 2015, 09:04:14 pm
Thanks for the help earlier, but I'm still a bit clueless about the way attacks work. I tried modifying preexisting attacks, and made this:
Code: [Select]
[ATTACK:SLAM:BODYPART:BY_CATEGORY:ALL:VINE]
[ATTACK_VERB:slam:slams]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_INDEPENDANT_MULTIATTACK]
[ATTACK_FLAG_CANLATCH]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:STAB:BODYPART:BY_CATEGORY:ALL:VINE]
[ATTACK_FLAG_INDEPENDANT_MULTIATTACK]
[ATTACK_PRIORITY:SECOND]
[ATTACK_SKILL:SPEAR]
[ATTACK_CONTACT_PERC:75]
[ATTACK_VERB:stabs:stabs at]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PENETRATION_PERC:100]
[SPECIALATTACK_INJECT_EXCRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
[ATTACK_PREPARE_AND_RECOVER:5:5]

However, neither attack is ever used (only a "pushes" message is displayed whenever I try to attack things in the arena.) Is there something blatantly wrong I'm doing?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 19, 2015, 09:07:56 pm
It's just BY_CATEGORY:VINE
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King_Crimson on May 19, 2015, 09:19:28 pm
It's just BY_CATEGORY:VINE

I tried that first, but it didn't work.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 19, 2015, 09:29:28 pm
Do you have a vine body part?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: King_Crimson on May 20, 2015, 06:01:44 pm
Do you have a vine body part?

Yes, here:
Code: [Select]
[BODY:TWELVE_NO_CLAW_VINES]
    [BP:RUT:first right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:30000]
    [BP:LUT:first left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:30000]
    [BP:RUT:second right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:LUT:second left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:RUT:third right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:LUT:third left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:RUT:fourth right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:LUT:fourth left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:RUT:fifth right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:LUT:fifth left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:RUT:sixth right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:LUT:sixth left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:RUT:seventh right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:1000]
    [BP:LUT:seventh left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:RUT:eigth right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:LUT:eigth left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:RUT:ninth right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:1000]
    [BP:LUT:ninth left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:RUT:tenth right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:1000]
    [BP:LUT:tenth left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:RUT:eleventh right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:LUT:eleventh left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:10000]
    [BP:RUT:twelfth right vine:STP][CONTYPE:UPPERBODY][LIMB]--RIGHT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:5000]
    [BP:LUT:twelfth left vine:STP][CONTYPE:UPPERBODY][LIMB]--LEFT][CATEGORY:VINE]
      [DEFAULT_RELSIZE:5000]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 20, 2015, 08:45:49 pm
Misspelling "independent" may be causing problems too.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on May 20, 2015, 09:17:49 pm
Quote
However, neither attack is ever used (only a "pushes" message is displayed whenever I try to attack things in the arena.) Is there something blatantly wrong I'm doing?

If you are using a creature lacking a THOUGHT part, you need [NO_THOUGHT_CENTER_FOR_MOVEMENT] for it to actually be able to do something.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on May 20, 2015, 09:34:26 pm
Quote
However, neither attack is ever used (only a "pushes" message is displayed whenever I try to attack things in the arena.) Is there something blatantly wrong I'm doing?

If you are using a creature lacking a THOUGHT part, you need [NO_THOUGHT_CENTER_FOR_MOVEMENT] for it to actually be able to do something.
By a quirk of the combat system, the "push" attack seems to happen when a creature has no other valid choices.  You most often see it on IMMOBILE creatures and those who need a thought center to move but don't have one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on May 21, 2015, 07:41:35 am
Is it possible to remove the gelding and the "gelding strikes" out of the game completely by simply deleting
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]

from every creatures that has it or is there something else you need to remove ?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on May 21, 2015, 10:16:43 am
Nah, that's got it all.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on May 21, 2015, 12:05:24 pm
Thanks, i was unsure if there were more references to remove.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on May 21, 2015, 04:14:19 pm
I am not sure to understand what is exactly needed for an underground civilization to be placed.
I have these entities, and I can't see them in my worlds. All three are from the legends of forlorn realms mod.

entity_grum
Spoiler (click to show/hide)

entity_moroii
Spoiler (click to show/hide)

entity_shedim_underground
Spoiler (click to show/hide)

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 21, 2015, 04:16:28 pm
Where are you looking?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on May 21, 2015, 04:23:29 pm
Legends Viewer.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 22, 2015, 04:05:41 pm
Fun fact:

[CREATURE_CLASS:THIS_IS_a test of the CrEaTuReClaSs_ system /\}{)_!@#$%^&*]

Is a perfectly valid token, no errors. Using DFHack to get how the game actually loads the creature class gets you:

THIS_IS_a test of the CrEaTuReClaSs_ system /\}{)_!@#$%^&*

So that's cool.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on May 23, 2015, 09:17:20 pm
Hey, made a bush to grow in deserts. It's not showing up at all, I've checked fifteen deserts and stayed a few months each. Why isn't it showing up? Here's it's raws.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on May 23, 2015, 09:20:20 pm
Deserts just don't spawn any shrubs for that to appear among them, I believe.

Wait no that's not true. Hang on.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on May 23, 2015, 09:22:22 pm
Oh, okay. Guess it'll have to go elsewhere... Any suggestions where I can put a super expensive plant, making the highest value dye and beer?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on May 23, 2015, 09:26:18 pm
On second thought, you're missing the [DRY] tag. I'd have assumed it defaults to something in its absence, but it could be the cincher.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on May 23, 2015, 09:32:40 pm
Ah, thanks. I'll gen a new world now then, also forgot to change the dye's name. Thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on May 23, 2015, 10:23:05 pm
Still not finding them, but I'll just fix it later. Still working on a new tree, it should show up more.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on May 24, 2015, 05:50:13 am
Hey, made a bush to grow in deserts. It's not showing up at all, I've checked fifteen deserts and stayed a few months each. Why isn't it showing up? Here's it's raws.
   [BIOME:DESERT_BADLAND]
   [BIOME:DESERT_ROCK]
   [BIOME:DESERT_SAND]
   [SAVAGE]
Savage deserts are probably very rare. I bet all the 15 deserts you tried were not "high savagery". Try without savage, and frequency 30.
If you want it to be super rare, maybe... GOOD or EVIL + SAVAGE + FOREST_TROPICAL_DRY_BROADLEAF.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on May 24, 2015, 08:42:31 am
Come on, now. Surely we can expect the guy to look in places with the big yellow "Untamed Wilds" sign.

I know I did. I copied the raws from right there to mine and started generating worlds. Conclusion: it's working fine, the missing [DRY]-tag doesn't have an effect, it's just getting drowned out by rye and prickle berries and lentils and barley and all the other crap that's only controlled by [BIOME:NOT_FREEZING]. Up the FREQUENCY to 200-300 and you'll see it popping up in sand deserts (rocky wastes and badlands just don't have vegetation).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on May 24, 2015, 11:08:25 am
Thanks Scamtank! Yeah, I found them now. And they produce dye 50% more expensive than the normal, and beer even more expensive than sun berries, so I changed them to only savage tropical dry areas, and put the frequency up by... 1. They show up once in a while, and my one brewer who likes golden cherries is basically running across the map to grab them.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on May 24, 2015, 12:29:15 pm
Hey, new problem, same plant. The golden dye isn't being used, I keep getting "needs unrotten dye item" when there's a ton of golden dye sitting around. This has persisted for months, almost an entire game year.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on May 24, 2015, 12:31:13 pm
Unless you've been doing other things, I don't think GOLDEN_POWDER is a valid color token.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on May 24, 2015, 12:33:44 pm
Ah, thanks. Yep, feeling like an idiot for that one... Ohwell, my next world will have golden dye.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on May 24, 2015, 01:47:15 pm
Behold, the Ontos! A fifth the size of an elephant, wool covered, humanoid, hoofed beast. The males have tusks and horns. They produce products the same cost as an elephants, travel in packs of 1-5, and their wool is 20% more expensive than a giant cave sipder's silk. They only appear where ogres would, more often, and in savage areas. They are a large predator, too. (Basically, it's a killer sheep-minotaur hybrid)

Here's it's raws. Any problems that anyone can see, before I gen a new world? I can't find any.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on May 24, 2015, 02:16:18 pm
Behold, the Ontos! A fifth the size of an elephant, wool covered, humanoid, hoofed beast. The males have tusks and horns. They produce products the same cost as an elephants, travel
Perhaps give them some skills, and vocalizations? Different description on male and female. Woolly minotaurs, are they?
Spoiler (click to show/hide)
and maybe reduce their crawling speed a little, 12kph crawling is quite speedy.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on May 24, 2015, 02:50:00 pm
Good idea. I'll give them 1 in those skills, and include the sounds. Fixed a few things, changed it both are humanoid and have tails. Tested it out, three elephants destroy five them without casualty, and two elephants get wrecked by five of them. A single mountain dragon slaughters through them without effort, a purgatory wolf takes a minute but kills them, equal amounts of rhinos lose out, giraffes can't touch them, haven't tested the big cats yet. Dwarves in moderate iron armour and weapons slaughter them without effort.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 24, 2015, 04:56:39 pm
Would it be possible to put two creatures in the same entity?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on May 24, 2015, 05:02:03 pm
Two creatures can be defined in an entity. Though they will not share sites.

For example, if you were to change it so that humans and dwarves were selected in the PLAINS entity, and two PLAINS-type civilizations were generated in a world, one would be run by humans, and the other by dwarves.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 24, 2015, 05:04:56 pm
aww i wanted a dogs to live with cats.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on May 25, 2015, 08:12:11 am
aww i wanted a dogs to live with cats.
You can make them castes of the same creature, but that leads to its own weirdness.  They'll marry across subspecies and any (female) caste can give birth to any other caste.

In the next DF version, it should be easier to manipulate two friendly civs into mingling.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Emperor on May 27, 2015, 02:04:52 am
Can attacks be defined caste-level, or do I must make a new creature, like [EXAMPLE_FIRE] and make it use fireball attacks, and make each caste use different creatures?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 27, 2015, 02:05:38 am
Attacks are caste-level. You're asking about interactions, not attacks. Interactions are also caste-level.

make each caste use different creatures?

???
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on May 27, 2015, 04:52:28 am
Can attacks be defined caste-level, or do I must make a new creature, like [EXAMPLE_FIRE] and make it use fireball attacks, and make each caste use different creatures?
You can't make a caste use a different creatures definition, but you can define a caste called, say, [USE_FIRE] (or whatever) and then use [SELECT_CASTE:USE_FIRE] to give it specials properties(you can use pretty much everything after that, I think almost all of the creature tokens are caste-level).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Emperor on May 27, 2015, 08:11:25 am
I think I just did a little overthinking. Anyway, thanks for the answers.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 28, 2015, 02:36:20 pm
Could i make it so only one civ could use an ore.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on May 28, 2015, 02:41:00 pm
No. You can make it so only one civ can make an alloy, however.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 28, 2015, 02:42:24 pm
ok thanks. also could i make a rocket launcher weapon?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on May 28, 2015, 02:54:17 pm
ok thanks. also could i make a rocket launcher weapon?
You can not make a weapon that launches exploding projectiles with raw modding alone.
DFHack with its Projectile expansion plug-in probably makes such a thing possible but I cannot personally assist and it might also be more effort than it's worth.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 28, 2015, 02:57:53 pm
one more question. what makes a metal make better armor?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on May 28, 2015, 03:03:41 pm
The material properties SHEAR_YIELD/FRACTURE say how much cutting it resists. IMPACT_YIELD/FRACTURE say how hard you need to hit it before it dents. SHEAR_ and IMPACT_STRAIN_AT_YIELD say how easily it gives way without breaking: zero is as rigid as a diamond, 50000 bends like reed.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 28, 2015, 03:09:27 pm
IMPACT values affect blunt attacks, SHEAR values affect edged attacks.

Higher YIELD values affect how much velocity gets through armor if the attack isn't strong enough to break through it completely. STRAIN_AT_YIELD values affect the percentage of the attack velocity that goes through, as a percentage ((force/YIELD)*(STRAIN_AT_YIELD/10000)), unless STRAIN_AT_YIELD is more than 50000, at which point it all goes through. If an attack has enough force to FRACTURE the armor, all that is ignored and the attack goes right through. If it's between those amounts, I'm not entirely sure.

Higher YIELD and FRACTURE is better, lower STRAIN_AT_YIELD is better.

This means that iron and bronze are actually equally good, but in different ways, due to bronze having higher YIELD, lower FRACTURE and higher STRAIN_AT_YIELD; bronze is better against unarmed enemies while iron is better against armed ones.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 28, 2015, 04:16:26 pm
how would i make it so only one civ can smelt a certain ore?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 28, 2015, 04:42:41 pm
No.

aka you can't
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on May 28, 2015, 04:43:05 pm
Make a reaction to smelt the ore, and only permit it on the one entity you want it to.

Don't give the ore the [METAL:X:X] token, as that would allow anyone with access to it to smelt it, if they are capable of using furnaces.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 28, 2015, 04:43:34 pm
yet another question, Could i make a pet be usable by just one civ?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 28, 2015, 04:43:58 pm
right, i was thinking of "smelting" as literally meaning the METAL_ORE thing

yet another question, Could i make a pet be usable by just one civ?

no
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on May 28, 2015, 04:44:31 pm
yet another question, Could i make a pet be usable by just one civ?

No.

While you can enable groups of pets, based on things like whether it is good or evil, but you cannot specify animals.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 28, 2015, 09:00:08 pm
Can I make a creature that heals super quickly? like while its in battle
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on May 28, 2015, 09:10:30 pm
At the creatures end
Code: [Select]
[SELECT_TISSUE:ALL]ALL or local creature tissue ID
[HEALING_RATE:1]lower is faster
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on May 28, 2015, 09:11:15 pm
Hydras already heal quicker than normal, thanks to this code, which makes all tissues heal as fast as possible.
Code: [Select]
[SELECT_TISSUE_LAYER:ALL]
[TL_HEALING_RATE:1]

Upping their recuperation may help a bit as well. Though healing in battle is unlikely, unless the battle wears on for a very long time.

Edit: Or what Ark posted.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 28, 2015, 09:20:46 pm
Thank you, im adding things in from dawn of war. Also for some reasons my tanks melt the instant i place them in the object testing arena. They are made out of bronze if that helps.It is kinda fun though cause after a certain point all of their body parts shoot off in random directions.


EDIT:If it helps when they die in the arena their body dissapears.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on May 28, 2015, 11:11:53 pm
Thank you, im adding things in from dawn of war. Also for some reasons my tanks melt the instant i place them in the object testing arena. They are made out of bronze if that helps.It is kinda fun though cause after a certain point all of their body parts shoot off in random directions.


EDIT:If it helps when they die in the arena their body dissapears.
If you gave them metal liquid blood or something else with a high melting point then they could be boiling to death.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on May 28, 2015, 11:57:43 pm
Can I make a non humanoid creature wear gauntlets on its non-hand parts i.e. tentacles?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on May 29, 2015, 12:00:52 am
Can I make a non humanoid creature wear gauntlets on its non-hand parts i.e. tentacles?

If the part is designated as a grasp part and as being left or right, yes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on May 29, 2015, 01:08:49 am
Can I make a non humanoid creature wear gauntlets on its non-hand parts i.e. tentacles?

If the part is designated as a grasp part and as being left or right, yes.

Thanks mate!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 29, 2015, 10:10:49 am
Would it be possible to make a tank in a workshop?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on May 29, 2015, 10:30:24 am
Would it be possible to make a tank in a workshop?
You can make a tank creature with tank part and cannon ball firing interaction.
Or a tank workshop with dwarf transform into pseudo "tank operator" that has cannon ball firing interaction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 29, 2015, 10:51:41 am
and how would i make the dwarf turn into the tank operator?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on May 29, 2015, 11:35:27 am
Make a stone that immediately boils, and give it a syndrome that makes the creature caught in it transform into the tank creature.

Make a workshop, with a reaction that creates the stone.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 29, 2015, 11:43:58 am
could i make it so it will only affect one creature? otherwise i could my whole fortress into tanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on May 29, 2015, 11:51:04 am
You can make syndromes affect only one type of creature, caste, or class of creatures.

The gas created by the reaction shouldn't be too much larger than a 3x3 workshop though, and clears away quickly.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 29, 2015, 11:52:53 am
ok thanks you can expect more questions later on though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: davetriesmakingmods on May 29, 2015, 01:39:33 pm
I want to create a syndrome that has a complementary vaccine of sorts.

Say I give cow bites a syndrome COW_DISEASE that causes nausea, I want to also have a COW_DISEASE_VACCINE syndrome/reaction/something that will protect dwarves from the effects of COW_DISEASE for a limited amount of time.

The only approach I've thought of is to have COW_DISEASE cause CE_NAUSEA and COW_DISEASE_VACCINE add the tag NONAUSEA. I'd really prefer to make it more specific than that, i.e. a dwarf is protected from nausea caused by COW_DISEASE but not by anything else. 

Is there another way to go about this? 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 29, 2015, 01:43:02 pm
IT_CANNOT_HAVE_SYNDROME_CLASS in an interaction along with a syndrome that has the proper SYN_CLASS should work.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: davetriesmakingmods on May 29, 2015, 01:56:48 pm
IT_CANNOT_HAVE_SYNDROME_CLASS in an interaction along with a syndrome that has the proper SYN_CLASS should work.

Awesome! Thank you
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: davetriesmakingmods on May 29, 2015, 02:47:52 pm
Ok, two more things I'd like to figure out how to do:

1. Apply a syndrome to dwarves when they're above ground outside.

I thought I might attach it to above-ground plants and grass? Maybe a syndrome-inducing interaction triggered on grass trample? (Can I set grass's trample threshold really low and make it's regeneration rate very high?)

Or maybe have a certain syndrome-inducing plant part on trees and above-ground plants that explosively boils? (And regrows quickly?) 

Is there a way I can use evil rain for this? Like force world gen params to make only evil regions, then use the raws to force a specific flavor of evil rain? (i.e. only make evil rain that applies this specific syndrome?).

Or perhaps instead of a syndrome applying outside, I could have a permanent or frequently-occurring syndrome that sets all dwarves' cave adaptation super high, making them immediately vomit whenever they go outside?



2. Force dwarves passing through an area to acquire a syndrome

This plays into my last question, as I want a way to apply a syndrome that is the "vaccine" to the "going outside is awful" syndrome. Could this take the form of a custom building with an action required in order to pass through? Maybe a workshop with all blocked tiles and one reaction, a reaction that applies both the desired syndrome to the dwarf and a different syndrome to the workshop itself to temporarily change its body to a different workshop with all unblocked tiles? Sort of a locked door that needs to be manually unlocked each time.

What about a restrained or pastured custom animal that uses an interaction to apply the syndrome to anything walking near it? Maybe a weapon trap, triggered by dwarves, that contains a syndrome-applying weapon? Can pressure plates cause syndromes?



(Sorry I'm just brainstorming out loud here; I'm really new to modding (and DF generally) and don't quite have a grasp on what things are possible)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 29, 2015, 03:12:08 pm
1. CE:COUNTER_TRIGGER:CAVE_ADAPT is your friend. When it's at 0, they're guaranteed to be outside. Grass trample cannot cause syndromes. Syndromes cannot cause cave adaption; they can only do what is listed on this page (http://dwarffortresswiki.org/index.php/DF2014:Syndrome).

2. No, that wouldn't work. Workshops cannot have syndromes applied to them, they can only be applied to creatures. Pressure plates cannot cause syndromes, they can only be applied by interactions, inhaling gases, injection by attacks, ingestion of item made of material or contact with spatters only (not grass or anything).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on May 29, 2015, 03:29:38 pm
@davetriesmakingmods, if you can get Putnam or one of the other modding ninjas to say "Yeah, that works exactly the way you thought it did" then you win the thread for the day :)

If you can Quietust say that, then you win the forum for the day :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: davetriesmakingmods on May 29, 2015, 03:56:27 pm
1. CE:COUNTER_TRIGGER:CAVE_ADAPT is your friend. When it's at 0, they're guaranteed to be outside. Grass trample cannot cause syndromes. Syndromes cannot cause cave adaption; they can only do what is listed on this page (http://dwarffortresswiki.org/index.php/DF2014:Syndrome).

2. No, that wouldn't work. Workshops cannot have syndromes applied to them, they can only be applied to creatures. Pressure plates cannot cause syndromes, they can only be applied by interactions, inhaling gases, injection by attacks, ingestion of item made of material or contact with spatters only (not grass or anything).

Thanks! I had seen the CAVE_ADAPT token on the Syndromes page, but it hadn't registered that that was a value I used as a trigger, I assumed it was a value I could set. That actually simplifies my problem substantially! Awesome.

Ok, so it sounds like I need to find a different approach for the vaccine part. Maybe instead of a specific action dwarves do to get the antidote, I could tie it to alcohol consumption. If ALCOHOLIC is over some threshold, undo the vaccine effect, or perhaps make all alcohol have a syndrome on ingestion that triggers the vaccine. Sort of mimic the way the British in India used quinine to prevent malaria: you have to take it frequently, or else you're at risk if you go outside.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 29, 2015, 05:05:28 pm
You cannot undo syndromes, only immunize against them or have them be temporary. Having high ALCOHOLIC does what you seem to want anyway, however.

(this is one of the weirdest syndrome limitations)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: davetriesmakingmods on May 29, 2015, 05:19:24 pm
You cannot undo syndromes, only immunize against them or have them be temporary. Having high ALCOHOLIC does what you seem to want anyway, however.

(this is one of the weirdest syndrome limitations)

Interesting. So what happens if I get S1 that causes Nausea, and then later get S2 that adds the tag NONAUSEA? Does the first one stick around?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 29, 2015, 05:24:10 pm
Yes.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: davetriesmakingmods on May 29, 2015, 07:48:02 pm
Can I make a new bar that counts as a fuel, as far as the FUEL tag in a reaction is concerned? I can't find any raws for coke, so I'm not sure how to go about it.

I guess I could just require the new reaction to use the new reaction product (reaction material?) type instead of using the FUEL token, but I'd like to maintain the ability to power it via magma instead. Should I make two separate reactions, one for the forge that requires my new type and one for the magma forge that doesn't? (Can I even specify forge vs. magma forge for a reaction's building?)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on May 29, 2015, 07:51:57 pm
Fuels are hardcoded, so you won't be able to find them within the raws, nor can you create an item that would be treated as fuel.

Also, these are the buildings that you can add reactions to:
http://dwarffortresswiki.org/index.php/DF2014:Reaction#Building
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Klisz on May 29, 2015, 07:53:16 pm
I guess I could just require the new reaction to use the new reaction product (reaction material?) type instead of using the FUEL token, but I'd like to maintain the ability to power it via magma instead. Should I make two separate reactions, one for the forge that requires my new type and one for the magma forge that doesn't? (Can I even specify forge vs. magma forge for a reaction's building?)

I don't think you can specify forge vs. magma forge, but you could create a second reaction to turn your new material into one of the two existing fuel types.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: davetriesmakingmods on May 29, 2015, 07:54:59 pm
Good information and suggestions, thanks everybody.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 29, 2015, 08:26:36 pm
Ok how would i give the stone a syndrome?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 29, 2015, 09:12:52 pm
also, anyone know why my tanks are melting?ill give the raws
(i just made them a caste with a low chance of spawning for now


Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 29, 2015, 09:30:55 pm
They should be FIREIMMUNE

also are you sure you want women giving birth to tanks
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 29, 2015, 09:37:30 pm
do they have to be fireimmune cause i want them to be able to melt each other.



its just for now until i figure out how to make them at a workshop
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 29, 2015, 09:41:38 pm
its just for now until i figure out how to make them at a workshop

Might've wanted to say this earlier, because you can't.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 29, 2015, 09:42:46 pm
hmm but ive heard of people doing it by making a stone that gives off a syndrome i just cant figure out how to do it
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 29, 2015, 09:43:52 pm
That works by having them turn into a creature with an evaporating limb that has a hand at the end of it, animating the hand, transforming it into a different creature, which then dies, then reanimating the new, dead creature and transforming the reanimated creature into what you want.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 29, 2015, 09:44:48 pm
ooookay then i wont be doing that
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on May 29, 2015, 09:46:13 pm
Give the material something like this:
Code: [Select]
[SYNDROME]
[SYN_NAME:Tank]
[SYN_INHALED][SYN_INGESTED][SYN_INJECTED][SYN_CONTACT]
[CE_BODY_TRANSFORMATION:START:0]
[CE_CREATURE:TANK:DEFAULT]

This will turn those caught in the gas into a tank.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 29, 2015, 09:55:26 pm
hmm all that did was make a bunch of magma in the workshop.so i just put that anywhere in the materials raws?





like this right?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on May 29, 2015, 09:56:17 pm
That may be a reaction problem.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 29, 2015, 10:09:52 pm
I might have fund the problem i typed predator instead of predatorstone(which is what its called)

Is there a way to not have my tanks melt instantly without them being[fireimmune]?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 29, 2015, 10:20:38 pm
[MAT_FIXED_TEMP:10001] is what you want, not SPEC_HEAT. SPEC_HEAT refers to specific heat capacity (https://en.wikipedia.org/wiki/Heat_capacity)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on May 30, 2015, 07:07:42 am
Can I make a NO_GENDER creature make child normally?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 30, 2015, 09:04:49 am
it turned the one making it into a toad


EDIT: it works now.Can different castes of the same creature have different tiles


Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: fire1666 on May 30, 2015, 11:24:18 am
Is it possible to code / mod a weapon to use a variety of projectile types?
If so how is this done, I can tell there is the [RANGED:CROSSBOW:BOLT] section on the cross bow but would you add another line after BOLT? or would you add new items defined as BOLT?
Edit 1: I think i figured it out (all items classes at BOLT can be fired) But new question, is it possible to modify the quiver size in any way (larger / less than 25 units of ammo)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on May 30, 2015, 12:47:06 pm
You can make a weapon fire differents projectile by giving them the same class, yes. I don't think it is possible for a weapon to fire different class of ammunitions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 30, 2015, 01:24:48 pm
it turned the one making it into a toad


EDIT: it works now.Can different castes of the same creature have different tiles

http://dwarffortresswiki.org/index.php/DF2014:Creature_token#CASTE_TILE
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 30, 2015, 06:21:46 pm
and can you change the speed of a creature without changing its size?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 30, 2015, 06:31:42 pm
Changing its size will not change its speed, the two are unrelated. What you want is to change the GAITs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 30, 2015, 06:34:42 pm
and how do i change gaits?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 30, 2015, 06:35:39 pm
There should be a creature variation called something like STANDARD_HUMANOID_GAITS in the creature raws

also

http://dwarffortresswiki.org/index.php/DF2014:Gait
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 30, 2015, 06:42:03 pm
ok.and how do i set the amount of iron i need to make the stone that turns someone into a tank i have 15 in the quantity spot but it only takes 1 in the game.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on May 30, 2015, 06:45:09 pm
You want 2250. 15 is a tenth of a bar, 150 is one bar.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Atomic Gamer on May 30, 2015, 09:05:05 pm
Can anyone tell me why these won't spawn in Fort mode or Adventure mode? I have been working for a few hours on these, but with no progress. These were updated from the previous version, but everything else I updated still works. :-\
Spoiler (click to show/hide)

EDIT:Also I used LegendViewer to check and they do have outdoor populations, I am just not encountering them for some reason.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 30, 2015, 09:21:23 pm
hmm i fixed the melting problem of my tanks in the arena but i got a migrant wave with tanks in it and they melted straight away




and all i can tell you atomic gamer is to look in the errorlog cause im a noob modder
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Atomic Gamer on May 30, 2015, 09:28:27 pm
Ya I did but I have nothing except that if I try to check the region-pop list with dfhack, it says that the population is null.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 30, 2015, 09:31:05 pm
maybe it needs biome tags?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on May 30, 2015, 09:37:09 pm
Can anyone tell me why these won't spawn in Fort mode or Adventure mode? I have been working for a few hours on these, but with no progress. These were updated from the previous version, but everything else I updated still works. :-\
Spoiler (click to show/hide)

EDIT:Also I used LegendViewer to check and they do have outdoor populations, I am just not encountering them for some reason.
Depends on where you embarked really, [FREQUENCY:50] is the default and they are competing on an equal footing with every other [FREQUENCY:50] creature available in that region. All available frequencies are added together(wiki says 100 is max) and a RNG decides which appears.

Also [LIKES_FIGHTING] is gone from DF and PRONE_TO_RAGE takes a number (ie PRONE_TO_RAGE:10).


Ya I did but I have nothing except that if I try to check the region-pop list with dfhack, it says that the population is null.
What does it say about any other creature type that isn't on the map?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 30, 2015, 09:51:34 pm
could i make a creature with a built in blade
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on May 30, 2015, 10:00:09 pm
could i make a creature with a built in blade
It won't really act like a DF weapon. It'll be breakable as it'll simply be a metal limb required for a creature attack. And as it's a limb+attack you can't parry with it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 30, 2015, 10:02:08 pm
how would i make it slice enemies instead of punch them?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on May 30, 2015, 10:05:12 pm
how would i make it slice enemies instead of punch them?
Code: [Select]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Atomic Gamer on May 31, 2015, 12:12:20 am
maybe it needs biome tags?
I've got it set to ALL_LAND
Depends on where you embarked really, [FREQUENCY:50] is the default and they are competing on an equal footing with every other [FREQUENCY:50] creature available in that region. All available frequencies are added together(wiki says 100 is max) and a RNG decides which appears.
Ya I only have 3 other creatures possible, and all of them are set to 1 while it is set to 99. This is why it was confusing me so much why it didn't show up.
Also [LIKES_FIGHTING] is gone from DF and PRONE_TO_RAGE takes a number (ie PRONE_TO_RAGE:10).

I will definitely get that changed, though I don't think it will help with the spawning. Thanks! :D
What does it say about any other creature type that isn't on the map?
If I do normal region-pops list it will give me the pops of any of the other creatures that have appeared(not them), and if I do region-pops list all it gives me a blank for both the plant and creature lists.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on May 31, 2015, 12:22:13 am
Is there anything in your errorlog?

I've noticed that your creature's body is not one of the ones that are already in the game. Did you create a body called INSECT_WITH_ATTACHMENTS?

Similarly, are there SCARBA_CHITIN_MATERIALS and SCARBA_CHITIN_TISSUE body definition plans?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Atomic Gamer on May 31, 2015, 12:37:09 am
Nothing in error log, I defined that stuff myself.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 31, 2015, 12:28:59 pm
does anyone know why my tanks are melting? they were going around normally then just melted after a while.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on May 31, 2015, 03:49:12 pm
We need the raws to really help you, but I'd say the material they are made of has a [MELTING_POINT] lower than the room temperature.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 31, 2015, 07:45:00 pm
oh yeah here are the raws.



     
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on May 31, 2015, 09:07:00 pm
Ok there are many thing that are wrong here, I'll try to cover everything.

First, you must define body parts only one time for each caste. With this line:
Code: [Select]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]you say that every caste will have this body. When you put it a second time after the caste, you create 'fractal spacemarines' with heads and legs and hands everywhere (basically if you look at it in the Arena, it has multiples body parts that should not be here). What you want to do is define the body only after the caste is declared.
Take a look at this:
Code: [Select]
[CREATURE:SKELETONS]
[DESCRIPTION:The skeleton of an ancient warrior. It has no master and his only animated by his hatred for all living being.]
[NAME:skeleton:skeletons:skeleton]
[CREATURE_TILE:'U'][COLOR:7:0:1]
[NOT_LIVING]
[OPPOSED_TO_LIFE]
[SMELL_TRIGGER:10000]
[ODOR_LEVEL:10]
[NOT_BUTCHERABLE]
[PREFSTRING:pale bones]
[LARGE_ROAMING]
[EVIL]

[BIOME:ANY_WETLAND]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:2:3]
[CLUSTER_NUMBER:1:3]
[POPULATION_NUMBER:10:30]
[NOBONES]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[CANOPENDOORS]
[NOFEAR]
[CREATURE_CLASS:SKELETON]
[ALL_ACTIVE]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:STRONG_BONE:BONE_STRONG_TEMPLATE]
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
[TISSUE:STRONG_BONE]
[TISSUE_NAME:bone:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:STRONG_BONE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:BONE]
[TISSUE_NAME:bone:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BONE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:METAL]
[TISSUE_NAME:iron:NP]
[TISSUE_MATERIAL:INORGANIC:IRON]
[CONNECTS]
[RELATIVE_THICKNESS:10]
[TISSUE_SHAPE:LAYER]

[CASTE:GIANT_SKELETON]
[BODY:HUMANOID_ARMLESS:ARMS_WITHOUT_GRASP:HUMANOID_JOINTS:SPINE:5FINGERS_HOLDING:5TOES:MOUTH:TEETH:RIBCAGE:GREATWEAPON_RIGHT]
[CASTE:SWORD_SKELETON]
[BODY:HUMANOID_ARMLESS:ARMS_ONE_GRASP:HUMANOID_JOINTS:SPINE:5FINGERS_HOLDING:5TOES:MOUTH:TEETH:RIBCAGE:GREATWEAPON_RIGHT]
[CASTE:ARCHER_SKELETON]
[BODY:HUMANOID:HUMANOID_JOINTS:SPINE:5FINGERS:5TOES:MOUTH:TEETH:RIBCAGE]
[CASTE:BABY_SKELETON]
[BODY:HUMANOID:HUMANOID_JOINTS:SPINE:5FINGERS:5TOES:MOUTH:TEETH:RIBCAGE]
[CASTE:BEAST_SKELETON]
[BODY:QUADRUPED:TAIL:SPINE:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[CASTE:WHEEL_SKELETON]
[BODY:HUMANOID_ARMLESS:ARMS_WITHOUT_GRASP:HUMANOID_JOINTS:SPINE:5FINGERS_HOLDING:5TOES:MOUTH:TEETH:RIBCAGE:WHEEL]
[CASTE:BONE_TOWER]
[BODY:BASIC_2PARTBODY:HANDS_TOWER]
[SELECT_CASTE:ALL]
[BODYGLOSS:SKULL]
[TISSUE_LAYER:BY_CATEGORY:GREATWEAPON:METAL]
[SELECT_CASTE:GIANT_SKELETON]
[SELECT_ADDITIONAL_CASTE:BEAST_SKELETON]
[BODY_DETAIL_PLAN:SKELETON_LAYER:STRONG_BONE]
[SELECT_CASTE:GIANT_SKELETON]
[DESCRIPTION:A giant skeleton animated by death magic and wielding a great sword. It may be slow, but it's swings are devastatings.]
[CASTE_NAME:giant skeleton:giants skeletons:giant skeleton]
[CASTE_TILE:'S'][COLOR:7:0:1]
[BODYGLOSS:GREATSWORD]
[BODY_SIZE:0:0:240000]
[NATURAL_SKILL:SWORD:6]
[NATURAL_SKILL:MELEE_COMBAT:5]
[NATURAL_SKILL:DODGING:5]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:7]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SLASH:BODYPART:BY_CATEGORY:GREATWEAPON]
[ATTACK_SKILL:SWORD]
[ATTACK_VERB:slash:slashes]
[ATTACK_PREPARE_AND_RECOVER:4:3]
[ATTACK_CONTACT_PERC:250]
[ATTACK_PENETRATION_PERC:850]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:CRUSH:BODYPART:BY_CATEGORY:GREATWEAPON]
[ATTACK_SKILL:SWORD]
[ATTACK_VERB:crush:crushes]
[ATTACK_PREPARE_AND_RECOVER:5:3]
[ATTACK_CONTACT_PERC:90]
[ATTACK_PENETRATION_PERC:2000]
[ATTACK_VELOCITY_MODIFIER:400]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SELECT_CASTE:BEAST_SKELETON]
[DESCRIPTION:A giant quadruped beast with an human head.]
[CASTE_NAME:skeleton beast:skeleton beasts:skeleton beast]
[CASTE_TILE:'B'][COLOR:7:0:1]
[BODY_SIZE:0:0:350000]
[NATURAL_SKILL:BITE:7]
[NATURAL_SKILL:STANCE_STRIKE:6]
[NATURAL_SKILL:DODGING:5]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:7]
[ATTACK:KICK:BODYPART:BY_CATEGORY:LEG_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:swipe:swipes]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:80]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bite]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:80]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_CANLATCH]
[ATTACK_PRIORITY:SECOND]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SELECT_CASTE:SWORD_SKELETON]
[SELECT_ADDITIONAL_CASTE:ARCHER_SKELETON]
[SELECT_ADDITIONAL_CASTE:BONE_TOWER]
[SELECT_ADDITIONAL_CASTE:BABY_SKELETON]
[SELECT_ADDITIONAL_CASTE:WHEEL_SKELETON]
[BODY_DETAIL_PLAN:SKELETON_LAYER:BONE]

[SELECT_CASTE:SWORD_SKELETON]
[DESCRIPTION:A skeleton animated by death magic and wielding a scimitar.]
[CASTE_NAME:skeleton:skeletons:skeleton]
[CASTE_TILE:'s'][COLOR:7:0:1]
[BODYGLOSS:SCIMITAR]
[BODY_SIZE:0:0:65000]
[NATURAL_SKILL:MELEE_COMBAT:3]
[NATURAL_SKILL:SWORD:4]
[NATURAL_SKILL:DODGING:3]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:5]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SLASH:BODYPART:BY_CATEGORY:GREATWEAPON]
[ATTACK_SKILL:SWORD]
[ATTACK_VERB:slash:slashes]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_CONTACT_PERC:200]
[ATTACK_PENETRATION_PERC:600]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA
[SELECT_CASTE:ARCHER_SKELETON]
[DESCRIPTION:A skeleton animated by death magic.]
[CASTE_NAME:skeleton:skeletons:skeleton]
[CASTE_TILE:'s'][COLOR:7:0:1]
[NATURAL_SKILL:MELEE_COMBAT:3]
[NATURAL_SKILL:RANGED_COMBAT:4]
[NATURAL_SKILL:BOW:5]
[NATURAL_SKILL:DODGING:3]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[BODY_SIZE:0:0:65000]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA
[SELECT_CASTE:BONE_TOWER]
[DESCRIPTION:A grim tower made from the bones of the fallen.]
[CASTE_NAME:bone tower:bone towers:bone tower]
[CASTE_TILE:'T'][COLOR:7:0:1]
[BODYGLOSS]
[NATURAL_SKILL:MELEE_COMBAT:4]
[NATURAL_SKILL:GRASP_STRIKE:5]
[NATURAL_SKILL:STANCE_STRIKE:5]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[BODY_SIZE:0:0:600000]
[ATTACK:SLAM:BODYPART:BY_CATEGORY:BODY_UPPER]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:slam:slams]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_INDEPENDENT_MULTIATTACK]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS::3512:2634:1756:878:4900:6900] 10 kph
[CANNOT_CLIMB][SWIMS_LEARNED]

[SELECT_CASTE:BABY_SKELETON]
[DESCRIPTION:A tiny skeleton which seems to be the one of an infant. Despite it's size, it is an enraged foe.]
[CASTE_NAME:baby skeleton:baby skeletons:baby skeleton]
[CASTE_TILE:'b'][COLOR:7:0:1]
[BODY_SIZE:0:0:4000]
[PRONE_TO_RAGE:60]
[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_CANLATCH]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph

[SELECT_CASTE:WHEEL_SKELETON]
[DESCRIPTION:A skeleton animated by death magic.]
[CASTE_NAME:wheel skeleton:wheel skeletons:skeleton]
[CASTE_TILE:'s'][COLOR:7:0:1]
[BODY_SIZE:0:0:65000]
[NATURAL_SKILL:MELEE_COMBAT:4]
[NATURAL_SKILL:STANCE_STRIKE:5]
[NATURAL_SKILL:DODGING:3]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:5]
[TISSUE_LAYER:BY_CATEGORY:WHEEL:METAL]
[ATTACK:RUSH:BODYPART:BY_CATEGORY:WHEEL]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:roll toward:rolls toward]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_CONTACT_PERC:300]
[ATTACK_PENETRATION_PERC:705]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[GAIT:WALK:Roll:160:2:3:700:0]
[GAIT:WALK:Run:450:5:3:711:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA
See how the difference between the caste are handled ? It's what you want to do.
The same thing is true for everything before your first caste. You define variations, attacks and names which affect all of the caste but are pointless in the case of your tank. You should move them after the [caste] token.

[SWIM_SPEED] doesn't exists anymore, it's replaced by the GAITS tokens. Look at the humans raws in vanilla(or the example I gave you).

Also you may want to put a [DESCRIPTION] and a [CASTE_NAME] after the caste because right now it's difficult to say who is what.
And your tanks are fine, the ones that are burning are the fleshy ones.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on May 31, 2015, 09:43:28 pm
im pretty sure it is my tanks that are melting. or else most of my fort would die.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on June 01, 2015, 11:11:12 am
I tested 30 spacemarines of each castes in the Arena set to 'cool' temperature and all of them survived. When I changed the temperature to fire, the castes represented by a 'S' melted. They are your MALE and FEMALE castes. If it's not the case in your game, I don't know, sorry.

Also they don't melt at random, they melt when exposed to very hot temperatures, like the fire weapons your tanks use. Maybe the ones you saw where unlucky peasants caught by friendly fire ?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: bennerman on June 01, 2015, 01:13:22 pm
How exactly would I make a gryphon in terms of tissue and body plans, where the front half is feathered but the rear half is furred?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on June 01, 2015, 01:50:49 pm
You'd create a body_detail_plan which takes your feather and hair materials as arguments and apply them to the body parts. Something like this:
Code: [Select]
[BODY_DETAIL_PLAN:GRYPHON_HAIR_AND_FEATHERS]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG1:1]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG2:1]

Where ARG1 is your feather material and ARG2 is your hair one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Atomic Gamer on June 01, 2015, 03:14:50 pm
Any ideas on my scarba? Raws are two pages back, though I can repost them.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: bennerman on June 01, 2015, 05:45:49 pm
I figured it out, but any idea why my griffon would randomly be immune to magma? he's just swimming all happily, dive bombing and splashing and stuff. no bleeding or anything

Edit: although, I wouldn't mind if you would be willing to check what I did so far?

Body_default.txt:
Go to http://pastie.org/10218404 for [BODY:GRIFFON_NECK] because it isn't showing up right on the forum
Spoiler (click to show/hide)

b_detail_plan_default.txt:
Spoiler (click to show/hide)

creature_fanciful.txt:
Spoiler (click to show/hide)

Incidentally, I infinitely prefer "gryphon" to "griffon", but I didn't feel like going around changing everything
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on June 01, 2015, 06:52:36 pm
It looks fine, but half of the body is missing in the [BODY:GRIFFON_NECK] file you gave. I'll assume this is a copy-paste error, if not you may want to give this poor gryphon a fourth leg.
And no, I don't have any idea why they'd swim in magma without melting.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on June 01, 2015, 06:56:17 pm
Being made of fire-proof materials may do it. There may also be behaviour tied to the FIRE_IMMUNE or FIRE_IMMUNE_SUPER tags, but I do not know.

What I do know is that the reason your body wasn't showing up right on the forum was because you did not use code tags to prevent the left and right tags from messing with your layout.

[code ][ /code]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: bennerman on June 01, 2015, 07:24:38 pm
It looks fine, but half of the body is missing in the [BODY:GRIFFON_NECK] file you gave. I'll assume this is a copy-paste error, if not you may want to give this poor gryphon a fourth leg.
And no, I don't have any idea why they'd swim in magma without melting.

Nope, it's got all 4 legs. also, turns out I still had temperature off from fortress mode. It melts just like anything else XD

How can I increase a creature's "fear", pain, and exertion tolerance, without actually giving it full-on [nopain], [nofear], and [noexert]?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Arcvasti on June 01, 2015, 11:39:26 pm
How can I increase a creature's "fear", pain, and exertion tolerance, without actually giving it full-on [nopain], [nofear], and [noexert]?

Exertion and pain tolerance scales with willpower. Raise the race's base willpower by quite a lot and you'll see results. As for fear, give the race a few[3-5] base levels in Discipline.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Atomic Gamer on June 02, 2015, 01:06:15 am
Ok, I am now having some really annoying issues. Not only is one of my creatures not spawning, but the civilized races refuse to trade with each other or make war, basically any interaction. I tried changing the creatures on the civ to humans, but then the civilizations refused to spawn at all, and if I tried remaking the dwarf entity and putting my creatures into it, they still refused to trade, but I could find nothing in the creature files that would cause this.
If you don't mind helping, please pm me, because the files are too large to just put in spoilers, unless you have a specific portion you would like me to post.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: bennerman on June 02, 2015, 09:44:54 am
How can I increase a creature's "fear", pain, and exertion tolerance, without actually giving it full-on [nopain], [nofear], and [noexert]?

Exertion and pain tolerance scales with willpower. Raise the race's base willpower by quite a lot and you'll see results. As for fear, give the race a few[3-5] base levels in Discipline.

I know how to give a creature base skills, but how do I give a creature base attributes?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on June 02, 2015, 10:52:08 am
I know how to give a creature base skills, but how do I give a creature base attributes?

From dwarves:
Code: [Select]
        [PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
[MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
[MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++
where the fourth value is the median and 1000 the average(used by humans) value.

Ok, I am now having some really annoying issues. Not only is one of my creatures not spawning, but the civilized races refuse to trade with each other or make war, basically any interaction. I tried changing the creatures on the civ to humans, but then the civilizations refused to spawn at all, and if I tried remaking the dwarf entity and putting my creatures into it, they still refused to trade, but I could find nothing in the creature files that would cause this.
If you don't mind helping, please pm me, because the files are too large to just put in spoilers, unless you have a specific portion you would like me to post.

Civilizations not trading with each others is an entity problem, unless your creatures lack [INTELLIGENT]. Also, the civilization cookbook (http://www.bay12forums.com/smf/index.php?topic=148282.msg6012224#msg6012224) may help you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eldin00 on June 02, 2015, 12:20:47 pm
Civilizations not trading could result from a lack of pack animals or wagon pulling animals (either missing tokens in the entity, or you simply don't have any appropriate animals in your raws).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on June 02, 2015, 06:18:41 pm
hmm i think my tanks are continually heating up because in the object testing arena i place them in water and at first they froze it (because i made their homoetherm 0) but then they stopped then they melted.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Atomic Gamer on June 02, 2015, 06:20:46 pm
Thank you both! ;D I do have a wagon puller, but maybe something got messed up, I will definitely check. If that doesn't work I will look through that guide and check it out.
Any ideas why a creature wouldn't spawn in fort or adventure mode? Works in arena and legends viewer says that it has outdoor populations, but for some reason I can't get it to spawn.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: bennerman on June 02, 2015, 07:16:31 pm
Ok, thanks. Finally, I want to give them a "syndrome" that gives everyone around them a slight happiness boost. any idea how I'd do that?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 02, 2015, 07:22:00 pm
can't

note that when i say "can't" i mean "without dfhack"
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on June 02, 2015, 07:33:05 pm
Thank you both! ;D I do have a wagon puller, but maybe something got messed up, I will definitely check. If that doesn't work I will look through that guide and check it out.
Any ideas why a creature wouldn't spawn in fort or adventure mode? Works in arena and legends viewer says that it has outdoor populations, but for some reason I can't get it to spawn.
This I don't understand. If your creature is present in the world, it should spawn. Have you tried making it the only creature to spawn in a given biome ? If you did and it didn't work, maybe you are missing something too obvious to notice ? You should post the raws.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on June 02, 2015, 07:49:36 pm
Thank you both! ;D I do have a wagon puller, but maybe something got messed up, I will definitely check. If that doesn't work I will look through that guide and check it out.
Any ideas why a creature wouldn't spawn in fort or adventure mode? Works in arena and legends viewer says that it has outdoor populations, but for some reason I can't get it to spawn.
This I don't understand. If your creature is present in the world, it should spawn. Have you tried making it the only creature to spawn in a given biome ? If you did and it didn't work, maybe you are missing something too obvious to notice ? You should post the raws.
He probably changed something from then to now but here is the original post with raws.
Can anyone tell me why these won't spawn in Fort mode or Adventure mode? I have been working for a few hours on these, but with no progress. These were updated from the previous version, but everything else I updated still works. :-\
Spoiler (click to show/hide)

EDIT:Also I used LegendViewer to check and they do have outdoor populations, I am just not encountering them for some reason.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Atomic Gamer on June 03, 2015, 04:56:52 pm
All that has changed is that I removed opposed to life, but that didn't work.

EDIT: Fixed my no trade issue, turns out that during editing my wagon puller lost its tag :) Thanks for your help!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: bennerman on June 04, 2015, 09:55:54 am
I am thinking of making it so good creatures can't be raised as undead, due to their inherent goodness. So far my list includes unicorns and my gryphons. anyone else got any ideas of what should be included in that list?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: milo christiansen on June 04, 2015, 10:05:53 am
Do a search for [GOOD], that should give you a list of what the game considers suitable.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: bennerman on June 04, 2015, 03:07:09 pm
is there any way I can increase the priority of an attack without the 100x priority that ATTACK_PRIORITY gives? 100x seems excessive, but my chimera isn't biting with its snake head at all :<
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on June 04, 2015, 03:34:18 pm
You could replicate the bite attack, it should do the trick.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: bennerman on June 04, 2015, 05:03:55 pm
You could replicate the bite attack, it should do the trick.

well, it has 3 bite attacks because it has 3 heads, and 4 scratch attacks. is there any way remove one of the two non-venemous bites and 2 of the 4 scratch attacks?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on June 04, 2015, 05:27:10 pm
Assuming your bite attack is something like this:
Code: [Select]
                [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
You should be able to select with wich head it can attack by giving one of its head a different category, something like BY_CATEGORY:HEAD_SNAKE. You can do the same with the scratch attacks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: bennerman on June 04, 2015, 06:12:33 pm
yeah, I though of that after I posted that. think I got it so far
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: bennerman on June 07, 2015, 01:31:37 pm
Working on a centaur, and is [LOWERBODY] a REQUIRED TOKEN? (i.e. can an animal live without a [LOWERBODY] tagged bodypart? I just don't want them wearing pants and stuff XD
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 07, 2015, 01:51:16 pm
No, not required.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on June 08, 2015, 03:01:27 pm
Hey everyone, I have some questions about modding nobles (that have nothing to do with the mod in my signature).  I'm trying to see if I can get the flavor of a meddlesome central government.

First, who actually hands out sentences in the justice system, and does this person's personality matter at all?  It is the LAW_ENFORCEMENT responsibility, the site ruler, something else entirely?  Can two different nobles hand out sentences?

Second, is there any advantage to a hierarchy in the local fortress military?  For example, having a Captain that commands Lieutenants that command Sergeants (squad leaders).  Is there a way to ensure that each one can oversee a limited number of subordinates (like five Sergeants per Lieutenant and five Lieutenants per Captain)?

Third, if a position has a single SUCCESSION choice, does it happen automatically or is the player still involved in making the promotion?

Fourth, is there any way to force a non-monarch noble to immigrate to the fort from off-site, rather than be chosen by the player?  I suspect this would involve DFHackery.

The concept is that at a certain point the mountainhome sends a Seneschal to your fort who makes some demands in the monarch's name and can mete out punishments if things aren't run the way the Seneschal thinks the monarch wants them run.  You also get a Captain from off-site who (ostensibly) runs your militia until your fort is sufficiently mature to handle this responsibility.  Ideally, you'd have the option to voluntarily retain the Captain when you are allowed to choose (since he/she probably arrived with a lot more military skills than your Starting Seven).

Since it takes a while to get good at all of the politicking in this kind of system, each officer designates an Ensign to succeed him/her (preferably due to promotion, more likely due an untimely end) and allegedly grooms that person for promotion.  The Captain's Ensign is probably one of the Lieutenants, a Lieutenant's Ensign is probably one of the Sergeants, etc. but since they are chosen by the player there are no guarantees.  Ideally this Ensign system allows the player to do some succession planning that self-executes during combat.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 08, 2015, 04:39:58 pm
1. It's either LAW_ENFORCEMENT or the aggrieved, though I'm pretty sure it's the former.

2. No, not really.

3. Automatic, I think, as long as there's no APPOINTED_BY:X in the position.

4. I don't think so. Even with DFHackery, getting specific people to migrate in is impossible at the moment (due to unknowns in army controllers), and even then you'd probably end up with nothing or invaders or maybe merchants rather than migrants.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on June 08, 2015, 04:40:22 pm
1: It's up to those who enforce the law to punish those who break it. By which I mean that it is up to the sheriff/captain of the guard and the troops they manage. I don't know if personality plays into it in any way though.

2: I do not know, so I can not answer if a hierarchy has benefits. The only thing I could find on the wiki about commanding lower ranks is that the only known argument is COMMANDER:position ID goes here:ALL. I'm not certain if there is anything that can be put in place of the ALL argument.

3: I believe it would be automatic, based off of the many "why did this dwarf just become my baron/king/etc?" threads.

4: Again, I can't answer this.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on June 08, 2015, 07:30:59 pm
Thanks, I figured one wouldn't have wander very far from the vanilla governments before running into limitations.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on June 08, 2015, 11:07:25 pm
Okay, so I've sort of hit a couple little snarls with my elf invasion mod.

The idea was to have a few hostile elf "races" that would work together to attack you in a loose manner of speaking, and all use the same base graphics (that is the same ones the elves use,) but instead on the Phoebus-packed version I'm having hostile elves that resemble mounds of pixel sludge with a tiny face where elves should be.

In both it and the ACSII versions they're actively killing eachother if they arrive in the same general locale, despite having the exact same raws save for equipment changes (same ethics, babysnatchers for hostility to everyone else,) so I'm trying to figure out what I did wrong to make them turn on eachother like that or if there's nothing I can do to change it.

It'd be a shame, since any other methods so far have been less than fruitful as far as being attacked (the attempt before babysnatching took away speech and they just started killing eachother despite the test forts being right smack in the middle of them all.)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: P(ony)SI on June 08, 2015, 11:24:15 pm
The DF wiki (http://dwarffortresswiki.org/index.php/DF2014:Goblin ) mentions that goblins invading your site will attack another separate invasion group.

Since that's the case, I'd imagine that your elf races attack each other because of their lack of ethics.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on June 08, 2015, 11:27:08 pm
The DF wiki (http://dwarffortresswiki.org/index.php/DF2014:Goblin ) mentions that goblins invading your site will attack another separate invasion group.

Since that's the case, I'd imagine that your elf races attack each other because of their lack of ethics.

They do have ethics. The same ethics in fact. Literally. Copy-pasted.

And it seems the game is determined to not let me kill armies of not-vanilla elves in a non-headache inducing way...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 08, 2015, 11:36:14 pm
"Lack of ethics" isn't the right phrase; what was meant is probably "specific ethics relating to attacking neutrals or enemies".
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on June 09, 2015, 04:54:59 am
Would adjusting the ethic regarding neutral parties reduce the chances of them attacking eachother then?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on June 09, 2015, 01:37:51 pm
Would a genderless enemy civ run into worldgen problems or anything of the sort? Will it prevent them from increasing in numbers completely?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on June 09, 2015, 01:55:20 pm
Would a genderless enemy civ run into worldgen problems or anything of the sort? Will it prevent them from increasing in numbers completely?

Genderless = can't breed at present I think. Not sure. Course a snatching civ doesn't need to worry about that if they can supplant thier numbers with enough kidnappings.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on June 09, 2015, 02:24:49 pm
Would a genderless enemy civ run into worldgen problems or anything of the sort? Will it prevent them from increasing in numbers completely?

Genderless = can't breed at present I think. Not sure. Course a snatching civ doesn't need to worry about that if they can supplant thier numbers with enough kidnappings.
That'd be an interesting idea: a civ that seeds with a few members powerful enough to definitely succeed in kidnapping, then die out leaving behind an unpredictable mix of critters that go on kidnapping (and breeding if they're lucky).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on June 09, 2015, 04:16:14 pm
what doe the numbers in the standard creature gaits creature variation thing mean?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on June 09, 2015, 05:34:10 pm
Okay, so ethic changes did nothing. Guess I'll have to scatter thier attack forces out around the year. Shame.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on June 09, 2015, 05:51:53 pm
what doe the numbers in the standard creature gaits creature variation thing mean?

You mean in the creature raws, or in the variation raws?

If it is the creature raws, then the numbers are the max speeds that each movement type is capable of, starting with the base speed, then setting the faster speeds, then the slower speeds.

If you mean the tag in its entirety, then here is what the wiki says on it:
Quote
GAIT

    Caste    

    type (WALK, CLIMB, SWIM, CRAWL, or FLY)
    gait name
    full speed
    build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)
    energy use
    Optional flags:
        LAYERS_SLOW - if gait is slowed by increased weight
        STRENGTH - if gait is affected by strength stat
        AGILITY - if gait is affected by agility stat
        STEALTH_SLOWS:penalty - if gait is slowed by being stealthed
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on June 09, 2015, 06:19:15 pm
Would a genderless enemy civ run into worldgen problems or anything of the sort? Will it prevent them from increasing in numbers completely?
Genderless creatures do not generate entities. That's a pretty big problem if you ask me.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on June 09, 2015, 06:28:42 pm
Would a genderless enemy civ run into worldgen problems or anything of the sort? Will it prevent them from increasing in numbers completely?
Genderless creatures do not generate entities. That's a pretty big problem if you ask me.
The most you could do is to give the creatures a pair of super-rare male and female castes and maybe an interaction that turns them into the no_gender version if you want to ensure no gendered creature appears during play.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 09, 2015, 06:52:52 pm
Hey, can I set up a reaction at a custom workshop to "upgrade"/turn an item into another? Say, take a steel shortsword, a steel bar, some fuel, and turn that into... Some other weapon? I'm thinking of making a fantasy-er mod, and including fantasy weapons and weapon upgrades and such. So can I do weapon "upgrades"?

Side note: How do I make reactions for adventure mode?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 09, 2015, 06:54:41 pm
1. Yes.

2. [ADVENTURE_MODE_ENABLED]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 09, 2015, 07:08:21 pm
Thanks! Never even noticed that tag. I really wish Today could do [ITEM_DESCRIPTION] and have multi-item... items. I've been thinking of adding gem encrusting and leather imaging to my Magister Smith weapons. Each civ has a few items unique to them: Dwarves have Mjolnir and Durendal, humans have Clarent and Gae Bolg, elves have Gungir and Druid's Bulwark, and I'm working on the Draconian one... I'm thinking an axe.

Hey, need a bit of help here with improvments on items...

Okay, so I read the reaction section in the wiki. Not quite sure how this'll work.

[IMPROVEMENT:<probability>:<reagent name>:<improvement type>:<material token>]

I'm probably the worst modder in terms of knowing how to understand terms, so could someone give me an example of say, improving a short sword, with 100% probability, encrusted with a small gem? Also bands of, if that applies to leather? Thanks for any help in advance. All my previous works at encrusting straight from the Magister Smith have all resulted in "Has created a sapphire spear!" and such.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on June 09, 2015, 09:46:23 pm
Code: [Select]
[REACTION:DECORATE_ITEM_WITH_LEATHER_ADV]
   [NAME:decorate item with leather]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE]
   [REAGENT:B:1:NONE:NONE:NONE:NONE][PRESERVE_REAGENT]
   [IMPROVEMENT:100:B:COVERED:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:LEATHERWORK]

Here is my adventurer reaction to decorate any item with leather. Just replace COVERED with BANDS to give it bands of leather.

As an important note, I should mention that you will want [PRESERVE_REAGENT] for the item you want decorated, or else it may become consumed.

This should be able to encrust an iron short sword with a small gem:
Code: [Select]
[REACTION:DECORATE_ITEM_WITH_GEM_ADV]
   [NAME:encrust item with gem]
   [ADVENTURE_MODE_ENABLED]
   [REAGENT:A:1:SMALLGEM:NONE:NONE:NONE]
   [REAGENT:B:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:IRON][PRESERVE_REAGENT]
   [IMPROVEMENT:100:B:COVERED:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:ENCRUSTGEM]

COVERED means different things depending on material. Gems are described as encrusted, metals are described as studded, and, as far as I know, everything else is simply described as decorated on the item.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 09, 2015, 09:50:32 pm
Thanks! Ten reactions later, I kept converting the item to the thing I was encrusting it with. Thanks! Okay, next thing is weapon upgrades, and I think I can handle that without help.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 09, 2015, 11:29:12 pm
If I just left it as WEAPON:NONE:NONE:NONE, would it encrust any weapon?

EDIT: Nevermind, figured that one out myself. Can't wait to have a gem studded, leather wrapped burning steel pair of swords in adventure mode.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on June 10, 2015, 03:31:38 am
Two questions.

1: Just an insane little idead I had, but might there be any way to make the decorations code (studding, encrusting, etc.) apply to dwarves?

2. Also my food modding question: I tried to mod in, from my own renamed and created meal types, reactions for level 5 and 9 meals at the kitchen: but nothing is used or lost in the reaction! Can anyone tell me where I went wrong?

Raws here:
Spoiler (click to show/hide)

Any clues, guys? What did I do wrong?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rose on June 10, 2015, 03:41:53 am
Pretty sure there's only 3 levels of meals.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on June 10, 2015, 04:28:25 am
Ah, so do the tags [LEVEL:2],[LEVEL:3],[LEVEL:4] act separately, not as some sort of counter (i.e. [LEVEL:3] could be renamed [STEW] and it would be the same thing if the code used [STEW] not [LEVEL:3]?)

