Bay 12 Games Forum
Dwarf Fortress => DF Modding => Topic started by: CulixCupric on September 17, 2015, 01:28:10 pm
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Here is where to ask questions about various item modding and tokens.
(Further info/edits pending...)
http://dwarffortresswiki.org/index.php/Token (http://dwarffortresswiki.org/index.php/Token)
http://dwarffortresswiki.org/index.php/DF2014:Ammo_token (http://dwarffortresswiki.org/index.php/DF2014:Ammo_token)
http://dwarffortresswiki.org/index.php/DF2014:Armor_token (http://dwarffortresswiki.org/index.php/DF2014:Armor_token)
http://dwarffortresswiki.org/index.php/DF2014:Tool_token (http://dwarffortresswiki.org/index.php/DF2014:Tool_token)
http://dwarffortresswiki.org/index.php/DF2014:Trap_component_token (http://dwarffortresswiki.org/index.php/DF2014:Trap_component_token)
http://dwarffortresswiki.org/index.php/Weapon_token (http://dwarffortresswiki.org/index.php/Weapon_token)
http://dwarffortresswiki.org/index.php/DF2014:Skill_token (http://dwarffortresswiki.org/index.php/DF2014:Skill_token)
NOTE: I didn't see one, and knowing I am likely going to ask a lot of questions about it, and so are others, i decided to make this one thread, instead of a numerically larger number of smaller threads.
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Well, the first post in 7 years :-)
Hi all!
A boulder is a surface feature that spaws randomly. Its material is based on the underlying stonelayers.
I couldn't find raws for it. same for driftwood, pebbles, or seafoam.
Can I define my own 'boulder'? Lets say i want to spawn 'logs' randomly in the forest. or cavern boulders. Or I want my boulders made out of extrateresstial chrystal. Thinks like that?
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Another question.
if an (ice made) item melts, but it lays on the ground, does it leaves a puddle?
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Another question.
if an (ice made) item melts, but it lays on the ground, does it leaves a puddle?
I would think it would leave a puddle, it would then evaporate or someone will "clean" it up
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If it's just an item, it will melt into a glob/misc liquid item that can only be cleaned up/washed away by rain. If it's a map tile like an ice layer or ice wall you'll get a usable water puddle.
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I made a custom range weapon that is a cross bow
The dwarfs equip it fine but it's available in every workshop that makes cross bows
is there a way to build custom range weapon only in custom work shop??
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Well, the first post in 7 years :-)
Hi all!
A boulder is a surface feature that spaws randomly. Its material is based on the underlying stonelayers.
I couldn't find raws for it. same for driftwood, pebbles, or seafoam.
Can I define my own 'boulder'? Lets say i want to spawn 'logs' randomly in the forest. or cavern boulders. Or I want my boulders made out of extrateresstial chrystal. Thinks like that?
After some deep diving on graphics I'm going to say no to this as all I'm seeing about boulders in this context are graphical only in nature
I think the most you can do is define a custom organic Boulder and have it display its own custom color to designate that substrate below that Boulder
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I made a custom range weapon that is a cross bow
The dwarfs equip it fine but it's available in every workshop that makes cross bows
is there a way to build custom range weapon only in custom work shop??
I think this is a hard coded feature for ranged weapons. The only way to get around it is to remove the entity token for it, make a custom reaction to make your weapon and add the reaction to the entity. They won't show up in world gen this way though
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I made a custom range weapon that is a cross bow
The dwarfs equip it fine but it's available in every workshop that makes cross bows
is there a way to build custom range weapon only in custom work shop??
I think this is a hard coded feature for ranged weapons. The only way to get around it is to remove the entity token for it, make a custom reaction to make your weapon and add the reaction to the entity. They won't show up in world gen this way though
I'll try this, but I think removing it from entity will make it not equipable? Anymore?
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Ok got it all working quite nicely now, the ammo problem was a weird bug involving squads and hunters use of ammo stockpiles
Still not sure why the graphic intermittently displays but I'm sure there's probably a missing graphic reference or something
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creatures holding weapons only show them for certain materials, like the vanilla materials. you'll have to make and link graphical icons for each material you want it to be made out of.
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creatures holding weapons only show them for certain materials, like the vanilla materials. you'll have to make and link graphical icons for each material you want it to be made out of.
I've done this and the weapon works and displays and is equippable
I think my problem is there's a civ that it isn't it isn't referenced in the civ properly cause vanilla dwarfs are the only civ it's not displaying on
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I made a custom range weapon that is a cross bow
The dwarfs equip it fine but it's available in every workshop that makes cross bows
is there a way to build custom range weapon only in custom work shop??
I think this is a hard coded feature for ranged weapons. The only way to get around it is to remove the entity token for it, make a custom reaction to make your weapon and add the reaction to the entity. They won't show up in world gen this way though
I'll try this, but I think removing it from entity will make it not equipable? Anymore?
It would be listed as a foreign weapon
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You can still assign foreign weapons so that shouldn't be a problem.
You'll have to double check your files on the dwarves then, it's probably a typo somewhere.
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You can still assign foreign weapons so that shouldn't be a problem.
You'll have to double check your files on the dwarves then, it's probably a typo somewhere.
Without replacing vanilla dwarfs completely is there a way to add graphics to them or do I have to replace them with my custom dwarf creature and new graphics?
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If I lets creatures spawn an item with [PLACED_AS_BUILDING] (instrument), is it then placed as building?
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Say I want an ITEM_SHIELD, that has an ARMORLEVEL of 0, which normally makes it something that civilians would claim and use. And throw in METAL_ARMOR_LEVELS for it.
Would it result in being able to make leather shields that civilians would claim and use against tavern brawls, wild animals, etc. giving them that little extra bit of protection ?
Would even woodcutters and miners use it ?
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In theory it should work like that, but with the way the claimimg system works (supposedly through the hauling labors) you might end up with civilians that hoard most/all the shields while others have none.
I guess your concern with the miners, hunters, woodcutters, answers why you don't just give them the shields through uniforms but in my opinion those labors already have better stuff to defend themselves with.
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Seems METAL_ARMOR_LEVELS doesn't function for shields.
And seems you can't specify materials in the ITEM_SHIELD category either.
ARMOURLEVEL 0 does seem to at least not throw errors in object testing arena. will need to generate a world to see what happens in forts.