Programs/Utilites | {*} | Links |
*} A very useful program: *} *} Blast Raw Compiler and Assembler (http://www.bay12forums.com/smf/index.php?topic=125997.0) - By MagmaMcFry *} *} Some Programs I made to help with modding: *} *} Time to Ticks (http://dffd.wimbli.com/file.php?id=7675) *} DF Raw Cloner(dropbox) (https://www.dropbox.com/s/fki1l097jitcfn3/DFRawCloner.exe) | {*} {*} {*} {*} {*} {*} {*} {*} | [MODDING] 34.xx Questions (http://www.bay12forums.com/smf/index.php?topic=100707.0) - by Deon {* [MODDING] CREATURE & ENTITY QUESTIONS THREAD (http://www.bay12forums.com/smf/index.php?topic=110027.0) - by Meph {* --GUIDE-- Shaostoul's Modding Guide --your chance-- (http://www.bay12forums.com/smf/index.php?topic=55259.0) - by Shaostoul {* [MODDING] GENERAL QUESTIONS THREAD (http://www.bay12forums.com/smf/index.php?topic=110031.0) - by Meph {* [MODDING] REACTIONS QUESTIONS THREAD (http://www.bay12forums.com/smf/index.php?topic=110030.0) - by Meph {* [MODDING] GRAPHICS & TILESET QUESTIONS THREAD (http://www.bay12forums.com/smf/index.php?topic=110029.0) - by Meph {* [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD (http://www.bay12forums.com/smf/index.php?topic=110028.0) - by Meph {* The Spellbook - Community Interaction Repository (http://www.bay12forums.com/smf/index.php?topic=101264.0) - by EmperorJon (MIA) {* |
Q:How do I make weapons that shoot/attack faster or slower than normal, and how do I make missile weapons do more damage? A:Missile weapon to do more damage: increase SIZE of ammo > SIZE = more momentum = more damage Shoot faster: Increase MAXVEL of weapon Melee weapons hit faster: Decrease solid density of material it is made from Melee weapons hit slower: Increase solid density of material it is made from -Meph, Putnam | Q:How do I prevent certain castes from spawning? And do they need to breed to spawn? A:If you WANT that caste not to spawn, give it a very low POP_RATIO ("1" is the lowest possible) and the more COMMON castes higher POP_RATIOs (like 50,000). A creature only needs one male and one female caste to breed, although if "one" caste is missing a CHILD/BABY tag the whole creature won't breed. Make sure the entire creature has those tags. -Putnam, Hugo |
Q:Can another object like shields be given another attack other then the vanilla bash? A:No only Ammo, Creatures, Tools, Traps, and Weapons can be given attacks. All other items will simply *bash* and train the MISC_WEAPON skill. | Q:Can a creature use a interaction to spawn another creature? Can a creature spawn something on death (another creature)? A1: Spoiler (click to show/hide) A2:On death no. -Hugo |
Q:Can I make a creature that has trailing tiles like spilled guts? A:No unless you actually spill it's guts, or a body part that has UNDER_PRESSURE but the creature still needs to be attacked to pop it out. And multi-tiled creatures are impossible to make and the only one that is, is Wagons and we have no control over that. Maybe in the future we can. -Hugo, Igfig | Q:Is it possible make a food that causes a syndrome? A:Plants, drinks and meat, yes, but prepared meals no. Add a [SYN_INGESTED] syndrome to the target material. -Putnam |
Q:Is it possible to make a interaction/syndrome that makes hostile creature friendly to caster? A:Kind of, but you'll have to make your creature unable to become undead and make the creature that you kill horribly hostile to all living things. -Putnam | Q:Also is it possible to make a dwarf friendly creature at all? A:Yeah, Tame it. Through modding, not really. -Putnam |
Q:Is it possible make custom siege engines? A:No (But in the future maybe, near future most likely not) -Putnam | Q:Can weapon reach be customized? A:No -Putnam |
Q:Can removed custom bodyparts cause symptom or add/remove creature tags? A:No, not by removing a BP directly. And the only workaround involves a leaking tissue layer, and even then that doesn't work 100% -Hugo | Q:Can a Body Part have more then one category? A: ---Looking into it--- |
What prevents a specific castes from spawning at all in world gen?
Which token value modifies the frequency of a specific caste?
Do caste creatures need to be able to breed in order to spawn?
What prevents a specific castes from spawning at all in world gen?
Which token value modifies the frequency of a specific caste?
Do caste creatures need to be able to breed in order to spawn?
1. There could be quite a few things; if you WANT that caste to not spawn, then you'll want to give it the lowest [POP_RATIO:X] possible--1--while you give the rest of the castes large numbers. There are many things that could cause it, however.
2. See above: [POP_RATIO:X].
3. No.
is it possible to make creature that has an interaction that makes another creature from nothing or when it dies it spawns a creature?It is possible but with the use of at least "4" creatures are needed and at least 3 interactions. And a few custom bodyparts. And time.
is it possible to make shield that has different kind of bash attack like [ATTACK:EDGE:4000:600:slash:slashes:NO_SUB:1000]Saddly only Tools, Weapons, Ammo, Creatures and Traps can be given attacks. Every other item will be "bashed" with using the "misc. object user skill"
is it possible to make centipede creature with segments moving in its trail similar to spilled gutsNo that would be a multi-tiled creature, and we can't make those yet :(
Q:Can another object like shields be given another attack other then the vanilla bash?
A:No only Ammo, Creatures, Tools, Traps, and Weapons can be given attacks. All other items will simply *bash* and train the MISC_WEAPON skill.
There is a mistake hereQuoteQ:Can another object like shields be given another attack other then the vanilla bash?
A:No only Ammo, Creatures, Tools, Traps, and Weapons can be given attacks. All other items will simply *bash* and train the MISC_WEAPON skill.
Ammo cant... well, you can write a custom attack, but it wont ever appear. I wrote a "hits the target and explodes" for cannonballs, but never happens... they only "hit" and thats it. Also, related question, can tools even be used as weapons in FortressMode, or is that only for adv. mode ?
[REACTION:PLUMP_HELMET]
[NAME:Make helmet of plump helmet]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:plumphelmet:1:PLANT:MUSHROOM_HELMET_PLUMP:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:plumphelmet:NONE]
[SKILL:PROCESSPLANTS]
I wonder if anyyone modded this before? The idea is so obvious... and such crazy-looking, just imagine dwarves with mushroom caps on the heads!Is there any way to edit ''hardcoded'' files?
Is there any way to edit ''hardcoded'' files?
Well, you kind of answered your own question. However, the files in the announcements folder under data can be edited through the use of tools.
[REACTION:MAKE_A2_1_A1_1]
[NAME:make A2_2 A1_2]
[BUILDING:<your custom building here>:NONE]
[REAGENT:metalBar:450:BAR:NONE:INORGANIC:A2_1]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_A1_1:GET_MATERIAL_FROM_REAGENT:metalBar:NONE]
[SKILL:FORGE_WEAPON]
heck even run this through it too (with it or after just depends on how you like pick your output apart) [PERMITTED_REACTION:MAKE_A2_1_A1_1]