So is there a counter, which might be manipulatable, or just 3 catgories which a meal falls into?


Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rose on June 10, 2015, 04:33:15 am
[LEVEL:2] means it uses 2 ingredients to make the meal, [LEVEL:3] means 3 ingredients, and [LEVEL:4] means it uses 4 ingredients. As far as I know, those are the only available levels, but you can have as many preps as you want that are the same level.

Mind, I haven't actually done any food modding. I just assume that the three food levels are the only valid ones.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on June 10, 2015, 04:47:45 am
Thanks, you're probably right. Just wondering: apart from building destroyer, where the levels do seem like 2 separate tags not 1 spectrum, are there any other objects with [LEVEL:X] in this way?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 10, 2015, 08:39:40 am
To your question one: I believe not. I've been thinking of somehow making it so craftdwarves could decorate up dead dwarves though. Give them a shnazzy funeral, covered in amethysts and emeralds.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on June 10, 2015, 09:33:29 am
Or to boost their trade value. Which I definitely wasn't thinking of with the live ones. Honest.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bien on June 10, 2015, 02:25:06 pm
How do I make bins allowable for use in places where bags are required, like in sand collecting and milling?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on June 10, 2015, 02:41:06 pm
You really can't.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NW_Kohaku on June 10, 2015, 03:49:10 pm
I'm trying to update some old mods that worked back in the 0.34 era, but don't anymore...

Specifically, I have a reaction that is supposed to take ores and grind them up into a powder, so that they can be used for glazing.  (The purpose being to make multiple uses of a single ore.)

Code: [Select]
[REACTION:MAKE_GLAZE_ORE]
[NAME:make glaze powder from ore]
[BUILDING:QUERN:CUSTOM_G]
[BUILDING:MILLSTONE:CUSTOM_G]
[REAGENT:glaze:1:ANY_RAW_MATERIAL:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:GLAZE_MAT_ORE]
[REAGENT:jug:1:TOOL:NONE:NONE:NONE][EMPTY][HAS_TOOL_USE:LIQUID_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:10:POWDER_MISC:NONE:GET_MATERIAL_FROM_REAGENT:glaze:GLAZE_MAT_ORE][PRODUCT_DIMENSION:15][PRODUCT_TO_CONTAINER:jug]
[SKILL:MILLING]

When this reaction takes place in-game, however, dwarves take a jug and an ore to a quern, stand over it for a while, then declare the job done and leave without having actually used any reagents or produced a product. 

I have most of the other work (like making sure that the civ has the appropriate reaction and giving tags to the stones, themselves,) and the game properly recognizes the stones as millable, but the actual action does not get carried out.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on June 10, 2015, 04:35:47 pm
Does making a single PRODUCT_DIMENSION:150 batch work? Also, check that it's not spilling on the floor instead of going into the jug.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NW_Kohaku on June 10, 2015, 07:07:14 pm
Does making a single PRODUCT_DIMENSION:150 batch work? Also, check that it's not spilling on the floor instead of going into the jug.

It's not spilling on the floor.  No powder is being used, and neither is the reagent.  The dwarves just seem to be declaring the job done without doing anything.

And changing PRODUCT_DIMENSION to 150 does nothing.

EDIT: Playing around with it, lowering the number of products makes it work again...  Something about the jug not accepting more than one product, and therefore making the whole reaction fail...

Further testing says it all works if I just up the jugs to contain larger quantities...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 10, 2015, 07:16:26 pm
I was wondering: Can I make a bucket full of water or water in general needed for work somehow?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on June 11, 2015, 12:14:19 pm
I was wondering: Can I make a bucket full of water or water in general needed for work somehow?
Here, have these two handy water-outputting reactions. You can remove reagent A to make water out of nowhere.
Code: [Select]
[REACTION:ICE_TO_WATER] --by Malecus
   [NAME:melt ice to bucket]
   [BUILDING:SCREW_PRESS:CUSTOM_I]
   [REAGENT:A:1:BOULDER:NO_SUBTYPE:WATER:NONE]
   [REAGENT:B:1:BUCKET:NONE:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:2:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
   [SKILL:PRESSING]
   
[REACTION:PRESS_PLANTS_WATER] --by Malecus
   [NAME:press water from plants]
   [BUILDING:SCREW_PRESS:CUSTOM_ALT_P]
   [REAGENT:A:7:PLANT:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [REAGENT:B:1:BUCKET:NONE:NONE:NONE][EMPTY][DOES_NOT_ABSORB][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:80:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
   [SKILL:PRESSING]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 11, 2015, 11:54:18 pm
Would this be considered a major mod, or what size abouts would it be?

It'd include: 3 new civilizations.
1 new metal.
A new building, the Magister Smith, which produces legendary weapons.
Some new plants, including, among a few, one rather expensive one that can make dye and alcohol, used by humans often, and a tree that the elves can use to make iron bars.
Three new dragons.
A new megabeast.
Two new semi-megabeasts.
It's own graphic set.
A planes animal that's basically a sheep+ogre.
Some new clothes and a couple new weapons.
And the ability to decorate more items, such as weapons.

So would this be called a major mod, or what? So I know what to put it under in DFFD. Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NW_Kohaku on June 12, 2015, 09:39:00 am
Would this be considered a major mod, or what size abouts would it be?

It'd include: 3 new civilizations.
1 new metal.
A new building, the Magister Smith, which produces legendary weapons.
Some new plants, including, among a few, one rather expensive one that can make dye and alcohol, used by humans often, and a tree that the elves can use to make iron bars.
Three new dragons.
A new megabeast.
Two new semi-megabeasts.
It's own graphic set.
A planes animal that's basically a sheep+ogre.
Some new clothes and a couple new weapons.
And the ability to decorate more items, such as weapons.

So would this be called a major mod, or what? So I know what to put it under in DFFD. Thanks!

Yeah, that seems pretty major.  Multiple new civs is likely enough to significantly change the flavor and strategies of the game. 

"Minor Mods" tend to be a single workshop or something like a pedestal, or a rebalancing of a game feature.  This is much more extensive.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eldin00 on June 12, 2015, 02:31:57 pm
I agree with NW_Kohaku. It's definitely on the minimal side for "major mod", but if I was looking for it based just on the description, I'd look in the major mods section on DFFD.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on June 12, 2015, 02:43:59 pm
I flagged mine as a minor mod even though it adds a couple dozen workshops and plants in addition to its core creatures and minerals, because I think of those things as variants (despite the game forcing me to make them distinct in the raws), and the whole mod revolves around a single concept without altering basic gameplay.

What SS is describing affects basic gameplay broadly enough to be on the major side.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 12, 2015, 05:33:42 pm
Thanks guys! Once the graphics pack is done, I'll release it. Still trying to figure out a name... It'll have to do with either the words Stagnant or Soul.

FIGURED OUT THE NAME: The Stagnant World Pack

In other news: Would someone mind trying out the few tiles I have for my dwarves? They're modified off of Ironhand, and 18x18. I can't seem to get it to work, sadly.

(http://i.imgur.com/n9XGHgR.png)

And here's what the same dwarves look like with Ironhand normally.

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

I don't think mine look as good, sadly.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on June 12, 2015, 11:30:47 pm
How exactly is it not working? Can we see the graphics raws?

And don't worry too much about quality. Pixel art takes practice, just like any other skill.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 12, 2015, 11:50:28 pm
Well I kept the same graphic raws as the Ironhand graphics that come with the newest Dwarf Fortress starter pack. I copy and pasted the ones I'd modified into exactly their spots, making sure everything was line up right. Then I saved. When I started a new world, the old graphics were still used.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 12, 2015, 11:54:56 pm
Here's the graphic raws.

Spoiler (click to show/hide)

(http://i.imgur.com/G5mnsD9.png)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on June 13, 2015, 12:22:15 am
The TILE_DIM seems a little off.

If I'm looking at it correctly, it should be 18:18, not 24:14.

It appears to work fine in the Arena, at least. I haven't tried in Fort or Adventure modes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 13, 2015, 12:25:30 am
Weird, thought it was set to 18x18.

Well now that I know it works, I'll continue working.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on June 15, 2015, 03:12:02 am
Alright, so I wanted to migrate my horrors into my elf war mod, but I've started running into trouble - specifically getting the entity running, and I figure it'd be helpful to include the raws for all of them, to see if you guys can find anything wrong with them.

Spoiler: horror and entity raws (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on June 15, 2015, 04:23:58 am
You have some errors in the creatures.
When you define colors variations, you select the tissue. So this line:
Code: [Select]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE_TEMPLATE]
should be
Code: [Select]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]

If a creature has an underground biome, you must add a [UNDERGROUND_DEPTH:x:y] tag, the numbers being the cavern layers they will appear at.(for example, with 1:3 they will spawn in every cavern), they won't spawn if you don't.

Also you made a typo in the HORRORENTITY creature. Replace JADE1 with JADE:1

An entity needs access to farming crops to spawn. Use [OUTDOOR_FARMING] and/or [INDOOR_FARMING] (or add NO_EAT to the creature).
BIOME_SUPPORT takes an argument, which affects the speed at which they will spread in the biome. The numbers are relatives to each others if you have specify more than one biome. Note that civilizations need [SETTLEMENT_BIOME:whatever] to settle in a given biome.

I tested  your raws with the above changes and I was able to have an horrors civ spawned.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on June 15, 2015, 04:40:15 am
You have some errors in the creatures.
When you define colors variations, you select the tissue. So this line:
Code: [Select]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE_TEMPLATE]
should be
Code: [Select]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]

If a creature has an underground biome, you must add a [UNDERGROUND_DEPTH:x:y] tag, the numbers being the cavern layers they will appear at.(for example, with 1:3 they will spawn in every cavern), they won't spawn if you don't.

Also you made a typo in the HORRORENTITY creature. Replace JADE1 with JADE:1

An entity needs access to farming crops to spawn. Use [OUTDOOR_FARMING] and/or [INDOOR_FARMING] (or add NO_EAT to the creature).
BIOME_SUPPORT takes an argument, which affects the speed at which they will spread in the biome. The numbers are relatives to each others if you have specify more than one biome. Note that civilizations need [SETTLEMENT_BIOME:whatever] to settle in a given biome.

I tested  your raws with the above changes and I was able to have an horrors civ spawned.

Awesome. Saw the coloration error in the game's error log. I'll adjust the rest accordingly.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on June 15, 2015, 04:43:49 am
Oh and I forgot: you need a language for your entity.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on June 15, 2015, 04:47:49 am
Oh and I forgot: you need a language for your entity.

Already covered. Just didn't feel it necessary to include it. And since you got'em working, let me know if they can maul dwarves sufficiently well.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on June 15, 2015, 05:12:30 am
Well, I tried in the Arena and I think you should add some tags like NOPAIN, NONAUSEA and NOEXERT because right now they are easily submerged even by unskilled dwarves. Of course, it depends of what "sufficiently well" means.
They seem to kill unarmoured novice/adequate dwarves pretty easily in one-to-one combat, but competent (skill of 3) armoured dwarves make short work of them.
One thing you can do to make them better against a large number of opponents is to change [ATTACK_PREPARE_AND_RECOVER:x:y] to lower values. It will give them more turns to act.
And if you really want to boost them, take a look at the [PHYS_ATT_RANGE] tags. You can give them godlike attributes this way.

Almost forgot, [TRAPAVOID] is your friend if you don't like cage trap based defenses.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on June 15, 2015, 05:41:27 am
I'd considered [NOPAIN] but decided against it. The things are gorilla-sized (or they should be,) fearless, rage, and meant to make short work of poorly trained or very small groups - that is, a credible threat to an early embark party, regardless of savagery if they have the poor fortune of being anywhere considered a forest, swamp, or jungle or adjacent to a cave. And hopefully still irritating enough to make the surface dangerous for poorly equipped workers, hunters, and the like. [TRAPAVOID] and [NOEXERT] are good ideas (I'll give the latter a chance, though it might be a bit much,) and I may try beefing up thier strength.

Granted the mod as a whole is built more around not using plate armored soldiers (nothing's stopping anyone from doing so, but it greatly diminishes the challenge against the rest of the mod's enemies,) and the entity is pretty much supposed to rely on weight of numbers and superior size.

I mean I'm open to suggestions, but I don't want them able to take on a 10 man squad of above-average dwarves skill-wise.  Not without a substantial advantage in numbers anyway.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 15, 2015, 08:43:40 am
So how would I go about placing four obsidian walls around a bronze colossus with dfhack? Five years with only a thief showing up, suddenly the only thing I can't kill with iron pops it's head up.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on June 15, 2015, 09:49:38 am
You can kill it with iron, not easy but you can.

Put the cursor to the top left of the colossus, do liquids o 3 3 2 and hit enter, it will be wedged into the center block, you could then put the cursor under it and do liquids of point and it'll make a floor and he'll be stuck in there.

If you only make it 1 tile high they will climb out lickety-split.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: The Dorfmeister on June 15, 2015, 11:45:58 pm
Has anyone here successfully tried to mod in a baby-snatching, item-thief civilization as playable race? I made my "underdark" entity both to avoid friendly relations and caravans from "non-underdark" civs. Also I modded their ethics to be evil, even more evil than goblins. Their ethics are simple: Kill and torture anyone, steal if you can and slavery is essential.

I just embarked with the both races of this entity, respectively, to test them. But one of them (duergar) now seem too much fixated on stealing things. In fact, every time one of them needs to haul or dump something or restock on ammo (hunters) they just grab one of the items in every hand and wander off aimlessly, not responding to any further jobs. I´ve seen haulers hauling two wheelbarrows around over the entire embark and hunters that could not put on their quiver, because they "haul" them in the hand.  :o

After half an hour I decided to retire the fortress and check legends mode. The page of the fort is spammed with "in year 1054, item xyz was stolen from the fort by xyz the duergar...  >:(

I have to find out, what Token is responsible for that behaviour.

 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on June 16, 2015, 07:33:50 am
is there a way to force df to ignore world gen rejections (sometimes it does it automaticly after 2000 or so fails)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on June 16, 2015, 10:24:21 am
After half an hour I decided to retire the fortress and check legends mode. The page of the fort is spammed with "in year 1054, item xyz was stolen from the fort by xyz the duergar...  >:(
I have to find out, what Token is responsible for that behaviour.
Entity token ITEM_THIEF or creature token CURIOUSBEAST_ITEM. Probably the entity one.
http://dwarffortresswiki.org/index.php/DF2014:Entity_token and http://dwarffortresswiki.org/index.php/DF2014:Creature_token

is there a way to force df to ignore world gen rejections (sometimes it does it automaticly after 2000 or so fails)
Not as far as I know. Rainfall and elevations are tricky beasts.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on June 16, 2015, 01:09:19 pm
Question about attributes. Do attributes scale linearly? That is to say, if we assume a human with strength 1000 can lift 100 pounds. Does a human with strength 2000 lift 200 pounds?

I'm pretty sure the answer is yes, from the few places I've seen attributes in equations, but I figured I would double check.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on June 16, 2015, 07:15:39 pm
Theory-crafting, would it be possible to make a rust monster creature that can destroy only metal objects? I was thinking it'd be through some kind of breath attack that triggers a reaction, but I'm checking the wiki and it seems that it wouldn't work like I was thinking.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 16, 2015, 07:23:29 pm
I won't. Reactions cannot be triggered.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on June 16, 2015, 07:28:52 pm
I won't. Reactions cannot be triggered.
Is there no alternative thing that could destroy items? I know dragon breath works, but dragon breath destroys everything, not just metal items. And making fire that's hot enough to melt any metal items would also destroy any non-metal items. I could just make rust monsters steal items, but I don't think there's a way to make them only steal metal items.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 16, 2015, 07:31:34 pm
How much of a difference would 100-200 contact area on a slash, or 100-200 on penetration make much of a difference for a weapon? How much of a difference? My weapon upgrading idea involves making tons of weapon raws, mostly just small modifications on them, and will take a long time simply from the amount of necessary repetition. So how big of a difference is 100 contact area on a slash?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on June 16, 2015, 07:37:49 pm
How much of a difference would 100-200 contact area on a slash, or 100-200 on penetration make much of a difference for a weapon? How much of a difference? My weapon upgrading idea involves making tons of weapon raws, mostly just small modifications on them, and will take a long time simply from the amount of necessary repetition. So how big of a difference is 100 contact area on a slash?
I always thought of it in terms of percentages. So if you have a weapon with 100 units of contact area for cutting, then an increase of 100 would be a 100% increase in cutting effectiveness. Or if it had 1500 contact area, an increase of 100 would be ~6% increase.

Depending on what kind of attack you want, say purely cutting or purely slashing, you'd want either higher contact area and higher penetration or lower contact area and higher penetration. Been a while since I modded weapons though, so I could be wrong about how much contact or penetration you'd want in an attack.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on June 16, 2015, 07:44:17 pm
AFAIK, that is only for natural creature attacks. Weapon attacks use those numbers as their actual penetration and contact areas, rather than as percentages of their size. I may be wrong though.

100 to 200 may not seem to large of a difference, but it is. Though I would probably suggest you go for larger gaps between sizes, as 100 may be a bit under what is needed to pierce all the way through a human torso, last I saw any numbers, it would definitely not be enough to cut too deep into something many times larger, such as an ogre, or an FB.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on June 16, 2015, 07:50:09 pm
AFAIK, that is only for natural creature attacks. Weapon attacks use those numbers as their actual penetration and contact areas, rather than as percentages of their size. I may be wrong though.

100 to 200 may not seem to large of a difference, but it is. Though I would probably suggest you go for larger gaps between sizes, as 100 may be a bit under what is needed to pierce all the way through a human torso, last I saw any numbers, it would definitely not be enough to cut too deep into something many times larger, such as an ogre, or an FB.

I know weapons don't use percentages like natural attacks. I mean in terms of finding how much of a difference a number would make in a weapon's stats, I'd take the change I was thinking of making, divide it by the original number, and consider the decimal result to be a rough percentage estimate of "how much of a difference" it would make on the weapon compared to the original weapon.

Like, add 100 to an attack velocity of 1500. 100 / 1500 = ~0.067 = ~6.7%
So the changed weapon would have a 6.7% greater velocity for that attack compared to the unchanged weapon.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 16, 2015, 07:50:38 pm
Oh no, I wont be starting on 100, I'll be taking weapons already existing and making duplicates of them with slight, slight differences, like adding on 100 or so penetration or contact area in increments. Like, sharpened short sword= +100 penetration or something like that. I don't know yet, it's still just a theory.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on June 16, 2015, 08:39:45 pm
So I'm adding some more fantastic creatures to DF. Stuff like DnD monster classics. Owlbears, for example. Or a goddamn tarrasque.

DnD wiki cites a tarrasque as 50 feet tall, 70 feet long. I assume it'd be 20 feet wide. Could change that estimate I guess. Calculating that into cm3 for the body size raw token. One foot is 30 cm.

(50*30)*(70*30)*(20*30) = 1500 * 2100 * 600 = 1890000000 = 1,890,000,000 cm3 total. holy shit.

Did I do my math horribly wrong or is the tarrasque just that goddamn huge? Would the game accept a size this big?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 16, 2015, 08:44:44 pm
They're huge. You should know that already. Fifty foot, even for DnD, isn't small.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 16, 2015, 08:45:12 pm
No, I think that's above the max. You may note that 50 feet tall is completely gigantic.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on June 16, 2015, 08:50:26 pm
No, I think that's above the max. You may note that 50 feet tall is completely gigantic.

Whats the limit then? Giant sperm whales according to the wiki are 200,000,000 cm3. Lowering the width of the tarrasque to 10 feet or 300 cm drops the size to 945,000,000 cm3. If that's still too much I could just make it the max size.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 16, 2015, 09:18:36 pm
I made a creature ten times the size of a sperm whale, never got anything in he errorlog.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 16, 2015, 09:19:16 pm
Errorlog doesn't say anything, you have to use DFHack or some other weird test to tell if it went wrong.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 16, 2015, 09:25:15 pm
Oh.

Also: Is candy thread and cloth dyable? And if I made a metal have the same process, and made the thread dyable, would the metal it produces have that dye affect them?

Like, say, this is a randommetal wafer. It is midnight blue with exceptional dimple dye. This is a randommetal sword. It is midnight blue with exceptional dimple dye.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Spehss _ on June 16, 2015, 09:38:54 pm
Errorlog doesn't say anything, you have to use DFHack or some other weird test to tell if it went wrong.
What's the test?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on June 16, 2015, 09:46:06 pm
Oh.

Also: Is candy thread and cloth dyable? And if I made a metal have the same process, and made the thread dyable, would the metal it produces have that dye affect them?

Like, say, this is a randommetal wafer. It is midnight blue with exceptional dimple dye. This is a randommetal sword. It is midnight blue with exceptional dimple dye.

Don't bet on it. Looking at the thread dyeing reaction with the Alt-A tweaking GUI shows that the only eligible inorganic materials are the divine mystery stuff.

And wafers are just metal bars by an other name.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 16, 2015, 09:47:20 pm
Agh... I must still try.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 16, 2015, 11:39:50 pm
Errorlog doesn't say anything, you have to use DFHack or some other weird test to tell if it went wrong.
What's the test?

unit.body.blood_max should be about equal (with a 50% uncertainty, though it will very really go that far) to the BODY_SIZE divided by 10.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on June 17, 2015, 05:57:25 am
is there a way for a creature to not be able to die from bleeding yet still have blood?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on June 17, 2015, 06:20:46 am
An absolutely vast creature has an equally vast amount of blood to drain.

There really isn't, though. A hit to a major artery (throat, heart) is invariably fatal in a few ticks, no matter the size.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on June 17, 2015, 07:20:12 am
An absolutely vast creature has an equally vast amount of blood to drain.

There really isn't, though. A hit to a major artery (throat, heart) is invariably fatal in a few ticks, no matter the size.
Just remove the major arteries tags.  It won't prevent bleeding to death, but will make it rare.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lightningy on June 20, 2015, 10:01:47 am
What would happen if i injected a creature with molten gold. would it melt them then solidify creating a statue?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on June 20, 2015, 11:08:54 am
No. I'm not sure anything would happen at all.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on June 20, 2015, 12:13:42 pm
Is there even possible to make a pet do normal dwarf works like mine/fell wood/smelt ores?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on June 20, 2015, 12:27:04 pm
Is there even possible to make a pet do normal dwarf works like mine/fell wood/smelt ores?

No. Maybe in the next version, since we will be able to get working non-dwarven residents.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: milo christiansen on June 20, 2015, 01:22:19 pm
unit.body.blood_max should be about equal (with a 50% uncertainty, though it will very really go that far) to the BODY_SIZE divided by 10.

Why are you doing something so inexact? I found exact body size info once while playing with GMEditor, don't remember exactly where it was, but I could find it again.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 20, 2015, 02:17:02 pm
I think that unit.body.body_size_info or something similar is around, yeah, but I forgot what the values within were.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: milo christiansen on June 20, 2015, 02:20:25 pm
Well, you can join me in a fun-filled session of mutual forgetfulness :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on June 20, 2015, 02:32:26 pm
I think that unit.body.body_size_info or something similar is around, yeah, but I forgot what the values within were.

unit.body.size_info.size_base and unit.body.size_info.size_cur. There is also information for the fraction of fat and muscle and such. (Just had to look through these for my attack script)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sver on June 20, 2015, 06:08:40 pm
Are vampire, werebeast and necromancy interactions hardcoded or can they be changed/deleted?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 20, 2015, 06:16:28 pm
They are hardcoded.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on June 20, 2015, 07:50:49 pm
To elaborate, if you set vampires and such to 0 and add in different interactions of your own then only those will show up last I checked.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lukander on June 20, 2015, 07:53:32 pm
They are sort of hardcoded(see points 1 & 2)

 1.To be precise vanilla necromancy secrets, werebeast and vampire curses are procedurally generated at world gen. Changing some of your world gen settings can limit their number or eliminate them altogether. But not change them(see point 2.)

 2. There are example versions in the interaction examples folder. You can make customized variations on these, and then have them in your own custom interactions RAWs. They will be used in world gen just like the Vanilla procedural ones. Even when you set it to not create the vanilla ones at world gen.

EDIT: more ranty version of what Max™ said  :P
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 20, 2015, 07:55:54 pm
Who would like to see a giant phantom spider? A bit smaller than the giant cave spider, a non-deadly poison that causes severe pain for a long time, trap immune, very slow flight, and even more expensive silk than the giant cave spiders? It'd only show up in evil+savage areas, and less often than other creatures. Who'd like to see that?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lukander on June 21, 2015, 05:26:44 pm
Anyone know how to use the [APP_MOD_DESC_RANGE:X:X:X:X:X:X] token to weight the odds for a intervals in the [BP_APPEARANCE_MODIFIER:(any)BP:X:X:X:X:X:X:X] and [BODY_APPEARANCE_MODIFIER:(height/broadness/length):X:X:X:X:X:X:X] tokens?

The Wiki is less than useful(it links to a forum post, in which the relevant image link has succumbed to bit-rot).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on June 21, 2015, 06:33:56 pm
Abandonning briefly my 34.11 fortress, i decided to give another try to DF2014 with an attempt as finding a way to try to work around the no invaders and short lived wars, i decided to give a try in creating a creature and an entity that would basically be enemy to everyone, making sure that :

- they have REQUIRED to every (so it would conflict a lot with the other entities) ETHIC (except the kill entity member, i didn't wanted them to kill themselves before they could make a site)
- originally both creature and entity are based on kobold so they lay eggs, i made it so they have between 4 and 8 eggs by litter, the goal was to have their number forcing them to expand and be able to send armies after armies even if one is defeated thanks to their big numbers
- i made them starting in a dark fortress (i tried to keep them in cave but they didn't do anything in there)  and give them all the other sites as LIKES (so they would emigrate to elf/dwarf/human/gob sites)
- i gave the creatures [CRAZED] and [OPPOSED_TO_LIFE] in order to have them being the utter enemy of everyone else, so even if war would still be rare for whatever reason, emigration would still be as deadly as an army attack
- i gave the entity [START_BIOME:ANY_LAND] [SETTLEMENT_BIOME:ANY_LAND] [BIOME_SUPPORT:ANY_LAND:5] so they wouldn't be limited by the terrain
- they have [UTTERANCES] and their entity has [SKULKING] to avoid any diplomacy or trading with them.

- i have not worked on any of their physical traits, they're basically kobolds physically for now.

Good thing : they spawn, and in adventure mode you better not go in any of their site unprepared, they all hate your guts so much that they will attack and try to murder you on sight, don't expect mercy , they want you dead, and they want you dead NOW.

Problem 1 : they don't really expand and just overpopulate silly their starting area.
Problem 2 : they don't send any migrant anywhere (as they're not listed in any other sites and other sites overpopulate with no report of any of the monsters having fought anyone in there)
Problem 3 : they don't go at war with anyone and none go at war with them .

Here are the raws in case someone can spot the source of those annoyance
the creature_annihilator.txt
Spoiler (click to show/hide)

the entity_annihilator.txt :
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 21, 2015, 06:44:02 pm
I suggest: making them a bit bigger than a human, giving them steel, only the best of each weapon and armour, maybe not making them egg layers. From my experience, egg layers don't expand much... My Draconians really don't fight as much as they should.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on June 21, 2015, 06:59:02 pm
I'll try to change their reproduction method, though it's odd that egg layer don't expand much, but with the various DF oddities, what's one more ?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on June 21, 2015, 07:17:26 pm
And ... it worked !
thanks , amazing that just removing all the egg laying and replacing it by [LITTERSIZE:4:8] changed the willingness to expand and migrate of my monsters.

I wonder if it's intended by Toady to have egg layers behaving like that or if it's just another bug ?

Anyways the whole southern zone of my world has seen lots of dark pits popping up  everywhere :
Spoiler (click to show/hide)
And even some result of migration with the monsters having annihilated the original owners of those sites.
Spoiler (click to show/hide)

Still they're not going at war with anyone and none is going at war with them, i'll have to find why, as even if the migration can be used as war due to their crazed and opposed to life tokens, still proper massive armies would be good as i am hoping to have fortress mode having sieges instead of the near nothing df2014 has.
edit : oops, i clicked reply instead of modify, sorry for double post.

edit 2 : my bad, it wasn't migration that gave them the elf/human sites, it was reclaim of those sites that had been plundered by wars between other civs
I looked in the historical figures and noticed none of my monsters ever killed anyone (maybe because of their current kobold-like physical attribute), a few were killed by some monsters tough, but still nothing approaching a conflict with the regular dwarf/human/elf/gobs
Hmm, i really wonder what is going on with that on the raws.

edit 3 : removed [SKULKING] from entity and now they go at war and they can fight ( though i increase their size and weapons and gave them positions (variable instead of manual king/etc entries) )
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 21, 2015, 07:24:41 pm
I think it's to do with a "stay by the next" mentality.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on June 21, 2015, 08:29:58 pm
Noticed that worldgen does not respect the [CRAZED] and [OPPOSED_TO_LIFE] as i'm still seeing mixed species in my monsters owned (with thousands) sites while with such token they should have exterminated them.
I even changed the kill member ethic to acceptable and it still does not work as it should, i can see dwarves/elves/gobs/humans listed in the monsters sites.

Disapointing for the goal of having a common absolute enemy to everyone in the world, oh well ...
at least in adventure mode they're like they should be.

Now i'll have to test for fortress mode , in the hope sieges that nearly never happen anymore will happen a bit more with those things, and then back to 34.11

for those interested, here's current status of those annihilators :

creature_annihilator.txt
Spoiler (click to show/hide)

entity_annihilator.txt
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 22, 2015, 09:54:11 pm
1: Are entities limited to three types of coins?
2: Can coins be made from things other than metal?
3: If so, is this okay?
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on June 22, 2015, 09:58:59 pm
I don't see why they would be limited to three. Though the token argument expects an inorganic token, so you can't have something like wooden coins for elves. Stone types should be fine though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 22, 2015, 10:06:59 pm
1. no

2. yes

3. yes
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 22, 2015, 10:07:26 pm
Unless... (Drumroll)

AN INORGANIC CALLED WOOD!

Grown pine, grown highwood, and grown featherwood. Those'll be the elves currencies.

Problem: Will they have to have a way to make the grown woods somehow, or will they just magically have them in their pouches in adventure mode?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on June 22, 2015, 10:25:41 pm
Questions about [MATERIAL_FORCE_MULTIPLIER] (MFM).

1. The wiki (and token) suggest that it changes the force of a particular material when applied to that creature. But the work the Urist Da Vinci has done, and from what I have seen, force isn't important, but momentum is. So does anyone know if the MFM is just a straight multiplier to the momentum of an attack?

2. Do multiple MFM stack? That is to say if I use [MFM:NONE:NONE:1:100] followed by [MFM:INORGANIC:SILVER:100:1] would all material except silver have a .01 multiplier, and silver have a 1 multiplier?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 22, 2015, 10:40:02 pm
Force is the derivative of momentum with respect to time. It's basically a straight multiplier.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on June 22, 2015, 11:41:13 pm
Yes, but the actual delivery of an attack has a dt of 0, therefore the force of all blows is basically infinite as F = dp/dt. I suppose we could include the preparation and recovery times in to the calculation as the place holder for dt. It wouldn't give us a real force, but it would give us a DF force.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 22, 2015, 11:46:56 pm
I'd just assume attacks take place over the course of one "time". Momentum, being the integral of force with respect to time, will thus be correlated exactly with force.

So yeah, basically just a momentum multiplier.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on June 23, 2015, 04:56:08 am
Grown pine, grown highwood, and grown featherwood. Those'll be the elves currencies.
How about... elven currencies being hard clumps of resin, gently extracted from trees. Evergreen resin cheapest, featherwood resin priciest, redwood resin in the middle.
(resins being used in elven armorcrafting and everyday item crafting)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on June 23, 2015, 10:20:18 am
Grown pine, grown highwood, and grown featherwood. Those'll be the elves currencies.
Or amber.
Man elves are really double standard bastard, massively use wood but can't tolerate other race to use any.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on June 23, 2015, 11:11:32 am
Grown pine, grown highwood, and grown featherwood. Those'll be the elves currencies.
Or amber.
Man elves are really double standard bastard, massively use wood but can't tolerate other race to use any.
They use wood in a Kosher manner that doesn't harm the trees... and they do not trust others to do so.  It used to be that crafts made from elf-sourced logs still insulted the elven traders.  Now that items can have a "grown" attribute, I'm not sure if a mug made from a "grown pine log" turns into a "grown pine mug" that elves will buy or just a "pine mug" that give elves a hissy fit.

(I don't make wooden crafts anyway, which is why I never found out one way or the other.)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 23, 2015, 12:59:58 pm
Will they magically have the money in their pouches, or will I have to give them a reaction to get the materials?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on June 23, 2015, 04:37:56 pm
Will they magically have the money in their pouches, or will I have to give them a reaction to get the materials?
magic
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on June 23, 2015, 05:56:26 pm
Will they magically have the money in their pouches, or will I have to give them a reaction to get the materials?
magic
Civs magically get anything that they have a reaction to produce, even if they don't have the reagents.  Coin production is hardcoded into the forge, which means the reaction is available to anyone.  Not sure if the game checks that the civ has access to forges, though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 23, 2015, 08:18:00 pm
Well yeah, but even if I don't give them the reaction, will they have it because of [CURRENCY:GABBRO:5] alone? If not, I can just work on a reaction for it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 23, 2015, 08:18:59 pm
they will
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rex Invictus on June 24, 2015, 12:06:10 pm
Does anyone know if it's possible to spawn creatures from thin air?

Also, is venom injection in the game yet?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 24, 2015, 12:12:33 pm
Venom injection has been around for a long time. And I'm pretty sure using the vampire infection example you could make a creature turn into another on injection.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rex Invictus on June 24, 2015, 12:25:07 pm
Venom injection has been around for a long time. And I'm pretty sure using the vampire infection example you could make a creature turn into another on injection.

I mean more being able to harvest and inject a venom or a poison. I had a better idea of just making it a reaction that produces something that boils and does it like that, though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sver on June 24, 2015, 01:14:51 pm
Quote
Does anyone know if it's possible to spawn creatures from thin air?
It can be done by DFhack script in 34.11 and earlier. In newer versions it doesn't work.
Quote
I mean more being able to harvest and inject a venom or a poison.
Well, this part stays the same, as I know. You can mod a reaction that creates a pool of venom. If you put weapons/ammo on the tile where it should appear, they'll get covered, I guess. If venom is [SYN_INJECTED] then, I suppose, it will work once the weapon/ammo touches blood.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on June 24, 2015, 01:36:39 pm
Quote
Does anyone know if it's possible to spawn creatures from thin air?
It can be done by DFhack script in 34.11 and earlier. In newer versions it doesn't work.

spawn-unit works for the current version...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on June 24, 2015, 07:15:25 pm
If an enemy use a spawn-unit interaction, what will the spawned creature be, friend or enemy?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on June 24, 2015, 07:18:10 pm
spawn-unit is a DFHack script, not interaction, and whether or not it is an enemy or ally is... actually in basic spawn-unit I think it's just "generic wild animal or civ memeber" at the moment, I always manually set them up to be invaders if necessary (since invasions are the only thing spawn-unit is really good for now, being slightly wonky for anything else and even kinda wonky for that)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rex Invictus on June 25, 2015, 04:30:43 am
Quote
Does anyone know if it's possible to spawn creatures from thin air?
It can be done by DFhack script in 34.11 and earlier. In newer versions it doesn't work.

Hmm... Does anyone know if syndromes work on vermin?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on June 25, 2015, 06:42:02 am
spawn-unit is a DFHack script, not interaction, and whether or not it is an enemy or ally is... actually in basic spawn-unit I think it's just "generic wild animal or civ memeber" at the moment, I always manually set them up to be invaders if necessary (since invasions are the only thing spawn-unit is really good for now, being slightly wonky for anything else and even kinda wonky for that)
The current version of the script is focused on animals, since a lot more research is needed on civilized creatures.  It will work for a wild animal (civ ID of -1), or a domesticated animal belonging to the fort or avdenturer's civ (the default).  Putnam seems to have cracked turning one of these into an invader?

What it will NOT do is make a functioning citizen for your civ.  Spawned units don't have relationships, preferences or dreams.  A spawned domesticated animal can be adopted as a pet, so they can form new relationships.

Edit: grammar. I'll blame the problem on my phone's tiny screen because, well, it doesn't mind when I blame it for things.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on June 25, 2015, 06:43:32 am
Hmm... Does anyone know if syndromes work on vermin?
I believe they should work, judging from all the vermin-specific tags' existence.
Need to command separately that a vermin drops a SMALL_REMAINS instead of regular body parts. http://dwarffortresswiki.org/index.php/v0.34:Creature_token
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rex Invictus on June 25, 2015, 07:07:50 am
The current version of the script is focused on animals, since a lot more research is needed on civilized creatures.  It will work for a wild animal (civ ID of -1), or a domesticated animal belonging to the fort or avdenturer's civ (the default).  Putnam seems to have cracked turning one of these into an invader?

What it will NOT do is make a functioning citizen for your civ.  Spawned units don't have relationships, preferences or dreams.  A spawned domesticated animal can be adopted as a pet, so they can form new relationships.

Edit: grammar. I'll blame the problem on my phone's tiny screen because, well, it doesn't mind when I blame it for things.
I believe they should work, judging from all the vermin-specific tags' existence.
Need to command separately that a vermin drops a SMALL_REMAINS instead of regular body parts. http://dwarffortresswiki.org/index.php/v0.34:Creature_token

The idea I've been having is to spawn in units (vermin only, as that's how the game does it apparently) and then also create an object that instantly dissipates releasing a cloud containing syndrome into the air. This syndrome then transforms said vermin into unit of choice.

Does anyone have any idea if this will work?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on June 25, 2015, 07:21:15 am
spawn-unit can do both vermin and normal animals, both happen in the mod in my signature.  If you want the game to spawn them randomly around the map, then yes you are looking for vermin.  If you are spawning them yourself at specific locations, it can be a vermin or normal.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rex Invictus on June 25, 2015, 07:37:57 am
spawn-unit can do both vermin and normal animals, both happen in the mod in my signature.  If you want the game to spawn them randomly around the map, then yes you are looking for vermin.  If you are spawning them yourself at specific locations, it can be a vermin or normal.

I mean via reaction. Reactions can only spawn vermin.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on June 25, 2015, 07:51:53 am
Spawned units don't have relationships, preferences or dreams.
Thanks for the explanation guys!
So if there was a script or something that can make spawned units dissapear in a given time, we can have illusions and properly time-limited RPGesque summons!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 25, 2015, 01:04:26 pm
Hey, I'm going back to 34.11 so I can have sieges again. Can someone link me to the 34.11 starter pack on DFFD? And would it be okay to copy over my civs and creatures from 40.24 directly to 34.11? Here's an example, just tell me anything I have to change.

Phoenix
Spoiler (click to show/hide)

What would I have to change to make it 34.11 compatible?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on June 25, 2015, 01:38:19 pm
Here are TomiTapio's notes detailing all the changes from 34.11 to 40.xx
Code: [Select]
- [ATTACK_PREPARE_AND_RECOVER:3:3] every effing where. 3 -> "more like 1/24th of a fort tick, but gets rounded up to one." adv tick is 72 fort ticks. " it seems you guys are right that attack speeds will affect fort mode aswell. "

- DONE: INSPECT WHAT WEAPON CHANGES IN VANILLA.
much [ATTACK_PREPARE_AND_RECOVER:3:3] to everything(tools too; tools done.). whip,scourge is special multiattack. that is all.
DONE:main weapon file. Oldgen no have whips coz they're bad in warfare. WHIP skill is polearms here.
DONE:genesis weap file, ammo file.
- probably done: crea_standard speeds tuning

- DONE:  to all gems... the new densities and colours.   [SOLID_DENSITY:2115]  Common to opals.  Range is 1980 - 2250     [STATE_COLOR:ALL_SOLID:PEARL]
- use _NECK variants TO ALMOST ALL BODIES. Birds too, done. Fish, sea mammals done.
- neck ver of humanoid_legless?? Naga.
- not exist [BODY:BASIC_2PARTBODY_NECK ! but use walrus instead:  [BODY:BASIC_2PARTBODY:BASIC_HEAD_NECK:
- "There's a new hardcoded building you can specify, the Farmer's Workshop as [BUILDING:FARMER:key]."
- DONE intelligents and likesfighting:   cowardly dorfs: "You need to mod them to have natural discipline skill of at least 1."  [NATURAL_SKILL:DISCIPLINE:1]
- I dont need: "[SPOUSE_CONVERTER]
[ORIENTATION:MALE:1:0:0]
[ORIENTATION:FEMALE:0:0:1]
[CONVERTED_SPOUSE]
[ORIENTATION:MALE:0:0:1]
[ORIENTATION:FEMALE:1:0:0]
- Knight Otu says: "can be added (or removed) through CE_ADD_TAG (CE_REMOVE_TAG). Flying wasn't among them last time I checked. The list of tokens that can be added is BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES."

- bloody entities, much work. new tags:
[MERCENARY]

[OUTDOOR_GARDENS]
[INDOOR_GARDENS]
[OUTDOOR_ORCHARDS]

[EXCLUSIVE_START_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_FOREST]
[SETTLEMENT_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_GRASSLAND]
[SETTLEMENT_BIOME:ANY_SAVANNA]
[SETTLEMENT_BIOME:ANY_SHRUBLAND]
four reactions
position can [REQUIRES_MARKET]
dukes [NUMBER:AS_NEEDED] instead of [SITE]!  OldGen had [NUMBER:1], keep that for now.
values.
[VARIABLE_POSITIONS:ALL]
new: [SITE_VARIABLE_POSITIONS:ALL]
new option "REQUIRED": [ETHIC:KILL_NEUTRAL:REQUIRED]

- CREATURES of civs:
DONE attacks of civilized. Swim speeds removed.
DONE move speeds... *sigh*
_todo____ new personality wordings

--------------
IE_LOCATION   Within I_EFFECT   Location Hint   Indicates where the effect can take place. Valid values:   IN_WATER  IN_MAGMA  (and omit usage hint, so they do it always when in water)
--------------
changed frequencies/population numbers for animal people
fixed various broken eyelash color/descriptions
removed lots of HOMEOTHERM tags from bugs
fixed duck/goose root around part category
---------------------------
- human smellyness to 70? They themselves detect at 90.
- todo: add more un-edible plants af high frequency, to lessen "live off wild veg forever"
- fliers can have [DIVE_HUNTS_VERMIN]! (peregrine had it.)

- trees: they auto-use ironhand 59 tools tile and 172 fish tile :-( is in d_init.
   [GROWTH_PRINT:'%' char(if zero,just color host) :7 char picked : color  4:0:1:   timing 120000: timing 200000: priority 3]
   Format here is character on branch, item character, 3 for color, season timing, print priority (higher better).
-[SHRUB_TILE:13][SHRUB_COLOR:2:0:0] looks great, low grass
- replaced all '*':'*': catkins with reedy-grassy 13-tile.
- all tree-fruits from '%' BIN to 236 tri-plant.  all flowers from [GROWTH_PRINT:5:5: probably yen symbol to.... 231 fourleafplant.
---------special leaf colors on fantasy and evil trees!!-----------

- many creatures should get [NATURAL_SKILL:TRACKING:2] and [NATURAL_SKILL:BALANCE:4] and [NATURAL_SKILL:SNEAK:2]

- DONE: sweat/spit/tears added to approprite creatures.
- add [PERSONALITY:BRAVERY:100:100:100] to make creatures not run in fear.
- DONE: some ANY_LAND creatures to [BIOME:NOT_FREEZING]. For accuracy.
- inspect conversion [CVCT_TARGET:QUADRUPED_HOOF]
- DONE: solve the neck connection shit
- DONE: minerals not changed from 2012 to 2014.
- DONE: inspect metals
- DONE: materials done (leaf token, tears, sweat, spit.)
- DONE: high stink to select creatures.
- todo: sub-50 stinks, like hiding-type prey.
- todo wield: [HABIT_NUM:TEST_ALL]    [HABIT:USE_ANY_MELEE_WEAPON:100]
- todo " [LOW_LIGHT_VISION:100] bonus percentage, cannot penalize yet, default is zero, just throw in 10000 to make it perfect "
- maybe todo: "The tags CRAZED and OPPOSED_TO_LIFE can be added through a syndrome"

- vanilla not have [SOUND:ALERT:30:2000:VOCALIZATION:screech:screeches:a large bird screech]
[SOUND:PEACEFUL_INTERMITTENT:16:80000:VOCALIZATION:chirp:chirps:a very short chirp]
on animals!
- DONE: 658 creatures! Fuck! Everyone's speed, swim speed, and attack.
- DONE: delete 11 personality lines, keep 9...

- put [GOBBLE_VERMIN_CLASS:EDIBLE_GROUND_BUG] to many custom creatures.
- pretty new: [ROOT_AROUND:BY_CATEGORY:BILL:root around in:roots around in]
- "For no-pole, base temperatures of at least 85 make an environment tropical" -Toady

____Globs are measured like bars now. Try REAGENT:tallow:150:GLOB instead.
__"Yeah, just use [GRAZER:#] in an animal to revert it to what it was before.  GRAZE_COEFFICIENT only affects the STANDARD_GRAZER formula."
_ size of a tile is: "I think for the purposes of the minecarts it turned out to be 2m x 2m x 3m with 10 clicks / second" -Toady One

---------------------------------------------------------------------------
"Also, there are CANNOT_JUMP and CANNOT_CLIMB (this one is only needed if the creature has grasps - no creature
in the stock raws uses this) to prevent a creature from jumping/climbing or STANCE_CLIMBER to allow a creature
to climb with its feet/stance parts, VISION_ARC (in the format [VISION_ARC:150:310], binocular vision, non-binocular
vision), MULTIPART_FULL_VISION which (probably) causes the creature to have a full vision arc while it has multiple heads,
NO_VEGETATION_PERTURB, which probably causes the creature to leave no tracks on vegetation, and several other new tags.
---------------------------------------------------------------------------
Odor level is how smelly the creature is. Higher levels are more smelly.
Smell trigger is how well creatures can smell things. Lower is better. If the smell trigger is lower than the odor level, then the creature can smell the source of the odor, if it is close enough.
Both smell triggers and odor levels default to 50, I believe. It's mentioned in the future of the fortress thread, though it may have changed since then.
You can also apply an odor string to describe the smell. For example, fire snakes now have [ODOR_STRING:smoke]. So instead of it saying "you smell fire snake on the wind" it would say "you smell smoke on the wind".

[ODOR_LEVEL:50][ODOR_STRING:smoke]zero = odorless, default is 50, smell_trigger greaterless than or equal to odor_level detects w/ wind
[SMELL_TRIGGER:50] "low is better.  minimum 1, default is 50, humans set to 90 because they suck"
Tomi: elephant 1, dog 10, 16-19 other dogs,

---------------------------------------------------------------------------
TREES:
Trunk_period: no idea. Couldn't notice any differences at all from changing this, under various conditions. [tea bush has 10]
branch densities: as you would expect, they create more often branches of that type.
max trunk height: the highest height of A trunk tile, not necessarily in a straight line.
heavy branch radius: seems to be the radius heavy branches can occur at. Does not depend on the trunk branching amount or where trunks are. You can actually have trunks branch out further than heavy branches do. So if this is = 1, you will have heavy branches in a 3x3 area around the center, period.
branch radius: similar.
trunk branching: Seems to be a combination of how "branchy" the shape is (twisting around, not straight line) PLUS how wide out the reach, in one parameter
^again, all three of these seem almost independent of one another. Branching of trunk can seemingly go out further than other branches do, for instance.
max trunk diameter: seems to only affect the base of the tree, and only go up to a max of 3x3 in size, no matter what you set.

Also, trees appear to be limited to a 7x7 area above their first tile in width, no matter what parameters you set. If you set all the branching radii and everything super high, you just get fully filled 7x7 rectangles going up. As you set them lower, it will take on different more or less filled oval shapes.
Also, biomes or perhaps temperatures or something can affect these variables. I have a world with ONLY one species of tree in existence, and on some embarks, it has 3x3 trunks all over the place and massive 7x7 canopies. And on other embarks, they are exclusively 1x1 initial trunks and tiny canopies ??? I haven't made any rhyme or reason out of it.

TINIEST TREE: 3 log stacks.
[TRUNK_PERIOD:1] 7-10 vanilla
[HEAVY_BRANCH_DENSITY:0] 0-25 vanilla
[BRANCH_DENSITY:0] 0-50 vanilla
[MAX_TRUNK_HEIGHT:1] 1-8 vanilla
[HEAVY_BRANCH_RADIUS:0] 1-2 vanilla
[BRANCH_RADIUS:0] 2 vanilla
[TRUNK_BRANCHING:0] 0-2 vanilla
[MAX_TRUNK_DIAMETER:1] 1-3
[TRUNK_WIDTH_PERIOD:1] 200 only in vanilla
[ROOT_DENSITY:0] 2-5
[ROOT_RADIUS:0] 3 only?

These parameters below are the default values for twig placement, and do not appear in other plant entries that use the default values.  Zero and one are the only accepted values right now.
[TWIGS_SIDE_BRANCHES:1] 1yes 0no
[TWIGS_ABOVE_BRANCHES:1]
[TWIGS_BELOW_BRANCHES:0]
[TWIGS_SIDE_HEAVY_BRANCHES:0]
[TWIGS_ABOVE_HEAVY_BRANCHES:0]
[TWIGS_BELOW_HEAVY_BRANCHES:0]
[TWIGS_SIDE_TRUNK:0]
[TWIGS_ABOVE_TRUNK:0]
[TWIGS_BELOW_TRUNK:0]


vanilla MAXED OUT:
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:8]
[HEAVY_BRANCH_RADIUS:2]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:3]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]

vanilla Hazel:
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:6]
[HEAVY_BRANCH_RADIUS:1]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:1]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
vanilla gingko:
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:0]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:8]
[BRANCH_RADIUS:1]
[TRUNK_BRANCHING:0]
[MAX_TRUNK_DIAMETER:2] up to 3-4m
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
And some values for deciding creature's speed.
Spoiler (click to show/hide)

And you also need to remove the references to gelding.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 25, 2015, 01:42:17 pm
..Oh. So it'd take a while to change my mods back to 34.11... Maybe I'll just copy over the essentials, and then make new mods for my 34.11? I had 34.11 on my old laptop, modded to the sky, but then it kind of blew up. The motherboard melted due to being left on and open for three months straight.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on June 25, 2015, 02:44:52 pm
question about creature with modified attributes.

By example, i have a non playable creature that i wanted to be much stronger than normal without it being bigger than human.

I know that for a human, as it does not have a custom strenght, it default to basically :
[PHYS_ATT_RANGE:STRENGTH:200:700:900:1000:1100:1300:2000]

I decided for my creature to have :
[PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3500:4000]

Additionally my creature does NOT have [CAN_LEARN] (so according to wiki it will not increase its attributes/skills)
So how is the game going to set up the strength of those generated creatures ?
I mean, is it giving the creature the "median" value (2000 in that case) to every of them, is it randomly dice rolling between all the values so each creature generated has its unique strength (with the rolls weighted to the "median" ) , or is it going completely randomly between those values ?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rex Invictus on June 25, 2015, 04:09:22 pm
question about creature with modified attributes.

By example, i have a non playable creature that i wanted to be much stronger than normal without it being bigger than human.

I know that for a human, as it does not have a custom strenght, it default to basically :
[PHYS_ATT_RANGE:STRENGTH:200:700:900:1000:1100:1300:2000]

I decided for my creature to have :
[PHYS_ATT_RANGE:STRENGTH:1250:1500:1750:2000:2500:3500:4000]

Additionally my creature does NOT have [CAN_LEARN] (so according to wiki it will not increase its attributes/skills)
So how is the game going to set up the strength of those generated creatures ?
I mean, is it giving the creature the "median" value (2000 in that case) to every of them, is it randomly dice rolling between all the values so each creature generated has its unique strength (with the rolls weighted to the "median" ) , or is it going completely randomly between those values ?

As I understand it, it's a standard bell curve with the numbers being the starting points and the interquartile points.

So, yeah, it'll be randomly generated with a weighting towards the centre.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on June 25, 2015, 04:34:56 pm
Thank you, it will help me to fine tune the kind of strength level i want my creatures to have.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on June 25, 2015, 04:57:11 pm
As a side note, creatures can still gain attributes without CAN_LEARN, they just can't learn skills other than any natural ones they may have.

Though since they cannot do most jobs, it will be much harder for them to gain attributes. Attribute changes would probably come mainly from fighting.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on June 25, 2015, 05:01:24 pm
Thanks for the precision, i thought they couldn't gain attributes at all without CAN_LEARN, great to see they can still do through fighting , as in DF it will be their main purpose anyways.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on June 26, 2015, 08:13:55 am
Is it possible to make critters weaker to punches or nails or teeth or biting with a mouth?  how do I do that?

Spoiler (click to show/hide)

Is it like this way?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on June 26, 2015, 08:22:57 pm
*lights the Roses signal*
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Roses on June 26, 2015, 08:35:05 pm
Is it possible to make critters weaker to punches or nails or teeth or biting with a mouth?  how do I do that?

Spoiler (click to show/hide)

Is it like this way?

Punches and kicks use the creatures bone, so CREATURE_MAT:DWARF:BONE. Nail and teeth use their respective tokens (CREATURE_MAT:DWARF:NAIL)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rex Invictus on June 27, 2015, 03:50:01 am
What sort of thing should I put into a reaction to make it summon a creature?

Code: [Select]
reaction_dungeon

[OBJECT:REACTION]

[REACTION:SUMMON_AN_IMP]
[NAME:summon an imp]
[BUILDING:TANNER:CUSTOM_T]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on June 27, 2015, 08:09:58 am
What sort of thing should I put into a reaction to make it summon a creature?

Code: [Select]
reaction_dungeon

[OBJECT:REACTION]

[REACTION:SUMMON_AN_IMP]
[NAME:summon an imp]
[BUILDING:TANNER:CUSTOM_T]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
You will probably need DFHack for that, so I think that you'd be better served asking it in the DFHack thread.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rex Invictus on June 27, 2015, 08:15:02 am
What sort of thing should I put into a reaction to make it summon a creature?

Code: [Select]
reaction_dungeon

[OBJECT:REACTION]

[REACTION:SUMMON_AN_IMP]
[NAME:summon an imp]
[BUILDING:TANNER:CUSTOM_T]
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
You will probably need DFHack for that, so I think that you'd be better served asking it in the DFHack thread.

I've heard it's fully possible to create vermin using reactions. I just can't work out how for the life of me.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 27, 2015, 08:25:37 am
I remember someone modded chickens to give birth to thousands of live bees... It was hilarious.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on June 27, 2015, 09:57:29 am
I remember someone modded chickens to give birth to thousands of live bees... It was hilarious.

Not to mention inevitable. How's the murder going, Stagnant?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Untrustedlife on June 27, 2015, 10:41:00 am
Hey guys, quick question, getting back into modding, been reworking my cthulhu mod, and I realized... my acolytes of the dark one are being displayed as acolytes of the dark one in game after being "infected" instea dof being hidden, though I have the CAN_BE_HIDDEN flag, is this expected behavior, should I instead use a creature class masterwork style?


Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on June 27, 2015, 12:33:23 pm
They should be hidden. I'm just speculating here, but could you disable all their CAN_DO_INTERACTIONs so we can see if actually using an interaction blows their cover?

As an aside, you are probably aware of it but giving them NO_AGING makes them friendly to undead if I remember correctly (someone please do correct me if I misremember). You will probably be very happy next version when syndromes will be able to cause emotions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on June 29, 2015, 11:08:41 am
Are raw of jewelry hard coded?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on June 29, 2015, 11:16:41 am
Are raw of jewelry hard coded?

yes
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on June 29, 2015, 06:23:54 pm
So how do I disable whatever requirements were imposed upon the lower nobility?

On a new embark, every single administrative position is inaccessible to me.  Not really a huge deal to not have a broker, but not having a bookkeeper is annoying and not having a militia commander is literally fatal.

I've tried a few things on my own to no avail.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on June 29, 2015, 06:34:14 pm
Is this for a custom civ? It may help to see the position raws.

Removing the [APPOINTED_BY:X] may do it. I'm not entirely certain.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on June 29, 2015, 11:34:47 pm
yes
Ah thanks, that means no roguelike-like magical rings and amulets...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on June 30, 2015, 11:17:28 am
Is this for a custom civ? It may help to see the position raws.

Removing the [APPOINTED_BY:X] may do it. I'm not entirely certain.
Spoiler (click to show/hide)

Its for the dwarves.  I do use custom civs that use the dwarven homes, if that matters.  But Ive tried removing the market requirement and the nobility in question can be appointed by the expedition leader according to raws.  And yet, I cant. :(
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Akhier the Dragon hearted on June 30, 2015, 09:49:57 pm
What is the value range for MAX_POP_NUMBER, MAX_SITE_POP_NUMBER, and MAX_STARTING_CIV_NUMBER?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on June 30, 2015, 09:58:28 pm
Can I make an item give a creature a reaction? Like a staff that lets a guy shoot fireballs?

Also, can I make something like a necromancer, but pyromancer? Gather in towers and such, and turn corpses into lizard spawn?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Arcvasti on June 30, 2015, 10:14:08 pm
Can I make an item give a creature a reaction? Like a staff that lets a guy shoot fireballs?

I believe there's a DFhack scripty thing, item-syndrome or something similar that would let you do that.

Also, can I make something like a necromancer, but pyromancer? Gather in towers and such, and turn corpses into lizard spawn?

I think so, yeah. You can do some neat stuff with secrets.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on July 01, 2015, 09:44:57 am
Is there possible to make a incorporeal creature that all attack will only pass right through it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on July 01, 2015, 09:49:56 am
Just dropping in to say thank you guys for the assistance! The horrors (at least the wild ones,) worked like a charm! First batch arrived with 10 members, mauled four dwarves (kneecapped a miner and nerve damage for a carpenter, bit a soldier, and knocked out a bone worker's teeth,) and raged as expected! Man, gorrila sized things can seriously fuck a dwarf up when you aren't paying attention...

Is there possible to make a incorporeal creature that all attack will only pass right through it?

I think it depends on the materials, any tissue connections, stuff like that. Hair and feathers I think tends to allow things to pass through most of the time.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: jason0320 on July 01, 2015, 10:23:27 am
I think it depends on the materials, any tissue connections, stuff like that. Hair and feathers I think tends to allow things to pass through most of the time.
Thanks a lot! Time to make a incorporeal "ghost" invader for more fun. :D
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on July 01, 2015, 10:52:52 am
I think it depends on the materials, any tissue connections, stuff like that. Hair and feathers I think tends to allow things to pass through most of the time.
Thanks a lot! Time to make a incorporeal "ghost" invader for more fun. :D

Remember, the keyword is "I think." Best to wait for those more knowledgeable than I to reply.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on July 01, 2015, 12:00:48 pm
Is there possible to make a incorporeal creature that all attack will only pass right through it?

I think it depends on the materials, any tissue connections, stuff like that. Hair and feathers I think tends to allow things to pass through most of the time.

Tissues with TISSUE_SHAPE:FEATHERS let edged attacks pass through but do nothing against blunt attacks. The only way I can think of would be to not define any tissue. It's ugly, and will create errors in your errorlog, but you will have an incorporeal and unkillable creature which will kill your dwarves with interactions or just by being punched long enough for them to die of thirst. It's up to you, but I don't think this is fun, not even !!FUN!! for that matters.
If you don't care for the incorporeal thing, you can just use a material strong enough to not fracture, but it wouldn't be a ghost, just something you can't kill.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 01, 2015, 12:34:10 pm
Hey, can someone help me with the making of my pyromancers? I'm trying to make a fireball shooting, fire breathing necromancer, who can ignite corpses into flaming versions of their former selves to serve the pyromancer. Here are my questions.

How do I make it so their flesh is replaced by fire?

How do I give the pyromancer the ability to shoot fire/breathe fire?

Can I make it so they also gather in towers like necromancers? Or will they be singular.

Will I get attacked by them in fortress mode like necromancers?

Here's the pyromancer raws so far. I already made a secret_flame.txt, so no worries about that.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 01, 2015, 01:56:44 pm
You'll probably not want to name it "EXAMPLE IGNITE"

1. You can't except by full body transformation
2. The same way dragons do, but with CE_CAN_DO_INTERACTION
3. If they have an ANIMATE interaction, they'll eventually build a tower with the zombies
4. yes

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on July 01, 2015, 02:01:34 pm
3. If they have an ANIMATE interaction, they'll eventually build a tower with the zombies


And you can combine the animation effect with a transformation into "fire spirits" or something like that, to fit the theme.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 01, 2015, 02:43:24 pm
Ah, then how could I do the full body transformation? I'm hoping pyromancers will be at least equal in threat to necromancers, maybe even stronger since they can defend themselves with fire attacks. Do necromancers that show up in fortress mode have knives? I know ones in adventure mode have knives, because one stabbed  my face off with one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 01, 2015, 02:45:05 pm
http://dwarffortresswiki.org/index.php/DF2014:Syndrome#Creature_effect_tokens

see also: werewolves

The necromancers in fort mode are the ones in adventure mode.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 01, 2015, 02:47:58 pm
Okay, thanks. Can I give them natural skills? Like how a cat is a legendary climber by nature?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pisskop on July 01, 2015, 02:52:15 pm
What is the value range for MAX_POP_NUMBER, MAX_SITE_POP_NUMBER, and MAX_STARTING_CIV_NUMBER?
I actaully figured it out with some troubleshooting.

Since last version I've taken to giving all sentients [slow_learner] because I feel they gain skill too fast.  Somewhere along the line Toady made it so that slow learners are apparently ineligible to hold nobility positions.  Probs when he was seeing all the pack animal mayors.

Anyway, slow learners cannot, amoung other things, becomes administrators or nobility in player forts.  so theoretically it could be used to create 'slaves' or inferior castes in species.

although it seems that [skill_learn_rates:xx] functions without that restriction.  So Im using that now, and I have zero issues with nobility.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 01, 2015, 02:54:24 pm
Thanks pisskop! Another tool for interesting civs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 01, 2015, 03:01:39 pm
So I'm on my way now to make a fire spirit. They wont be immolate, that just is insane. I'm thinking a bit smaller than a dwarf, and able to throw fireballs. So, if a pyromancer wanders onto the map, you'll have a fireball throwing horde to deal with.

IDEA!!!: A similar thing, but turns boulders into tiny rock golems.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 01, 2015, 03:02:49 pm
Okay, thanks. Can I give them natural skills? Like how a cat is a legendary climber by nature?

If you do the body transformation, then yeah.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 01, 2015, 03:24:44 pm
Prepare yourselves for a few weeks of constant insanity from me... I'm thinking of making something that will hopefully rival Masterwork in size and quality, without one touch of dfhack. Since I really suck at dfhack. One last question for now: can I make a smelter reaction pop out multiple different items?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 01, 2015, 03:35:37 pm
You can make any reaction pop out multiple different items.

The smelter, however, does not and cannot have any reactions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 01, 2015, 03:56:15 pm
Yeah, I was just using it as an example of a building really, I'll be working with custom workshops most likely. Thanks! Tested out my fire spirit, it's dangerous on the grass, and can only win against armoured opponents off of grass in large numbers. Like, five spirits to one dwarf, they'll win without much problem. And, since they're coming from above ground, they'll probably be engaged on grass.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eldin00 on July 01, 2015, 04:18:54 pm
You can make any reaction pop out multiple different items.

The smelter, however, does not and cannot have any reactions.

Surely you're thinking of the forge and not the smelter? The smelter is one of the only buildings which not only can have reactions, but has them in the raws in vanilla.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 01, 2015, 10:35:27 pm
Hey, will these work properly? I thought about making organic weapons, and I'm hoping this works. I think it will.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 01, 2015, 10:37:00 pm
For the second one you want [PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP:GET_MATERIAL_FROM_REGEANT:A:THREAD_PLANT_MAT], but other than that it looks fine.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 01, 2015, 10:40:08 pm
...YAY! I did something almost right on the first try.

Question: Would adding this to the scale template make it tannable?

[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 01, 2015, 11:26:03 pm
Trying to figure out how I can make scales tannable/make scale armour... Will I have to make a new template like leather? Is there a leather template? If so, where?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 01, 2015, 11:36:59 pm
with the rest of the templates in material_template_default.txt
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 02, 2015, 12:03:17 am
Thanks Putnam. Trying to work on a creature involving the necromancers raising ability and the full body transformation thing, hoping it works. Can I target specific animal's corpses? Like only target dog and wolf corpses?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 02, 2015, 01:19:56 am
I am five seconds from shooting my computer. There's several problems.

1: For some reason, the pyromancer now crashes my game every time it loads the interaction. There's nothing wrong with it that I can find, and certainly nothing that should crash the game. Here's the raws. Doesn't say anything in the error log, but it crashes when it says loading interactions.

Spoiler (click to show/hide)

Next up, my game won't let me make a custom building, saying they're invalid definition tokens, despite being the exact same as the ones in other buildings. Here's what it says:

Spoiler (click to show/hide)

And here's the raws they're referring to:

Spoiler (click to show/hide)

I see literally nothing wrong with what I've done, but apparently I'm wrong. Please help before I shoot my computer. Thanks in advance!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 02, 2015, 01:25:47 am
You actually need a CE_BODY_TRANSFORMATION for CE:CREATURE
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 02, 2015, 01:28:49 am
So it'd say

   [I_EFFECT:ANIMATE]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Ignite corpse]
      [SYNDROME]
   [CE_BODY_TRANSFORMATION:CREATURE:FIRE_SPIRIT:NONE]

?

Thanks for that. Any ideas on my building not working, despite being made with workshop painter and having the build materials copied over from another bunch of buildings?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 02, 2015, 01:34:53 am
Look at the werewolf example in interaction_example, it tells you exactly how it's formed properly.

You need to make sure that the entity has the building allowed.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 02, 2015, 01:51:52 am
No, I mean the thing with the errorlog repeatedly saying that they're unrecognized building tokens, despite them being copied from existing buildings and the workshop painter.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 02, 2015, 01:52:22 am
There's only BUILDING_WORKSHOP and BUILDING_FURNACE, there isn't just BUILDING
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 02, 2015, 01:57:29 am
Sweet Armok, thank you. I was sitting here with a shotgun, ready to shoot the computer.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 02, 2015, 02:00:50 am
Let it be known that I write nothing from scratch and copy+paste all of my raws from somewhere else before editing them slightly

...well i write my code from scratch but that's not raws
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 02, 2015, 02:16:09 am
...That didn't solve it... Moving the [DIM:number:number] thing above [WORK_LOCATION:number:number] didn't work either... I'll make a thread for that problem. If it isn't solved in 24 hours, I'm probably going to smash my computer and then everything in my house out of frustration. I already hurt my hand punching the wall.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Kait on July 02, 2015, 02:47:49 pm
Hey guys, does anyone knows how to create a decent Westeros map with Perfect World ? (not sure I must ask that on the modding topic...)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on July 02, 2015, 04:54:14 pm
I'm not familiar with PerfectWorld, but Deon made one (http://www.bay12forums.com/smf/index.php?topic=150001.0).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Axetibe on July 02, 2015, 05:43:58 pm
I'm not familiar with PerfectWorld, but Deon made one (http://www.bay12forums.com/smf/index.php?topic=150001.0).

Absolutely amazing man! That's what we needed with Kait!
Awesome!

Thanks to your name, I saw that you were french just like us, we come from the online forum jeuxvideo.com for DF. Do you know it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on July 02, 2015, 06:01:04 pm
I'm not familiar with PerfectWorld, but Deon made one (http://www.bay12forums.com/smf/index.php?topic=150001.0).

Absolutely amazing man! That's what we needed with Kait!
Awesome!

Thanks to your name, I saw that you were french just like us, we come from the online forum jeuxvideo.com for DF. Do you know it?
I know it, though I don't have an account. I thought it was dead.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Kait on July 03, 2015, 06:26:26 am
I'm not familiar with PerfectWorld, but Deon made one (http://www.bay12forums.com/smf/index.php?topic=150001.0).

Absolutely amazing man! That's what we needed with Kait!
Awesome!

Thanks to your name, I saw that you were french just like us, we come from the online forum jeuxvideo.com for DF. Do you know it?
I know it, though I don't have an account. I thought it was dead.

No, we're not a lot, but it's still alive.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 03, 2015, 05:34:55 pm
Okay, I'm still heavily failing at making this pyromancer work... Can someone help me out with the interaction for ignite, and how to give him fireball throwing and fire breathe? I've made it so the pyromancers get extravision, aren't living anymore, can gain attributes, so basically they're necromancer2.0, but with weaker-ish animated minions. Whereas the necromancer is the squishy part of the zombie horde, the pyromancer will be able to hold their own when attacked. Naturally, you cannot be a pyromancer and necromancer at once. That would be insanity. But, my problem is, the body change from a corpse to a fire spirit... Doesn't turn them into a fire spirit. It turns them into a toad, and the toad attacks the pyromancer. What'd I do wrong? After this, I'll probably be making tons of animating mages and choosing which are the best to be popping into my final mod. But I can't understand how to do body changes, and the werebeast raw didn't help me at all, just confused me. Thanks!

Here's the pyromancer interaction:

Spoiler (click to show/hide)

Here's the fire spirit:

Spoiler (click to show/hide)

So how would I get this to properly work? Thank you for any help in advance, I've been working on this as best as I can, but can't figure it out.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Witty on July 03, 2015, 05:45:14 pm
Is it possible to create an interaction that raises the temperature of a creature so it ignites into flames?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nahere on July 03, 2015, 05:58:30 pm
Okay, I'm still heavily failing at making this pyromancer work... Can someone help me out with the interaction for ignite, and how to give him fireball throwing and fire breathe? I've made it so the pyromancers get extravision, aren't living anymore, can gain attributes, so basically they're necromancer2.0, but with weaker-ish animated minions. Whereas the necromancer is the squishy part of the zombie horde, the pyromancer will be able to hold their own when attacked. Naturally, you cannot be a pyromancer and necromancer at once. That would be insanity. But, my problem is, the body change from a corpse to a fire spirit... Doesn't turn them into a fire spirit. It turns them into a toad, and the toad attacks the pyromancer. What'd I do wrong? After this, I'll probably be making tons of animating mages and choosing which are the best to be popping into my final mod. But I can't understand how to do body changes, and the werebeast raw didn't help me at all, just confused me. Thanks!

Here's the pyromancer interaction:

Spoiler (click to show/hide)

Here's the fire spirit:

Spoiler (click to show/hide)

So how would I get this to properly work? Thank you for any help in advance, I've been working on this as best as I can, but can't figure it out.

[SYNDROME]
   [CE:CREATURE:FIRE_SPIRIT:NONE]
Should be:
[SYNDROME]
   [CE_BODY_TRANSFORMATION:START:0]
   [CE:CREATURE:FIRE_SPIRIT:DEFAULT]
If that doesn't work, you may want to give the fire spirit a caste that can be selected.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Usul on July 03, 2015, 05:59:53 pm
Is it possible to create an interaction that raises the temperature of a creature so it ignites into flames?
Not without dfhack, and everything you can do with syndromes/interactions can be found here (http://dwarffortresswiki.org/index.php/DF2014:Syndrome) and here (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token).

And StagnantSoul you can use [CE_CAN_DO_INTERACTION:INTERACTION], it's a syndrome token, look it on the wiki.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 03, 2015, 06:25:51 pm
Is it possible to create an interaction that raises the temperature of a creature so it ignites into flames?
Not without dfhack, and everything you can do with syndromes/interactions can be found here (http://dwarffortresswiki.org/index.php/DF2014:Syndrome) and here (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token).

And StagnantSoul you can use [CE_CAN_DO_INTERACTION:INTERACTION], it's a syndrome token, look it on the wiki.

[CE_CAN_DO_INTERACTION:START:0]
     [CDI:INTERACTION:INTERACTION]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 03, 2015, 06:47:59 pm
Thanks Putnam, I'm not sure what I was doing, I have dozens of failed attempts in a notepad to show me what not to do.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 03, 2015, 08:54:59 pm
I'm not very sure if I screwed up or not... When I test it in arena mode, it works perfectly. But, the raised corpse attacks me. I tried it with the necromancer, just to be sure. The raised corpse attacks me there. Is this normal? Will they follow their pyromancer around like zombies do necromancers?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 03, 2015, 09:02:12 pm
Arena Mode factions override necromancer/undead friendliness, IIRC.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 03, 2015, 09:04:40 pm
Agh, okay... I'll have to try seeing through legends mode if they set up towers and such. If there's pyromancer towers, then it should be okay.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on July 03, 2015, 09:07:42 pm
Agh, okay... I'll have to try seeing through legends mode if they set up towers and such. If there's pyromancer towers, then it should be okay.

I find the concept of rampaging pyromancers equal parts disturbing and awesome.

... if you get those kinks ironed out, I could use something like that in the Elf Invasion...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 03, 2015, 09:32:20 pm
...It is done. The pyromancer is perfected. I decided to give them the boost that vampires give, but only half. They also have extravision, so they'll be able to see even without eyes.

In other words: They are tough. Very tough. If you try to engage one on grass, you'll probably die of the fire their minions create. However, their minions are made of fire, and not as tough as a zombie. So that's one reason to pick necromancers over pyromancers. But, with a pyromancer, your minions have the fireball ranged attack. And aren't slow.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: WolframHydroxide on July 04, 2015, 03:01:12 pm
I know it's taboo, but I want to create an Interaction which causes the occurrence of freaky weather when I want it to. What exactly, If anything, in the way it's hardcoded, excludes this as a possibility? The wiki was fairly unhelpful. it just says "Not usable by creatures". Why is it not usable by creatures?

[EDIT] Also, would a SPATTER_LIQUID breath attack work to coat weapons/ammo that are on the ground?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 04, 2015, 03:07:02 pm
It is not usable by creatures because there is absolutely nothing in the code that allows it to be usable by creatures, thus attempting to make it usable by creatures will not work. It's not taboo, just... not something you can do. Not something you're not allowed to, something that is literally impossible.

Also: yes, but that won't apply the poison on attack.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 04, 2015, 04:26:16 pm
Another question(s): Could I give goals other than immortality to thing like necromancers? Like ruling the world? Also, could I make an ability a curse, an infection, and teachable? Can people have apprentices without having a tower/animate ability?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 04, 2015, 04:33:23 pm
No, yes, no AFAIK.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 04, 2015, 04:35:56 pm
Agh... So then I wont have roaming bands of Golems and Golemites. Final question for this lineup: Can I make an infection give two, chooseable transformations? One for a stronger monster, with a super long recharge, and one for a weaker monster, with a medium recharge? Or will the timers reset when it transforms?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 04, 2015, 04:39:04 pm
To expand on the first question's answer a bit, you can specify other types of goals without it throwing an error at you, but they don't actually work last I checked.

Though with roaming poets, bards, etc. in the next version, everything you asked may or may not become possible.

Transformation resets interaction cooldowns. Though you can set up some specific conditions for when a transformation occurs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 04, 2015, 04:44:24 pm
I'll just stick with one transformation then. Into a sub-caste of golems, which I'll also use the basic version of to make my golem producing reaction that wont affect dwarves. They'll be war trainable, gorilla sized stone humanoids, with a rock throw ability if i can make one. The transformation will be even shorter than a werebeast one, but only especially large werebeasts will be stronger than a golem. Can I give golems an interaction that makes a stone club fall at their feet? That'd be pretty useful, especially if I made it heavy enough that it'd be useless to even a tough human.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 04, 2015, 04:48:33 pm
Item clouds can create items, but they can't be used as is.

You can't throw items either, but you can throw globs of different materials. For example, magma crabs spit globs of molten basalt.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 04, 2015, 04:57:52 pm
So globs of non-molten rock could be their attack. Long cooldown, obviously, like 200. So they'll have to get up close and personal in a fight and show off some muscle. I'm thinking solid globs of cinnabar.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Untrustedlife on July 04, 2015, 05:23:19 pm
Okay, I'm still heavily failing at making this pyromancer work... Can someone help me out with the interaction for ignite, and how to give him fireball throwing and fire breathe? I've made it so the pyromancers get extravision, aren't living anymore, can gain attributes, so basically they're necromancer2.0, but with weaker-ish animated minions. Whereas the necromancer is the squishy part of the zombie horde, the pyromancer will be able to hold their own when attacked. Naturally, you cannot be a pyromancer and necromancer at once. That would be insanity. But, my problem is, the body change from a corpse to a fire spirit... Doesn't turn them into a fire spirit. It turns them into a toad, and the toad attacks the pyromancer. What'd I do wrong? After this, I'll probably be making tons of animating mages and choosing which are the best to be popping into my final mod. But I can't understand how to do body changes, and the werebeast raw didn't help me at all, just confused me. Thanks!

Here's the pyromancer interaction:

Spoiler (click to show/hide)

Here's the fire spirit:

Spoiler (click to show/hide)

So how would I get this to properly work? Thank you for any help in advance, I've been working on this as best as I can, but can't figure it out.


They will work coreectly, dont worry, it will be labled a sa "corpse" still though, which is annoying, and I havent figured out a way around that, heres MY pyromancers, and their own raws.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 04, 2015, 05:26:51 pm
To change their name, give the raise interaction [CE_DISPLAY_NAME:NAME:singular:plural:adjective:START:0]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Untrustedlife on July 04, 2015, 05:27:38 pm
To change their name, give the raise interaction [CE_DISPLAY_NAME:NAME:singular:plural:adjective:START:0]

That doesnt work, trust me ive tried/

ALso, fireballs work fine too, look at my raws.

My pyros also do fire jets.


Ive been modding for quite a long time, I know what Im doing.

My raws are basically what he wants to make, so here I am giving them to him.

These raws have 3 other schools of magic included, you can use them if you want, just give credit please :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 04, 2015, 05:45:13 pm
Thank you kind sir. I'll work on modifying those, thank you again. I'll give you some credit definitely, as your work will be the basis of mine. Also: can I make boulders the aims of an interaction, instead of corspes? I'm hoping to have golemites be made from boulders in fortress mode, so an attacking Rock Shaman would be super deadly if they got to a stone stockpile. Golemites would be small, the size of a dog, and otherwise be the same as a golem.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Untrustedlife on July 04, 2015, 05:55:47 pm
Thank you kind sir. I'll work on modifying those, thank you again. I'll give you some credit definitely, as your work will be the basis of mine. Also: can I make boulders the aims of an interaction, instead of corspes? I'm hoping to have golemites be made from boulders in fortress mode, so an attacking Rock Shaman would be super deadly if they got to a stone stockpile. Golemites would be small, the size of a dog, and otherwise be the same as a golem.

Now that is something I have NEVER tried, I am not sure if that is possible without dfhack, but I dont believe it is.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 04, 2015, 05:59:17 pm
Well I saw a MATERIAL thing in the interaction token page, didn't read it though. The wiki often doesn't describe what you can and can't do, which is infinitely frustrating. I thought I could do a metamorphosis thing, because of the wiki... In the end, the creature went from it's larval state to it's final state instantly.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Witty on July 05, 2015, 08:51:27 am
To change their name, give the raise interaction [CE_DISPLAY_NAME:NAME:singular:plural:adjective:START:0]

That doesn't work, trust me I've tried.

I encountered this issue as well. I think creatures brought back with the ANIMATE effect just default to corpse, no matter what.

Anyway, I've been trying to recreate the arch-vile from Doom. And I've hit quite a snag here.

Spoiler (click to show/hide)
In this interaction, the arch-vile gives another interaction to its opponent, which sets off an "explosion" of "fire" to the victim. The buggy cave-in mechanics for dust attacks work pretty well for recreating that summoned fire attack. However, I was unable to find a way to directly use the game's hardcoded fire "material", so I instead opted to make an inorganic "fake fire" substance. This is the substance I use for the dust attack.

Spoiler (click to show/hide)


The idea for the ignition, melting and boiling points was to have the fire "dust", which tends to cover people after a blast, dissipate once it gets into contact with the air. But it doesn't. So my questions: Did I mess something up somewhere? Is there anything I can do to prevent my interaction's dust attack from coating things in this fake fire? If not, is there anyway I can rename the fire so it's different for coatings/piles (so having it still called fire during the initial "blast", but having it named like ash for the contaminants it creates). If that isn't possible either, does anyone have some suggestions to go about this a different way? I've tried other breath attacks, and I feel they don't work nearly as well - and they still coat things. But maybe I'm going about this in an entirely wrong manner. Any suggestions would be appreciated.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 05, 2015, 12:29:13 pm
To change their name, give the raise interaction [CE_DISPLAY_NAME:NAME:singular:plural:adjective:START:0]

That doesn't work, trust me I've tried.

I encountered this issue as well. I think creatures brought back with the ANIMATE effect just default to corpse, no matter what.

Anyway, I've been trying to recreate the arch-vile from Doom. And I've hit quite a snag here.

Spoiler (click to show/hide)
In this interaction, the arch-vile gives another interaction to its opponent, which sets off an "explosion" of "fire" to the victim. The buggy cave-in mechanics for dust attacks work pretty well for recreating that summoned fire attack. However, I was unable to find a way to directly use the game's hardcoded fire "material", so I instead opted to make an inorganic "fake fire" substance. This is the substance I use for the dust attack.

Spoiler (click to show/hide)


The idea for the ignition, melting and boiling points was to have the fire "dust", which tends to cover people after a blast, dissipate once it gets into contact with the air. But it doesn't. So my questions: Did I mess something up somewhere? Is there anything I can do to prevent my interaction's dust attack from coating things in this fake fire? If not, is there anyway I can rename the fire so it's different for coatings/piles (so having it still called fire during the initial "blast", but having it named like ash for the contaminants it creates). If that isn't possible either, does anyone have some suggestions to go about this a different way? I've tried other breath attacks, and I feel they don't work nearly as well - and they still coat things. But maybe I'm going about this in an entirely wrong manner. Any suggestions would be appreciated.
I don't think you'll be able to not coat things... however there are two ways to get something like what you want: either give the archvile a fireball, or give the target an interaction that transforms them into a special creature made of a material that will spontaneously burst into flames. Be aware that the second option is an instant kill.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Witty on July 05, 2015, 05:25:46 pm
Thanks Teneb. It seems you're right about the coating, but I've managed to work around it now. Turns out I needed the EVAPORATES token on my fake fire for its contaminants to disappear over time. I've decided to just add a syndrome to the fire that gives severe blisters on contact, to kinda simulate heat damage.

I was considering just giving the arch-vile a fireball/firespray attack, but I wanted to create a decently accurate recreation of its abilities from Doom 2. I also found those hardcoded attacks to be too inflexible for what I was going for.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on July 10, 2015, 05:35:55 pm
could i get my creature to use an undirected vapor attack always not just if enemies are around?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sver on July 10, 2015, 06:08:27 pm
I'm sure it's possible, but can't clearly say how. Try removing (or not adding) the TARGET and USAGE_HINT tags from interaction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on July 10, 2015, 09:25:15 pm
Alright, so I'm working on adding some weaponry using special materials, made at a custom shop.

Code: [Select]
[REACTION:HEAVYMACE]
[NAME:forge heavy mace]
[BUILDING:SPECIALWEAPON:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:STEEL]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:LEAD]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_MACE_FLANGED:METAL:HEAVYSTEELA]
[FUEL]
[SKILL:FORGE_WEAPON]

Just wanna make sure it's set up right to produce the weapon from the right material, and if not, just lemme know where I messed up.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on July 10, 2015, 10:56:08 pm
If you've got an [INORGANIC:HEAVYSTEELA] defined in your back pocket, yeah that looks right.

Just as an aside, the NO_SUBTYPE and METAL bits in the reagent/product stuff are pretty old and only there for backwards compatibility, really. NONE and INORGANIC are the current good practice - they should work just fine in game, but automatic raw patchers or parsers might pitch a fit reading that reaction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on July 10, 2015, 11:08:05 pm
Well, considering I used a reaction from the smelter file to get an idea of what I'm doing, I'm not surprised by that.

And I do. The metal in question is for making "lead-cored" blunt weapons, obviously. If I did them right, should be nice and heavy and good at beating a fucker to death in thier armor.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on July 11, 2015, 02:01:31 am
I've been working on quite a few mods, and I was wondering how to add new types of appearance modifiers, if there is a way. I've tried to create a second "color" modifier for skin and just changed the name of the modifier and the colors. However, that failed. Currently, I have this-

Code: [Select]
        [SET_TL_GROUP:BY_CATEGORY:ALL:NAIL]
[TL_COLOR_MODIFIER:LIGHTER:1:EASY:1:HEAVY:1:SINKS:1:FLOATS:1:DRIFT:1:STIFF:1]
[APP_MOD_NOUN:buoyancy:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]

Any help would be appreciated. The colors are in a custom colors folder, but I've added the [OBJECT:DESCRIPTOR_COLOR], so I don't think they are the issue. The creature ends up with amber colored cilia nails.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 11, 2015, 02:07:57 am
Are they actually in their own folder?

They must be in the raw folder; they cannot be in another folder, even if the folder that they are in is also in the raw folder.

Also, is there a full header? You have the [OBJECT:] tag in, but is there a header above that?

By which I mean that the first few lines look something like this?:
Code: [Select]
descriptor_color_X

[OBJECT:DESCRIPTOR_COLOR]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on July 11, 2015, 02:13:27 am
Ah, I didn't realize that was necessary.
I added the descriptor_color in, and now it's adding the "colors", but it is still saying that they are part of the cilia nail instead of buoyancy. I've probably missed something obvious.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on July 11, 2015, 11:26:50 am
Alright, so I have one last issue before I can release the current version of my mod. My beast entity isn't spawning right. The creature seems to be working fine, as are the "unorganized" wild creatures. Dunno if it's because of the numbers or what. The only thing the error logs give is a few possibly no-longer used words being present in thier "language."

Code: [Select]
entity_beast

[OBJECT:ENTITY]

[ENTITY:BEAST]
[CREATURE:BEASTENTITY]
[TRANSLATION:HORROR]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:EVIL]
[SELECT_SYMBOL:REMAINING:ARTIFICE]
[SELECT_SYMBOL:REMAINING:DEATH]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:PEACE]
[CULL_SYMBOL:ALL:NEGATOR]
[CULL_SYMBOL:ALL:GOOD]
[INDOOR_FARMING]

[ABUSE_BODIES]

[SPHERE_ALIGNMENT:WAR:512]

[ART_FACET_MODIFIER:GOOD:0]
[ART_FACET_MODIFIER:EVIL:512]

[FRIENDLY_COLOR:0:0:1]

[SETTLEMENT_BIOME:NOT_FREEZING]
[DEFAULT_SITE_TYPE:TREE_CITY]
[LIKES_SITE:CAVE_DETAILED]
[LIKES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_LAND]
[BIOME_SUPPORT:ANY_LAND]

[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:1]
[PROGRESS_TRIGGER_PROD_SIEGE:1]
[PROGRESS_TRIGGER_TRADE_SIEGE:1]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[MAX_STARTING_CIV_NUMBER:15]
[MAX_POP_NUMBER:20000]
[MAX_SITE_POP_NUMBER:2000]
[ITEM_THIEF]
[SIEGER][AMBUSHER]

[ETHIC:KILL_ENTITY_MEMBER:NOT_APPLICABLE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:NOT_APPLICABLE]
[ETHIC:TORTURE_AS_EXAMPLE:NOT_APPLICABLE]
[ETHIC:TORTURE_FOR_INFORMATION:NOT_APPLICABLE]
[ETHIC:TORTURE_FOR_FUN:NOT_APPLICABLE]
[ETHIC:TORTURE_ANIMALS:NOT_APPLICABLE]
[ETHIC:TREASON:NOT_APPLICABLE]
[ETHIC:OATH_BREAKING:NOT_APPLICABLE]
[ETHIC:LYING:NOT_APPLICABLE]
[ETHIC:VANDALISM:NOT_APPLICABLE]
[ETHIC:TRESPASSING:NOT_APPLICABLE]
[ETHIC:THEFT:ACCEPTABLE]
[ETHIC:ASSAULT:NOT_APPLICABLE]
[ETHIC:SLAVERY:NOT_APPLICABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:NOT_APPLICABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:NOT_APPLICABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:NOT_APPLICABLE]

[POSITION:MONARCH]
[NAME_MALE:horde lord:horde lords]
[NAME_FEMALE:horde lord:horde lords]
[NUMBER:1]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:BUILD_MORALE]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:0:0:1]
[DUTY_BOUND]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on July 11, 2015, 12:17:08 pm
Well, the first thing I've noticed is a lack of any clothes or tools. Is this purposeful? It might be causing the issues, but I don't do much entity modding. But if it has to do with the language then I'm not sure. Perhaps the language creating mod you've used is out of date or something.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on July 11, 2015, 12:28:19 pm
Clothing and tools aren't strictly needed (nor would they serve any purpose to what are in effect wild animals, just much more belligerent and numerous than the wild versions.) I've used an entity without such things in the past.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 11, 2015, 01:08:12 pm
Alright, so I have one last issue before I can release the current version of my mod. My beast entity isn't spawning right. The creature seems to be working fine, as are the "unorganized" wild creatures. Dunno if it's because of the numbers or what. The only thing the error logs give is a few possibly no-longer used words being present in thier "language."
What do you mean by not spawning right? Are they appearing and then dying out? Not spreading? Are they just straight up not appearing?

Also, [BIOME_SUPPORT:ANY_LAND] should be [BIOME_SUPPORT:ANY_LAND:X], where X is a number (not useful in this case, but higher means more likely to settle there).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on July 11, 2015, 01:09:36 pm
my creature will act normally then just stop moving all the sudden anyone know why?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 11, 2015, 01:11:50 pm
my creature will act normally then just stop moving all the sudden anyone know why?
Post the RAWs. Can't do much to help otherwise.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on July 11, 2015, 01:13:30 pm
The problem is that the aren't appearing at all, while all the others work fine. I even make sure to ramp up the civ counts, still nada.

I'll try the biome tag change though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on July 11, 2015, 01:22:40 pm
oh yeah. Its just happening on this caste of a creature.






Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 11, 2015, 01:25:58 pm
When creatures get too hot, they stop moving. Make sure that caste has a bunch of unique materials that cannot catch fire.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on July 11, 2015, 01:54:15 pm
And do you know how hot that would be?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zombiecow99 on July 11, 2015, 02:44:11 pm
I changed all the materials so they are fireproof but they still stop moving.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on July 11, 2015, 09:24:53 pm
I've been modding a rather irritating creature that's stupidly over complicated, so of course there is an issue. However, due to my lack of knowledge on tissue and material modding, I've no idea what it is and it is crashing the game. I've probably made an obvious mistake, but I can't see it. Anybody else know what it is?
This is the material/tissue bit for the creature, which is the one thing I've changed before the game began crashing.

Spoiler (click to show/hide)

If this isn't the issue I can post the entire creature, though they are scattered all across the raws. Any help would be appreciated.
Oh, and it crashes upon loading up tissues while starting arena mode. The metal exists, I've made sure that I saved it correctly.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 12, 2015, 02:46:43 am
First, make sure the tissue and material templates both exist
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on July 12, 2015, 07:55:43 am
They do.
Edited, I think the problem is fixed. Stupid me forgot that I changed the names of the body parts, so of course the game had no idea what I was telling it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 13, 2015, 03:16:16 am
Hey, can I change the name of Axelord and stuff with this? Or is that hard coded? Just wondering.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 13, 2015, 03:49:14 am
MASTER_AXEMAN = axelord
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 13, 2015, 03:51:47 am
I know, I was wondering if I could change axe lord to something else. Pretty sure I can.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 13, 2015, 03:58:52 am
...yes, the exact way all those things change it
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 13, 2015, 04:01:20 am
Thanks. I assumed I could, but my assumptions are often very wrong.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ulfgard on July 14, 2015, 04:22:54 pm
So long as I'm sure I'm editing the correct creature entry, on a scale of 1 to 10, how much does it matter where in a creature's entry I add a token? It's been a few months since last I poked around in the raws, but I goofed and overwrote the changes I'd made and now have to do it all over.

I'm pretty sure it doesn't actually matter, but I figured it would be better to check now rather than set myself up for constant crashing because I buggered the raws when I tried to go back through and restore them to their previous state.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 14, 2015, 04:25:10 pm
4

the position matters only in cases where castes are selected or materials/tissues etc. are being defined
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Ulfgard on July 14, 2015, 05:34:29 pm
Most excellent. Thank you, good sir.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 15, 2015, 06:41:56 pm
Is there a way to make a (spawned) creature reliably violent without a nuclear option like CRAZED or PRONE_TO_RAGE?  I gave them LARGE_PREDATOR and dialed up some personality traits, but they still scamper away from dwarves when given the chance.  They even get attacked by wildlife rather than attack them.

Unfortunately the spawn-unit script doesn't return a creature ID, so I don't have the option to manipulate its mind directly.  At least not without going back to a custom spawner intertwined with mod logic.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 15, 2015, 07:41:08 pm
It does return a creature ID if you use it with script-environment. I think I may be using a custom spawn-unit version for that, though. See Sparking's shadow-dragon script.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 15, 2015, 08:06:49 pm
It does return a creature ID if you use it with script-environment. I think I may be using a custom spawn-unit version for that, though. See Sparking's shadow-dragon script.
Thanks, I'll check that out when I get a chance.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ImagoDeo on July 16, 2015, 01:40:56 am
Just now dipping my toes into the modding scene a bit harder, building a personal-use vanilla variant that alters a bunch of creature tags and adds a few new critters, and I'm curious about tag redundancies. In modding (for example) Wolverines and Giant wolverines, I added [TRAINABLE_HUNTING] to the former and [TRAINABLE] to the latter. However, since the Giant variant copies tags from the normal one, will it wind up with [TRAINABLE_HUNTING] and [TRAINABLE], or will one take precedence?

This is more important for cases where the small variant has [TRAINABLE] and the giant variant has [TRAINABLE_<specific>].



Also, are there any good resources aside from the Wiki modding guide (http://dwarffortresswiki.org/index.php/DF2014:Modding_guide) for building new bodies and explaining the relationships between parts and tissues and stuff? It's all a little confusing diving in right away, and I'm trying to make griffins from scratch, and I think I'm headed in the right direction but more help would be really nice.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 16, 2015, 01:46:47 am
[TRAINABLE_HUNTING] is a subset of [TRAINABLE], so anything that has [TRAINABLE] will have [TRAINABLE_X]

To fix this for giant variants, use [CV_REMOVE_TAG:TRAINABLE] after [APPLY_CREATURE_VARIATION:GIANT_WHATEVER] but before [APPLY_CURRENT_CREATURE_VARIATION]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ImagoDeo on July 16, 2015, 05:26:00 pm
Is there a clean way to add [STANCE] tags to all of a Giant octopus's tentacles so that it can use some standard walking gaits, since I want to mod them to be amphibious?

(It's not so far-fetched, really, look up videos of octopi on YouTube. They are totally amphibious.)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: golemgunk on July 17, 2015, 10:22:46 am
Is there a clean way to add [STANCE] tags to all of a Giant octopus's tentacles so that it can use some standard walking gaits

The tentacles use the 8_SIMPLE_HEAD_ARMS entry in body_default, you can stick it on em there. You also probably want to remove IMMOBILE_LAND from the creature def.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ImagoDeo on July 17, 2015, 12:42:07 pm
Is there a clean way to add [STANCE] tags to all of a Giant octopus's tentacles so that it can use some standard walking gaits

The tentacles use the 8_SIMPLE_HEAD_ARMS entry in body_default, you can stick it on em there. You also probably want to remove IMMOBILE_LAND from the creature def.

I did remove that tag. I'm worried that adding [STANCE] tags to all the tentacles will mess up the normal octopus, though, and anything else that uses that body.

I think the gait should work without [STANCE] parts, right? Creatures like floating guts move without any stance parts...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 17, 2015, 01:00:51 pm
You should be able to add stance to just your creature: look at how the geldable tag is added to make dwarves.

Or copy-paste the body plan into your own file and refer to that one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thegamemaster1234 on July 17, 2015, 05:50:07 pm
Is there any way to - DFHack included - cause Time Lord-esque "regenerations?" As in, when mortally wounded, activate an interaction that fully heals oneself after a short period of time if he's not dead yet (new randomized body+mind is a plus).

Limits to twelve regenerations not possible AFAIK (though it seems one regeneration would be because of creature transformation mechanics?).

Currently I'm considering having a special syndrome to apply to my Time Lords when they come in contact with their own blood to cause the single regeneration shown above (although other Time Lords could touch it and regenerate even when not injured).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 17, 2015, 05:58:41 pm
A transformation effect comes to mind. Units are fully healed upon a transformation. Though making it work only when mortally wounded may be a bit tricky. You can set it to turn on when they flee from battle, at the least.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thegamemaster1234 on July 17, 2015, 08:57:46 pm
A transformation effect comes to mind. Units are fully healed upon a transformation. Though making it work only when mortally wounded may be a bit tricky. You can set it to turn on when they flee from battle, at the least.
How would that work? I want to have my Time Lords as a playable civ, and I haven't seen any player-controlled military retreat from battle unless you cancel the kill order or burrow them inside.

Is it possible to create body parts with custom tissue layers, such that a damaged organ would release syndrome material? That way a vital organ (such as a heart) could trigger the regeneration effect when damaged.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on July 17, 2015, 09:05:54 pm
Is it possible to create body parts with custom tissue layers, such that a damaged organ would release syndrome material? That way a vital organ (such as a heart) could trigger the regeneration effect when damaged.
This wiki link might help (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#TISSUE_LAYER_UNDER)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thegamemaster1234 on July 17, 2015, 11:06:42 pm
Is it possible to create body parts with custom tissue layers, such that a damaged organ would release syndrome material? That way a vital organ (such as a heart) could trigger the regeneration effect when damaged.
This wiki link might help (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#TISSUE_LAYER_UNDER)
Thanks! That's exactly what I was looking for.

I have my time lords working the way I want them now: damage to liver, stomach, either heart, or either lung releases "regeneration energy" gas which applies syndromes to Time Lords and makes them regenerate, along with blinding random people in awesome yellow light show (Urist McTimelord is caught in a cloud of regeneration energy!). There's also a 10% chance of turning into the opposite gender, although I don't know whether it'll work properly the way I set it up, which is like this (the depleted caste doesn't have regeneration energy layers):
Code: [Select]
[SYNDROME]
[SYN_NAME:regeneration]
[SYN_AFFECTED_CREATURE:TIMELORD:MALE]
[SYN_INHALED]
[SYN_CONTACT]
[CE_BODY_TRANSFORMATION:PROB:10:START:1]  --10% chance of changing gender
[CE:CREATURE:TIMELORD:FEMALE_DEPLETED]
[CE_BODY_TRANSFORMATION:PROB:100:START:1]
[CE:CREATURE:TIMELORD:MALE_DEPLETED]
There's a duplicate syndrome for the opposite gender, of course. Would this work as intended?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on July 18, 2015, 07:45:06 am
I'm having an issue with a Sangheili fortress mod. Recently a migrant wave with babies came, and nobody fed them, so they all dehydrated. They weren't orphans, and there is plenty of food and water. It may be an issue with the fact that they lay eggs, or the clutch size that they have. Here's the creature, in case I'm missing something else that's obvious.

Spoiler (click to show/hide)

And if there's anything else I've done wrong, I'd love some suggestions/advice.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thegamemaster1234 on July 18, 2015, 08:00:12 am
I'm having an issue with a Sangheili fortress mod. Recently a migrant wave with babies came, and nobody fed them, so they all dehydrated. They weren't orphans, and there is plenty of food and water. It may be an issue with the fact that they lay eggs, or the clutch size that they have. Here's the creature, in case I'm missing something else that's obvious.

-snip-
[BABY:13]
-snip-
Dwarf Fortress probably isn't smart enough to tell that they're still babies since no DF race has the baby stage for that long; it's normally one year (0) while your babies go up to 14 years old. Try changing the token to [BABY:0] and see if that helps. My point is that babies shouldn't be arriving with migrants in the first place, as migrants are coded to run to your base and nothing else; babies aren't physically capable of walking there. Or at least, that's how it used to be; if 40.x changed things with that, I don't know what's going on. And if the babies were being carried and made it into the fortress (instead of staying outside starving) then I really don't know what's going on.

You've also got an incorrect usage of "it's." *shiver* (I see this everywhere. Just remember, "it's" is "it is," while "its" shows possession)
The extremely long child phase and sheer number of them will promote danger rooms or other ways to get rid of them (or outright abortion through egg destruction).
Lack of PROFESSION_NAME tokens means you may be having "hammerman" Sangheili. Ex. [PROFESSION_NAME:HAMMERMAN:hammerseng]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on July 18, 2015, 08:30:17 am
I'm having an issue with a Sangheili fortress mod. Recently a migrant wave with babies came, and nobody fed them, so they all dehydrated. They weren't orphans, and there is plenty of food and water. It may be an issue with the fact that they lay eggs, or the clutch size that they have. Here's the creature, in case I'm missing something else that's obvious.

-snip-
[BABY:13]
-snip-
Dwarf Fortress probably isn't smart enough to tell that they're still babies since no DF race has the baby stage for that long; it's normally one year (0) while your babies go up to 14 years old.

You've also got an incorrect usage of "it's." *shiver*
The extremely long child phase and sheer number of them will promote danger rooms or other ways to get rid of them (or outright abortion through egg destruction).
Lack of PROFESSION_NAME tokens means you may be having "hammerman" Sangheili. Ex. [PROFESSION_NAME:HAMMERMAN:hammerseng]

Ah, I'll change the baby stage back to one year then.
My goodness, I always thought that "It's" could be used in that manner. Looking it up, you're right. That's going to take some getting used to.
I hope it won't come to that, but this being DF, I wouldn't be surprised if I ended up with a Sangsplosion of sorts.
I didn't know profession names were described in the creature itself. I changed the noble professions, but I'll look into adding a few altered profession names. Thanks for the help.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on July 19, 2015, 11:18:29 am
I'm not sure if this is the correct place to place this, but ah well.
So, I've been managing a rather successful fortress of egg-laying aliens. But recently I've been having trouble breeding them, and I've no idea how to successfully do so. It is said that the mother of the eggs can not leave the nest box, but I'm afraid they might dehydrate if I force them to stay in the egg room, and they can't move to a stockpile of booze. I'm sure there are multiple other issues that I should know of, and I could use suggestions on this.
Apologies if this is the wrong forum/subforum/thread.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 19, 2015, 12:36:47 pm
I'm not sure if this is the correct place to place this, but ah well.
So, I've been managing a rather successful fortress of egg-laying aliens. But recently I've been having trouble breeding them, and I've no idea how to successfully do so. It is said that the mother of the eggs can not leave the nest box, but I'm afraid they might dehydrate if I force them to stay in the egg room, and they can't move to a stockpile of booze. I'm sure there are multiple other issues that I should know of, and I could use suggestions on this.
Apologies if this is the wrong forum/subforum/thread.
The mother can leave briefly, but if you want to go all belt-and-suspenders about it just stockpile some food and booze adjacent to the nestbox, and maybe even put a table there.  Not sure if the game is smart enough to treat the nestbox as a chair, so you might need one of those too.

The bigger danger to egg-layers is Urist McFoodhauler.  Forbid the eggs from the kitchens menu and the food stockpiles, and some locked doors and/or burrows may be in order.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on July 19, 2015, 02:17:35 pm
I'm not sure if this is the correct place to place this, but ah well.
So, I've been managing a rather successful fortress of egg-laying aliens. But recently I've been having trouble breeding them, and I've no idea how to successfully do so. It is said that the mother of the eggs can not leave the nest box, but I'm afraid they might dehydrate if I force them to stay in the egg room, and they can't move to a stockpile of booze. I'm sure there are multiple other issues that I should know of, and I could use suggestions on this.
Apologies if this is the wrong forum/subforum/thread.
The mother can leave briefly, but if you want to go all belt-and-suspenders about it just stockpile some food and booze adjacent to the nestbox, and maybe even put a table there.  Not sure if the game is smart enough to treat the nestbox as a chair, so you might need one of those too.

The bigger danger to egg-layers is Urist McFoodhauler.  Forbid the eggs from the kitchens menu and the food stockpiles, and some locked doors and/or burrows may be in order.

I feel like an idiot, thanks. Glad I didn't keep them in the empty room hoping they wouldn't dehydrate before summer.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 19, 2015, 02:25:25 pm
I feel like an idiot, thanks.
DF wasn't designed for egg-laying citizens, and it's a wonder it can work at all let alone being within a mile of intuitive.
Glad I didn't keep them in the empty room hoping they wouldn't dehydrate before summer.
That world had better have some seriously awesome Mother's Day presents.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 19, 2015, 11:33:38 pm
Can I have a vermin extract like a fire snake's extract, but have that make a dye? I'd like to make a purple dye come from a type of slug, historically purple dye came from slug poop.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 20, 2015, 05:39:39 pm
Can I have a vermin extract like a fire snake's extract, but have that make a dye? I'd like to make a purple dye come from a type of slug, historically purple dye came from slug poop.
While I am not sure if you can do as you ask, I am quite sure you can always make a reaction to turn the extract into dye.

EDIT: clarified a bit
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 20, 2015, 06:12:25 pm
Maybe there could also be a giant version, that you can milk the extract like a cow from.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thegamemaster1234 on July 20, 2015, 06:39:01 pm
I'm trying to make a Dalek, based on an older mod that added them, but I wanted to replace the built-in weapons and armor so they could be outfitted instead (to provide variation and difficulty in fort mode). Problem is, without a weapon, they're still completely capable of pushing you and... caving your skull in?! Any way to stop such attacks entirely or make them totally useless?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 20, 2015, 06:42:57 pm
Don't let the name fool you; a push is more of a full-on body slam.

Since a push is only used in the absence of any other attacks, try giving them a single, weak natural attack they can use.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on July 20, 2015, 06:44:36 pm
try using the black powder firearms mod for inspiration too, those are good attacks for a Dalek. Also, try making a cyberman race too. Let's see how many Daleks it takes to take out them all.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thegamemaster1234 on July 20, 2015, 07:59:02 pm
try using the black powder firearms mod for inspiration too, those are good attacks for a Dalek. Also, try making a cyberman race too. Let's see how many Daleks it takes to take out them all.
Cybermen were present in the same mod I got the base Daleks from, though both races are having their armor separated from their bodies; Daleks will be able to wear lower-tier metals than Dalekanium (and upgrade to candy later), and I have ideas for Cybermen to be able to wear wood armor like one did in that one christmas special. Though the races won't be totally accurate that way, I figured they would be more interesting to play in fort mode, which is the idea. Once they're finalized with unique weapons, buildings, and other various stuff, I may release a Doctor Who conversion mod!

Black Powder Firearms is what I'm going to base most of the human weaponry off of, though more modern. If I decide on using DFhack I could possibly make flamethrowers and true rocket launchers, and I might anyway due to conversions and cloning.

Giving the Daleks a very weak attack could be just as easy as [ATTACK_VELOCITY_MODIFIER:1] (x0.001) right? They would then (correctly) not have enough force to actually damage anything. EDIT: I did that (with a new attack) and now they "weakly push" each other all day :P fixed using [ATTACK_CONTACT_PERC:10000] to spread out impact

Spoiler: Me fixing supid stuff (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on July 22, 2015, 08:34:35 am
try using the black powder firearms mod for inspiration too, those are good attacks for a Dalek. Also, try making a cyberman race too. Let's see how many Daleks it takes to take out them all.
Have the Daleks spit out electric stuff from their plunger, causing blisters, necrosis, numbness, pain, nausea, unconsciousness. Do your Daleks fly? High endurance attribute.
Cybermen should be strong enough to punch through walls. Slow attack, easy to dodge. High strength & endurance attribute.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ShinQuickMan on July 22, 2015, 06:09:56 pm
Seems I ran into a nuanced relationship between marriage and the MAXAGE creature token. From my observations, castes that lack the tag will never marry castes that do have it no matter their orientation/personality. So far, I've only reproduced this with a basic MALE/FEMALE caste creature during worldgen. No idea what would happen with creatures that have more castes than that, nor if this applies at fortress level.

EDIT: Made a quick test with modded humans. 1 FEMALE/MAXAGE caste, 1 MALE/MAXAGE caste, 1 FEMALE/no MAXAGE caste, and 1 MALE/no MAXAGE caste. A brief look in legends did indeed show a strict divide among the MAXAGE/no MAXAGE categories when it came to marriage.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thegamemaster1234 on July 23, 2015, 10:59:37 pm
try using the black powder firearms mod for inspiration too, those are good attacks for a Dalek. Also, try making a cyberman race too. Let's see how many Daleks it takes to take out them all.
Have the Daleks spit out electric stuff from their plunger, causing blisters, necrosis, numbness, pain, nausea, unconsciousness. Do your Daleks fly? High endurance attribute.
Cybermen should be strong enough to punch through walls. Slow attack, easy to dodge. High strength & endurance attribute.
Daleks don't shoot beams from their plungers; it's the gunstick that does it. Plungers are for suckering. At any rate, I've been considering using a variety of different gunsticks with different effects, with necrosis being one of the top-tier versions. I'm looking into using DFHack's item reaction system to remove the need for clumsy ammunition.

Seems I ran into a nuanced relationship between marriage and the MAXAGE creature token. From my observations, castes that lack the tag will never marry castes that do have it no matter their orientation/personality. So far, I've only reproduced this with a basic MALE/FEMALE caste creature during worldgen. No idea what would happen with creatures that have more castes than that, nor if this applies at fortress level.

EDIT: Made a quick test with modded humans. 1 FEMALE/MAXAGE caste, 1 MALE/MAXAGE caste, 1 FEMALE/no MAXAGE caste, and 1 MALE/no MAXAGE caste. A brief look in legends did indeed show a strict divide among the MAXAGE/no MAXAGE categories when it came to marriage.
That's interesting. So immortal castes don't marry mortal ones? Ohh, I get it now, the immortal ones are descended from cannibal tree huggers elves and the mortal guys know they're much better off having nothing to do with them.

In any case, it's neat to know that we now have one way to separate marriages between castes, even if we still can't prevent one caste giving birth to the other.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ShinQuickMan on July 25, 2015, 07:30:36 pm
Is there any way for creatures to ignore encumbrance for the purpose of speed? That is, aside from clothing/armor.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thegamemaster1234 on July 26, 2015, 04:39:50 pm
When using LIQUID_GLOB material emission interactions, how to prevent lag-inducing "floating" particles that just stick around after hitting something? I want to have a shot that activates a syndrome when hitting the target but this is getting in the way.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on July 27, 2015, 06:44:53 am
Here again for entity and creature help. Didn't seem able to get'em to spawn.

Code: [Select]
entity_naukan

[OBJECT:ENTITY]

[CREATURE:NAUKAN]
[TRANSLATION:NAUKANIC]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[WEAPON:ITEM_WEAPON_HAMMER_TRAINING]
[WEAPON:ITEM_WEAPON_MACE_TRAINING]
[WEAPON:ITEM_WEAPON_AXE_NAUKAN]
[WEAPON:ITEM_WEAPON_SWORD_NAUKAN]
[WEAPON:ITEM_WEAPON_HAMMER_NAUKAN]
[WEAPON:ITEM_WEAPON_PIKE_NAUKAN]
[WEAPON:ITEM_WEAPON_SPEAR_NAUKAN]
[WEAPON:ITEM_WEAPON_MACE_NAUKAN]
[WEAPON:ITEM_WEAPON_PIKE_NAUKAN]
[ARMOR:ITEM_ARMOR_CLOAK:FORCED]
[ARMOR:ITEM_ARMOR_ICE:FORCED]
[HELM:ITEM_HELM_ICE:FORCED]
[PANTS:ITEM_PANTS_ICE:FORCED]
[GLOVES:ITEM_GLOVES_ICE:FORCED]
[SHOES:ITEM_SHOES_ICE:FORCED]
[ITEM_SHOES_ICE_CIVVIE:FORCED]
[SHIELD:ITEM_SHIELD_ICE]
[ARMOR:ITEM_ARMOR_COAT:FORCED]
[ARMOR:ITEM_ARMOR_SHIRT:FORCED]
[HELM:ITEM_HELM_HOOD:FORCED]
[PANTS:ITEM_PANTS_PANTS:FORCED]
[PANTS:ITEM_PANTS_LOINCLOTH:FORCED]

[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[TOY:ITEM_TOY_MINIFORGE]
[TOY:ITEM_TOY_ELF]
[TOY:ITEM_TOY_SOLDIER]
[TOY:ITEM_TOY_SWORD]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[INSTRUMENT:ITEM_INSTRUMENT_HORN
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_MINECART]
[TOOL:ITEM_TOOL_WHEELBARROW]
[TOOL:ITEM_TOOL_STEPLADDER]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CURRENCY_BY_YEAR]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:ARTIFICE]
[SELECT_SYMBOL:REMAINING:EARTH]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[INDOOR_WOOD]
[INDOOR_FARMING]
[OUTDOOR_GARDENS]
[INDOOR_GARDENS]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_CAVE_ANIMALS]
[USE_EVIL_ANIMALS]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:64]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:64]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:64]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:384]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]
[ADVENTURE_TIER:3]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[EXCLUSIVE_START_BIOME:TUNDRA]
[SETTLEMENT_BIOME:GLACIER]
[SETTLEMENT_BIOME:TUNDRA]
[SETTLEMENT_BIOME:TAIGA]
[BIOME_SUPPORT:TAIGA:1]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:GLACIER]
[BIOME_SUPPORT:TUNDRA]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[ACTIVE_SEASON:WINTER]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:SUMMER]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:10]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:FORTRESSES]
[RELIGION_SPHERE:HUNTING]
[RELIGION_SPHERE:METALS]
[RELIGION_SPHERE:MINERALS]
[RELIGION_SPHERE:MOUNTAINS]
[RELIGION_SPHERE:FISHING]
[RELIGION_SPHERE:OCEANS]
[RELIGION_SPHERE:RIVERS]
[RELIGION_SPHERE:SKY]
[RELIGION_SPHERE:DUSK]
[BEAST_HUNTER]
[SCOUT][ITEM_THIEF]

[VALUE:LAW:30]
[VALUE:LOYALTY:30]
[VALUE:FAMILY:30]
[VALUE:FRIENDSHIP:30]
[VALUE:POWER:0]
[VALUE:TRUTH:30]
[VALUE:CUNNING:0]
[VALUE:ELOQUENCE:0]
[VALUE:FAIRNESS:15]
[VALUE:DECORUM:0]
[VALUE:TRADITION:20]
[VALUE:ARTWORK:15]
[VALUE:COOPERATION:15]
[VALUE:INDEPENDENCE:5]
[VALUE:STOICISM:5]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:10]
[VALUE:TRANQUILITY:10]
[VALUE:HARMONY:0]
[VALUE:MERRIMENT:0]
[VALUE:CRAFTSMANSHIP:50]
[VALUE:MARTIAL_PROWESS:50]
[VALUE:SKILL:30]
[VALUE:HARD_WORK:30]
[VALUE:SACRIFICE:0]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERANCE:5]
[VALUE:LEISURE_TIME:5]
[VALUE:COMMERCE:0]
[VALUE:ROMANCE:0]
[VALUE:NATURE:0]
[VALUE:PEACE:5]

[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:GELDER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]

[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_BUILDING:DISPLAY_CASE]
[PERMITTED_BUILDING:SPECIALWEAPONS]
[PERMITTED_REACTION:STRONGAXE]
[PERMITTED_REACTION:STRONGSWORD]
[PERMITTED_REACTION:HEAVYMACEA]
[PERMITTED_REACTION:HEAVYHAMMERA]
[PERMITTED_REACTION:HEAVYMACEB]
[PERMITTED_REACTION:HEAVYHAMMERB]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MAKE_PEARLASH]
[PERMITTED_REACTION:MAKE_PLASTER_POWDER]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:PRESS_OIL_FRUIT]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:PROCESS_PLANT_TO_BAG]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:NICKEL_SILVER_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:ADAMANTINE_WAFERS]
[PERMITTED_REACTION:YETIMETAL]

[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_EXILE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:UNTHINKABLE]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:PUNISH_CAPITAL]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:NOT_APPLICABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]

[POSITION:LEADER]
[NAME_MALE:Nau-Naukan:Nau-Naukan]
[NAME_FEMALE:Nau-Naukani:Nau-Naukani]
[NUMBER:1]
[SPOUSE_MALE:Tarik-Naukan:Tarik-Naukan]
[SPOUSE_FEMALE:Tarik-Naukani:Tarik-Naukani]
[SQUAD:10:Hold Guard:Hold Guards]
[SUCCESSION:BY_HEIR]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:1]
[SPECIAL_BURIAL]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:BATTLELEADER]
[NAME:War Leader:War Leader]
[NUMBER:3]
[SQUAD:5:Honor Guard:Honor Guards]
[APPOINTED_BY:LEADER]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:LIEUTENANT:ALL]
[PRECEDENCE:50]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DEMAND_MAX:2]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:1]
[POSITION:PATROLLER]
[NAME:Captain:Captain]
[NUMBER:AS_NEEDED]
[SQUAD:10:ranger:rangers]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[APPOINTED_BY:GENERAL]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[STONE_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]

Code: [Select]
creature_naukan

[OBJECT:CREATURE]

[CREATURE:NAUKAN]
[DESCRIPTION:A large ape-like creature with white fur that makes its home in the colder reaches of the world. They are prone to violent fear of outsiders and will attack anyone who settles too close to thier icey fortresses.]
[NAME:naukan:naukani:naukanic]
[CASTE_NAME:naukan:naukani:naukanic]
[CREATURE_TILE:'N'][COLOR:7:0:1]
[CHILD:8][BABY:1]
        [INTELLIGENT]
        [LARGE_ROAMING][DIFFICULTY:2]
[FREQUENCY:1]
[BUILDINGDESTROYER:2]
[LIKES_FIGHTING]
[FANCIFUL][NOFEAR]
[NOPAIN]
[GRASSTRAMPLE:0]
[BONECARN]
[PREFSTRING:white fur]
[PREFSTRING:isolationism]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:300]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:20000]
[BODY_SIZE:1:168:100000]
[BODY_SIZE:20:0:300000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:800:1000]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK_PREPARE_AND_RECOVER:3:3]

[PROFESSION_NAME:CRAFTSMAN:craftshaper:craftshapers]
[PROFESSION_NAME:FISHERMAN:fish-hunter:fish-hunters]
[PROFESSION_NAME:HAMMERMAN:Acatatz-nela:Acatatz-nela]
[PROFESSION_NAME:SPEARMAN:Allatz-nela:Allatz-nela]
[PROFESSION_NAME:AXEMAN:Mauna-nela:Mauna-nela]
[PROFESSION_NAME:SWORDSMAN:Taratz-nela:Taratz-nela]
[PROFESSION_NAME:MACEMAN:Nemak-nela:Nemak-nela]
[PROFESSION_NAME:PIKEMAN:Yavatz-nela:Yavatz-nela]
[PROFESSION_NAME:MASTER_HAMMERMAN:Acatatz-naukana:Acatatz-naukana]
[PROFESSION_NAME:MASTER_SPEARMAN:Mauna-naukana:Mauna-naukana]
[PROFESSION_NAME:MASTER_SWORDSMAN:Taratz-naukana:Taratz-naukana]
[PROFESSION_NAME:MASTER_MACEMAN:Nemak-nela:Nemak-naukana:Nemak-nela:Nemak-naukana]
[PROFESSION_NAME:MASTER_PIKEMAN:Yavatz-naukana:Yavatz-naukana]
[PROFESSION_NAME:THIEF:Scout:Scouts]
[PROFESSION_NAME:MASTER_THIEF:Pathfinder:Pathfinders]

[EQUIPS]
[CANOPENDOORS]
[ALL_ACTIVE]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[CASTE:FEMALE]
[FEMALE]
[LITTER_SIZE:2:2]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:SILVER:1:GRAY:1:ASH_GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AZURE:1:BLUE:1:INDIGO:1:PLUM:1:TEAL:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:3]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ShinQuickMan on July 27, 2015, 10:16:59 am
@Splint

You didn't define the entity. Add [ENTITY:****] somewhere below [OBJECT:ENTITY], replacing the asterisks for whatever name you want of course.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on July 27, 2015, 03:21:02 pm
@Splint

You didn't define the entity. Add [ENTITY:****] somewhere below [OBJECT:ENTITY], replacing the asterisks for whatever name you want of course.

Oh for fucks... Well, I feel like a dumbass. Thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DVNO on July 27, 2015, 11:08:06 pm
For some reason in the entity files, PLAYER_FORTRESS is a functional site tag but no one uses them, not even Dwarves. Can setting the Goblins to only have a preference for player fortresses aid with the Siege drought in 40.24? 

setting [LIKES_SITE:PLAYER_FORTRESS] and removing all other preferences, even tolerance for an Entity's own default site, got me *a* siege in 40.24 at least. I don't know if that was just astronomical odds that I happened to get my only siege in six RL months with 40.24 while using those modded raws or not. Could never get it to happen again, but I haven't been playing DF much since then.

Some independent testing would be nice to have, I'd like to know if I'm going crazy or not. :P   
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 27, 2015, 11:33:43 pm
...the weirdest part of that suggestion is that it may actually work
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ImagoDeo on July 28, 2015, 01:44:28 am
Do [BODY_SIZE] tags instantly apply once a creature hits the specified age, or is there a sloped growth from Point A (current size) to Point B (size at specified age)?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 28, 2015, 11:43:25 am
slope
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 28, 2015, 12:22:25 pm
For some reason in the entity files, PLAYER_FORTRESS is a functional site tag but no one uses them, not even Dwarves. Can setting the Goblins to only have a preference for player fortresses aid with the Siege drought in 40.24? 

setting [LIKES_SITE:PLAYER_FORTRESS] and removing all other preferences, even tolerance for an Entity's own default site, got me *a* siege in 40.24 at least. I don't know if that was just astronomical odds that I happened to get my only siege in six RL months with 40.24 while using those modded raws or not. Could never get it to happen again, but I haven't been playing DF much since then.

Some independent testing would be nice to have, I'd like to know if I'm going crazy or not. :P   
I think fortress defense would be the mod to try this out with.

How long did it take, in game seasons, for the siege to appear?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: thegamemaster1234 on July 28, 2015, 03:21:21 pm
When using LIQUID_GLOB material emission interactions, how to prevent lag-inducing "floating" particles that just stick around after hitting something? I want to have a shot that activates a syndrome when hitting the target but this is getting in the way.
Anyone else know how to solve this? I can tell it's happening because DFHack shows them in the mouseover list, and FPS *does* decrease dramatically when there's enough of them. They're invisible, immune to targeting, are not considered units, and can't be removed through any method I have employed.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on July 28, 2015, 06:21:03 pm
What modifications will I need to make to my old mods in order to make them compatible with the current DF version? They were last updated prior to DF2014.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 28, 2015, 06:26:27 pm
The absolute minimums would probably be re-working all the trees and replace creature speeds with gaits.

Here's the notes compiled by TomiTapio that have a lot of information that may be relevant to you.
Spoiler (click to show/hide)

And for modders who are deciding their new creature's speed, my gathered animal speed data: some are burst speed, some sustained speed.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 29, 2015, 09:00:08 am
One thing that isn't mentioned there, mostly because it was a later change, is that LIKES_FIGHTING is no longer used (though won't give an error, I think) and the personality system is very much different (http://dwarffortresswiki.org/index.php/DF2014:Personality_trait).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on July 29, 2015, 08:39:54 pm
In looking at modifying items to reduce clutter, could one make an item that takes up multiple body slots? Like [underwear] that acts as Loincloth & Socks, or [peasant outfit] that acts as Leggings, Tunic, Socks and Shoes? Just getting back into modding and haven't done items before, so thanks~
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 29, 2015, 08:42:27 pm
no
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on July 30, 2015, 01:40:18 am
I wanted to add in the historical Arsenic Bronze, via Copper + Orpiment or Realgar.

Can I add [REACTION_CLASS:ARSENIC] to Orpiment & Realgar in inorganic_stone_mineral
and then use [REAGENT:B:1:BOULDER:NO_SUBTYPE:NONE:NONE][REACTION_CLASS:ARSENIC] in reaction_smelter to get the desired effect?

Or do I have to make two new reactions, one with
[REAGENT:B:1:BOULDER:NO_SUBTYPE:INORGANIC:ORPIMENT]
and the other with [REAGENT:B:1:BOULDER:NO_SUBTYPE:INORGANIC:REALGAR] ?

Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on July 30, 2015, 01:43:12 am
the first will work
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on July 30, 2015, 12:04:15 pm
the first will work

Thanks Putnam~
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: MoonMan on July 30, 2015, 04:53:42 pm
Would I have to create a special reaction if I wanted fruit that can be turned into thread? I'm assuming sticking this into a tree's raws won't work

[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]
      [STATE_COLOR:ALL:WHITE]
      [DISPLAY_COLOR:7:0:1]
      [EDIBLE_VERMIN]
      [STOCKPILE_PLANT_GROWTH]
      [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
      [MATERIAL_VALUE:2]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on July 30, 2015, 05:24:21 pm
What tag is it that lets a megabeast pretend to be a god and rule a civilisation that way?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on July 30, 2015, 05:34:08 pm
[POWER]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on July 30, 2015, 05:37:54 pm
[POWER]
Is that still in use? Doesn't seem to appear anywhere in vanilla anymore.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on July 30, 2015, 05:41:03 pm
Thanks! If it works, this will be really, really useful for good and creative reasons.

*NJW2000 goes off to make fluffy wamblers deifiable*

By the way, completely unrelated, haha, oh yes, I'm not getting mad with power, is there some program or something for putting a tag on every creature in the raws?

Wait, are we sure about [POWER]? It seems OK to the DFwiki...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on July 30, 2015, 06:48:30 pm
I think POWER only works for megabeast, and will only happen after a specific megabeast attacks a specific civilization several times.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on July 31, 2015, 01:00:58 am
Is there a list of the building names? I want to add reactions to buildings that aren't listed anywhere in the raws, and just putting in the name hasn't made it appear. (But putting into Smelter or the Crafts workshop is working fine...)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nahere on July 31, 2015, 01:08:35 am
Is there a list of the building names? I want to add reactions to buildings that aren't listed anywhere in the raws, and just putting in the name hasn't made it appear. (But putting into Smelter or the Crafts workshop is working fine...)
Here. (http://dwarffortresswiki.org/index.php/DF2014:Reaction#Building)
Note that not all hardcoded buildings are valid.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on July 31, 2015, 11:46:50 am
[POWER]
Is that still in use? Doesn't seem to appear anywhere in vanilla anymore.
I'm pretty sure it disappeared from vanilla a long time ago while still working. I'm also pretty certain it still works, but it has become rarer for powers to take over civilizations. Also, there's a bug where the power is attacked by adventurers if it's a megabeast (night creature powers aren't).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on July 31, 2015, 12:19:32 pm
What is unrealistic about an adventurer trying to unseat a false god that has subjugated a nation?

"Ardra is coming..."
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Knight Otu on August 02, 2015, 05:48:51 am
Apart from the inconsistency I mentioned, they're not doing so because they're trying to depose false gods, but because they're hunting creatures, and the RNG chose one that happens to be the law-giver. If it were consistent between creature types, and the adventurers did attack them out of a belief that they are false gods, then it would be another story.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on August 02, 2015, 10:22:28 pm
Has anyone tried to mod Driftwood?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Witty on August 02, 2015, 10:25:25 pm
Has anyone tried to mod Driftwood?

I don't think that's possible, unfortunately.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on August 03, 2015, 03:56:08 am
Has anyone tried to mod Driftwood?

I thought it turned up on beaches, but was useles??

A creature might do. That threw itself towards players/land, then drowned in the open, leaveing a wooden corpse.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Rumrusher on August 03, 2015, 02:14:01 pm
so with the rise of animals forming armies and what now, has anyone made an Interaction that gifts dogs the ability to talk?
like an adventurer's interaction spell that allows players to tame animals in the wild by just talking them down from hostilities?

For some reason in the entity files, PLAYER_FORTRESS is a functional site tag but no one uses them, not even Dwarves. Can setting the Goblins to only have a preference for player fortresses aid with the Siege drought in 40.24? 

setting [LIKES_SITE:PLAYER_FORTRESS] and removing all other preferences, even tolerance for an Entity's own default site, got me *a* siege in 40.24 at least. I don't know if that was just astronomical odds that I happened to get my only siege in six RL months with 40.24 while using those modded raws or not. Could never get it to happen again, but I haven't been playing DF much since then.

Some independent testing would be nice to have, I'd like to know if I'm going crazy or not. :P
that's might because dwarves have 2 sites for adventure mode one is a mountainhome and another is an entrance to the caverns and mountainhomes.
that and mountainhomes are deep underground away from the surface so armies don't really get a chance to Raid them unless they hit the entrance which is why you end up finding loads of ruin fortress entrances but not alot of ruin mountainhomes less a forgotten beast in the caverns attacked one.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Muffinator on August 03, 2015, 03:45:57 pm
Hello, I have a few questions. I just posted my first mod on the forums/dffd, and I have made this cute 'lil creature, the Wolpertinger. Right now it's body is mostly a jackrabbits, but I'd like to give it wings and a bird's rear end. Kind of like a hippogryff but front end rabbit, back end bird, with wings instead of horse bird. currently im using:

[BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE:2HEAD_ANTLER]

Is there a body with 4LEGS and 2WINGS, or 2ARMS,2LEGS,2WINGS, or can i just add 2 wings to this string like I did with 2HEAD_ANTLER and expect the wings to be in the right place?

My next question has to do with feathers/hair, can I do half feathered, half haired? would I do that by simply

...
[USE_TISSUE_TEMPLATE:HAIR:HAIR_TEMPLATE]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[SET_TL_GROUP:BY_CATEGORY:LOWERBODY:SKIN]
      [REMOVE_MATERIAL:HAIR]
      [USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
...

That seems too easy somehow..
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 03, 2015, 03:53:31 pm
The [BODY:x] tag looks for body parts within the body file and adds ones that match the arguments given in the tag, so just slapping in 2WINGS should be fine. Just be careful of the order that you put the body arguments in, as they are added to the creature in the same order as the arguments the tag has. To explain, if a [BODY] tag had a part come before another part that the first part relies on, such as a hand being defined before an arm, then the hand would not be able to be attached as the arm does not yet exist for it to attach to.

Also, REMOVE_MATERIAL removes the material from the creature completely. You would either have to add the feathers/hair to each body part manually, or you would have to create a new body detail plan that does that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on August 03, 2015, 04:45:28 pm
Has anyone tried to mod Driftwood?

I thought it turned up on beaches, but was useles??

A creature might do. That threw itself towards players/land, then drowned in the open, leaveing a wooden corpse.

It does, and is, unfortunately. Seems like one should be able to collect it, but I've yet to see any mod making use of it. I don't see it at all in the raws.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 03, 2015, 04:52:31 pm
because you can't make a mod making use of it and it isn't in the raws
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Muffinator on August 03, 2015, 06:13:01 pm
The [BODY:x] tag looks for body parts within the body file and adds ones that match the arguments given in the tag, so just slapping in 2WINGS should be fine. Just be careful of the order that you put the body arguments in, as they are added to the creature in the same order as the arguments the tag has. To explain, if a [BODY] tag had a part come before another part that the first part relies on, such as a hand being defined before an arm, then the hand would not be able to be attached as the arm does not yet exist for it to attach to.

Also, REMOVE_MATERIAL removes the material from the creature completely. You would either have to add the feathers/hair to each body part manually, or you would have to create a new body detail plan that does that.

Okay, thanks for this, now I got some things to work out.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NebulaWalker on August 04, 2015, 03:42:36 am
Hoping someone can answer my question. I'm having trouble getting a creature I made to drop a specific item when butchered. I've tried using the EXTRA_BUTCHERING_OBJECT token and I can get it to make some items but not the one I made. (Granted I have no idea if I even made the item correctly, I'm pretty new to this and have never tried making items). The idea is that it would drop an item (its claw) made of bronze that I could melt into a bronze bar. Any help would be fantastic.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on August 04, 2015, 07:02:50 am
Okay, so I know this is for v40, but in doing a backwards patch of my mod, I've run into a hiccup with three entities, and I dunno what could be preventing them from spawning in 34.11. So I have the creatures and entities below. I've addressed everything in the errorlogs left over from v40, so I'm stumped. Posting the two I'm more concerned about, since it may just be lack of mountains to live in for the rival dorfs.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 04, 2015, 07:17:31 am
You are missing [ENTITY:BEAST] for your beast entity, and [CREATURE:NUAKAN] for your nuakand entity.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Splint on August 04, 2015, 07:23:20 am
I believe this short video will accurately represent my anger at being unable to apparently see little things like that. (https://www.youtube.com/watch?v=SAxzahvUgyo)

Thank you for the help. Even has the right amount of time as I scan and see the problem.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on August 04, 2015, 03:22:20 pm
because you can't make a mod making use of it and it isn't in the raws

Boo. :/ I want to mod ALL THE THINGS.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: XhAPPYSLApX on August 04, 2015, 04:20:10 pm
I get the basic gist of modding, but I really don't know how to mod in gummy bears, like how to mod the skin to be made of gummy material, so that my adventurer can eat it. And if you want to ask why gummy bears... Because gummy bears dammit :D

Basically, I really don't know how all the ligaments and bones and such fit in the creature record sheet.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 04, 2015, 04:34:21 pm
Try starting with a Sponge Man, but made from a material that is edible raw.  Then see if your adventurer can eat the corpse.  If not, you'll need to figure out an edible corpse item such as the fruit of a plant with no natural biomes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: XhAPPYSLApX on August 04, 2015, 06:32:36 pm
Try starting with a Sponge Man, but made from a material that is edible raw.  Then see if your adventurer can eat the corpse.  If not, you'll need to figure out an edible corpse item such as the fruit of a plant with no natural biomes.

Thanks for the quick reply, and thanks for the info :D I will see to this, hopefully I'll be able to have megabeast gummy bears by the end of the day :D
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on August 04, 2015, 07:42:42 pm
In looking at modifying items to reduce clutter, could one make an item that takes up multiple body slots? Like [underwear] that acts as Loincloth & Socks, or [peasant outfit] that acts as Leggings, Tunic, Socks and Shoes? Just getting back into modding and haven't done items before, so thanks~

Since the coverage of an item can be modified, thoughts on removing half of the clothing / armor items and just replacing them with items that offer full coverage and are considered both, e.g. [insulated shoe] or [sock and boot]?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 04, 2015, 07:55:45 pm
With the way the system is set up and items are categorized, it is not possible to make an article of clothing that acts as multiple types.

Upper body pieces of clothing are defined by beginning with the [ITEM_ARMOR:ID] tag, while lower body items are [ITEM_PANTS:ID], feet are [ITEM_SHOES:ID], and so on.

The bare minimum that a creature needs to wear to avoid negative thoughts is something on its upper body, something on its lower body, and something for each [STANCE]-type body part it has. Creatures do not care about the coverage that a piece of clothing has. Otherwise the only thing that people would make their non-military wear would just be simple robes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Muffinator on August 04, 2015, 08:20:45 pm
I believe this short video will accurately represent my anger at being unable to apparently see little things like that. (https://www.youtube.com/watch?v=SAxzahvUgyo)

Thank you for the help. Even has the right amount of time as I scan and see the problem.

Oh you arent the only one, in trying to create my first creature mod I messed up by:
And it took a separate edit every time to figure out all this...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Muffinator on August 04, 2015, 08:34:05 pm
I get the basic gist of modding, but I really don't know how to mod in gummy bears, like how to mod the skin to be made of gummy material, so that my adventurer can eat it. And if you want to ask why gummy bears... Because gummy bears dammit :D

Basically, I really don't know how all the ligaments and bones and such fit in the creature record sheet.

What I'd do, would be to look at the modding guide on the wiki, where they break down how creature raws are assembled, they look at the bronze colosssus. Since they replace every tissue and material and all that with bronze, just do the same, with "gummy" and make some gummy material, just take bear raws and use the same tricks used to make the bronze colossus bronze!

As for the gummy material, I'd recommend just using physical characteristics of Gelatin, which is the gelling agent primarily used in gummies. In fact, gelatin blocks are used to simulate human flesh for ballistics testing! You might have seen this on Mythbusters. So its a stretch, but you could default to using human flesh material properties if you cannot find more accurate numbers.

 I'm still a noob though... not sure if this helps.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: XhAPPYSLApX on August 04, 2015, 08:45:40 pm
I get the basic gist of modding, but I really don't know how to mod in gummy bears, like how to mod the skin to be made of gummy material, so that my adventurer can eat it. And if you want to ask why gummy bears... Because gummy bears dammit :D

Basically, I really don't know how all the ligaments and bones and such fit in the creature record sheet.

What I'd do, would be to look at the modding guide on the wiki, where they break down how creature raws are assembled, they look at the bronze colosssus. Since they replace every tissue and material and all that with bronze, just do the same, with "gummy" and make some gummy material, just take bear raws and use the same tricks used to make the bronze colossus bronze!

As for the gummy material, I'd recommend just using physical characteristics of Gelatin, which is the gelling agent primarily used in gummies. In fact, gelatin blocks are used to simulate human flesh for ballistics testing! You might have seen this on Mythbusters. So its a stretch, but you could default to using human flesh material properties if you cannot find more accurate numbers.

 I'm still a noob though... not sure if this helps.

As am I, I only really know how to edit attributes, and the colors of hair, skin and eyes. And any kind of help is good, thanks for the info :D
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on August 04, 2015, 09:30:26 pm
With the way the system is set up and items are categorized, it is not possible to make an article of clothing that acts as multiple types.

Upper body pieces of clothing are defined by beginning with the [ITEM_ARMOR:ID] tag, while lower body items are [ITEM_PANTS:ID], feet are [ITEM_SHOES:ID], and so on.

The bare minimum that a creature needs to wear to avoid negative thoughts is something on its upper body, something on its lower body, and something for each [STANCE]-type body part it has. Creatures do not care about the coverage that a piece of clothing has. Otherwise the only thing that people would make their non-military wear would just be simple robes.

Sorry, I think I failed to adequately express myself.

I was thinking that, instead of there being Socks, Sandals, Shoes, Low Boots and High Boots, that, say, the first three are removed, and Low / High Boots are renamed to Low / High Boot and Sock, respectively, to remove a lot of the item types from cluttering the world. (Since my initial idea of having an item count as multiple equip spaces isn't workable~)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 04, 2015, 09:35:04 pm
Ah, decluttering. My bad then for misunderstanding. There are a few mods that streamline the game by doing that. And others that add a lot more variety to what items are available.

Totally something that can be done. Just be sure to go into the entity files as well to make sure that the various entity item permissions are consistent with the items that exist.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 05, 2015, 01:42:24 pm
Is there a way to make a specific creature, or a specific tissue/material, take extra damage from a certain weapon?  Modding the creature or the weapon or using DFHack are all on the table.

In particular, I'm working on a new mod with a stone megabeast, and I'd like picks to be extra effective (or... less ineffective).  If that works, I'll probably back-port it to The Earth Strikes Back as well.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: HereticUK on August 05, 2015, 03:49:30 pm
I've just tried my first foray into modding Dwarf Fortress and I was pretty pleased with the result for my first time. I added a new ranged weapon and ammo type, both of which can be found in the game and equipped at the embark screen. However, in Fortress mode I can only craft the arrows. The bow shows up in the crafting list but when I add it to the job queue, nothing happens. No crafting at all. But when I remove it from the queue, the job list resumes as normal. What am I doing wrong? Is it because I set it as a training weapon (so that it can only be made of wood) and then set the material cost to 6?

EDIT: I managed to fix this. Turns out that the game doesn't like ranged weapons tagged as [TRAINING]. I removed the tag and it works perfectly now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Chevaleresse on August 06, 2015, 02:55:10 am
Is there a way to ensure that worldgen civs have access to materials (and therefore items made from them) sourced from reactions? I want my worldgen elves to have access to my modded infused wood, to make them less pathetic.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 06, 2015, 07:30:55 am
Is there a way to ensure that worldgen civs have access to materials (and therefore items made from them) sourced from reactions? I want my worldgen elves to have access to my modded infused wood, to make them less pathetic.
That should be the default behavior.  It's why your dwarves can always embark with a steel anvil even if there is no iron.  Just be sure to put the PERMITTED_REACTION in the entity.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Chevaleresse on August 06, 2015, 07:57:00 pm
Hm. The reactions work just fine in Fortress Mode, but it seems that they can't use them in worldgen. Is there any particular reason behind this? The reactions require Furnace Operator; do they need access to the job as well?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on August 06, 2015, 08:07:49 pm
Hm. The reactions work just fine in Fortress Mode, but it seems that they can't use them in worldgen. Is there any particular reason behind this? The reactions require Furnace Operator; do they need access to the job as well?
Try using a dummy reaction that can't be used in fort mode, like Deon does. To enforce that a civ has a certain material.
Code: [Select]
[REACTION:BLACK_BRONZE_ENFORCE]
[NAME:no reaction]
[BUILDING:PLACEHOLDER_WORKSHOP:NONE]
[REAGENT:100:1:BAR:NO_SUBTYPE:METAL:BLACK_BRONZE][PRODUCT_DIMENSION:150]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Chevaleresse on August 06, 2015, 08:10:12 pm
I'll have to try that, though copying all the reactions for these mats will be a PITA. Will edit with success/failure of current method.

EDIT: Giving them Furnace Operator didn't work. I'll try the placeholder reactions now.

EDIT 2: Dummy reactions don't seem to work either. Let me try removing the material requirements...


EDIT 3: No idea how to convince it to work. Here's a sample one, no errors are being reported.
Code: [Select]
[REACTION:BRASS_INFUSING_PLACEHOLDER]
[NAME:fuse wood with brass (use ore)]
[BUILDING:PLACEHOLDER:NONE]
[PRODUCT:100:8:WOOD:NONE:PLANT_MAT:BRASSWOOD:WOOD]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 06, 2015, 10:46:19 pm
I'm not sure, but maybe only metals work when it comes to getting materials from reactions in worldgen? Could you try to change that from plant to inorganic?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Chevaleresse on August 07, 2015, 03:00:21 am
Unrelated question: I keep getting this error:
FALLEN:Unrecognized Creature Token: SELECT_ADDITONAL_CASTE

followed by a bajillion errors occurring because the game can't find limbs to punch/bite/kick with on the castes I attempted to select. The strange thing is that SELECT_ADDITIONAL_CASTE is working on the previous set of body part assignments, as they are generating no errors.

EDIT: Brute-forced through it by just using SELECT_CASTE and declaring the body over and over, but still wondering what caused the above behavior.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 07, 2015, 03:37:56 am
SELECT_ADDITONAL_CASTE

instead of SELECT_ADDITIONAL_CASTE
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Chevaleresse on August 07, 2015, 04:07:31 am
...Goddamnit.

Alright, followup question: any way to control the size of armor produced: I wanna get armor to fit all of my fallen castes, which range from slightly larger than a human to about 5x the size of one. This shouldn't be an issue for NPC-only fallen, but should I decide to make them playable the ability would be nice.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: MoonMan on August 07, 2015, 07:48:18 pm
Quick plant modding question: I'm trying to add saffron and I almost have it right but for some reason when the dwarves harvest it from a field they grab both the plant (crocus) and the "leaves" (saffron threads). I basically copied the Quarry Bush raws so I thought it would behave like a quarry bush, where they harvest ONLY the plant and then use up the plant processing the leaves to a bag. Does anyone know how I can make them not produce "leaves" when they harvest the plant? (the biome being underground is just to make them easier to test)

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Isngrim on August 08, 2015, 12:19:42 pm
Quick plant modding question: I'm trying to add saffron and I almost have it right but for some reason when the dwarves harvest it from a field they grab both the plant (crocus) and the "leaves" (saffron threads). I basically copied the Quarry Bush raws so I thought it would behave like a quarry bush, where they harvest ONLY the plant and then use up the plant processing the leaves to a bag. Does anyone know how I can make them not produce "leaves" when they harvest the plant? (the biome being underground is just to make them easier to test)

Spoiler (click to show/hide)
I think it might be because Quarry Bushes and leaves are Linked through a Farmers workshop reaction,not sure if having a workshop reaction will prevent dwarves from picking leaves and plant,but if it doesn't you could take the threads off of the crocus, make a dummy plant with saffron threads and a reaction that turns a crocus into seeds and saffron threads

Id also like to point out that saffron threads are picked in the field in RL,so the way you have it now is more on the realistic side.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jack_Bread on August 08, 2015, 08:19:56 pm
Small question, though I may be just very dumb, but how do I remove the default civs? I've deleted dwarves, elves, goblins, and humans from the entity_default because I'm running the Vilous mod and I'd rather just have the civs from there. The next world I generated still had the dwarves and such still. Did I miss something?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Isngrim on August 08, 2015, 08:27:28 pm
did you remove creature and entity files?Does one of the civs you want to play as have the CIV_CONTROLLABLE tag?.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: smakemupagus on August 08, 2015, 08:46:26 pm
If you had deleted them they wouldn't be there .. you probably manipulated files in the wrong folder on your computer, forgot to save your work, ran a df.exe from a vanilla DF folder that didn't contain your mod, etc.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jack_Bread on August 09, 2015, 01:29:11 am
I feel like it might've been reading the backup I had forgotten to move out of the raws, haha. Though that would've likely causes other issues. Anyway, I also deleted the creature files and moved the backup and the next world I generated did so properly with no dwarves, elves, etc, so yaay. I was just dumb :V
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ImagoDeo on August 09, 2015, 10:10:48 pm
I'm working on adding minotaurs as an additional race. They don't seem to use the race-specific weapons I added to them.

Spoiler: item_mod.txt (click to show/hide)

Spoiler: entity_mod.txt (click to show/hide)

A siege of 11 minotaurs showed up at a fort after about three years. None of them were wielding the weighted whips, the greatclaws, or any other custom weapon. Can someone explain why?

Additionally, I'm having problems with the warlord position. It seems that only demons and other masquerading creatures can take the role. My goal was that each minotaur civ would have a single warlord at all times, and I'm not sure what I'm doing wrong to achieve that. It seems that the race usually gets a Lord or Lady sooner or later, even though I explicitly removed the [VARIABLE_POSITIONS] tags. Can someone explain what's going on?

Lastly, is there a good way to engage the civilization in constant war with other races WITHOUT adding the [BABYSNATCHER] tag? Minotaurs would just as soon eat stolen children as train them to be members of the civ, so the current behavior with that tag is extremely unrealistic.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: AceSV on August 11, 2015, 08:40:24 pm
Okay, I was trying to make wooden combat weapons with a custom reaction at the workshop.  It worked, except in that the weapons aren't made of any material.  When used it combat, the weapon passes through its intended victims most of the time, but occasionally lands a hit somehow. 

Code: [Select]
[REACTION:WOOD_CONE_HAMMER]
[NAME:make wooden cone hammer]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]

[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_CONE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:WOODCRAFT]

Any idea what that's supposed to look like? 
I also tried switching to [PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_CONE:NONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE] after worldgen and that didn't fix it. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 11, 2015, 08:54:08 pm
If I were to take a guess, I would say that it may be because it looks like you have an unnecessary NONE in the product line, between the item subtoken and the GET_MATERIAL_FROM_REAGENT argument.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: AceSV on August 11, 2015, 09:46:02 pm
If I were to take a guess, I would say that it may be because it looks like you have an unnecessary NONE in the product line, between the item subtoken and the GET_MATERIAL_FROM_REAGENT argument.

I took that out and no item showed up at all. 


EDIT:  Whoops, no, [PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_CONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE] causes nothing to show up, [PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_CONE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] works the same as before, just a cone hammer made of nothing. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 12, 2015, 08:21:05 am
This is my first attempt at putting together a megabeast, and I'm doing something... wrong.

I want this guy to lose a stand-up fight against another megabeast because it will have a DFHack special ability that I haven't implemented yet, but it's turned out to be too weak.  The kick attacks are as dangerous as you'd expect from a creature this size, but most of its claw and bite attacks glance away from skin and scale and even a hydra's eye. There have also been a few "passes right through!" results as well.

The concept is a big stone creature covered in soil, basically a mobile hill.  The males have iron teeth and claws; the females have silver teeth and claws.  I suspect the problem is that natural weapon attacks don't play well with metal materials, but I don't know how to fix it.  It seems to do just fine as a worldgen badass... just ineffectual in the arena which would translate to a disappointing fortress or adventurer opponent.

Here are the raws if anyone wants to take a peek and point out the glaringly obvious error I must have made.

Spoiler: raws (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Muffinator on August 12, 2015, 12:11:45 pm
So I made some modded creatures here: http://dffd.bay12games.com/file.php?id=11030

And though they show up in object testing arena, and kill stuff and each other, they seem to work okay.. But I generated a few default worlds and couldn't find any sites with any of my creatures in them! Some hippies somewhere should have one or two domesticated right?

I've been playing a fort with this mod and others for a while in areas where they should appear, but I haven't found any yet..
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 12, 2015, 05:01:38 pm
Nothing seems to be jumping out at me. Nothing that would cause the animal to not appear anyways. One thing I noticed is that the animal's sphere of influence is THE HUNT, which does not exist. HUNTING is a sphere, however.

Are there any errors in your errorlog?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Muffinator on August 12, 2015, 07:09:25 pm
Oh dang, thanks for that, I meant hunting, and no error logs pop up on worldgen, are they the same as invalid parameter errors? I dunno, where would the log be?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 12, 2015, 07:11:26 pm
In the main Dwarf Fortress folder, same folder as the game's application file.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: AceSV on August 12, 2015, 10:12:09 pm
If I were to take a guess, I would say that it may be because it looks like you have an unnecessary NONE in the product line, between the item subtoken and the GET_MATERIAL_FROM_REAGENT argument.

I took that out and no item showed up at all. 


EDIT:  Whoops, no, [PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_CONE:GET_MATERIAL_FROM_REAGENT:WOOD:NONE] causes nothing to show up, [PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_CONE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] works the same as before, just a cone hammer made of nothing.

[DERP]  That works the same because it is the same.  BlackFlyme's suggestion worked correctly,  [PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_CONE:GET_MATERIAL_FROM_REAGENT:A:NONE] sweet
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Chevaleresse on August 13, 2015, 02:42:07 am
Not a modding issue, per se, but is there a way to ensure civs appear without them overriding the default ones? My custom evil civilization, despite being restricted to starting in wetlands, manages to choke out all the default civs in worldgen and completely defeat why it exists in the first place. Meanwhile, the other custom civ that settles in glaciers is near-nonexistent, though I think I fixed part of that issue. ([BIOME_SUPPORT:GLACIER] instead of BIOME_SUPPORT:GLACIER:whatever])
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ImagoDeo on August 13, 2015, 11:16:33 am
Not a modding issue, per se, but is there a way to ensure civs appear without them overriding the default ones? My custom evil civilization, despite being restricted to starting in wetlands, manages to choke out all the default civs in worldgen and completely defeat why it exists in the first place. Meanwhile, the other custom civ that settles in glaciers is near-nonexistent, though I think I fixed part of that issue. ([BIOME_SUPPORT:GLACIER] instead of BIOME_SUPPORT:GLACIER:whatever])

There's a tension between making an evil, warlike civ and keeping other civs alive in world gen. The best way to do it is to generate a larger world, since there's more room for expansion and less ease of conquest. In a small enough world, even goblins can sometimes overrun elves, humans, and/or dwarves entirely and completely take over a whole continent.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Chevaleresse on August 13, 2015, 03:43:14 pm
It doesn't seem to be an issue with them driving the other civs to extinction so much as it is they get placed way more often than the other civs. Though, I've noticed my Fallen remain particularly extinction-prone, as they rarely expand aggressively in the same way the other civs (even dwarven ones) do, usually only putting up a couple small hamlets.

If anyone can help me, here's the raws for them:


Code: [Select]
[ENTITY:FALLEN]
[CREATURE:FALLEN]
[TRANSLATION:GOBLIN]
[INDIV_CONTROLLABLE]
[CIV_CONTROLLABLE]
[ADVENTURE_TIER:4]
[DIGGER:ITEM_WEAPON_PICK]


[WEAPON:ITEM_WEAPON_DAGGER_SHOCK]
[WEAPON:ITEM_WEAPON_SWORD_SHOCK]
[WEAPON:ITEM_WEAPON_RIFLE_SHOCK]
[AMMO:ITEM_AMMO_SHOCK]
[WEAPON:ITEM_WEAPON_RIFLE_LINE]
[AMMO:ITEM_AMMO_LINE]
[WEAPON:ITEM_WEAPON_PISTOL_SHOCK]
[AMMO:ITEM_AMMO_SHOCK]
[WEAPON:ITEM_WEAPON_CANNON_SHRAPNEL]
[AMMO:ITEM_AMMO_SHRAPNEL]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[SHOES:ITEM_SHOES_SHOES:UNCOMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_MINIFORGE]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_MINECART]
[TOOL:ITEM_TOOL_WHEELBARROW]
[TOOL:ITEM_TOOL_STEPLADDER]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CURRENCY_BY_YEAR]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:ARTIFICE]
[SELECT_SYMBOL:REMAINING:EARTH]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:FLOWERY]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[INDOOR_WOOD]
[INDOOR_FARMING]
[OUTDOOR_GARDENS]
[INDOOR_GARDENS]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:64]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:64]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]
[ADVENTURE_TIER:3]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[LIKES_SITE:DARK_FORTRESS]
[LIKES_SITE:PLAYER_FORTRESS]
[TOLERATES_SITE:PLAYER_FORTRESS]
[TOLERATES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[SETTLEMENT_BIOME:GLACIER]
[SETTLEMENT_BIOME:TUNDRA]
[START_BIOME:GLACIER]
[START_BIOME:TUNDRA]
[START_BIOME:ANY_DESERT]
[BIOME_SUPPORT:ALL_MAIN:2]
[BIOME_SUPPORT:GLACIER:5]
[BIOME_SUPPORT:TUNDRA:4]
[BIOME_SUPPORT:ANY_DESERT:3]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[ACTIVE_SEASON:WINTER]
[SIEGER]
[ITEM_THIEF]
[AMBUSHER]
[MAX_STARTING_CIV_NUMBER:3]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:CHAOS]
[RELIGION_SPHERE:DARKNESS]
[RELIGION_SPHERE:JEWELS]
[RELIGION_SPHERE:METALS]
[RELIGION_SPHERE:WEALTH]
[RELIGION_SPHERE:DEATH]
[RELIGION_SPHERE:DISCIPLINE]
[RELIGION_SPHERE:HUNTING]
[RELIGION_SPHERE:STRENGTH]
[RELIGION_SPHERE:VICTORY]
[BEAST_HUNTER]
[SCOUT]
[MERCENARY]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:GELDER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:PROCESS_PLANT_TO_BAG]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:LIGNITE_TO_COKE]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:PIG_IRON_MAKING]
[PERMITTED_REACTION:STEEL_MAKING]
[PERMITTED_REACTION:NICKEL_SILVER_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
[PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
[PERMITTED_REACTION:ADAMANTINE_WAFERS]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:REQUIRED]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:MISGUIDED]
[ETHIC:TORTURE_FOR_FUN:MISGUIDED]
[ETHIC:TORTURE_ANIMALS:MISGUIDED]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:TRESPASSING:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:THEFT:PERSONAL_MATTER]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:PUNISH_SERIOUS]
[ETHIC:EAT_SAPIENT_OTHER:APPALLING]
[ETHIC:EAT_SAPIENT_KILL:APPALLING]
[ETHIC:MAKE_TROPHY_SAME_RACE:SHUN]
[ETHIC:MAKE_TROPHY_SAPIENT:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VALUE:LAW:-10]
[VALUE:LOYALTY:0]
[VALUE:FRIENDSHIP:0]
[VALUE:POWER:50]
[VALUE:TRUTH:-10]
[VALUE:CUNNING:10]
[VALUE:ELOQUENCE:0]
[VALUE:FAIRNESS:-15]
[VALUE:DECORUM:-5]
[VALUE:TRADITION:10]
[VALUE:ARTWORK:15]
[VALUE:COOPERATION:-5]
[VALUE:INDEPENDENCE:20]
[VALUE:STOICISM:-5]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:0]
[VALUE:TRANQUILITY:-15]
[VALUE:HARMONY:-20]
[VALUE:MERRIMENT:0]
[VALUE:CRAFTSMANSHIP:0]
[VALUE:MARTIAL_PROWESS:50]
[VALUE:SKILL:30]
[VALUE:HARD_WORK:0]
[VALUE:SACRIFICE:-5]
[VALUE:COMPETITION:30]
[VALUE:PERSEVERANCE:5]
[VALUE:LEISURE_TIME:-10]
[VALUE:COMMERCE:0]
[VALUE:ROMANCE:0]
[VALUE:NATURE:0]
[VALUE:PEACE:-20]
[WILL_ACCEPT_TRIBUTE]
[LAND_HOLDER_TRIGGER:1:20:10000:100000]
[LAND_HOLDER_TRIGGER:2:20:20000:200000]
[LAND_HOLDER_TRIGGER:3:20:30000:300000]
[POSITION:KELL]
[NAME:kell:kells]
[NUMBER:1]
[SQUAD:10:kell's guard:kell's guards]
[ALLOWED_CREATURE:FALLEN:MASSIVE]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:BARON:ALL]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:ARCHON]
[NAME:archon priest:archons]
[NUMBER:1]
[SQUAD:10:archon's guard:archon's guards]
[ALLOWED_CREATURE:FALLEN:MASSIVE]
[APPOINTED_BY:MONARCH]
[RESPONSIBILITY:RELIGION]
[PRECEDENCE:50]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:1]
[POSITION:BARON]
[NAME:baron:barons]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[ALLOWED_CREATURE:FALLEN:CAPTAIN]
[APPOINTED_BY:KELL]
[COMMANDER:REAVER:ALL]
[PRECEDENCE:100]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[MILITARY_SCREEN_ONLY]
[POSITION:REAVER]
[NAME:reaver:reavers]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:KELL]
[PRECEDENCE:190]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1]
[REQUIRED_BEDROOM:1]
[REQUIRED_DINING:1]
[MILITARY_SCREEN_ONLY]
[POSITION:MILITIA_COMMANDER]
[NAME:guard captain:guard captains]
[SITE]
[NUMBER:1]
[SQUAD:10:guard:guards]
[ALLOWED_CREATURE:FALLEN:CAPTAIN]
[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:squad captain:squad captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:guard:guards]
[APPOINTED_BY:MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:CAPTAIN_OF_THE_GUARD]
[NAME:enforcer:enforcers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[RESPONSIBILITY:EXECUTIONS]
[EXECUTION_SKILL:SWORD]
[SQUAD:10:enforcer lackey:enforcer lackeys]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:105]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[POSITION:EXPEDITION_LEADER]
[NAME:expedition leader:expedition leaders]
[SITE]
[NUMBER:1]
[REPLACED_BY:MAYOR]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:MAYOR]
[NAME:mayor:mayors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[REQUIRES_POPULATION:50]
[RULES_FROM_LOCATION]
[ELECTED]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[POSITION:CHIEF_MEDICAL_DWARF]
[NAME:chief medical officer:chief medical officers]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BROKER]
[NAME:broker:brokers]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BOOKKEEPER]
[NAME:bookkeeper:bookkeepers]
[SITE]
[REQUIRES_MARKET]
[NUMBER:1]
[RESPONSIBILITY:ACCOUNTING]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:180]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:DIPLOMAT]
[NAME:diplomat:diplomats]
[NUMBER:1]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:70]
[DO_NOT_CULL]
[COLOR:7:0:1]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:FORCED_ADMINISTRATOR]
[NAME:administrator:administrators]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[COLOR:5:0:0]
[MANDATE_MAX:2]
[DEMAND_MAX:3]
[PRECEDENCE:65]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MEET_WORKERS]
[STONE_SHAPE:OVAL_CABOCHON]
[STONE_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:CUSHION_CABOCHON]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:ROUND_CABOCHON]
[GEM_SHAPE:CUSHION_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[GEM_SHAPE:TABLE_CUT_GEM]
[GEM_SHAPE:SINGLE_CUT_GEM]
[GEM_SHAPE:ROSE_CUT_GEM]
[GEM_SHAPE:BRIOLETTE_CUT_GEM]
[GEM_SHAPE:EMERALD_CUT_GEM]
[GEM_SHAPE:MARQUISE_CUT_GEM]
[GEM_SHAPE:OVAL_CUT_GEM]
[GEM_SHAPE:PEAR_CUT_GEM]
[GEM_SHAPE:SQUARE_BRILLIANT_CUT_GEM]
[GEM_SHAPE:RADIANT_CUT_GEM]
[GEM_SHAPE:TRILLION_CUT_GEM]
[GEM_SHAPE:ROUND_BRILLIANT_CUT_GEM]
[GEM_SHAPE:BAGUETTE_CUT_GEM]
[GEM_SHAPE:TAPERED_BAGUETTE_CUT_GEM]
[GEM_SHAPE:CUSHION_CUT_GEM]
[GEM_SHAPE:OCTAGON_CUT_GEM]
[GEM_SHAPE:SQUARE_CUT_GEM]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 13, 2015, 04:30:12 pm
That's odd. Civilizations should be placed in roughly even amounts. The only things I can think of asking would be about the size of your worlds, the amount of civilizations set to spawn, how many civilizations there are, and if you have accidentally disabled the default ones.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Scoops Novel on August 14, 2015, 09:10:18 am
This is my first stab at modding. What resources are there? My plans are on these lines. (http://www.bay12forums.com/smf/index.php?topic=152565.0)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Chevaleresse on August 14, 2015, 11:50:24 pm
I think I fixed part of the issue, though they seem entirely unwilling to do anything outside of their [SETTLEMENT_BIOME]s. I also forgot [BUILDS_OUTDOOR_FORTIFICATIONS], and these together seem to allow them to actually exist now. Kinda wish [ITEM_THIEF] didn't mean automatic war with everyone, though; I want them to still trade with the player occasionally, and I hoped their ethics would be enough to get wars to start.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Scoops Novel on August 15, 2015, 06:51:44 am
Specifically, i want to make a program that reads in-game descriptions through DF hack and uses this as a trigger.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on August 16, 2015, 04:40:48 pm
Will an error occur if there are two entities with the same adventure tier?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on August 16, 2015, 04:41:24 pm
Is there any way to restore boulder-dropping from mining to soil layers?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on August 16, 2015, 04:52:37 pm
Will using ALLOWED_CREATURE on a fortress mode position affect appointments in fortress mode?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Chevaleresse on August 16, 2015, 05:05:31 pm
Yes it will. My fallen civilization, which only allows captains to be, well, captains, was unable to appoint a military when I only ended up with dregs and vandals.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 16, 2015, 06:51:29 pm
Is there any way to restore boulder-dropping from mining to soil layers?
You can fake it with DFHack (set up a function that is called every time a job is completed, check if it was mining and if was in soil, then create a boulder with 25% probability), but not via raw modding.

If you really want to dive into the minutiae of this, the mod in my signature has tesb-mining.lua which spawns things when mining certain kinds of rock.  At least with soil there is no need to check for veins.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on August 16, 2015, 06:52:47 pm
Is there any way to restore boulder-dropping from mining to soil layers?
You can fake it with DFHack (set up a function that is called every time a job is completed, check if it was mining and if was in soil, then create a boulder with 25% probability), but not via raw modding.

If you really want to dive into the minutiae of this, the mod in my signature has tesb-mining.lua which spawns things when mining certain kinds of rock.  At least with soil there is no need to check for veins.

Thanks Dirst!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on August 16, 2015, 10:33:26 pm
I want to make Blood edible, so I'm adding these:
   [EDIBLE_VERMIN]
   [EDIBLE_COOKED]
   [EDIBLE_RAW]
to the blood_template in the material_template_default file. I presume that'll do the trick, and also let it be used as an ingredient for cooking?


If possible, I'd like it to also be produced when butchering, and then get stockpiled into barrels and such (to emulate the barrels of blood we see from dwarven caravans). Would adding this work?
   [BUTCHER_SPECIAL:GLOB:NONE]

Thanks~
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on August 17, 2015, 02:09:56 am
What causes the goblins behavior of doing ambushes leading up to small scale sieges if they lack the AMBUSHER tag?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Chevaleresse on August 17, 2015, 02:11:28 am
Are they proper ambushes or are they tiny sieges?

They could be bandits, too.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on August 17, 2015, 02:19:17 am
I'm not sure if there's a confusion here? I mean as in what causes them game mechanics wise? They're definitely ambushes.

What does the mercenary entity token do? It's not listed on the wiki
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 17, 2015, 04:28:46 am
I'm not sure if there's a confusion here? I mean as in what causes them game mechanics wise? They're definitely ambushes.

What does the mercenary entity token do? It's not listed on the wiki

1. Are you sure? I feel like it may be sieges now. Have you been ambushed in 0.40?

2. It allows the entities to produce mercenaries AFAIK... might be deprecated with 0.40.01 or the next version
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on August 17, 2015, 04:48:16 am
I'm not sure if there's a confusion here? I mean as in what causes them game mechanics wise? They're definitely ambushes.

What does the mercenary entity token do? It's not listed on the wiki

1. Are you sure? I feel like it may be sieges now. Have you been ambushed in 0.40?

2. It allows the entities to produce mercenaries AFAIK... might be deprecated with 0.40.01 or the next version

Oooooh. Whoops I got mixed up thanks to the ambush page on the wiki being a copy paste?. Thought things were still the same since the old days cause of it since my game hadn't gotten far enough for it to show up. Well this is embarassing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Scoops Novel on August 17, 2015, 06:41:28 am
How can I read the combat log, weather and temperature output with dfhack?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on August 17, 2015, 10:35:16 am
Dunno about the others, but can't vanilla do combat logs with [r]?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Isngrim on August 17, 2015, 02:07:35 pm
i cant seem to get my modded civ to place in world gen,

Spoiler (click to show/hide)
Spoiler (click to show/hide)
it is playable in adventure mode as an outcaste,but the world gen pops up with an error report about not being able to place fortress controllable civs,but i cant seem to find the problem

*Edit,Solved the problem,it was the lack of the [MALE] tag
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on August 17, 2015, 03:12:41 pm
What happens if there are two entities with the same adventure tier?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 17, 2015, 03:57:42 pm
What happens if there are two entities with the same adventure tier?
The duplicates are sorted by which comes first in the file instead.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on August 17, 2015, 05:16:00 pm
Hello, i would like some precision about the VISION_ARC token , on the wiki the only information i find is
Quote
The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.
I'm not sure of the meaning of "non-binocular vision", does that mean it is the radius that the creature can still "see" out of its eyes radius or does it mean the radius the creature is unable to see at all in this radius ?
Are those values meaning "binocular vision" is the radius in front of the creature while the "non-binocular" vision is the radius in the back of the creature (so the game know which direction the thing is looking at) ?

Very few creatures have a VISION_ARC token, and most of the ones i see with such token have
[VISION_ARC:50:310]
That i notice the total of both values being 360, does that mean that the total of both values must -always- be 360 ? So in case i was to make a creature able to see 360 degree around, should i use as i seem to understand :
[VISION_ARC:360:0]
or am i wrong and it should be :
[VISION_ARC:360:360]
?
And what are the default value for this token, as the wiki do not mention them ?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Chevaleresse on August 17, 2015, 05:33:12 pm
Binocular vision is the cone of accurate and clear sight using both eyes to construct the image, while non-binocular is "the corner of your eyes" where you only see something with one or the other and the image is not as clear.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Robsoie on August 17, 2015, 06:21:43 pm
Ah thanks i see more binocularly now :D
Though i doubt it is applying in the DF context in which either something see you or it does not from the ingame cone of vision that is either limited in angle or is full 360 (for undead and other procedural stuff, as i don't see any example of 360 degree arc vision in the raws)

Still unsure then if it should be
[VISION_ARC:360:0]
in case the sum of both number -must- be 360 or if it does not matter and
[VISION_ARC:360:360]
may work the same
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on August 17, 2015, 07:10:23 pm
Is it possible to set up a reaction to randomly produce one of a set many items?

How do gaits work and how do they interact with the whole STANDARD_QUADRUPED_GAITS thing and such?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 17, 2015, 07:58:58 pm
Is it possible to set up a reaction to randomly produce one of a set many items?
An item of a type found in the raws can be randomly selected for by leaving out the item subtype ID. Otherwise no, with an exception for CRAFTS(or something like that)

How do gaits work and how do they interact with the whole STANDARD_QUADRUPED_GAITS thing and such?
The STANDARD_X_GAITS are c_variations that apply gaits and the first one in the raw file explains all of the tokens in a comment. !ARGx is like body detail plans, they are the variables you put after the c_var GAITS. The objects/notes/gaits.txt has a list of mph or kph to gait format.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on August 17, 2015, 08:32:40 pm
If you use a single ammo as a reagent in a reaction, will the reaction consume the entire stack, or just a single instance out of it?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 17, 2015, 08:47:41 pm
Used to be entire stacks, but I do not know now. It may have been fixed when bones were, but I haven't done any testing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on August 17, 2015, 09:20:32 pm
If I give a playable civ no instances of a certain type of clothing except an armor one, will civilians put it on on their own? Say for example giving them only helmets. I remember in the old version when I did that characters would spawn wearing them, but I didn't get far enough to see if like kids would put them on and such.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on August 18, 2015, 12:34:06 am
Can the rate at which dwarves get hungry be modded at all?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Isngrim on August 18, 2015, 08:57:51 pm
I cant seem to get the game to place an entity who's creature only has [MALE] or [FEMALE],but not both.any idea how to fix this,or is it a bug?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 18, 2015, 09:26:31 pm
It may be intentional, neither fixable nor a bug.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Isngrim on August 18, 2015, 09:46:04 pm
Damn,But thanks Putnam.
any way to prevent them from having children in world gen?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 18, 2015, 09:52:22 pm
Damn,But thanks Putnam.
any way to prevent them from having children in world gen?
I think some time ago someone found that creatures/castes with MAXAGE will only marry creatures/castes with MAXAGE and the other way around as well. Other than that, no. You could give them an interaction to give them STERILE to prevent fort births, but that's it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Isngrim on August 18, 2015, 10:01:49 pm
what about  [LITTERSIZE:0:0]?

no maxage should work though,this creature are supposed to be immortal.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 18, 2015, 10:07:23 pm
[ORIENTATION:MALE:1:0:0]

put that in FEMALE, do the same for FEMALE in MALE

you should also do it for both MALE and FEMALE if you don't want romance at all
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Isngrim on August 18, 2015, 10:18:19 pm
i tried the litersize idea out,and it seems to have worked,trying to decided on a way to test it out other then legendview wich only shows me hist figs
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on August 18, 2015, 10:22:51 pm
Edit: Never mind. There was already a great answer on the next page.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Isngrim on August 18, 2015, 10:36:43 pm
[LITTERSIZE:0:0] appears to work (at least in fort mode).i used DFhack(read as Blackmagic) to try and force a birth,and no babies were born (tried 3 times to be certain)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on August 21, 2015, 04:33:44 pm
Just an idea I had: what would happen if I gave wagons the wagon-puller tag? Any ideas?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 21, 2015, 05:11:54 pm
Does anyone know if the ethics [ETHIC:KILL_PLANT:UNTHINKABLE] (or [ETHIC:KILL_PLANT:PUNISH_SEVERE] or any other) are actually enforced in-game for player forts?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Meph on August 21, 2015, 05:19:53 pm
Does anyone know if the ethics [ETHIC:KILL_PLANT:UNTHINKABLE] (or [ETHIC:KILL_PLANT:PUNISH_SEVERE] or any other) are actually enforced in-game for player forts?
Yes.

They are not.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: golemgunk on August 22, 2015, 05:30:06 am
Do the [RESISTABLE] and [SIZE_DILUTES] tokens actually function at present?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on August 22, 2015, 05:30:56 am
Ok, is there a forcewagon DFHack command?

I'll try the wagon thing meself...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Scoops Novel on August 24, 2015, 01:47:06 am
How can i download all the description raws/tokens?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 24, 2015, 10:01:04 am
How can i download all the description raws/tokens?
They are all already in your raws with the exception of generated creatures which are in your save data. If you want a guide to how the various tokens that affect creature descriptions work get the html of this (http://dwarffortresswiki.org/index.php/DF2014:Creature_token) page.

Most of them can be found under [SELECT_CASTE:ALL] in DWARF. There are also the BODY_APPEARANCE_MODIFIERs that appear after BODY_SIZE in DWARF and the various MANNERISM tokens before [SELECT_CASTE:ALL]. Obviously also the DESCRIPTION token.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sarlare on August 24, 2015, 12:44:33 pm
I noticed that while playing the masterwork mod's adventure mode human faction leaders were referred to as "king" and "queen" rather than the vanilla law-giver title, complete with their own unique sprite (as opposed to the sprite of their profession prior to obtaining the position.) Is there a way to accomplish this in vanilla dwarf fortress? Does it require any special scripting or the use of DFhack?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Isngrim on August 24, 2015, 12:52:06 pm
no,humans have the variable position tag,which generates the the titles,meph simply added positions to the humans

the simplest way to do this is to copy the dwarven positions and rename them and remove the variable positions tag

this may help as well : http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_civilizations_.28entities.29 (http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_civilizations_.28entities.29)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Sarlare on August 24, 2015, 01:55:40 pm
no,humans have the variable position tag,which generates the the titles,meph simply added positions to the humans

the simplest way to do this is to copy the dwarven positions and rename them and remove the variable positions tag

this may help as well : http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_civilizations_.28entities.29 (http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_civilizations_.28entities.29)

Would modifying this element of the civ effect any tangible way the race operates?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 24, 2015, 07:22:56 pm
no,humans have the variable position tag,which generates the the titles,meph simply added positions to the humans

the simplest way to do this is to copy the dwarven positions and rename them and remove the variable positions tag

this may help as well : http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_civilizations_.28entities.29 (http://dwarffortresswiki.org/index.php/DF2014:Modding_guide#Modding_civilizations_.28entities.29)

Would modifying this element of the civ effect any tangible way the race operates?
Yes. Mostly when it comes to the administrator nobles.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Scoops Novel on August 25, 2015, 02:30:06 am
How can i download all the combat log text and combinations?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on August 25, 2015, 02:31:07 am
I'd guess it's here (http://dwarffortresswiki.org/index.php/DF2014:String_dump).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Scoops Novel on August 25, 2015, 06:34:37 am
 :D
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on August 26, 2015, 03:58:06 pm
I've just made a creature, and tested it for the first time in Arena. It doesn't exist. I don't mean that I can't spawn it, but all attacks glance away, and when I checked it's wounds it didn't seem to have any body part. I've no idea what could have caused this, as I checked and the body parts I've added were saved. Another thing I noticed is that the creature didn't move, and the attacking creature only ever targeted it's "primary upper spine". If this doesn't help I can post the creature and the parts I've added.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 26, 2015, 04:44:15 pm
Seeing the raws never hurts.

Could be a few things. Could be a material or tissue error, causing the materials or tissues to not be added to the creature, effectively making it not exist physically. There may also be an error with the way the body is laid out. For example, if it is not moving, prone on the ground, and only capable of a basic push attack, it may not have a brain.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on August 26, 2015, 05:15:47 pm
Seeing the raws never hurts.

Could be a few things. Could be a material or tissue error, causing the materials or tissues to not be added to the creature, effectively making it not exist physically. There may also be an error with the way the body is laid out. For example, if it is not moving, prone on the ground, and only capable of a basic push attack, it may not have a brain.
Well, it wasn't prone, so I suppose the brain must work. Right, I'll put in the raws.

Creature-

Spoiler (click to show/hide)

Body parts-

Spoiler (click to show/hide)

I'm sure it's something obvious I've ignored or mis-typed, but I'm unable to see it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 26, 2015, 05:21:31 pm
You have two body parts with the ID BIRRIN_NECK. You cannot have two body parts with the same ID. See if renaming one would work.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on August 26, 2015, 05:29:51 pm
You have two body parts with the ID BIRRIN_NECK. You cannot have two body parts with the same ID. See if renaming one would work.

Right, now it has a body, but two new issues just appeared.
It starts winded, and ended up suffocating. It has lungs, so I've no idea why that would happen. And there's also some issue with the legs, because I've ended up with "Left upper leg, left upper leg" or something similar as a single body part. I ran into a similar issue in a previous mod when working with joints, but it fixed itself when I just gave it humanoid joints.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 27, 2015, 09:09:43 am
You have two body parts with the ID BIRRIN_NECK. You cannot have two body parts with the same ID. See if renaming one would work.

Right, now it has a body, but two new issues just appeared.
It starts winded, and ended up suffocating. It has lungs, so I've no idea why that would happen. And there's also some issue with the legs, because I've ended up with "Left upper leg, left upper leg" or something similar as a single body part. I ran into a similar issue in a previous mod when working with joints, but it fixed itself when I just gave it humanoid joints.

   [BP:UNK:upper neck:STP][CON:LNK][CATEGORY:NECK] -- Switch with Yellow
      [DEFAULT_RELSIZE:150]
   [BP:LNK:lower neck:STP][CON:UB][CATEGORY:NECK] -- Red should be below this
      [DEFAULT_RELSIZE:150]
   [BP:HD:head:STP][CON:UNK][HEAD][CATEGORY:HEAD]
      [DEFAULT_RELSIZE:300]

Spoiler (click to show/hide)

in your main body (the one possibly mentioned as dupe_ID by BlackFlyme) order of events are key.
You have the upper neck get made, which needs to connect to the lowerneck, BUT the lowerneck has not been defined yet so it's a "floating" or "detached" body part, then you create the lowerNeck (which connects to the UB just fine) then you define the Head which connects to the UNK (upper neck) which that part is detached. Now guess where the BRAIN goes? the HEAD, what is the status of the HEAD? floating next to the body. No Connection, no Brain control, Lungs fail. Suffocation.

EDIT:
I sound rude but not my intention, I just wanted to explain what was happening. I hope this is the issue and your creature will work fine now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on August 27, 2015, 02:22:36 pm
How would one go about removing the 'no exhaustion' from undead reanimated by evil biomes?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 27, 2015, 03:19:55 pm
You either turn off all evil biome behavior in custom worldgen and make your own custom regional interactions from scratch, or you patch your executable with some Python scripts.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on August 27, 2015, 04:04:10 pm
You either turn off all evil biome behavior in custom worldgen and make your own custom regional interactions from scratch, or you patch your executable with some Python scripts.

Many thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Lymia on August 27, 2015, 04:13:58 pm
Can't you also edit the world.dat save file to modify the interactions that make stuff zombies?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on August 27, 2015, 05:01:32 pm
Spoiler (click to show/hide)

   [BP:UNK:upper neck:STP][CON:LNK][CATEGORY:NECK] -- Switch with Yellow
      [DEFAULT_RELSIZE:150]
   [BP:LNK:lower neck:STP][CON:UB][CATEGORY:NECK] -- Red should be below this
      [DEFAULT_RELSIZE:150]
   [BP:HD:head:STP][CON:UNK][HEAD][CATEGORY:HEAD]
      [DEFAULT_RELSIZE:300]

Spoiler (click to show/hide)

in your main body (the one possibly mentioned as dupe_ID by BlackFlyme) order of events are key.
You have the upper neck get made, which needs to connect to the lowerneck, BUT the lowerneck has not been defined yet so it's a "floating" or "detached" body part, then you create the lowerNeck (which connects to the UB just fine) then you define the Head which connects to the UNK (upper neck) which that part is detached. Now guess where the BRAIN goes? the HEAD, what is the status of the HEAD? floating next to the body. No Connection, no Brain control, Lungs fail. Suffocation.

EDIT:
I sound rude but not my intention, I just wanted to explain what was happening. I hope this is the issue and your creature will work fine now.

Thank you, that fixed the suffocation issue, and now it actually walks/runs around. However, I've still got bodyparts showing up with names like "Right hand, right lower arm, right upper arm". Any idea what could cause that?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 27, 2015, 05:54:24 pm
However, I've still got bodyparts showing up with names like "Right hand, right lower arm, right upper arm". Any idea what could cause that?
The game is trying to tell you where that "Right hand" originates from because you have multiple instances of that BP being placed.
Look at HUMANOID_6ARMS to learn how to avoid that problem.

I think you also have 2 each of "[R/L] lower arm" as when they are placed you have 2 previous [R/L]UA.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on August 27, 2015, 07:06:20 pm
However, I've still got bodyparts showing up with names like "Right hand, right lower arm, right upper arm". Any idea what could cause that?
The game is trying to tell you where that "Right hand" originates from because you have multiple instances of that BP being placed.
Look at HUMANOID_6ARMS to learn how to avoid that problem.

I think you also have 2 each of "[R/L] lower arm" as when they are placed you have 2 previous [R/L]UA.
Thank you, that worked. I'll also have to do a touch-up on one of my previous mods now that I know what caused the issue. Again, thanks a bunch!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: tahu16 on August 30, 2015, 09:08:04 am
Is there any way to modify the bonuses which are given to the corpses when reanimated?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 30, 2015, 10:36:36 am
Is there any way to modify the bonuses which are given to the corpses when reanimated?
You either turn off all evil biome behavior in custom worldgen and make your own custom regional interactions from scratch, or you patch your executable with some Python scripts.

Necromancers are defined separately, but are otherwise the same deal. Not immediately simple.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on August 30, 2015, 02:27:14 pm
Any way I could easily get a specific creature to spawn on every embark? I gave the creature the same pop and everything as badgers, since I run into them rather often, but I've only ever seen one spawn. I'm trying to make a zombie mod, so it's rather important that Zombies are common.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on August 30, 2015, 02:53:20 pm
Ensuring that it has a population in every region would help. High starting populations, large variety of biomes to appear in, and the [UBIQUITOUS] tag to make sure it can appear in every region it can live in.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on August 30, 2015, 04:46:39 pm
Ensuring that it has a population in every region would help. High starting populations, large variety of biomes to appear in, and the [UBIQUITOUS] tag to make sure it can appear in every region it can live in.
Just made a few worlds and embarked a few times, and still no natural zombies. I set up an interaction so that Zombyism will still be something to worry about, but I'd like for wandering zombies to be common as well. The original idea was to necessitate bunkers, and self-sufficient subterranean fortresses. Any other ideas?
My last resort would be to delete all of the common animals, like Dingoes, Badgers and Elephants, but I'd rather not have to delete creatures.

Here's the biome bit of my zombie, in case I've just been an idiot-

Spoiler (click to show/hide)

Raised the population quite a bit, just to be sure, but the original was around 10-20, I think.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Witty on August 30, 2015, 05:34:44 pm
What are the requirements for a weapon to be a possible mood item? Is defining it in the raws enough, or does it need to be used by some entity first?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pastafriend on August 30, 2015, 06:07:52 pm
Can I have multiple CAN_DO_INTERACTIONS in one secret? If so, how?

What are the requirements for a weapon to be a possible mood item? Is defining it in the raws enough, or does it need to be used by some entity first?

I think defining it in the raws is enough.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 30, 2015, 06:19:54 pm
If it doesn't have a frequency specified it'll use FREQUENCY:50 which will make it just as likely to appear as every other FREQUENCY:50 creature that can be there.

Can I have multiple CAN_DO_INTERACTIONS in one secret? If so, how?
Yes.
Have a second set of CE_CAN_DO_INTERACTION after the first pointing to the other interaction you want the secret bearer to be able to use. IE
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pastafriend on August 30, 2015, 06:30:45 pm


Have a second set of CE_CAN_DO_INTERACTION after the first pointing to the other interaction you want the secret bearer to be able to use. IE
Spoiler (click to show/hide)



Thanks man, what if the second interaction is a material emission  (i.e. fireball thing)? Because just adding the CAN_DO_INTERACTION with a breath attack kind of screws with the other interaction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on August 30, 2015, 06:34:33 pm
Thanks man, what if the second interaction is a material emission? (i.e. fireball thing)
Then the second one would be something like
Spoiler (click to show/hide)
as this is an imp's fireball altered for syndromes/interactions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pastafriend on August 30, 2015, 06:39:44 pm


Thanks man, works perfectly.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on August 30, 2015, 09:22:33 pm
If it doesn't have a frequency specified it'll use FREQUENCY:50 which will make it just as likely to appear as every other FREQUENCY:50 creature that can be there.

-snip-

Ah, that fixed it. Thank you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 31, 2015, 02:22:34 pm
Does anyone know the cause of this error? I've spent more time than I care to count trying to find the source, but I can't find anything out of place.

Spoiler: The Creature (click to show/hide)

Spoiler: Errorlog (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on August 31, 2015, 02:40:51 pm
Remember what the MUSCLE_TEMPLATE tissue was like?

Code: [Select]
[TISSUE_TEMPLATE:MUSCLE_TEMPLATE]
[TISSUE_NAME:muscle:muscles]
[THICKENS_ON_STRENGTH]
[ARTERIES]
[SCARS]
[MUSCULAR]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:MUSCLE]
[RELATIVE_THICKNESS:3]
[HEALING_RATE:100]
[VASCULAR:3]
[PAIN_RECEPTORS:6]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

It's still looking for a creature material using the MUSCLE nametag. Is the distinction really a big deal? Should your creature's FLESH stuff be exempt from things that affect LOCAL_CREATURE_MAT:MUSCLE for some reason? If it is, maybe we could modify it with SELECT_TISSUE.

Code: [Select]
   [BODY:HUMANOID_SIMPLE]
   [USE_MATERIAL_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
   [USE_TISSUE_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:ALL:FLESH]
[SELECT_TISSUE_LAYER:FLESH]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FLESH]
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on August 31, 2015, 02:59:58 pm
Does anyone know the cause of this error? I've spent more time than I care to count trying to find the source, but I can't find anything out of place.

Spoiler: The Creature (click to show/hide)

Spoiler: Errorlog (click to show/hide)

Code: [Select]
[USE_MATERIAL_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
   [USE_TISSUE_TEMPLATE:FLESH:MUSCLE_TEMPLATE]

When you do USE_MATERIAL_TEMPLATE is fine as it lets you define a material from a template and you can change what you want (Name, properties like HEATDAM and such) however when you use a TISSUE_TEMPLATE it looks for a specific named material in the creature

so this is how it stands:
Creature has no materials or tissues
[USE_MATERIAL_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
Creature now has FLESH but is identical to MUSCLE (in all forms defined by the template, name etc)
[USE_TISSUE_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
Tissue Template is looking for a Material in the creature that is MUSCLE but you have FLESH
it cannot find MUSCLE. This will fix it

Quote
[USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]
   [USE_TISSUE_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on August 31, 2015, 03:32:44 pm
Does anyone know the cause of this error? I've spent more time than I care to count trying to find the source, but I can't find anything out of place.

Spoiler: The Creature (click to show/hide)

Spoiler: Errorlog (click to show/hide)

Code: [Select]
[USE_MATERIAL_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
   [USE_TISSUE_TEMPLATE:FLESH:MUSCLE_TEMPLATE]

When you do USE_MATERIAL_TEMPLATE is fine as it lets you define a material from a template and you can change what you want (Name, properties like HEATDAM and such) however when you use a TISSUE_TEMPLATE it looks for a specific named material in the creature

so this is how it stands:
Creature has no materials or tissues
[USE_MATERIAL_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
Creature now has FLESH but is identical to MUSCLE (in all forms defined by the template, name etc)
[USE_TISSUE_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
Tissue Template is looking for a Material in the creature that is MUSCLE but you have FLESH
it cannot find MUSCLE. This will fix it

Quote
[USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]
   [USE_TISSUE_TEMPLATE:FLESH:MUSCLE_TEMPLATE]
Thanks
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on September 01, 2015, 01:07:27 pm
I'm working on a Zombie mod, and I've attempted to make my first interaction so that dead humans will become Zombies, but it doesn't work. Due to my complete lack of knowledge on the subject, it's likely very obvious what I've done wrong, but I'm not sure what it is.

Spoiler (click to show/hide)

Any and all help would be appreciated.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 01, 2015, 02:43:19 pm
I'm working on a Zombie mod, and I've attempted to make my first interaction so that dead humans will become Zombies, but it doesn't work. Due to my complete lack of knowledge on the subject, it's likely very obvious what I've done wrong, but I'm not sure what it is.

Spoiler (click to show/hide)

Any and all help would be appreciated.
I have always had trouble with REGION interactions (either random ones took all the slots, or they never showed at all) but you can use ANIMATE. But considering you are transforming to a custom creature ZOMBIE resurrect works too. However if you don't have that creature with a natural OPPOSED_TO_LIFE you will basically have your humans die, and come back to life as a zombie and will just do whatever he did previously in life and visit the mead hall.

At least my knowledge of it, You can try it as creature interaction and have something use the interaction manually and see if it works as intended. But I can't shed any insight on how to get a REGION interaction working as I've failed everytime.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on September 02, 2015, 01:03:14 pm
I'm working on a Zombie mod, and I've attempted to make my first interaction so that dead humans will become Zombies, but it doesn't work. Due to my complete lack of knowledge on the subject, it's likely very obvious what I've done wrong, but I'm not sure what it is.

Spoiler (click to show/hide)

Any and all help would be appreciated.
I have always had trouble with REGION interactions (either random ones took all the slots, or they never showed at all) but you can use ANIMATE. But considering you are transforming to a custom creature ZOMBIE resurrect works too. However if you don't have that creature with a natural OPPOSED_TO_LIFE you will basically have your humans die, and come back to life as a zombie and will just do whatever he did previously in life and visit the mead hall.

At least my knowledge of it, You can try it as creature interaction and have something use the interaction manually and see if it works as intended. But I can't shed any insight on how to get a REGION interaction working as I've failed everytime.

Yeah, my zombies have OPPOSED_TO_LIFE, though a militia of infectious zombies would be fun. Planning on having a room filled with zombies that I can release unto goblins, but I'm holding off starting a serious fort until I fix the interaction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 02, 2015, 03:10:48 pm
Depending on your head-canon, zombyism might be spread by bites, and then make them a naturally occurring creature in evil biomes for seeding.  Maybe add it as a curse as well.

There is a working example of a bite interaction/infection included with the raws.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on September 02, 2015, 06:14:05 pm
Depending on your head-canon, zombyism might be spread by bites, and then make them a naturally occurring creature in evil biomes for seeding.  Maybe add it as a curse as well.

There is a working example of a bite interaction/infection included with the raws.

Already have that working, but I also want to have dead humans rise. It'd add a lot more to the gameplay for my mod, and it would result in RoomCarnage-type fortresses.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: EuchreJack on September 02, 2015, 09:09:21 pm
Would this reaction force non-dwarves to start with anvil?  Currently, non-dwarves won't start with anvils if their civilization does not have iron.

Code: [Select]
[REACTION:ANVIL_ENFORCE]
[NAME:no reaction]
[BUILDING:PLACEHOLDER_WORKSHOP:NONE]
[REAGENT:100:1:ANVIL:1:NONE:NONE:NONE:NONE]

Second Question:
In the mod that I am working on, the world generator breaks down at the placing civilizations stage on a Large world.  I've noticed several other mods have this problem also.  EDIT: Problem Solved!  The cause was placing farming tags on civs that spawned in inhospitable climates.  Just removing all farming/orchard/etc tags fixes everything!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 02, 2015, 11:31:12 pm
Depending on your head-canon, zombyism might be spread by bites, and then make them a naturally occurring creature in evil biomes for seeding.  Maybe add it as a curse as well.

There is a working example of a bite interaction/infection included with the raws.

Already have that working, but I also want to have dead humans rise. It'd add a lot more to the gameplay for my mod, and it would result in RoomCarnage-type fortresses.
This is why I modded in Pet Rocks, they never tell me they already thought of my suggestion... ;)

My experience with regional interactions is that ones in the raws are really flaky.  But you're almost certain to have at least one generated regional interaction that targets the dead.  It might be possible to make a script that seeks that out and modifies the effect (and maybe expand it to ANY_LAND).  You'd need to do this just after the world is generated and before history starts.

Might even be able too force a reject if there is no suitable interaction present.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: H4zardZ1 on September 04, 2015, 07:11:13 am
I don't know where to place this code.
Code: [Select]
[SYNDROME]
            [SYN_NAME:flesh ball blood]
            [SYN_AFFECTED_CLASS:GENERAL_POISON]
            [SYN_IMMUNE_CREATURE:FLESH_BALL:ALL]
            [SYN_IMMUNE_CREATURE:DWARF]
            [SYN_CONTACTED]
            [CE_BLISTERS:SEV:1:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:10:PEAK:50:END:1000]
                [CE_BRUISING:SEV:1:PROB:100:BP:BY_CATEGORY:ALL:MUSCLE:START:10:PEAK:50:END:1000]
                [CE_BLEEDING:SEV:1:PROB:100:BP:ALL:START:10:PEAK:50:END:1000]
                [CE_PAIN:SEV:1:PROB:100:BP:ALL:START:10:PEAK:50:END:1000]
                [CE_NUMBNESS:SEV:2:PROB:1:BP:BY_TYPE:GRASP:BP:BY_TYPE:STANCE:START:1000:PEAK:1100:END:2000]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on September 04, 2015, 11:55:44 am
I don't know where to place this code.
Code: [Select]
[SYNDROME]
            [SYN_NAME:flesh ball blood]
            [SYN_AFFECTED_CLASS:GENERAL_POISON]
            [SYN_IMMUNE_CREATURE:FLESH_BALL:ALL]
            [SYN_IMMUNE_CREATURE:DWARF]
            [SYN_CONTACTED]
            [CE_BLISTERS:SEV:1:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:10:PEAK:50:END:1000]
                [CE_BRUISING:SEV:1:PROB:100:BP:BY_CATEGORY:ALL:MUSCLE:START:10:PEAK:50:END:1000]
                [CE_BLEEDING:SEV:1:PROB:100:BP:ALL:START:10:PEAK:50:END:1000]
                [CE_PAIN:SEV:1:PROB:100:BP:ALL:START:10:PEAK:50:END:1000]
                [CE_NUMBNESS:SEV:2:PROB:1:BP:BY_TYPE:GRASP:BP:BY_TYPE:STANCE:START:1000:PEAK:1100:END:2000]

Find the [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE], if it's for the blood, and place it directly underneath this. If it's a biting attack, make sure to also have a [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:BLOOD:LIQUID:100:100] in the attack.

EDIT: Oh, and if this is an anti-siege weapon you might want to think about making the blood a gas, and the syndrome inhaled, so it will affect a wider radius. Just a quick suggestion, though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: H4zardZ1 on September 04, 2015, 06:14:36 pm
No, just normal blood which will splash over someone.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: newoldbroccoli on September 05, 2015, 12:17:54 pm
Does anyone know where the Necromancer interaction raws are?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on September 05, 2015, 12:18:42 pm
Does anyone know where the Necromancer interaction raws are?
They're randomly generated every world. You'll have to make your own and set secrets to 0 in worldgen.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Isngrim on September 05, 2015, 07:42:46 pm
its in the interaction examples folder, right above the raw folder
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 05, 2015, 09:38:17 pm
those are examples and do not affect anything
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: AceSV on September 06, 2015, 09:17:00 am
Will a create/entity made for v40 work in v34?

I really want to test the combat mechanics for my furry fortress races, and I hear v34 is the place to do it.  Can I just pop the raws into v34?  Was anything super different?  Any hidden pitfalls I should look out for? 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Emperor on September 06, 2015, 09:44:17 am
Will a create/entity made for v40 work in v34?

I really want to test the combat mechanics for my furry fortress races, and I hear v34 is the place to do it.  Can I just pop the raws into v34?  Was anything super different?  Any hidden pitfalls I should look out for? 

The necks and gaits were a pretty big change.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on September 06, 2015, 01:35:10 pm
Is there any way to replicate meal creation in a custom reaction? To where it creates the food tier item, but with some tweaks to the reagent counts.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on September 06, 2015, 01:45:01 pm
No need! Prepared meals are not hardcoded. You can make your own!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on September 06, 2015, 01:46:45 pm
No need! Prepared meals are not hardcoded. You can make your own!

Err yes, I've already done that for making new meal names. But it just has a tier level and name for each entry. I want cooking reactions that require 2-10x as many ingredients to make the same number of meals, i.e. have meal creation consume significantly more food item units. Can you add lines to them in item_food that might do that?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on September 06, 2015, 01:47:44 pm
Don't try: changing the [FOOD_LEVEL] tag. The food disappears.  :'(
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bosa on September 07, 2015, 03:11:08 am
Is it possible to make a creatures body parts meltable? I saw on the wiki that iron men body parts can be melted, but I do not see anything in their raws besides being made of iron, and in the arena their parts do not appear to be meltable. Does it actually work outside of the arena?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on September 07, 2015, 04:23:32 am
If a body part's material is exposed to a temperature higher than its MELTING_POINT, it starts melting. Simple as that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bosa on September 07, 2015, 04:26:02 am
Ah, sorry, I mean meltable as in can be melted at a smelter for bars.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: peasant cretin on September 07, 2015, 02:27:46 pm
I was mucking around a migration period mod where I removed breastplates/gauntlets/greaves/metal boots from the raws.

Testing it in Adventure mode, I happened on a abandoned fortress and decided to have a look at their market and noticed these dwarves had made all sorts of plate armor items with various adjectives added (conical, bulging, square, thin, jagged, etc). I rarely play fort mode other than to make few rooms and plant a farm or two, so this is all new to me.

So what a dwarven civ makes is essentially hardcoded?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on September 07, 2015, 02:39:17 pm
Those are the names of randomly-generated armor pieces, usually only found in vaults. Odd.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on September 07, 2015, 02:45:14 pm
Artifacts can also do that, I had a segmented bismuth breastplate in a fort. You seem to have made the only armour they could have foreign armour, which ocurs in vaults, and *possibly* ( IIRC) other civs.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bosa on September 07, 2015, 03:17:51 pm
Two quick questions as well, I'm brand new to modding but I haven't been able to pin down an answer on these either:

I'm trying to make a syndrome that turns the infected creature into metal (similar to a bronze colossus.)

[CE_BP_APPEARANCE_MODIFIER:START:0:TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]

This doesn't seem to be working (and I'm not sure if it even can.) Is there another way I can achieve this effect with my syndrome?

Also, for [CE_DISPLAY_TILE] is there a way to inherit the creature's current display tile and only change the color?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: peasant cretin on September 07, 2015, 03:32:10 pm
(http://i.imgur.com/a0kky2F.png)
So yeah, it's just weird. I modded in gambesons but not any insert adjective plate armor.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 07, 2015, 03:38:43 pm
Those are the names of randomly-generated armor pieces, usually only found in vaults.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on September 07, 2015, 04:03:30 pm
OR AS ARTIFACTS. So dwarves can make them, just not with normal reactions, just as they can make sleek dresses and blowguns.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on September 08, 2015, 04:11:27 am
Apparently removing item_food from your raws leads to all cooking tasks processing, but providing no meal when finished, leaving the raw ingredients within the kitchen. No cancellation spam.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: neilthrun on September 08, 2015, 04:58:16 pm
Hello Modders. Is it possible to edit the wind strength on an existing map or game world?

I just stupidly wasted a ton of time building a dozen windmills on top of a tower, meant to power some water and lava pumps.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on September 08, 2015, 07:03:48 pm
I'm trying to make a reaction that turns 10 seeds (of any type) into dwarven wheat flour.

Code: [Select]
[REACTION:SEEDS_TO_FLOUR]
[NAME:ground seeds into flour]
[BUILDING:QUERN:NONE]
[BUILDING:MILLSTONE:NONE]
[REAGENT:seeds:10:SEEDS:NONE:NONE:NONE]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG]
[PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:FLOUR_MAT]
[PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bag]
[SKILL:MILLING]

Using that reaction yields a bag full of "cave wheat plant", though, which isn't quite the desired result.

Suggestions? D:
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 08, 2015, 07:33:57 pm
Cave Wheat doesn't have a FLOUR_MAT.

The material ID that is used for flour is MILL.

Code: [Select]
[REACTION:SEEDS_TO_FLOUR]
[NAME:ground seeds into flour]
[BUILDING:QUERN:NONE]
[BUILDING:MILLSTONE:NONE]
[REAGENT:seeds:10:SEEDS:NONE:NONE:NONE]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG]
[PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:MILL]
[PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:bag]
[SKILL:MILLING]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on September 08, 2015, 07:57:10 pm
Worked perfectly, thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on September 09, 2015, 04:18:00 pm
Is there any easy way to more easily decide the size of a creature in the raws? Some sort of easy-to-use size translationy thing? I'm getting tired of asking myself "How many humans could fit into a tyrannosaurus", and of course no larger animal's size is put into cubic centimeters. And if not, what is the easiest way to figure this sort of thing out?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on September 09, 2015, 05:17:40 pm
Is there any easy way to more easily decide the size of a creature in the raws? Some sort of easy-to-use size translationy thing? I'm getting tired of asking myself "How many humans could fit into a tyrannosaurus", and of course no larger animal's size is put into cubic centimeters. And if not, what is the easiest way to figure this sort of thing out?
The sizes are approximately grams. So 60 000 = 60 kg = 132 lbs
Helps to have the kg or lbs weight as a comment in the raws:
   [BODY_SIZE:0:0:800]
   [BODY_SIZE:1:0:16500]
   [BODY_SIZE:6:0:65000] "Emus weigh between 18 and 60 kg (40 and 130 lb)"

Wiki on BODY_SIZE token: http://dwarffortresswiki.org/index.php/v0.34:Creature_token#B
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: AceSV on September 09, 2015, 05:33:09 pm
Is there any easy way to more easily decide the size of a creature in the raws? Some sort of easy-to-use size translationy thing? I'm getting tired of asking myself "How many humans could fit into a tyrannosaurus", and of course no larger animal's size is put into cubic centimeters. And if not, what is the easiest way to figure this sort of thing out?

Theoretically the density of all animals or at least all vertebrates is fairly similar.  If you know the density of an animal and the weight of an animal, you can find the volume of the animal, you might even be able to just plop it into Google's calculator. 

Google says human density is about 1020 kg/m3, and dinosaurs probably had a density close to 1 g/ml, same as water.  Tyrannosaurus apparently weighed about 9 tons or 8160 kg.  So 1020kg/1m3 = 8160kg/Xm3.  I forget how to do that kind of algebra, but the answer is in there somewhere. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: AceSV on September 09, 2015, 05:36:25 pm
I want to make Gabbro men, Blizzard men, Molemarians etc into their own non-playable goblin-like entities.  Do I need to add [INTELLIGENT] to each creature or will they work out of the box? 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 09, 2015, 05:38:38 pm
If you want them to actually do anything other than terrorize their neighbours, yes.

If you just want them to mindlessly go to war with everyone, then no. In fact, not being able to speak helps matters, as they would not be able to negotiate peace, leaving everyone else hostile with them by default.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on September 09, 2015, 07:48:35 pm
Is there any easy way to more easily decide the size of a creature in the raws? Some sort of easy-to-use size translationy thing? I'm getting tired of asking myself "How many humans could fit into a tyrannosaurus", and of course no larger animal's size is put into cubic centimeters. And if not, what is the easiest way to figure this sort of thing out?

Theoretically the density of all animals or at least all vertebrates is fairly similar.  If you know the density of an animal and the weight of an animal, you can find the volume of the animal, you might even be able to just plop it into Google's calculator. 

Google says human density is about 1020 kg/m3, and dinosaurs probably had a density close to 1 g/ml, same as water.  Tyrannosaurus apparently weighed about 9 tons or 8160 kg.  So 1020kg/1m3 = 8160kg/Xm3.  I forget how to do that kind of algebra, but the answer is in there somewhere.

Ah, I never saw the grams bit in the token's description. Thanks for the help, now my Rex's can be somewhat realistic.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on September 09, 2015, 11:39:37 pm
Continuing to waste people's time here, my creature is causing my game to crash and I'm not sure why. Before I delete it and start over, I was wondering if it was something simple that I could change in a pinch. Sorry for posting as often as I do, I'm a bit stupid.

These are the raws-
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: AceSV on September 10, 2015, 12:41:10 am
Continuing to waste people's time here, my creature is causing my game to crash and I'm not sure why. Before I delete it and start over, I was wondering if it was something simple that I could change in a pinch. Sorry for posting as often as I do, I'm a bit stupid.

These are the raws-
Spoiler (click to show/hide)

Sorry, too tired to be helpful, but knowing what that dinosaur is, the idea that Argentinasaurus is so big that it crashes the game is hilarious.  Have you heard of Dreadnoughtus? 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on September 10, 2015, 12:59:11 am
Continuing to waste people's time here, my creature is causing my game to crash and I'm not sure why. Before I delete it and start over, I was wondering if it was something simple that I could change in a pinch. Sorry for posting as often as I do, I'm a bit stupid.

These are the raws-
Spoiler (click to show/hide)

Sorry, too tired to be helpful, but knowing what that dinosaur is, the idea that Argentinasaurus is so big that it crashes the game is hilarious.  Have you heard of Dreadnoughtus?
I have now. Quite large, though It doesn't seem to be bigger then an Argentinosaurus, from what I just read.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: AceSV on September 10, 2015, 07:39:40 am
Continuing to waste people's time here, my creature is causing my game to crash and I'm not sure why. Before I delete it and start over, I was wondering if it was something simple that I could change in a pinch. Sorry for posting as often as I do, I'm a bit stupid.

These are the raws-
Spoiler (click to show/hide)

Sorry, too tired to be helpful, but knowing what that dinosaur is, the idea that Argentinasaurus is so big that it crashes the game is hilarious.  Have you heard of Dreadnoughtus?
I have now. Quite large, though It doesn't seem to be bigger then an Argentinosaurus, from what I just read.

No, I think the Dreadnaughtus' claim to fame is its cooler name and it is the most complete skeleton of any titanosaur yet known.  So Argentinosaurus' size is guessed by comparing the size of its vertebra and femur to those of smaller sauropods while Dreadnautus' size and shape is much more accurate.  I think as more titanosaurs have been discovered, they have been re-estimating the size of many of them to be smaller than they originally thought.  This might also be useful to your project, some scientists strongly suspect that patagonian therapods like Giganotosaurus, Mapusaurus, Tyrannotitan and Megaraptor hunted in packs to take down titanosaurs, and there is strong evidence that the north american Albertasaurus hunted in packs or at least lived in large family units. 

Having a closer look at your raws now, I don't see anything obvious.  It's possible that there is a maximum creature size, some variables can only get so big, so you could try the same raws with a lower size and see if it still crashes.  Check your errorlog.txt too just in case.  Also, I assume you're not actually done with this guy yet since there's hair on it, but I would give them a tail attack and relsize the tail.  Also I read that based on related animals, Argentinosaurus eggs would probably be only about 22cm across so their baby size would be more like a puppy's and it took 15 years to reach adult size.  Also I think the current estimate for Argentinosaurus' speed is 5mph which would be 8kph in game speed. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: AceSV on September 10, 2015, 10:46:07 am
I want to make Gabbro men, Blizzard men, Molemarians etc into their own non-playable goblin-like entities.  Do I need to add [INTELLIGENT] to each creature or will they work out of the box?
If you want them to actually do anything other than terrorize their neighbours, yes.

If you just want them to mindlessly go to war with everyone, then no. In fact, not being able to speak helps matters, as they would not be able to negotiate peace, leaving everyone else hostile with them by default.

Okay, it seems to work so far.  I started out with Gabbro Men, Amethyst Men, Blizzard Men, Fire Men, Ogres, Manera, Molemarian, Plump Helmet Man, Satyrs, Sasquatch and Gremlin civs enabled.  In the first worldgen, it looked like most of them got destroyed early on by megabeasts.  Only Ogres and normal civs showed up as neighbors on the embark screen.  A short fortress mode was visited by ogre and yeti zombies.  Since yetis shouldn't have been one of the available civs, I wonder if they became someone's minions.  In the second world, I turned down megabeasts to the lowest, and it was the same story, only Ogres survived.  This time I tried it out in adventure mode and found an empty Dark Pits that once belonged to Fire Men.  Legends mode suggests that at least one Fire Man civ was destroyed by ogres.  The first two worldgens both struggled when placing civs so this time I removed gremlins from the list, assuming that if anyone was going to cause trouble it would be gremlins, and behold, no problem placing civs and the third world shows Gabbromen, Blizzardmen, Molemarians, Sasquatches, Satyrs and Firemen.  No Ogre civs show up in the history, it's possible that ogre civs just cancel out all other Dark Fort civs if they exist. 

I'm curious, are there any obvious red flags that make a Gremlin civ impossible?  Would a kobold-clone gremlin civ work better than a goblin-clone gremlin civ?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 10, 2015, 11:10:53 am
I'm curious, are there any obvious red flags that make a Gremlin civ impossible?
Gremlins causing problems.  Who'd've thought? :)

Are all of those civs supposed to be Dark Pit dwellers?  If it was just spreading Dark Pits too thinly, it might not have mattered which one was removed.  A larger world would then be able to accommodate them all.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on September 10, 2015, 03:54:02 pm
Continuing to waste people's time here, my creature is causing my game to crash and I'm not sure why. Before I delete it and start over, I was wondering if it was something simple that I could change in a pinch. Sorry for posting as often as I do, I'm a bit stupid.

These are the raws-
Spoiler (click to show/hide)

Sorry, too tired to be helpful, but knowing what that dinosaur is, the idea that Argentinasaurus is so big that it crashes the game is hilarious.  Have you heard of Dreadnoughtus?
I have now. Quite large, though It doesn't seem to be bigger then an Argentinosaurus, from what I just read.

No, I think the Dreadnaughtus' claim to fame is its cooler name and it is the most complete skeleton of any titanosaur yet known.  So Argentinosaurus' size is guessed by comparing the size of its vertebra and femur to those of smaller sauropods while Dreadnautus' size and shape is much more accurate.  I think as more titanosaurs have been discovered, they have been re-estimating the size of many of them to be smaller than they originally thought.  This might also be useful to your project, some scientists strongly suspect that patagonian therapods like Giganotosaurus, Mapusaurus, Tyrannotitan and Megaraptor hunted in packs to take down titanosaurs, and there is strong evidence that the north american Albertasaurus hunted in packs or at least lived in large family units. 

Having a closer look at your raws now, I don't see anything obvious.  It's possible that there is a maximum creature size, some variables can only get so big, so you could try the same raws with a lower size and see if it still crashes.  Check your errorlog.txt too just in case.  Also, I assume you're not actually done with this guy yet since there's hair on it, but I would give them a tail attack and relsize the tail.  Also I read that based on related animals, Argentinosaurus eggs would probably be only about 22cm across so their baby size would be more like a puppy's and it took 15 years to reach adult size.  Also I think the current estimate for Argentinosaurus' speed is 5mph which would be 8kph in game speed.

The giant Sperm Whale is larger than my Argentinosaurus. Anyways, I lowered the size to 7000 and it still crashed.
Also, just now realized that there's an Error log, thanks. It seems to be a tissue issue.

Spoiler (click to show/hide)

Ah, it didn't have [BODY_DETAIL_PLAN:STANDARD_MATERIALS] or [BODY_DETAIL_PLAN:STANDARD_TISSUES]. That's unusual- Ah, I must have deleted them when trying to get rid of the Giraffe's horns. Thank you for the help, now I can finish it off and move on to the next Dinosaur.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on September 10, 2015, 09:02:29 pm
This is a general DF / Modding / Visual Studio / HowDoIWindows question:

I'm experimenting with using Visual Studio Express 2013 as my text editor for raws.  It's an empty project with just the raw text files loaded that outputs to the DF game raws directory on build.  I like how it works so far 8)

The problem comes while trying to create a post-build event to launch the DF.exe.

This is my command:
"C:\Users\Bit\Desktop\QorDF\Game\Dwarf Fortress.exe"

It start dwarf fortress, asks if I want to start in full-screen (which doesn't happen on a normal start as I've changed it in the init file) then crashes.  Any ideas?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: AceSV on September 11, 2015, 08:13:04 am
I'm curious, are there any obvious red flags that make a Gremlin civ impossible?
Gremlins causing problems.  Who'd've thought? :)

Are all of those civs supposed to be Dark Pit dwellers?  If it was just spreading Dark Pits too thinly, it might not have mattered which one was removed.  A larger world would then be able to accommodate them all.

Actually the small worlds were able to handle it, medium and large worlds crashed civilization placement. 

After 4 worlds now, I haven't seen a Manera civ start up.  I thought they had all the right features, but maybe not.  Also, I tried to embark in an area with 5 badguy civ neighbors and the game crashed twice by the second season.  I remember that trying to provoke non-goblin sieges in the past was also accompanied by a lot of crashing.  That's why I made the new badguys Dark Pit civs, but maybe that wasn't the problem. 

EDIT:  There's also a lot of trees where I embarked to, that might be the real reason it crashed.  Not so many crashes now that we're tunneling. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: peasant cretin on September 11, 2015, 04:58:36 pm
If you give a giant [NATURAL_SKILL:MELEE_COMBAT:3] is this just the minimum skill (which world gen could make much higher) or the set, unchanging skill level?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 11, 2015, 05:51:21 pm
The natural skill tag sets the minimum skill that all members of the modified creature will start with. For example, a number of animals are legendary climbers by default, such as cats.

Even if the creature never gets to exercise their natural skill, it will not decay below this number, though they may increase it above this number.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: peasant cretin on September 11, 2015, 06:00:47 pm
Thanks BlackFlyme. I was always a bit confused about that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Catharsis on September 11, 2015, 07:02:14 pm
Is there any easy way to mod out mandates? Tired of having my nobles request the same item over and over and over, literally 5 seconds after I fufill a mandate. It is such a headache that I can hardly get anything new done because I'm constantly pausing and filling mandates.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 11, 2015, 07:03:53 pm
Go into the civilization's entity file, and remove the position's mandate token, [MANDATE_MAX:#]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on September 11, 2015, 08:16:15 pm
Go into the civilization's entity file, and remove the position's mandate token, [MANDATE_MAX:#]
However, it won't take effect until after you gen a new world. Entities cannot be changed post-gen.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on September 12, 2015, 02:00:42 am
Why do Plump Helmets have this code:

Spoiler (click to show/hide)

when their mushrooms don't seem to show up in the game as separate things (or the main thing eaten)? Just redundant code, or...?
Nothing else uses the MUSHROOM_TEMPLATE, and I don't see how the mushroom is currently accessed by harvesting, gathering, or else.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Catharsis on September 12, 2015, 02:42:44 am
Why do Plump Helmets have this code:

Spoiler (click to show/hide)

when their mushrooms don't seem to show up in the game as separate things (or the main thing eaten)? Just redundant code, or...?
Nothing else uses the MUSHROOM_TEMPLATE, and I don't see how the mushroom is currently accessed by harvesting, gathering, or else.

I think the reason is that plants require this tag [STRUCTURAL_PLANT_MAT] to work, and then the mushroom template gives all the specifics to what kind of plant you have. I think dimple cups are missing the mushroom template accidentally, since things like strawberries use the structural plant template, and then use the fruit template, for example. The other mushrooms are "trees" so they use the wood template instead of mushroom.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on September 12, 2015, 05:06:40 pm
I'm trying to turn one piece of leather into a better piece of leather.  Doesn't seem to be working though.  Dwarfs don't gather the reagent and there's no product afterwards but no other error message.

Code: [Select]
[REACTION:QOR_HARDEN_LEATHER]
[NAME:harden leather]
[BUILDING:TANNER:CUSTOM_A]
[REAGENT:leather:1:SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL1]
[PRODUCT:100:1:SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL2]
[SKILL:TANNER]

What am I doing wrong?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 12, 2015, 05:51:13 pm
Not exactly sure what ANIMAL1 and ANIMAL2 are.

If you are trying to pull specific materials from a creature, the material arguments go CREATURE_MAT:creature ID:material ID

For example, SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL:HARDENED_LEATHER would create a tanned skin made from a creature with the ID of ANIMAL, made with a material with the ID of HARDENED_LEATHER that exists in the creature.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on September 12, 2015, 06:02:07 pm
Not exactly sure what ANIMAL1 and ANIMAL2 are.

If you are trying to pull specific materials from a creature, the material arguments go CREATURE_MAT:creature ID:material ID

For example, SKIN_TANNED:NONE:CREATURE_MAT:ANIMAL:HARDENED_LEATHER would create a tanned skin made from a creature with the ID of ANIMAL, made with a material with the ID of HARDENED_LEATHER that exists in the creature.

I have a fake creature named ANIMAL1 and another with ANIMAL2.  It's the method that Accelerated/ModestMod uses to generate generic leather.  I just want to be able to upgrade that leather into something a bit tougher.

ETA:  Adding the material ID fixed it.  Not sure why I forgot it, the wiki tells me to use it D:

Thanks for the help, BlackFlyme.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on September 12, 2015, 10:46:45 pm
For Cooking modding, the current problem I've run into is that, when requiring multiple plant / meat / etc reagents for a task, only one possible ingredient adds its material to a given product. This could let you make a Plump Helmet Salad that cannibalized a stack of 6 Golden Valley Herbs and you wouldn't know it by the item description.

Is there any way to include all of the ingredients in its final form like with what you see in Meals? And what determines whether the value of the multiple ingredients gets added up into the value of the final form?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: peasant cretin on September 13, 2015, 04:23:38 pm
I was wondering if you changed a MAIL_SHIRT's armor level from 2 to 1, would that make it weaker? I'm not clear as to whether the [ARMORLEVEL:x] token overrules the material strength. Or it really doesn't matter since metal armor always functions as [ARMORLEVEL:2].

Apologies for my [NATURAL_SKILL:IDIOCY:9].
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bosa on September 13, 2015, 05:51:07 pm
How exactly does  [PERMITTED_REACTION:REACTION_NAME] work exactly? I'm lookng at the default goblin entity, and they are only permitted TAN_A_HIDE and RENDER_FAT, but I know they can make clothing, armor, and weapons. How exactly can I permit only certain reactions to an entity? For example, only allowing goblins to use copper and nothing else.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 13, 2015, 05:52:49 pm
clothing, armor and weapons are not made using reactions
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 13, 2015, 05:55:42 pm
The permitted reaction tag is for allowing reactions found within the raws.

If an entity is allowed a furnace operator profession, then they can smelt ores that can be melted directly into metals, such as copper, iron, or silver. Without the proper reactions, they will not make bronze or steel.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bosa on September 13, 2015, 06:08:16 pm
The permitted reaction tag is for allowing reactions found within the raws.

If an entity is allowed a furnace operator profession, then they can smelt ores that can be melted directly into metals, such as copper, iron, or silver. Without the proper reactions, they will not make bronze or steel.

Alright, that makes sense. So could I possibly clone the item_weapon file into item_weapon_custom (fixing names of course), add [ITEMS_WEAPON_CUSTOM] to, say, copper in the inorganic metal file, and then only use the new custom weapons for goblins in the entity_default file? I feel like that won't work since I don't see how you would define a new weapon category... is what I'm trying to accomplish even possible?

EDIT: I see another way to do it, I think. I could use a custom building and reactions and give it only to that civ, and remove furnace operator from permitted jobs. Will this make the fake building show up in populated areas in adventure mode? It seems kind of a hacky workaround. Any advice?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Untrustedlife on September 14, 2015, 09:14:55 am
clothing, armor and weapons are not made using reactions

I have been able to create weapons with reactions.
(adventure mode reactions, I missed the post you were replying to, sorry lol)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 14, 2015, 09:26:53 am
The permitted reaction tag is for allowing reactions found within the raws.

If an entity is allowed a furnace operator profession, then they can smelt ores that can be melted directly into metals, such as copper, iron, or silver. Without the proper reactions, they will not make bronze or steel.

Alright, that makes sense. So could I possibly clone the item_weapon file into item_weapon_custom (fixing names of course), add [ITEMS_WEAPON_CUSTOM] to, say, copper in the inorganic metal file, and then only use the new custom weapons for goblins in the entity_default file? I feel like that won't work since I don't see how you would define a new weapon category... is what I'm trying to accomplish even possible?

EDIT: I see another way to do it, I think. I could use a custom building and reactions and give it only to that civ, and remove furnace operator from permitted jobs. Will this make the fake building show up in populated areas in adventure mode? It seems kind of a hacky workaround. Any advice?

What you're trying to do sounds impossible because as it seems you want to create a new weapon category "[ITEMS_WEAPON_CUSTOM]" which is impossible, for metals it's ITEMS_WEAPON or ITEMS_WEAPON_RANGED which is "This metal/inorganic can be use to make XXX type of weapon, which a weapon falls into the category of ITEMS_WEAPON if it just has a SKILL, a weapon with SKILL and RANGED:SKILL:AMMO_TYPE is now ITEMS_WEAPON_RANGED"

If you wish to have them only make weapons AND armor from a certain material (copper only) you will need to remove the permitted profession FURNACE_OPERATOR and create a custom reaction (as there is no vanilla one) that has a product of copper bars. Even though they can't smelt, this new reaction (make sure it permit it) will give them the bars they need automatically (Dwarves always have steel and other alloys even if their civ owns land that doesn't have any of the required materials because the reactions have the PRODUCT:METAL_BAR)

Also I don't think I've seen workshops in adv mode, other than in abandoned fortresses (and those are player-made)

EDIT: fun note
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bosa on September 14, 2015, 12:06:39 pm
Okay, I've got that working as intended. I have another question though, is there a way I can make my custom reaction require something they normally can not make and still give them the results from it? Say I have a reaction that uses copper and iron bars to create a fictional metal called cupric iron, and I only want them to be able to use the cupric iron in their weapons and armors, but not copper and iron on it's own. Is that possible at all? I'm thinking there might be a very roundabout way of doing it by using fake metal bars, but is there a simple way of doing this?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 14, 2015, 12:16:20 pm
@Bosa in my wall of text I explained how to do that but I will TL;DR here (not being patronizing or what not, It was alot of text)

--Remove PERMITTED_PROFESSION:FURNACE_OPERATOR (this is prevent smelting of ores, but can still mine, without smelting, no natural metal bars)

++Create Reaction that has the PRODUCT of the metal you want them to use

[REACTION:MAKE_CUPRIC_IRON]
...
[PRODUCT:100:150:BAR:NONE:INORGANIC:CUPRIC_IRON]

++Add [PERMITTED_REACTION:MAKE_CUPRIC_IRON] (even if they have no access to copper or iron bars, they somehow will always have access to the product from this reaction which means unlimited Cupric Iron bars, so make sure the inorganic has the crafting tags that you want)

?+Optional make other reactions and permit them for the metals they won't be able to smelt but you want them to have still, PRODUCT:100:150:BAR:NONE:INORGANIC:COPPER

It's mainly Entity and Reaction work, with some work for defining any new metal types you want.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bosa on September 14, 2015, 12:26:31 pm
@Bosa in my wall of text I explained how to do that but I will TL;DR here (not being patronizing or what not, It was alot of text)

--Remove PERMITTED_PROFESSION:FURNACE_OPERATOR (this is prevent smelting of ores, but can still mine, without smelting, no natural metal bars)

++Create Reaction that has the PRODUCT of the metal you want them to use

[REACTION:MAKE_CUPRIC_IRON]
...
[PRODUCT:100:150:BAR:NONE:INORGANIC:CUPRIC_IRON]

++Add [PERMITTED_REACTION:MAKE_CUPRIC_IRON] (even if they have no access to copper or iron bars, they somehow will always have access to the product from this reaction which means unlimited Cupric Iron bars, so make sure the inorganic has the crafting tags that you want)

?+Optional make other reactions and permit them for the metals they won't be able to smelt but you want them to have still, PRODUCT:100:150:BAR:NONE:INORGANIC:COPPER

It's mainly Entity and Reaction work, with some work for defining any new metal types you want.

Ah, I feel dumb now, makes sense. I forgot about the dwarves steel but no iron quirk, which should have explained it to me already, which apparently went in one eye and out the other when I read your post... sorry about that, it's a bit early and I was rushing to get a post in before work since I know it usually takes a while for an answer. Thanks for the help though!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on September 14, 2015, 03:47:14 pm
Is there a way to conjure/summon/etc magma in the latest version with DFHack?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on September 14, 2015, 03:53:42 pm
Is there a way to conjure/summon/etc magma in the latest version with DFHack?

Should put this in the DF Hack thread: http://www.bay12forums.com/smf/index.php?topic=139553.0

But yes, search for magma on this page: https://github.com/DFHack/dfhack#using-dfhack
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 14, 2015, 03:55:57 pm
clothing, armor and weapons are not made using reactions

I have been able to create weapons with reactions.
(adventure mode reactions, I missed the post you were replying to, sorry lol)

I mean that they aren't, not that they can't be. In the vanilla sense.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on September 14, 2015, 10:39:26 pm
I made a [SMOKED_MEAT] material, added it to the body definitions, and then added a material reaction product to get smoked meat from muscle and organs.

It works fine, but the Dwarves don't want to stockpile it with the food.

I tried adding
Code: [Select]
[STOCKPILE_GLOB_PASTE]
[DO_NOT_CLEAN_GLOB]
to it, but while it shows up in the stockpile settings, the Dwarves won't put it into a Food stockpile.

???
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bosa on September 14, 2015, 11:26:13 pm
I've been studying raws more, trying to learn the ins and outs and I'm a bit confused on how this works exactly. Here is the reaction for tanning a hide:

Code: [Select]
[REACTION:TAN_A_HIDE]
[NAME:tan a hide]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A: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:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]

And this is in the skin template:

Code: [Select]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
As far as I can tell, this sets up a reaction that uses an unrotten body component to produce a leather with the name of the creature it came from. What I don't get is how it knows to use skin instead of any other body component. Is there another raw file that fills in this missing information?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on September 14, 2015, 11:38:53 pm
And this is in the skin template:

Code: [Select]
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
As far as I can tell, this sets up a reaction that uses an unrotten body component to produce a leather with the name of the creature it came from. What I don't get is how it knows to use skin instead of any other body component. Is there another raw file that fills in this missing information?

That being in the Skin material template entry makes it so that only Skin has the REACTION_PRODUCT of a TAN_MAT. If it was placed under, say, Kidneys, then kidneys could turn into a TAN_MAT.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on September 15, 2015, 03:09:36 pm
I made a [SMOKED_MEAT] material, added it to the body definitions, and then added a material reaction product to get smoked meat from muscle and organs.

It works fine, but the Dwarves don't want to stockpile it with the food.

I tried adding
Code: [Select]
[STOCKPILE_GLOB_PASTE]
[DO_NOT_CLEAN_GLOB]
to it, but while it shows up in the stockpile settings, the Dwarves won't put it into a Food stockpile.

???

Post the whole material?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on September 15, 2015, 08:51:19 pm
Post the whole material?

Spoiler (click to show/hide)

Didn't stockpile with [STOCKPILE_GLOB], or no stockpile tag, either.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 16, 2015, 02:58:16 pm
Jazzeraint, how is that material template being used?  Remember that you need to define the material inside the creature before you call it as a reaction product or anything.  (Always have to be on the lookout for the simple errors.)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on September 16, 2015, 03:27:24 pm
Jazzeraint, how is that material template being used?  Remember that you need to define the material inside the creature before you call it as a reaction product or anything.  (Always have to be on the lookout for the simple errors.)

1) I added the material to the material_template_default file
2) I added this to the BODY_DETAIL_PLAN entries in the b_detail_plan_default file
Spoiler (click to show/hide)
3) I added this to the meat material templates in the material_template_default file
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 16, 2015, 04:04:41 pm
That looks right, the next step is to access the reaction product in a reaction.  I'm on a phone right now, so can't check exactly how the syntax works for that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: qorthos on September 16, 2015, 04:06:50 pm
I think you might be missing some of the following from the normal meat template:

Code: [Select]
        [MEAT]
[BUTCHER_SPECIAL:MEAT:NONE]
[MEAT_NAME:NONE:meat:meat]

 ???
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on September 16, 2015, 04:15:28 pm
That looks right, the next step is to access the reaction product in a reaction.  I'm on a phone right now, so can't check exactly how the syntax works for that.

Right.
Here's what I'm using right now:
Spoiler (click to show/hide)

It creates the product just fine, it just doesn't get stockpiled.

I think you might be missing some of the following from the normal meat template:

Code: [Select]
        [MEAT]
[BUTCHER_SPECIAL:MEAT:NONE]
[MEAT_NAME:NONE:meat:meat]

 ???

I have all [MEAT] products wither into nothing over the course of several days, so no, turning it into a [MEAT] product is the opposite of what I'm trying to accomplish. D:
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 16, 2015, 06:15:14 pm
How would i make a race of vampiric undead shadow-cultists? I don't want them to be vampires to the game, but i do want them to be considered undead, and to all have fangs, and be generally evil, menacing, et cetera.

Are any of these helpful?
   [EVIL]
   [NOT_LIVING]
   [OPPOSED_TO_LIFE]
   [BLOODSUCKER] (attached to night creatures?)

also... the bite attack...

Code: [Select]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_SUCK_BLOOD:25:50]

and what part of this do i modify to make them all have vampire fangs? EDIT: replaced TEETH body part with GENERIC_TEETH_WITH_FANGS

Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:fangs:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:fangs:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 16, 2015, 06:22:28 pm
Evil is for biome selection for wild animals. Not living prevents reanimation. Opposed to life makes them attack anything that is considered alive. Not 100% sure on everything bloodsucker does.

To make teeth noticeable, change all the 100s in [BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] to 110 or higher. As is, all teeth are average size, as they always have a modifier of 100. The middle number is the most common, with each increment to the left or right being progressively less common.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jazzeraint on September 16, 2015, 06:31:38 pm
That looks right, the next step is to access the reaction product in a reaction.  I'm on a phone right now, so can't check exactly how the syntax works for that.

Spoiler (click to show/hide)

It creates the product just fine, it just doesn't get stockpiled.[/spoiler]

I think you might be missing some of the following from the normal meat template:

Spoiler (click to show/hide)

 ???

Spoiler (click to show/hide)

Barring another solution, I'm just going to add [CHEESE_CREATURE] to the Smoked Meat material definition.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 16, 2015, 06:43:58 pm
Evil is for biome selection for wild animals. Not living prevents reanimation. Opposed to life makes them attack anything that is considered alive. Not 100% sure on everything bloodsucker does.

To make teeth noticeable, change all the 100s in [BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] to 110 or higher. As is, all teeth are average size, as they always have a modifier of 100. The middle number is the most common, with each increment to the left or right being progressively less common.

and would this do what i hope it will do?

Code: [Select]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:BLOOD:LIQUID:100:100]
[SPECIALATTACK_SUCK_BLOOD:25:50]

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:nocturian blood]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:NOCTURIAN:ALL]
[SYN_INJECTED]
[CE_BODY_TRANSFORMATION:SEV:100:PROB:25:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10]
[CE:CREATURE:NOCTURIAN:DEFAULT]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: hauntedmoth on September 16, 2015, 06:47:05 pm
So it seems that any creature with a size less than 45k cannot pick up a pick or axe to do work with. Is this true or has something gotten messed up.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 16, 2015, 06:56:23 pm
So it seems that any creature with a size less than 45k cannot pick up a pick or axe to do work with. Is this true or has something gotten messed up.

Picks and axes both have the tag [MINIMUM_SIZE:42500]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: hauntedmoth on September 16, 2015, 07:51:51 pm
Ah I see. Interesting.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 16, 2015, 07:53:01 pm
would it be possible to make a syndrome that transforms victims into statues? thinking of making a gorgon/medusa race...

EDIT: Decided to go with unending paralysis, and added this...

Code: [Select]
[NIGHT_CREATURE_HUNTER]
[CASTE:FEMALE]
[FEMALE]
[SPOUSE_CONVERTER]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:3100]
[CLUTCH_SIZE:1:3]
[CASTE:THRALL]
[MALE]
[CONVERTED_SPOUSE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bosa on September 16, 2015, 11:42:38 pm
would it be possible to make a syndrome that transforms victims into statues? thinking of making a gorgon/medusa race...

EDIT: Decided to go with unending paralysis, and added this...

Code: [Select]
[NIGHT_CREATURE_HUNTER]
[CASTE:FEMALE]
[FEMALE]
[SPOUSE_CONVERTER]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:3100]
[CLUTCH_SIZE:1:3]
[CASTE:THRALL]
[MALE]
[CONVERTED_SPOUSE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]

I posted a similar question a few days ago and didn't get an answer on this either. I'm very curious if we can change tissue compositions via syndrome, if it's even possible. One of my mods I'm working on hinges on this being possible...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 16, 2015, 11:45:40 pm
Doubt it is possible to change the current tissues of a creature, but one thing you can try is to create a transformation syndrome that turns the victim into an immobile "statue" creature, which has flesh of stone.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bosa on September 17, 2015, 12:01:17 am
Doubt it is possible to change the current tissues of a creature, but one thing you can try is to create a transformation syndrome that turns the victim into an immobile "statue" creature, which has flesh of stone.
Part of my mod relies on the fact that it is the same creature, unfortunately. Is changing caste possible on a creature?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 17, 2015, 12:05:47 am
Yep.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bosa on September 17, 2015, 12:10:34 am
Yep.

Could you elaborate on that? Also, is it just changing caste or is it turning a creature into a new creature of a specific caste, because that won't work for my purposes either... I think. Doesn't that give you a new randomized version of the old creature? Also how does that effect naming?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 17, 2015, 12:18:29 am
You change the creature into a specified creature and caste defined within the transformation syndrome.

For example, a werebeast's bite carries this effect:
Code: [Select]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:WEREBEAST:DEFAULT]
[CE:PERIODIC:MOON_PHASE:27:0]

So the syndrome will not take effect for 16800 ticks. The creature that the target turns into is defined by its creature ID, followed by its caste ID. If there are no castes, then you would just put DEFAULT instead. The periodic argument isn't necessary, and in this case is for ensuring that the transformation only takes place during a full moon.

Though do note that a transformation lasts until a defined END point, so if your syndrome has no end, then the transformation is permanent. Without DFHack, a creature cannot be transformed again while currently under the effects of another transformation syndrome.

Names will still be the same, though body attributes may be different. This may include age.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bosa on September 17, 2015, 12:30:59 am
You change the creature into a specified creature and caste defined within the transformation syndrome.

For example, a werebeast's bite carries this effect:
Code: [Select]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:WEREBEAST:DEFAULT]
[CE:PERIODIC:MOON_PHASE:27:0]

So the syndrome will not take effect for 16800 ticks. The creature that the target turns into is defined by its creature ID, followed by its caste ID. If there are no castes, then you would just put DEFAULT instead. The periodic argument isn't necessary, and in this case is for ensuring that the transformation only takes place during a full moon.

Though do note that a transformation lasts until a defined END point, so if your syndrome has no end, then the transformation is permanent. Without DFHack, a creature cannot be transformed again while currently under the effects of another transformation syndrome.

Names will still be the same, though body attributes may be different. This may include age.

That's what I thought, shame. I was planning something similar to CulixCupric, where the creature turns to stone, but in my version of Gorgons I was going to make the actual paralysis with a very small chance to resist, so that very rarely you get a heavy duty stone dwarf instead of a useless living immobile statue. I thought about doing this with a stone caste, but it will make a very different looking dwarf, even if named the same, unfortunately.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 17, 2015, 08:01:37 am
That's what I thought, shame. I was planning something similar to CulixCupric, where the creature turns to stone, but in my version of Gorgons I was going to make the actual paralysis with a very small chance to resist, so that very rarely you get a heavy duty stone dwarf instead of a useless living immobile statue. I thought about doing this with a stone caste, but it will make a very different looking dwarf, even if named the same, unfortunately.
With enough DFHack, you could change all of the attributes to match the old ones (though you might want to skip the skin color).  There are actual descriptors and also some data about genetics that affect offspring.  If the stone caste is sterile you don't need to worry about genetics, but you also lose control over the pronoun used in flavor text.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 17, 2015, 08:03:36 am
Does anyone happen to know what happens if a fort has a building that is not on the entity's PERMITTED_BUILDING list?  Can the dwarves still use it assuming the entity has the right PERMITTED_REACTIONs?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on September 17, 2015, 08:05:03 am
Noob as hell here, trying to get into modding. Would appreciate it greatly if you could answer several basic questions I had about creature modding:

1. I know body detail plans are alot more quicker to write, but will there be any disadvantage if I manually declared tissues, materials, layering every step of the way? Will this slow down the game?

2. In the raws when declaring materials/tissues with body detail plans, those which are not needed are removed by the [REMOVE MATERIAL/TISSUE:...] tokens. Is it necessary to do so for everything that is not needed?

3. How are tissue layers ordered? What makes bones go underneath fat for example. Especially if I was to layer manually, say, inserting a layer of rock on the outside of a bronze colossus? Closest reference I've seen has been the Iron Man raws, which use [TISSUE_LAYER_UNDER:...].
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 17, 2015, 08:10:20 am
Noob as hell here, trying to get into modding. Would appreciate it greatly if you could answer several basic questions I had about creature modding:

1. I know body detail plans are alot more quicker to write, but will there be any disadvantage if I manually declared tissues, materials, layering every step of the way? Will this slow down the game?

2. In the raws when declaring materials/tissues with body detail plans, those which are not needed are removed by the [REMOVE MATERIAL/TISSUE:...] tokens. Is it necessary to do so for everything that is not needed?

3. How are tissue layers ordered? What makes bones go underneath fat for example. Especially if I was to layer manually, say, inserting a layer of rock on the outside of a bronze colossus? Closest reference I've seen has been the Iron Man raws, which use [TISSUE_LAYER_UNDER:...].
1. Not that I am aware of, it all basically gets copy-pasted into the creature anyway.  Body plans, however, are not optional.  You can't define a bodypart inside a creature token.

2. Not removing it consumes a bit of memory, and in cases where you reference a non-existent material (e.g., typo) the default might turn out to be one of the unused materials.

3. Other than the special case you mentioned, tissue layers are like dipping candles: later additions are on the outside.  If you were to apply iron at the end of a normal human, it would have an iron layer outside the skin.  You can see this in action by looking at how fingernails are applied (though in that case, the layer is only applied to one side of the bodypart).

Edit: Fixed a typo in my explanation of what happens when there is a typo in the raws.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on September 17, 2015, 08:30:51 am
Interesting. And jeez, that was a fast response. Since you're here anyway...

4. What is the body_rcp file for? Does it differ in any way from the body_default, and can I freely use anything from the body_rcp as I would from the body_default file?

5. Also, for a BP like regular arms which has [CONTYPE:UPPERBODY], does this mean that if I have ten [UPPERBODY] body parts, I will get ten sets of arms, with most of the arms sharing the same name and stuff?

Definitely clears the air some bit, thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 17, 2015, 08:41:58 am
Noob as hell here, trying to get into modding. Would appreciate it greatly if you could answer several basic questions I had about creature modding:

1. I know body detail plans are alot more quicker to write, but will there be any disadvantage if I manually declared tissues, materials, layering every step of the way? Will this slow down the game?

2. In the raws when declaring materials/tissues with body detail plans, those which are not needed are removed by the [REMOVE MATERIAL/TISSUE:...] tokens. Is it necessary to do so for everything that is not needed?

3. How are tissue layers ordered? What makes bones go underneath fat for example. Especially if I was to layer manually, say, inserting a layer of rock on the outside of a bronze colossus? Closest reference I've seen has been the Iron Man raws, which use [TISSUE_LAYER_UNDER:...].

1. BDPs allow you to quickly define or create materials and tissues (which use the materials) for a creature so that you may use it faster when creating (would you rather a BDP that will quickly add BONE, FAT, and MUSCLE or do you want to manually define [MATERIAL:BONE][STATE_NAME:SOLID:BONE].... or [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE] where all the presets are done it is completely up to you on you preference of making a batch of creatures, a really long creature definition, or having that one very custom one)

2. Anything not needed you don't have to remove, however that creature still has them (in their code, maybe applied for game mechanics to act against, Like most creatures with SKIN have LEATHER however you don't see LEATHER layering them because it's used for the tanning reaction, but since the creature still owns that LEATHER you get things like "fox leather" when skin is tanned)

They can be removed if you wish, it will have a slight performance boost (to a great boost depending on how deep you go with cleanup) it's better to just hope your BDPs are adding the bare minimum that you need so you can add the rest manually (My honest opinion, someone will argue this)

3. Tissue layers are more or less how I call "Painted On" for you're example of Bone being under the Fat, it's as simple as Layering the Bone 1st then Layering the Fat, then whatever else you want over the Fat

Things like Tissue Layer Under/Over I don't fully understand, as in:
a. Does it place the layer under the last layer
b. Does it attach the layer to the last layer as an undercoating/coating
So if the last one was SKIN under/over would hug the new tissue on the respected side, so if creature was flayed/skinned alive that under/over layer would go with it

Tips:
Creature Modding falls into a bunch of areas that make it difficult to manage right
You have your CASTEs which normally is MALE and FEMALE for breeding pairs that help the creature survive the generations
You have Tissues+Materials which the only thing that gets complicated are the tags on tissues and how they effect BodyParts
You have the Body (which should be created BEFORE tissue layering, order of events, don't try to paint a house when it's not built yet)
Stats Mental and Physical, each stat will effect different actions (some are purely social interaction)
Behavior (Aggressive, Skittish, Adv. Mode ambush times, is it a predator(ambush or chase) etc etc)
Interactions (Some creatures don't, but something like the Giant Cave Spider spits webs that's an interaction. Fire Imp throwing fireballs, Dragons Fire)
Attacks (What Body part to hit with, stats for the hit, does it have an attack that injects a material (snake bites))
Settings like Max age, litter size(optional to include, default is 1-2 with a chance for 3) does it lay eggs, does it fly, can it swim, is it able to breathe underwater

And it gets more insane when you want to make a complex creature/race using many CASTES some tags are CREATURE level only like Tissues and Materials, but some are CASTE level like BODY, FLIER, and TISSUE_LAYER

I have several creatures that have each caste it's own style, more arms for one, wings on the other, one is made from rock, one is metal, scales, etc etc. These types of creatures have to be planned or thought out as of what materials you need, tissues, what tissues are FUNCTIONAL(Brain, Eyes, Spine tissues) how to easily layer them on the creature do you use a BDP do you simply layer by BP_CATEGORY, ID, TYPE so many ways to do it.

Pre-Edit:

4. I believe the Body-RCP is for the randomly generated creatures the game uses, I've never modified it for fear of my mod crashing

5. Yes IF you had 10 upperbodies it would get it's own version of your part that attaches to them if there happened to be more than you'd get upperbody 1's upper right arm > upperbody 2's lower right arm, etc etc for each one. Naming gets a bit weird
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 17, 2015, 08:47:09 am
Interesting. And jeez, that was a fast response. Since you're here anyway...

4. What is the body_rcp file for? Does it differ in any way from the body_default, and can I freely use anything from the body_rcp as I would from the body_default file?

5. Also, for a BP like regular arms which has [CONTYPE:UPPERBODY], does this mean that if I have ten [UPPERBODY] body parts, I will get ten sets of arms, with most of the arms sharing the same name and stuff?

Definitely clears the air some bit, thanks!
4. The rcp files are for randomly-generated creatures like demons and forgotten beasts.  They are valid BODY tokens if you want to use them.

5. Yes, that is how you end up a set of fingers on each hand.  Though I'm not sure you can actually have more than one UPPERBODY (it is the root that all other bodyparts connect to).  CONTYPE is convenient because it doesn't depend on the specific token used for the base bodypart.

Ninja'd by Hugo_The_Dwarf.  Because he's awesome.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on September 17, 2015, 09:03:29 am
Took me some time to understand body parts and tissues; and now you're telling me that the rabbit hole goes on even further? :P

Nah, both of you are awesome. Seriously, thanks for all the help. I'll see what I can do...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 17, 2015, 09:05:08 am
I forgot to mention that Body Detail Plans also allow for quick layering for body parts and they also can control body part positioning (I have not seen anywhere yet (34.xx era) that let you do that in a creature, looks to be a BDP exclusive) by positioning I mean (Front, Top, Left, Right, Around) things like ribs are Around lungs, heart, etc so when broken they have a chance to puncture their wrapped organs (body part)

and for 2. not every material needs a tissue, like I mentioned about attacks, you don't need a venom layer (don't need if you like to have venom instead of fat or tucked away somewhere your choice you are the creator) but everything starts with a material and then branches from there. As tissues are simply what make up the creature, that can get hit, removed, butchered, melted etc but they are still made of the material they target (something with the tissue using WATER as a solid would melt and die in non freezing areas)

pre-edit:
Yeah I'd say the easiest thing to Mod is Reactions and weapons/armor after that everything else has it's do's and don'ts and limits which gets baffling if you dive head first too fast
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on September 17, 2015, 10:04:56 am
So how do water and snow FBs stay intact? Just curious since you mentioned that water example.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 17, 2015, 10:09:54 am
So how do water and snow FBs stay intact? Just curious since you mentioned that water example.
DF is perfectly willing to make bodyparts out of liquid materials.  You need to specify that it leaks if you want it to gush out of a wound, otherwise it's just cartoony.

As for stuff that ought to melt, temperature isn't checked for every thing every tick.  And for extra fun the arena seems to behave differently than the real game.  A randomly-generated creature made of snow might wander the tunnels just fine until it got in the same tile as one of your dwarves... and be melted because the dwarf's homeotherm caused a temperature update for the beast's materials.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 17, 2015, 10:21:26 am
I believe it's because their tissue is defined as the liquid state, which means there is no change in state which disrupts the order of what the tissue thinks it should be, if that makes any sense? Hard for me to explain, like if I said the creatures skin is WATER and I want it SOLID (ice) and it warms up (because I didn't set something with a fixed temp to keep it cool) when it warms up the tissue material is now LIQUID, Tissue sees that it's material is no longer the required state, falls apart (releases material as the changed state, Pool of liquid, or cloud of gas)

As for the Snow FBs I think the same thing only they have a fixed temp (or a special clause) to make sure they don't melt. Because there are vomit FBs and the like and that's a liquid

I know I have made zombie creatures but didn't want them to bleed to death but still bleed (Excluding the BLOOD tag will prevent bleeding, or made up of tissue with no VASCULAR, easy route is remove BLOOD) so had to tissue layer under a fake blood tissue (without TISSUE_LEAKS, this tag for liquids will just have it all pour onto the ground at once) so combat that broke skin would also break off some of the blood layer spilling it, but the layer wouldn't leak/disappear
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 17, 2015, 12:20:43 pm
I believe it's because their tissue is defined as the liquid state, which means there is no change in state which disrupts the order of what the tissue thinks it should be, if that makes any sense? Hard for me to explain, like if I said the creatures skin is WATER and I want it SOLID (ice) and it warms up (because I didn't set something with a fixed temp to keep it cool) when it warms up the tissue material is now LIQUID, Tissue sees that it's material is no longer the required state, falls apart (releases material as the changed state, Pool of liquid, or cloud of gas)

As for the Snow FBs I think the same thing only they have a fixed temp (or a special clause) to make sure they don't melt. Because there are vomit FBs and the like and that's a liquid

I know I have made zombie creatures but didn't want them to bleed to death but still bleed (Excluding the BLOOD tag will prevent bleeding, or made up of tissue with no VASCULAR, easy route is remove BLOOD) so had to tissue layer under a fake blood tissue (without TISSUE_LEAKS, this tag for liquids will just have it all pour onto the ground at once) so combat that broke skin would also break off some of the blood layer spilling it, but the layer wouldn't leak/disappear

maybe make them of a faux ice, and when they die they drop an ice boulder the way bronze colossi drop a bronze statue. or can you not tack that into the part that would make them of the fake ice mat?

Code: [Select]
[ITEMCORPSE:BOULDER:NO_SUBTYPE:NONE:ICE]
[ITEMCORPSE_QUALITY:5]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 17, 2015, 12:34:59 pm
-snip-
Code: [Select]
[ITEMCORPSE:BOULDER:NO_SUBTYPE:NONE:ICE]
[ITEMCORPSE_QUALITY:5]

You would want [ITEMCORPSE:BOULDER:NO_SUBTYPE:WATER:NONE]
which will drop a boulder of water, which if you were not in a freezing location would just become a puddle of water (Freezing biome would make it "ice")

#   Token   Information
0   INORGANIC   Placeholder for rock, used in arena mode. When given a subtype, selects a user-defined inorganic material.
1   AMBER   Amber
2   CORAL   Coral
3   GLASS_GREEN   Green glass
4   GLASS_CLEAR   Clear glass
5   GLASS_CRYSTAL   Crystal glass
6   WATER   Water, when placed in buckets or when mining out ice.
7   COAL   Coal - subtype is either COKE or CHARCOAL.
8   POTASH   Potash
9   ASH   Ash
10   PEARLASH   Pearlash
11   LYE   Lye
12   MUD   Mud
13   VOMIT   Vomit
14   SALT   Salt
15   FILTH_B   Filth (brown, solid)
16   FILTH_Y   Filth (yellow, liquid)
17   UNKNOWN_SUBSTANCE   Unknown substance (white, liquid)
18   GRIME   Grime

this list (Excluding INORGANIC) have no subtype, they are just Material:NONE example:
[PRODUCT:100:1:WOOD:NONE:ASH:NONE] would make a log of ash

But like Dirst said
Quote
As for stuff that ought to melt, temperature isn't checked for every thing every tick.  And for extra fun the arena seems to behave differently than the real game.  A randomly-generated creature made of snow might wander the tunnels just fine until it got in the same tile as one of your dwarves... and be melted because the dwarf's homeotherm caused a temperature update for the beast's materials.

I have creatures that transform into another caste of themselves with a special part that is suppose to fall off, so it's connector part is made from a material that melts, after the transformation it takes roughly 500-800 game ticks for it to register that it has to melt.

Note: Not trying to shoot you down Culix, there are many ways to go about this, Meph has Frost Giants and I believe they are made from a custom Ice that he made so they can survive in the hottest of locations and not melt and die, but still be made from Ice, So your method of making a Faux Ice is viable.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 17, 2015, 12:50:30 pm
I have creatures that transform into another caste of themselves with a special part that is suppose to fall off, so it's connector part is made from a material that melts, after the transformation it takes roughly 500-800 game ticks for it to register that it has to melt.
Oh, I have such painful memories of trying to make that kind of thing work.  And it was an intermediate step in a complicated process that didn't really have anything to do with melting.  Thankfully Warmist came up with a DFHack script for v0.34 that accomplished the end goal, and I never had to include melty bits again.

My recollection is that the melty part would show up as "burned" fairly quickly, but take a while to actually melt.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 17, 2015, 12:58:06 pm
Note: Not trying to shoot you down Culix, there are many ways to go about this, Meph has Frost Giants and I believe they are made from a custom Ice that he made so they can survive in the hottest of locations and not melt and die, but still be made from Ice, So your method of making a Faux Ice is viable.
No offense taken, I appreciate the response, input, and advice. I don't know much about forgotten beast/titan/clown gen.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 17, 2015, 02:41:22 pm
If i make a creature with this as the blood mat...

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:nocturian curse]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:NOCTURIAN:ALL]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:BLOOD:START:0]
[CE:INTERACTION:NOCTURIAN_CURSE]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]

and this as an attack...

Code: [Select]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:BLOOD:LIQUID:100:100]
[SPECIALATTACK_INTERACTION:NOCTURIAN_CURSE]
[SPECIALATTACK_SUCK_BLOOD:25:50]

and this as the interaction

Code: [Select]
interaction_culix_curse_nocturnal

[OBJECT:INTERACTION]

[INTERACTION:NOCTURIAN_CURSE]

[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to prowl the night in search of blood]

[I_SOURCE:INGESTION]
[IS_HIST_STRING_1: consumed the tainted blood of ]
[IS_HIST_STRING_2: and was cursed]

[I_SOURCE:ATTACK]
[IS_HIST_STRING_1: was bitten by ]
[IS_HIST_STRING_2: and was cursed]

[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:VAMPCURSE]
[CE_BODY_TRANSFORMATION:SEV:100:PROB:25:RESISTABLE:SIZE_DILUTES:START:24000]
[CE:CREATURE:NOCTURIAN:DEFAULT]

would it cause any qualifying creature (has blood, isn't already cursed) to risk turning into one? if not, what can i do to fix it so it will?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nahere on September 17, 2015, 03:24:25 pm
Does anyone happen to know what happens if a fort has a building that is not on the entity's PERMITTED_BUILDING list?  Can the dwarves still use it assuming the entity has the right PERMITTED_REACTIONs?
Pretty sure this should work. Rise of the Mushroom Kingdom has it as a feature.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 17, 2015, 08:13:04 pm
Does anyone happen to know what happens if a fort has a building that is not on the entity's PERMITTED_BUILDING list?  Can the dwarves still use it assuming the entity has the right PERMITTED_REACTIONs?
Pretty sure this should work. Rise of the Mushroom Kingdom has it as a feature.
Thanks, the building is usable, and the reactions are available, but oddly the DFHack routine that's supposed to fire when the reaction completes is not firing.  I'll check in the DFHack thread because it's probably something incredibly esoteric.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 17, 2015, 11:52:27 pm
if i were to made a new ammo, and make a special reaction for it's creation, and NOT include it in entity files for races, but DO include the weapons that use its ammo class, would they be able to fire the weapons?

here's the code...
dummy material for gunpowder
Code: [Select]
[INORGANIC:STONE_GUNPOWDER]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:gunpowder][DISPLAY_COLOR:7:7:1][TILE:34]
[IS_STONE]
[SOLID_DENSITY:2787]
[MATERIAL_VALUE:3]
[NO_STONE_STOCKPILE]

reactions for gunpowder creation (charcoal, saltpeter, and sulfur[brimstone]), and rifle ammunition...
Code: [Select]
[REACTION:CREATE_ASH_GUNPOWDER]
[NAME:create gunpowder]
[BUILDING:KILN:NONE]
[REAGENT:saltpeter:1:BOULDER:NONE:INORGANIC:SALTPETER]
[REAGENT:sulfur:1:BOULDER:NONE:INORGANIC:BRIMSTONE]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:SMELT]

[REACTION:CREATE_RIFLE_AMMO]
[NAME:create riffle ammo]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:1:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]
the ammunition
Code: [Select]
[ITEM_AMMO:ITEM_AMMO_RIFLE_BULLET]
[NAME:rifle ammunition:rifle ammunitions]
[CLASS:BULLET_RIFLE]
[SIZE:30]
[ATTACK:BLUNT:5:50:strike:strikes:NO_SUB:3000]
[ATTACK_PREPARE_AND_RECOVER:6:6]
the rifle
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_RIFLE_INFANTRY]
[NAME:infantry rifle:infantry rifles]
[SIZE:500]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BULLET_RIFLE]
[SHOOT_FORCE:1750]
[SHOOT_MAXVEL:300]
[TWO_HANDED:0]
[MINIMUM_SIZE:20000]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]

and, how would i make the ammunition single use? should i make an interaction? can weapons use interactions?
could i put something like this inside the rifle?
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Hurl fireball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 18, 2015, 12:04:30 am
So long as you have ammo, you can fire the weapon.

Weapons cannot use interactions without DFHack, and I don't know enough about that to tell you how it works.

Not quite sure what you mean by making ammunition single-use. It already is, as the only instance where ammo isn't destroyed is if it falls at least one Z-level without hitting anything.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 18, 2015, 12:12:09 am
So long as you have ammo, you can fire the weapon.

Weapons cannot use interactions without DFHack, and I don't know enough about that to tell you how it works.

Not quite sure what you mean by making ammunition single-use. It already is, as the only instance where ammo isn't destroyed is if it falls at least one Z-level without hitting anything.
Thanks. So i don't need to include the ammo in the entity raws and they can obtain it only through the reaction if i just include this in the entity file?

Code: [Select]
        [WEAPON:ITEM_WEAPON_RIFLE_INFANTRY]
[PERMITTED_REACTION:CREATE_ASH_GUNPOWDER]
[PERMITTED_REACTION:CREATE_RIFLE_AMMO]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 18, 2015, 12:16:51 am
Yes, though it may mess up the pre-generated soldiers that get stuck with rifles, as they will have no ammo to fire. You could create a custom reaction for the rifle as well, if you do not want the civilization to be able to use rifles right off the bat.

Though that won't matter as much if you have no intentions of playing Adventure Mode. The occasional trading caravan will not have very good defenses if they get a ranged unit who is given a rifle, however. Your soldiers will be fine though, as long as you have bullets to give them.

In an unmodded game, people are still able to use bows created through a mood by trading for arrows.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 18, 2015, 01:18:43 am
Yes, though it may mess up the pre-generated soldiers that get stuck with rifles, as they will have no ammo to fire. You could create a custom reaction for the rifle as well, if you do not want the civilization to be able to use rifles right off the bat.

Will do that, thanks for the idea.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on September 18, 2015, 02:16:27 pm
Does [PERSONALITY:VIOLENT:X:Y:Z] actually have an effect on wild/tame creatures? Or is it only to determine whether non-military entity members will run or not? What about BRAVERY?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 18, 2015, 09:25:24 pm
I am working on various workshops, called shrines, and i'm not sure how to make use of them. I want them to be used for rituals and such, how would I do that? can they only be used for reactions? how can i make reactions that result in effects?

is reaction>item>ingestion>syndrome the only method?

EDIT:

is this mistake free? can it be improved?

Code: [Select]
[INORGANIC:POTION_NOCTURIAN]
[DISPLAY_COLOR:4:4:1][TILE:139]
[USE_MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE]
[EDIBLE_RAW]
[PREFIX:NONE]
[STATE_NAME_ADJ:ALL_SOLID:frozen blood of nocturne]
[STATE_NAME_ADJ:LIQUID:blood of nocturne]
[STATE_NAME_ADJ:GAS:boiling blood of nocturne]
[MAT_FIXED_TEMP:10067]
[MELTING_POINT:1000]
[BOILING_POINT:21000]
[SYNDROME]
[SYN_NAME:nocturian curse]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:NOCTURIAN:ALL]
[CE_BODY_TRANSFORMATION:START:100]
[CE:CREATURE:NOCTURIAN:DEFAULT]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 19, 2015, 12:26:36 am
how does one create books, or create a reaction that results in a book?

EDIT: is there any errors or mistakes here?

Code: [Select]
reaction_culix_library

[OBJECT:REACTION]

[REACTION:CREATE_TOOL_CANDLE_FROM_TALLOW] candle light
[NAME:make candle from tallow]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_T]
[REAGENT:tallow:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CANDLE:GET_MATERIAL_FROM_REAGENT:tallow:NONE]
[SKILL:SOAP_MAKING]

[REACTION:CREATE_TOOL_CANDLE_FROM_WAX] candle light
[NAME:make candle from wax]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_W]
[REAGENT:wax:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:WAX]
[PRODUCT:100:1:TOOL:ITEM_TOOL_CANDLE:GET_MATERIAL_FROM_REAGENT:wax:NONE]
[SKILL:WAX_WORKING]

[REACTION:CREATE_TOOL_NOTEBOOK] dummy out later
[NAME:bind notebook]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_B]
[REAGENT:leather:2:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:cloth:10:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[PRODUCT:100:1:TOOL:ITEM_TOOL_NOTEBOOK:GET_MATERIAL_FROM_REAGENT:leather:NONE]
[SKILL:LEATHERWORK]

[REACTION:ACTION_STUDY_WRITE_BOOK]
[NAME:bind book]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_B]
[REAGENT:leather:2:SKIN_TANNED:NONE:NONE:NONE]
[REAGENT:cloth:10:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[PRODUCT:100:1:BOOK:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:leather:NONE]
[SKILL:LEATHERWORK]

[REACTION:CREATE_TOOL_PENCIL]
[NAME:make pencils]
[BUILDING:WORKSHOP_LAB_SCHOLAR:CUSTOM_P]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE]
[REAGENT:graphite:1:ANY_RAW_MATERIAL:NONE:INORGANIC:GRAPHITE]
[REAGENT:mortar:1:TOOL:ITEM_TOOL_MORTAR:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pestal:1:WEAPON:ITEM_TOOL_PESTLE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:100:TOOL:ITEM_TOOL_PENCIL:GET_MATERIAL_FROM_REAGENT:wood:NONE]
[SKILL:CARPENTRY]

[REACTION:ACTIONSTUDY_COMPILE_NOTES] uses candle light and study tools
[NAME:compile notes]
[BUILDING:WORKSHOP_SKILL_LIBRARY:CUSTOM_C]
[REAGENT:notebook:1:BOOK:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pencil:1:TOOL:ITEM_TOOL_PENCIL:NONE:NONE]
[REAGENT:candle:1:TOOL:ITEM_TOOL_CANDLE:NONE:NONE]
[REAGENT:notes:10:TOOL:ITEM_TOOL_NOTEPAGES:NONE:NONE]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[IMPROVEMENT:50:notebook:PAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[SKILL:ORGANIZATION]

[REACTION:ACTIONSTUDY_CREATE_NOTES]
[NAME:make notes]
[BUILDING:WORKSHOP_SKILL_LIBRARY:CUSTOM_N]
[REAGENT:notebook:1:BOOK:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:calculator:1:TOOL:ITEM_TOOL_ABACUS:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pencil:1:TOOL:ITEM_TOOL_PENCIL:NONE:NONE]
[REAGENT:candle:1:TOOL:ITEM_TOOL_CANDLE:NONE:NONE]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[IMPROVEMENT:5:notebook:PAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_NOTEPAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[SKILL:WRITING]

[REACTION:ACTIONSTUDY_PRACTICE_REVIEW]
[NAME:review notes]
[BUILDING:WORKSHOP_SKILL_LIBRARY:CUSTOM_R]
[REAGENT:notebook:1:BOOK:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:notes:1:TOOL:ITEM_TOOL_NOTEPAGE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:pencil:1:TOOL:ITEM_TOOL_PENCIL:NONE:NONE]
[REAGENT:candle:1:TOOL:ITEM_TOOL_CANDLE:NONE:NONE]
[REAGENT:notes:5:TOOL:ITEM_TOOL_NOTEPAGES:NONE:NONE]
[REAGENT:cloth:1:CLOTH:NONE:NONE:NONE][MIN_DIMENSION:10000]
[IMPROVEMENT:5:notebook:PAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[PRODUCT:25:1:TOOL:ITEM_TOOL_NOTEPAGES:GET_MATERIAL_FROM_REAGENT:cloth:NONE]
[SKILL:KNOWLEDGE_ACQUISITION]

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bogus on September 19, 2015, 03:36:15 am
there are a couple of scripts that can trigger on certain events such as a completed reaction and then run other scripts, which may or may not cause a syndrome on the performing dwarf, cause the apocalypse, etc. so reaction->syndrome is entirely possible. in fact, you could bestow a syndrome on all dwarves instead, or certain kinds of units, or any dwarv that has a certain characteristic and so on.

Spoiler (click to show/hide)


that should typically come with dhack if i am not mistaken, otherwise you may want to check the 3rdParty&utilities forum or expewnents git: https://github.com/expwnent?tab=repositories
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 19, 2015, 04:41:22 am
DFHack scripts, of course
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bogus on September 19, 2015, 10:28:22 am
what makes plant growth able to be harvested, what makes whole plants get harvested instead? the wiki says:

Quote
Edible or otherwise usable growths should have [STOCKPILE_PLANT_GROWTH] in their material definitions for proper stockpiling, and must have both [STOCKPILE_PLANT_GROWTH] and [STRUCTURAL_PLANT_MAT] to be picked in fortress mode. This also lets them be collected from plant gathering and farming jobs, unless the growth is linked to the plant itself through a reaction, as in quarry bushes.

is this accurate? some plants, such as bambara groundnuts, have their pods made of LOCAL_PLANT_MAT:STRUCTURAL and that material does not have a [STOCKPILE_PLANT_GROWTH] token, nor is it edible. it does however have a [STRUCTURAL_PLANT_MAT] token in the template. are these nuts even harvestable in current df (havent been running it unmodded for a while)?

also, if [edible] tokens do have an impact on harvestability, would [EDIBLE:VERMIN] suffice?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 19, 2015, 01:23:57 pm
there are a couple of scripts that can trigger on certain events such as a completed reaction and then run other scripts, which may or may not cause a syndrome on the performing dwarf, cause the apocalypse, etc. so reaction->syndrome is entirely possible. in fact, you could bestow a syndrome on all dwarves instead, or certain kinds of units, or any dwarv that has a certain characteristic and so on.

Spoiler (click to show/hide)


that should typically come with dhack if i am not mistaken, otherwise you may want to check the 3rdParty&utilities forum or expewnents git: https://github.com/expwnent?tab=repositories
those are in the hack folder of dfhack, how do i use them inside of reactions though?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McVoyager on September 19, 2015, 04:50:02 pm
Okay, so I'm trying to create a syndrome that encourages my modded race to spend as little time underground as necessary. Mainly by giving them horrible symptoms if they stay underground for extended periods of time. Is Cave Adaptation a valid trigger for non-dwarves too?

ETA: And second question: Is there a way to make them be born with it? I realized if Cave Adaptation is a valid counter then chances are everyone in my species IS born with it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 19, 2015, 06:45:53 pm
Okay, so I'm trying to create a syndrome that encourages my modded race to spend as little time underground as necessary. Mainly by giving them horrible symptoms if they stay underground for extended periods of time. Is Cave Adaptation a valid trigger for non-dwarves too?

ETA: And second question: Is there a way to make them be born with it? I realized if Cave Adaptation is a valid counter then chances are everyone in my species IS born with it.
i think that's correct. here's a fragment that may do what you want for the symptoms.

Code: [Select]
[SYNDROME]
[CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:1200:NONE:REQUIRED]
[CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:1200:NONE:REQUIRED]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McVoyager on September 19, 2015, 08:47:01 pm
And if I use that counter, it replaces any need for bites or contact poisons, right?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 19, 2015, 08:52:07 pm
You still need a way to give them the syndrome.

Try giving dwarves an interaction that they use to apply the syndrome to any dwarf they see that is not already affected by it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McVoyager on September 19, 2015, 08:59:54 pm
Well that would give a whole new meaning to all the spitting dwarves do when they see a murderer.  "Murderer! I spit on thee!" Urist McVeigh rots on the spot.

It would have to be something on accident, I suppose. Or incidental. Like making them sweat and drip on the floor. Or put it in their tears. For my creatures who don't sweat, tears would be better.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 19, 2015, 09:05:18 pm
Interactions don't have to spread like that. They can be given at range, with the only necessary requirement being line-of-sight. Sometimes not even that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McVoyager on September 19, 2015, 09:12:33 pm
So it really is like a disease where breathing can spread it. Nifty.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McVoyager on September 19, 2015, 10:30:31 pm
Is this a good start?

Code: [Select]
[OBJECT:INTERACTION]

[INTERACTION: DEEP_TERROR]
[I_SOURCE:REGION]
[IS_REGION:ALL]
[IS_FREQUENCY:100]
[IS_HIST_STRING_1: cursed]
[IS_HIST_STRING_2: to forever dread the depths of the world.]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:MRRROW:ALL]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[SYNDROME]
[SYN_NAME:cave sickness]
[SYN_AFFECTED_CREATURE:Mrrrow:ALL]
[CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:16800:NONE:REQUIRED]
[CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_LOCATION:IN_WATER]
[IE_LOCATION:IN_MAGMA]

The symptoms are just placeholders until I've got the format figured out properly.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 19, 2015, 10:39:39 pm
Is this a good start?

Code: [Select]
[OBJECT:INTERACTION]

[INTERACTION: DEEP_TERROR]
[I_SOURCE:REGION]
[IS_REGION:ALL]
[IS_FREQUENCY:100]
[IS_HIST_STRING_1: cursed]
[IS_HIST_STRING_2: to forever dread the depths of the world.]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:MRRROW:ALL]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[SYNDROME]
[SYN_NAME:cave sickness]
[SYN_AFFECTED_CREATURE:Mrrrow:ALL]
[CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:16800:NONE:REQUIRED]
[CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_LOCATION:IN_WATER]
[IE_LOCATION:IN_MAGMA]

The symptoms are just placeholders until I've got the format figured out properly.

you could attach it to its blood.

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_INHALED]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:BLOOD:START:1]
[SYN_NAME:cave sickness]
[SYN_AFFECTED_CREATURE:Mrrrow:ALL]
[CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:16800:NONE:REQUIRED]
[CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:START:10:END:25]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]

EDIT: any way to make a blood-born contact syndrome that makes a creature explode into a bloody mess, spreading it's blood syndrome to everyone in the blast?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McVoyager on September 19, 2015, 10:44:41 pm
At that rate I wouldn't need to worry about I_SOURCE:REGION. Just make it contact based in blood.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 19, 2015, 10:45:30 pm
And if I use that counter, it replaces any need for bites or contact poisons, right?

[CAN_DO_INTERACTION:CAVE_WEAKNESS]
         [CDI:ADV_NAME:Activate Fear]
         [CDI:TARGET:A:SELF_ONLY]
         [CDI:WAIT_PERIOD:16800]
         [CDI:FREE_ACTION]

will use it when they can on themselves, interaction effect is all up to you
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McVoyager on September 19, 2015, 10:53:37 pm
Thank you for that one! All sorts of ways to do this. I suppose which coding I go for would depend on the RP of the thing. I mean, if it's intended to be done on purpose as a means to defeating powerful enemies, then the self-targeted interaction would be the best. But if it's supposed to be something they fear and don't want to be a part of, then having it inflicted on them somehow would be best.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 19, 2015, 11:13:10 pm
And if I use that counter, it replaces any need for bites or contact poisons, right?

[CAN_DO_INTERACTION:CAVE_WEAKNESS]
         [CDI:ADV_NAME:Activate Fear]
         [CDI:TARGET:A:SELF_ONLY]
         [CDI:WAIT_PERIOD:16800]
         [CDI:FREE_ACTION]

will use it when they can on themselves, interaction effect is all up to you

so if i make a syndrome that turns them into a creature with [HOMEOTHERM:99099] and that has blood that gives the syndrome to others on contact... contagious exploding disease?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McVoyager on September 19, 2015, 11:16:17 pm
Oh dear Armok, suicide bombing diseases. Give it a delayed effect, and let the victim go to the booze pile . . .

Bye bye fortress.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 19, 2015, 11:20:43 pm
Oh dear Armok, suicide bombing diseases. Give it a delayed effect, and let the victim go to the booze pile . . .

Bye bye fortress.

also made this... because...

Code: [Select]
[INTERACTION:DISEASE_URISTMC]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:DWARF:ALL]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Urist]
[SYNDROME]
[SYN_CONTACT]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[CE_DISPLAY_NAME:NAME:Urist Mc:Urist Mc:Urist-like:START:0]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urist McVoyager on September 19, 2015, 11:38:18 pm
Coupling them together makes a deadly combo. A rap star that makes everyone blow up around him or her . . .
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 19, 2015, 11:44:43 pm
Coupling them together makes a deadly combo. A rap star that makes everyone blow up around him or her . . .
yeah. i wish [CE_ADD_TAG] would allow any creature tag to be added instead of having to transform them into a creature with [HOMEOTHERM:99099]. it would result in endless possibilities.

How do I contain magma made in a reaction safely, and then release it or change the output square?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 20, 2015, 01:14:02 pm
Coupling them together makes a deadly combo. A rap star that makes everyone blow up around him or her . . .
yeah. i wish [CE_ADD_TAG] would allow any creature tag to be added instead of having to transform them into a creature with [HOMEOTHERM:99099]. it would result in endless possibilities.

How do I contain magma made in a reaction safely, and then release it or change the output square?

I don't think the HOMEOTHERM works as making the creature explosive since the implementation of tissues and materials if it does carry on.

Also I believe you make the workshop out of magma safe materials, run the reaction to produce misc_liquid of INORGANIC:NONE make a bunch of it then deconstruct the workshop to release it, hopefully the poor worker is fast enough to book it out of there. One person that can Answer this better than I would be Meph as I believe he's done it more than I have (I did  it once when the SCIENCE! was happening) there was also something else regarding using minecarts where it would take from the workshop and be dumped into the minecart and then it would be pushed to it's target location and dump it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 20, 2015, 01:26:24 pm
Coupling them together makes a deadly combo. A rap star that makes everyone blow up around him or her . . .
yeah. i wish [CE_ADD_TAG] would allow any creature tag to be added instead of having to transform them into a creature with [HOMEOTHERM:99099]. it would result in endless possibilities.

How do I contain magma made in a reaction safely, and then release it or change the output square?

I don't think the HOMEOTHERM works as making the creature explosive since the implementation of tissues and materials if it does carry on.

Also I believe you make the workshop out of magma safe materials, run the reaction to produce misc_liquid of INORGANIC:NONE make a bunch of it then deconstruct the workshop to release it, hopefully the poor worker is fast enough to book it out of there. One person that can Answer this better than I would be Meph as I believe he's done it more than I have (I did  it once when the SCIENCE! was happening) there was also something else regarding using minecarts where it would take from the workshop and be dumped into the minecart and then it would be pushed to it's target location and dump it.
I will look into it. also, is it possible to mod in new fuel?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 20, 2015, 01:30:17 pm
no way to make new fuel other than something that can be turned into:
COAL:COKE
or
COAL:CHARCOAL

so you could have something that can be processed into either or, like "Crude Oil" + Water + Fuel > 3 Coke or something just a rough example
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 20, 2015, 02:10:48 pm
no way to make new fuel other than something that can be turned into:
COAL:COKE
or
COAL:CHARCOAL

so you could have something that can be processed into either or, like "Crude Oil" + Water + Fuel > 3 Coke or something just a rough example

this is what i threw together last night to use until i can find an alternative...

Code: [Select]
reaction_culix_fuel

[OBJECT:REACTION]

[REACTION:REFINE_FUEL_BAR_ALCOHOL] ethanol
[NAME:refine alcohol]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_A]
[REAGENT:alcohol:150:DRINK:NO_SUBTYPE:NONE:NONE]
[REAGENT:B:1:NONE:NONE:NONE:NONE]
[CONTAINS:alcohol]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:charcoal:750:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_PLANT_OIL] biodiesel
 [NAME:refine oil]
 [BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_O]
[REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[UNROTTEN]
[REAGENT:B:1:NONE:NONE:NONE:NONE]
[CONTAINS:oil]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_TALLOW] biodiesel
[NAME:refine tallow]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_T]
[REAGENT:tallow:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_BONE] bonemeal briquettes
[NAME:refine bonemeal]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_B]
[REAGENT:bone:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:NONE]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
[REACTION:REFINE_FUEL_BAR_CLAY] clay/peat briquettes
[NAME:refine briquettes]
[BUILDING:WORKSHOP_REFINERY_FUEL:CUSTOM_C]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[PRODUCT:100:4:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Seriyu on September 20, 2015, 06:37:59 pm
Small-ish question that I feel like probably doesn't have a concrete answer: If bones/Skin are made tougher on the creature, when they're butchered, and said skin and bones tanned/carved, does that make the resulting armor/weapons stronger if the requisite values are higher?

And more importantly, can this be preserved through non tanner/leatherworker workshop stuff? Like if I make a reaction that takes a particular type of skin or leather, and turns it into an armor, will it retain those boosted "stats" or no?

A bit more broad of a question then I originally intended, oh well. Thanks in advance!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on September 20, 2015, 07:05:22 pm
Small-ish question that I feel like probably doesn't have a concrete answer: If bones/Skin are made tougher on the creature, when they're butchered, and said skin and bones tanned/carved, does that make the resulting armor/weapons stronger if the requisite values are higher?

And more importantly, can this be preserved through non tanner/leatherworker workshop stuff? Like if I make a reaction that takes a particular type of skin or leather, and turns it into an armor, will it retain those boosted "stats" or no?

A bit more broad of a question then I originally intended, oh well. Thanks in advance!
Yes, but you'll have to do the same to the leather.


Does anyone know a program I can use to view/modify randomly generated raws that works for DF2014?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 21, 2015, 03:05:18 am
this reaction won't show up in the workshop, and it is permitted in the entity file. what's causing this to not show up? is there an error in the reaction?

Code: [Select]
[REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]

edit: also, is there a way i can make it so i can choose what metal to use when i give the task in-game?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on September 21, 2015, 03:13:43 am
You're not applying it to a game in progress, are you?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 21, 2015, 04:12:05 am
You're not applying it to a game in progress, are you?
No, it was there during world gen.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 21, 2015, 08:40:12 am
this reaction won't show up in the workshop, and it is permitted in the entity file. what's causing this to not show up? is there an error in the reaction?

Code: [Select]
[REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]

edit: also, is there a way i can make it so i can choose what metal to use when i give the task in-game?

As far as I know, no you cannot make a generic reaction a propose what to use for it (unless you micromanage stockpiles; Make small bar stockpile near workshop, stockpile only can hold your desired metal types, can also take from gunpowder stockpile)

You can limit what kinds are actually used by using [REACTION_CLASS:<custom tag you make>] in the material [INORGANIC:COPPER and/or LEAD] and then applying that [REACTION_CLASS:xxx] to your reagent, that will drop the range of metals to use.

EDIT:
Also the file the reaction in starts with:
reaction_xxxx.txt for the filename
and the head in the file is
reaction_xxxx

and has

[OBJECT:REACTION]

before the reaction definitions?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 21, 2015, 08:49:16 am
this reaction won't show up in the workshop, and it is permitted in the entity file. what's causing this to not show up? is there an error in the reaction?

Code: [Select]
[REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]

edit: also, is there a way i can make it so i can choose what metal to use when i give the task in-game?

As far as I know, no you cannot make a generic reaction a propose what to use for it (unless you micromanage stockpiles; Make small bar stockpile near workshop, stockpile only can hold your desired metal types, can also take from gunpowder stockpile)

You can limit what kinds are actually used by using [REACTION_CLASS:<custom tag you make>] in the material [INORGANIC:COPPER and/or LEAD] and then applying that [REACTION_CLASS:xxx] to your reagent, that will drop the range of metals to use.

EDIT:
Also the file the reaction in starts with:
reaction_xxxx.txt for the filename
and the head in the file is
reaction_xxxx

and has

[OBJECT:REACTION]

before the reaction definitions?

yeah, this is the only reaction in the file that isn't working. whole txt:

Code: [Select]
reaction_culix_other

[OBJECT:REACTION]

[REACTION:COLLECT_SEEDS_TO_BAG]
[NAME:harvest seeds]
[BUILDING:FARMER:CUSTOM_D]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[UNROTTEN]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:3:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:PLANT]

[REACTION:BURN_THE_BODIES]
[NAME:cremate corpse]
[BUILDING:SMELTER:NONE]
[REAGENT:corpse:1:CORPSEPIECE:NONE:NONE:NONE][USE_BODY_COMPONENT]
[PRODUCT:100:1:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:BURN_THE_PLANTS]
[NAME:burn plants]
[BUILDING:SMELTER:NONE]
[REAGENT:plants:8:PLANT:NONE:NONE:NONE]
[PRODUCT:100:4:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:BURN_THE_BUGS]
 [NAME:burn dead vermin]
 [BUILDING:SMELTER:NONE]
 [REAGENT:vermin:5:REMAINS:NONE:NONE:NONE]
 [PRODUCT:20:1:BAR:NO_SUBTYPE:COAL:CHARCOAL][PRODUCT_DIMENSION:150]
 [SKILL:SMELT]
 [AUTOMATIC]

[REACTION:CREATE_CLAYSTONE_STONE]
[NAME:create claystone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:CLAYSTONE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_SANDSTONE_STONE]
[NAME:create sandstone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:SAND]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SANDSTONE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_SILTSTONE_STONE]
[NAME:create siltstone]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:sand:150:POWDER_MISC:NONE:INORGANIC:SAND]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SILTSTONE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_QUARTZITE_STONE]
[NAME:create quartzite]
[BUILDING:KILN:NONE]
[REAGENT:sandstone:1:BOULDER:NONE:INORGANIC:SANDSTONE]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:QUARTZITE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_GRAPHITE_STONE]
[NAME:create graphite]
[BUILDING:KILN:NONE]
[REAGENT:clay:1:BOULDER:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:FIRED_MAT]
[REAGENT:coal:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:GRAPHITE]
[FUEL]
[SKILL:POTTERY]

[REACTION:CREATE_ASH_GUNPOWDER]
[NAME:create gunpowder]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:saltpeter:1:BOULDER:NONE:INORGANIC:SALTPETER]
[REAGENT:sulfur:1:BOULDER:NONE:INORGANIC:BRIMSTONE]
[REAGENT:charcoal:150:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:SMELT]

[REACTION:CREATE_WEAPON_RIFLE]
[NAME:create infantry rifle]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:900:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:50:WEAPON:ITEM_WEAPON_RIFLE_INFANTRY:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]

[REACTION:CREATE_AMMO_RIFLE]
[NAME:create rifle ammo]
[BUILDING:WORKSHOP_FOUNDARY_FIREARMS:NONE]
[REAGENT:metal:150:BAR:NO_SUBTYPE:METAL:NONE]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:INORGANIC:STONE_GUNPOWDER]
[PRODUCT:100:50:AMMO:ITEM_AMMO_RIFLE_BULLET:GET_MATERIAL_FROM_REAGENT:metal:NONE]
[SKILL:FORGE_WEAPON]

EDIT: also my fullplate armor doesn't show up in forges, and the entities have [ARMOR:ITEM_ARMOR_FULLPLATE:COMMON] and its also happening for    [WEAPON:ITEM_WEAPON_CROSSBOW_HEAVY] , however [SHIELD:ITEM_SHIELD_TOWER] is working just fine.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Seriyu on September 21, 2015, 04:41:51 pm
Another question, is it possible for equipped gear to provide stat boosts?

It's been a while since I've modded, so I'm not really up to date on what all's changed.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 21, 2015, 05:27:26 pm
Another question, is it possible for equipped gear to provide stat boosts?

It's been a while since I've modded, so I'm not really up to date on what all's changed.
It's possible you could use dfhack scripts to attach a temporary non-contagious syndrome on item equip.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on September 21, 2015, 06:01:38 pm
im guessing the answer is "no" but I feel the need to ask.

if I add a body template to the raws can that body be used in forgotten beast?

such as the tentacles on the blood dragons that were made for me?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 21, 2015, 06:25:28 pm
No. The randomized body parts are in the body_rcp file though. Adding parts in there won't do anything, and removing parts is very much not recommended. The game may complain that it cannot find the parts.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Seriyu on September 21, 2015, 07:07:45 pm
Another question, is it possible for equipped gear to provide stat boosts?

It's been a while since I've modded, so I'm not really up to date on what all's changed.
It's possible you could use dfhack scripts to attach a temporary non-contagious syndrome on item equip.

Ah, I'd rather not use 3rd party stuff for modding, unfortunately. Thanks though!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 22, 2015, 10:32:25 am
Another question, is it possible for equipped gear to provide stat boosts?

It's been a while since I've modded, so I'm not really up to date on what all's changed.
It's possible you could use dfhack scripts to attach a temporary non-contagious syndrome on item equip.

Ah, I'd rather not use 3rd party stuff for modding, unfortunately. Thanks though!
Same here (for 3rd party) however you can still make "Potions" which is a consumable syndrome that gives stat boosts (managing your army to drink said potion at the right time would be as far as I know impossible but I stopped modding before 40.xx so it might be now)

And you can make certain creatures take a larger force multiplier from certain materials

The closest you could get would be make something wearable, that would melt at body temp so you can tell them to wear said Item, it melts on them, and then gives them that syndrome. But that is no way what you're looking for, non-DFhack wise.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on September 22, 2015, 10:35:38 am
(managing your army to drink said potion at the right time would be as far as I know impossible but I stopped modding before 40.xx so it might be now)
Still impossible.

I suppose you could make a fake potion item that would be consumed in a reaction that would produce a syndrome-bearing gas. That'd be one way to control it. But drinks are impossible to control other than forbidding specific ones.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on September 22, 2015, 03:33:42 pm
Does anyone know a program I can use to view/modify randomly generated raws that works for DF2014?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 22, 2015, 03:39:51 pm
https://gist.github.com/Putnam3145/d46ffdedb4d335b2ab5a
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on September 22, 2015, 03:50:05 pm
Where do I stick that lua file? What folder?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 22, 2015, 04:56:57 pm
hack/scripts

you need dfhack
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on September 22, 2015, 05:06:26 pm
thanks m8

now i don't have to lie in my personal text
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 22, 2015, 09:02:29 pm
several questions.

1. What ways and methods do you use to keep tokens organized inside your raw files?

2. are there possible ways to add alternatives to coffins for burial/corpse disposal?

3. would hand carts (see spoiler) be too over powered? can I improve it to be more balanced with wheel barrows?
Spoiler (click to show/hide)

4. opinions on adding silk reed plants and varieties of above ground mushrooms? ways to make each mushroom type unique instead of all being reskins?

5. is it possible to make it so embarking with a non-dwarf civ in fort mode, that it lists things other than 'dwarven history', 'mountainhome' etc? basically custom embark stuff?

6. can a creature caste have both [MALE] and [FEMALE]? how does it effect reproduction? can there be another caste with [NO_GENDER] within the same creature?

7. what are the possible concequences of a creature having [HOMEOTHERM:10015] ?

8. if one caste is smaller than another and their civilization has access to certain weapons, and one doesn't meet the size requirements, they can't weild them regardless of the civilizations access to them, correct?

9. I am working on another creature, these impish beings. I am trying to work out their body size and height broadness tokens. for reference, they are 1 foot wide and 1 to 2 feet tall, similar to the miniblins from the zelda windwaker game in size/stature. would this be correct?
Code: [Select]
[BODY_SIZE:0:0:2500]
[BODY_SIZE:1:168:13500]
[BODY_SIZE:12:0:55500]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:50:50:50:50:50:50:50]
[APP_MOD_IMPORTANCE:500]

10. would the impish creatures be unable to wield weapons that they don't meet the size requirement for, but still make them?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 22, 2015, 10:26:38 pm
1. No real organization for creatures, but entities have tokens separated into groups that alter similar things, such as biomes/city types being grouped together. I tend to keep things alphabetized though.

2. Not that I'm aware of. Either use a coffin or carve a slab.

3. Comparing container capacity would help.

4. Use real-life examples, maybe? Give them unique uses such as dyes, or maybe make them minor toxins/irritants.

5. Not within the raws.

6. Two genders in one caste is not possible. One tag will overwrite the other. Having genderless castes should be fine though.

7. Not sure about that specific number, but odd homeotherms may damage tissue materials, or confuse the creature into thinking it is too hot or cold to eat, and consequently starving.

8. Last I checked, Fortress Mode didn't look at sizes on an individual basis, and did it based on the race's size. They may still wield improperly sized gear.

9. It looks like they can be between 75% to 125% the average height, but are always 50% thin. If you want them to always be noted as thin, with varying height, then yes.

10. Yes, if their entity is permitted the weapons.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 22, 2015, 11:07:06 pm
several questions.

1. What ways and methods do you use to keep tokens organized inside your raw files?

2. are there possible ways to add alternatives to coffins for burial/corpse disposal?

3. would hand carts (see spoiler) be too over powered? can I improve it to be more balanced with wheel barrows?
Spoiler (click to show/hide)

4. opinions on adding silk reed plants and varieties of above ground mushrooms? ways to make each mushroom type unique instead of all being reskins?

5. is it possible to make it so embarking with a non-dwarf civ in fort mode, that it lists things other than 'dwarven history', 'mountainhome' etc? basically custom embark stuff?

6. can a creature caste have both [MALE] and [FEMALE]? how does it effect reproduction? can there be another caste with [NO_GENDER] within the same creature?

7. what are the possible concequences of a creature having [HOMEOTHERM:10015] ?

8. if one caste is smaller than another and their civilization has access to certain weapons, and one doesn't meet the size requirements, they can't weild them regardless of the civilizations access to them, correct?

9. I am working on another creature, these impish beings. I am trying to work out their body size and height broadness tokens. for reference, they are 1 foot wide and 1 to 2 feet tall, similar to the miniblins from the zelda windwaker game in size/stature. would this be correct?
Code: [Select]
[BODY_SIZE:0:0:2500]
[BODY_SIZE:1:168:13500]
[BODY_SIZE:12:0:55500]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:50:50:50:50:50:50:50]
[APP_MOD_IMPORTANCE:500]

10. would the impish creatures be unable to wield weapons that they don't meet the size requirement for, but still make them?

1. No real organization for creatures, but entities have tokens separated into groups that alter similar things, such as biomes/city types being grouped together. I tend to keep things alphabetized though.

2. Not that I'm aware of. Either use a coffin or carve a slab.

3. Comparing container capacity would help.

4. Use real-life examples, maybe? Give them unique uses such as dyes, or maybe make them minor toxins/irritants.

5. Not within the raws.

6. Two genders in one caste is not possible. One tag will overwrite the other. Having genderless castes should be fine though.

7. Not sure about that specific number, but odd homeotherms may damage tissue materials, or confuse the creature into thinking it is too hot or cold to eat, and consequently starving.

8. Last I checked, Fortress Mode didn't look at sizes on an individual basis, and did it based on the race's size. They may still wield improperly sized gear.

9. It looks like they can be between 75% to 125% the average height, but are always 50% thin. If you want them to always be noted as thin, with varying height, then yes.

10. Yes, if their entity is permitted the weapons.

1. It's all up to you, At the top I always have the global creature stuff like NAME, DESCRIPTION, Main Behavior tokens, Materials and Tissues, and then what I want all castes to have (As I normally make 5+ Caste creatures) I then define castes, adding in the things I want that are special to just that case. Later on I use SELECT_CASTE and SELECT_ADDITIONAL_CASTE to pick the ones that I want to share similar qualities, then move on to Attacks, then using SELECT_CASTE define any interaction uses at the bottom of the creature

5. You'd need the Localization patch thing you that, and that is basically just forcing hardcoded text to be what you want and then using the WTF (Weird Text Format) tool for some other messages (like when the liaison comes to talk with you)

7. That's roughly chilly I can't remember the temperature that water freezes, but I believe 9900 is where most organics take cold damage. But like BlackFlyme said, fortress mode AI will freak out with some areas thinking they are cold or too hot because HOMEOTHERM is their body temp or natural so anything hotter or colder will be reflected.

8. If you have a tiny caste and a giant caste, they craft 1 size fits all armor and clothes which to other races will show as the "largest" caste size, as for the caste that is small, they will only be able to use tools/weapons that fit their size. Issues like this was encountered for Kobold Camp as axes and picks were too big for them making embarks impossible until those items were altered/smaller versions made

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ZM5 on September 23, 2015, 07:19:58 am
Is it possible for the same interactions to have multiple sources?
For instance, I'd like war deities to not only create slabs but also bless random people with the same interaction.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: AceSV on September 23, 2015, 08:44:16 am
Can I change how angry a civ gets if you seize the goods from its merchants?  I've stolen from the same civs like 5 times in a row and they don't care. 

I am using
   [PROGRESS_TRIGGER_POPULATION:1]
   [PROGRESS_TRIGGER_PRODUCTION:1]
   [PROGRESS_TRIGGER_TRADE:1]
   [PROGRESS_TRIGGER_POP_SIEGE:3]
   [PROGRESS_TRIGGER_PROD_SIEGE:1]
   [PROGRESS_TRIGGER_TRADE_SIEGE:1]
I copied it from elves I think. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 23, 2015, 09:23:21 am
Can I change how angry a civ gets if you seize the goods from its merchants?  I've stolen from the same civs like 5 times in a row and they don't care. 

I am using
   [PROGRESS_TRIGGER_POPULATION:1]
   [PROGRESS_TRIGGER_PRODUCTION:1]
   [PROGRESS_TRIGGER_TRADE:1]
   [PROGRESS_TRIGGER_POP_SIEGE:3]
   [PROGRESS_TRIGGER_PROD_SIEGE:1]
   [PROGRESS_TRIGGER_TRADE_SIEGE:1]
I copied it from elves I think.
[ETHIC:THEFT:APPALLING]

Also if you want to start some violent activity quick, just kill all but one member of the teams that come, the survivor will tell the tale of violence and hostility will happen faster

Is it possible for the same interactions to have multiple sources?
For instance, I'd like war deities to not only create slabs but also bless random people with the same interaction.

The Slab can be the Learn able side of it, then you can create a CURSE that is not really a curse because the effects are not hostile "I curse you with super human strength, good looks, and everything you do will be perfect"

There might be a little copy paste involved for the interaction effects but the SOURCEs will be different I can't remember who did a lot of modding with this similar Idea can give the board a quick search but it's almost safe to bet Masterwork will have some examples in it.

EDIT:
I'm pretty sure a interaction with more than one SOURCE the last one will just overwrite it?
EDIT1.2: So your Best bet would be 2 INTERACTIONs
I_SOURCE:DEITY, and SECRET but both give the same SYNDROME


EDIT2:
Is there more Secret Goals we can use or is IMMORTALITY still the only one historical figures will go out and try to acquire?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 23, 2015, 11:28:16 am
As far as I know IMMORTALITY is still it, and a couple recent spot-checks with "bringing peace to the world" (that never got pursued in worldgen) are consistent with that.

I hope the next version fixes that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ZM5 on September 23, 2015, 11:32:33 am
Thanks, Hugo_the_Dwarf.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 23, 2015, 12:15:56 pm
I think I meant to say 2 interactions, also does anyone know if you can attach those two, to the same Deity everytime, or would it just be the luck of the draw that the Deity will have both making slabs for those to learn the blessing, or be blessing(cursing) those that are brave enough to defile the deity's temples.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: AceSV on September 23, 2015, 04:51:34 pm
Can I change how angry a civ gets if you seize the goods from its merchants?  I've stolen from the same civs like 5 times in a row and they don't care. 

I am using
   [PROGRESS_TRIGGER_POPULATION:1]
   [PROGRESS_TRIGGER_PRODUCTION:1]
   [PROGRESS_TRIGGER_TRADE:1]
   [PROGRESS_TRIGGER_POP_SIEGE:3]
   [PROGRESS_TRIGGER_PROD_SIEGE:1]
   [PROGRESS_TRIGGER_TRADE_SIEGE:1]
I copied it from elves I think.
[ETHIC:THEFT:APPALLING]

Also if you want to start some violent activity quick, just kill all but one member of the teams that come, the survivor will tell the tale of violence and hostility will happen faster

Interesting.  If a stronger reaction than APPALLING was used, would they react more strongly? 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on September 23, 2015, 06:28:41 pm
hack/scripts

you need dfhack
What do I put in for syntax? There's no help and no readme. It gives me this error every time, no matter what I put in:

(http://i.imgur.com/Bmcj31X.png)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 23, 2015, 08:06:38 pm
Can I change how angry a civ gets if you seize the goods from its merchants?  I've stolen from the same civs like 5 times in a row and they don't care. 

I am using
   [PROGRESS_TRIGGER_POPULATION:1]
   [PROGRESS_TRIGGER_PRODUCTION:1]
   [PROGRESS_TRIGGER_TRADE:1]
   [PROGRESS_TRIGGER_POP_SIEGE:3]
   [PROGRESS_TRIGGER_PROD_SIEGE:1]
   [PROGRESS_TRIGGER_TRADE_SIEGE:1]
I copied it from elves I think.
[ETHIC:THEFT:APPALLING]

Also if you want to start some violent activity quick, just kill all but one member of the teams that come, the survivor will tell the tale of violence and hostility will happen faster

Interesting.  If a stronger reaction than APPALLING was used, would they react more strongly?
I thought APPALLING was the worst for Ethics? SHUN is another one. There is a chart on the Wiki for the levels of disgust and likability
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 23, 2015, 08:19:52 pm
UNTHINKABLE is the worst for ethics
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 23, 2015, 09:35:35 pm
If I place an item in an entity using the [DIGGER] token instead of [WEAPON], will they dig with it, or will it just make it appear on the digging tools embark screen?

EDIT:(mostly)  finished tileset for my impish race, and I made the graphics txt for it.
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 23, 2015, 09:49:00 pm
I think that's a tester. I don't quite remember if they'll succesfully dig with it even if the skill is not there.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 23, 2015, 10:03:28 pm
I think that's a tester. I don't quite remember if they'll succesfully dig with it even if the skill is not there.
I made a shovel weapon. it uses mining as it's skill. I will test it later.
Spoiler (click to show/hide)
Is it possible with personalities to have a median that isn't a true median, like with these?
Code: [Select]
[PERSONALITY:TOLERANT:0:25:100]
[PERSONALITY:TRUST:0:25:100]
[PERSONALITY:ACTIVITY_LEVEL:25:75:100]
[PERSONALITY:ANGER_PROPENSITY:25:75:100]
[PERSONALITY:HATE_PROPENSITY:25:75:100]
[PERSONALITY:ENVY_PROPENSITY:0:75:100]
[PERSONALITY:STRESS_VULNERABILITY:0:25:100]
[PERSONALITY:VIOLENT:25:75:100]
[PERSONALITY:IMMODERATION:50:75:100]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 23, 2015, 10:05:24 pm
Yes.
If the median was required to be a true median, there would be no point in having that middle number at all.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 24, 2015, 12:38:46 am
What are good ways of making multiple genders caste unique? I think i want my impish beings to have very many, 25 actually...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 24, 2015, 12:44:39 am
Castes can be as unique as you damn well please. The only thing they really share are materials/tissues, and there's no arbitrary upper limit on how many of those a creature can have.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on September 24, 2015, 03:29:32 am
What do I put in for syntax? There's no help and no readme. It gives me this error every time, no matter what I put in:

(http://i.imgur.com/Bmcj31X.png)

It says that there's an unexpected something around line 8. And I can certainly see a lone slash just sitting there.

Have you tried... deleting that thing?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 24, 2015, 04:06:47 pm
if a citizen in your fort can use this interaction...

Code: [Select]
[INTERACTION:CASTSPELL_ANIMATE_DEAD_LESSER]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_SPEED_CHANGE:SPEED_PERC:30:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]

would it create a psuedo-zombie, that would act like it did when it was alive, and be able to be assigned labors it was a former citizen?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 24, 2015, 04:23:03 pm
if a citizen in your fort can use this interaction...
---
would it create a psuedo-zombie, that would act like it did when it was alive, and be able to be assigned labors it was a former citizen?
It should because you are literally just bringing them back to life resistant to death and without bad emotions.
Be warned that they will probably still take breaks. And if they die again their friends will get another "death of a friend" thought.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on September 24, 2015, 06:09:45 pm
It says that there's an unexpected something around line 8. And I can certainly see a lone slash just sitting there.

Have you tried... deleting that thing?
It worked! Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on September 24, 2015, 06:18:17 pm

Code: [Select]
[CREATURE:CRYSTIN]


[CASTE:MALE_CRYST]
[MALE]
[CASTE_NAME:crystin]
[POP_RATIO:1]

[CASTE:FEMALE_CRYST]
[FEMALE]
[CASTE_NAME:crystin]
[POP_RATIO:1]

[SELECT_CASTE:ALL]

[BODY:HUMANOID:BRIAN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]

[TISSUE:DIAMOND]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYES:DIAMOND]

well I decided to try modding again.
its not done yet of course but im wondering if its ok so far.

if I under stand correctly the BY_CATEGORY:EYES will override the BY_CATAGORY:ALL and I will get ruby skinned humanoids with diamond eyes right?
the wiki was not clear n the matter of multiple tissues defined inside a creature instead of a plan. I did not use a plan because im still having issues with that.

my end goal is to replace the normal gem stone tissues with a slightly weaker version, and also add caste that are basically immobile stalagmites of gemstone. this is a race intended to be caught and tamed. the humanoid types can move, so they can breed. the immobile ones will have interaction attacks to defend the fort. but that comes after I have the humanoid types up and walking.

don't do it for me though, im trying to learn.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 24, 2015, 06:38:36 pm
is it possible to, and how would i, make a syndrome that applies a creature variation to its target?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 24, 2015, 07:06:39 pm
no
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on September 24, 2015, 08:21:19 pm
is it possible to, and how would i, make a syndrome that applies a creature variation to its target?
To expand on Putnam's thought a bit, you can make a distinct creature which is a variant of the target, and transform the target into that.  Two drawbacks:

All the variant definitions need to occur in the raws, which means a creature definition for each potential species of target.  They can all be managed by making each transformation only able to affect its assigned target species.  And the creature's stats are rerolled during a transformation, so it ends up a variant of its species, but not a variant of itself.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 24, 2015, 08:33:39 pm
is it possible to, and how would i, make a syndrome that applies a creature variation to its target?
To expand on Putnam's thought a bit, you can make a distinct creature which is a variant of the target, and transform the target into that.  Two drawbacks:

All the variant definitions need to occur in the raws, which means a creature definition for each potential species of target.  They can all be managed by making each transformation only able to affect its assigned target species.  And the creature's stats are rerolled during a transformation, so it ends up a variant of its species, but not a variant of itself.
actually, i wanted to make it so i could create a weaponizable toxin/disease, and use it to make sentient invaders into breedable farmable livestock. i think i will try a syndrome with ...
Code: [Select]
[CE_ADD_TAG:PET_EXOTIC:STANDARD_GRAZER:BENIGN:START:0]
[CE_REMOVE_TAG:INTELLIGENT:CAN_LEARN:CAN_SPEAK:EQUIPS:NOSTUN:NO_PHYS_ATT_GAIN:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:NOSLEEP:START:0]
would that work?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nahere on September 24, 2015, 09:23:38 pm
From the (http://dwarffortresswiki.org/index.php/DF2014:Syndrome#Special_Effects) wiki (http://dwarffortresswiki.org/index.php/DF2014:Interaction_token#IT_REQUIRES), the only tags that can be added or removed via syndrome are:
BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES
This does not include any of the tags you are trying to add or EQUIPS.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 24, 2015, 10:08:38 pm
oh well. I am testing my impish race now. and... the caste are working, however there is no liaison... i got the "No outpost liaison? How curious..." which means their homeland is extinct... this is going to get weird...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on September 25, 2015, 09:36:20 pm
AHEM! my question.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on September 25, 2015, 10:02:37 pm
yeah, any new stuff overrides old stuff afaik
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 25, 2015, 10:04:01 pm
if I under stand correctly the BY_CATEGORY:EYES will override the BY_CATAGORY:ALL and I will get ruby skinned humanoids with diamond eyes right?
the wiki was not clear n the matter of multiple tissues defined inside a creature instead of a plan. I did not use a plan because im still having issues with that.

Trimmed it a little. I don't see anything wrong with the tissues. Though I am at least fairly certain that you can have multiple custom tissues in the same body part at once.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 25, 2015, 10:09:33 pm
ering if its ok so far.

if I under stand correctly the BY_CATEGORY:EYES will override the BY_CATAGORY:ALL and I will get ruby skinned humanoids with diamond eyes right?
No. Their eyes will be diamond on the outside and ruby on the inside(more ruby because it is 2/3) because diamond was applied to the eyes after the ruby(by being applied everywhere).
A thread where this was hashed out before (http://www.bay12forums.com/smf/index.php?topic=145332.msg5779102#msg5779102)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on September 25, 2015, 10:12:37 pm
that.....sounds nice actually....the diamond would be tinted a bit red I imagine....

now I just need to figure out what other tags I need to spawn it in the arena. I need to figure out how hard I have to hit it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 25, 2015, 10:23:00 pm
now I just need to figure out what other tags I need to spawn it in the arena. I need to figure out how hard I have to hit it.
Needs to be in \{DF Folder Name Here!}\raw\objects\creature_{prettymuchanything}.txt
Code: (creature_{prettymuchanything}.txt) [Select]
creature_{prettymuchanything}

[OBJECT:CREATURE]
----And somewhere in the file----
[CREATURE:{CreatureID}]
[NAME:{Creature species singular}:{Creature species plural}:{Creature species adjective}]
To spawn in the arena(it could die on spawning due to physiological based resistances to life). Replace {} with what is requested.
You can just dump it in one the already present creature files.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on September 25, 2015, 10:50:41 pm
its still not working..... :-\

Code: [Select]
[OBJECT:CREATURE]

[CREATURE:CRYSTIN]
[NAME:crystin:crysins:crystin]
[DESCRIPTION:a creature of crystal, it was made by endlessblaze but is still incomplete.]

[CASTE:MALE_CRYST]
[CASTE_NAME:crystin]
[MALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[CASTE:FEMALE_CRYST]
[CASTE_NAME:crystin]
[FEMALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[SELECT_CASTE:ALL]

[BODY:HUMANOID:BRAIN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]

[TISSUE:DIAMOND]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYES:DIAMOND]

I don't know why.

file name starts with creature and uses underscore instead of spaces. its a text file.

the file itself has its object type at the top.

the creature has a body, tissues, name, and caste names.

why wont the arena let me place it? it wont come up when I search it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 25, 2015, 10:53:45 pm
If that is the whole file, then you are missing the header that goes above the [OBJECT:X] tag.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on September 25, 2015, 11:03:00 pm
fixed that....

Code: [Select]
creature_a_working_on

[OBJECT:CREATURE]

[CREATURE:CRYSTIN]
[NAME:crystin:crysins:crystin]
[DESCRIPTION:a creature of crystal, it was made by endlessblaze but is still incomplete.]

[CASTE:MALE_CRYST]
[CASTE_NAME:crystin]
[MALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[CASTE:FEMALE_CRYST]
[CASTE_NAME:crystin]
[FEMALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[SELECT_CASTE:ALL]

[BODY:HUMANOID:BRAIN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]

[TISSUE:DIAMOND]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYES:DIAMOND]

but still nothing. :(
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 25, 2015, 11:35:09 pm
I didn't include Caste_name because IIRC(I didn't recall correctly) it defaults to Name but you added Caste_name broken. CASTE_NAME:crystin:crysins:crystin] will fix it.
Also seems there isn't a DIAMOND material ID but several DIAMOND_{thing} materials. Look in inorganic_stone_gem and pick a diamond (and its ID) for your tissue's material.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 25, 2015, 11:41:19 pm
--

here is something i threw together, mostly a hack up of the bronze colossi and a cow...
it lays eggs, is trainable, breeds, etc.

Code: [Select]
creature_file_name_here_etc_etc

[OBJECT:CREATURE]

[CREATURE:CRYSTAL_CONSTRUCT]
[DESCRIPTION:Crystal construct. Domesticated, breedable, trainable.]
[NAME:CRYSTALI:CRYSTALIS:CRYSTALI]
[CASTE_NAME:CRYSTALI:CRYSTALIS:CRYSTALI]
[CREATURE_TILE:'C'][COLOR:5:0:0]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][NOTHOUGHT][NOEXERT][NO_DIZZINESS][NO_FEVERS]
[NO_DRINK][NO_EAT][NO_SLEEP]
[PETVALUE:500]
[LARGE_ROAMING]
[COMMON_DOMESTIC]
[TRAINABLE]
[BENIGN][PET]
[NOT_LIVING]
[CANOPENDOORS]
[BIOME:ANY_LAND]
[EQUIPS]
[NOBONES]
[ODOR_LEVEL:0] no smell
[SMELL_TRIGGER:10000] cannot smell
[BODY:HUMANOID_NECK:TAIL:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:RUBY]
[TISSUE_NAME:RUBY:RUBY]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]
[BODY_SIZE:0:0:20000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_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:STATUE:NO_SUBTYPE:INORGANIC:RUBY]
[ITEMCORPSE_QUALITY:5]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:RUBY:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:150]
[CLUTCH_SIZE:3:6]
[CASTE:MALE]
[MALE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on September 26, 2015, 12:45:24 am
 :D its working great now. I should probably get child tags, gaits, and tags relating to taming tomorrow. if anyone wants to check out there durability for themselves feel free. good night.

Code: [Select]
creature_a_working_on

[OBJECT:CREATURE]

[CREATURE:CRYSTIN]
[NAME:crystin:crysins:crystin]
[DESCRIPTION:a creature of crystal, it was made by endlessblaze but is still incomplete.]

[CASTE:MALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[MALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[CASTE:FEMALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[FEMALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[SELECT_CASTE:ALL]

[BODY:HUMANOID:BRAIN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]

[TISSUE:DIAMOND_CLEAR]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYES:DIAMOND_CLEAR]


[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]

[NO_DRINK][NO_EAT][NO_EXERT][NO_SLEEP][NO_BREATHE]
[UNDERGROUND_DEPTH:1:3]
[ALL_ACTIVE]
[SWIMS_INNATE]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on September 26, 2015, 02:24:25 am
So, as a little challenge I added the tags [OPPOSED_TO_LIFE] to every creature in the raws. Cue constant animal hostility. Other tags I included as well are curiousbeast, prone to rage, and natural combat skills.

Unfortunately, whenever I start up fortress mode, most creatures don't end up spawning - dwarves kill the first batch of wildlife, and nothing new enters the map at all. Any thoughts on this?


Edit - Maybe it's impossible for [OPPOSED_TO_LIFE] creatures to spawn as wildlife in fortress mode. Hypothetically, how would I go around having a syndrome or what-not that immediately transforms regular wildlife into crazed versions as soon as they walk into the map?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on September 26, 2015, 12:49:43 pm
crystins are now naturally skilled in unarmed combat.

Code: [Select]
creature_a_working_on

[OBJECT:CREATURE]

[CREATURE:CRYSTIN]
[NAME:crystin:crysins:crystin]
[DESCRIPTION:a creature of crystal, it was made by endlessblaze but

is still incomplete.]

[CASTE:MALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[MALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[CASTE:FEMALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[FEMALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[SELECT_CASTE:ALL]

[BODY:HUMANOID:BRAIN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]

[TISSUE:DIAMOND_CLEAR]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYES:DIAMOND_CLEAR]


[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]

[NO_DRINK][NO_EAT][NOEXERT][NO_SLEEP][NOBREATHE][NO_FEVERS]

[NO_DIZZYNESS][NOPAIN][NOSTUCKINS][NONAUSEA]
[UNDERGROUND_DEPTH:1:3]
[ALL_ACTIVE]
[SWIMS_INNATE]
[LARGE_ROAMING]
[LARGE_PREDATOR]
[LIGHT_GEN]
[TRAINABLE]
[NATURAL_SKILL:GRASP_STRIKE:5]
[NATURAL_SKILL:STANCE_STRIKE:5]
[NATURAL_SKILL:WRESTLING:5]
[NATURAL_SKILL:DODGING:4]
[NATURAL_SKILL:CLIMBING:4]
[NATURAL_SKILL:MELEE_COMBAT:4]

they also generate there own light.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 26, 2015, 03:09:41 pm
So, as a little challenge I added the tags [OPPOSED_TO_LIFE] to every creature in the raws. Cue constant animal hostility. Other tags I included as well are curiousbeast, prone to rage, and natural combat skills.

Unfortunately, whenever I start up fortress mode, most creatures don't end up spawning - dwarves kill the first batch of wildlife, and nothing new enters the map at all. Any thoughts on this?


Edit - Maybe it's impossible for [OPPOSED_TO_LIFE] creatures to spawn as wildlife in fortress mode. Hypothetically, how would I go around having a syndrome or what-not that immediately transforms regular wildlife into crazed versions as soon as they walk into the map?
they likely all killed each other, and went extinct, as they aren't [NOT_LIVING], as how necromancers with out [NOT_LIVING] were quickly killed by their own undead.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on September 26, 2015, 06:01:14 pm
things are progressing steadily. but there is a little issue/totally unexpected flaw.

they can do major damage through armor. but lose limbs like crazy to iron swords. I want them to be beatable. but not that beatable. you should have to slash it more than once.

Code: [Select]
creature_a_working_on

[OBJECT:CREATURE]

[CREATURE:CRYSTIN]
[NAME:crystin:crysins:crystin]
[DESCRIPTION:a creature of crystal, it was made by endlessblaze but is still incomplete.]
[PREFSTRING:crystal bodies]

[CASTE:MALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[MALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[CASTE:FEMALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[FEMALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[SELECT_CASTE:ALL]

[BODY:HUMANOID:BRAIN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]

[TISSUE:DIAMOND_CLEAR]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYES:DIAMOND_CLEAR]


[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]

[NO_DRINK][NO_EAT][NOEXERT][NO_SLEEP][NOBREATHE][NO_FEVERS][NO_DIZZYNESS][NOPAIN][NOSTUCKINS][NONAUSEA]
[UNDERGROUND_DEPTH:1:3]
[ALL_ACTIVE]
[SWIMS_INNATE]
[LARGE_ROAMING]
[LARGE_PREDATOR]
[LIGHT_GEN]
[TRAINABLE]
[CHILD:3]
[NATURAL_SKILL:GRASP_STRIKE:5]
[NATURAL_SKILL:STANCE_STRIKE:5]
[NATURAL_SKILL:WRESTLING:5]
[NATURAL_SKILL:DODGING:4]
[NATURAL_SKILL:CLIMBING:4]
[NATURAL_SKILL:MELEE_COMBAT:4]
[PET]
[BIOME:SUBTERRANEAN_CHASM]

[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:642:428:214:1900:2900] 41 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2206:1692:1178:585:3400:4900] 15 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2728:2069:1409:675:4000:5700] 13 kph

[BODY_SIZE:1:0:30000]
[BODY_SIZE:3:0:70000]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 26, 2015, 06:06:55 pm
Toughen the diamond material so it is a bit better than stone, or add another tissue to the body.

A single tissue creature will likely be a bit more fragile than a multiple tissue creature of the same size.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on September 26, 2015, 07:11:11 pm
I amped up the shear yield and shear fracture values. it does not seem to have helped but now im thinking they don't need it anyways. thanks to the properties of ruby, there punches and kicks bypass iron armor with ease. I might even need to make these things exotic pets so you have t put some work into getting them.

maybe move them.... down to the second cavern.

Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on September 26, 2015, 09:46:12 pm
they likely all killed each other, and went extinct, as they aren't [NOT_LIVING], as how necromancers with out [NOT_LIVING] were quickly killed by their own undead.

But walking around in adventure mode, the population seems to be seem to be doing alright. Accosted non-stop by flocks of enraged ravens, and my entire party got murdered by a bunch of wild boars. Legends mode exports also indicate that there are still sizable animal populations within this world (though I am unsure about the embark-specific local populations).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on September 26, 2015, 10:57:22 pm
for some reasons my crysins don't seem to be seeing properly....

and by that I mean I can smash both of there eyes and they just keep on seeing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 26, 2015, 11:13:18 pm
Anything in the errorlog?

Also, if the code you posted above hasn't been changed, then the diamond is incorrect.

[TISSUE_MATERIAL:INORGANIC:DIAMOND]

Should be:

[TISSUE_MATERIAL:INORGANIC:DIAMOND_CLEAR]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on September 26, 2015, 11:22:48 pm
yha I fixed the tissue a while ago.

Mmmmm............wait....well well, well. what do we have here?

"data/save/region2/raw/objects/creature_a_working_on.txt"
CRYSTIN:Tissue layer not added because no BP found: BY_CATEGORY:EYES:DIAMOND_CLEAR
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 26, 2015, 11:26:08 pm
yha I fixed the tissue a while ago.

Mmmmm............wait....well well, well. what do we have here?

"data/save/region2/raw/objects/creature_a_working_on.txt"
CRYSTIN:Tissue layer not added because no BP found: BY_CATEGORY:EYES:DIAMOND_CLEAR
You changed the tissue's name, not the tissue's material. Please facepalm yourself for brushing off BlackFlyme's criticism.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 26, 2015, 11:27:24 pm
A quick search through the body file tells me you want CATEGORY:EYE, not EYES.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on September 26, 2015, 11:31:54 pm
yha I fixed the tissue a while ago.

Mmmmm............wait....well well, well. what do we have here?

"data/save/region2/raw/objects/creature_a_working_on.txt"
CRYSTIN:Tissue layer not added because no BP found: BY_CATEGORY:EYES:DIAMOND_CLEAR
You changed the tissue's name, not the tissue's material. Please facepalm yourself for brushing off BlackFlyme's criticism.

I did not brush off his criticism. I just did not notice my mistake in naming.  >:(


A quick search through the body file tells me you want CATEGORY:EYE, not EYES.

yha once I saw that I went to check. :P ah well. losing is fun.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on September 26, 2015, 11:36:26 pm
yha once I saw that I went to check. :P ah well. losing is fun.
I felt very silly when I realized that my own criticism didn't quiet the errorlog.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on September 27, 2015, 11:17:44 am
Well, after many many many tests, what stopped the local wildlife from spawning turned out to be... *dun dun dun* the CURIOUSBEAST tags! Yes, all of them. Which makes literally no sense whatsoever. Seriously, I'm so confused as to how those tags actually affect spawning in any way - let alone how keas and other curious beasts don't seem to have any of these problems in vanilla. Argh.

Does anyone know any other tags will make the creatures go towards the fortress? Sort of like how Werebeasts track towards the nearest victim. Right now, the hostile wildlife is just meandering about until they happen to stumble across a nearby dwarf, which... isn't really threatening at all.


Edit - Come to think of it, what makes cats wander about everywhere, while other pets stay near meeting areas?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Arcvasti on September 27, 2015, 01:20:48 pm
Edit - Come to think of it, what makes cats wander about everywhere, while other pets stay near meeting areas?

Probably [HUNTS_VERMIN] or whatever. Vermin move around. Cats follow.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 27, 2015, 08:03:22 pm
If i use
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
will
Code: [Select]
[USE_MATERIAL_TEMPLATE:BONE:EXAMPLEMATERIAL]overwrite what the bone tissue or cause an error?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 27, 2015, 08:09:54 pm
In my experience, it will overwrite the body detail plan. So long as the USE_MATERIAL_TEMPLATE tag comes after the body detail plan, that is.

This is because the last tag will (usually) overwrite earlier tags.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 27, 2015, 08:13:44 pm
In my experience, it will overwrite the body detail plan. So long as the USE_MATERIAL_TEMPLATE tag comes after the body detail plan, that is.

This is because the last tag will (usually) overwrite earlier tags.
thanks, now, if i overwrite the raws of a current save that already contains a creature, but i change what a tissue material is made of, will it retcon it on existing creatures, or will it require a new world to function?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 27, 2015, 08:17:29 pm
Varies. So long as you don't add entirely new things, or completely remove things, then an existing world should be fine. I'd recommend not altering active syndromes or entities though. Syndromes tend to crash on me, and we don't entirely know what can and can't be changed on an entity in a save.

I don't know what would or wouldn't get retconned on existing creatures, but newly created units should reflect changes.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 27, 2015, 08:44:52 pm
Varies. So long as you don't add entirely new things, or completely remove things, then an existing world should be fine. I'd recommend not altering active syndromes or entities though. Syndromes tend to crash on me, and we don't entirely know what can and can't be changed on an entity in a save.

I don't know what would or wouldn't get retconned on existing creatures, but newly created units should reflect changes.
added new material templates... so i am going to need a new world.
two sets templates of bone/nail/horn/hoof/cartilage/leather/tooth/shell/chitin , one with the impact/torsion/compressive/bend/standard yeild/strain/fracture or steel, another with that of adamant, which the adamant i am not planning on using, but may make all of these available to random gen monsters if i can figure out how... didn't alter densities/absorption/heats/etc, did give them all    [ITEMS_HARD] if they didn't have it already.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urlance Woolsbane on September 28, 2015, 01:02:13 pm
What is it that makes something spawnable in the Arena, that magma crabs and prodcedurally-generated creatures lack?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on September 28, 2015, 01:04:24 pm
[ARENA_RESTRICTED]??

So it's more of "What do they have, that prevent them from being spawnable"
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on September 28, 2015, 01:06:45 pm
What is it that makes something spawnable in the Arena, that magma crabs and prodcedurally-generated creatures lack?
Procedurally generated creatures are created in worldgen, and the arena uses only stuff in the raw files. As for the  other creatures, there is an [ARENA_RESTRICTED] (or similar, can't remember exactly) token that prevents them from showing up. Might be to avoid "spoilers" for players that have yet to encounter them in the wild.

Ninja'd
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Urlance Woolsbane on September 28, 2015, 01:07:42 pm
@HugotheDwarf
@Teneb

Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on September 28, 2015, 05:24:31 pm
ok so I want to advance on the crystsins. todays objectives. verity in stats and appearances. and  few other minor things. but mostly verity.

here Is what I have so far

Code: [Select]
creature_a_working_on

[OBJECT:CREATURE]

[CREATURE:CRYSTIN]
[NAME:crystin:crysins:crystin]
[DESCRIPTION:a creature of crystal, it was made by endlessblaze but is still incomplete.]
[PREFSTRING:crystal bodies]

[CASTE:MALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[MALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[CASTE:FEMALE_CRYST]
[CASTE_NAME:crystin:crysins:crystin]
[FEMALE]
[POP_RATIO:1]
[CREATURE_TILE:'C'][COLOR:7:0:0]
[SELECT_CASTE:ALL]

[BODY:HUMANOID:BRAIN:2EYES:3FINGERS:TAIL]
[TISSUE:RUBY]
[TISSUE_NAME:ruby:ruby]
[TISSUE_MATERIAL:INORGANIC:RUBY]
[STRUCTURAL]
[MUSCULAR]
[RELATIVE_THICKNESS:2]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:RUBY]

[TISSUE:DIAMOND_CLEAR]
[TISSUE_NAME:diamond:diamond]
[TISSUE_MATERIAL:INORGANIC:DIAMOND_CLEAR]
[FUNCTIONAL]
[STRUCTURAL]
[CONNECTS]
[RELATIVE_THICKNESS:1]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:EYE:DIAMOND_CLEAR]


[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]

[NO_DRINK][NO_EAT][NOEXERT][NO_SLEEP][NOBREATHE][NO_FEVERS][NO_DIZZINESS][NOPAIN][NOSTUCKINS][NONAUSEA]
[UNDERGROUND_DEPTH:2:3]
[ALL_ACTIVE]
[SWIMS_INNATE]
[LARGE_ROAMING]
[LARGE_PREDATOR]
[LIGHT_GEN]
[TRAINABLE]
[CHILD:3]
[NATURAL_SKILL:GRASP_STRIKE:5]
[NATURAL_SKILL:STANCE_STRIKE:5]
[NATURAL_SKILL:WRESTLING:5]
[NATURAL_SKILL:DODGING:4]
[NATURAL_SKILL:CLIMBING:4]
[NATURAL_SKILL:MELEE_COMBAT:4]
[PET]
[BIOME:SUBTERRANEAN_CHASM]

[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:642:428:214:1900:2900] 41 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2206:1692:1178:585:3400:4900] 15 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2728:2069:1409:675:4000:5700] 13 kph

[BODY_SIZE:1:0:30000]
[BODY_SIZE:3:0:70000]

now my questions.

1. how do I make stats vary? strength, agility, ect?

2. how do I apply appearance differences, like it hair color, eye color, ect?

3.can I have the appearance differences be something like. "his tail is long" or "his ruby is smooth" rater than typical coloration differences?

4. [pet exotic] means you have to train it first right? im asking because the wiki still mentions the dungeon master in relation to this tag and that makes me think that entry might be outdated.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 28, 2015, 06:05:58 pm
Here are the dwarven tags to make their attributes vary:
Spoiler (click to show/hide)

In case you want them, here are the range variations used in various creatures for good/poor attributes.
Spoiler (click to show/hide)

To give variant eye colours, you can select the tissue layer, and set the appearance attribute in a way similar to this:
Spoiler (click to show/hide)

You can select different parts to give different descriptions. Here is an example I used for a skeletal creature of mine:
Spoiler (click to show/hide)

This selects the body part by its category, applies the GAPS appearance modifier, and defines the noun used to describe the part. In this case, ribs that may be widely spaced apart, or close enough together to get tangled. Great for making the skeletal more oopy-spoopy.

As for the wiki, you may simply be looking at a page meant for an older version of the game. An exotic pet isn't typically tamed in world-gen, but may be tamed in a fortress.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on September 30, 2015, 05:37:34 pm
so, i am playing with my own modded race in fortress mode, and they have no max age, and some people older than the world itself... it's like year 78, and there's some citizens that are over 300 years old...

what happened? why? did they help forge the world? i would assume so, as they are supposed to be immortal scholars and craftsmen dedicated to order and creation...

...

so, how does this occur? why? what happened? are there always some beings born before the world's first year or did i mess something up?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on September 30, 2015, 05:42:09 pm
Creatures created at the start of the world are always created as adults, and thus would have been born before the start of the world.

The ones I've witnessed are usually young(-ish) adults, though it does seem to vary by creature. A higher maxage or a complete lack of one may have starting creatures that are much older than the world itself. Though this is just speculation on my part.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on October 01, 2015, 01:15:18 am
I routinely see megabeasts that are 200-300 years older than the world.  Think of year 1 as the beginning of recorded history, not when the planet formed a crust.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on October 01, 2015, 03:18:10 am
I routinely see megabeasts that are 200-300 years older than the world.  Think of year 1 as the beginning of recorded history, not when the planet formed a crust.
So, Year 1 in the current reckoning (CR), or of recorded history (RH). is there a specific canon term for dates or is Year X CR as close as i am going to find?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 01, 2015, 04:27:44 am
You won't find a canonical year denomination. Unless the community decides to unofficially prefix "Urist" to years as has been done with suffixes to temperature and weight. Making Year 1 = Urist 1. But I haven't hear of such a trend.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on October 01, 2015, 09:08:02 am
Is there a handy reference somewhere on what the severity of a syndrome really does?  The wiki notes that "extreme" swelling can cause necrosis, and there are probably some other "extreme" effects as well that just aren't documents.  For example, does too much dizziness cause vomiting, etc.?

I'm trying for "take you out of combat for a few hundred ticks" rather than "death sentence".
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on October 01, 2015, 07:03:54 pm
Is there a handy reference somewhere on what the severity of a syndrome really does?  The wiki notes that "extreme" swelling can cause necrosis, and there are probably some other "extreme" effects as well that just aren't documents.  For example, does too much dizziness cause vomiting, etc.?

I'm trying for "take you out of combat for a few hundred ticks" rather than "death sentence".
temporary polymorph? maybe to something that runs from combat?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on October 02, 2015, 03:32:42 pm
Is there a handy reference somewhere on what the severity of a syndrome really does?  The wiki notes that "extreme" swelling can cause necrosis, and there are probably some other "extreme" effects as well that just aren't documents.  For example, does too much dizziness cause vomiting, etc.?

I'm trying for "take you out of combat for a few hundred ticks" rather than "death sentence".
temporary polymorph? maybe to something that runs from combat?
The flavor text would be strange, but more importantly transformation completely heals the unit.

The swelling effect is a poisonous bite that's supposed to be distracting/painful but not lethal.  The other is supposed to use dizziness to simulate being staggered by a cartoonish "strike the ground really hard and make a localized earthquake."
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: darkflagrance on October 04, 2015, 03:04:22 am
Can I add DIVINE_MAT_CLOTH and the other DIVINE_MAT tags to entities like Goblins to make them use the random materials when they attack me?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 04, 2015, 03:06:55 am
Try it and see?

The wiki makes no mention of if it will work. My gut tells me 'no', since some other tags reserved for generated creatures don't work on non-generated ones.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on October 05, 2015, 02:17:43 pm
If you give an entity to the ability to work a metal that doesn't appear in nature, will it still spawn in their items?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 05, 2015, 02:35:47 pm
Yea, that's why dwarves always have steel or bronze, even if they don't have access to copper or iron.

Just give the entity a dummy reaction that gives bars made of whatever metal you want them to use.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on October 05, 2015, 06:09:31 pm
Can you set up a reaction that can be used in Dwarf mode, but will not have its product be added to the list of things traded by the civ? Like how adamantine can't be obtained early.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 05, 2015, 06:13:12 pm
Yes, with the [SPECIAL] token.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on October 05, 2015, 06:22:37 pm
The token just goes somewhere in the reaction right? I can't find it on the wiki so wanted to make sure.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 05, 2015, 06:26:44 pm
It's a material token.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on October 05, 2015, 09:47:42 pm
I'm confused, so then how is it used/works?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 05, 2015, 10:02:24 pm
you put [SPECIAL] into the material you do not want to be traded

materials are the only things that are able to be tradable solely by the existence of reactions providing them
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on October 05, 2015, 10:59:22 pm
So does that mean I can't prevent the mountainhome from getting a hold of certain weapons that I want the player to be able to make, for example?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 05, 2015, 11:00:35 pm
materials are the only things that are able to be tradable solely by the existence of reactions providing them

I.E reactions will not provide the mountainhome with weapons or indeed anything that isn't a specific material without the [SPECIAL] tag
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on October 05, 2015, 11:02:11 pm
Ooh, sorry had to make sure. So what does determine what produced goods civs bring to trade then?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: cochramd on October 06, 2015, 08:14:48 am
I've tried to make more creatures shearable, such as yaks, but my dwarfs cannot shear them. I looked in Arena mode, and yak wool items are a thing, so I think the problem has something to do with the Farmer's Workshop. Where do I find the raws for it and its reactions?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 06, 2015, 08:40:09 am
Shearing is hardcoded. Making an animal shearable is done in the creature's raws. Look at the raws of shearable creatures for examples. I'd be more in depth, but I am at work.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on October 06, 2015, 09:48:40 am
Like BlackFlyme Said it's in the creature raws, Normally you set the hair tissue as shearable (if I remember) then you must set the growth rate of the hair tissue so that it will grow enough to allow more than one shearing
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: cochramd on October 06, 2015, 11:58:25 am
I'm pretty sure I've done everything that needs to be done in the raws; maybe I was mistaken and the job cancellations were because they ran out of yaks to shear. I'll have to try again.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on October 06, 2015, 12:33:13 pm
I'm pretty sure I've done everything that needs to be done in the raws; maybe I was mistaken and the job cancellations were because they ran out of yaks to shear. I'll have to try again.
Post the raws if you still can't do it. Hard to tell if you've done it right if we can't see it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on October 07, 2015, 01:10:11 am
Ehm... I'm working on a Halo mod, and I've got a... A, uh, organ that's bothering me. Er, not bothering- just, it's... I'll just show ya.

Spoiler: The BP (click to show/hide)

Ya see, the PLURAL tag doesn't work, so should they be cut off by... Someone, the description uses the term "Is", and this bothers me. Was wondering if there's a way to fix this.

And since you're wondering, it's for realism. That and Dwarven Mercy.

Oh, and while I'm here, is there an easy way to make it extremely sensitive to pain? I tried creating a tissue for it, but that didn't seem to work.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on October 07, 2015, 08:20:44 am
I noticed that "teeth" are also treated as singular, for example "His bottom back teeth is gone." so it might not be fixable in the raws.

Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on October 07, 2015, 12:55:41 pm
I noticed that "teeth" are also treated as singular, for example "His bottom back teeth is gone." so it might not be fixable in the raws.

Spoiler (click to show/hide)

Huh, that's a bit of a letdown. Ah well, it'll just have to do.

And I didn't think of that. Didn't know it was a BP token.
Also, it doesn't show up on the wiki, does it just decide what BP the farmers choose?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 07, 2015, 04:07:14 pm
It's a newer token. Probably just not recorded in the wiki yet.

Yes, it determines the part the farmer snips. It can also lead to gelding in combat.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on October 07, 2015, 04:52:35 pm
There is a very overcomplicated dwarfy method to apply the tag to a bodypart so you don't need separate male and female bodyplans.  But since this IS a separate part, it can be in a BODY token inside the appropriate caste.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on October 08, 2015, 02:49:21 am
Any advice on how I would go about making an aboleth?

http://www.d20srd.org/srd/monsters/aboleth.htm (http://www.d20srd.org/srd/monsters/aboleth.htm)
http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/aboleth (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/aboleth)

EDIT: probably going to use lungfish as a template... and make them horrible and psychic... still wanting advice btw. thanks in advance.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hugo_The_Dwarf on October 08, 2015, 09:38:09 am
Any advice on how I would go about making an aboleth?

http://www.d20srd.org/srd/monsters/aboleth.htm (http://www.d20srd.org/srd/monsters/aboleth.htm)
http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/aboleth (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/aboleth)

EDIT: probably going to use lungfish as a template... and make them horrible and psychic... still wanting advice btw. thanks in advance.

I'm sure something can be made with DFhack to get a desired effect, But judging by what I read it's more of just a fish and mainly stays in the water. I'm not sure if you can get an underwater civ or one that would make sense (how would you get invaded) and as wildlife they'd just be a more advanced carp (not knocking your idea, just my thoughts)

Only way I could figure this would without DFhack is make them OPPOSED_TO_LIFE and NOT_LIVING and give them a interaction to mind control that adds those tags to the target and any others you feel would fit for it, making it resistible? so they just don't mind control the whole map near a river/ocean instantly.

I think the main challenge would be getting interactions and attacks that will mimic that of the DnD moves
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on October 08, 2015, 04:10:37 pm
Any advice on how I would go about making an aboleth?

http://www.d20srd.org/srd/monsters/aboleth.htm (http://www.d20srd.org/srd/monsters/aboleth.htm)
http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/aboleth (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/aboleth)

EDIT: probably going to use lungfish as a template... and make them horrible and psychic... still wanting advice btw. thanks in advance.

I'm sure something can be made with DFhack to get a desired effect, But judging by what I read it's more of just a fish and mainly stays in the water. I'm not sure if you can get an underwater civ or one that would make sense (how would you get invaded) and as wildlife they'd just be a more advanced carp (not knocking your idea, just my thoughts)

Only way I could figure this would without DFhack is make them OPPOSED_TO_LIFE and NOT_LIVING and give them a interaction to mind control that adds those tags to the target and any others you feel would fit for it, making it resistible? so they just don't mind control the whole map near a river/ocean instantly.

I think the main challenge would be getting interactions and attacks that will mimic that of the DnD moves
I was hoping to have them be like necromancers are, and have them control entire human civs, and then attempt to siege.

I am also working on infernals, similar demons/devils from d&d/pathfinder. I have interactions for deity cursing to transform people into them, and also infection via blood ingestion, but I haven't figured out how to make it so the lesser ones can advance to being higher ones, other than giving them a syndrome to transform into the next stage over the course of years... any ideas?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 08, 2015, 04:47:44 pm
A quick search of the modding forums actually brought up more aboleths than expected.

To make them take control of a civilization, they need the [POWER] token, along with some [SPHERE:X] tokens, to determine the type of deity they pose as. Here are the valid sphere tokens. (http://dwarffortresswiki.org/index.php/DF2014:Sphere)

I'm not quite sure I understand what you mean when you say that you want them to be like necromancers though. Do they raise corpses, do they create towers, does a person turn into an aboleth by being given a gift from the gods, etc.?

As for demons/devils/divs/etc. transforming into more powerful versions as time progresses, I can only think of multiple transformations that end just before a more powerful transformation begins. I would also suggest tying it to combat hardness, but I can't seem to find it on the wiki for the current version.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: AceSV on October 08, 2015, 05:26:55 pm
Can I prevent a race from feeling bad about dead bodies everywhere?  Is there an ethic or personality that I can turn off? 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on October 08, 2015, 05:41:48 pm
A quick search of the modding forums actually brought up more aboleths than expected.

To make them take control of a civilization, they need the [POWER] token, along with some [SPHERE:X] tokens, to determine the type of deity they pose as. Here are the valid sphere tokens. (http://dwarffortresswiki.org/index.php/DF2014:Sphere)

I'm not quite sure I understand what you mean when you say that you want them to be like necromancers though. Do they raise corpses, do they create towers, does a person turn into an aboleth by being given a gift from the gods, etc.?

As for demons/devils/divs/etc. transforming into more powerful versions as time progresses, I can only think of multiple transformations that end just before a more powerful transformation begins. I would also suggest tying it to combat hardness, but I can't seem to find it on the wiki for the current version.
I want aboleths to be able to take control of human civilizations near water, and enslave them, using them to siege and such.
are there other ways i could have the infernals change form, like when they become more powerful or something? like a promotion system?
EDIT: also looking for ideas to implement the corruption of mortals besides blood contamination syndromes. I do have an interaction for deities to curse mortals, turning them into infernals, and they don't occur naturally.
EDIT: decided to add a new material template called ESSENCE_TEMPLATE. infernals will have essences, and they can be consumed, and consumption results in transformation.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 08, 2015, 06:03:14 pm
@AceSV not that I'm aware of. Maybe someone else knows better.

@Culix not within the raws alone. If combat hardness is still usable, then that can be a trigger once the creature has experienced enough conflict. There may also be some DFHack script that may work.

As for aboleths leading mortals, it would be unlike a necromancer, as they raise corpses to build a tower for them. Necromancers don't rule civs. Vampires or demons would be more comparable.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on October 08, 2015, 06:11:11 pm
Is it possible to make a reaction that requires the corpse of a specific species of creature as a reagent?

And what exactly defines a civ's  ability to access and use metals that appear in nature? Does it just happen automatically?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on October 08, 2015, 06:26:52 pm
@AceSV not that I'm aware of. Maybe someone else knows better.

@Culix not within the raws alone. If combat hardness is still usable, then that can be a trigger once the creature has experienced enough conflict. There may also be some DFHack script that may work.

As for aboleths leading mortals, it would be unlike a necromancer, as they raise corpses to build a tower for them. Necromancers don't rule civs. Vampires or demons would be more comparable.
I decided to give infernals essences, which can be consumed, resulting in transformations.
NOTE: the essence is basically a modified heart...

Code: [Select]
[MATERIAL_TEMPLATE:ESSENCE_TEMPLATE]
[STATE_COLOR:ALL_SOLID:BLACK]
[STATE_NAME:ALL_SOLID:essence]
[STATE_ADJ:ALL_SOLID:essence]
[STATE_COLOR:LIQUID:MAUVE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:MAUVE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:1:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:20000] copied human skin (no data)
[SHEAR_FRACTURE:20000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ROTS]
[GENERATES_MIASMA]
[MEAT]
[BUTCHER_SPECIAL:MEAT:NONE]
[MEAT_NAME:distilled:essence:heart]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]

Code: [Select]
[USE_MATERIAL_TEMPLATE:HEART:ESSENCE_TEMPLATE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:infernal essence]
[SYN_INGESTED]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:BLOOD:START:1000]
[CE:INTERACTION:CURSE_INFERNAL_SHELL]
[CE:SYNDROME_TAG:SYN_INGESTED]
[USE_TISSUE_TEMPLATE:HEART:HEART_TEMPLATE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 08, 2015, 09:01:26 pm
One thing I think may be worth mentioning, in case you were not already aware of it:

A creature can only be under one transformation effect at a time. In order to transform a second time, the first effect must end. If a transformation is permanent, then the creature can never transform again.

Unless you use DFHack. There's a script/plug-in that allows for more fluid transformations.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on October 08, 2015, 10:10:29 pm
One thing I think may be worth mentioning, in case you were not already aware of it:

A creature can only be under one transformation effect at a time. In order to transform a second time, the first effect must end. If a transformation is permanent, then the creature can never transform again.

Unless you use DFHack. There's a script/plug-in that allows for more fluid transformations.
oh well, I did add a megabeast infernal that can create all types of infernals from targets via interactions. So if one pops up, then the various kinds will be more abundant at least. kind of makes it hard to kill with it being able to transform things, although it takes a few days to take effect.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Furtuka on October 09, 2015, 12:29:46 am
Is it possible to make a reaction that requires the corpse of a specific species of creature as a reagent?

And what exactly defines a civ's ability to access and use weapon and armor workable metals that regularly appear in nature? Does it just happen automatically?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 09, 2015, 04:32:50 pm
1. Don't know. I've never toyed with corpses as reagents.

2. To my knowledge, an entity that is allowed to make weapons and armour, as well as the furnace operating profession, should be able to use any natural metal that is within their territory. If the civilization's borders have no available tetrahedrite, for example, then they may not have access to copper or silver. Apparently tetrahedrite also contains zinc in real life, according to wikipedia, though it does not contain it in Dwarf Fortress.

Basically anything with the [METAL_ORE:X:%] tag can be directly smelted into the corresponding metal, and is viable for use by an entity with furnace operators.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on October 09, 2015, 04:54:19 pm
1. Don't know. I've never toyed with corpses as reagents.
I'm pretty sure that you cannot specify creatures or castes in reactions. The closest you can do is make a generic "<creature> corpse" item that is used by that reaction and is dropped via ITEMCORPSE.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: krisslanza on October 10, 2015, 06:34:35 pm
Working on my mod again, a lot has changed... but anyhow, is birth still only possible between a married couple for Fortress mode? And well, I imagine a male and female married couple.

We can't just make it so we can, ahem, keep a 'breeding male' around or something for repopulation purposes, or same-gender magic babies?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 10, 2015, 07:00:10 pm
Only between married couples of two different sexes.

There may be a DFHack script to make a unit pregnant through a reaction or something. I know a targeted pregnancy script exists.

Or you could make a breeding caste. Really not recommended though, for squick reasons.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: krisslanza on October 10, 2015, 07:02:40 pm
Only between married couples of two different sexes.

There may be a DFHack script to make a unit pregnant through a reaction or something. I know a targeted pregnancy script exists.

Or you could make a breeding caste. Really not recommended though, for squick reasons.

Alas. Oh well, I guess male Koakumas need to exist for mechanical reasons still then. Thanks though!
EDIT:
What do you mean by a breeding caste anyway?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 10, 2015, 07:19:34 pm
A female caste of animal-level intelligence. Being considered an animal rather than a fully-civilized creature would mean that they would breed whenever they got the chance.

Has more than a few negative connotations, but I remember that some mods did have these 'concubines'. This does not work if the caste is male.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Tilogour on October 12, 2015, 07:42:30 am
Where I can find animal people fix (I mean - they only tell about attacking me instead of attacking me)?
Could anyone help me with this if it's possible?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: CulixCupric on October 12, 2015, 05:27:11 pm
I know the one method of using inorganics that become gas/vapor upon being exposed to air that transmit syndromes, but I was wondering what other ways I could add asbestos, and make it desirable as it was in history, for making clay go quite far in pottery due to it being able to be made thinner, and make pots stronger. Also what other minerals are desirable and dangerous? in what ways could I add them?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: FriarVicaris on October 13, 2015, 10:14:43 am
What's the best way to make a creature incredibly aggressive yet still tameable? I gave elephants the [CRAZED] tag which turned them back into bloodthirsty fortress destroyers but even when tamed, they still seem to attack everything that isn't an elephant.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 13, 2015, 04:37:13 pm
Make them [PRONE_TO_RAGE:#]. Higher numbers = rage more often.

Adjusting their personality may help as well, but I am not sure by how much. Good candidates for the [PERSONALITY:trait ID:%:%:%] tag may be VIOLENT or BRAVERY.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on October 14, 2015, 02:58:54 pm
Hey, is there a list of all the different symbols useable for creature tiles somewhere? I'm a bit stupid and haven't found one, and I'm trying to make a creature look like a boulder, but keyboards don't have infinity symbols on them.
To my knowledge.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 14, 2015, 04:55:17 pm
http://dwarffortresswiki.org/index.php/Character_table

http://dwarffortresswiki.org/index.php/DF2014:Tilesets#What_tiles_are_used_for_what
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on October 14, 2015, 09:04:11 pm
http://dwarffortresswiki.org/index.php/Character_table

http://dwarffortresswiki.org/index.php/DF2014:Tilesets#What_tiles_are_used_for_what

Thank you, that's extremely useful.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hyperion on October 16, 2015, 12:46:25 am
Hello, first post here. Been trying to figure this modding out as I go along, but I finally hit a wall I couldnt overcome, nor did asking people I know solve my issue.


What Im trying to create is a creature transformation which turns your enemies into a walking resource farm. I am looking for them to have an immortal,impotent core made of porcelain, with a shearable layer of materials such as wax, wood, stone, meat, glass, and so on... basically a sheep that grows wood instead of wool.


Here is my Creature Raw
Spoiler (click to show/hide)


The issue I'm having is that they seem to be made entirely of porcelain. In the arena, you would expect that creatures made of fat and soap and wax would melt faster than ones of glass, but this does not happen. They simply do not melt or show any sign of injury until I raise the temperature high enough to melt the porcelain core. The only thing that happens when I raise the temperature is that they become immobile for some reason.


I have tried making the flesh layer a [TISSUE_SHAPE:LAYER] that heals, a [/size][TISSUE_SHAPE:STRANDS] that grow, I have messed around with layer order and such.

Im really at a loss as to why this wont work. Does anyone have an idea as to how I can turn my pitiful walking kebabs into a reality?

Also, are there any materials which cannot be made shearable? are there any which cannot be made milkable? (I was planning to make a category of them milkable for materials such as water, honey, lye, etc.)




Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on October 16, 2015, 02:18:49 am
Every other vanilla shearable creature's shearable material has the [YARN] token(don't know how important this is).
Also transformations can't alter the creature's civ info so they'll remain hostile and I don't think you can shear hostile creatures. And I know your dwarves won't try to shear non-sameciv creatures so you are probably going to have to settle for item/corpses for resource collection anyway.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on October 16, 2015, 10:48:14 am
Don't stick [YARN] on them or your dwarves will start making harrowed man meat cloth.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ChildServices on October 17, 2015, 03:57:39 pm
Will [IS_SPHERE] work within deity curse interactions? I'm attempting to create a "blessing" given by valor/war/courage gods using the curse mechanics.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on October 17, 2015, 05:54:11 pm
Try it, I'm curious. What could possibly go wrong!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheDorf on October 18, 2015, 01:44:04 am
Will [EXTRACT_STORAGE:VIAL] let me store an extract in flasks and waterskins as well, or is a vial required? If a vial is required - how do I make them widely available in adventure mode, apart from allowing them to be crafted? Is there any way to let it go into a waterskin/flask?

Edit: Realized it's easier to simply say it goes into a flask in the reaction, heh.

Edit2: Is there any way to make growths disappear when they're picked up in adventure mode? Alternatively, is it possible to pick a whole bush? I want a rare plant, being able to pick the same growth over and over kind of ruins it...

Edit3: The questions in edit2 still stand, but I'd also need some assistance with creating a nice, deadly syndrome for these rare plants.

Code: [Select]
[SYNDROME]
           [SYN_NAME:deadberry poison]
           [SYN_AFFECTED_CLASS:GENERAL_POISON]
           [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]
           [SYN_INJECTED]
           [CE_BLEEDING:SEV:10000:PROB:100:SIZE_DILUTES:START:5:PEAK:300:END:2000]
Doesn't seem to quite do the trick. Also tried targeting the lungs with [CE_BLEEDING:SEV:10000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:SIZE_DILUTES:START:5:PEAK:300:END:2000], but neither seems to work :/ Anything that kills the victim will do, really. :)


Edit 4: Is there any fast way to make the human civilizations always have my custom berries in their food bags? Having to restart in different towns/reroll worlds gets tedious...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Tilogour on October 18, 2015, 04:45:24 am
Where I can find animal people fix (I mean - they only tell about attacking me instead of attacking me)?
Could anyone help me with this if it's possible?
*bump
I really need this guys!
Then can do not speak at all, but I just want it to make my adventure mode complete (in my opinion of course).
How could I do this?
Could anyone tried to fix animal peoples? (I mean - animal people who should to be hostile to me)
I can't remove this post now. I just start new topic and create new thread.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 18, 2015, 01:14:59 pm
Edit2: Is there any way to make growths disappear when they're picked up in adventure mode? Alternatively, is it possible to pick a whole bush? I want a rare plant, being able to pick the same growth over and over kind of ruins it...

Edit3: The questions in edit2 still stand, but I'd also need some assistance with creating a nice, deadly syndrome for these rare plants.

Code: [Select]
[SYNDROME]
           [SYN_NAME:deadberry poison]
           [SYN_AFFECTED_CLASS:GENERAL_POISON]
           [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]
           [SYN_INJECTED]
           [CE_BLEEDING:SEV:10000:PROB:100:SIZE_DILUTES:START:5:PEAK:300:END:2000]
Doesn't seem to quite do the trick. Also tried targeting the lungs with [CE_BLEEDING:SEV:10000:PROB:100:BP:BY_CATEGORY:LUNG:ALL:SIZE_DILUTES:START:5:PEAK:300:END:2000], but neither seems to work :/ Anything that kills the victim will do, really. :)


Edit 4: Is there any fast way to make the human civilizations always have my custom berries in their food bags? Having to restart in different towns/reroll worlds gets tedious...

Can't make growths disappear after being picked, to my knowledge. Fort Mode Herbalists take the whole bush, but not in Adventure Mode.

That syndrome only has [SYN_INJECTED]. You will probably want to add [SYN_INGESTED] so that eating it causes the syndrome as well.

Don't know about the last point though. I'm not certain of how you guarantee entities to have certain types of items, beyond metals.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lion95 on October 20, 2015, 07:20:19 pm
How would I go about giving hydras poisonous (necrotic) blood?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 20, 2015, 07:24:50 pm
Find the tag [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] in the hydra's raws, then add the syndrome to it.

Something like this:
Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[SYNDROME]
[SYN_NAME:hydra blood contact]
[SYN_IMMUNE_CREATURE:HYDRA:ALL]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:0]

This will make the area that the blood touches rot if the body part is not covered by armour or clothing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: lion95 on October 20, 2015, 07:29:09 pm
Find the tag [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] in the hydra's raws, then add the syndrome to it.

Something like this:
Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[SYNDROME]
[SYN_NAME:hydra blood contact]
[SYN_IMMUNE_CREATURE:HYDRA:ALL]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:0]

This will make the area that the blood touches rot if the body part is not covered by armour or clothing.

So I can modify the creature mats inside the creature itself? I don't have to go define a new material and then say this creature uses it, gotcha.  :D
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on October 20, 2015, 10:33:36 pm
Most things can be defined inside the creature, except for interactions and body parts.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on October 25, 2015, 10:50:01 pm
Is egg laying mutually exclusive with birthing? (Including unusual eggs, which dont end up as an offspring)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on October 25, 2015, 11:07:22 pm
yes
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Managrimm on October 26, 2015, 01:02:38 am
Can you make a creature HATEABLE without making it a vermin?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on October 26, 2015, 02:35:40 pm
Eggs and unusual eggs are also mutually exclusive.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 26, 2015, 05:03:27 pm
Can you make a creature HATEABLE without making it a vermin?

You can add the hateable tag to a non-vermin creature, but aside from a mention in preferences, it has no effect on a creature's thoughts. At least, it did last time I checked.

So for example, a Dwarf could absolutely detest Elves, but not actually get a bad thought when around them like they do with vermin.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on October 27, 2015, 12:04:45 am
Eggs and unusual eggs are also mutually exclusive.

Thats.... how will an unusual eggs creature reproduce then?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Managrimm on October 27, 2015, 01:24:35 am
Hmm, okay. Thanks!

Other question. I have a transformation syndrome interaction I was testing with no usage hint because the token said that if no usage hint was available it'd use it on the first available target. The target is itself. I was hoping it'd use the interaction immediately on itself, but in arena that doesn't seem to be the case. They all just mull around. When I turn off Encounter mode and start a fight, however, all the creatures immediately transform despite it not being a combat interaction.

My eventual intention was that they'd use the interaction immediately in your fort which starts a timer until they transform to their next stage, but for some reason they don't seem to do the interaction automatically.

EDIT: Actually, it did do the interaction after a little while when it was by itself and no other neutral units were nearby. Further testing revealed that when they're all on the same team (they were Independent before but in Encounter mode) they activate it soon after spawning. I'm guessing they just won't do it when neutral units are near them for some reason. I'm a little concerned this might make them never use it as wild animals, but I'll have to see.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on October 27, 2015, 02:23:07 pm
Eggs and unusual eggs are also mutually exclusive.

Thats.... how will an unusual eggs creature reproduce then?
It may be possible to have multiple castes, where one of them lays regular eggs. Someone please confirm, though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 27, 2015, 04:38:17 pm
Egg laying and unusual egg laying are two different tags which work on the caste-level, and not on a creature-wide-level. So yes.

If the tags were not caste-specific, then all egg laying creatures would have every caste lay eggs, regardless of gender.

A rooster lays an egg on the top of a Gable roof. Which side of the roof does the egg roll down?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Managrimm on October 27, 2015, 06:51:23 pm
I see there are interactions for cleaning other creatures. Is it possible to make an interaction that will make a pet creature clean surfaces? Such as when there's blood all over the floor?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 27, 2015, 07:08:55 pm
Creatures will only clean other creatures with interactions, to my knowledge.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: peasant cretin on October 27, 2015, 09:45:46 pm
Is there a way to have a position filled by a specific profession? Or is this caste only?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 27, 2015, 09:51:10 pm
Race, Gender, Caste, or Creature Class specific only.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Managrimm on October 28, 2015, 12:01:49 am
Is it possible to induce fear with an interaction or syndrome?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Boltgun on October 28, 2015, 04:32:18 am
Is it possible to induce fear with an interaction or syndrome?
Not yet, this will be possible in the next version of DF.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on October 28, 2015, 09:25:14 am
Hmm... is there any way to get a creature to >20 tiles LOS? I've tried VIEWRANGE, but setting it higher doesn't seem to have any effect. I'd like them to do some long-range fireball bombardment (which has a range of about 50 tiles), but they cant even see the target, let alone fire on it. :(
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Managrimm on October 28, 2015, 01:25:40 pm
If I set a creature to be [FLEEQUICK] will giving it war or hunting training properly change its AI?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: peasant cretin on October 28, 2015, 07:22:27 pm
Thanks BlackFlyme. Another item for the modding wishlist!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zorromorph on October 31, 2015, 01:23:58 am
I think I know the answer to this, but was unable to find a definitive one upon searching.

Is there any way to mod incoming migrant skills?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 31, 2015, 01:36:13 am
No.

The first two migrant waves are generated units, with semi-randomized skills. The ones after that are actual historic figures whose skills relate to their history. Either way migrant behaviour is hardcoded.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on October 31, 2015, 05:53:17 am
I'm not too familiar with this... can I restrict a weapon to only be constructed of a certain metal? For eg, only being able to make claws out of adamantine, not copper and iron.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on October 31, 2015, 09:10:30 am
No, not really. Metals are all told what they can be made into, and it doesn't get any more detailed than "ITEMS_WEAPON".

You could arrange it so that you can only make claws with a specific custom reaction that only puts out adamantine claws, but then they'd sit outside the rest of the system that governs weapon and material availability for civilizations and such.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Virtz on October 31, 2015, 09:55:56 am
Is it just me or does the tissue PAIN_RECEPTORS token not do anything for blunt damage?

Like I've tried setting it to an absurd number like 500000 for skin, fat and muscle, going into arena mode and trying it out. Punches and kicks, even ones that mangle, don't seem to do much at all. Whereas one scratch or bite and the character goes down in pain immediately.

Is there any work-around to make it work for blunt damage? Is this a bug?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on October 31, 2015, 10:15:47 am
Lower the IMPACT_STRAIN_AT_YIELD value for skin just a smidge so that it nicks and tears from blunt hits. If fat and muscle are still made from uncrushable rubber, the limb has no danger of flying off.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on October 31, 2015, 10:56:26 am
You could arrange it so that you can only make claws with a specific custom reaction that only puts out adamantine claws, but then they'd sit outside the rest of the system that governs weapon and material availability for civilizations and such.

Interested in that. Im okay with reactions, I just need to know what tags do I need to remove so that they dont show up in the metalsmiths forge.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Virtz on October 31, 2015, 02:16:50 pm
Lower the IMPACT_STRAIN_AT_YIELD value for skin just a smidge so that it nicks and tears from blunt hits. If fat and muscle are still made from uncrushable rubber, the limb has no danger of flying off.
Thanks for the tip! I've tried putting it to use by adding a layer under the skin that can't bleed and has those properties. No externally-visible tearing and bleeding that way. Although it does display this tissue in the combat logs and once the skin is torn open.

Still, should it really work like this or is it a bug that it doesn't affect plain blunt damage? I've also noticed it has no effect when the part using the tissue is severed entirely.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on October 31, 2015, 02:20:03 pm
You could arrange it so that you can only make claws with a specific custom reaction that only puts out adamantine claws, but then they'd sit outside the rest of the system that governs weapon and material availability for civilizations and such.

Interested in that. Im okay with reactions, I just need to know what tags do I need to remove so that they dont show up in the metalsmiths forge.

Don't permit the weapon in the entity file, but do permit the reaction to create it, so that the weapon is not found on pre-generated units, but can still be made in Fortress Mode.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on October 31, 2015, 09:24:48 pm
.... Right. Jeez, that was obvious.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dramegno on November 02, 2015, 12:26:44 am
is their a way to "cure" syndromes that a dwarf(or other enity here) is afflicted by namely were and vampire syndromes via adding some sort of anti-syndrome syndrome or equiv to the raws?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 02, 2015, 01:00:10 am
no
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Managrimm on November 02, 2015, 01:47:17 am
is their a way to "cure" syndromes that a dwarf(or other enity here) is afflicted by namely were and vampire syndromes via adding some sort of anti-syndrome syndrome or equiv to the raws?

You /might/ be able to kinda cure lycanthropy in a roundabout way if werewolves work like I think they do. If you're transformed, you're immune to all further transformations. Any transformation syndromes gained after that are queued behind the current one and will only activate once the first wears off.

For example, my Pokemon evolution syndrome works by telling the game I want a creature to wait, let's say, one year and then turn into its second form lasting one year. I input for it to turn into its third form only five tics after turning into its second form in the same syndrome, but since it's immune to further transformations until the first wears off it will stay its second form for the full year and then immediately turn into the next stage.

So if you permanently transform a dwarf afflicted with lycanthropy into a dwarf, it will be immune to transforming into a werewolf because the werewolf transformation is queued to happen after the dwarf transformation wears off - which will be never. I'm not sure you can change creatures into themselves, but if you make a few redundant castes for each gender that you can tell between (a small difference in the description text, maybe) you can transform them into the correct gendered caste they aren't.

You could try a workshop reaction and a boiling stone for different races and genders. Just keep in mind that though they'll have the same mental attributes they'll get totally different physical attributes when they transform.

That's my ten cents. Anyone correct me if I'm wrong.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on November 02, 2015, 08:00:55 am
Does CHILDNAME (caste) override GENERAL_CHILD_NAME? The wiki says its the general child name applied regardless of caste, so I'm not too sure what to think here.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Avnas on November 02, 2015, 09:06:46 am
I made a race with fly-like silky wings. I would like it so that when butchering this creature, you get the wings as an item which can be used to weave silk.

I imagine I need to make a reagent of some kind with the [SILK] tag but I haven't been able to find an example of how this might work with the butchering tags.

edit: whoops, just noticed the creature & entity questions thread. Maybe I should have posted that there instead.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Forwe on November 02, 2015, 10:06:53 am
Nevermind, fixed it on my own
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dramegno on November 02, 2015, 11:31:52 am
oh, I thought that their might have been a REMOVE_SYNDROME tag or something to the effect of but I will look into overridding the transformations with a different type of transformation unless the were's berserk tag can be removed. but then that leaves the vampires can they even get the were syndrome?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 02, 2015, 11:40:55 am
Does CHILDNAME (caste) override GENERAL_CHILD_NAME? The wiki says its the general child name applied regardless of caste, so I'm not too sure what to think here.

yes
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dramegno on November 02, 2015, 11:05:55 pm
is their something in the raws that I can change that would increase a dwarfs chance of surviving getting drank (drink, drunk, dring?) by a vampire or is it completely hard-coded, I didn't see anything that screamed blood volume looking at the dwarven creature raws.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 02, 2015, 11:10:24 pm
The amount of blood a creature has corresponds with their size. Larger creatures have more blood.

Vampire behaviour is hardcoded, though there may be something you could do using syndrome counter-triggers. Not sure what though, as counter-triggers that touch on blood drinking is only capable of affecting the vampire, with the triggers being how long they will be drinking blood for once they started, and how long since they last drank blood.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dramegno on November 02, 2015, 11:15:00 pm
okay I just might try to do some science as soon as I can find a vampire in my fort, body size is something that I wouldn't need to regen right?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zorromorph on November 03, 2015, 02:22:14 pm
Good information here -- my thanks to the community.  Another question have I if indulged I may be. 

Have the mood triggers changed?  I know that back in the day, a certain amount of underground tiles had to be dug out to trigger the next mood/artifact.  I have also read the population of 20 is required.  I know we can't mod out moods directly, but at least at that point in time(a few years ago) it could be done indirectly by either keeping the population small or not digging enough underground to trigger the next mood. 

Is this still the case, or has something changed? 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 03, 2015, 03:44:57 pm
IIRC you can mod out moods entirely thru the raws, but it is an on/off thing.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zorromorph on November 03, 2015, 03:49:12 pm
Hmm.  If so I'd be very interested in how to do that, I've read elsewhere(not sure where, can't find the link right offhand) that you can't and haven't found anywhere in my own searching through them that it can be done.  Only thing I've seen is the TRANCE token which has apparently only affected martial trances, not moods, for some time now. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 03, 2015, 04:53:43 pm
Pretty sure it is an option in one of the .ini files, which is somewhere in the data folder, not the raws folder. On phone, so I can't actually check at the moment.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jay on November 03, 2015, 04:57:32 pm
I believe you're looking for [ARTIFACTS:YES] in d_init.txt
It was untied from those arbitrary requirements and the raws quite some time ago, indeed.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Zorromorph on November 04, 2015, 02:45:23 am
Thank you!  That's pretty huge information as it gives me the right direction for how to approach things. 
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DrunkGamer on November 04, 2015, 07:26:05 am
Is there any way to make projectiles unavoidable or at least stupidly hard to avoid? I'm adding some custom historical firearms and, you know, jumping away from a musket ball is pretty much impossible :P
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Snaake on November 04, 2015, 08:58:48 am
So I haven't really played 0.40.xx except for a quick try when it was new, and was wondering what raw mods people are still doing to fix little quirks of the game.

Things that I used to change the raws for, that seem to be fixed by Toady in various stages of 0.40 are:

Then of course there's some other stuff I occasionally added to the raws that was decidedly not just bugfixes, like more stones available for stone tools, and the stone tools&weapons themselves: axes, pickaxes and maces iirc. I think I also added some sharpness/edge tag to more stone types, so stuff other than obsidian could be used for this. But probably best to ignore those for now.

Things that I think are not yet fixed:

tl;dr: Toady has fixed a bunch of stuff during 0.40 that used to require raw modding to work around it, if you wanted e.g. to breed GCS. What raw mods do you feel are still necessary?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on November 05, 2015, 06:38:28 am
Is there any way to make projectiles unavoidable or at least stupidly hard to avoid? I'm adding some custom historical firearms and, you know, jumping away from a musket ball is pretty much impossible :P
A high skill on the shooter should make the dodging harder. Could make the shooter-skill level up very rapidly, to reflect how easy musket is compared to bow.
Also can command that the dodging skill goes up very slowly, and decays quickly. http://dwarffortresswiki.org/index.php/DF2014:Skill#Skill_rust
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Taylor_Lust on November 06, 2015, 03:32:55 am
Hello. How I can realize the cave fear, like humans dizzi syndroms, in MasterWork? I though it must be interaction with type "undeground_special"(but it seems not right way) or to find and change cave adaptation(but where is it?)? How it really supposed to work? :-\
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DrunkGamer on November 06, 2015, 07:26:08 pm
I got another question. Is there any way to change, uh, how to say it, "class names"? Like, instead of the game showing "Crossbowman" make it say "Musketeer"
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ArKFallen on November 06, 2015, 07:46:33 pm
I got another question. Is there any way to change, uh, how to say it, "class names"? Like, instead of the game showing "Crossbowman" make it say "Musketeer"
Code: [Select]
[PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves] [PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Marksdwarf:Elite Marksdwarves]Substitute as necessary.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DrunkGamer on November 06, 2015, 08:14:40 pm
I got another question. Is there any way to change, uh, how to say it, "class names"? Like, instead of the game showing "Crossbowman" make it say "Musketeer"
Code: [Select]
[PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves] [PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Marksdwarf:Elite Marksdwarves]Substitute as necessary.

Thanks!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on November 07, 2015, 01:50:46 am
I somewhat doubt it, but is it possible to create a material that can be used in weapons that could burn/catch targets on fire?
I had one that would catch fire immediately, but it ended up burning the wielder and nobody else. Just hoping I'm overlooking something major so I can get this to work.

Also, is it possible to edit the "I know you already" greeting speech? I found the introduction-y speech, but not the "Hello Urist McUristUrist, it is good to see you." one.

Any help is appreciated.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 07, 2015, 02:10:33 am
no
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on November 07, 2015, 02:25:56 am
no

Oh.
Well, OK then.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on November 07, 2015, 09:26:08 pm
And another question because I'm stupid, is there a way to give a creature an interaction that can turn an item into a creature? I'm working on an extended fantasy-y mod, and want to allow some wizards to create Bronze and Iron colossi. Colossus'? Them.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on November 07, 2015, 09:28:49 pm
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on November 07, 2015, 09:31:10 pm
Spoiler (click to show/hide)

I don't think it's possible to have things pop up in the circus. I could be wrong, but I don't think it's a biome.

Also, spoilers.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on November 07, 2015, 09:35:47 pm
Let me chuck cavern level 5 on blood thorns and see if they show up.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 07, 2015, 09:55:55 pm
Its a selectable cavern layer. Though the lack of mud and soil makes it unlikely.

@Zommy: only selectable item I know of for interactions is selecting a corpse for resurrection or animation.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on November 07, 2015, 10:04:23 pm
Its a selectable cavern layer. Though the lack of mud and soil makes it unlikely.

@Zommy: only selectable item I know of for interactions is selecting a corpse for resurrection or animation.

Darn. Thanks, I'll just say creating the colossus requires a sacrifice or something.
And sorry for the misinformation.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: InsanityPrelude on November 07, 2015, 10:40:42 pm
Making plants looks so much more complicated these days... Can MILL or EXTRACT_BARREL/EXTRACT_STILL etc. be applied just to a specific plant growth? Say, if I wanted to be able to make dye from walnut fruits, or cocoa butter from cocoa beans.

Edit: Though I'm using Modest Mod, so I guess I'd use the dye reaction from that for the walnuts, and that's easy. What about the cocoa butter, can I do that without writing a new reaction?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on November 07, 2015, 11:04:10 pm
Making plants looks so much more complicated these days... Can MILL or EXTRACT_BARREL/EXTRACT_STILL etc. be applied just to a specific plant growth? Say, if I wanted to be able to make dye from walnut fruits, or cocoa butter from cocoa beans.

Edit: Though I'm using Modest Mod, so I guess I'd use the dye reaction from that for the walnuts, and that's easy. What about the cocoa butter, can I do that without writing a new reaction?

I wish I could help, but I've barely touched plantlife. Sorry.

And also sorry for practically spamming this thread, but I have another question. I'm working on the colossus summoning interaction, but I've barely touched interactions, so I think I'm doing something really stupid. I'm trying to make an interaction that can turn a corpse into a creature, but I've become completely confused. If anyone could take a quick look and tell me what I've done wrong here, I'd very much appreciate it.

Code: [Select]
[CAN_DO_INTERACTION:SUMMON_IRON]
[CDI:ADV_NAME:Summon Iron Colossus]
[CDI:BP_REQUIRED:BY_CATEGORY:GRASP]
[CDI:USAGE_HINT:MAJOR_CURSE]
[CDI:VERB:Summon an Iron Colossus:Summons an Iron Colossus:NA]
  [CDI:TARGET:C:TOUCHABLE]
[CDI:TARGET_RANGE:C:3]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:100]

The wiki seems to say that some tokens can't be defined within the creature, but I've no idea where to put them (If I'm correct). And the tokens that I'm guessing can be defined in the creature don't allow for targeting corpses or useage outside of fighting.
In other words, I'm completely confused. I've no doubt it's an obvious mistake that I just can't see, but I've gained a headache and am rather irritated now.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: InsanityPrelude on November 08, 2015, 01:16:24 am
Is there a reason this reaction uses an entire stack of bones? (It makes a corresponding number of blocks, but that part at least makes sense since, thinking I wouldn't have to, I didn't put DOES_NOT_DETERMINE_PRODUCT_AMOUNT anywhere.)

Code: [Select]
[REACTION:CRAFT_BONE_BLOCKS]
[NAME:craft bone block]
[BUILDING:FURNITURE_WORKSHOP:CUSTOM_L]
[REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:bones:NONE]
[SKILL:BONECARVE]

I mean it's convenient, but it feels cheaty this way. And it does it with any other furniture I try to make off the same pattern, so I can't make the throne of bone my king deserves unless I want like 30 bone thrones.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jay on November 08, 2015, 02:27:48 am
The number should properly correspond to the number of reagents used per product and not the number of stacks, but presently they will use as much of a stack as possible to make as many multiples of products as possible in one go, yes.
Wait until the next release --
Quote
I also added a numbered tag to reactions so that they won't use up entire bone stacks making multiple products if you don't want them to (the dwarves were making giant piles of bone plectrums out of a single yak skeleton all at once)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on November 08, 2015, 04:06:07 am
If anyone could take a quick look and tell me what I've done wrong here, I'd very much appreciate it.

Sure thing. Your code above (the CDI tags) only gives units permissions on how they will use an interaction. The interaction itself - it's effects and nature - must be specified in the interaction raws. So an interaction to raise corpses and transform said corpses into an iron colossus would look like this:

Code: [Select]
[INTERACTION:SUMMON_IRON] name of interaction
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE] corpse is labelled as A
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ANIMATE]
[IE_TARGET:A] animate A
[IE_IMMEDIATE]
[SYNDROME] transform A using syndrome
[CE_BODY_TRANSFORMATION:PROB:100:START:0] no END (permanent)
[CE:CREATURE:HOLY_SHIT_IRON_COLOSSUS:DEFAULT]

Then your CDI tags, you put it in whoever you plan to be an iron colossi-summoning madman. Couple of errors in your earlier one, I highlighted them.

Spoiler (click to show/hide)


Is there a reason this reaction uses an entire stack of bones?
Have you tried using [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] on your bone reagent? I seem to recall it working for me.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jay on November 08, 2015, 04:55:56 am
Last I tried, when I used that tag in a similar scenario, they used the entirety of the stacks that came in and I got nothing back from the excess.

A stop-gap solution, if that's still the case, to have the job only complete once, while still properly consuming the right number of reagents, would be to require another reagent (like a stone) that doesn't stack in addition to the bones. Then they'll only make one throne and use exactly how many bones you want them to. You can even [PRESERVE_REAGENT] the other item, doesn't matter, as long as it does determine product amount.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on November 08, 2015, 09:21:29 am
^ Just tested, it's working for me. I'm using cheese stacks as reagent, if that matters.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DrunkGamer on November 08, 2015, 09:24:32 am
Small question after reading through the wiki and not finding anything (Or me being too stupid to find anything)

Is there any way to make it impossible for a weapon to be made out of wood? I mean, making pure wood muskets doesn't really seem well...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on November 08, 2015, 11:05:54 am
*blinks*

How are you making weapons out of wood in the first place? D'you mean you can make wood picks, wood warhammers and such?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: scamtank on November 08, 2015, 11:06:26 am
Elves have that thing where they make normally metallic weapons and armor from wood. Just don't let elves use rifles, or give them something more appropriate.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on November 08, 2015, 01:31:45 pm
If anyone could take a quick look and tell me what I've done wrong here, I'd very much appreciate it.

Sure thing. Your code above (the CDI tags) only gives units permissions on how they will use an interaction. The interaction itself - it's effects and nature - must be specified in the interaction raws. So an interaction to raise corpses and transform said corpses into an iron colossus would look like this:

Code: [Select]
[INTERACTION:SUMMON_IRON] name of interaction
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CORPSE] corpse is labelled as A
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ANIMATE]
[IE_TARGET:A] animate A
[IE_IMMEDIATE]
[SYNDROME] transform A using syndrome
[CE_BODY_TRANSFORMATION:PROB:100:START:0] no END (permanent)
[CE:CREATURE:HOLY_SHIT_IRON_COLOSSUS:DEFAULT]

Then your CDI tags, you put it in whoever you plan to be an iron colossi-summoning madman. Couple of errors in your earlier one, I highlighted them.

Spoiler (click to show/hide)


Is there a reason this reaction uses an entire stack of bones?
Have you tried using [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] on your bone reagent? I seem to recall it working for me.

Thanks, that helps a lot. The only issue I have now is finding a token for USAGE_HINT that works well. None of them could really be used as "I want to sacrifice this to the gods", especially when it results in such a deadly follower.
But anyways, thanks again.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Immortal-D on November 08, 2015, 03:45:10 pm
When setting the items required to build a Workshop, is it possible to use a 'Either/Or' parameter?  For example, can I say the Workshop needs a Bronze Cauldron or an Iron one?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 08, 2015, 05:40:16 pm
*blinks*

How are you making weapons out of wood in the first place? D'you mean you can make wood picks, wood warhammers and such?

AFAIK anything with ammo can be made with wood.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: keupo on November 08, 2015, 08:24:02 pm
I'm trying to add a reaction at smelters to produce mercury from cinnabar. The reaction works, but the dwarves won't use the (called for) container. Resulting in mercury puddles. Any thoughts?

In reaction_smelter:
Code: [Select]
[REACTION:MERCURY_MAKING]
[NAME:make liquid mercury]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:CINNABAR]
[REAGENT:liquid container:1:TOOL:NONE:NONE:NONE]
[EMPTY]
[DOES_NOT_ABSORB]
[PRESERVE_REAGENT]
[HAS_TOOL_USE:LIQUID_CONTAINER]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:LIQUID_MISC:NO_SUBTYPE:METAL:MERCUY] [PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:liquid container]
[FUEL]
[SKILL:SMELT]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Immortal-D on November 08, 2015, 10:21:03 pm
I'm trying to add a reaction at smelters to produce mercury from cinnabar. The reaction works, but the dwarves won't use the (called for) container. Resulting in mercury puddles. Any thoughts?
Urist McTerminator cancels job, hasta la vista baby.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 09, 2015, 10:09:41 am
Despite what the wiki says, vanilla LIQUID_MISC reactions don't have a product dimension.  And you misspelled MERCURY in the product line.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: keupo on November 09, 2015, 10:45:28 am
Good eye on the typo, but fixing it didn't help.

Also weirdly, the reaction did work, even with the typo (expect for the jugs).

...

It seems that the [METAL_ORE:MERCURY:100] tag in inorganic_stone_mineral.txt must have overridden my reaction and set-up some default smelting reaction instead. Deleting it removes the reaction from my smelters.

Looking at mods that have attempted the same thing, they all seem to avoid smelters. I suspect that smelting to container just isn't possible.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 09, 2015, 11:01:40 am
Good eye on the typo, but fixing it didn't help.

Also weirdly, the reaction did work, even with the typo (expect for the jugs).

...

It seems that the [METAL_ORE:MERCURY:100] tag in inorganic_stone_mineral.txt must have overridden my reaction and set-up some default smelting reaction instead. Deleting it removes the reaction from my smelters.

Looking at mods that have attempted the same thing, they all seem to avoid smelters. I suspect that smelting to container just isn't possible.
Yes, having an ore tag will set up a default reaction, though it wouldn't be called "make liquid mercury".  The smelter is definitely a valid building for reactions, because all of the alloys are in the raws.  Check your error log, and try removing the product dimension.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Baffler on November 12, 2015, 02:36:16 pm
Does anyone know if and how I can control the order the workshops are listed in on the building menu? I'm starting work on a mod that adds new industrial production machinery (requiring more labor but in much greater bulk, with value added through additional processing steps like staining and sanding for wood rather than quality levels), and there are rather a lot of them. I'd like to have them organized by industry to make them a little more usable, rather than just having them all jumbled up.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 12, 2015, 04:35:47 pm
Custom workshops are listed by their order in the raw files.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Baffler on November 12, 2015, 04:53:17 pm
Cool, thanks.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on November 14, 2015, 10:11:51 pm
Say, will the [GROWTH_ITEM] tag in the plant raws allow me to make some weird things harvestable from trees, eg. anvils?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 14, 2015, 10:37:11 pm
Yes.

I remember we were quite excited about that back in the day. Heck, I even made a tree that drops things that set everything on fire a few months before 0.40 even came out. Kinda odd how nobody ever really did anything with it, huh.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on November 15, 2015, 12:16:07 am
Havin some issues with an extended fantasy mod. When I entered a town my game crashed, and this was repeated a few hundred times-

Gem Cutter: site walker could not return to home zone
Wood Burner: site walker could not return to home zone
Mechanic: site walker could not return to home zone

Seeing as it's probably caused by my mod, I thought this'd be the best place to ask for help. Not sure what causes it or why it's happening. Any help would be appreciated.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 15, 2015, 03:42:44 am
I've seen that error before, but not in direct relation to crashes.

What type of town was it? I've heard of crashes related to noble positions in goblin-style Dark Fortresses. Removing the noble positions from the entity fixed it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on November 15, 2015, 05:22:41 am
Derp, have to ask something again.

Basically, I'm making a reaction that takes CORPSE as a reagent. Things such as dead yak cows work fine. Unfortunately, it doesn't allow dwarf corpses to be used in the reaction. Which would kind of defeat the point, as...

Code: [Select]
[REACTION:MAKE_SOYLENT_GREEN]
  [NAME:make soylent green]
  [BUILDING:STILL_LARGE:NONE]
  [REAGENT:A:1:CORPSE:NONE:NONE:NONE]
[UNROTTEN]
[USE_BODY_COMPONENT]
[PRODUCT:100:15:PLANT_GROWTH:GREEN:PLANT_MAT:SOYLENT:GREEN]
[SKILL:BREWING]

...yeah.

Is the problem due to dwarven ethics not allowing them to use their corpses as reagants? I thought it'd only applied to butchering and eating. :-\
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Magnusen on November 15, 2015, 09:43:15 am
Why don't my world generate savage regions?
Code: [Select]
[WORLD_GEN]
[TITLE:TOTAL CARNAGE REGION]
[DIM:75:75]
[EMBARK_POINTS:1750]
[END_YEAR:1750]
[BEAST_END_YEAR:100:50]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:800:800]
[RAINFALL:60:80:101:101]
[TEMPERATURE:10:80:101:101]
[DRAINAGE:70:100:101:101]
[VOLCANISM:50:100:101:101]
[SAVAGERY:60:60:101:101]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:2000]
[MEGABEAST_CAP:150]
[SEMIMEGABEAST_CAP:225]
[TITAN_NUMBER:120]
[TITAN_ATTACK_TRIGGER:80:20000:150000]
[DEMON_NUMBER:15]
[NIGHT_TROLL_NUMBER:15]
[BOGEYMAN_NUMBER:15]
[VAMPIRE_NUMBER:10]
[WEREBEAST_NUMBER:15]
[SECRET_NUMBER:75]
[REGIONAL_INTERACTION_NUMBER:25]
[DISTURBANCE_INTERACTION_NUMBER:15]
[EVIL_CLOUD_NUMBER:25]
[EVIL_RAIN_NUMBER:10]
[GOOD_SQ_COUNTS:20:50:0]
[EVIL_SQ_COUNTS:35:65:5]
[PEAK_NUMBER_MIN:2]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:8]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:25:25]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:50]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:20]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:30]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
    [LEVELS_ABOVE_GROUND:10]
[LEVELS_ABOVE_LAYER_1:1]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:1]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:15]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:8]
[NON_MOUNTAIN_CAVE_MIN:15]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:25]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:250]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on November 15, 2015, 10:58:34 am
I've seen that error before, but not in direct relation to crashes.

What type of town was it? I've heard of crashes related to noble positions in goblin-style Dark Fortresses. Removing the noble positions from the entity fixed it.

It was actually the largest town I've seen. Had a wall, and there were buildings throughout most of it's land, which was cool. And human, with sewers.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DrunkGamer on November 15, 2015, 02:32:07 pm
Small question.

Right now I'm doing a Glacier fort, and my only material so far is Ice.

As far as I know it's impossible to make ice tables, statues, doors and such, but is there any way to make that possible?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on November 15, 2015, 02:33:59 pm
Can an interaction have multiple I_EFFECT?

(example:
[I_EFFECT:ADD_SYNDROME]
...
[I_EFFECT:ADD_SYNDROME]
...
)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 15, 2015, 02:35:32 pm
yes
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on November 15, 2015, 02:59:24 pm
yes
Many thanks. I was afraid it would be a case of duplicated raws.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 15, 2015, 03:03:13 pm
Duplicated raws are only caused by having two objects with the same name, never two tokens of the same type
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on November 15, 2015, 05:02:13 pm
Bit of a dumb, random question here, but what with the fascination with wagons of the DF community, ( ͡° ͜ʖ ͡°) has anyone ever tried duplicating the raws of a wagon, but changing the name etc of one and making it able to pull wagons?

Just in case the game only lets wagons which are wagons in the raws be multi tiled, and doesn't let wagons be pulled by the same creature type? Or is the not how raw duplication works? My understanding of it doesn't go much deeper than the fact it puts your computer on LSD.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on November 15, 2015, 06:46:35 pm
Bit of a dumb, random question here, but what with the fascination with wagons of the DF community, ( ͡° ͜ʖ ͡°) has anyone ever tried duplicating the raws of a wagon, but changing the name etc of one and making it able to pull wagons?

Just in case the game only lets wagons which are wagons in the raws be multi tiled, and doesn't let wagons be pulled by the same creature type? Or is the not how raw duplication works? My understanding of it doesn't go much deeper than the fact it puts your computer on LSD.
I think someone tried, once. I don't remember exactly, but it was either a single-tile "wagon" creature, or it simply didn't show up.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 15, 2015, 07:45:59 pm
Derp, have to ask something again.

Basically, I'm making a reaction that takes CORPSE as a reagent. Things such as dead yak cows work fine. Unfortunately, it doesn't allow dwarf corpses to be used in the reaction. Which would kind of defeat the point, as...

Code: [Select]
[REACTION:MAKE_SOYLENT_GREEN]
  [NAME:make soylent green]
  [BUILDING:STILL_LARGE:NONE]
  [REAGENT:A:1:CORPSE:NONE:NONE:NONE]
[UNROTTEN]
[USE_BODY_COMPONENT]
[PRODUCT:100:15:PLANT_GROWTH:GREEN:PLANT_MAT:SOYLENT:GREEN]
[SKILL:BREWING]

...yeah.

Is the problem due to dwarven ethics not allowing them to use their corpses as reagants? I thought it'd only applied to butchering and eating. :-\

Likely has more to do with hard-coded entity-race-corpse behaviour than to do with ethics. For example, Elf Forts tend to favour burying the dead than to use them for bone-crafts, in my experience.

Small question.

Right now I'm doing a Glacier fort, and my only material so far is Ice.

As far as I know it's impossible to make ice tables, statues, doors and such, but is there any way to make that possible?

Yea, make reactions to create these items, and have the reagents require water boulders. Be warned: they will melt if left indoors. Caves are warmer than the surface.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on November 16, 2015, 05:05:15 am
Bit of a dumb, random question here, but what with the fascination with wagons of the DF community, ( ͡° ͜ʖ ͡°) has anyone ever tried duplicating the raws of a wagon, but changing the name etc of one and making it able to pull wagons?

Just in case the game only lets wagons which are wagons in the raws be multi tiled, and doesn't let wagons be pulled by the same creature type? Or is the not how raw duplication works? My understanding of it doesn't go much deeper than the fact it puts your computer on LSD.

Been researching this for SLADE.

Like Teneb said, if you try and get wagons to pull wagons, you will either get 1-tile wagons or they'll scuttle. The [EQUIPMENT_WAGON] tag is the one that makes creatures behave like a wagon. One of those behaviours include instant-scuttlefication if they are not being pulled.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: NJW2000 on November 16, 2015, 12:12:36 pm
Thanks, I guess raw duping won't help then.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dozebôm Lolumzalěs on November 16, 2015, 07:34:01 pm
Can you make hunters use a different ranged weapon? If there are many available ranged weapons for their civ, will they just randomly pick? (Can you choose which one they use in the military screen?)

Can you make a reaction produce/use the "small stones" seen in adv. mode?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 16, 2015, 07:52:14 pm
Can you make hunters use a different ranged weapon? If there are many available ranged weapons for their civ, will they just randomly pick? (Can you choose which one they use in the military screen?)

Can you make a reaction produce/use the "small stones" seen in adv. mode?

Weapons are selected randomly. The only requirement is that the weapon is ranged. You can only select the ammo they use, in the military ammunition screen. Better to have professional military do your hunting. Easier to control that way.

The item ID of the small rocks used in Adventure Mode is ROCK. You should be able to use it in reactions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dozebôm Lolumzalěs on November 16, 2015, 09:14:14 pm
Thanks! I'm making a hunter/gatherer/pastoral race, and thought it'd be fitting to have them knap. Knapping is a usable skill, right?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 16, 2015, 09:19:14 pm
Thanks! I'm making a hunter/gatherer/pastoral race, and thought it'd be fitting to have them knap. Knapping is a usable skill, right?

Of course. It just doesn't get any use outside of Adventure Mode.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dozebôm Lolumzalěs on November 16, 2015, 09:22:45 pm
I'm trying to think of how I could make a "throwing" ranged weapon. Its skill would of course be throwing.

Is it possible to have a ranged weapon without a quiver?

Would it work fine for hunters even if the used skill isn't military?

Could it work for militiapeople too?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 16, 2015, 10:07:22 pm
You need quivers to hold ammo.

Hunters may use ranged weapons, even if the weapons do not use a traditional ranged skill. Ammo management may be a bit difficult for hunters though, if you have more than one type of ranged weapon/ammo.

Ditto for militia, though since there is no thrower profession, their graphics will probably stay as recruits if they do not have an actual military skill.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on November 18, 2015, 08:20:21 am
How does CAN_BE_HIDDEN in the vampire example interactions work? Just curious about this, since there's not much info around.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 18, 2015, 12:29:31 pm
How does CAN_BE_HIDDEN in the vampire example interactions work? Just curious about this, since there's not much info around.

Best guess is that it is what allows vampires to hide their identity. I haven't seen the tag on the wiki, and I'm on my phone, so I can't do more than guess at the moment, unfortunately.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on November 18, 2015, 01:01:44 pm
How does CAN_BE_HIDDEN in the vampire example interactions work? Just curious about this, since there's not much info around.

Best guess is that it is what allows vampires to hide their identity. I haven't seen the tag on the wiki, and I'm on my phone, so I can't do more than guess at the moment, unfortunately.
Yeah, it's not on the wiki. I suppose it's the token that lets the vampire pretend to be normal? Though it can only be used as an argument in CE_DISPLAY_TILE and CE_DISPLAY_NAME.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 18, 2015, 05:30:44 pm
In that case it is more likely that the tag is to hide the "Vampire" part of their names, as well as any special display tiles a syndrome causes, such as a zombie flashing between their graphics and the undead tile.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on November 19, 2015, 12:29:31 am
Vampires can be revealed though, right? What are the triggers for the CAN_BE_HIDDEN tag to be unhidden?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: endlessblaze on November 19, 2015, 10:28:53 am
Hey any of you guys have tips on self motivation. I haven't worked on my crystin creature in a few months. I want to learn modding then I'm like. "Oh game!"
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on November 19, 2015, 01:13:43 pm
Does anyone know if a tree's wood is still usable if it's made of an inorganic? Like, say, coral?

Furthermore, what does determine if an entity will spawn on neutral, good or evil area? The presence (or absence) of GOOD and/or EVIL in the creature? Or is it USES_EVIL_ANIMALS/USES_GOOD_ANIMALS?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 19, 2015, 01:18:24 pm
Coral's not an inorganic, it's a builtin.

anyway, tree should still work.

Not sure about good/evil placement.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: ThatZommy on November 19, 2015, 03:38:16 pm
Havin some issues with an extended fantasy mod. When I entered a town my game crashed, and this was repeated a few hundred times-

Gem Cutter: site walker could not return to home zone
Wood Burner: site walker could not return to home zone
Mechanic: site walker could not return to home zone

Seeing as it's probably caused by my mod, I thought this'd be the best place to ask for help. Not sure what causes it or why it's happening. Any help would be appreciated.

Ehm, I still don't know what caused this or how to fix it. Any ideas?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 19, 2015, 03:44:05 pm
neither do I
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on November 19, 2015, 07:44:41 pm
Don't know. You could post the entity raws so we can check through for errors, but other than that...

Hey any of you guys have tips on self motivation. I haven't worked on my crystin creature in a few months. I want to learn modding then I'm like. "Oh game!"

Ugh this sounds exactly like me. Try doing alot of smaller things first before starting on bigger things. I've got no problem throwing together a creature for SLADE once in a while, but when it comes to my own compiled mod, I'm stalling like hell. :3
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DrunkGamer on November 20, 2015, 12:46:51 pm
Yet another question.

Is there a way to disable animal men without deleting them from each raw?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 20, 2015, 12:56:46 pm
Yet another question.

Is there a way to disable animal men without deleting them from each raw?

Could try to slip the DOES_NOT_EXIST tag into their creature variations. They will still show up in art, but they shouldn't appear in the world. Except for any animal people that do not rely on a creature variation. I think there's only a handful like that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on November 23, 2015, 08:17:03 am
Yet another question.

Is there a way to disable animal men without deleting them from each raw?

Could try to slip the DOES_NOT_EXIST tag into their creature variations. They will still show up in art, but they shouldn't appear in the world. Except for any animal people that do not rely on a creature variation. I think there's only a handful like that.
IIRC tigermen are the only ones built from scratch.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Teneb on November 23, 2015, 08:36:03 am
Yet another question.

Is there a way to disable animal men without deleting them from each raw?

Could try to slip the DOES_NOT_EXIST tag into their creature variations. They will still show up in art, but they shouldn't appear in the world. Except for any animal people that do not rely on a creature variation. I think there's only a handful like that.
IIRC tigermen are the only ones built from scratch.
Not anymore. Some versions ago they were changed to match the rest of the animal people. I think only the underground tribe ones do no use creature variations (outside of gaits).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on November 23, 2015, 09:39:05 am
Anyone experimented with defining MEGABEAST, SEMIMEGABEAST and NIGHT_CREATURE_HUNTER in caste-level? What will happen to its other caste variants?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nakéen on November 23, 2015, 11:35:56 am
Anyone experimented with defining MEGABEAST, SEMIMEGABEAST and NIGHT_CREATURE_HUNTER in caste-level? What will happen to its other caste variants?

The MEGABEAST/SEMIMEGABEAST/NIGHT_CREATURE_HUNTER tag will be applied to every castes. So no exclusively-MEGABEAST/SEMIMEGABEAST caste sadly.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TomiTapio on November 23, 2015, 08:59:34 pm
Havin some issues with an extended fantasy mod. When I entered a town my game crashed, and this was repeated a few hundred times-

Gem Cutter: site walker could not return to home zone
Wood Burner: site walker could not return to home zone
Mechanic: site walker could not return to home zone

Seeing as it's probably caused by my mod, I thought this'd be the best place to ask for help. Not sure what causes it or why it's happening. Any help would be appreciated.

Ehm, I still don't know what caused this or how to fix it. Any ideas?
Do you have new custom buildings that use those labors? I would check the PERMITTED_JOB and PERMITTED_BUILDING statements of that civilization. (also the reactions; they link a job to a building)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Catmeat on November 26, 2015, 05:57:18 am
My friend and I are starting a shared save fort and I would like to know if mods will effect an unmodded save file and vuce versa.
Thanks
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on November 26, 2015, 06:06:35 am
nope
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on November 27, 2015, 05:03:50 am
Are megabeasts always considered hostile, or can their behaviour be altered by using BENIGN/AT_PEACE_WITH_WILDLIFE/fear-inducing tags?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DrunkGamer on November 27, 2015, 03:38:24 pm
I need some help with a pretty basic mod.

I want to make it possible for Ice to be used as any other stone as long as long as the temperature is low enough. I can't seem to be capable of doing it. Any help?

(Yes, I already asked this, but I'm too stupid to really fix it even like that)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 27, 2015, 03:42:59 pm
Ice cannot be treated as if it were stone, despite being in boulder form. It is a unique material all of its own, and is hardcoded, so creating custom reactions is the only way to create items with it, as far as I know. You can use ice boulders to build things, though.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DrunkGamer on November 27, 2015, 03:44:24 pm
Ice cannot be treated as if it were stone, despite being in boulder form. It is a unique material all of its own, and is hardcoded, so creating custom reactions is the only way to create items with it, as far as I know. You can use ice boulders to build things, though.

I see... Mind to pull together a small example so I can get my head around it? I'm pretty bad at reactions...
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: BlackFlyme on November 27, 2015, 03:52:06 pm
Code: [Select]
[REACTION:ICE_STATUE]
[NAME:Ice Sculpture]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:BOULDER:NONE:WATER:NONE]
[PRODUCT:100:1:STATUE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MASONRY]

This should work. Just change the product line as needed to create different items. In case you need them, here are skill tokens (http://dwarffortresswiki.org/index.php/DF2014:Skill_token), here are item tokens (http://dwarffortresswiki.org/index.php/DF2014:Item_token), and here is the reaction page (http://dwarffortresswiki.org/index.php/DF2014:Reaction).
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: DrunkGamer on November 27, 2015, 04:03:26 pm
Code: [Select]
[REACTION:ICE_STATUE]
[NAME:Ice Sculpture]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:A:1:BOULDER:NONE:WATER:NONE]
[PRODUCT:100:1:STATUE:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:MASONRY]

This should work. Just change the product line as needed to create different items. In case you need them, here are skill tokens (http://dwarffortresswiki.org/index.php/DF2014:Skill_token), here are item tokens (http://dwarffortresswiki.org/index.php/DF2014:Item_token), and here is the reaction page (http://dwarffortresswiki.org/index.php/DF2014:Reaction).

Thanks a lot!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on December 01, 2015, 12:03:11 am
I'm having some difficulty getting friendly units in Fort Mode to cast interactions amongst themselves in a consistent manner. I've noticed that they tend to use their interactions on hostile units pretty much instantaneously, but when it comes to friendlies, its much more of a hit-and-miss chance. Any idea why?

Using no USAGE_HINT and no WAIT_PERIOD with a 15 tile TARGET_RANGE btw.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on December 01, 2015, 12:49:40 am
USAGE_HINT:GREETING
You need quivers to hold ammo.

Hunters may use ranged weapons, even if the weapons do not use a traditional ranged skill. Ammo management may be a bit difficult for hunters though, if you have more than one type of ranged weapon/ammo.

Ditto for militia, though since there is no thrower profession, their graphics will probably stay as recruits if they do not have an actual military skill.
You can just carry ammo around in your offhand. I wasn't able to get experimental creatures to wear quivers when I animated them myself but if I give them a musket and a handful of ammo they blast stuff happily.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on December 01, 2015, 07:01:38 am
USAGE_HINT:GREETING

Nuh... seems to have made it worse tbh. I was under the impression that leaving CDI:USAGE_HINT out would have them cast it at every opportunity?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dirst on December 01, 2015, 09:26:39 am
USAGE_HINT:GREETING

Nuh... seems to have made it worse tbh. I was under the impression that leaving CDI:USAGE_HINT out would have them cast it at every opportunity?
That was the case in 0.34, but in 0.40 units under AI control don't seem to consider their interactions unless under stress or otherwise forced into making a decision.  Greeting interactions do happen a lot, though, not sure why it didn't work for you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Bearskie on December 01, 2015, 09:42:48 am
Bummer. There goes complex interaction mods such as PHM then I suppose. :(
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jerry The Hellbound on January 09, 2016, 02:23:19 pm
I've been wanting to create a regenarion syndrome that's triggered remotely, maybe even automatically, however I don't know where to create one and what to put in it, Ive already created my race, which is the one that I want this triggered syndrome to be exclusive to it, I will edit this to post the code if someone tells me how to make a spoiler, thank you!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on January 09, 2016, 02:48:23 pm
Use the little nuke-looking symbol.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Cheesoburgor on January 09, 2016, 03:59:48 pm
I tried to pull up the Necromorphs from Cheesoburgor's Necromorph mod to .40 for a succession game that will include them, the SCP Foundation, Holistic Spawn, Daleks, and Cybermen.

Did I screw anything up making them into a single creature?

Code: [Select]

creature_necromorph

[OBJECT:CREATURE]

[CREATURE:NECROMORPH]
[NAME:necromorph:necromorphs:necromorph]
[CASTE:SLASHER_MALE]
[CASTE:SLASHER_FEMALE]
[SELECT_CASTE:SLASHER_MALE]
[SELECT_ADDITIONAL_CASTE:SLASHER_FEMALE]
[DESCRIPTION:Slashers are the most common form of Necromorphs. While relatively weak when alone,

and possessing slow reflexes, Slashers can pose a serious threat when in groups.]
[CASTE_NAME:slasher:slashers:slasher]
[CASTE_TILE:'S'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:slasher hatchling:slasher hatchling]
[POP_RATIO:70]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100]
[BODY:NECROPHILE:5TOES]
    [CURIOUSBEAST_EATER][BONECARN][NONAUSEA]
[CLUSTER_NUMBER:1:8]
[BODY_SIZE:70000:70000:70000]
[SOUND:ALERT:50:2000:VOCALIZATION:scream:screams:a loud scream]
[SOUND:PEACEFUL_INTERMITTENT:30:10000:NONE:shuffle:shuffles:a quiet shuffling]
[SOUND:PEACEFUL_INTERMITTENT:3000:70000:VOCALIZATION:howl:howls:an alien howl]
        [SOUND:PEACEFUL_INTERMITTENT:0:1000:NONE:scratch your head:starts to feast on you:a loud scream close to

you][AMBUSHPREDATOR]
[PRONE_TO_RAGE:2]

[CASTE:INFECTOR]
[DESCRIPTION:The Infector is a Necromorph whose sole purpose is to spread the Necromorph contagion,

only attacking or defending itself when it cannot find any hosts to infect.]
[CASTE_NAME:infector:infectors:infector]
[CASTE_TILE:'i'][COLOR:4:0:0]
[CHILD:1][GENERAL_CHILD_NAME:infector hatchling:infector hatchling]
[FLIER]
[POP_RATIO:30]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:740:571:381:153:1760:2760]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5811:5279:4758:1323:6804:8093]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5811:5279:4758:1323:6804:8093]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2850:2117:1385:591:4160:5960]
[BODY:INFECTURD]
[NO_EAT][NO_CONNECTIONS_FOR_MOVEMENT][TRANCES][NO_THOUGHT_CENTER_FOR_MOVEMENT]

[NOTHOUGHT][NONAUSEA]
[CLUSTER_NUMBER:1:4]
[SOUND:ALERT:50:2000:VOCALIZATION:scream:screams:a loud scream]
[SOUND:PEACEFUL_INTERMITTENT:30:10000:NONE:shuffle:shuffles:a quiet shuffling]
[SOUND:PEACEFUL_INTERMITTENT:3000:70000:VOCALIZATION:howl:howls:an alien howl]
        [SOUND:PEACEFUL_INTERMITTENT:0:1000:NONE:scratch your head:starts to feast on you:a loud scream close to

you][AMBUSHPREDATOR]
[PRONE_TO_RAGE:2]

[CASTE:PUKER]
[DESCRIPTION:A vile fiend living in evil deserts. It ambushes and vomits on its prey and continues to eat

their blistering meat.]
[CASTE_NAME:puker:pukers:puker]
[CASTE_TILE:'P'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:puker hatchling:puker hatchling]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:1000:811:621:393:2000:3000]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6051:5519:4998:1563:7044:8333]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6051:5519:4998:1563:7044:8333]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:3090:2357:1625:831:4400:6200]
[BONECARN][CURIOUSBEAST_EATER][NO_EAT][NOTHOUGHT][NO_THOUGHT_CENTER_FOR_MOVEMENT]

[TRANCES]
[BODY:BASIC_NECRO]
[BODY_SIZE:60000:60000:60000]
[SOUND:ALERT:10:1000:VOCALIZATION:vomit:vomits:someone vomiting]
[SOUND:PEACEFUL_INTERMITTENT:30:700:NONE:breathe painfully:breathes painfully:painful breathing]
[POP_RATIO:40][AMBUSHPREDATOR]
[PRONE_TO_RAGE:2]

[CASTE:BRUTE]
[DESCRIPTION:A vile fiend living in evil deserts. It Crushes its prey and continues to eat their fresh meat.]
[CASTE_NAME:brute:brute:brute]
[CREATURE_TILE:'B'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:brute hatchling:brute hatchling]
[CLUSTER_NUMBER:1:1]
[NO_EAT][NOTHOUGHT][NO_THOUGHT_CENTER_FOR_MOVEMENT]
[NONAUSEA]
[SOUND:ALERT:500:2000:VOCALIZATION:howl:howls:a loud howl]
[SOUND:PEACEFUL_INTERMITTENT:8000:70000:VOCALIZATION:howl:howls:an alien howl]
[PRONE_TO_RAGE:7]
[POP_RATIO:10]
[BODY:BASIC_NECRO]
[BODY_SIZE:200000:200000:200000]

[CASTE:EXPLODER]
[DESCRIPTION:Exploders are specialized Necromorphs that act as "suicide bombers". Their most prominent

feature is the large, glowing pustule attached to their left arm, which is filled with a highly explosive chemical

substance.]
[CASTE_NAME:exploder:exploders:exploder]
[CREATURE_TILE:'E'][COLOR:4:0:0]
[CHILD:10][GENERAL_CHILD_NAME:exploder:exploder hatchling]
[POP_RATIO:70]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:700:511:321:93:1700:2700]
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5751:5219:4698:1263:6744:8033]
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5751:5219:4698:1263:6744:8033]
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2790:2057:1325:531:4100:5900]
[BODY:HUMANOID]
    [CURIOUSBEAST_EATER][BONECARN][NONAUSEA][NOTHOUGHT]

[NO_THOUGHT_CENTER_FOR_MOVEMENT][TRANCES]
[CLUSTER_NUMBER:1:8]
[BODY_SIZE:6000:6000:6000]
[SOUND:ALERT:50:2000:VOCALIZATION:scream:screams:a loud scream]
[PRONE_TO_RAGE:2]




[SELECT_CASTE:ALL]

[NAME:necromorph:necromorphs:necromorph]

[FREQUENCY:70]

[EVIL][SAVAGE]

[BIOME:NOT_FREEZING]

[LARGE_ROAMING][LARGE_PREDATOR]
[FREQUENCY:70]

[POPULATION_NUMBER:300:2000]
[NOT_LIVING][LIKES_FIGHTING]

[CAN_LEARN][SLOW_LEARNER]
[PREFSTRING:terrifying nature]

        [NOT_LIVING][OPPOSED_TO_LIFE][CRAZED][EXTRAVISION][NOEXERT][NOPAIN][NOBREATHE][NOSTUN]

[NO_DIZZINESS][NO_FEVERS][PARALYZEIMMUNE][NOFEAR][NO_DRINK][NO_SLEEP][NO_PHYS_ATT_GAIN]

[NO_PHYS_ATT_RUST][LIKESFIGHTING][BONECARN][CARNIVORE][HUNTS_VERMIN]
[BODY:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:SPINE:BRAIN:SKULL:5FINGERS:MOUTH:TONG

UE:FACIAL_FEATURES:TEETH:RIBCAGE]


[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:LEATHER]
                [REMOVE_MATERIAL:HAIR]
        [REMOVE_MATERIAL:LEATHER]
                [USE_MATERIAL_TEMPLATE:SKIN_TEMPLATE]
                [USE_MATERIAL_TEMPLATE:NAIL_TEMPLATE]
                [USE_MATERIAL_TEMPLATE:TOOTH_TEMPLATE]
                [USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
                [USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]
                [USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]
        [USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]
     

        [BODY_DETAIL_PLAN:STANDARD_TISSUES]

[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
        [TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:BONE]
        [TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:MUSCLE]
        [TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:FAT]
        [TISSUE_LAYER:BY_CATEGORY:BLADE_UPPER:SKIN]
        [TISSUE_LAYER:BY_CATEGORY:BLADE_LOWER:BONE]
        [SELECT_MATERIAL:BONE]
        [SHEAR_YIELD:155000]
        [SHEAR_FRACTURE:310000]
        [SHEAR_STRAIN_AT_YIELD:189]
        [MAX_EDGE:100000]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

[NATURAL_SKILL:BITE:4]
[NATURAL_SKILL:DODGING:2]
[NATURAL_SKILL:GRASP_STRIKE:4]
[NATURAL_SKILL:SNEAK:4]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:3]
        [NATURAL_SKILL:WRESTLING:4]

[MAXAGE:9998:9999]           
[ATTACK:BITE:BODYPART:BY_CATEGORY:HEAD]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PENETRATION_PERC:70]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
                [ATTACK_VELOCITY_MODIFIER:7000]
[EQUIPS]

[PROFESSION_NAME:LASHER:halberdier:halberdiers]
[PROFESSION_NAME:MASTER_LASHER:elite halberdier:elite halberdiers]
[CANOPENDOORS]
[ALL_ACTIVE]
[HOMEOTHERM:10067]
[SWIMS_LEARNED]
[SELECT_CASTE:SLASHER_FEMALE]
[FEMALE]
                [LAYS_EGGS]
       [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
       [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
       [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
       [EGG_SIZE:6100]
       [CLUTCH_SIZE:8:30]
[SELECT_CASTE:SLASHER_MALE]
[MALE]
                [LAYS_EGGS]
       [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
       [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
       [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
       [EGG_SIZE:6100]
       [CLUTCH_SIZE:8:30]
[SELECT_CASTE:SLASHER_MALE]
[SELECT_ADDITIONAL_CASTE:SLASHER_FEMALE]
        [ATTACK:STAB:BODYPART:BY_CATEGORY:BLADE_LOWER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:40]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
                [ATTACK_VELOCITY_MODIFIER:4000]
        [ATTACK:SLASH:BODYPART:BY_CATEGORY:BLADE_LOWER]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:30]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[SELECT_CASTE:INFECTOR]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen necromorph worm]
[STATE_ADJ:ALL_SOLID:frozen necromorph worm]
[STATE_NAME:LIQUID:necromorph worm]
[STATE_ADJ:LIQUID:necromorph worm]
[STATE_NAME:GAS:gaseous necromorph worm]
[STATE_ADJ:GAS:gaseous necromorph worm]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:infector sting]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:INFECTOR:ALL]
[SYN_INJECTED]
[CE_BODY_TRANSFORMATION:PROB:10:START:19000]
[CE:CREATURE:NECROMORPH:EXPLODER]
[CE_BODY_TRANSFORMATION:PROB:20:START:19000]
[CE:CREATURE:NECROMORPH:BRUTE]
[CE_BODY_TRANSFORMATION:PROB:30:START:19000]
[CE:CREATURE:NECROMORPH:INFECTOR]
[CE_BODY_TRANSFORMATION:PROB:40:START:19000]
[CE:CREATURE:NECROMORPH:PUKER]
[CE_BODY_TRANSFORMATION:PROB:50:START:19000]
[CE:CREATURE:NECROMORPH:SLASHER_MALE]
[CE_BODY_TRANSFORMATION:PROB:50:START:19000]
[CE:CREATURE:NECROMORPH:SLASHER_FEMALE]
                        [CE_VOMIT_BLOOD:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:8000:PEAK:10000:END:19000]
                        [CE_NAUSEA:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:600:PEAK:10000:END:19000]
                        [CE_PARALYSIS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1000:PEAK:10000:END:19000]
                        [CE_FEVER:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:300:PEAK:10000:END:19000]
                       

[CE_BLISTERS:SEV:30:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:7500:END:750

0]
                       

[CE_OOZING:SEV:30:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:10:PEAK:7500:END:750

0]
         

[CE_ADD_TAG:NO_AGING:NOT_LIVING:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NOFEAR:NO_DRINK:NO

_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:STERILE:TRANCES:LIKESFIGHTING:NO_EAT:START:0]
         

[CE_ADD_TAG:OPPOSED_TO_LIFE:CRAZED:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:START:19000]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:190

00:PEAK:19000]
                               
                       
[ATTACK:IMPALE:BODYPART:BY_CATEGORY:PROBOSCIS]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:impale:impales]
[ATTACK_CONTACT_PERC:1]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
                [ATTACK_VELOCITY_MODIFIER:10000]

[SELECT_CASTE:PUKER]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen puker vomit]
[STATE_ADJ:ALL_SOLID:frozen puker vomit]
[STATE_NAME:LIQUID:puker vomit]
[STATE_ADJ:LIQUID:puker vomit]
[STATE_NAME:GAS:puker vomit]
[STATE_ADJ:GAS:puker vomit]
[STATE_COLOR:ALL:GREEN]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:puker vomit]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:PUKER:ALL]
[SYN_CONTACT][SYN_INHALED][SYN_INGESTED][SYN_INJECTED]


[CE_VOMIT_BLOOD:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:10000]
                                [CE_NAUSEA:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:10000]
                                [CE_FEVER:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:100:END:10000]
                                [CE_BLEEDING:SEV:4:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:50000]
                               

[CE_BLISTERS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:1:PEAK:10:END:10]
                               

[CE_IMPAIR_FUNCTION:SEV:4:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:

7000:END:35000]
                               

[CE_SWELLING:SEV:4:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:7000:EN

D:35000]
                               

[CE_BLISTERS:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:7000:

END:35000]
                               

[CE_OOZING:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:7000:E

ND:35000]
                               

[CE_NUMBNESS:SEV:1000:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:GUTS:ALL:START:1:PEAK:70

00:END:35000]
                                [CE_DIZZINESS:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:10:END:10000]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
  [CDI:ADV_NAME:vomits]
  [CDI:USAGE_HINT:ATTACK]
  [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
  [CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:TRAILING_VAPOR_FLOW]
  [CDI:TARGET:C:LINE_OF_SIGHT]
  [CDI:TARGET_RANGE:C:15]
  [CDI:MAX_TARGET_NUMBER:C:1]
  [CDI:WAIT_PERIOD:50]
        [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PENETRATION_PERC:30]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]

[SELECT_CASTE:BRUTE]
        [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
       [ATTACK_VELOCITY_MODIFIER:2000]

[SELECT_CASTE:EXPLODER]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:GAS]
        [BOILING_POINT:1000000000]
[CREATURE_CLASS:GENERAL_POISON]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:GAS]
        [BOILING_POINT:1000000000]

[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:pale]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:Red]
[TLCM_NOUN:eyes:PLURAL]

Im legit impressed someone would ever use anything from my old necromorph mod as it was my first attempt at modding and i had no clue about half the tags at the time of making it so i just left them in from a creature i copypasted them from, an example of that can be seen by the necromorphs hilariously having elite halberdier name if they are to reach a certain level of a weapons skill.

I suppose the necromorphs can always dream about using conventional weapons instead their huge scythe blades :P

On a more serious note, do you still happen to have all the files of the mod? I'd love to continue working on the mod after a long break.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Grax on January 05, 2017, 01:00:43 pm
Can anybode tell me why [GROWDUR:xxx] written only for underground dwarven plants?

Is there default [GROWDUR] value for all other plants and what is it?

43.05
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Grax on January 05, 2017, 01:48:41 pm
Oh, i'm stupid. RTFM DF Wiki. Def is 300. ;-)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hiul on January 15, 2017, 09:27:31 am
can egg hatch if i make it have mat_temp_fix to keep it warm ?
also how to copy paste the raw properly in here? im still new here.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eric Blank on January 15, 2017, 06:51:02 pm
You can paste the raws directly into your post. Put them in a quote, or in a code tag

Don't think the fixed temperature will help the eggs hatch. The way toady seemed to be explaining it is that the mother has to actually sit on them the majority of the time, which doesn't interact with their temperature
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hiul on January 15, 2017, 10:03:22 pm
oh ok here my question then
i try to create interaction that resurrect my creature and it work, but the resurrected still missing his body part also its manage to resurrected mutilated and even butchered part which get me spam of resurrect but dead again so what mistake in it or what should i add there?
also is my egg syndrome right ? to make the female incubating egg without need to eat and drink?
Code: [Select]
           [INTERACTION:DRAGOON_SALIVA]
                [I_SOURCE:CREATURE_ACTION]
                [I_TARGET:A:CORPSE]
                        [IT_LOCATION:CONTEXT_ITEM]
                        [IT_FORBIDDEN:NOT_LIVING]
                        [IT_AFFECTED_CREATURE:DRAGOON:MALE]
                        [IT_AFFECTED_CREATURE:DRAGOON:FEMALE]
                        [IT_REQUIRES:FIT_FOR_RESURRECTION]
                        [IT_MANUAL_INPUT:corpses]
                [I_EFFECT:RESURRECT]
                        [IE_TARGET:A]
                        [IE_IMMEDIATE]
                        [SYNDROME]
                                 [SYN_NAME:male Dragoon Ressurection]
                                 [SYN_CLASS:MALE]
                                 [IT_AFFECTED_CREATURE:DRAGOON:MALE]
                                 [SYN_CONTACT]
                                 [CE_BODY_TRANSFORMATION:START:0:END:1]
                                 [CE:CREATURE:DRAGOON:MALE]
                        [SYNDROME]
                                [SYN_NAME:female Dragoon Ressurection]
                                [SYN_CLASS:FEMALE]
                                [IT_AFFECTED_CREATURE:DRAGOON:FEMALE]
                                [SYN_CONTACT]
                                [CE_BODY_TRANSFORMATION:START:0:END:1]
                                [CE:CREATURE:DRAGOON:FEMALE]

[USE_MATERIAL_TEMPLATE:SPIT_DRAGOON_:SPIT_DRAGOON_TEMPLATE]
[STATE_COLOR:ALL_SOLID:CLEAR]
[STATE_NAME:ALL_SOLID:frozen Dragoon spit]
[STATE_ADJ:ALL_SOLID:frozen Dragoon spit]
[STATE_COLOR:LIQUID:CLEAR]
[STATE_NAME:LIQUID:Dragoon spit]
[STATE_ADJ:LIQUID:Dragoon spit]
[STATE_COLOR:GAS:CLEAR]
[STATE_NAME:GAS:boiling Dragoon spit]
[STATE_ADJ:GAS:boiling Dragoon spit]
                [I_SOURCE:CREATURE_ACTION]
                [I_TARGET:C:CORPSE]
                        [IT_FORBIDDEN:NOT_LIVING]
                        [IT_MANUAL_INPUT:corpses]
                        [IT_AFFECTED_CREATURE:DRAGOON:MALE]
                        [IT_AFFECTED_CREATURE:DRAGOON:FEMALE]
                        [IT_REQUIRES:FIT_FOR_RESURRECTION]
                [I_EFFECT:RESURRECT]
                        [IE_IMMEDIATE]
                        [IE_ARENA_NAME:Ressurected Dragoon corpse]
        [SYNDROME]
                [SYN_NAME:male Dragoon Ressurection]
                [SYN_CLASS:RESSURECT]
                [SYN_AFFECTED_CREATURE:DRAGOON:MALE]
                [CE_BODY_TRANSFORMATION:START:0:END:1]
                [CE:CREATURE:DRAGOON:MALE]
        [SYNDROME]
                [SYN_NAME:female Dragoon Ressurection]
                [SYN_CLASS:RESSURECT]
                [SYN_AFFECTED_CREATURE:DRAGOON:FEMALE]
                [CE_BODY_TRANSFORMATION:START:0:END:1]
                [CE:CREATURE:DRAGOON:FEMALE]


             [INTERACTION:DRAGOON_EGG_LAYING]
             [I_TARGET:A:CREATURE]
       [IT_LOCATION:CONTEXT_CREATURE]
                       [IT_FORBIDDEN:NOT_LIVING]
       [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
                       [IT_AFFECTED_CREATURE:DRAGOON:FEMALE]
                       [IT_AFFECTED_CREATURE:LIZAURUS:FEMALE]
             [I_EFFECT:ADD_SYNDROME]
       [IE_TARGET:A]
       [IE_IMMEDIATE]
[SYNDROME]
                [SYN_NAME:Egg Incubation]
                [SYN_CLASS:FEMALE]
                [SYN_AFFECTED_CREATURE:DRAGOON:FEMALE]
                [SYN_CONTACT]
                [CE_ADD_TAG:NO_EAT:NO_DRINK:NO_SLEEP:START:0:END:302400]
[CE:COUNTER_TRIGGER:EGG_SPENT:0:302400:NONE:REQUIRED]

also is there a way to generate goblin civ without demon leader ?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on January 17, 2017, 02:55:21 pm
No clue on the first part, but make a world without a hell layer to get goblins+no demons (and weird glitchy volcano tubes)!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hiul on January 17, 2017, 09:20:19 pm
how to change the hell layer ?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on January 18, 2017, 01:33:40 am
Uh, in advanced world gen, set bottom layer (forces magma) to false.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hiul on January 18, 2017, 03:44:31 am
thanks, but when i try, goblin civ still not show up, even when i change both bottom layer (forces magma) and magma layer, is it still need the number of demon types to work ?

also is my egg syndrome right? most people suggest it like that for egg laying civ but theres no example to copy it, thats why im asking to be sure.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on January 18, 2017, 01:30:37 pm
Wait, you might need a semi/megabeast with [POWER] and [CAN_LEARN] if you have no demons, totally forgot that not everyone has their beasts set up like that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nahere on January 18, 2017, 02:15:22 pm
Civilisations that use dark fortresses can only be founded by demons, as only demons can build the initial spire. Changing their site type to towns or mountainhomes should do what you want.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on January 18, 2017, 03:46:40 pm
Here's a picture from a world I just now started generating, paused it, open-legends force and exported the sites and pops, searched for "demon" in the sites and pops, it's kinda wide since it's both screens, hence the spoiler:
Spoiler (click to show/hide)
You'll note that it says they constructed it, rather than it being thrust up from the underworld, and indeed they are made out of "rock" blocks instead of slade.

You might notice that all of the dark fortresses on the map here are the gray "secondary founding" types, rather than the bright magenta demon forts:
Spoiler (click to show/hide)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on January 18, 2017, 08:30:13 pm
Is it possible that I could give a creature a reaction that lets them make a sword from their bone? Like say they spit it, but it only goes one tile so I could just pick it up?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Arcvasti on January 18, 2017, 10:12:14 pm
A few questions:

Is there any way to make a pet into a proper citizen, with or without DFhack? I'd like to be able to uplift tame animals into the corresponding type of animal men and having them be unable to do most/all labours would be a no sell.

On an unrelated note, what raws can I change after world gen but before embark? For example, could I set the POPRATIO of one sex to 1 and the MAXAGE to 5 before worldgen to make my civ die out and then switch them back to normal before I begin Fort mode?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on January 19, 2017, 01:10:58 am
1. It's sort of automatic as of 0.42.01 afaik, but no luck previous.
2. Basically the same as after embark. Units' death-by-old-age counter is immutable once they're born, so setting MAXAGE to 5 won't help.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Hiul on January 19, 2017, 02:50:19 am
the goblin civ still not show up, i try to copy paste all mega and semimega with [POWER] [CAN_LEARN] and increase the mega and semi mega cave including titan, i guess i just deal with change it into town, at least this one show goblin civ, not sure will they still like to wagewar or not.
still thanks max and nahere for your help.  :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on January 19, 2017, 04:07:25 pm
Gobs will be warlike no matter what due to their ethics, and towns are actually less laggy than a dark fortress... unless there are zombies in the marketplace or a sealed library, but neither of those matter in fort mode.

Still not sure why I get gobbos without a hell layer that build big white rock spires but others don't.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Arcvasti on February 09, 2017, 01:05:36 am
Is it possible to change eye color with a syndrome without using caste transformations? I want people with magical abilities to have distinctive eye colors, but I want it to be able to work on already transformed creatures[Like from polymorphing a tame badger into a badgerman].
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eric Blank on February 09, 2017, 02:46:08 am
I don't think there is, no. For syndromes you've got CE_BP_APPEARANCE_MODIFIER which you can use to select the eyes and give them like large irises and make them very round and deep set, but not tissue layer modifiers, which is what you need to set the color of the tissue.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Tarsius on February 12, 2017, 03:39:23 am
is it possible to mod in a workshop/reaction which does not require a dwarf to be present in the building, but the reaction is still going? so the dwarf just drops the materials, dwarf do something else while the reaction is going, then after some time dwarf picks up the end result. preferably without any DFhack involved

thanks....
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on February 12, 2017, 07:10:08 am
No.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on February 13, 2017, 11:16:16 pm
Hey, am I able to make a tree have multiple fruits?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: pikachu17 on February 14, 2017, 11:27:03 am
Can I make a herbivorous civ creature? How do I make a creature have poor sight? How do I make the creature always have a short head and neck?
What are ways I can make a creature have real good eyesight?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dumb on February 16, 2017, 09:56:44 pm
Is it possible to define a reagent as being ANY wooden item? The idea being the adventurer burns his wooden training sword or other trash wooden equipment/craft/whatever to, say, cook or forge something?

EDIT: figured it out [REAGENT:100:1:NONE:NONE:NONE:NONE][ANY_PLANT_MATERIAL] has worked for me.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Dumb on February 17, 2017, 06:17:18 am
Is there a way I can make custom containers that will automatically hold certain items in adventure mode similar to how ammo always goes into a quiver. I'd like to make an herbalist pouch, toolbox, lunchbox, ect. I can't find the raws for any containers. The pouches that humans carry are in the item_tool.txt, but those don't seem to work the way I'd like anyways.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on February 17, 2017, 10:00:21 am
Is there a way I can make custom containers that will automatically hold certain items in adventure mode similar to how ammo always goes into a quiver. I'd like to make an herbalist pouch, toolbox, lunchbox, ect. I can't find the raws for any containers. The pouches that humans carry are in the item_tool.txt, but those don't seem to work the way I'd like anyways.
no
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on February 17, 2017, 06:34:57 pm
To be more specific, there are no container raws.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Eric Blank on February 17, 2017, 06:44:52 pm
You definitely could add new tool containers, they just wont automatically store what you want; you'll have to sort your inventory yourself.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Scoops Novel on February 18, 2017, 09:26:20 am
How can i read forgotten beast information? I want to detect FB's that enter fortress mode, compare their description to a collection of tagged images and display whichever is closest.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on February 18, 2017, 01:57:08 pm
Crap, I'm sure there is a wizardry bit which could check the race, lookup on the description string, and then link that to the images but I haven't gotten nearly long enough a beard to do that.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Scoops Novel on February 18, 2017, 04:52:21 pm
So it's possible :)
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: overseer05-15 on February 18, 2017, 06:32:33 pm
Can you make custom gauntlets yet or is that still screwed up
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Cayen on February 19, 2017, 04:42:39 am
Hello, quick question from a modding noob, how can i make veils craftableby my civ? I would like my dwarves to be able to make veils, i added the veil ([HELM:ITEM_HELM_VEIL_FACE:RARE]) to the entity_default.text, but since i still cant make them im assuming i need to add the reaction to the clothiers shop? what do i have to do? Never modded before so....
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nahere on February 19, 2017, 04:48:03 am
If it's RARE, that means your civ will only occasionally be able to make it. Increase the frequency if you want to be able to make it more often. Also remember that entity alterations will require a new world.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Cayen on February 19, 2017, 08:54:36 am
If it's RARE, that means your civ will only occasionally be able to make it. Increase the frequency if you want to be able to make it more often. Also remember that entity alterations will require a new world.

So i should change the tag to common and thats it? and yup, i remembered to do that, thanks for the help!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Scoops Novel on February 19, 2017, 12:15:01 pm
Crap, I'm sure there is a wizardry bit which could check the race, lookup on the description string, and then link that to the images but I haven't gotten nearly long enough a beard to do that.

Anyone know a way to save the description string of all entities in fortress mode? I'm fairly sure a external program can handle the rest.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on February 19, 2017, 09:13:11 pm
Uhhhhh, like I said, one of the wizards will probably know an easier way, but iterating over something like:
local strings=df.global.world.raws.creatures.all
local fb=dfhack.gui.getSelectedUnit()
for i,k in ipairs(strings) do
if strings[k].race=fb.race then

Uhhh, shit, not sure how you'd get it to print out the strings[k].description to another program actually but unless there's just something that I'm not beardy enough to know like "just run lua print(dfhack.gui.getSelectedUnit(description))" or some shit that's what I'd try.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Putnam on February 19, 2017, 11:41:29 pm
Yeah, that O(n) monstrocity won't be necessary, df.creature_raw.find(dfhack.gui.getSelectedUnit().race) will do it in O(log(N)) time.

Anyway, probably better to actually read the body raws than to look at descriptions.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on February 20, 2017, 01:41:32 am
Anyone see any problems with this entity+creature? This'd be the first civ and creature I create to not make a single errorlog upon world gen... But for all I know I screwed up and somehow now they have spleens for hair.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Just double checking.

EDIT: Found one myself, due to them living in caves only (guess I forgot to modify that) they weren't spreading or pretty much existing. Now they live in detailed caves, and also like cities.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Scoops Novel on February 20, 2017, 04:50:53 am
Cheers, its a start.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on February 20, 2017, 12:36:14 pm
Yeah, that O(n) monstrocity won't be necessary, df.creature_raw.find(dfhack.gui.getSelectedUnit().race) will do it in O(log(N)) time.

Anyway, probably better to actually read the body raws than to look at descriptions.
There it is, I knew there was a way that wouldn't have to go through all of it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: mcbucko on February 20, 2017, 08:14:32 pm
Is there a way to create an entity that exists in the world and may go to war and siege enemies but will never send traders to allies who are the same "faction" as them? Basically a non trading civ still capable of war.


Not really related: will setting KILL_ANIMAL:UNTHINKABLE effect a civilization's diet in gameplay thus actually making a vegetarian civ or will they eat butchered meat as usual when they are hungry?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: StagnantSoul on February 20, 2017, 08:17:35 pm
Is there a way to create an entity that exists in the world and may go to war and siege enemies but will never send traders to allies who are the same "faction" as them? Basically a non trading civ still capable of war.


Not really related: will setting KILL_ANIMAL:UNTHINKABLE effect a civilization's diet in gameplay thus actually making a vegetarian civ or will they eat butchered meat as usual when they are hungry?

Remove pack and pulling animals.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: mcbucko on February 20, 2017, 11:44:44 pm

Remove pack and pulling animals.

Thank you, I wondered if that'd be the trick for it.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Jerry The Hellbound on February 21, 2017, 10:54:04 am
Can anyone give me a small template of the sizes that a tileset can hold? like a square marked tips of the edges?
Thank you.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on February 21, 2017, 02:46:26 pm
Can't GIMP just display it with the grid options?

Properties > Configure Grid as I recall? That's the only way I was able to desquare sets with any sort of cleanliness, I could snap to grid and clear anything that got smeared onto the wrong side of the lines.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Amostubal on February 24, 2017, 09:48:43 pm
I've been trying to write a line where I get oysters....

this is the line I'm working with:
[PRODUCT:100:1:FISH_RAW:NONE:OYSTER:MALE]

I get a raw oyster that get dragged to the fishery but then just turn into oyster, no shells, no pearls.
I tried OYSTER:NONE, but that just produces a useless oyster that sits where its produced... what am I missing in this line?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: overseer05-15 on February 24, 2017, 10:24:01 pm
Can't create creatures iirc.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: soul4hdwn on February 24, 2017, 10:47:51 pm
this is likely obvious answer but...
after using "copy_tags_from:", putting normal definitions afterwards will replace whichever respective tag of previous creature?
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Max™ on February 25, 2017, 12:29:08 am
I am also curious but have not worked out the syntax and such on those yet.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Amostubal on February 25, 2017, 09:01:59 pm
Can't create creatures iirc.
not trying to create live creatures, just raw fish... or this case raw oysters.

it seems the only reason I can think of that oysters wont create, is that they have no caste defined.  So currently my option is to mod the file containing oysters, to give it castes, if no one else has an option.

I can create raw fish of any variety that has a male/female caste by the line I have above... but if it has no caste, I can't figure out a line that works.  Even raw fish that have shells will be formed if they have a caste defined that can be targeted.

Its currently a line for a fish vendor reaction that produces random raw fish for consumption... just the oysters out of the 20 or so fish I selected will not form edible food.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Nahere on February 25, 2017, 09:22:51 pm
Have you tried OYSTER:DEFAULT? I think DEFAULT is used when there isn't a caste.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Amostubal on February 26, 2017, 04:51:11 am
Have you tried OYSTER:DEFAULT? I think DEFAULT is used when there isn't a caste.

Thank you! thats the answer I was looking for!  It works perfectly now!
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: TheFlame52 on February 26, 2017, 09:59:58 am
This is the 0.40.XX modding questions thread. I think you guys want the 0.43.XX modding questions thread.
Title: [MODDING] 0.43.x QUESTIONS THREAD
Post by: overseer05-15 on February 26, 2017, 02:00:06 pm
What? The subject looks fine to me.
Title: Re: [MODDING] 0.40.x QUESTIONS THREAD
Post by: Amostubal on February 26, 2017, 08:43:39 pm
lol I didn't even realize the difference... thanks I'll switch forum posts. lol.